Re: [hlds_linux] SteamCMD (for HL1 and CS 1.6) on CentOS = No bueno?

2013-02-14 Thread Milton Ngan
I believe you are supposed to run steamcmd.sh not steam.sh. steam.sh is for the 
GUI that we will eventually ship, but steamcmd is for the CLI tool. 

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] on behalf of Weasel 
[wea...@weaselslair.com]
Sent: Wednesday, February 13, 2013 10:00 PM
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] SteamCMD (for HL1 and CS 1.6) on CentOS = No bueno?

I haven't had any cause to do anything with SteamCMD prior to now.  Since 
allegedly HL1 and Counter-Strike (1.6-ish) are being switched-over to it 
SteamCMD tomorrow, I gave it a shot this evening.  When tried to run on hosted 
CentOS 5.x (32-bit) dedicated server for the first time, the result was, eh 
 distressing to say the least (see below).  So much for my very popular 
HL1 server as of tomorrow???

[code]
[not-root]$ ./steam.sh
Running Steam on Linux 2.6.18-028stab069.6 32-bit
STEAM_RUNTIME is enabled automatically
Unpack runtime failed, error code 1
Error:
Couldn't set up the Steam Runtime. Are you running low on disk space?
Continuing...
Press enter to continue:
./steam.sh: line 446: ulimit: open files: cannot modify limit: Operation not 
permitted
./steam.sh: line 473: /usr/not-root/steamcmd/ubuntu12_32/steam: No such file or 
directory
Error:
Couldn't start bootstrap and couldn't reinstall from 
/usr/lib/steam/bootstraplinux_ubuntu12_32.tar.xz.  Please contact technical 
support.
Press enter to continue:
[not-root]$
[/code]

Thought it might be a permissions issue, so I re-applied (all executable, etc.) 
- no luck.
I'd get my paddle out, but apparently I am up the creek without one?

--
Original message this is in reply-to below ...
--
Subject: [hlds_announce] Mandatory Counter-Strike 1.6 and Half-Life 1 
deathmatch update coming
From: Alfred Reynolds alf...@valvesoftware.com
Date: Wed, 2013/02/13 05:03 PM
To: Half-Life dedicated Win32 server mailing list , Half-Life dedicated Linux 
server mailing list , 'hlds_annou...@list.valvesoftware.com'

We're working on a mandatory update for Counter-Strike 1.6 and Half-Life 1 
deathmatch. The ETA is 10am PST tomorrow ( February 14th, -8 GMT ). The update 
will need to be downloaded using the steamcmd tool, documented here:
https://developer.valvesoftware.com/wiki/SteamCMD
Use appid 90.

You can get the vast majority of the update right now, the beta bits will be 
flipped to the public ones tomorrow with a tiny incremental update at that time.

- Alfred

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Re: [hlds_linux] SteamCMD (for HL1 and CS 1.6) on CentOS = No bueno?

2013-02-14 Thread Milton Ngan
yes, we were running into all sorts of problems with the GUI client doing all 
sorts of things that were completely unnecessary for the CLI client, so we 
forked the wrapper scripts. 

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] on behalf of Ross Bemrose 
[rbemr...@gmail.com]
Sent: Thursday, February 14, 2013 9:28 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] SteamCMD (for HL1 and CS 1.6) on CentOS = No bueno?

steamcmd.sh didn't exist until just recently.  I know for a fact it
didn't exist last week when I was test installing the cs16 beta to see
if login anonymous worked with it.

On Thu, Feb 14, 2013 at 5:55 AM, Milton Ngan mil...@valvesoftware.com wrote:
 I believe you are supposed to run steamcmd.sh not steam.sh. steam.sh is for 
 the GUI that we will eventually ship, but steamcmd is for the CLI tool.
 
 From: hlds_linux-boun...@list.valvesoftware.com 
 [hlds_linux-boun...@list.valvesoftware.com] on behalf of Weasel 
 [wea...@weaselslair.com]
 Sent: Wednesday, February 13, 2013 10:00 PM
 To: hlds_linux@list.valvesoftware.com
 Subject: [hlds_linux] SteamCMD (for HL1 and CS 1.6) on CentOS = No bueno?

 I haven't had any cause to do anything with SteamCMD prior to now.  Since 
 allegedly HL1 and Counter-Strike (1.6-ish) are being switched-over to it 
 SteamCMD tomorrow, I gave it a shot this evening.  When tried to run on 
 hosted CentOS 5.x (32-bit) dedicated server for the first time, the result 
 was, eh  distressing to say the least (see below).  So much for my very 
 popular HL1 server as of tomorrow???

 [code]
 [not-root]$ ./steam.sh
 Running Steam on Linux 2.6.18-028stab069.6 32-bit
 STEAM_RUNTIME is enabled automatically
 Unpack runtime failed, error code 1
 Error:
 Couldn't set up the Steam Runtime. Are you running low on disk space?
 Continuing...
 Press enter to continue:
 ./steam.sh: line 446: ulimit: open files: cannot modify limit: Operation not 
 permitted
 ./steam.sh: line 473: /usr/not-root/steamcmd/ubuntu12_32/steam: No such file 
 or directory
 Error:
 Couldn't start bootstrap and couldn't reinstall from 
 /usr/lib/steam/bootstraplinux_ubuntu12_32.tar.xz.  Please contact technical 
 support.
 Press enter to continue:
 [not-root]$
 [/code]

 Thought it might be a permissions issue, so I re-applied (all executable, 
 etc.) - no luck.
 I'd get my paddle out, but apparently I am up the creek without one?

 --
 Original message this is in reply-to below ...
 --
 Subject: [hlds_announce] Mandatory Counter-Strike 1.6 and Half-Life 1 
 deathmatch update coming
 From: Alfred Reynolds alf...@valvesoftware.com
 Date: Wed, 2013/02/13 05:03 PM
 To: Half-Life dedicated Win32 server mailing list , Half-Life dedicated Linux 
 server mailing list , 'hlds_annou...@list.valvesoftware.com'

 We're working on a mandatory update for Counter-Strike 1.6 and Half-Life 1 
 deathmatch. The ETA is 10am PST tomorrow ( February 14th, -8 GMT ). The 
 update will need to be downloaded using the steamcmd tool, documented here:
 https://developer.valvesoftware.com/wiki/SteamCMD
 Use appid 90.

 You can get the vast majority of the update right now, the beta bits will be 
 flipped to the public ones tomorrow with a tiny incremental update at that 
 time.

 - Alfred

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--
Ross Bemrose

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Re: [hlds_linux] list.valvesoftware.com web page does not work

2013-01-16 Thread Milton Ngan
We had to disable it due to a security issue. We haven't had time to fix it 
with the holiday load. 

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Rodrigo
Sent: Wednesday, January 16, 2013 4:46 AM
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] list.valvesoftware.com web page does not work


I have spent almost two weeks without being able to enter the site 
list.valvesoftware.com does anyone feel the same? 


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Re: [hlds_linux] list.valvesoftware.com web page does not work

2013-01-16 Thread Milton Ngan
The correct address to manage your subscriptions is 
hlds_linux-requ...@list.valvesoftware.com

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of List ProGamers
Sent: Wednesday, January 16, 2013 4:59 AM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] list.valvesoftware.com web page does not work

I have no idea why it does not work. to see the available commands send 
a blank message with the subject help to 
hlds_linux@list.valvesoftware.com

W dniu 2013-01-16 13:56, Rodrigo pisze:
 you know the reason? and people who want to remove the subscription to 
 the mailing list?

 -Mensaje original- From: List ProGamers
 Sent: Wednesday, January 16, 2013 1:49 PM
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] list.valvesoftware.com web page does not work

 site doesn't work for more than a month? ;)

 W dniu 2013-01-16 13:45, Rodrigo pisze:

 I have spent almost two weeks without being able to enter the site 
 list.valvesoftware.com does anyone feel the same?

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[hlds_linux] Network Changes

2012-06-20 Thread Milton Ngan
I made some network changes that affected this list server last night. Please 
contact me directly if you think you are seeing problems with the list. It is 
possible that people are not receiving email, in which case this email is a bit 
useless :)
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Re: [hlds_linux] Test message

2012-06-12 Thread Milton Ngan
Something go reverted on our firewall, and we had a couple of bad NAT rules 
which were translating the IPs of some of our servers. This should be better 
now. It wasn't when John sent his test message. I had only fixed one of the 
cases, but not the second. 

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Sadiq Saif
Sent: Tuesday, June 12, 2012 3:35 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Test message

Looks good to me. :)

On Tue, Jun 12, 2012 at 6:33 PM, John lists.va...@nuclearfallout.net wrote:
 Valve's SPF configuration (combined with their switch to a different relay
 IP) has been preventing mailing list message delivery to many/most
 destinations since June 9. This is a test message to see if Valve has fixed
 this yet.

 -John

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-- 
Sadiq S
O ascii ribbon campaign - stop html mail - www.asciiribbon.org

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Re: [hlds_linux] (ATTN: Valve) steam.inf missing and other incomplete update problems

2011-12-16 Thread Milton Ngan
It is nicer on the content delivery system if we only do one download per 
cluster for the hundreds of machines we run. It is also easier to deal with 
failures when they occur, since they only occur on the root server (what 
Fletcher called the master) of each cluster. We also do a bunch of config 
management and templating from these root servers. The system scales better 
this way and is more robust than each server doing their own updates. Also, 
there are complications with running multiple games from a single directory and 
using -autoupdate. This currently isn't possible to do without breaking your 
servers. The -autoupdate isn't designed for people running games this way. 
Maybe it ought to? 

With the new content delivery system, we are going to have to revisit the 
srcds_run script since the new tool doesn't currently behave like the existing 
hldsupdate tool. 

M.


-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Brian Rak
Sent: Friday, December 16, 2011 2:11 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] (ATTN: Valve) steam.inf missing and other incomplete 
update problems

Why don't you just use hldsupdatetool on all your severs, instead of
rsyncing them?

On Fri, Dec 16, 2011 at 4:37 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:

 Hm, masters don't have the bits, so I probably used the word master
 too many times in that email.

 The first paragraph was about how we manage our game servers.  We do this
 using the exact same tools you could use to manage yours, our game servers
 do not have any special channel to the content or to the GMS.  They are
 able to grab it at the same time your servers are.  Master in that
 context meant the server in the datacenter that is responsible for calling
 hlds_update and hlding the master copy of all the bits we rsync to the
 real game servers.

 The Game master server is a Steam server (actually a few of them) that
 maintains the list of servers and services listing requests.  Your game
 servers' heartbeats (previously sent directly via UDP, now for TF2 and in
 the future for all games through the regular Steam channel, but the same
 principle applies) talks to them.  Sometimes the GMS is also called the
 master server --- I think that's QuakeWorld heritage.  It really doesn't
 have any special status within Steam.

 The content servers are the ones that have the bots and from whence the
 super-lengthy download happens.  We flip the mast switch to make new
 depots active after the latest versions of the depots have propagated to
 all of our content servers.



 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson
 Sent: Friday, December 16, 2011 1:29 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] (ATTN: Valve) steam.inf missing and other
 incomplete update problems

 Sorry, the 'master switch' is flipped when all masters have the 'bits'? or
 after all the slaves have cloned?

 Thanks,
 Kyle.

 On Fri, Dec 16, 2011 at 1:17 PM, Fletcher Dunn
 fletch...@valvesoftware.comwrote:

  For what it's worth, we use -verify_all to sync the master server at
  each data center, then we rsync the contents to all of the slaves.
 
  I don't have any theories what might be different about steam.inf,
  other than failure to update that particular file is so highly
  visible, whereas failure for other files might go undetected.
 
  The game master server (GMS), which does the server listing and also
  is responsible for delivers the message, Your server is out of date
  is completely distinct from our content servers, which actually
  deliver the game bits.  When we release an update we first send out
  the bits to the content servers.  Then, when all of the content
  servers have all of the bits, then we flip the master switch to make
  those depots available for download.  After a short delay, this also
  lets the GMS know that there is a new version of the product.
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com [mailto:
  hlds_linux-boun...@list.valvesoftware.com] On Behalf Of PharaohsPaw
  Sent: Friday, December 16, 2011 1:05 PM
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] (ATTN: Valve) steam.inf missing and other
  incomplete update problems
 
  Hi Fletch,
 
  No, it's OK.  Thanks for responding.
 
  I do have to wonder if there is something I could, or SHOULD do
  differently.  With folks like Steve who posted a few replies back
  mentioning that he updates 145 servers and has never seen this problem
  before - and that he doesn't use -verify_all either, it does make me
  wonder what could possibly be wrong, or at least fatally different
  about what our setup does.
 
  The steam.inf file must update properly for some people, since Steve
 

Re: [hlds_linux] Dedicated Server Error

2011-11-27 Thread Milton Ngan
It looks like you are behind NAT. Are you sure that your firewall is set up 
correctly to forward/translate traffic through on the advertised ports? 



-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Benedict Glover
Sent: Sunday, November 27, 2011 1:18 PM
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] Dedicated Server Error


This has been happening for a while.

[mono-addon] [bglover@mc-rdgdl360-01 orangebox]$ ./srcds_run -game tf +map 
cp_badlands heartbeat -ip 192.168.2.1  -port 27000 +maxplayers 32
Auto detecting CPU
Using default binary: ./srcds_linux
Server will auto-restart if there is a crash.
Running a benchmark to measure system clock frequency...
Finished RDTSC test. To prevent the startup delay from this benchmark, set the 
environment variable RDTSC_FREQUENCY to 3000.00 on this system. This value 
is dependent upon the CPU clock speed and architecture and should be determined 
separately for each server. The use of this mechanism for timing can be 
disabled by setting RDTSC_FREQUENCY to 'disabled'.
Using breakpad minidump system
Using breakpad crash handler

Console initialized.
Game.dll loaded for Team Fortress
Setting breakpad minidump AppID = 440
Forcing breakpad minidump interfaces to load
Looking up breakpad interfaces from steamclient
Calling BreakpadMiniDumpSystemInit
Installing breakpad exception handler for appid(440)/version(4756)
Particles: Missing 'particles/error.pcf'
maxplayers set to 32
No '-replayserverdir' parameter found - using default replay folder.
Replay: Creating thread pool...succeeded.
Replay: Starting thread pool with 4 threads...succeeded.
Cleaning files from temp dir, /home/bglover/orangebox/tf/replay/server/tmp/ 
...no files removed.
Unknown command r_decal_cullsize
maxplayers set to 32
Unknown command startupmenu
Network: IP 192.168.2.1, mode MP, dedicated Yes, ports 27000 SV / 27005 CL
ConVarRef room_type doesn't point to an existing ConVar
Executing dedicated server config file
Initializing Steam libraries for secure Internet server
Failed to load Steam Service
ServiceStart: failed to start
Looking up breakpad interfaces from steamclient
Calling BreakpadMiniDumpSystemInit
'server.cfg' not present; not executing.
'cp_badlands.cfg' not present; not executing.
Connection to Steam servers successful.
   Public IP is 77.246.19.67.
   VAC secure mode is activated.
Current item schema is up-to-date with version 73BF3542.
tf_server_identity_account_id not set; not logging into registered account

I suspect it is due to the bold part, but my server will not list or 
communicate via rcon (unless the -ip bit is in there, but it still won't list). 
Can anybody help?
I THINK 27000 udp and tcp and 27005 tcp are the only ones open. I don't have 
root access, so I [probably] can't change ports.
Just give me a list of things to try or things to check. Anything right now 
would be good. I've just completly reinstalled everything.

Ben

  
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Re: [hlds_linux] post to mailing list blocked

2011-10-03 Thread Milton Ngan
I'll up the limit. 

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of James Puckett
Sent: Monday, October 03, 2011 10:00 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] post to mailing list blocked

repost it? I've had this several times aswell.

On Sat, Oct 1, 2011 at 5:18 PM, clad iron cladi...@gmail.com wrote:

 Who is over the mail list ?
 I made a post:
 date Tue, Sep 27, 2011 at 4:23 PMsubject map error kick
 I then got a message shortly later saying:

 Your mail to 'hlds_linux' with the subject
 
 map error kick
 
  Is being held until the list moderator can review it for approval.
 
  The reason it is being held:
 
 Message body is too big: 89387 bytes with a limit of 40 KB
 
  Either the message will get posted to the list, or you will receive
  notification of the moderator's decision.
 


 I never got a message, and as far as i can tell it's still not posted.
 I sent fletch...@valvesoftware.com (Mr.Dunn) a message to see if it could
 be
 looked into. reply.

 It was only 10 lines long with no attachments. This mailing is longer
 already.

 Bug in the system ?

 Message from other posting:

 Hey guy, just wanted to see if anyone else has seen this.
 
  When joining a server and there is an issue with the map downloading to
 the
  client. (sv_downloadurl is setup and working properly, has been for
 years)
 
  You know the error we have all seen when when the map differs from the
  server, even tho it was just downloaded. the same download to another
 client
  worked fine.
  Anyway, i was dropped after downloading the map, and a small window pops
 up
  say the maps is different. i leaned over to my other computer to double
  check that the file was on our speedy downloads. before i could even get
  logged into the ftp account (on the other computer) to check, the popup
  window on my game computer went away, and i joined the server
 automatically.
 
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Re: [hlds_linux] L4D2 - unable to rcon

2011-09-27 Thread Milton Ngan
I have seen an issue on Ubuntu where the /etc/hosts files contains a line like 
this:

127.0.1.1   myhostname.valve.netmyhostname

On machines that have this, the rcon is limited to listening on the loopback 
(127.0.0.1) only. Removing this line from the hosts file correct the problem. I 
am sure there is a better way of doing it by specifying an explicit IP on the 
command line or something, but I haven't investigated it. I guess if you don't 
specify the IP to listen on, then it does a name look up of your hostname for 
the IP. In this case it chooses the loopback address so you can't talk to it 
outside of the local machine.

M.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Brian Menges
Sent: Tuesday, September 27, 2011 8:50 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] L4D2 - unable to rcon

So here are the relevant IPTables segments:

ACCEPT tcp  --  anywhere  anywhere tcp dpts:27960:27970
ACCEPT udp  --  anywhere anywhere udp dpts:27960:27970
ACCEPT tcp  --  anywhere  anywhere tcp dpts:25030:25040
ACCEPT udp  --  anywhere anywhere udp dpts:25030:25040
ACCEPT udp  --  anywhere anywhere udp dpts:26900:27050
ACCEPT tcp  --  anywhere  anywhere tcp dpts:26900:27050

So, I certainly have TCP/UDP 27015 open ... and these are the exact
rules from my last installation at my AMD server.

I'm still not sure what is going on with this. I was also looking
around online to try and figure out if I could tighten this down
(these rules were from when I forked 20 instances).

~Brian



On Tue, Sep 27, 2011 at 07:31, ics i...@ics-base.net wrote:
 I can confirm that rcon has been in L4D/L4D2 from the start.

 -ics

 27.9.2011 17:23, Nicholas Hastings kirjoitti:

 this rcon thing wasn't added later. It's been in every version of the
 engine, including L4D/2 from the start.

 The only difference with those games is that there was a crash bug with
 rcon for a while that was since fixed (I believe that it was attributed to
 multiple rcon connections being active), and that those other sv_rcon_* vars
 are hidden (they still exist and can be unhidden or otherwise manipulated
 with mods (ie. sm_cvar).


 On 9/27/2011 10:17 AM, Ronny Schedel wrote:

 Oh well, I can see there is a rcon_password cvar at least, but the other
 important rcon related cvars are missing (like sv_rcon_minfailures,
 sv_rcon_minfailuretime, sv_rcon_maxfailures, sv_rcon_banpenalty). Without
 these it would'nt make any sense.

 However, if I remember well the netcon was introduced first. Maybe this
 rcon thing was added later. But if you say it's working for, than it
 should, my mistake.

 Rcon works fine in both L4D and L4D2.

 On 9/27/2011 9:59 AM, Ronny Schedel wrote:

 I have never seen it in L4D   l4D2.

 Can you let me know the change release that removed rcon? I have been
 using
 it for a long time.

 I'll check Ports open/closed, but i'm very sure the right Ports and
 ranges
 are open.
 On Sep 27, 2011 4:11 AM, Ronny Schedeli...@ronny-schedel.de
 wrote:

 That's because there is no rcon in L4D2. You can try this netcon
 thing.

 So I've moved a server as a result of the SSE3 (pni flag) issue, but
 ever
 since the move I've had rcon issues:

 ] rcon status
 Unable to connect to remote server (74.3.239.226:27015)

 I'm wondering what I'm missing, because people are playing, and I'm
 certainly connected. My local host seems to stall for about 2-3
 seconds
 when
 trying an rcon command... then it gives that message. Am I missing
 something?

 ~Brian

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
 Alfred
 Reynolds
 Sent: Monday, September 26, 2011 4:27 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Half-Life 1 Dedicated server update
 released

 See my comments from earlier in the day, its available as beta now
 but

 has

 some more pending work.


 On Sep 26, 2011, at 4:16 PM, Jay Singh wrote:

 When will that be?

 From: alf...@valvesoftware.com
 To: hlds_linux@list.valvesoftware.com
 Date: Mon, 26 Sep 2011 21:50:03 +
 Subject: Re: [hlds_linux] Half-Life 1 Dedicated server update
 released

 Those changes are mostly part of the client side changes that are
 up

 next.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-
 boun...@list.valvesoftware.com] On Behalf Of AnAkIn .
 Sent: Monday, September 26, 2011 2:25 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Half-Life 1 Dedicated server update
 released

 The update seem to be server side only, yet it says:

 prevented several client redirection exploits when connecting to
 a
 server

 I guess that change was not released then?

 2011/9/26 Alfred Reynoldsalf...@valvesoftware.com

 Yes, 

Re: [hlds_linux] Server Loop

2011-07-27 Thread Milton Ngan
I put a map into the start up configs on our Left4Dead servers. Someone may 
have taken that out of context and used server.cfg instead. 

I typically put the convars (the ones with the + on the command line) into a 
start up config file rather than putting them on the command line. This is so 
that I can start up multiple instances of a game server from the same 
directory, while still having control over each individual instance. For any 
shared values these typically go into server.cfg. I use server.cfg rather than 
autoexec.cfg so that we can dynamically change the values without having to 
rcon into every instance of the game across the cluster in multiple 
datacenters. The changes will eventually propagate as the maps rotate, or the 
server is restarted. 

I agree it is confusing that there is a difference between - options and + 
options. Once you figure out which ones are convars and which are not, then it 
will make more sense. Order of convars on the command line is important. Order 
of options typically are not. Options are used to configure the low level parts 
of the engine before the convar handling is initialized. The line can be 
blurry, and sometimes helpful code perpetuates the confusion (e.g -ip vs 
+ip). These two should be functionally equivalent, but sometimes they aren't. 

M.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of James Puckett
Sent: Tuesday, July 26, 2011 10:31 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Server Loop

Funny, because I never found a tutorial that mentioned adding map parameter
to your server.cfg.. maybe you should stop criticizing others for your lack
of research?

On Tue, Jul 26, 2011 at 9:34 PM, Jesse Molina je...@opendreams.net wrote:


 Some feedback here for Valve:

 I went through the learning process of srcds servers/tf2 about nine months
 ago or so.

 Because of the large number of tutorials and howtos written by very eager
 novices, I was thoroughly confused on what commands needed to be issued as
 arguments on the command line and which needed to be in the server.cfg.  I
 had to do a lot of troubleshooting and experimentation before I figured this
 out.

