Re: [hlds_linux] -fork configuration tip

2008-11-26 Thread Nick Olsen
Once again though. Even when it got up there it ran fine and smooth. 
Even if the cpu is 100% and it runs smooth I don't see the problem.
Because in the end its the enduser that matters, and even at 100% if its 
smooth to them then its all good.

Ronny Schedel wrote:
> If you do just for fun and not as a business, you don't have to care of 
> anything. But as soon as you start a game server business, you should 
> understand what load average means, otherwise your customers wouldn't be 
> very satisfied.
>
>   
>> I like htop for monitoring cpu and ram usage. I don't care what the load
>> avg is, if the cpu load on each core is about 50-75% I don't think its
>> over loaded.
>>
>> [EMAIL PROTECTED] wrote:
>> 
>>> And yet it _is_ lag free and smooth...
>>>
>>>
>>>   
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf
 Of Ronny Schedel
 Sent: 26 November 2008 16:28
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] -fork configuration tip


 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 ;)
>
>
>   
>> -Original Message-
>> From: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] On Behalf Of
>> [EMAIL PROTECTED]
>> Sent: 26 November 2008 15:50
>> To: hlds_linux@list.valvesoftware.com
>> Subject: Re: [hlds_linux] -fork configuration tip
>>
>> I've got a similar box to yours; dual Xeon running at 2.4 or
>> 2.5 GHz and 2 GB of RAM.  I'm running 4 L4D servers at the moment,
>> although only 3 are open to the public.  The last one is
>>
>> 
 limited to a

 
>> Steam group.
>>
>> I've found that my load averages can peak above 4 when two
>>
>> 
 or more of

 
>> the servers are running Versus mode.  My guess is that the memory
>> speed and/or the speed of the system bus is probably impacting the
>> ability to move data through.  This box is about 5 or 6
>>
>> 
 years old at

 
>> this point.
>>
>> Oddly enough, loads that high don't seem to affect gameplay
>> significantly.
>> I've seen wierd effects, though.  For example, I once saw
>>
>> 
 and heard

 
>> the flying blood splatter from a Hunter attack about 5
>>
>> 
 seconds after

 
>> we killed him.  It's also not uncommon for me to occasionally see
>> several second delays in weapon ammo updates after reloading.
>>
>> At this point, I'm seriously considering converting one of
>>
>> 
 the public

 
>> servers back to Steam group until Valve sorts out how to give some
>> more control back to server owners.  That would give me 2
>>
>> 
 public and

 
>> 2 semi-private.
>>
>> Frankly, I'd much rather be running no more than one versus server
>> anyhow as our Steam group already has a dedicated box for versus
>> play.
>>
>> There are 3 of us supplying hardware at the moment in our Steam
>> group.  The other two guys are running just single
>>
>> 
 instances, giving

 
>> us 6 servers in total.  Both of theirs are set up to be public,
>> though.
>>
>>
>>
>> 
>>> Message: 4
>>> Date: Wed, 26 Nov 2008 11:39:28 +
>>> From: "Neil Smith" <[EMAIL PROTECTED]>
>>> Subject: Re: [hlds_linux] -fork configuration tip
>>> To: "Half-Life dedicated Linux server mailing list"
>>>
>>> Message-ID:
>>>
>>> <[EMAIL PROTECTED]>
>>> Content-Type: text/plain; charset=ISO-8859-1
>>>
>>> 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
>>>
>>>
>>>
>>>   
>> ___
>> To unsubscribe, edit your list preferences, or view the list
>> archives, please visit:
>

Re: [hlds_linux] -fork configuration tip

2008-11-26 Thread Nick Olsen
Just playing around with my server (amd x2 3800+ 2gb of ram)
it runs like 8 instances fine.
And the load avg has hit 12-15 before, and the servers don't lag one bit.
that was just testing though, I normally run 3 on it. Because I run some 
other stuff on it.
I like htop for monitoring cpu and ram usage. I don't care what the load 
avg is, if the cpu load on each core is about 50-75% I don't think its 
over loaded.

[EMAIL PROTECTED] wrote:
> And yet it _is_ lag free and smooth...
>
>   
>> -Original Message-
>> From: [EMAIL PROTECTED] 
>> [mailto:[EMAIL PROTECTED] On Behalf 
>> Of Ronny Schedel
>> Sent: 26 November 2008 16:28
>> To: Half-Life dedicated Linux server mailing list
>> Subject: Re: [hlds_linux] -fork configuration tip
>>
>>
>> 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 ;)
>>>
>>>   
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of 
 [EMAIL PROTECTED]
 Sent: 26 November 2008 15:50
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] -fork configuration tip

 I've got a similar box to yours; dual Xeon running at 2.4 or
 2.5 GHz and 2 GB of RAM.  I'm running 4 L4D servers at the moment, 
 although only 3 are open to the public.  The last one is 
 
>> limited to a 
>> 
 Steam group.