 Clarification via official documentation as to which commands need to go on
 the command line and which need to go in the server.cfg would be good.
  Also, which need a - and which need a + would be good too.

 FYI, here's the command line used to start one of my testing quickplay
 servers;

 ./srcds_linux -game tf -ip 0.0.0.0 +clientport 27041 +hostport 27141
 +tv_port 27241 -steamport 26041 +replay_port 27441 -strictportbind -pidfile
 /home/hlds/srcds-servers/**server-tf2-PHXONE/server.pid -maxplayers 24
 +map pl_goldrush

 This same command line setup is very similar for hl2dm, css, and l4d/l4d2

 Notice how some are + and some are -.  There is a good reason for each, but
 there is no pattern or any sense to any of it from a sysadmin perspective.




 Alfred Reynolds wrote:

 Remove the map command from your config file(s)


 --
 # Jesse Molina
 # Mail = je...@opendreams.net
 # Page = page-je...@opendreams.net
 # Cell = 1.602.323.7608
 # Web  = http://www.opendreams.net/**jesse/http://www.opendreams.net/jesse/




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Re: [hlds_linux] Player counts, replay, and SourceTV

2011-07-26 Thread Milton Ngan
The combined settings look a bit like this


mp_maxrounds 0
mp_winlimit 0
mp_timelimit 45
maxplayers 24

replay_enable 1
replay_block_dump_interval 15
replay_fileserver_protocol http
replay_fileserver_port 80
replay_fileserver_offload_enable 0
replay_local_fileserver_path /var/www/replays/001/
replay_fileserver_path /001/

mapcycle mapcycle01.txt
randommap



-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of msleeper
Sent: Tuesday, July 26, 2011 6:48 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Player counts, replay, and SourceTV

Ah I see, I assumed that increased_maxplayers was how it checked the
player count. Thanks for clearing that up.

On a somewhat related note, I asked in another mail on the list for an
example server.cfg and/or the server.cfg that Valve is using for their
quick play servers. Do you think you could provide something like
this? There hasn't been a decent example server.cfg since about
release, and it would be great to have one instead of having to dig
around for the Voting and Replay settings.

Thanks.

On Tue, Jul 26, 2011 at 9:43 PM, Fletcher Dunn
fletch...@valvesoftware.com wrote:
I am running +maxplayers 24, no sv_visiblemaxplayers set, with
Replays enabled... and my sv_tags is now reporting as
increased_maxplayers and thus not giving me any Quickplay
traffic. Is there something I missed here?

 increased_maxplayers being set in the situation you describe is a bug.  I'll 
 add that to my list.

 However, the tag is not used by quickplay in any way.  Only the reported 
 player counts are used.
 https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513

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Re: [hlds_linux] Distro Flavor?

2011-07-26 Thread Milton Ngan
Ubuntu x64 is what we typically use, vanilla kernels. The version differs 
depending on the role of the box and what type of hardware we are using. 
Sometimes we just have to use a non-LTS version because of the hardware 
support. We could just backport the kernel, but it is just as easy to use the 
latest version and then upgrade to the next LTS release. 

M.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of m33crob
Sent: Tuesday, July 26, 2011 8:18 PM
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] Distro Flavor?

Hello Everyone,

Out of curiousity, I was wondering what distro Valve uses. I would also be
interested in hearing what everyone else is using and their thoughts about
running srcds on those distros. ¡Thanks!
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Re: [hlds_linux] Player counts, replay, and SourceTV

2011-07-26 Thread Milton Ngan
Sorry about that. That option is on the command line and I just typed it in. 
The rest is in our startup config file. 

The randommap just loads up a random map so that all the servers don't start at 
the same position in the mapcycle. 

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Nicholas 
Hastings
Sent: Tuesday, July 26, 2011 8:45 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Player counts, replay, and SourceTV

It's mapcyclefile.

On 7/26/2011 11:40 PM, bottige...@gmail.com wrote:
 I typed mapcycle and the console said

 Unknown command mapcycle

 On Tue, Jul 26, 2011 at 8:39 PM, 1nsane1nsane...@gmail.com  wrote:
 As did I. This could be quite useful.

 On Tue, Jul 26, 2011 at 11:36 PM, Tony Palomadrunkenf...@hotmail.comwrote:

 Today I learned there is a randommap command.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Milton
 Ngan
 Sent: Tuesday, July 26, 2011 7:42 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Player counts, replay, and SourceTV

 The combined settings look a bit like this


 mp_maxrounds 0
 mp_winlimit 0
 mp_timelimit 45
 maxplayers 24

 replay_enable 1
 replay_block_dump_interval 15
 replay_fileserver_protocol http
 replay_fileserver_port 80
 replay_fileserver_offload_enable 0
 replay_local_fileserver_path /var/www/replays/001/
 replay_fileserver_path /001/

 mapcycle mapcycle01.txt
 randommap



 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of msleeper
 Sent: Tuesday, July 26, 2011 6:48 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Player counts, replay, and SourceTV

 Ah I see, I assumed that increased_maxplayers was how it checked the player
 count. Thanks for clearing that up.

 On a somewhat related note, I asked in another mail on the list for an
 example server.cfg and/or the server.cfg that Valve is using for their
 quick
 play servers. Do you think you could provide something like this? There
 hasn't been a decent example server.cfg since about release, and it would
 be
 great to have one instead of having to dig around for the Voting and Replay
 settings.

 Thanks.

 On Tue, Jul 26, 2011 at 9:43 PM, Fletcher Dunn
 fletch...@valvesoftware.com
 wrote:
 I am running +maxplayers 24, no sv_visiblemaxplayers set, with Replays
 enabled... and my sv_tags is now reporting as increased_maxplayers
 and thus not giving me any Quickplay traffic. Is there something I
 missed here?
 increased_maxplayers being set in the situation you describe is a bug.
   I'll add that to my list.
 However, the tag is not used by quickplay in any way.  Only the reported
 player counts are used.
 https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513

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Re: [hlds_linux] Steam servers IP's

2011-07-18 Thread Milton Ngan
I would not recommend this. We are constantly changing the IP addresses of our 
services as we grow. As someone who helps maintain our firewall rules, I 
appreciate what you are trying to do, but it is a lot of work to keep up with 
all the changes. More so for you since there is no DNS to query or registry to 
look up that will tell you what you need to know. 

M.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Saint K.
Sent: Monday, July 18, 2011 3:05 AM
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] Steam servers IP's

Hi,

Does anyone have a list of IP addresses from the steam authentication and 
friends/groups servers?

I want to explicitly open them in a firewall, no need for whitelisting the 
content servers.

I found a few lists online but they either seem incomplete or out of date.

Cheers,

Saint K.
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Re: [hlds_linux] Steam servers IP's

2011-07-18 Thread Milton Ngan
We don't store the IP's in files since they are too static and get out of date 
too easily. We would be pushing out updates a lot more often for no good reason 
if we did it that way. 

The servers are not recorded in DNS since that is generally too slow to update. 

Steam uses its own directory service, but this isn't publically accessible. 

The majority of traffic goes through a bunch of connection end point servers. 
These are distributed all over the internet hosted by various providers. So you 
can't even query an AS number and get all of our networks. It might get you 
some of the way though. 

M.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Saint K.
Sent: Monday, July 18, 2011 10:19 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Steam servers IP's

Any idea's on what would be a good way then? I can't just open ports, I need 
destination addresses with it. Can we (as suggested) grep out some files to get 
the addresses from?


Another question comes to mind. With the announcement of the new network, will 
that change anything in how steam logs on and how friends signs in etc? Will 
that remain the same?

Cheers,

Saint K.


From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Milton Ngan 
[mil...@valvesoftware.com]
Sent: 18 July 2011 18:14
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Steam servers IP's

I would not recommend this. We are constantly changing the IP addresses of our 
services as we grow. As someone who helps maintain our firewall rules, I 
appreciate what you are trying to do, but it is a lot of work to keep up with 
all the changes. More so for you since there is no DNS to query or registry to 
look up that will tell you what you need to know.

M.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Saint K.
Sent: Monday, July 18, 2011 3:05 AM
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] Steam servers IP's

Hi,

Does anyone have a list of IP addresses from the steam authentication and 
friends/groups servers?

I want to explicitly open them in a firewall, no need for whitelisting the 
content servers.

I found a few lists online but they either seem incomplete or out of date.

Cheers,

Saint K.
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Re: [hlds_linux] Replay errors renaming file

2011-07-06 Thread Milton Ngan
These are warnings. The system is attempting to rename the file first, and 
then falls back to copying the file. I'll see if we can get that warning turned 
off. It isn't necessary in production. 

M.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Peter Reinhold
Sent: Wednesday, July 06, 2011 3:40 AM
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] Replay errors renaming file

Hi all,

I have posted on this before, but didn't find a solution, and I was 
wondering if anyone else have found anything.

I have replay enabled on my server, writing to an NFS mount on my 
gameserver (pointing to a webserver on another box)

When I start my TF2 server, I get the following in error during replay 
initialization

--
*  Renaming to target...Unable to rename 
/opt/srcds/tf2.1/orangebox/tf/replay/server/tmp/testpublish_6350.tmp to 
/mnt/tf2/replay/testpublish_6350.tmp!
Unable to rename 
/opt/srcds/tf2.1/orangebox/tf/replay/server/tmp/testpublish_6350.tmp to 
/mnt/tf2/replay/testpublish_6350.tmp!
OK
*
--

and during gameplay, I see a lot of these

--
Unable to rename 
/opt/srcds/tf2.1/orangebox/tf/replay/server/tmp/20110706-123515-pl_badwater_part_0.block
 
to /mnt/tf2/replay/20110706-123515-pl_badwater_part_0.block!
Unable to rename 
/opt/srcds/tf2.1/orangebox/tf/replay/server/tmp/20110706-123515-pl_badwater_part_0.block
 
to /mnt/tf2/replay/20110706-123515-pl_badwater_part_0.block!
Unable to rename 
/opt/srcds/tf2.1/orangebox/tf/replay/server/tmp/20110706-123515-pl_badwater.dmx 
to /mnt/tf2/replay/20110706-123515-pl_badwater.dmx!
Unable to rename 
/opt/srcds/tf2.1/orangebox/tf/replay/server/tmp/20110706-123515-pl_badwater.dmx 
to /mnt/tf2/replay/20110706-123515-pl_badwater.dmx!
--

Case is, replay is working as it should, files end up in the webfolder, 
and people can download them, but it would be very nice if I could avoid 
all the errors during playback.

Anyone?


Kind Regards,

Peter

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Re: [hlds_linux] Team Fortress 2 Update Released

2011-06-28 Thread Milton Ngan
Which files are you updating that are being overwritten? In many cases there 
are convars to change the file you use for a particular function. In cases 
where you can't (e.g motd.txt while using sv_pure 2) you can just set the file 
to be read-only and the file will not be clobbered. 

M.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of clad iron
Sent: Tuesday, June 28, 2011 7:36 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Team Fortress 2 Update Released

This is really starting to be a load of crap . The issues involved to update
servers.
Files that we edit for our server get over wrote.  ( if a file is having to
be over wrote on an update, what is so hard about it backing up the edited
file ?)
The time frame it takes to update servers.
The fact that 90% of the time something breaks, whether it's a valve issue
or a a metamod/sourcemod issue.  ( i know the plugins breaking are not
valves fault, but they don't help the issue).

I'm about ready to just shut down the servers we host, and let everyone else
worry about the headaches.



On Tue, Jun 28, 2011 at 10:24 PM, Tom Grant aksu...@gmail.com wrote:

 I've gotten that message a few time as well. Just keep trying to update,
 I'm
 sure the content servers are under a good load right now!

 On Tue, Jun 28, 2011 at 10:22 PM, clad iron cladi...@gmail.com wrote:

  i'm getting alot of these since the f2p update. Same on tf2 and dods.
 
 
  Stopping the game server...
  Game server has been stopped.
  Checking bootstrapper version ...
   Updating Installation
  Retrying in 30 seconds. . .
  Retrying in 30 seconds. . .
  Retrying in 30 seconds. . .
  Checking/Installing 'Base Source Shared Materials' version 8
 
 
  Checking/Installing 'Base Source Shared Models' version 4
 
 
  Checking/Installing 'Base Source Shared Sounds' version 4
 
 
  Checking/Installing 'Day of Defeat Source Base Content' version 68
 
 
  Connection Reset, WinSock Error 10054 Connection reset by peer
  Starting the game server...
  Game server has been started.
  The Steam update has completed. You may close this window.
 
 
 
  On Tue, Jun 28, 2011 at 10:16 PM, Chris Oryschak ch...@oryschak.com
  wrote:
 
   Is anyone's Linux server quitting and failing to start/autoupdate?
   Here is what my console looked like:
  
  
   Dropped replay from server (Server shutting down)
   L 06/28/2011 - 22:11:49: server_message: quit
   PreMinidumpCallback: updating dump comment
   Uploading dump (in-process) [proxy '']
   /tmp/dumps/crash_20110628221149_1.dmp
   Tue Jun 28 22:13:23 EDT 2011: Server Quit
  
   -Original Message-
   From: hlds_linux-boun...@list.valvesoftware.com
   [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jason
   Ruymen
   Sent: Tuesday, June 28, 2011 9:58 PM
   To: 'Half-Life dedicated Linux server mailing list'; 'Half-Life
 dedicated
   Win32 server mailing list'; 'hlds_annou...@list.valvesoftware.com'
   Subject: [hlds_linux] Team Fortress 2 Update Released
  
   Required updates for Team Fortress 2 are now available.  Please run
   hldsupdatetool to receive the updates.  The specific changes include:
  
   - Fixed a case where CritBoost effects were being removed from players
   being
   healed.
   - Fixed a problem with Arena mode first blood CritBoost not removing
  itself
   at the correct time.
   - Fixed a bug where Demomen kept their leftover charge amount when
   self-aborting charges (you'll still keep leftovers when stopped by
 enemy
   airblasts)
   - Fixed the problem that was causing Strange Demoman shields to not
   accumulate kills.
   - Fixed a bug where the Reserve Shooter would minicrit against swimming
   targets.
   - Tomislav spin-up reduction has been reduced from 75% to %40 (so it
 now
   spins-up slower)
   - Made the Jumper's Jeepcap and Pocket Medic craft-able.
   - Updated the bot navigation files for several maps.
   - Added an entry for Call Vote to the Options-Keyboard Settings, so
  you
   can bind a key to it.
   - Updated the gamehaptics file:
  - Added/Refined recoil/draw/crit/reload forces for all of the new
   weapons
   in the Uber Update.
  - Refined all Rocket Launcher Forces recoil forces to feel more true
  to
   recoil animation.
  - Tuned Brass Beast recoil to have less of an impact on your aiming
   reticle.
  
   Jason
  
  
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Re: [hlds_linux] Messages arriving 20 minutes late?

2011-06-27 Thread Milton Ngan
I am working on the mailing list issue. The problem is that the spam filters 
are eating up lots of CPU on the VM. I will be moving off the spam filtering 
onto a different box that can better handle the job.

Over the past year we have added more than 200Gbps of bandwidth, and we are 
constantly rolling out more content server to increase our capacity. You can 
take a look at how much bandwidth was used today on this page. 

http://store.steampowered.com/stats/content/




-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose
Sent: Monday, June 27, 2011 6:01 PM
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] Messages arriving 20 minutes late?

Is anyone else noticing that messages from this mailing list are now 
arriving something like 20 minutes after they're sent?

Also, are there any plans on Valve's part to increase Steam download 
servers' capacity?  This latest TF2 should be tiny, but neither my 
servers or client have been able to update in the last 20 minutes.

--
R. Bemrose
OCRTF2 Admin

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Re: [hlds_linux] This new Benchmark - how to set and recommendations would be nice.

2011-06-26 Thread Milton Ngan
You need to set this in your environment before you launch the game

export RDTSC_FREQUENCY=2400.0
./srcds_run -game tf 

This will bypass the benchmark. But each machine may be different. This is 
benchmark is part of the real time clock optimization that we had added into 
the L4D dedicated server. 

M.



-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Svensk Ljud  
Ljus Produktion
Sent: Sunday, June 26, 2011 3:39 PM
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] This new Benchmark - how to set and recommendations would 
be nice.

Ive just had some time to read the logs to find the RDTSC_FREQUENCY and 
it was rather easy.

[code]
/HLDS installation up to date
Running a benchmark to measure system clock frequency...
Finished RDTSC test. To prevent the startup delay from this benchmark, 
set the environment variable RDTSC_FREQUENCY to 2400.00 on this 
system. This value is dependent upon the CPU clock speed and 
architecture and should be determined separately for each server. The 
use of this mechanism for timing can be disabled by setting 
RDTSC_FREQUENCY to 'disabled'.
Using breakpad minidump system/
[/code]

In this case should I add this to server.cfg or ?
[code]
/RDTSC_FREQUENCY 2400.00/
[/code]

But how is the recommendations to make the servers to use the cpu:usage 
as before the update ?

It would be nice to hear some info from the dev.team or someone close :)

Peter
Sweden



Ps. my previus post

/We have machines with both Debian and Fedora srcds-servers running and 
all is showing high spu usage.
Its both TF2 and DoD:S running on them and we monitor all with munin.

This is a pic from a debian 64-bit server with 4 cores Xeon running 2 
dods servers.
http://url.dayofdefeat.se/pics/cpu-week-Ferm.png
uname -a: Linux-2.6.33.5-rt23-ub-100hz #1 SMP PREEMPT RT Wed Jul 14 
13:41:19 CEST 2010 x86_64 GNU/Linux

This is a pic from a Fedora server running 1 dods + 2 TF2 servers on 4 
cores.
http://url.dayofdefeat.se/pics/cpu-week-Trelle.png
uname a: Linux-2 2.6.34 #1 SMP PREEMPT Thu Jul 22 10:33:46 CEST 2010 
i686 i686 i386 GNU/Linux

I do hope its possible to find the problem.

Peter
Sweden /
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[hlds_linux] Did something break?

2011-06-23 Thread Milton Ngan
The list all went quiet over the last few hours.
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Re: [hlds_linux] Did something break?

2011-06-23 Thread Milton Ngan
Mail server got wedged. Called the plumber and all the email is now flushing 
out the tubes. 

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Milton Ngan
Sent: Thursday, June 23, 2011 10:08 PM
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] Did something break?

The list all went quiet over the last few hours.
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Re: [hlds_linux] List archives

2011-06-21 Thread Milton Ngan
It seems that some of the default permissions were setup incorrectly on the new 
server. I have fixed them up. So the archives should be working again. The 
missing emails should have made their way back into the archive.

M.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of David A. Parker
Sent: Tuesday, June 21, 2011 7:54 AM
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] List archives

Hello,

Is this list still being archived somewhere?  The official archive at 
http://list.valvesoftware.com/mailman/private/hlds_linux ends at the 
point when the list was moved to another machine on June 1.

Just curious.

 - Dave

-- 

Dave Parker
Systems Administrator
Utica College
Integrated Information Technology Services
(315) 792-3229
Registered Linux User #408177

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Re: [hlds_linux] Test Message

2011-06-03 Thread Milton Ngan
Not yet. Waiting to upgrade the firewall to get IPv6 enabled. 

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Christoffer 
Pedersen
Sent: Friday, June 03, 2011 12:41 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Test Message

IPv6?

Sent from my iPhone 4

Den 01/06/2011 kl. 23.50 skrev Milton Ngan mil...@valvesoftware.com:

 The list server was just moved to a new network. Just testing that the new 
 server is working correctly.
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[hlds_linux] Mailing List Server Moved

2011-06-02 Thread Milton Ngan
The mailman server was moved to a new IP. This is just a test message to see if 
there are any issues.

Cheers

M.
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[hlds_linux] Test Message

2011-06-02 Thread Milton Ngan
The list server was just moved to a new network. Just testing that the new 
server is working correctly.
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Re: [hlds_linux] Test

2011-06-02 Thread Milton Ngan
Sigh... It helps if you actually open port 25 on the list server... Sorry guys, 
not enough sleep and too many distractions. 

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Milton Ngan
Sent: Thursday, June 02, 2011 9:05 PM
To: 'Half-Life dedicated Linux server mailing list'
Subject: [hlds_linux] Test

The list has been very quite since I changed the IP of the server. Just 
checking to see if it is functioning.

M.
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Re: [hlds_linux] How to set steam path correctly?

2011-05-10 Thread Milton Ngan
There is an option -steambin that allows you to specify the full path to the 
binary. 

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Daniel Nilsson
Sent: Tuesday, May 10, 2011 1:03 PM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] How to set steam path correctly?

Best option would be steam to fix this problem by moving default 
location on every game so standard setup always can find the binary.

And also fix that they dont push an update on srcds_run afterwards for 
us that want to tweak and fix little ourselfes. Then we would not need 
config files or bash solutions.

//Daniel


ET(ET, Lin) skrev 2011-05-10 10:40:
 Hi,

 I'm running HLDS server on linux, mainly TF2.
 It tells me cannot find the path to steam, so I manually add the path in
 orangebox/srcds_run, set STEAM=my/path insideinit() {   }.
 But it seems to get overridden after an update.
 Can anyone tell me what's the correct way to set it?

 Thanks!


 Best Regards,

 // ET.Lin
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Re: [hlds_linux] Replay Overview for Server Operators / FAQ

2011-05-10 Thread Milton Ngan
I believe that setting replay_enable 1 will enable replays the next time a map 
is loaded. So setting it in server.cfg will continually reinitialize the replay 
system and never activate it. I tried doing this myself when setting up our 
servers and wondered why replays weren't working. So you want to initialize it 
once at start up using +exec replay.cfg on the command line. To turn the 
replays on and off you should use rcon. 

M.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of clad iron
Sent: Tuesday, May 10, 2011 2:25 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Replay Overview for Server Operators / FAQ

Excellent reference material.  thanks.

I have a question.
You mentioned:

 Once you've edited the config files, you can test everything by start a
 dedicated server, making sure to include *+exec replay.cfg* to the command
 line parameters.

Would there be any issues using in a server.cfg ?
Adding exec relay.cfg to it.
This way i would think if they comment out exec relay.cfg in the
server.cfg the relay system would not be loaded on a map change.
Of course the replay_enable would need to be set to 0 by default.

Also what about this:

 *Will shutting down my server mess up Replays?* If you shut down your
 server using the exit command, it should publish any data it needs to and
 shut down gracefully.


Does that include using the command quit ?

On Tue, May 10, 2011 at 5:03 PM, Jon Lippincott j...@valvesoftware.comwrote:


 http://forums.steampowered.com/forums/showthread.php?p=22333197#post22333197
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Re: [hlds_linux] IPv6 - Bumped

2011-05-04 Thread Milton Ngan
Just to let everyone know. I am currently working on deploying IPv6 network 
infrastructure for Valve's network. This is not a promise that support is 
coming, but rather to point out that without this infrastructure it is very 
difficult to implement IPv6 support. 

Until last year, none of our network equipment would support IPv6. Our network 
providers also don't have pervasive IPv6 support, at least not on par with 
IPv4. So there are some technical challenges that we face with regards to 
network resiliency, which makes it risky for us to use in a production 
environment. 

Like many of you on this list, I am passionate about adopting IPv6, but it 
isn't something that is going to happen overnight. My goal is to support IPv6 
with the common applications (e.g mail, web, DNS) within the next 12 months. 
However, with some of our appliances, it is clear that IPv6 support is still a 
long way off which will make this goal a challenging target. 