 I've found that my load averages can peak above 4 when two 
 
>> or more of 
>> 
 the servers are running Versus mode.  My guess is that the memory 
 speed and/or the speed of the system bus is probably impacting the 
 ability to move data through.  This box is about 5 or 6 
 
>> years old at 
>> 
 this point.

 Oddly enough, loads that high don't seem to affect gameplay 
 significantly.
 I've seen wierd effects, though.  For example, I once saw 
 
>> and heard 
>> 
 the flying blood splatter from a Hunter attack about 5 
 
>> seconds after 
>> 
 we killed him.  It's also not uncommon for me to occasionally see 
 several second delays in weapon ammo updates after reloading.

 At this point, I'm seriously considering converting one of 
 
>> the public 
>> 
 servers back to Steam group until Valve sorts out how to give some 
 more control back to server owners.  That would give me 2 
 
>> public and 
>> 
 2 semi-private.

 Frankly, I'd much rather be running no more than one versus server 
 anyhow as our Steam group already has a dedicated box for versus 
 play.

 There are 3 of us supplying hardware at the moment in our Steam 
 group.  The other two guys are running just single 
 
>> instances, giving 
>> 
 us 6 servers in total.  Both of theirs are set up to be public, 
 though.


 
> Message: 4
> Date: Wed, 26 Nov 2008 11:39:28 +
> From: "Neil Smith" <[EMAIL PROTECTED]>
> Subject: Re: [hlds_linux] -fork configuration tip
> To: "Half-Life dedicated Linux server mailing list"
>
> Message-ID:
>
> <[EMAIL PROTECTED]>
> Content-Type: text/plain; charset=ISO-8859-1
>
> 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
>
>
>   
 ___
 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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>> list archives, 
>> 
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>
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[hlds_linux] l4d files

2008-11-17 Thread Nick Olsen
When will the full dedicated server files be released for l4d?
I already have the l4d_full files. And from what I hear the game switch 
"left4dead" will be the full files but they still contain the demo 
files, and we be replaced when they are released.
were 5 hours out from the game being released, so im hoping they come 
out soon


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[hlds_linux] Left 4 Dead server files

2008-11-15 Thread Nick Olsen
I just went to check if the dedicated server files were released for the 
full game and I see 3 things.
l4d_demo
l4d_full
left4dead

Which one is the dedicated server files for the full game?


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Re: [hlds_linux] [hlds] As close to private servers as is possibly at the moment

2008-11-06 Thread Nick Olsen
Heres what i had to do.

set the sv lobby only command to 0 in server cfg

kill server.
add server to favorites in steam which you can get to by 
"openserverbrowser" in console.
start server, spam refresh and connect till you see your server pop up 
and connect. I found that as long as im the first one in, its good to go.

Steve Sumichrast wrote:
> This doesn't seem to be working on my linux servers.  I've got three
> servers with sv_allow_lobby_connect_only set to 0, with sv_password
> enabled (sv_public is not a CVAR for L4D)  when I try to connect,
> I put the password in and nothing...  its sending lobby ids to the
> server, I still cant get in them and they're empty...
>
> I'm not so sure this method is working on Linux -- can someone else
> using linux chime in?
>
>
>
> On Thu, Nov 6, 2008 at 3:34 PM,  <[EMAIL PROTECTED]> wrote:
>   
>> Set sv_allow_lobby_connect_only 0 to allow direct connections
>>
>> If you want semi-private servers (at least until they get passworded ones
>> working) also set sv_public 0
>>
>> My mates and me are combining these 2 with firewall rules to get a
>> completely private server (only setting sv_public 0 so as to not piss off
>> people trying to connect to it), which isn't ideal, but this _is_ the demo,
>> so reduced functionality is something I can live with ;)
>>
>>
>> Cross-posting to Linux mailing list as it's useful info, and also to say a
>> massive thanks for the huge improvement in server performance :)
>>
>> 
>>> -Original Message-
>>> From: [EMAIL PROTECTED] [mailto:hlds-
>>> [EMAIL PROTECTED] On Behalf Of Brian D'Arcy
>>> Sent: 06 November 2008 20:28
>>> To: Half-Life dedicated Win32 server mailing list
>>> Subject: Re: [hlds] L4D Win32 Dedicated Servers Updated
>>>
>>> Has anyone figured out how to join a server that has slots free?  One
>>> of my
>>> servers has 2 people on it, but when I try and connect directly it
>>> basically
>>> says sorry, it's reserved, you hafta join from a lobby.
>>>
>>> I tried the sv_unreserve thing, but no love.
>>> ___
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>>> please visit:
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Re: [hlds_linux] [hlds] Left 4 Dead -Matchmaking