M.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Marcel
Sent: Wednesday, May 04, 2011 5:30 AM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] IPv6 - Bumped

Am 04/27/2011 07:29 AM, schrieb Christoffer Pedersen:
 Well right now i don't think that IPv6 is urgent for gameservers. All IPv4 
 blocks has been taken but a still very low amount of users are using IPv6. 
 The global amount of internet traffic contains absolutely almost no IPv6 
 (1%) so there's still a long trip to go.

Okay. So your plan is to wait until the ISPs change to IPv6? And the 
ISPs won't change until there are no applications for IPv6...

IPV6 is so fucking important and all the software developers seem to 
ignore that. It would be a huge step if some of be big players like 
VALVe would start supporting IPv6.

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Re: [hlds_linux] Lag spikes

2011-03-15 Thread Milton Ngan
We have identified the problem. The server at fault should be fixed. 

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Marlon Almeida 
| CGBR
Sent: Tuesday, March 15, 2011 1:49 PM
To: 'Half-Life dedicated Linux server mailing list'
Subject: Re: [hlds_linux] Lag spikes

Sorry for last dupe email.
I just wanted to say that I host some cs 1.6 servers whose already get
-insecure because they use another anticheat tool and even they have same
lag spikes problem.
Maybe would be better to try -nomaster parameter. Btw I did not try yet.

Marlon Almeida @ CGBR

Try To disable VAC, put -insecure start command line


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Re: [hlds_linux] Lag spikes

2011-03-15 Thread Milton Ngan
There is a synchronous call to Steam to locate the error reporting server. The 
error reporting server went AWOL so the call to Steam got blocked. We are 
looking into how we can avoid this in future. This call may not even be 
necessary any more since we have moved to breakpad for crash reporting. 

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Tony Paloma
Sent: Tuesday, March 15, 2011 2:21 PM
To: 'Half-Life dedicated Linux server mailing list'
Subject: Re: [hlds_linux] Lag spikes

Hey Milton,

Do you have any more details in regards to the problem? I'm troubled by the
fact that there is any synchronous networking in srcds/steamclient. Fixing
some servers on your backend isn't going to magically remove any synchronous
waiting unless I am misunderstanding something.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Milton Ngan
Sent: Tuesday, March 15, 2011 2:12 PM
To: 'Half-Life dedicated Linux server mailing list'
Subject: Re: [hlds_linux] Lag spikes

We have identified the problem. The server at fault should be fixed. 

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Marlon
Almeida | CGBR
Sent: Tuesday, March 15, 2011 1:49 PM
To: 'Half-Life dedicated Linux server mailing list'
Subject: Re: [hlds_linux] Lag spikes

Sorry for last dupe email.
I just wanted to say that I host some cs 1.6 servers whose already get
-insecure because they use another anticheat tool and even they have same
lag spikes problem.
Maybe would be better to try -nomaster parameter. Btw I did not try yet.

Marlon Almeida @ CGBR

Try To disable VAC, put -insecure start command line


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Re: [hlds_linux] master server source 1 is down.

2011-02-25 Thread Milton Ngan
Ok, the problem looks like the master server on 72.165.61.153 is listening on a 
different port (27015). This was intentional to help people access the server 
since some networks filter traffic on 27011. 

I don't believe there is a way for query which ports the services are listening 
on, although we will default to using 27011 in the general case. 

-Original Message-
From: Milton Ngan 
Sent: Thursday, February 24, 2011 11:11 AM
To: Half-Life dedicated Linux server mailing list
Subject: RE: [hlds_linux] master server source 1 is down.

Thanks guys. Just working with the steam engineers to figure out what is going 
on. 

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson
Sent: Wednesday, February 23, 2011 11:32 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] master server source 1 is down.

Confirming the first (72.165.61.153) is down for me as well. Yes, it
is responding to echo requests.

Cheers,
Kyle.

On Wed, Feb 23, 2011 at 11:08 PM, Eric Riemers riem...@binkey.nl wrote:
 Ping works fine, the box is up. It's the response that is not working as
 demonstrated by others.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Milton Ngan
 Sent: donderdag 24 februari 2011 2:52
 To: 'Half-Life dedicated Linux server mailing list'
 Subject: Re: [hlds_linux] master server source 1 is down.

 We looked at this a while back. There are master servers running on all
 three. Can you ping and traceroute to the host? Can anyone else confirm that
 one of the master servers is not functioning?

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Riemers
 Sent: Wednesday, February 23, 2011 6:06 AM
 To: 'Half-Life dedicated Linux server mailing list'
 Subject: [hlds_linux] master server source 1 is down.

 Milton,

 I mailed this before on the list but nothing has changed since.

 lethal@binkey:~/public_html/admin$ host hl2master.steampowered.com
 hl2master.steampowered.com      A       72.165.61.153
 hl2master.steampowered.com      A       63.234.149.83
 hl2master.steampowered.com      A       63.234.149.90

 The first entry 72.165.61.153 is as far as I can see not working. Has been
 for some time, it would be wiser to remove it or fix it to cut down on
 retry's and such.

 (and I actually prefer to use dns names instead of ip's)

 Thanks in advance,
        Eric


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Re: [hlds_linux] master server source 1 is down.

2011-02-24 Thread Milton Ngan
Thanks guys. Just working with the steam engineers to figure out what is going 
on. 

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson
Sent: Wednesday, February 23, 2011 11:32 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] master server source 1 is down.

Confirming the first (72.165.61.153) is down for me as well. Yes, it
is responding to echo requests.

Cheers,
Kyle.

On Wed, Feb 23, 2011 at 11:08 PM, Eric Riemers riem...@binkey.nl wrote:
 Ping works fine, the box is up. It's the response that is not working as
 demonstrated by others.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Milton Ngan
 Sent: donderdag 24 februari 2011 2:52
 To: 'Half-Life dedicated Linux server mailing list'
 Subject: Re: [hlds_linux] master server source 1 is down.

 We looked at this a while back. There are master servers running on all
 three. Can you ping and traceroute to the host? Can anyone else confirm that
 one of the master servers is not functioning?

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Riemers
 Sent: Wednesday, February 23, 2011 6:06 AM
 To: 'Half-Life dedicated Linux server mailing list'
 Subject: [hlds_linux] master server source 1 is down.

 Milton,

 I mailed this before on the list but nothing has changed since.

 lethal@binkey:~/public_html/admin$ host hl2master.steampowered.com
 hl2master.steampowered.com      A       72.165.61.153
 hl2master.steampowered.com      A       63.234.149.83
 hl2master.steampowered.com      A       63.234.149.90

 The first entry 72.165.61.153 is as far as I can see not working. Has been
 for some time, it would be wiser to remove it or fix it to cut down on
 retry's and such.

 (and I actually prefer to use dns names instead of ip's)

 Thanks in advance,
        Eric


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Re: [hlds_linux] master server source 1 is down.

2011-02-23 Thread Milton Ngan
We looked at this a while back. There are master servers running on all three. 
Can you ping and traceroute to the host? Can anyone else confirm that one of 
the master servers is not functioning? 

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Riemers
Sent: Wednesday, February 23, 2011 6:06 AM
To: 'Half-Life dedicated Linux server mailing list'
Subject: [hlds_linux] master server source 1 is down.

Milton,

I mailed this before on the list but nothing has changed since.

lethal@binkey:~/public_html/admin$ host hl2master.steampowered.com
hl2master.steampowered.com  A   72.165.61.153
hl2master.steampowered.com  A   63.234.149.83
hl2master.steampowered.com  A   63.234.149.90

The first entry 72.165.61.153 is as far as I can see not working. Has been
for some time, it would be wiser to remove it or fix it to cut down on
retry's and such.

(and I actually prefer to use dns names instead of ip's)

Thanks in advance,
Eric


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Re: [hlds_linux] problem installing on debian lenny

2011-01-19 Thread Milton Ngan
Which processor are you using? It is possible we are using an instruction not 
supported on your processor. Send me the contents of /proc/cpuinfo



-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Aki
Sent: Wednesday, January 19, 2011 11:23 AM
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] problem installing on debian lenny

debian lenny or ubuntu 10.04 are 32 bits version.

i have the illegal instruction when  i try the update command in
debian, but in ubuntu i have no problem...

thanks

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Re: [hlds_linux] srcds_run startscript

2011-01-17 Thread Milton Ngan
 for the server instance you are trying
 to startIf you can do that, your relative path issue is solved...

 I could sit down and spend probably an hour thinking of the various
 things to check and test, but unfortunately I'm from the school of
 give them a nudge in the right direction, they'll learn a bit and
 possibly find a solution.

 Let me close by saying I know that you don't know me, that this is my
 first post, and you may be thinking this guy is a [insert
 insult/expletive here], but I will say again that I'm not trying to
 be a dick. This was not a troll or a flame.

 Thank you, good night, and good luck, I hope that this helps you find
 a graceful solution.

 Sherwood McGowan
 ...Downloaded Linux on a 56k modem...

 On Fri, Jan 14, 2011 at 4:05 PM, Milton Ngan mil...@valvesoftware.com wrote:
 I'll take a look at fixing this. The suggestion was to add the line:

        cd $(dirname $0)

 to the start of the script. This should address the issue of having to be in 
 the same directory as the script to run it.

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Re: [hlds_linux] srcds_run startscript

2011-01-14 Thread Milton Ngan
I'll take a look at fixing this. The suggestion was to add the line:

cd $(dirname $0)

to the start of the script. This should address the issue of having to be in 
the same directory as the script to run it. 

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Andre Müller
Sent: Friday, January 14, 2011 11:02 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] srcds_run startscript

Hm, maybe this is a cool new feature. But you can edit the srcds_run
yourself. This file doesn't change many times.

Greetings
DeaD_EyE
sourceserver,info

2011/1/14 Guy Watkins hlds_li...@watkins-home.com:
 Linux can execute any program/script from any path.
 ../../whatever/myexe
 /whatever/myexe
 ./myexe

 All the above are fine.

 Or you could add the directory to the PATH and then execute it like this:
 myexe

 The problem is not Linux.  The problem is the script srcds_run.

 } -Original Message-
 } From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
 } boun...@list.valvesoftware.com] On Behalf Of Simon Gunton
 } Sent: Thursday, January 13, 2011 7:17 AM
 } To: Half-Life dedicated Linux server mailing list
 } Subject: Re: [hlds_linux] srcds_run startscript
 }
 } Its not a valve issue, its how linux works does not matter what file it
 } is your executing you have to be in that folder.
 }
 } Simon
 } Simon Gunton
 } Support Analyst
 } INX-Gaming.com
 } Phone: 01733 687699
 } EMail: si...@inx-gaming.co.uk mailto:si...@inx-gaming.co.uk
 }
 } Support: http://support.inx-network.com http://support.inx-network.com/
 } This e-mail and any attachments are confidential. If you are not the
 } intended recipient, please contact the sender. Please then delete the
 } email and do not disclose the contents to anyone.
 }
 } Any views or opinions presented in this email or its attachments are
 } solely those of the author and do not necessarily represent those of
 } INX-Network Limited
 }
 } On 13/01/2011 12:05, Ulrich Block wrote:
 }  I know what to do.
 }  I just hoped that someone at valve reads my mail and add such funktion
 }  to their skript so that less people will have problems...
 } 
 }  Am 13.01.2011 12:20, schrieb Simon Gunton:
 }  You could start the server with a script that would do the following:
 } 
 }  cd /home/gameserver1/srcds_l
 }  ./srcds_run -game cstrike +maxplayers 20 +map de_dust +ip IP -port
 }  PORT -tickrate 66 +tv_port 27086 +bot_join_after_player 1 +exec
 }  server.cfg -autoupdate  /dev/n$
 } 
 }  Or add a 2nd script in the root of the users home folder to do the
 }  following where home and user are defined, which would then call a
 }  2nd startline file which just held the 2nd line above with the
 }  ./srcds ... stuff in.
 } 
 } 
 }  cd $home/$user/srcds_l/orangebox
 }  ./start.cssource  /dev/null  /dev/null 21
 } 
 }  Either way the ./srcds bit has to be performed from within the folder
 }  you cant do ./home/yadayad/
 } 
 } 
 }  Simon Gunton
 }  Support Analyst
 }  INX-Gaming.com
 }  Phone: 01733 687699
 }  EMail: si...@inx-gaming.co.uk mailto:si...@inx-gaming.co.uk
 } 
 }  Support: http://support.inx-network.com
 }  http://support.inx-network.com/
 }  This e-mail and any attachments are confidential. If you are not the
 }  intended recipient, please contact the sender. Please then delete the
 }  email and do not disclose the contents to anyone.
 } 
 }  Any views or opinions presented in this email or its attachments are
 }  solely those of the author and do not necessarily represent those of
 }  INX-Network Limited
 } 
 }  On 13/01/2011 11:00, Ulrich Block wrote:
 }  I just read on a forum that some people had issues starting their
 }  servers.
 }  They tried something like:
 }   some/path/srcds_run -parameters
 }  which does not work because the srcds_run needs to be run from its
 }  directory.
 } 
 }  Could someone at valve add something like
 }  cd $(dirname $0)
 }  at the start of the script to make it more userfriendly?
 } 
 }  ___
 }  To unsubscribe, edit your list preferences, or view the list
 }  archives, please visit:
 }  http://list.valvesoftware.com/mailman/listinfo/hlds_linux
 }  ___
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 } 
 } 
 } 
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Re: [hlds_linux] l4d2 forks control?

2010-12-27 Thread Milton Ngan
Use netstat -nlp to find the process number of the fork by looking for the 
netcon/rcon port that it is listening on. Kill that process and that will send 
a SIGCHLD to the parent fork, which will cause it to respawn. 

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Riemers
Sent: Monday, December 27, 2010 6:25 AM
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] l4d2 forks control?

All,

I've got l4d2 running with multiple forks, i know you can use the netcon
port to do a broadcast so you can issue a command on all servers.

But if 1 fork is down, and i cant reach that fork through the normal port
to issue a quit. Can i use a command via netcon to restart that particular
fork?
Tried looking on google, but so far most where just examples on how to use
forks with startups.

Thanks,
 Eric

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Re: [hlds_linux] l4d2 forks control?

2010-12-27 Thread Milton Ngan
Looking at the code, there isn't a mechanism to send a command to a specific 
fork from the parent. 

I can put in a request to see if a send fork cmd type command can be 
implemented. But my guess is that if the netcon port on the fork is not 
responding, then this command would not respond either. Most likely the fork is 
hung so the main loop is not running. This would stop all forms of 
communication from working. I guess, a command to kill a child would also be 
useful (e.g kill fork. This would save you the problem of having to locate 
the fork using external commands.

I'll see if I can get someone to add this in.

M.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Riemers
Sent: Monday, December 27, 2010 11:53 AM
To: 'Half-Life dedicated Linux server mailing list'
Subject: Re: [hlds_linux] l4d2 forks control?

I was hoping for a netcon way to do it, since I rather not hand out ssh
access.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Milton Ngan
Sent: maandag 27 december 2010 20:04
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] l4d2 forks control?

Use netstat -nlp to find the process number of the fork by looking for the
netcon/rcon port that it is listening on. Kill that process and that will
send a SIGCHLD to the parent fork, which will cause it to respawn. 

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Riemers
Sent: Monday, December 27, 2010 6:25 AM
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] l4d2 forks control?

All,

I've got l4d2 running with multiple forks, i know you can use the netcon
port to do a broadcast so you can issue a command on all servers.

But if 1 fork is down, and i cant reach that fork through the normal port to
issue a quit. Can i use a command via netcon to restart that particular
fork?
Tried looking on google, but so far most where just examples on how to use
forks with startups.

Thanks,
 Eric

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Re: [hlds_linux] [hlds] HL2 Master Server move

2010-08-31 Thread Milton Ngan
The renumber is due to a re-organisation of physical location and hardware in 
the datacenter. Steam has been upgrading its network and server back end over 
the past few months. We moved to a new routing and switching architecture for 
increased scalability and redundancy. Much of the server hardware has migrated 
onto more modern platforms increasing headroom. Some of the IP renumbers were 
required to free up IP's for the redundancy protocols. 

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Allan Button
Sent: Tuesday, August 31, 2010 12:14 PM
To: Half-Life dedicated Win32 server mailing list
Cc: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] [hlds] HL2 Master Server move

Odd, both are owned by quest/valve. A good ISP can route your IP anywhere.

Allan


Qwest Communications Company, LLC QWEST-INET-7 (NET-216-206-0-0-1) 216.206.0.0 
- 216.207.255.255
VALVE CORPORATION Q0815-216-207-205-96 (NET-216-207-205-96-1) 216.207.205.96 - 
216.207.205.111

Qwest Communications Company, LLC QWEST-INET-17 (NET-63-232-0-0-1) 63.232.0.0 - 
63.235.255.255
VALVE CORPORATION Q0805-63-234-149-64 (NET-63-234-149-64-1) 63.234.149.64 - 
63.234.149.127


-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Michael Krasnow
Sent: August-31-10 3:11 PM
To: Half-Life dedicated Win32 server mailing list
Cc: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds] HL2 Master Server move

i have to wonder why... wern't they moved a while back

On Tue, Aug 31, 2010 at 3:03 PM, Zoid Kirsch z...@valvesoftware.com wrote:

 The HL2MasterServer at 216.207.205.99:27011 has been moved to
 63.234.149.83:27011.  You may need to restart your servers to retrieve the
 new IP address of the master.  If you are setting the addresses manually,
 please update your configuration.

 We will be moving the other masters later in the week.


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-- 
Michael Krasnow
http://mnkras.com
mnk...@gmail.com
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Re: [hlds_linux] [hlds] HL2 Master Server move

2010-08-31 Thread Milton Ngan
I just fixed this. It will take a bit to propagate. 

Thanks Neph

M.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Nephyrin Zey
Sent: Tuesday, August 31, 2010 4:10 PM
To: Half-Life dedicated Win32 server mailing list
Cc: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] [hlds] HL2 Master Server move

  The DNS round robin still has the bad IP and breaks scripts including 
nemrun. So... Back to manually specifying IPs because the DNS cannot be 
trusted.

- Neph

On 08/31/2010 12:03 PM, Zoid Kirsch wrote:
 The HL2MasterServer at 216.207.205.99:27011 has been moved to 
 63.234.149.83:27011.  You may need to restart your servers to retrieve the 
 new IP address of the master.  If you are setting the addresses manually, 
 please update your configuration.

 We will be moving the other masters later in the week.


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Re: [hlds_linux] [hlds] HL2 Master Server move

2010-08-31 Thread Milton Ngan
Keep untrusting us for a bit longer. It sounds like another of the boxes will 
be renumbered tomorrow :)

-Original Message-
From: John Schoenick [mailto:nephy...@gmail.com] On Behalf Of Nephyrin Zey
Sent: Tuesday, August 31, 2010 5:11 PM
To: Half-Life dedicated Linux server mailing list
Cc: Milton Ngan; Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds_linux] [hlds] HL2 Master Server move

  It's too late, Milton! The trust is gone. Gone!

On 08/31/2010 04:25 PM, Milton Ngan wrote:
The DNS round robin still has the bad IP and breaks scripts including
 nemrun. So... Back to manually specifying IPs because the DNS cannot be
 trusted.



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Re: [hlds_linux] L4D2 updates

2010-07-31 Thread Milton Ngan
Yes, we do. 


From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of tom nikitopoulos 
[screwtop...@gmail.com]
Sent: Friday, July 30, 2010 4:36 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] L4D2 updates

Does Valve run their own servers?
Off their machines on their own ip's

just wondering


On Fri, Jul 30, 2010 at 6:25 PM, Steven Hartland kill...@multiplay.co.ukwrote:

 While I don't agree we the tone, I do agree with the sentiment as my email
 the other
 day pointed out.

 The release schedule, lack their off, poor timing Friday Evening ( the
 biggest peek
 play time ) and no notification is really beginning to grind. C'mon guys,
 we want the
 updates but work with us here to help provide a quality service to your
 customers please!

   Regards
   Steve

 - Original Message - From: Saint K. sai...@specialattack.net

 To: Half-Life dedicated Linux server mailing list 
 hlds_linux@list.valvesoftware.com
 Sent: Friday, July 30, 2010 11:12 PM
 Subject: [hlds_linux] L4D2 updates



  Are doin my fkin head in. I've been very patient, but seriously, what the
 fuck is up with the weekly, and sometimes twice a week. I really can't be
 arsed anymore to host l4d2 due to this cycle. I've taken down all normal
 l4d2 servers, and just kept 2 10vs10 servers, which are on the same you can
 fuck off in a corner nomination list.


 Friday evening primetime each bloody week updates. Fucking hell who came
 up with this crap?

 //end of rant

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 This e.mail is private and confidential between Multiplay (UK) Ltd. and the
 person or entity to whom it is addressed. In the event of misdirection, the
 recipient is prohibited from using, copying, printing or otherwise
 disseminating it or any information contained in it.
 In the event of misdirection, illegible or incomplete transmission please
 telephone +44 845 868 1337
 or return the E.mail to postmas...@multiplay.co.uk.



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Re: [hlds_linux] L4D2 updates

2010-07-31 Thread Milton Ngan
We have a server farm in Frankfurt. So I am surprised why you would be getting 
US servers. If you can send me (off list) a sample of your IP's and the IP's 
you are being connecting to so we can take a look at our geo-ip database to see 
if we need to make some adjustments. This should have improved when we rolled 
out the new master servers a few months back. Any game using the new master 
servers uses a new geo-ip system to locate the nearest server. This mostly 
obsoletes the requirement for sv_region from what I understand. 


From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics [...@ics-base.net]
Sent: Friday, July 30, 2010 6:30 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] L4D2 updates

Lots of people play on best available ones, atleast that is the case in
Europe. This is due to no free Valve servers being available close and
they always end up to US servers with 150ms pings or just cannot get any
servers to play on. Besides, if the players use
mm_dedicated_force_servers list or use the option play on a steamgroup
server, it will overwrite the option official dedicated on lobby.

I've had lots of players on my own servers and considering the game's
age, the drop since the days when they were always full after the
release is also taking it's toll. Infact my L4D servers have been more
full lately than the L4D2 ones. I guess people have suddenly started
playing the older one again more than before. They were sitting most
time of the day empty before.

-ics

31.7.2010 4:15, tom nikitopoulos kirjoitti:
 Adam-

 So we,admins on this list are best available and only Valve is Official? If
 this is true (which it probably is) why run your own server?
 I mean you dont play on best avail servers right?

 On Fri, Jul 30, 2010 at 7:53 PM, Adam Smithabsmi...@gmail.com  wrote:


  From my experience when using best available you end up on some crappy
 highly modded server no one in the lobby wants to play on and its
 either back to lobby or rage quits.

 One thing that I would like to see is a change so that if you can't
 find a server you don't automatically go into localhost mode. So many
 people end up on a localhost and don't even know it.


 On Fri, Jul 30, 2010 at 8:17 PM, Johnj883...@gmail.com  wrote:

 The main reason you saw such a big drop in players is because Valve

 decided

 to change the default lobby setting from Best Available Dedicated to
 Official Dedicated, so the majority of the players are playing on

 Valve's

 official servers and only a minority of people actually change that to

 Best

 Available.


 On 07/30/2010 08:03 PM, tom nikitopoulos wrote:

 Before the major update like maybe 2 months ago I was  high on the

 horse.

 I
 am small time (I run 10 boxes off of 5 ip's) I  had a couple of decent
 ranked stock l4d2 servers. I was thinking oh yeah baby- I was like

 a

 little kid checking game-monitor.com every two days. Then after the

 update

 monsoon (and maybe college kids leaving for summer) my decent ranked
 servers
 went to crap.I thought I had done something wrong,but I wasnt sure.

 After

 this I went on game-monitor.com and checked top ranked l4d2 servers and
 they
 were all Valve servers. I was like wth? I realize that sv_region may

 have

 needed some fixin but I dunno.

 Steven,
  but work with us here to help provide a quality service to your
 customers
 please!

 Who are the customers here? I don't charge for my servers. I not really
 prepared to do so.
 Does anybody here pay Valve for the right to run gameservers for Valve?

 Or

 the downloads of files and updates?

 My point is this- there is no leverage for Valve or Activision to do
 anything but the way they wanna do it

 /off soapbox



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Re: [hlds_linux] L4D2 updates

2010-07-31 Thread Milton Ngan
Thanks guys, I have feed your comments back to the L4D2 team. 


From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of tom nikitopoulos 
[screwtop...@gmail.com]
Sent: Friday, July 30, 2010 4:10 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] L4D2 updates

Yeah you just get done with work,and bam it's time to update all of your
l4d2 servers.Perfect timing.


On Fri, Jul 30, 2010 at 5:57 PM, Xavier Kerestesy xav...@kerestesy.comwrote:

  The changes are due to the weekly Mutation Mod, which most people don't
 play anymore.  I think the frequency is too fast, maybe once a month, but
 weekly is too much of a headache.

 They need to fix the characters and their flaws, unfortunately, I've seen a
 huge flux of people moving back to l4d1 as the characters work better.
  Boomer for an example.





 On 7/30/2010 3:20 PM, Nephyrin Zey wrote:

  Stop updating your game valve, wtf.

 On 07/30/2010 03:12 PM, Saint K. wrote:

 Are doin my fkin head in. I've been very patient, but seriously, what the
 fuck is up with the weekly, and sometimes twice a week. I really can't be
 arsed anymore to host l4d2 due to this cycle. I've taken down all normal
 l4d2 servers, and just kept 2 10vs10 servers, which are on the same you can
 fuck off in a corner nomination list.


 Friday evening primetime each bloody week updates. Fucking hell who came
 up with this crap?

 //end of rant


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Re: [hlds_linux] Alien Swarm is now available

2010-07-19 Thread Milton Ngan
Run dos2unix on the file and that should fix it. 

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of jimbomcb
Sent: Monday, July 19, 2010 2:27 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Alien Swarm is now available

Anyone else getting

./srcds_run: /bin/sh^M: bad interpreter: No such file or directory

from a fresh install?

On 19 July 2010 22:13, Jason Ruymen jas...@valvesoftware.com wrote:
 Alien Swarm is now freely available on Steam.  The dedicated server is 
 available via the hldsupdatetool as well, using the game name of 'alienswarm'.

 Jason

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Re: [hlds_linux] Alien Swarm is now available

2010-07-19 Thread Milton Ngan
Upon further investigation, the Alien Swarm dedicated server has not been 
released for Linux. We shipped some of the Linux files by accident. 

M.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Milton Ngan
Sent: Monday, July 19, 2010 2:33 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Alien Swarm is now available

Run dos2unix on the file and that should fix it. 

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of jimbomcb
Sent: Monday, July 19, 2010 2:27 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Alien Swarm is now available

Anyone else getting

./srcds_run: /bin/sh^M: bad interpreter: No such file or directory

from a fresh install?

On 19 July 2010 22:13, Jason Ruymen jas...@valvesoftware.com wrote:
 Alien Swarm is now freely available on Steam.  The dedicated server is 
 available via the hldsupdatetool as well, using the game name of 'alienswarm'.

 Jason

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Re: [hlds_linux] Alien Swarm is now available

2010-07-19 Thread Milton Ngan
Sorry if I wasn't clear. Alien Swarm is not currently supported on Linux. 

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of jimbomcb
Sent: Monday, July 19, 2010 3:01 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Alien Swarm is now available

That doesn't sound good, by accident? Will we be getting Linux files tonight?

On 19 July 2010 22:57, Milton Ngan mil...@valvesoftware.com wrote:
 Upon further investigation, the Alien Swarm dedicated server has not been 
 released for Linux. We shipped some of the Linux files by accident.

 M.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com 
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Milton Ngan
 Sent: Monday, July 19, 2010 2:33 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Alien Swarm is now available

 Run dos2unix on the file and that should fix it.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com 
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of jimbomcb
 Sent: Monday, July 19, 2010 2:27 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Alien Swarm is now available

 Anyone else getting

 ./srcds_run: /bin/sh^M: bad interpreter: No such file or directory

 from a fresh install?

 On 19 July 2010 22:13, Jason Ruymen jas...@valvesoftware.com wrote:
 Alien Swarm is now freely available on Steam.  The dedicated server is 
 available via the hldsupdatetool as well, using the game name of 
 'alienswarm'.

 Jason

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Re: [hlds_linux] Bind Client port- Linux

2010-07-14 Thread Milton Ngan
The order of the convars (+) is important. Place the +map last. +map will 
trigger the network to initialize and start the game. So you need to specify 
all the port convars first. Order of the options (-) is not important as far as 
I know. We typically just look for the existence of these rather than executing 
them in the order they appear, which is what happens to the convars. 

This is how I start up our servers. 

srcds_run -game tf -steamport 27704 +exec server/server15.cfg +map plr_pipeline 

The server/server15.cfg looks pretty much like what I had in my original 
e-mail. 

clientport 26019
hostport 27029
tv_port 28034

But you are right about the steam port always being one higher. 

M.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jesse Molina
Sent: Wednesday, July 14, 2010 3:49 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Bind Client port- Linux


Hi Milton

Your mail below was very informative, but I tested this and observed 
some discrepancies.



For the -steamport argument, the port seems to be whatever you specify +1.

For example:

On the command line I had;
-steamport 26011

What netstat says is actually in use;
26012

I tried other combinations and it was the same.  Always the port is 
incremented by 1.  This causes obvious problems.  Fortunately, even 
Valve keeps the default on this one in the 26000 range, rather than the 
27000 range, so this isn't too likely to be an issue as long as it won't 
trample on itself -- I've not actually tried that yet.

FYI, the game I am using is TF2.  I don't know if other games might use 
other ports for this.  The default here seems to be udp 26901.

FYI, this is the last port to appear and won't show up until the server 
has fully loaded and the line, VAC secure mode is activated., appears.



Finally, loading the info via +exec server01.cfg, per your 
recommendation, did not work at all.  The default ports were used 
anyway.  I tried a seperate config file and the main server.cfg file.



For my testing, I started the server manually like so;

sudo -u hldsuser $SRCDSDIR/srcds_run -game tf +map ctf_doublecross -ip 
0.0.0.0 +clientport 27099 +hostport 27199 +tv_port 27299 -steamport 
26098 -norestart -pidfile $HLDSHOME/server.pid



+clientport +hostport and +tv_port appeared to work as you described.



Milton Ngan wrote:
 You can control the client, host and tv port using convars on the command 
 line.

 +clientportportnum
 +hostportportnum
 +tv_portportnum

 (or alternately placing these into a config file that is refernced via +exec 
 on the command line)

 Steam also uses a port that will auto-increment, but this is controlled from 
 the command line option: -steamport

 e.g

 srcds_run -game cstrike +clientport 27005 +hostport 27015 +tv_port 27020 
 -steamport 26001

 or

 srcds_run -game cstrike +exec server01.cfg -steamport 26001

 server01.cfg:
   clientport 27005
   hostport 27015
   tv_port 27020


 We do this a lot with left4dead servers in forked mode. The ports numbers are 
 too close to one another to run a lot of instances before they overlap, which 
 causes problems.



 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com 
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Daniel Vogel
 Sent: Monday, July 12, 2010 8:30 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Bind Client port- Linux

 I'm sure he means this:
 Network: IP ???.???.???.???, mode MP, dedicated Yes, ports 28001 SV / 27006 CL
 the 27006 CL part.
 I'm interested in that too, since I can see the ports counting up
 every time I start a new server on the machine, but I'd rather want
 them to be in the 28xxx range as well.

 On 12 July 2010 16:08, David A. Parkerdpar...@utica.edu  wrote:
 You mean the port that a client connects to?  You just use -port to specify
 that.  The default it 27015 (UDP).

 Michael K. Gosvig wrote:

 Hi all.


 Can any of you guys tell me if there is a way to bind the Client port on
 Linux Source servers. We have been trying -clintport X,

 But the server still seems to take a random port each time.

 Michael

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 --

 Dave Parker
 Systems Administrator
 Utica College
 Integrated Information Technology Services
 (315) 792-3229
 Registered Linux User #408177

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-- 
# Jesse Molina
# Mail = je...@opendreams.net
# Page = page-je...@opendreams.net
# Cell = 1.602.323.7608
# Web  = http://www.opendreams.net/jesse

Re: [hlds_linux] Bind Client port- Linux

2010-07-12 Thread Milton Ngan
You can control the client, host and tv port using convars on the command line. 

+clientport portnum
+hostport portnum
+tv_port portnum

(or alternately placing these into a config file that is refernced via +exec on 
the command line)

Steam also uses a port that will auto-increment, but this is controlled from 
the command line option: -steamport

e.g

srcds_run -game cstrike +clientport 27005 +hostport 27015 +tv_port 27020 
-steamport 26001

or

srcds_run -game cstrike +exec server01.cfg -steamport 26001

server01.cfg:
clientport 27005
hostport 27015
tv_port 27020


We do this a lot with left4dead servers in forked mode. The ports numbers are 
too close to one another to run a lot of instances before they overlap, which 
causes problems. 



-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Daniel Vogel
Sent: Monday, July 12, 2010 8:30 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Bind Client port- Linux

I'm sure he means this:
Network: IP ???.???.???.???, mode MP, dedicated Yes, ports 28001 SV / 27006 CL
the 27006 CL part.
I'm interested in that too, since I can see the ports counting up
every time I start a new server on the machine, but I'd rather want
them to be in the 28xxx range as well.

On 12 July 2010 16:08, David A. Parker dpar...@utica.edu wrote:
 You mean the port that a client connects to?  You just use -port to specify
 that.  The default it 27015 (UDP).

 Michael K. Gosvig wrote:

 Hi all.


 Can any of you guys tell me if there is a way to bind the Client port on
 Linux Source servers. We have been trying -clintport X,

 But the server still seems to take a random port each time.

 Michael

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 --

 Dave Parker
 Systems Administrator
 Utica College
 Integrated Information Technology Services
 (315) 792-3229
 Registered Linux User #408177

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-- 
Mit freundlichen Grüssen,
Sincerely Yours,
Daniel Vogel

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Re: [hlds_linux] -autoupdate broken

2010-06-25 Thread Milton Ngan
This should be fixed in the next update. 

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ulrich Block
Sent: Friday, June 25, 2010 5:10 AM
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] -autoupdate broken

At the moment the autoupdate funktion is broken. If you use it, it will 
start downloading the server again into orangebox/orangebox etc.

This is caused by a leftover from pre orangebox?

Anyway, in line 296 in the srcds_run it is still:
DEPOT_ROOT=.
That is causing the trouble.

It should be:
DEPOT_ROOT=..

After i changed it -autoupdate works as it is supposed.

Valve pls fix this ;)

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Re: [hlds_linux] Left 4 Dead 2 Update Released

2010-04-23 Thread Milton Ngan
The naming convention of the shared objects changed in this release. 

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ?? ?? 
[Nikita Bulaev]
Sent: Friday, April 23, 2010 12:20 AM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Left 4 Dead 2 Update Released

In addition to Metamod:

Could not find path for: bin/tier0_linux.so


There is really no that file. Linking in from old version couses segfault.

Guys, really, why do release the update, if you did not even test it with
the most popular plugin???

2010/4/23 Никита Булаев [Nikita Bulaev] djfireb...@gmail.com

 Well, metamod is broken =(

 Failed to load plugin ../left4dead2/addons/metamod/bin/server_linux.so

 Damn...

 I still do not understand - WHY valve makes the DLC noone needed, if they
 did not even fix hundreds of bugs?? NONE of bugs fixed!!! But they bring a
 lot of new ones! I am shocked!



 -Original Message-
 From: hlds_announce-boun...@list.valvesoftware.com
 [mailto:hlds_announce-boun...@list.valvesoftware.com] On Behalf Of Jason
 Ruymen
 Sent: Thursday, April 22, 2010 4:34 PM
 To: 'Half-Life dedicated Linux server mailing list';
 'h...@list.valvesoftware.com'; 'hlds_annou...@list.valvesoftware.com'
 Subject: [hlds_announce] Left 4 Dead 2 Update Released

 A required update for Left 4 Dead 2 is now available.  Please run
 hldsupdatetool to receive the update.  The specific changes include:

 - Added The Passing.  Includes 3 new maps, new weekly game modes
 (Mutations), a new 'uncommon common', new melee weapons and support for
 infected bot play in Versus mode

 Jason

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 hlds_announce mailing list
 hlds_annou...@list.valvesoftware.com
 http://list.valvesoftware.com/mailman/listinfo/hlds_announce






 --
 Nikita

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Re: [hlds_linux] Left 4 Dead 2 Update Released

2010-04-22 Thread Milton Ngan
You are probably not setting the LD_LIBRARY_PATH to point at the bin directory 
of your install. That has always been a requirement to run the server. This is 
one of the many things that the srcds_run script does. 

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics
Sent: Thursday, April 22, 2010 4:54 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Left 4 Dead 2 Update Released

And i just solved the issue. After the Passing update, you must start 
server with srcds_run instead of srcds_linux. Then it starts OK:

-ics

23.4.2010 2:51, ics kirjoitti:
 Is anyone having this issue on Linux? Whenever i start the server, it 
 just gives out error, nothing else. The error is:

 Failed to open dedicated.so (libsteam_api.so: cannot open shared 
 object file: No such file or directory)

 The file dedicated.so is updated today and resides at bin dir just 
 like before. 3535938 2010-04-23 00:04 dedicated.so

 Also the libsteam_api.so is updated today and is in the bin directory 
 122971 2010-04-23 00:10 libsteam_api.so

 Nothing has changed, all servers worked fine just couple of hours ago 
 before the update but now, nothing seems to help. Not even -verify_all.

 -ics


 22.4.2010 23:33, Jason Ruymen kirjoitti:
 A required update for Left 4 Dead 2 is now available.  Please run 
 hldsupdatetool to receive the update.  The specific changes include:

 - Added The Passing.  Includes 3 new maps, new weekly game modes 
 (Mutations), a new 'uncommon common', new melee weapons and support 
 for infected bot play in Versus mode

 Jason

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Re: [hlds_linux] Logging console output

2010-02-08 Thread Milton Ngan
In left4dead and left4dead2, the srcds_run wrapper supports and extra option 
-consolelog. This launches a program called logger which is expected to be in 
the bin directory of your install. I never shipped this utility since it was 
something only I was using, and it will not work out of the box since it uses a 
perl module that is not installed by default. But if there is a need for that 
sort of thing, I can share the script with you. It is a Perl Expect script. A 
simple redirection will not work because the srcds_linux writes directly to the 
terminal not stdout. 

The -consolelog option isn't available in the orangebox/CS:S games, but it is 
easy to add this. I have included the code for the logger script below. It is 
a very simple wrapper. Make of it what you will. logger takes the path to the 
console log as the first argument. The rest of the arguments are assumed to be 
the command you want run. But by doing this, you are giving up the ability to 
interact with the console. That shouldn't be an issue if you have netconn or 
rcon setup, which is the way I interact with our servers. 

#!/usr/bin/perl -w
use Expect;
use File::Basename;
use File::Path;
use strict;

my $log_file = shift @ARGV;
my $log_dir = dirname($log_file);
mkpath($log_dir) unless -d $log_dir;

my $expect = new Expect;
$expect-log_file($log_file);
$expect-spawn(@ARGV);
$expect-expect(undef);
exit($?);


-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of f0rkz
Sent: Monday, February 08, 2010 7:55 AM
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] Logging console output

Ok.  I know there is logging built into games using the Log on cvar.
What I need is the actual contents of the console captured to a log
file.  I noticed srcds_run is a shell script that execs another program
so redirecting the output to a log file isn't possible.  Does anyone
have any tricks or scripts to log the output of srcds_run and any of the
exec'd programs under it?

Thanks for your help,

f0rkz


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Re: [hlds_linux] Linux tf2 server still crashing after the past two updates

2010-02-01 Thread Milton Ngan
You are probably on a machine that doesn't support SSE2. TF2 has always 
required SSE2 for its minimum specification, but it appears that the Linux code 
base wasn't actually using SSE2 until the recent updates. 

M.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Alex Kowald
Sent: Monday, February 01, 2010 12:16 PM
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] Linux tf2 server still crashing after the past two updates

Hey guys, I've been having trouble with my linux tf2 server crashing after
the past two updates. I've turned off all addons and even reinstalled the
server and I still get the same crash:

./srcds_run: line 335: 14311 Illegal instruction (core dumped) $HL_CMD

http://teklinks.org/core.13903.bz2
http://teklinks.org/core.14071.bz2

I've attached the core dump with the intention that it helps dianose my
problem. It crashes at the same point on startup, every time without fail. I
haven't been able to start my server since the update. :(

Thanks again!
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Re: [hlds_linux] L4D2 Segfault On Start

2010-01-04 Thread Milton Ngan
One other question. What hardware are you running? I have not been able to 
repro this issue so far with the hardware I have (Intel X5400 and X5500 
processors)

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ben B
Sent: Saturday, January 02, 2010 2:45 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] L4D2 Segfault On Start

i re-downloaded without the -dir param.

but now when i run the l4d2 server, the whole system crashes.

It's x64, maybe x32 would be better?

On Fri, Jan 1, 2010 at 3:03 PM, Ben B brutalgoerge...@gmail.com wrote:

 Distributor ID: Ubuntu
 Description:Ubuntu 9.10
 Release:9.10
 Codename:   karmic



 On Fri, Jan 1, 2010 at 2:35 PM, Milton Ngan mil...@valvesoftware.comwrote:

 You have to set the LD_LIBRARY_PATH to point to the bin directory where
 tier0_i486.so lives if you are going to run srcds_i486 directly. This is one
 of the things that srcds_run will do for you.

 Typically if you don't have the right compat libs installed, it will just
 say that it cannot find the executable, not crash.

 Which release of Ubuntu are you using?

 M.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ben B
 Sent: Friday, January 01, 2010 11:52 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] L4D2 Segfault On Start

 here's what happens if I try to run srcds_i486 directly... the files are
 present, i don't have any clue why it's not seeing them
 $ Failed to open bin/dedicated_i486.so (tier0_i486.so: cannot open shared
 object file: No such file or directory)



 On Fri, Jan 1, 2010 at 12:35 PM, Ben B brutalgoerge...@gmail.com wrote:

  i am on x_64, but installing that package didn't seem to change
 anything.
  i already had lib32stds++6
 
 
  On Fri, Jan 1, 2010 at 9:54 AM, Oliver Brennan oz.m...@gmail.com
 wrote:
 
  Are you on 64bit? Try running
 
  # apt-get install ia32-libs
 
  IIRC you will then require a certain version of lib32stdc++ which might
  not
  be present by default,
 
  # apt-get install lib32stdc++6
 
  2010/1/1 Ben B brutalgoerge...@gmail.com
 
   l4d1 does the same thing, im starting to think im missing a required
   package
  
   On Thu, Dec 31, 2009 at 11:46 PM, Ben B brutalgoerge...@gmail.com
  wrote:
  
lt crashes with a full startup line (ip port map blah) it
 should
  run
srcds_i486 without needing any params other than game.
   
ive downloaded the files twice. unless the files on their server
 are
corrupt... i dont know what's happening
   
   
On Thu, Dec 31, 2009 at 10:08 PM, Shane Arnold 
  clontar...@iinet.net.au
   wrote:
   
Try binding to an IP in your startup line. Also none of my L4D2
  servers
have that core truncate error. Perhaps you have a corrupted
 install?
   
On 1/01/2010 1:07 PM, Ben B wrote:
 Im on linux, ubuntu... and when i try to start l4d2 server
  ./srcds_run
-game
 left4dead2, i get in instant segfault.

 the debug doesn't make any sense, so I tried removing all files,
  and
 re-downloading the files

 here is the debug
 Segmentation fault (core dumped)
 BFD: Warning: /home/goerge/l4d2/core is truncated: expected core
  file
size

 = 18890752, found: 2215936.

 Cannot access memory at address 0xf77e2670
 Cannot access memory at address 0xf6ce26b4
 Cannot access memory at address 0xf77e2670

 Ive done a verify_all update after removing install.blob

 i can run tf2 and dod servers just fine.

 Ive done some searching on the srcds forums and google, nothing
 has
helped
 yet deleting installrecord.blob didn't change anything.
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Re: [hlds_linux] L4D2 Segfault On Start

2010-01-01 Thread Milton Ngan
You have to set the LD_LIBRARY_PATH to point to the bin directory where 
tier0_i486.so lives if you are going to run srcds_i486 directly. This is one of 
the things that srcds_run will do for you. 

Typically if you don't have the right compat libs installed, it will just say 
that it cannot find the executable, not crash. 

Which release of Ubuntu are you using? 

M.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ben B
Sent: Friday, January 01, 2010 11:52 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] L4D2 Segfault On Start

here's what happens if I try to run srcds_i486 directly... the files are
present, i don't have any clue why it's not seeing them
$ Failed to open bin/dedicated_i486.so (tier0_i486.so: cannot open shared
object file: No such file or directory)



On Fri, Jan 1, 2010 at 12:35 PM, Ben B brutalgoerge...@gmail.com wrote:

 i am on x_64, but installing that package didn't seem to change anything.
 i already had lib32stds++6


 On Fri, Jan 1, 2010 at 9:54 AM, Oliver Brennan oz.m...@gmail.com wrote:

 Are you on 64bit? Try running

 # apt-get install ia32-libs

 IIRC you will then require a certain version of lib32stdc++ which might
 not
 be present by default,

 # apt-get install lib32stdc++6

 2010/1/1 Ben B brutalgoerge...@gmail.com

  l4d1 does the same thing, im starting to think im missing a required
  package
 
  On Thu, Dec 31, 2009 at 11:46 PM, Ben B brutalgoerge...@gmail.com
 wrote:
 
   lt crashes with a full startup line (ip port map blah) it should
 run
   srcds_i486 without needing any params other than game.
  
   ive downloaded the files twice. unless the files on their server are
   corrupt... i dont know what's happening
  
  
   On Thu, Dec 31, 2009 at 10:08 PM, Shane Arnold 
 clontar...@iinet.net.au
  wrote:
  
   Try binding to an IP in your startup line. Also none of my L4D2
 servers
   have that core truncate error. Perhaps you have a corrupted install?
  
   On 1/01/2010 1:07 PM, Ben B wrote:
Im on linux, ubuntu... and when i try to start l4d2 server
 ./srcds_run
   -game
left4dead2, i get in instant segfault.
   
the debug doesn't make any sense, so I tried removing all files,
 and
re-downloading the files
   
here is the debug
Segmentation fault (core dumped)
BFD: Warning: /home/goerge/l4d2/core is truncated: expected core
 file
   size
   
= 18890752, found: 2215936.
   
Cannot access memory at address 0xf77e2670
Cannot access memory at address 0xf6ce26b4
Cannot access memory at address 0xf77e2670
   
Ive done a verify_all update after removing install.blob
   
i can run tf2 and dod servers just fine.
   
Ive done some searching on the srcds forums and google, nothing has
   helped
yet deleting installrecord.blob didn't change anything.
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Re: [hlds_linux] Crashing L4D2 fork killing entire machine

2009-11-29 Thread Milton Ngan
If you guys are running the servers with -debug (which doesn't currently do 
anything useful in -fork mode) or crash dumps enabled you should send a SIGABRT 
(-6) to the process to get it to dump a core file. It will also kill the fork 
as well. SIGKILL should be used as a last resort if SIGINT (standard kill) 
doesn't do anything. 

With regards to -debug and -fork, I have a Perl script that I run alongside 
srcds_run to achieve desired behavior. I need to re-write this to be more 
portable so that it can be shipped. 

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of riemers
Sent: Saturday, November 28, 2009 11:49 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Crashing L4D2 fork killing entire machine

I've seen a process with 100% too, i've also seen a server which was full
for like 2 hours on the same map.
At that point i check it out, and it seemed the 4 survivor bots where
playing against the infected bots, over and over again.

Somehow still pretty funny..

On Sat, 28 Nov 2009 20:13:44 +0100, Saint K. sai...@specialattack.net
wrote:
 I have had this issue twice up till now, and it's rather disturbing.
 
 What happened is that a L4D2 fork gets in a crashing mode of some kind
 where it continuously puts 100% CPU load on a single core. I've seen
these
 sort of crashes perhaps around 10 times so far. 8 times I've spotted it
 soon enough to kill -9 pid the process, and 2 times I've been too late
 and it been in such a state for several hours before it will entirely
kill
 off the machine. The machine will only reply to icmp and nothing else
(ssh,
 http, ftp, gameservers etc).
 
 This worries me a bit, because I do not have any reason to assume
 something is broken on OS or hardware level.
 
 Regards,
 
 Saint K.
 
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Re: [hlds_linux] Autoupdate @ L4D2

2009-11-17 Thread Milton Ngan
The fixes that were in the demo, didn't make it into the release branch. The 
work around is to copy steam into the same directory as srcds_run. 

M.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of h...@gmx.de
Sent: Tuesday, November 17, 2009 3:53 AM
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] Autoupdate @ L4D2

Hello,

why does -autoupdate in the startline not work ? :( 
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Re: [hlds_linux] L4D2 rcon query

2009-11-17 Thread Milton Ngan
Netcon works, but the disadvantage is that you get console spew that can 
potentially get mixed in with your responses. There isn't a clear response 
format. (e.g a prompt or end of message character).

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of David A. Parker
Sent: Tuesday, November 17, 2009 9:56 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] L4D2 rcon query

What about using the netcon for each server instead of rcon?  (Just 
throwing ideas out, I haven't actually tried anything using netcon 
remotely yet).

 - Dave

Jay Deiman wrote:
 Ronny Schedel wrote:
 The protocol:
 http://developer.valvesoftware.com/wiki/Server_Queries

 Scroll down for samples.
 
 Great info, but it still doesn't change the fact that rcon over tcp to 
 the server ports doesn't work.  Here's a little debug info from a script 
 I wrote using the docs at 
 http://developer.valvesoftware.com/wiki/Source_RCON_Protocol
 
 
 $ ./rcon.py -c status janus.splitstreams.com:27021 xxx 
 
 reqid: 2094234817 
 
 SENDING: '\x11\x00\x00\x00\xc1|\xd3|\x03\x00\x00\x00xx\x00\x00' 
 
 RECV (10): '\xc1|\xd3|\x00\x00\x00\x00\x00\x00' 
 
 RECV (10): '\xc1|\xd3|\x02\x00\x00\x00\x00\x00' 
 
 reqid: 954561615 
 
 SENDING: '\x10\x00\x00\x00Ot\xe58\x02\x00\x00\x00status\x00\x00' 
 
 RECV (10): 'Ot\xe58\x00\x00\x00\x00\x00\x00'
 
 
 The server authenticates me and even responds to the status command, it 
 just give me back an empty null terminated string.
 
 Compare the above to l4d1:
 
 
 $ ./rcon.py -c status janus.splitstreams.com:27016 xxx 
 
 reqid: 1811805914 
 
 SENDING: '\x11\x00\x00\x00\xda\xf6\xfdk\x03\x00\x00\x00xx\x00\x00' 
 
 RECV: '\xda\xf6\xfdk\x00\x00\x00\x00\x00\x00' 
 
 RECV: '\xda\xf6\xfdk\x02\x00\x00\x00\x00\x00' 
 
 reqid: 929550210 
 
 SENDING: '\x10\x00\x00\x00\x82\xcfg7\x02\x00\x00\x00status\x00\x00' 
 
 RECV: '\x82\xcfg7\x00\x00\x00\x00hostname: MF L4D 1\nversion : 1.0.1.6 
 4023 secure  (unknown)\nudp/ip  : 209.98.155.113:27016 [ public same 
 ]\nos  : Linux Dedicated\nmap : 
 l4d_hospital01_apartment\nplayers : 0 humans, 0 bots (4 max) 
 (hibernating) (unreserved)\n\n# userid name uniqueid connected ping loss 
 state rate adr\n#end\n\x00\x00' 
 
 
 
 
 If A2S queries are working, that's great, but rcon should be fixed 
 nonetheless. Rcon is used by some (including me) for more than just 
 getting current players.
 
 Jay Deiman
 

-- 

Dave Parker
Utica College
Integrated Information Technology Services
(315) 792-3229
Registered Linux User #408177

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Re: [hlds_linux] L4D2 rcon query

2009-11-17 Thread Milton Ngan
We had a fix in, but it appears to not have addressed the whole issue. 

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Nicholas 
Hastings
Sent: Tuesday, November 17, 2009 10:30 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] L4D2 rcon query

Milton,

Can you tell us if Valve has acknowledged the rcon response issue on 
linux l4d2 servers and plans on fixing it sometime in the near future?

Milton Ngan wrote:
 Netcon works, but the disadvantage is that you get console spew that can 
 potentially get mixed in with your responses. There isn't a clear response 
 format. (e.g a prompt or end of message character).

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com 
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of David A. 
 Parker
 Sent: Tuesday, November 17, 2009 9:56 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] L4D2 rcon query

 What about using the netcon for each server instead of rcon?  (Just
 throwing ideas out, I haven't actually tried anything using netcon
 remotely yet).

   - Dave

 Jay Deiman wrote:

 Ronny Schedel wrote:
  
 The protocol:
 http://developer.valvesoftware.com/wiki/Server_Queries

 Scroll down for samples.

 Great info, but it still doesn't change the fact that rcon over tcp to
 the server ports doesn't work.  Here's a little debug info from a script
 I wrote using the docs at
 http://developer.valvesoftware.com/wiki/Source_RCON_Protocol

 
 $ ./rcon.py -c status janus.splitstreams.com:27021 xxx

 reqid: 2094234817

 SENDING: '\x11\x00\x00\x00\xc1|\xd3|\x03\x00\x00\x00xx\x00\x00'

 RECV (10): '\xc1|\xd3|\x00\x00\x00\x00\x00\x00'

 RECV (10): '\xc1|\xd3|\x02\x00\x00\x00\x00\x00'

 reqid: 954561615

 SENDING: '\x10\x00\x00\x00Ot\xe58\x02\x00\x00\x00status\x00\x00'

 RECV (10): 'Ot\xe58\x00\x00\x00\x00\x00\x00'
 

 The server authenticates me and even responds to the status command, it
 just give me back an empty null terminated string.

 Compare the above to l4d1:

 
 $ ./rcon.py -c status janus.splitstreams.com:27016 xxx

 reqid: 1811805914

 SENDING: '\x11\x00\x00\x00\xda\xf6\xfdk\x03\x00\x00\x00xx\x00\x00'

 RECV: '\xda\xf6\xfdk\x00\x00\x00\x00\x00\x00'

 RECV: '\xda\xf6\xfdk\x02\x00\x00\x00\x00\x00'

 reqid: 929550210

 SENDING: '\x10\x00\x00\x00\x82\xcfg7\x02\x00\x00\x00status\x00\x00'

 RECV: '\x82\xcfg7\x00\x00\x00\x00hostname: MF L4D 1\nversion : 1.0.1.6
 4023 secure  (unknown)\nudp/ip  : 209.98.155.113:27016 [ public same
 ]\nos  : Linux Dedicated\nmap :
 l4d_hospital01_apartment\nplayers : 0 humans, 0 bots (4 max)
 (hibernating) (unreserved)\n\n# userid name uniqueid connected ping loss
 state rate adr\n#end\n\x00\x00'


 

 If A2S queries are working, that's great, but rcon should be fixed
 nonetheless. Rcon is used by some (including me) for more than just
 getting current players.

 Jay Deiman

  



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Re: [hlds_linux] TF2 autoupdate

2009-11-03 Thread Milton Ngan
What output are you seeing when you run srcds_run -autoupadate ...?

What you should see is something like this:


WARNING: No map specified! Server may not heartbeat.
Auto detecting CPU
Using default binary: ./srcds_i486
Server will auto-restart if there is a crash.
INFO: Located steam: ./steam
Updating server using Steam.
Checking bootstrapper version ...
...


The line INFO: Located steam: is what you should see. If you don't, then you 
don't have steam in the same directory as the srcds_run, or in the parent 
directory (..), or in your path. In that case you will see this:

WARNING: Failed to locate steam binary.

M.


-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of h...@gmx.de
Sent: Tuesday, November 03, 2009 12:07 AM
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] TF2 autoupdate

Hello,

what must I do that my TeamFortress2 Server make an autoupdate when I restart 
it ?

In the commanline I set -autoupdate
but dont work...


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Re: [hlds_linux] Left 4 Dead 2 Demo Update Available

2009-11-02 Thread Milton Ngan
I'll change the default location to be ../steam in the L4D and TF/OB srcds_run, 
since this seems to be what everyone expects it to be. I'll see if I can make 
locating the steam binary a little smarter. The change I made to allow you to 
specify the steam binary location didn't make it into this release. 

./steam definitely doesn't make sense. ../steam makes more sense, but it isn't 
perfect because if someone runs the install like this:

./steam ... -dir valvegames

Or something else, then steam isn't ../steam. It is ../../steam or something 
completely different. 

M.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of David Parker
Sent: Friday, October 30, 2009 7:58 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Left 4 Dead 2 Demo Update Available

Hello,

It looks like the autoupdate on startup is still broken.  I am using 
-autoupdate and -steamverify but I still get the message Could not locate 
steam binary and then startup moves on without checking for updates.

It looks like the culprit is this section of updatesingle() in srcds_run:

if test -f $STEAM; then
    echo Updating server using Steam.
    DEPOT_ROOT=..
    DEPOT_NAME=$GAME

When this is reached, the value of $STEAM is ./steam and since the steam 
binary does not exist in the current directory (left4dead2_demo), the test 
fails.  I think that changing the initial value of $STEAM to ../steam would 
work, but I can't test it right now because I don't want to kick all the 
players off my server.

    - Dave

- Original Message -
From: Jason Ruymen jas...@valvesoftware.com
Date: Friday, October 30, 2009 8:55 pm
Subject: [hlds_linux] Left 4 Dead 2 Demo Update Available
To: 'h...@list.valvesoftware.com' h...@list.valvesoftware.com, 'Half-Life   
dedicated Linux server mailing list' hlds_linux@list.valvesoftware.com, 
'hlds_annou...@list.valvesoftware.com' hlds_annou...@list.valvesoftware.com

 A required update is now available to the Left 4 Dead 2 
 Demo.  Please run hldsupdatetool to receive it.  The 
 specific changes include:
 
 Left 4 Dead 2:
 - Fixed bug that caused dedicated servers to become unjoinable 
 over time without a restart or heartbeat update
 - Fixed exploit that allowed players to end a campaign and 
 return to the lobby without a vote
 - Public players are no longer matched to lobbies that are idle 
 for a prolonged period of time. These lobbies become Friends-
 only lobbies
 - LAN servers list will now show listen server single player 
 games as not joinable and will show game type as single player too
 
 Linux changes:
 - srcds_run now supports two new options -nodefaultmap and -
 steamverify   -nodefaultmap will suppress this behavior in case 
 you have specified a map in a config file
   -steamverify will add -verify_all to the steam command line 
 option when using -autoupdate
 - srcds_run will now automatically add the +map option to the 
 command line unless +map is specified
 
 Jason
 
 
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Re: [hlds_linux] Empty L4D2 demo servers

2009-10-30 Thread Milton Ngan
This is a heartbeat issue when servers go into hibernation. We have a bunch of 
fixes coming, including one for this issue. You can force a heartbeat on each 
dedicated server and you will probably find people start turning up. 

M.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of David A. Parker
Sent: Friday, October 30, 2009 11:27 AM
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] Empty L4D2 demo servers

Hello,

I've noticed that my L4D2 demo servers seem to be sitting empty for very 
long periods of time.  They were pretty constantly full between the demo 
  release and the first update, but since the update they seem to be 
empty for many hours at a time.  I restarted the server last night when 
it was empty, and 3 of the 4 public forks immediately filled up, so I'm 
wondering if this is a problem with heartbeats, matchmaking, etc.  Has 
anyone else noticed this?

 Thanks,
 Dave

-- 

Dave Parker
Utica College
Integrated Information Technology Services
(315) 792-3229
Registered Linux User #408177

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Re: [hlds_linux] Empty L4D2 demo servers

2009-10-30 Thread Milton Ngan
This bug was in the Crash Course DLC update for L4D, but it was fixed fairly 
quickly. We forgot to bring this patch across to the L4D2 code base. Just make 
sure your install is up to date. 

M.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Logan 
Rogers-Follis
Sent: Friday, October 30, 2009 12:24 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Empty L4D2 demo servers

Milton,
Does this issue also affect Left 4 Dead (the first one)?  It seems 
that my public L4D server stays full a lot, but then will have random 
idleness and if I go restart the server it fills the second it comes 
back online.  Sorry to go kinda off-topic.

Logan Rogers-Follis - logan.rogers-fol...@tntnetworx.net
Try New Technology Networx - www.tntnetworx.net
Owner / IT Consultant



Milton Ngan wrote:
 This is a heartbeat issue when servers go into hibernation. We have a bunch 
 of fixes coming, including one for this issue. You can force a heartbeat on 
 each dedicated server and you will probably find people start turning up. 

 M.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com 
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of David A. 
 Parker
 Sent: Friday, October 30, 2009 11:27 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: [hlds_linux] Empty L4D2 demo servers

 Hello,

 I've noticed that my L4D2 demo servers seem to be sitting empty for very 
 long periods of time.  They were pretty constantly full between the demo 
   release and the first update, but since the update they seem to be 
 empty for many hours at a time.  I restarted the server last night when 
 it was empty, and 3 of the 4 public forks immediately filled up, so I'm 
 wondering if this is a problem with heartbeats, matchmaking, etc.  Has 
 anyone else noticed this?

  Thanks,
  Dave

   

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Re: [hlds_linux] server available locallly?

2009-10-30 Thread Milton Ngan
In the next update for the demo I am adding in defaults to srcds_run. So you 
can run srcds_run with no arguments and it will add the appropriate +map 
option. If you specify +map on the command line, it will not append another 
+map option. If you are an advanced admin that likes to specify the map in a 
config file, then you should add the -nodefaultmap option to suppress this 
behavior

I am also adding in a -steamverify option so that when you use -autoupdate, it 
will append -verify_all to the options. This is typically how I set up our 
servers, so this is more for my benefit, but hopefully you will find it useful. 

M.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Daniel Worley
Sent: Friday, October 30, 2009 3:07 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] server available locallly?

Yes, add +map c5m1_waterfront(no quotes) to your launch options, you
probably don't have a map loading.

-Daniel

On Fri, Oct 30, 2009 at 4:30 PM, tom nikitopoulos screwtop...@gmail.comwrote:

 tried to connect but fail. enabled console and connected locally (
 192.168.1.101:27016) . 10 attempts and a fail.
 do u have to spec a map?
 just for fun i used the same config as l4d but didnt help.
 i am using ubuntu server and do not think i have a ports issue as l4d 1 is
 running fine.
 have created a script with the commands (off top of head) -autoupdate
 -console -port 27016 -game left4dead2 +exec server.cfg
 thanks


 On Fri, Oct 30, 2009 at 3:12 PM, Daniel Worley worle...@gmail.com wrote:

  Are you launching the server with any options?  Can you connect to server
  using the console?
 
  On Fri, Oct 30, 2009 at 3:26 PM, tom nikitopoulos screwtop...@gmail.com
  wrote:
 
   shouldnt the l4d 2 demo servers be available locally?
   the server is hibernating but i was surprised that it didnt show up on
  lan.
   port 27016
   27015 is for l4d server
   server seems to be running
   i didnt put a config file  on the demo server just yet but i would
 think
  it
   wouldnt matter
  
   any ideas?
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Re: [hlds_linux] server available locallly?

2009-10-30 Thread Milton Ngan
TF is a little different with regards to a default map. There are so many more 
options and choices you really need to be making. I can put in something to 
check if you have actually specified a map. But should srcds_run throw you in a 
default map? What makes sense? I am all ears.

I will add the -steamverify to TF. 

M.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Nightbox
Sent: Friday, October 30, 2009 3:31 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] server available locallly?

Do the same for TF2.

2009/10/31 Milton Ngan mil...@valvesoftware.com

 In the next update for the demo I am adding in defaults to srcds_run. So
 you can run srcds_run with no arguments and it will add the appropriate +map
 option. If you specify +map on the command line, it will not append another
 +map option. If you are an advanced admin that likes to specify the map in a
 config file, then you should add the -nodefaultmap option to suppress this
 behavior

 I am also adding in a -steamverify option so that when you use -autoupdate,
 it will append -verify_all to the options. This is typically how I set up
 our servers, so this is more for my benefit, but hopefully you will find it
 useful.

 M.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Daniel Worley
 Sent: Friday, October 30, 2009 3:07 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] server available locallly?

 Yes, add +map c5m1_waterfront(no quotes) to your launch options, you
 probably don't have a map loading.

 -Daniel

 On Fri, Oct 30, 2009 at 4:30 PM, tom nikitopoulos screwtop...@gmail.com
 wrote:

  tried to connect but fail. enabled console and connected locally (
  192.168.1.101:27016) . 10 attempts and a fail.
  do u have to spec a map?
  just for fun i used the same config as l4d but didnt help.
  i am using ubuntu server and do not think i have a ports issue as l4d 1
 is
  running fine.
  have created a script with the commands (off top of head) -autoupdate
  -console -port 27016 -game left4dead2 +exec server.cfg
  thanks
 
 
  On Fri, Oct 30, 2009 at 3:12 PM, Daniel Worley worle...@gmail.com
 wrote:
 
   Are you launching the server with any options?  Can you connect to
 server
   using the console?
  
   On Fri, Oct 30, 2009 at 3:26 PM, tom nikitopoulos 
 screwtop...@gmail.com
   wrote:
  
shouldnt the l4d 2 demo servers be available locally?
the server is hibernating but i was surprised that it didnt show up
 on
   lan.
port 27016
27015 is for l4d server
server seems to be running
i didnt put a config file  on the demo server just yet but i would
  think
   it
wouldnt matter
   
any ideas?
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Re: [hlds_linux] server available locallly?

2009-10-30 Thread Milton Ngan
I think a better option would be to specify a -steam option. The default will 
be to look in the current directory still, but you can specify where you keep 
your steam binary. 

How about that? 

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Rick Payton
Sent: Friday, October 30, 2009 4:50 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] server available locallly?

what about changing line 80: STEAM=./steam to: STEAM=../steam as
well? Or will this be part of the -steamverify addition?

--mauirixxx

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Milton
Ngan
Sent: Friday, October 30, 2009 1:23 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] server available locallly?

TF is a little different with regards to a default map. There are so
many more options and choices you really need to be making. I can put in
something to check if you have actually specified a map. But should
srcds_run throw you in a default map? What makes sense? I am all ears.

I will add the -steamverify to TF. 

M.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Nightbox
Sent: Friday, October 30, 2009 3:31 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] server available locallly?

Do the same for TF2.

2009/10/31 Milton Ngan mil...@valvesoftware.com

 In the next update for the demo I am adding in defaults to srcds_run.
So
 you can run srcds_run with no arguments and it will add the
appropriate +map
 option. If you specify +map on the command line, it will not append
another
 +map option. If you are an advanced admin that likes to specify the
map in a
 config file, then you should add the -nodefaultmap option to
suppress this
 behavior

 I am also adding in a -steamverify option so that when you use
-autoupdate,
 it will append -verify_all to the options. This is typically how I set
up
 our servers, so this is more for my benefit, but hopefully you will
find it
 useful.

 M.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Daniel Worley
 Sent: Friday, October 30, 2009 3:07 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] server available locallly?

 Yes, add +map c5m1_waterfront(no quotes) to your launch options, you
 probably don't have a map loading.

 -Daniel

 On Fri, Oct 30, 2009 at 4:30 PM, tom nikitopoulos
screwtop...@gmail.com
 wrote:

  tried to connect but fail. enabled console and connected locally (
  192.168.1.101:27016) . 10 attempts and a fail.
  do u have to spec a map?
  just for fun i used the same config as l4d but didnt help.
  i am using ubuntu server and do not think i have a ports issue as
l4d 1
 is
  running fine.
  have created a script with the commands (off top of head)
-autoupdate
  -console -port 27016 -game left4dead2 +exec server.cfg
  thanks
 
 
  On Fri, Oct 30, 2009 at 3:12 PM, Daniel Worley worle...@gmail.com
 wrote:
 
   Are you launching the server with any options?  Can you connect to
 server
   using the console?
  
   On Fri, Oct 30, 2009 at 3:26 PM, tom nikitopoulos 
 screwtop...@gmail.com
   wrote:
  
shouldnt the l4d 2 demo servers be available locally?
the server is hibernating but i was surprised that it didnt show
up
 on
   lan.
port 27016
27015 is for l4d server
server seems to be running
i didnt put a config file  on the demo server just yet but i
would
  think
   it
wouldnt matter
   
any ideas?
___
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 archives,
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Re: [hlds_linux] Can't use -game left4dead2_demo

2009-10-28 Thread Milton Ngan
Autoupdate doesn't work. There are a number of fixes to the srcds_run script 
that need to be made. I will work on this today. 

M.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Logan 
Rogers-Follis
Sent: Tuesday, October 27, 2009 11:06 PM
To: HLDS Linux Mailing List
Subject: [hlds_linux] Can't use -game left4dead2_demo

When I am launching the demo I can't use:

./srcds_run -game left4dead2_demo -autoupdate +ip XXX.XXX.XXX.XXX -port 
27015 +map c5m1_waterfront -secure -nohltv -debug 

BUT w/o the _demo on the end loads the game:

./srcds_run -game left4dead2 -autoupdate +ip XXX.XXX.XXX.XXX -port 27015 
+map c5m1_waterfront -secure -nohltv -debug 

When I do it this was I get the following as it loads the game:

Using SSE2 Optimised binary.
Enabling debug mode
Server will auto-restart if there is a crash.
Updating server using Steam.
Checking bootstrapper version ...
Updating Installation
** 'game' options for Source DS Install:

Counter-Strike Source
ageofchivalry
diprip
dods
dystopia
episode1
esmod
garrysmod
hl2mp
insurgency
l4d_full
left4dead
left4dead2_demo
orangebox
smashball
synergy
tf
zps

** 'game' options for HL1 DS Install:

cstrike
cstrike_beta
czero
dmc
dod
gearbox
ricochet
tfc
valve

** 'game' options for Third-Party game servers:

ageofchivalry
darkesthour
darkmessiah
defencealliance2
diprip
dystopia
esmod
garrysmod
insurgency
killingfloor
marenostrum
redorchestra
ship
sin
smashball
synergy
tshb
zps
HLDS installation up to date

Which makes it seem like it's not checking to ensure the files are patched?

-- 

Logan Rogers-Follis - logan.rogers-fol...@tntnetworx.net
Try New Technology Networx - www.tntnetworx.net
Owner / IT Consultant


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Re: [hlds_linux] Linux is not able to start

2009-10-28 Thread Milton Ngan
If you are running 64bit Centos, you will want to install the i386/i686 version 
of the libs. srcds_linux is a 32bit application

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of f7 f0rkz
Sent: Wednesday, October 28, 2009 9:36 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Linux is not able to start

The error says exactly what is wrong.

./srcds_linux: error while loading shared
libraries: libstdc++.so.6: cannot open shared object file: No such file or
directory

You need to install a newer version of libstdc++

What distro is this?  If its debian try this:

apt-get update
apt-get install libstdc++6 libstdc++6-dev

If its centos... welp, im sure there is something to do with yum...

That should get you rolling.

On Wed, Oct 28, 2009 at 12:22 PM, Tony Paloma drunkenf...@hotmail.comwrote:

 Why would you try that. It's incorrect. There is no game folder named
 left4dead2_demo so this won't work.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Peter
 Lindblom
 Sent: Wednesday, October 28, 2009 8:07 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Linux is not able to start

 try with left4dead2_demo in the startline instead :D

 Peter

 - Original Message -
 From: Christoffer Pedersen christof...@scanservers.eu
 To: hlds_linux@list.valvesoftware.com
 Sent: Wednesday, October 28, 2009 3:42 PM
 Subject: [hlds_linux] Linux is not able to start


  Im running it on both linux and windows. Windows seems to work, but i
 cant
  get linux starting by using this command: ./srcds_run -console -game
  left4dead2 +map c1m5_waterfront +ip 172.18.188.5 -port 41000
 
  Im getting this error message: ./srcds_linux: error while loading shared
  libraries: libstdc++.so.6: cannot open shared object file: No such file
 or
  directory
 
  Full output:
 
  Auto detecting CPU
  Using AMD Optimised binary.
  Server will auto-restart if there is a crash.
  ./srcds_linux: error while loading shared libraries: libstdc++.so.6:
  cannot
  open shared object file: No such file or directory
  Add -debug to the ./srcds_run command line to generate a debug.log to
  help
  with solving this problem
  Wed Oct 28 14:28:38 CET 2009: Server restart in 10 seconds
 
  I have already tried to do the debug output, but I does not show any
  information. I have also checked that the libstdc++.so.6 file are
  existing.
  It is located in my /usr/lib/ folder. The linux distro is ubuntu server
  8.04LTS
 
 
  Im open for all help
 
 
 
  Best regards
 
 
 
  Christoffer Pedersen
 
  Serveroperator
 
  ScanServers.eu
 
  mailto:christof...@scanservers.eu christof...@scanservers.eu
 
 
 
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Re: [hlds_linux] Left 4 Dead 2 Demo Dedicated Server Available

2009-10-28 Thread Milton Ngan
Yes you can. This is basically what the forked mode is doing with all the ## 
expansion. 

I have two wrapper scripts that I use to do this sort of thing. The first just 
loops through the count launching the helper script with the number and action. 
The second then substitutes in the $NUM into the command line. To make the 
launching faster, I set the RDTSC_FREQUENCY environment variable so each 
instance doesn't have to run the calibration step. 

These are just snippets from the init scripts that should give you some idea of 
what to do. 

=

if [ $ACTION == start -o $ACTION == restart ]
then
cd $SRCDS_ROOT
#RDTSC_FREQUENCY=disabled
RDTSC_FREQUENCY=`$SRCDS_ROOT/srcds_run -game left4dead2 +quit | perl -n 
-e 'print $1 if (/FREQUENCY to (\d+)/);'`
export RDTSC_FREQUENCY
fi
for NUM in `seq 1 $SRCDS_COUNT`
do
$HELPERSCRIPTNAME $NUM $ACTION
RETVAL=$?
if [ $RETVAL != 0 ]
then
exit $RETVAL
fi
done

=

MAP=c1m1_hotel
NETCONPORT=$(($NUM - 1 + 9000))
STEAMPORT=$(($NUM - 1 + 27000))
CFG=`printf server/server%02d.cfg $NUM`

  srcds_run -game left4dead2 +map $MAP +exec $CFG \
-netconport $NETCONPORT \
-netconpassword password \
-steamport $STEAMPORT

=

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Chris Boot
Sent: Wednesday, October 28, 2009 10:15 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Left 4 Dead 2 Demo Dedicated Server Available

Hi,

Hmm, after more testing I can't seem to run any number of forks 
properly, with children core dumping regularly when I use a forked 
server... A non-forked server seems to run just fine. Anyone else have 
this problem?

I'm using a 64-bit Debian Lenny server (HP DL140 G3).

Can I run several instances out of the same install directory without 
using forks? E.g. running several different servers on different ports 
all out of the same directory?

Cheers,
Chris

Chris Boot wrote:
 Hi,

 I'm trying to run a forked server with 10 child processes, but if I try 
 and fork more than 2 children all the children crash out with a core 
 dump. Any ideas?

 My command-line is like this:

 ./srcds_run \
 -console \
 -game left4dead2 \
 -debug \
 -pidfile /srv/steam/l4d2/demo_dir1/left4dead2_demo/srcds.pid \
 -fork 3 \
 -netconport 90## -netconpassword snip \
 +ip snip +hostport 27014+## \
 +map c5m1_waterfront

 My server.cfg is like this:

 hostname snip
 rcon_password snip
 sv_allow_wait_command 0
 sv_alltalk 0
 sv_alternateticks 0
 sv_cheats 0
 sv_clearhinthistory 0
 sv_consistency 1
 sv_contact bo...@l4dprc.org
 sv_downloadurl 
 sv_lan 0
 sv_log_onefile 0
 sv_logbans 1
 sv_logecho 0
 sv_logfile 0
 sv_logflush 0
 sv_logsdir logs
 sv_maxcmdrate 100
 sv_unlag 1
 sv_maxunlag .5
 setmaster add 68.142.72.250:27011
 setmaster add 72.165.61.189:27011
 sv_steamgroup snip
 sv_steamgroup_exclusive 1

 Many thanks,
 Chris

 Jason Ruymen wrote:
   
 As you've already seen, the dedicated server files for the Left 4 Dead 2 
 Demo are now available.  The game name is left4dead2_demo.  We're still 
 doing some final checks for the client, but that should be going live soon.

 Jason


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Re: [hlds_linux] Left 4 Dead 2 Demo Dedicated Server Available

2009-10-27 Thread Milton Ngan
You should use +map c5m1_waterfront as the initial map. 

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ronny Schedel
Sent: Tuesday, October 27, 2009 6:40 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Left 4 Dead 2 Demo Dedicated Server Available

-game left4dead2


 mine can't find gameinfo.txt though it's there. how do you start your
 linux servers?
 host.txt is overwritten by each update with verify_all. Master servers 
 are
 added with strange ports (27009, 27012, 27013, ...)



 As you've already seen, the dedicated server files for the Left 4 Dead 2
 Demo are now available.  The game name is left4dead2_demo.  We're still
 doing some final checks for the client, but that should be going live
 soon.

 Jason


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Re: [hlds_linux] Left 4 Dead 2 server pre-load availability?

2009-10-26 Thread Milton Ngan
Some changes were made to reduce the number of ports that were opened but never 
used. What I am explicitly configuring on the ports are:

+hostport
-netconport
-steamport

The following ports have been disabled, so you don't need to worry about them. 

+clientport
+tv_port

Matchmaking convars should still be much the same as the current L4D1. 

So, in theory you should be able to re-use your configs from L4D1. If you are 
tweaking any of the game play convars, then all bets are off :)

M.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jay Deiman
Sent: Monday, October 26, 2009 1:47 PM
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] Left 4 Dead 2 server pre-load availability?

I'm wondering when we will be able to start pre-loading the l4d2 linux 
server?  If I'm not mistaken, the demo is being released tomorrow 
(Tuesday, the 27th).  Is there going to be a demo server released with 
this (as there was with the first l4d)?

Also, is there a place where we can view a changelog for server-side 
configs or are we basically going to be able to use pretty much the same 
configs for l4d2?

We are getting close to the release at this point and I would like to do 
some prep so I can have servers up and running for the release and 
currently, I've not really seen anything on the mailing list about it. 
Is there a website with details I'm not aware of?

Thanks,

Jay

-- 
Jay Deiman

\033:wq!

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Re: [hlds_linux] L4D2 server requirements

2009-10-22 Thread Milton Ngan
Just from the small scale testing we have seen, the resource requirements are 
similar. The memory foot print is about the same. CPU looks about the same. I 
am waiting for the demo to go out to get better data. 

M.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of David Parker
Sent: Wednesday, October 21, 2009 7:57 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] L4D2 server requirements

Milton,

Do you happen to have any information about how the resource usage of L4D2 
compares to L4D?

    Thanks,
    Dave

- Original Message -
From: Milton Ngan mil...@valvesoftware.com
Date: Wednesday, October 21, 2009 10:41 pm
Subject: Re: [hlds_linux] L4D2 server requirements
To: Half-Life dedicated Linux server mailing list 
hlds_linux@list.valvesoftware.com

 CPU shouldn't be much of an issue. Each game takes on average 10-
 15% of a core. There are obviously spikes that go higher. 8 
 player games don't actually take much more CPU than a 1 player 
 game because the server is doing less AI work.
 
 On these servers, I have between 200-300 people playing at a 
 time. This is very similar to the player numbers we see when 
 running TF servers, except we run far fewer TF instances on the 
 same hardware. 
 
 Memory is still an important factor, because if you run out of 
 RAM, then you will swap and your games will hitch due to I/O 
 latency. 
 
 M.
 
 From: hlds_linux-boun...@list.valvesoftware.com [hlds_linux-
 boun...@list.valvesoftware.com] On Behalf Of Midnight 
 [mido...@gmail.com]sent: Wednesday, October 21, 2009 6:26 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] L4D2 server requirements
 
 What I'm asking is not how many can you spawn in a given amount of
 memory, but how many can be actively running with players in them
 without lagging?  I find that I run out of CPU way before 
 memory since
 the game is a CPU hog.
 
 Surely you can't run 50 servers with players in them all at the same
 time right?  So how many can you run at the same 
 time?  How much cpu
 does a full 8 player server use?
 
 Thanks for your input.
 
 
 Milton Ngan wrote:
  I can support 50 instances of L4D1 on a dual 2.5GHz Quad Core 
 system. So if you only have one, then half that. That being 
 said, I need at least 10GB of RAM on Linux to achieve this.
 
  Under Windows, there is no forked mode, so each instance will 
 take up more memory resources. So I would estimate around 16GB 
 would be required to do the same thing. On a 4GB Windows 2003 
 system we were supporting around 13 instances quite happily.
 
  So depending on how much memory you have, it could be that 
 your limit is memory and not CPU.
 
  M.
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com 
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of 
 Midnight Sent: Wednesday, October 21, 2009 5:19 PM
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] L4D2 server requirements
 
  How many ACTIVE L4D servers can you guys run on a 2.5 Ghz Quad Xeon
  1333MHz?  Seems that I can only run 3-4 per box without people
  complaining about lag, that is less than 1 per core.  I 
 see each server
  using around 25-35% CPU of a core and 6-9 of the whole 
 box.  I know this
  is the linux list but I'm running Windows 2008, but I figure 
 it should
  be basically the same.
 
 
  Craig H wrote:
 
  It'll probably take a little more processing power per fork, 
 I don't see it
  as being that substantial of an increase. I'd be amazed if it 
 is really
  worth noting.
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Re: [hlds_linux] L4D2 server requirements

2009-10-21 Thread Milton Ngan
I can support 50 instances of L4D1 on a dual 2.5GHz Quad Core system. So if you 
only have one, then half that. That being said, I need at least 10GB of RAM on 
Linux to achieve this. 

Under Windows, there is no forked mode, so each instance will take up more 
memory resources. So I would estimate around 16GB would be required to do the 
same thing. On a 4GB Windows 2003 system we were supporting around 13 instances 
quite happily. 

So depending on how much memory you have, it could be that your limit is memory 
and not CPU. 

M.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Midnight
Sent: Wednesday, October 21, 2009 5:19 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] L4D2 server requirements

How many ACTIVE L4D servers can you guys run on a 2.5 Ghz Quad Xeon 
1333MHz?  Seems that I can only run 3-4 per box without people 
complaining about lag, that is less than 1 per core.  I see each server 
using around 25-35% CPU of a core and 6-9 of the whole box.  I know this 
is the linux list but I'm running Windows 2008, but I figure it should 
be basically the same.


Craig H wrote:
 It'll probably take a little more processing power per fork, I don't see it
 as being that substantial of an increase. I'd be amazed if it is really
 worth noting.
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Re: [hlds_linux] L4D2 server requirements

2009-10-21 Thread Milton Ngan
CPU shouldn't be much of an issue. Each game takes on average 10-15% of a core. 
There are obviously spikes that go higher. 8 player games don't actually take 
much more CPU than a 1 player game because the server is doing less AI work.

On these servers, I have between 200-300 people playing at a time. This is very 
similar to the player numbers we see when running TF servers, except we run far 
fewer TF instances on the same hardware. 

Memory is still an important factor, because if you run out of RAM, then you 
will swap and your games will hitch due to I/O latency. 

M.

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Midnight 
[mido...@gmail.com]
Sent: Wednesday, October 21, 2009 6:26 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] L4D2 server requirements

What I'm asking is not how many can you spawn in a given amount of
memory, but how many can be actively running with players in them
without lagging?  I find that I run out of CPU way before memory since
the game is a CPU hog.

Surely you can't run 50 servers with players in them all at the same
time right?  So how many can you run at the same time?  How much cpu
does a full 8 player server use?

Thanks for your input.


Milton Ngan wrote:
 I can support 50 instances of L4D1 on a dual 2.5GHz Quad Core system. So if 
 you only have one, then half that. That being said, I need at least 10GB of 
 RAM on Linux to achieve this.

 Under Windows, there is no forked mode, so each instance will take up more 
 memory resources. So I would estimate around 16GB would be required to do the 
 same thing. On a 4GB Windows 2003 system we were supporting around 13 
 instances quite happily.

 So depending on how much memory you have, it could be that your limit is 
 memory and not CPU.

 M.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com 
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Midnight
 Sent: Wednesday, October 21, 2009 5:19 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] L4D2 server requirements

 How many ACTIVE L4D servers can you guys run on a 2.5 Ghz Quad Xeon
 1333MHz?  Seems that I can only run 3-4 per box without people
 complaining about lag, that is less than 1 per core.  I see each server
 using around 25-35% CPU of a core and 6-9 of the whole box.  I know this
 is the linux list but I'm running Windows 2008, but I figure it should
 be basically the same.


 Craig H wrote:

 It'll probably take a little more processing power per fork, I don't see it
 as being that substantial of an increase. I'd be amazed if it is really
 worth noting.
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Re: [hlds_linux] L4D forks crashing, no debug log?

2009-10-15 Thread Milton Ngan
Currently -debug doesn't work with -fork. I have a script I am working on to 
monitor for core files and process them in the same way. This basically will 
get spawned once when srcds_run is invoked with -debug and terminated when the 
srcds_run is terminated. 

-debug relies on the main process terminating and triggering the core 
processing, but in -fork mode the main process doesn't crash, a child does. So 
the srcds_run script will never get a chance to process the core, not that it 
will ever know one was generated since it relies upon the main process exiting 
with a non-zero value to indicate it crashed. 

M.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jonah Hirsch
Sent: Monday, October 12, 2009 1:50 PM
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] L4D forks crashing, no debug log?

I'm having a rather disturbing problem with my L4D server right now.

Currently, I'm running NO addons on the server. It's a plain vanilla L4D
server right now.

On startup, I get many of these types of messages:

Child 5 aborted with signal 11

Child wrote a core dump


Debug mode is enabled, I get core dumps, but no debug.log is generated.

I even tried a clean install, no luck. It still crashes on startup and when
clients join (although it comes right back up, and is playable, just not on
the settings set by the lobby).

What's going on?

Jonah Hirsch
---
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Re: [hlds_linux] Left 4 Dead Update Released

2009-10-10 Thread Milton Ngan
Just to comment on the number of servers for L4D1. We will continue to supply 
sufficient numbers of servers to support L4D1 after the launch of L4D2. I am in 
the middle of deploying more hardware for the launch of L4D2 to ensure we have 
enough to handle both titles. 

From what I have seen, our dedicated servers service only a third of the L4D1 
population. This ratio doesn't seem to be dependent on the number of servers 
we host. Right now, I have far more servers that I need to support the current 
numbers of players we are seeing. So there should be no worries about not 
having enough come L4D2 launch time. 

M.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics
Sent: Saturday, October 10, 2009 12:28 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Left 4 Dead Update Released

Thanks for fixing mp_gamemode to adjustable cvar again. There are few 
other things that i would like to have a reply for and few things that i 
would like Valve to consider before shipping L4D2. I doubt that i'll get 
one but i'll post anyway.

L4D1:
- Setting sv_region in configs is now not preferred at all? Incase you 
didn't know, setting this leads to empty servers instead of full of 
players since update before this due to changes for the lobby system.
- Clients (players) now have chance to limit servers by ping. However, 
this only affects lobby host. There is a chance that lobby host gets 
50ms server and the others get unplayble 100ms or over.

Does this mean that there are now more servers available for players to 
go to but the most important thing, limiting servers by ping for 
everyone else than lobby host is now deprecated? There is now a chance 
that 3/4 players have shitty pings due to this. Are these adjustments 
made to free up some more servers for players to find because Valve will 
move most of their Left 4 Dead dedicated servers from which last time i 
checked, were ~3000 'ish, to Left 4 Dead 2 so eventually there will 
actually be a lack of servers in L4D1, unless the community fill in.

L4D2:

As we all know who have been downloading custom campaigns to L4D1, there 
is clearly a lack of players on them. If you manage to find a custom 
campaign at the server search, you need to download that first. No 
problem really, except that the download host is overloaded, has some 
damn 5-50KB/s cap and the campaign sizes are over 100 megs. At the time 
you get to download it, you have ran out of time to play on. Next time, 
no one isnt playing that campaign and going alone with expert level with 
bots (Healing, this will only take a second) isnt really an option. So 
you download another custom campaign to try out. Same thing, apparently 
the host most of they use is the same website. I tried another approach. 
Got bunch of the campaings before i went into the game. It seems that i 
have 20 campaigns from which 2-3 i ever see 1 bunch of 4 players to play 
- and the game is full.

Another great idea would be a simple dedicated Left 4 dead server to run 
both games, either L4D1 or L4D2 on same installation. The server owner 
could allow either 1 of the 2 games or both. Basically the players 
wouldn't see any difference, there just would be a lot of servers since 
the release as in there is already a ready server base (L4D1) and when 
Left 4 Dead came out, there was really a clear lack of servers around 
this area, for months since release. There were free servers but no one 
got assigned to them. I assume this is now improved since but i still 
don't trust the lobby system. Then again, this would require updating 
L4D to newer L4D2 engine with all the changes and improvements so i'm 
not really sure if this is possible.

-ics

 Jason Ruymen kirjoitti:
 A strongly recommened update for Left 4 Dead is now available.  
 Please run hldsupdatetool to receive the update.  The specific 
 changes include:

 - Fixed campaign image not updating correctly when creating a lobby
 - Increased the reliabilty of the Steam Group server display
 - Made mm_dedicated_search_maxping available to allow users to set 
 the maximum acceptable ping for a dedicated server. The default has 
 also been lowered 150ms, down from 300ms
 - Fixed an issue where rescue closet doors could be opened in Crash 
 Course in Versus mode

 Jason

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Re: [hlds_linux] Left 4 Dead Update Available

2009-09-29 Thread Milton Ngan
This update should also include the fix for the defunct processes

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jason Ruymen
Sent: Tuesday, September 29, 2009 11:00 AM
To: 'hlds_linux@list.valvesoftware.com'; 'h...@list.valvesoftware.com'; 
'hlds_annou...@list.valvesoftware.com'
Subject: [hlds_linux] Left 4 Dead Update Available

A required update for Left 4 Dead has been released.  Please run hldsupdatetool 
to receive the update.  The specific changes include:

- A new campaign, Crash Course, is now available for play in Campaign, Versus 
and Survival modes
- In Versus mode, all weapons, pills, health packs, molotovs, pipe bombs and 
other items will now be identical for the second round of a chapter
- Matchmaking has had several improvements to make finding and joining games 
even faster
- Ten all new Crash Course achievements have been added

Jason


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Re: [hlds_linux] L4D forks crashing

2009-09-24 Thread Milton Ngan
If you are talking about the defunct forks, then the work around for this is 
to send a standard SIGTERM to the defunct process. Normally this would do 
nothing, but in this case the process still has a couple of child threads that 
haven't terminated. Sending the SIGTERM signal to the parent process will 
result in the termination signal reaching the child threads, which will 
terminate. The defunct process will then complete its termination and the 
parent srcds process will respawn the fork. 

A cron job or a monitoring process to detect these defunct processes should be 
sufficient to keep your servers in shape. I use a command a bit like this:

Kill `ps ax | grep srcds_i486 | grep defunct | grep -v grep | awk '{print $1}'`


M.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of f7 f0rkz
Sent: Thursday, September 24, 2009 4:53 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] L4D forks crashing

Well, at least there is a fix.  Our servers are usually full all the time
and I am tired of kicking players out because a server crashed in their
fork.

On Thu, Sep 24, 2009 at 5:54 AM, Eric-Jan Riemers riem...@binkey.nl wrote:

 So i assume thats valve time? Christmas or so? ;-)

 -Oorspronkelijk bericht-
 Van: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] Namens Ronny Schedel
 Verzonden: donderdag 24 september 2009 9:17
 Aan: Half-Life dedicated Linux server mailing list
 Onderwerp: Re: [hlds_linux] L4D forks crashing

 I have got a response from a Valve employee, they have found the cause and
 they have a fix. We just have to wait for the release.


  Is there any progress yet in fixing the crashing forks issue in L4D? We
  have 2 forked servers, 1 with 4 forks and 1 with 20 forks (different
  machines). Both forks show crashed instances. More and more forks crash
  the more time passes without a reboot. From the 24 servers which should
 be

  online after a reboot 2 days ago, just 9(!!) remain atm.
 
  Saint K.
 
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Re: [hlds_linux] L4D forks crashing

2009-09-24 Thread Milton Ngan
There is a fix coming soon. 

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of David A. Parker
Sent: Thursday, September 24, 2009 12:04 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] L4D forks crashing

Thanks for the workaround, Milton.  Will we see a fix for this problem 
soon, though?

 - Dave

Milton Ngan wrote:
 If you are talking about the defunct forks, then the work around for this 
 is to send a standard SIGTERM to the defunct process. Normally this would do 
 nothing, but in this case the process still has a couple of child threads 
 that haven't terminated. Sending the SIGTERM signal to the parent process 
 will result in the termination signal reaching the child threads, which will 
 terminate. The defunct process will then complete its termination and the 
 parent srcds process will respawn the fork. 
 
 A cron job or a monitoring process to detect these defunct processes should 
 be sufficient to keep your servers in shape. I use a command a bit like this:
 
 Kill `ps ax | grep srcds_i486 | grep defunct | grep -v grep | awk '{print 
 $1}'`
 
 
 M.
 
 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com 
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of f7 f0rkz
 Sent: Thursday, September 24, 2009 4:53 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] L4D forks crashing
 
 Well, at least there is a fix.  Our servers are usually full all the time
 and I am tired of kicking players out because a server crashed in their
 fork.
 
 On Thu, Sep 24, 2009 at 5:54 AM, Eric-Jan Riemers riem...@binkey.nl wrote:
 
 So i assume thats valve time? Christmas or so? ;-)

 -Oorspronkelijk bericht-
 Van: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] Namens Ronny Schedel
 Verzonden: donderdag 24 september 2009 9:17
 Aan: Half-Life dedicated Linux server mailing list
 Onderwerp: Re: [hlds_linux] L4D forks crashing

 I have got a response from a Valve employee, they have found the cause and
 they have a fix. We just have to wait for the release.


 Is there any progress yet in fixing the crashing forks issue in L4D? We
 have 2 forked servers, 1 with 4 forks and 1 with 20 forks (different
 machines). Both forks show crashed instances. More and more forks crash
 the more time passes without a reboot. From the 24 servers which should
 be

 online after a reboot 2 days ago, just 9(!!) remain atm.

 Saint K.

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-- 

Dave Parker
Utica College
Integrated Information Technology Services
(315) 792-3229
Registered Linux User #408177

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Re: [hlds_linux] [l4d] no fix ?

2009-07-18 Thread Milton Ngan
The -fork with no arguments looks to be a bug in the srcds_run script. I just 
spotted that the other day. There is a test in the script

if [ -z $NUMFORKS ]; then
HL_CMD = $HL_CMD -fork $NUMFORKS
fi

This should be -n $NUMFORKS

The -fork with no numeric argument does nothing. It will effectively get 
ignored (with no warning). 

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of 
gamead...@127001.org
Sent: Friday, July 17, 2009 2:25 AM
To: 'Half-Life dedicated Linux server mailing list'
Subject: Re: [hlds_linux] [l4d] no fix ?

I'm confused about your answer re: fork.  Why is it in your command line
with no number?  It's certainly not going to do anything positive like that!


 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com 
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Zesi
 Sent: 16 July 2009 20:47
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] [l4d] no fix ?
 
 hi Chris,
 
 no changes! After starting over the lobby - crash ! In my 
 console (game) i 
 get this message - Server error - failed to handle 
 reservation request. - 
 and 5 connection-retry's.
 
 yes +maxplayers 8 is right. Frok brings nothing positive for me.
 
 Greetz
 
 - Original Message - 
 From: Chris Russell chris.russ...@gatech.edu
 To: Half-Life dedicated Linux server mailing list 
 hlds_linux@list.valvesoftware.com
 Sent: Thursday, July 16, 2009 8:46 PM
 Subject: Re: [hlds_linux] [l4d] no fix ?
 
 
  On Thu, Jul 16, 2009 at 12:33 PM, Zesiz...@gmx.de wrote:
  CRASH: Thu Jul 16 17:41:01 CEST 2009
 
  Start Line: ./srcds_i486 -game left4dead + maxplayers 8 +ip 
  188.40.**.** -port 27015 +map l4d_hospital01_apartment 
 -debug -fork +map 
  l4d_hospital01_apartment
 
  Shouldn't + maxplayers 8 be +maxplayers 8?
  Also, using -fork without a number doesn't make any sense?
 
  -Chris
 
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Re: [hlds_linux] Server's Don't Reconnect to Steam Again? :(

2009-06-30 Thread Milton Ngan
The servers buffer their log output, so you will need to flush the  
logs (sv_logflush 1;sv_logflush 0) or cleanly quit the server to get  
the most up to date log information.

M.

On Jun 30, 2009, at 2:17 PM, Ronny Schedel wrote:


 I did not restart the server, it is still running. I send you the  
 complete
 log in a private mail.


 I'd like the full log that contains the failure time as well as the  
 new
 log from when you restarted.  Also, did you kill the process  
 instead of
 exiting it cleanly?  It should be impossible for the log to  
 suddenly end
 at the point you have as the end in your email.


 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ronny
 Schedel
 Sent: Tuesday, June 30, 2009 2:01 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Server's Don't Reconnect to Steam Again? :(


 It's only truncated at the beginning, starting with todays date,  
 the end
 is
 not truncated, the log file has still the same entry at the end.  
 Date and
 time are GMT+1.


 Looks like the log text you are posting is truncated?  Send me your
 complete log file if you had an issue with reconnecting at
 jmccas...@valvesoftware.com.


 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of  
 Ronny
 Schedel
 Sent: Tuesday, June 30, 2009 12:53 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Server's Don't Reconnect to Steam  
 Again? :(


 I can confirm the problems, here is our log from today:

 [2009-06-30 03:17:15][0,0] : Log session started
 [2009-06-30 03:17:15][0,0] : SetSteamID( [A:1:0:0] )
 [2009-06-30 03:17:15][1,2] : Connect() starting connection
 (eNetQOSLevelLow,
 72.165.61.185:27017, UDP)
 [2009-06-30 03:17:16][1,2] : ConnectionCompleted()  
 (68.142.91.34:27017,
 UDP)
 [2009-06-30 03:17:16][1,2] : RecvMsgClientLogOnResponse() : 'OK'
 [2009-06-30 13:26:11][0,0] : ConnectionDisconnected('I/O Operation
 Failed')
 : 'OK' (68.142.91.34:27017, UDP)
 [2009-06-30 13:26:11][0,0] : CUDPConnection::OnFailedSend()  
 failure info
 pending unsent: 9, unacked sent: 8, our seq sent: 4753
 message pending type 6, packets 1, seq [4746, 4746], first unacked:
 4746,
 size 64
 message pending type 6, packets 1, seq [4747, 4747], first unacked:
 4747,
 size 64
 message pending type 6, packets 1, seq [4748, 4748], first unacked:
 4748,
 size 112
 message pending type 6, packets 1, seq [4749, 4749], first unacked:
 4749,
 size 96
 message pending type 6, packets 1, seq [4750, 4750], first unacked:
 4750,
 size 96
 message pending type 6, packets 1, seq [4751, 4751], first unacked:
 4751,
 size 96
 message pending type 6, packets 1, seq [4752, 4752], first unacked:
 4752,
 size 96
 message pending type 6, packets 1, seq [4753, 4753], first unacked:
 4753,
 size 96
 message pending type 6, packets 1, seq [4754, 4754], first unacked:
 4754,
 size 96
 message pending type 6, packets 1, seq [4755, 4755], first unacked:
 4755,
 size 96
 message pending type 6, packets 1, seq [4756, 4756], first unacked:
 4756,
 size 96
 message pending type 6, packets 1, seq [4757, 4757], first unacked:
 4757,
 size 96
 message pending type 6, packets 1, seq [4758, 4758], first unacked:
 4758,
 size 96
 message pending type 6, packets 1, seq [4759, 4759], first unacked:
 4759,
 size 96
 message pending type 6, packets 1, seq [4760, 4760], first unacked:
 4760,
 size 96
 message pending type 6, packets 1, seq [4761, 4761], first unacked:
 4761,
 size 64
 message pending type 6, packets 1, seq [4762, 4762], first unacked:
 4762,
 size 96
 [2009-06-30 13:26:11][0,0] : StartAutoReconnect() will start in 6  
 seconds
 [2009-06-30 13:26:17][1,6] : Connect() starting connection
 (eNetQOSLevelMedium, 72.165.61.185:27017, UDP)
 [2009-06-30 13:26:18][1,6] : ConnectionCompleted()  
 (69.28.145.171:27017,
 UDP)
 [2009-06-30 13:26:19][1,6] : RecvMsgClientLogOnResponse() : 'OK'
 [2009-06-30 13:28:32][0,0] : ConnectionDisconnected('I/O Operation
 Failed')
 : 'OK' (69.28.145.171:27017, UDP)
 [2009-06-30 13:28:32][0,0] : CUDPConnection::OnFailedSend()  
 failure info
 pending unsent: 6, unacked sent: 8, our seq sent: 100
 message pending type 6, packets 1, seq [93, 93], first unacked:  
 93, size
 64
 message pending type 6, packets 1, seq [94, 94], first unacked:  
 94, size
 96
 message pending type 6, packets 1, seq [95, 95], first unacked:  
 95, size
 96
 message pending type 6, packets 1, seq [96, 96], first unacked:  
 96, size
 96
 message pending type 6, packets 1, seq [97, 97], first unacked:  
 97, size
 96
 message pending type 6, packets 1, seq [98, 98], first unacked:  
 98, size
 96
 message pending type 6, packets 1, seq [99, 99], first unacked:  
 99, size
 96
 message pending type 6, packets 1, seq [100, 100], first unacked:  
 100,
 size 96
 message pending type 6, packets 1, seq [101, 101], first 

Re: [hlds_linux] L4D question..

2009-05-03 Thread Milton Ngan
The original srcds_run assumed that the current directory was the root of the 
installation. This changed as of Orange Box and the srcds_run script was not 
fixed. I did make a change earlier this year to address this in Orange Box, but 
the fix is missing some other patches. In particular the GAME variable can get 
clobbered with the depot name, which means that after running the update, the 
game will not restart because it uses the wrong mod name. I believe DOD:S and 
CS:S are affected by this bug, not sure about TF though.

M.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of CmptrWz
Sent: Sunday, May 03, 2009 8:59 AM
To: 'Half-Life dedicated Linux server mailing list'
Subject: Re: [hlds_linux] L4D question..

I find that the fix is either to create a dummy steam binary shell script
in the orangebox folder that changes directory up one and then runs steam,
or to install everything with absolute paths (-dir /full/path/here instead
of -dir .) and then copy/symlink the steam binary into the orangebox folder.

A better fix is probably to get valve to change the orangebox srcds_run
script to change directory up one before running ./steam, though.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric-Jan
Riemers
Sent: Saturday, May 02, 2009 12:10 PM
To: 'Half-Life dedicated Linux server mailing list'
Subject: Re: [hlds_linux] L4D question..

I'll check it again at some point, but it was/is vanilla file.. and that did
not work for me..

-Oorspronkelijk bericht-
Van: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] Namens AnAkIn .
Verzonden: zaterdag 2 mei 2009 17:07
Aan: Half-Life dedicated Linux server mailing list
Onderwerp: Re: [hlds_linux] L4D question..

Then you probably modified your srcds_run or downloaded a modified one, or
your installation was not done correctly I guess.

2009/5/2 Eric-Jan Riemers riem...@binkey.nl

 If i do that, it will download the complete tf2 inside that folder again..

 -Oorspronkelijk bericht-
 Van: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] Namens AnAkIn .
 Verzonden: zaterdag 2 mei 2009 13:02
 Aan: Half-Life dedicated Linux server mailing list
 Onderwerp: Re: [hlds_linux] L4D question..

 For -autoupdate to work with TF2, IIRC you need to copy the steam binary
in
 your orangebox/ folder.

 2009/5/2 Eric-Jan Riemers riem...@binkey.nl

  But i would be able to test my server with a update script, no need for
  clients at that time. But since its working according to Milton I don't
  have
  to test it :) (fingers crossed)
 
  Hope he can fix the tf2 too. Out of the box it never worked with adding
  -autoupdate for it..
 
  -Oorspronkelijk bericht-
  Van: hlds_linux-boun...@list.valvesoftware.com
  [mailto:hlds_linux-boun...@list.valvesoftware.com] Namens Fyren
  Verzonden: zaterdag 2 mei 2009 5:52
  Aan: Half-Life dedicated Linux server mailing list
  Onderwerp: Re: [hlds_linux] L4D question..
 
  On Fri, May 1, 2009 at 21:21, Eric-Jan Riemers riem...@binkey.nl
 wrote:
   I was referring to server updates..
 
  So was I.  If the clients don't have a choice about patching and can't
  roll back, being able to roll your server back would only result in an
  a server no one could use in most cases.
 
  -Fyren
 
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Re: [hlds_linux] L4D question..

2009-05-02 Thread Milton Ngan
-autoupdate is working for L4D. I will look into the issues with the orangebox 
version of srcds_run.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric-Jan Riemers
Sent: Friday, May 01, 2009 6:21 PM
To: 'Half-Life dedicated Linux server mailing list'
Subject: Re: [hlds_linux] L4D question..

I was referring to server updates.. but it seems from all the mails that
doing a gracefull shutdown is the way to go with a correct srcds_run I
presume, I would suspect -autoupdate should do the trick but somehow I don't
think that's going to work (tf2 never did with that)

-Oorspronkelijk bericht-
Van: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] Namens Fyren
Verzonden: zaterdag 2 mei 2009 1:49
Aan: Half-Life dedicated Linux server mailing list
Onderwerp: Re: [hlds_linux] L4D question..

 But, how do i update my l4d instance if i have multiple forks? Can i just
 run the updater even though people are still playing? My biggest issue is
 that when i want to update the installation there are always people on it
 (which is ofcourse not a bad thing) but i just dont want to be the admin
 that kicks people off for the update (unless the clients cant connect to
 it, but then i can update anyways)

There's documentation for the mentioned shutdown (over netcon) command
around somewhere, definitely in the list archives.  Search for
netcon/netconport or things like that if no one else provides a link.

 Is there also a way to go back 1 version in updates? That way i could just
 test some stuff out, also for tf2 to get it finally to work as it should
 (i've modified srcds_run multiple times, and it did work at some point and
 now it does not anymore) just thinking out loud here..

Clients don't get a choice about updating and can't roll back.
There'd be no point.

-Fyren

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Re: [hlds_linux] L4D / SRCDS Linux - Memory leak.

2009-04-20 Thread Milton Ngan
I can confirm there is a slow leak in the L4D dedicated servers. I have 
informed the L4D team of the issue. Hopefully someone will be able to find it 
before the next update.

Just FYI. I am monitoring the servers via Munin. I am using the standard memory 
graph to show when the servers are going into swap, and it is easy to see the 
slow increase over time of the committed memory. Once this hits your physical 
memory limit, you will be forced into swap and perf hits the floor. The only 
way to get around this, is to restart the srcds process. I do this about once a 
week using a rolling restart of the srcds around 4am.

The leak isn't big, but if you have a lot of forked servers, the change is 
quite large. I have also had to reduce the number of forks to avoid restarting 
the servers every night.

M.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Peter Lindblom
Sent: Monday, April 20, 2009 11:11 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] L4D / SRCDS Linux - Memory leak.

To get a good picture of the servers use of memory we have to look at more
then top as ics say.

If I look at top on our servers I se 15% mem is used by one instance of
srcds, the other 3 is using less then 4%.
If I then does a ps aux then non of srcds is using more then 3-4% mem.

Please check this site about memory problems
http://rimuhosting.com/howto/memory.jsp

We have many servers running and having no problems with memory.
its more problems with updates and plugins.

But if you want to restart them once a week- use cron,

Good Luck !

Peter

- Original Message -
From: ics i...@ics-base.net
To: Half-Life dedicated Linux server mailing list
hlds_linux@list.valvesoftware.com
Sent: Sunday, April 19, 2009 10:43 PM
Subject: Re: [hlds_linux] L4D / SRCDS Linux - Memory leak.


 Linux reserves all memory to its use so for example cmd top may show
 thata all memory is used but when the all memory is really on use (as
 shown with cmd free), the server first starts swap to disk and when swap
 (that's usually 2x the memory installed) runs out,  shit hits the fan.

 Just kill the process to free memory and restart it. Its not that big
 deal to do once a week, or sooner, depending the count of the servers /
 memory on the machine.

 -ics

 Guillaume Parent kirjoitti:
 What the heck? Of course it's a problem! Nobody wants his box to leak
 memory until a crash inevitably happens!

 Linux dont use memory as Windows does.

 Its not a problem...

 Peter


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Re: [hlds_linux] Team Fortress 2 Update Available

2008-12-12 Thread Milton Ngan
Yes, that was the correct fix. The latest update should now have the correct 
version of the file.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of bl4nk
Sent: Thursday, December 11, 2008 5:58 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Team Fortress 2 Update Available

Yup, I modified the srcds_run script to use unix-style line endings, and
tried to start it up, but got this error (typo included):
 Invalid game type 'cstrike' sepecified.
I fixed it by modifying line 103 from:
 if test -n $GAME; then
To:
 if test -z $GAME; then

Nicholas Hastings wrote:
 Looks like the srcds_run file was edited in Windows and had carriage
 returns put it... dos2unix ftw

 bl4nk wrote:

 Having problems starting up my linux servers:


 -bash: ./srcds_run: /bin/sh^M: bad interpreter: No such file or directory


 There are reports that servers running on Windows aren't starting as
 well. I'll see about getting an error message or something for that.


 Jason Ruymen wrote:


 A required update for Team Fortress 2 has been released.  Please run 
 hldsupdatetool to receive the update.  The specific changes include:

 - The Engineer's teleporters can now be upgraded to level three. It will 
 recharge faster the higher level it is
 - The Engineer's dispensers can now be upgraded to level three. It will 
 give out metal and heal faster as it is upgraded
 - Spies will be able to recharge their cloaking ability by picking up ammo 
 off of the ground or from health cabinets
 - Some changes to the second part of the first stage of Goldrush to give 
 the attackers more of an advantage
 - Any weapons that fire bullets (shotguns, sniper's machine gun, heavy's 
 minigun, etc.) can now break apart the Demoman's stickybombs
 - The icon on the HUD for a person calling for Medic will now give more 
 information to the medic (if the target is low on health, on fire, etc.)
 - Added an achievement tracker that will allow people to choose specific 
 achievements that they are trying to get
 - There is now a custom icon for death messages when the player was killed 
 from a critical hit
 - Added a new particle effect for when a player enters the water
 - Added smoke to the feet of a rocket jumping soldier
 - Players will now have some particles swirling around them so other 
 players can see when they are overhealed

 Jason

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Re: [hlds_linux] Team Fortress 2 Update Available

2008-12-11 Thread Milton Ngan
Run dos2linux on the srcds_run file for now. The file that got checked in has 
the wrong line endings on it.

M.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of bl4nk
Sent: Thursday, December 11, 2008 5:37 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Team Fortress 2 Update Available

Having problems starting up my linux servers:
 -bash: ./srcds_run: /bin/sh^M: bad interpreter: No such file or directory
There are reports that servers running on Windows aren't starting as
well. I'll see about getting an error message or something for that.


Jason Ruymen wrote:
 A required update for Team Fortress 2 has been released.  Please run 
 hldsupdatetool to receive the update.  The specific changes include:

 - The Engineer's teleporters can now be upgraded to level three. It will 
 recharge faster the higher level it is
 - The Engineer's dispensers can now be upgraded to level three. It will give 
 out metal and heal faster as it is upgraded
 - Spies will be able to recharge their cloaking ability by picking up ammo 
 off of the ground or from health cabinets
 - Some changes to the second part of the first stage of Goldrush to give the 
 attackers more of an advantage
 - Any weapons that fire bullets (shotguns, sniper's machine gun, heavy's 
 minigun, etc.) can now break apart the Demoman's stickybombs
 - The icon on the HUD for a person calling for Medic will now give more 
 information to the medic (if the target is low on health, on fire, etc.)
 - Added an achievement tracker that will allow people to choose specific 
 achievements that they are trying to get
 - There is now a custom icon for death messages when the player was killed 
 from a critical hit
 - Added a new particle effect for when a player enters the water
 - Added smoke to the feet of a rocket jumping soldier
 - Players will now have some particles swirling around them so other players 
 can see when they are overhealed

 Jason

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 visit:
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Re: [hlds_linux] Team Fortress 2 Update Available

2008-12-11 Thread Milton Ngan
If you get an error about cstrike being an invalid game, then the wrong version 
got shipped.

M.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Nicholas 
Hastings
Sent: Thursday, December 11, 2008 5:50 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Team Fortress 2 Update Available

Looks like the srcds_run file was edited in Windows and had carriage
returns put it... dos2unix ftw

bl4nk wrote:
 Having problems starting up my linux servers:

 -bash: ./srcds_run: /bin/sh^M: bad interpreter: No such file or directory

 There are reports that servers running on Windows aren't starting as
 well. I'll see about getting an error message or something for that.


 Jason Ruymen wrote:

 A required update for Team Fortress 2 has been released.  Please run 
 hldsupdatetool to receive the update.  The specific changes include:

 - The Engineer's teleporters can now be upgraded to level three. It will 
 recharge faster the higher level it is
 - The Engineer's dispensers can now be upgraded to level three. It will give 
 out metal and heal faster as it is upgraded
 - Spies will be able to recharge their cloaking ability by picking up ammo 
 off of the ground or from health cabinets
 - Some changes to the second part of the first stage of Goldrush to give the 
 attackers more of an advantage
 - Any weapons that fire bullets (shotguns, sniper's machine gun, heavy's 
 minigun, etc.) can now break apart the Demoman's stickybombs
 - The icon on the HUD for a person calling for Medic will now give more 
 information to the medic (if the target is low on health, on fire, etc.)
 - Added an achievement tracker that will allow people to choose specific 
 achievements that they are trying to get
 - There is now a custom icon for death messages when the player was killed 
 from a critical hit
 - Added a new particle effect for when a player enters the water
 - Added smoke to the feet of a rocket jumping soldier
 - Players will now have some particles swirling around them so other players 
 can see when they are overhealed

 Jason

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Re: [hlds_linux] Left 4 Dead Update Available

2008-12-04 Thread Milton Ngan
It looks like the fix I made didn't make it into this update. I'll follow this 
up.




-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Steve Sumichrast
Sent: Thursday, December 04, 2008 5:17 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Left 4 Dead Update Available

Well, I copied the srcds_run you guys provided in the update.
However, the srcds_run script still needs to have the cd .., cd l4d
stuff wrapped around updatesingle..  Any chance of that getting fixed
for good anytime soon?



On Thu, Dec 4, 2008 at 7:12 PM, Chris Green [EMAIL PROTECTED] wrote:
 This update should also allow -autoupdate to work with forked dedicated 
 servers.



 -Original Message-
 From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jason Ruymen
 Sent: Thursday, December 04, 2008 3:54 PM
 To: Half-Life dedicated Win32 server mailing list; 
 hlds_linux@list.valvesoftware.com; [EMAIL PROTECTED]
 Subject: [hlds_linux] Left 4 Dead Update Available

 A required update for Left 4 Dead is now available.  Please run 
 hldsupdatetool to receive this update.  The specific changes include:

 - Finding a dedicated server when starting the game from a lobby is now 
 faster and more reliable
 - Versus mode is now locked to Normal difficulty
 - Difficulty on a server is now locked to the one set by the lobby reservation
 - Fixed lagouts/spikes after level transition
 - Fixed directory issue with spray logs in some cases
 - Fixed video settings not saving after closing video options dialog
 - Corrected a boomer suicide exploit
 - Several minor localization fixes
 - Fixed a error were disabling cheats would incorrectly reset data

 Jason

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Re: [hlds_linux] Server usage

2008-12-02 Thread Milton Ngan
There are a lot of oddities about how the master server hands out servers when 
queried. We are looking into this because it seems that some servers are being 
starved of players, even though we have an excess of players requesting servers.

We could return you the entire server list of available servers, but this is a 
waste since you will reject most of them anyway. So we send a sample of the 
available servers. How the sample is generated is where the problem lies. We 
are working on a fix, but the master servers serve more than L4D, so we need to 
be very careful not to break all the other dedicated servers out there.

M.

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ryan Waye
Sent: Tuesday, December 02, 2008 3:36 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Server usage

I discovered something odd.  After giving up with frustration around 11PM
EST yesterday, I came home today around 4:30 to discover that our server was
full and working properly.  As an experiment I shut it down then and
restarted it, and it has been empty since (~2 hours now).  What could cause
such a delay?

On Tue, Dec 2, 2008 at 12:43 AM, ics [EMAIL PROTECTED] wrote:

 There used to be serious lack of servers especially around this area
 where i live. I always was thrown into some 130ms+ servers far away from
 me when our servers where full (and i didnt want to kick familiar people
 off to join in myself). Also our servers got full constantly day and
 night. In last week, suddenly a lot of servers seems to have appeared
 and share the load. Now our servers get filled only during days and
 evenings and its all quiet late at night and at mornings. You propably
 have also a lot of servers available around that area.

 Valve seems to rank servers somehow according to their players count and
 server rank. You can see this if you go into your server and look that
 in-game banner. However, i dont see how this rank is fair since servers
 at some areas are more full than others due to more population and some
 just sit empty due to no one playing on them. Anyone know is there any
 kind of list where all servers can be seen in this rank or how the
 servers are actually ranked in that list?

 -ics

 Ryan Waye kirjoitti:
  Then does anyone know what would cause my server to be ignored by the
  matchmaking system?  I've tried starting just vanilla servers and still
 no
  attempts to join.  Normally I would assume a firewall issue (although
 that
  would be odd for a dedicated server box that we rent for the server), but
 if
  you join through the serverbrowser/groupid window it works fine.  The
 only
  two things I change in the server config are the hostname and the map,
 set
  to l4d_vs_hospital01_apartment.
 
  On Mon, Dec 1, 2008 at 8:49 PM, Bruce Potter [EMAIL PROTECTED] wrote:
 
 
  I've been running a couple of L4D servers (CentOS) since the demo came
  out.  Very stock config, but I do have it associated with a Steam
  group.  Server is east coast US.  The first week the two servers will
  filled with ppl nearly 24/7.  Now it's trailed off a bit, but still
  from about 10a to 2a EST, the servers are occupied. They might go 5 or
  so minutes between games being assigned to them, but not much longer.
 
  bruce
 
  On Dec 1, 2008, at 7:39 PM, Ryan Waye wrote:
 
 
  I've commented out the groupid in the server's config file and after
  ~15
  minutes of running a player has yet to join through matchmaking or
  otherwise.  Is this typical?
  I will also mention that I am running this off of a fork, with 2
  config
  files (the other server is a private group_exclusive server).
 
  On Mon, Dec 1, 2008 at 7:17 PM, Daniel Worley [EMAIL PROTECTED]
  wrote:
 
 
  I'm not positive, but I think one of the updates made it so that if
  you
  chose to bind your server to a group at all, the server would be
  removed
  from the matchmaking process whether steamgroup_exclusive was set
  or not.
  The exclusive flag comes into play because if it's not set, people
  outside
  the group will still be able to join if they happen to know the
  server
  information or if they join through the server browser.  If you
  choose to
  set it to exclusive, then players must be a member of the group to
  even
  join.
 
  On Mon, Dec 1, 2008 at 5:38 PM, Ryan Waye [EMAIL PROTECTED] wrote:
 
 
  I am currently running one dedicated server on a Linux box, and I
  have
  noticed that it is rarely used.  I will keep the console up to see
  the
  events going on on the server, and it seems that the majority of
  the time
  the server does nothing but send heartbeats to the master server.
  I can
  join the server through the serverbrowser and via the steamgroup
 
  interface
 
  (it is NOT steamgroup_exclusive) with no problems, so I don't
  believe the
  issue, if there is one, is technical.  I suppose the question I
  need to
 
  ask
 
  is this:  how often are your servers idling in 

Re: [hlds_linux] -fork configuration tip

2008-11-26 Thread Milton Ngan
With 2GB of RAM I would say 10-12 comfortably, possibly as many as 15. I am 
running between 50-60 instances on a dual 2.5Ghz Quad Xeons with 8GB of RAM. At 
60 the CPU gets hits the ceiling a little too often and can affect server FPS. 
You have ample CPU with your configuration, the limit will be your RAM.

M.

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Neil Smith
Sent: Wednesday, November 26, 2008 3:39 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] -fork configuration tip

How many servers can be run ? I have -fork 4 atm running on ram: 2GB, CPU:
dual Xeon 2.66GHz and all seems to be well.

Just wondering how many I could take it too without affecting performance.

thanks
Neil

2008/11/11 J T [EMAIL PROTECTED]

 Yea, I just left it as files.

 On Tue, Nov 11, 2008 at 11:33 AM, Flubber [EMAIL PROTECTED] wrote:

  In each cfg, you change the log directory it should log each in its own.
 
  2008/11/11 J T [EMAIL PROTECTED]
 
   Is there anyway to log the console for each server?
  
   On Mon, Nov 10, 2008 at 2:08 PM, Jordy van Wolferen [EMAIL PROTECTED]
   wrote:
  
Is it possible the set the port number in the config file with fork?
I tried it but it doesn't work. I have 4 servers, but the port
 numbers
not always the same.
   
On Mon, Nov 10, 2008 at 10:17 PM, Adam Nowacki [EMAIL PROTECTED]
 wrote:
 I run it with -fork 12 -port 3 (never got it to work correctly
  with
 ##), server port is 3 ... 30011

 Saint K. wrote:
 Hi,

 Thanks for the hint! It's working like a charm! (Tip: Don't forget
  to
remove
 your server.cfg, otherwise it will still execute that).

 Are there any more tip's 'n tricks with that -fork option?

 Cheers

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of
  Chris
Green
 Sent: Monday, November 10, 2008 7:49 PM
 To: 'Half-Life dedicated Linux server mailing list'
 Subject: [hlds_linux] -fork configuration tip

 On the launch line, you can do  +exec server_cfg01.cfg. This will
   cause
each
 server instance to exec its own unique config file (in this
 example,
 server_cfg01.cfg, server_cfg02.cfg, ... ).

 We do this on our internal servers.
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Re: [hlds_linux] hlds_linux Digest, Vol 9, Issue 199

2008-11-26 Thread Milton Ngan
While load average is a useful guideline, it does not necessarily reflect CPU 
usage in all cases (e.g lots of I/O bound processes waiting to run).

Also it is an average over time (60 seconds). It can't tell you if within the 
last 60 seconds that your CPU's were over saturated for a second while a number 
of the games spiked due to simultaneous mob spawns because that spike will get 
averaged out. The only way to see that is to sample more frequently, which 
unfortunately puts more load on the system. Or as someone else suggested, try 
playing on the servers to get an idea of the servers responsiveness.

The CPU usage of a L4D dedicated server will range from 15% of a 2.5GHz core to 
60%, and average around 22% based on my observations. The more servers you run, 
the more likely you are to run into simultaneous spikes and saturate your CPU. 
If I can gather enough data on the events that cause spikes I am sure I can 
work a statistical model for calculating the amount of CPU headroom you need.

M.

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ronny Schedel
Sent: Wednesday, November 26, 2008 10:47 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] hlds_linux Digest, Vol 9, Issue 199


It depends on how many cores/CPUs you have. In the SMP world, you can run 4
processes at 4 cores at the same time without any problem. Your load average
is 4 or less, depending on how much load they consume.

Optimum:
load average = cores * CPUs

Overload:
load average  cores * CPUs

So, optimum for one Quad Core CPU is:
load average = 4 * 1

This means not you can only run 4 L4D servers on one Quad Core, you have to
look how the load is, because the servers does not run all the time, they
take some milliseconds sleep and other processes can run. Maybe you can run
6 or 8.


 Keep in mind that load average is an expression of queue depth.  Some
 types
 of servers can handle deep queues with no visible impact shown to the end
 user.  Gameservers are not that kind of animal.  They require constant,
 nearly instantaneous updates in both directions in order to have truly
 smooth, seamless play.  In the past, any time I saw load average above one
 I
 saw an impact of some sort.

 A load average above 3 seems to manifest itself in L4D servers in some
 unpredictable ways that can generally be ignored by most players.

 If you don't want to keep sending jarring notes that throw your players
 off,
 you really want to see your load average below 2.  This should be true
 regardless of the number of CPUs that you have in your box.  Thus, my
 comment in an earlier email about converting one of my public servers back
 over to Steam group only.  Having 2 dedicated to just the Steam group will
 still let people fill up the public servers first and use the two
 semi-private ones as relief.


 [snip]



 --

 Message: 3
 Date: Wed, 26 Nov 2008 17:28:11 +0100
 From: Ronny Schedel [EMAIL PROTECTED]
 Subject: Re: [hlds_linux] -fork configuration tip
 To: Half-Life dedicated Linux server mailing list
hlds_linux@list.valvesoftware.com
 Message-ID: [EMAIL PROTECTED]
 Content-Type: text/plain; format=flowed; charset=iso-8859-1;
reply-type=original


 You have only 4 cores, with a load of 8 your server is overloaded. CPU
 usage
 does not matter these days, any new multicore CPU can handle Source
 servers.
 If you want lag free and smooth servers, your load average should not
 exceed
 your amount of cores.


  Our load average goes up to about 8.  Given that we're running 12
  instances
  on a quad-core, this doesn't bother me, and certainly performance is
  fine...
  I've seen the blood spatter effect too,  but I don't think that's
  specifically performance related, it's just a glitch ;)
 

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Re: [hlds_linux] hlds_linux Digest, Vol 9, Issue 199

2008-11-26 Thread Milton Ngan
I have 50 games supporting 160-180 players and a load of 24-28. CPU is 80% 
utilized.

M.

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ronny Schedel
Sent: Wednesday, November 26, 2008 12:05 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] hlds_linux Digest, Vol 9, Issue 199


Sure, the load average is not perfect, but it is the best indicator you have
to detect an overloaded machine.

How about your 50-60 instance, how much load they produce?


 While load average is a useful guideline, it does not necessarily reflect
 CPU usage in all cases (e.g lots of I/O bound processes waiting to run).

 Also it is an average over time (60 seconds). It can't tell you if within
 the last 60 seconds that your CPU's were over saturated for a second while
 a number of the games spiked due to simultaneous mob spawns because that
 spike will get averaged out. The only way to see that is to sample more
 frequently, which unfortunately puts more load on the system. Or as
 someone else suggested, try playing on the servers to get an idea of the
 servers responsiveness.

 The CPU usage of a L4D dedicated server will range from 15% of a 2.5GHz
 core to 60%, and average around 22% based on my observations. The more
 servers you run, the more likely you are to run into simultaneous spikes
 and saturate your CPU. If I can gather enough data on the events that
 cause spikes I am sure I can work a statistical model for calculating the
 amount of CPU headroom you need.

 M.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Ronny
 Schedel
 Sent: Wednesday, November 26, 2008 10:47 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] hlds_linux Digest, Vol 9, Issue 199


 It depends on how many cores/CPUs you have. In the SMP world, you can run
 4
 processes at 4 cores at the same time without any problem. Your load
 average
 is 4 or less, depending on how much load they consume.

 Optimum:
 load average = cores * CPUs

 Overload:
 load average  cores * CPUs

 So, optimum for one Quad Core CPU is:
 load average = 4 * 1

 This means not you can only run 4 L4D servers on one Quad Core, you have
 to
 look how the load is, because the servers does not run all the time, they
 take some milliseconds sleep and other processes can run. Maybe you can
 run
 6 or 8.


 Keep in mind that load average is an expression of queue depth.  Some
 types
 of servers can handle deep queues with no visible impact shown to the end
 user.  Gameservers are not that kind of animal.  They require constant,
 nearly instantaneous updates in both directions in order to have truly
 smooth, seamless play.  In the past, any time I saw load average above
 one
 I
 saw an impact of some sort.

 A load average above 3 seems to manifest itself in L4D servers in some
 unpredictable ways that can generally be ignored by most players.

 If you don't want to keep sending jarring notes that throw your players
 off,
 you really want to see your load average below 2.  This should be true
 regardless of the number of CPUs that you have in your box.  Thus, my
 comment in an earlier email about converting one of my public servers
 back
 over to Steam group only.  Having 2 dedicated to just the Steam group
 will
 still let people fill up the public servers first and use the two
 semi-private ones as relief.


 [snip]



 --

 Message: 3
 Date: Wed, 26 Nov 2008 17:28:11 +0100
 From: Ronny Schedel [EMAIL PROTECTED]
 Subject: Re: [hlds_linux] -fork configuration tip
 To: Half-Life dedicated Linux server mailing list
hlds_linux@list.valvesoftware.com
 Message-ID: [EMAIL PROTECTED]
 Content-Type: text/plain; format=flowed; charset=iso-8859-1;
reply-type=original


 You have only 4 cores, with a load of 8 your server is overloaded. CPU
 usage
 does not matter these days, any new multicore CPU can handle Source
 servers.
 If you want lag free and smooth servers, your load average should not
 exceed
 your amount of cores.


  Our load average goes up to about 8.  Given that we're running 12
  instances
  on a quad-core, this doesn't bother me, and certainly performance is
  fine...
  I've seen the blood spatter effect too,  but I don't think that's
  specifically performance related, it's just a glitch ;)
 

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 please visit:
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Re: [hlds_linux] hlds_linux Digest, Vol 9, Issue 199

2008-11-26 Thread Milton Ngan
The CPU numbers are for a single dedicated server. There are definite CPU 
spikes when the game initially starts and when large mobs get spawned. If you 
watch the CPU usage over the course of an entire match you will get a better 
idea of the spikes. I did this profiling using top in batch mode sampling 
every second. It still isn't perfect, but it catches the spikes a lot better 
than a 5 minute instantaneous sample or a 1 minute average.

Versus doesn't change the CPU usage very much on the server side. The physics 
simulation workload is the same, the AI is less and the network is a little 
more. It does change network bandwidth (about double) due to more clients.

M.

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of ics
Sent: Wednesday, November 26, 2008 1:18 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] hlds_linux Digest, Vol 9, Issue 199

This is single server instance? As a comparison (on full 4/4 server), we
saw around 15% average usage for Q6600 2,4GHz machine and at peak around
24%, Q9550 2,83GHz only around 10%, peaked at 21% and dual core AMD
4600+ 2,4GHz it is around 15%, peaked at 26%. I did not monitor for
long, only about 5 mins each time to time following cpu usage during the
tests i ran with them. Versus increases network traffic rapidly compared
to normal 4 player campaign so i would say that in versus cpu usage
would also be bigger.

-ics

Milton Ngan kirjoitti:
 While load average is a useful guideline, it does not necessarily reflect CPU 
 usage in all cases (e.g lots of I/O bound processes waiting to run).

 Also it is an average over time (60 seconds). It can't tell you if within the 
 last 60 seconds that your CPU's were over saturated for a second while a 
 number of the games spiked due to simultaneous mob spawns because that spike 
 will get averaged out. The only way to see that is to sample more frequently, 
 which unfortunately puts more load on the system. Or as someone else 
 suggested, try playing on the servers to get an idea of the servers 
 responsiveness.

 The CPU usage of a L4D dedicated server will range from 15% of a 2.5GHz core 
 to 60%, and average around 22% based on my observations. The more servers you 
 run, the more likely you are to run into simultaneous spikes and saturate 
 your CPU. If I can gather enough data on the events that cause spikes I am 
 sure I can work a statistical model for calculating the amount of CPU 
 headroom you need.

 M.

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ronny Schedel
 Sent: Wednesday, November 26, 2008 10:47 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] hlds_linux Digest, Vol 9, Issue 199


 It depends on how many cores/CPUs you have. In the SMP world, you can run 4
 processes at 4 cores at the same time without any problem. Your load average
 is 4 or less, depending on how much load they consume.

 Optimum:
 load average = cores * CPUs

 Overload:
 load average  cores * CPUs

 So, optimum for one Quad Core CPU is:
 load average = 4 * 1

 This means not you can only run 4 L4D servers on one Quad Core, you have to
 look how the load is, because the servers does not run all the time, they
 take some milliseconds sleep and other processes can run. Maybe you can run
 6 or 8.



 Keep in mind that load average is an expression of queue depth.  Some
 types
 of servers can handle deep queues with no visible impact shown to the end
 user.  Gameservers are not that kind of animal.  They require constant,
 nearly instantaneous updates in both directions in order to have truly
 smooth, seamless play.  In the past, any time I saw load average above one
 I
 saw an impact of some sort.

 A load average above 3 seems to manifest itself in L4D servers in some
 unpredictable ways that can generally be ignored by most players.

 If you don't want to keep sending jarring notes that throw your players
 off,
 you really want to see your load average below 2.  This should be true
 regardless of the number of CPUs that you have in your box.  Thus, my
 comment in an earlier email about converting one of my public servers back
 over to Steam group only.  Having 2 dedicated to just the Steam group will
 still let people fill up the public servers first and use the two
 semi-private ones as relief.


 [snip]



 --

 Message: 3
 Date: Wed, 26 Nov 2008 17:28:11 +0100
 From: Ronny Schedel [EMAIL PROTECTED]
 Subject: Re: [hlds_linux] -fork configuration tip
 To: Half-Life dedicated Linux server mailing list
hlds_linux@list.valvesoftware.com
 Message-ID: [EMAIL PROTECTED]
 Content-Type: text/plain; format=flowed; charset=iso-8859-1;
reply-type=original


 You have only 4 cores, with a load of 8 your server is overloaded. CPU
 usage
 does not matter these days, any new multicore CPU can handle Source
 servers.
 If you want lag free and smooth servers

Re: [hlds_linux] Autoupdate start option

2008-11-19 Thread Milton Ngan
I have a fix. It didn't make it into the release. There are a couple of other 
fixes in the script which are required.

M.

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Eric Riemers
Sent: Tuesday, November 18, 2008 10:10 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Autoupdate start option

he's asking when its going to be fixed.. i assume he already has the
solution..

to be honest i do agree with him, for something so simple to be fixed by
valve they sure take there time :-)

On Tue, 18 Nov 2008 10:56:16 -0700 (MST), Steve [EMAIL PROTECTED]
wrote:
 Autoupdate is broken, like in orangebox.
 You have to modify your srcds_run script.

 Find :

  update() {
  updatesingle
  }

 And replace it by :

  update() {
  cd ..
  updatesingle
  cd l4d_demo
  }




 I know this has been a lingering question on all server admin's
 minds.  When is the -autoupdate flag going to start working properly
 again?

 I noticed its not working for left4dead as well as tf2.

 f0rkz
 f7lans.com - Not your moms marble madness




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Re: [hlds_linux] Fork not working for me in L4D retail

2008-11-19 Thread Milton Ngan
There is a bug in the srcds_run script where -fork is supposed to automatically 
supply a map, but it doesn't. So for now explicitly specify a map. Anyone will 
do, it will get changed as soon as someone reserves the server.

M.

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of x3sphere
Sent: Tuesday, November 18, 2008 10:23 AM
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] Fork not working for me in L4D retail

I'm having trouble getting the -fork command to work in the retail
edition of L4D. Whenever I start a server with the -fork param, the
server starts up fine, but never connects to VAC. Starting a server
without -fork works fine and connects to VAC. Any ideas? Running Linux
(CentOS 5) here.

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Re: [hlds_linux] [hlds] L4D dedicated server config guide

2008-11-19 Thread Milton Ngan
This is the way I had it originally where all my configs were just numbers 
01.cfg etc... but placed in the server subdirectory. Something has changed in 
the command line expansion routines where ## cannot be used at the start of the 
filename. So you can user server##.cfg, or server/l4d##.cfg. Either should 
work, but server/##.cfg no longer works any more.

M.

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Steve
Sent: Tuesday, November 18, 2008 12:50 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] [hlds] L4D dedicated server config guide

I noticed that as well.

That command was actually posted by valve.. although I suspect is may be a
typo.

I haven't had a chance to test out server forking with per server configs
yet.

Let me know if you get a chance to test and I'll adjust accordingly.

Here is the original post by valve.

-quote
./srcds_run \
-game left4dead \
-ip 1.1.1.1\
-netconport 9000+##\
-netconpassword password\
-steamport 27690+##\
+hostname My_L4D_Server_##\
+sv_tags reservable\
+exec server/##.cfg\
+map l4d_dem_hospital01_apartment\
-fork 40

I think what Chris forgot to mention was that the ## syntax can be used in an
expression. So here rather than just substituting the instance number in,
I am using
it to add the value to an existing number.

Someone asked about why -exec ##.cfg didn't work. I would suggest using
+exec ##.cfg
instead. This is the format I am using and this appears to function
correctly. Also,
make sure that your files are zero padded to two digits (i.e 01, 02, etc...).

I also had to do a lot of shuffling around of port numbers to allow 40 server
instances to run correctly. This is because many of the default port
numbers are too
close to one another to support more than about 5-10 servers. The ports
you need to
worry about are:

-netconport
-steamport
+clientport
+hostport
+tv_port
+matchmakingport
+systemlinkport

I control the first two from the command line since they are not convars,
the rest I
put into my config files. Just space the port nunbers apart so there is a
gap larger
than the number of dedicated servers you intend to run on the same box.

-quote


 In the forked command line you posted, for the multiple server##.cfg
 files, you have server/##.cfg -  is the / supposed to be in there?

 mauirixxx
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Steve
 Sent: Tuesday, November 18, 2008 10:15 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] [hlds] L4D dedicated server config guide

 Not at all..


 Mind if I copy/paste and provide the original link and your email?

 On Tue, Nov 18, 2008 at 11:36 AM, Rick Payton [EMAIL PROTECTED]
 wrote:

 Awesome, I've been saving various e-mails as they've come down, but
 since you took the time to compile and post it ... BOOKMARKED!

 mauirixxx

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Steve
 Sent: Tuesday, November 18, 2008 9:34 AM
 To: [EMAIL PROTECTED]
 Cc: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] [hlds] L4D dedicated server config guide

 Hey guys!

 I updated my L4D config guide with lots of info about forking and
 co-op
 /
 versus modes. (this is turning into a monster post)

 If you have a simple question about getting your L4D server going you
 might wanna take a look at this first.

 http://forums.steampowered.com/forums/showthread.php?t=745441

 -Steve



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Re: [hlds_linux] hostmatchmakingport - 27025

2008-11-19 Thread Milton Ngan
These ports are no longer opened on the PC. I have removed the convars from my 
configs without a problem.

M.

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Steve
Sent: Tuesday, November 18, 2008 3:42 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] hostmatchmakingport - 27025

---valve quote---
The systemlink and matchmaking ports are likely to go away at some point.
These are vestiges of the Xbox networking code.
---valve quote---


 Can this be changed to something else without breaking anything?



 mauirixxx

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