2008-11-06 Thread Nick Olsen
nope, your forced into match making


Pete wrote:
> I shoudl think you will be able to go on fried server or just enter the IP etc
> There will be a way to play with your friends and the server you want
>
> 2008/11/6 Nick Olsen <[EMAIL PROTECTED]>:
>   
>> Are we going to beable to play on our own server?
>> Lets say I run a l4d server in my colo and am 1ms away from it.
>> I would want to play on that server. Can me and 3 friends connect to my
>> server by IP or do we HAVE to use the matchmaking system and just get
>> put on a random box?
>>
>>
>> Eric Smith wrote:
>> 
>>> You'll setup the MOTD and banner ad by editing the attached .txt files 
>>> (which are in the Left4Dead folder) to point at your images.
>>>
>>> -Eric
>>>
>>>
>>> -Original Message-
>>> From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Matt Lyons
>>> Sent: Wednesday, November 05, 2008 5:35 PM
>>> To: Half-Life dedicated Win32 server mailing list
>>> Subject: Re: [hlds] Left 4 Dead -Matchmaking
>>>
>>> Can we get some specs on the banner please?
>>>
>>> Size, file type, size restrictions etc...
>>>
>>> Eric Smith wrote:
>>>
>>>   
>>>> Left 4 Dead will use the new matchmaking system we've been working
>>>> on.
>>>>
>>>> The new matchmaking system replaces the traditional server browser.
>>>> By running a public dedicated server your server will be added to a
>>>> list of servers available for clients to use when playing.  Games are
>>>> started from a Game Lobby by clients, who are then connected to a
>>>> dedicated server when they start the game.  When they're done, your
>>>> server is added back to the list of available servers.  Clients will
>>>> be able to "Quick Match", "Play Online", and "Play With Friends" when
>>>> they want to play a game.
>>>>
>>>> You will still have access to the traditional Message of the Day for
>>>> your server.  For Left 4 Dead, we've added a banner ad you can create
>>>> that will be displayed to clients when they're playing on your
>>>> server.  There is also a ranking system to show the popularity of
>>>> your server.
>>>>
>>>> This is the first version of what we've been working on, and we're
>>>> going to want feedback from all of you once things start turning up
>>>> tomorrow.
>>>>
>>>> -Eric
>>>>
>>>>
>>>>
>>>> ___ To unsubscribe, edit
>>>> your list preferences, or view the list archives, please visit:
>>>> http://list.valvesoftware.com/mailman/listinfo/hlds
>>>>
>>>> 
>>> --
>>> Matt Lyons (Bsc CS & Soft Eng)
>>> Content Administrator, Internode Systems
>>> 150 Grenfell St, Adelaide SA 5000
>>> Ph: (08) 8228 2877
>>> E-mail: [EMAIL PROTECTED]
>>> WWW: www.internode.com.au
>>> "In theory, there is no difference between theory and practice; In
>>> practice, there is."
>>>
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives, 
>>> please visit:
>>> http://list.valvesoftware.com/mailman/listinfo/hlds
>>>
>>> 
>>>
>>> ___
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>>> please visit:
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>>>   
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Re: [hlds_linux] L4D Demo CVARs cfg files

2008-11-06 Thread Nick Olsen
Thats what I get too, Any ideas?


Steve Sumichrast wrote:
> I'm getting this:
>
>
> [S_API FAIL] SteamAPI_Init() failed; unable to update local
> steamclient. Continuing with current version anyway.
> [S_API FAIL] SteamAPI_Init() failed; unable to locate a running
> instance of Steam, or a local steamclient.dll.
> 
> *  Unable to load Steam support library.   *
> *  This server will operate in LAN mode only.  *
> 
>
>
> On Thu, Nov 6, 2008 at 10:22 AM, Anthal <[EMAIL PROTECTED]> wrote:
>   
>> I'm assuming this is normal/ignorable?
>>
>> Game.dll loaded for "L4D - Normal"
>> Server is hibernating
>> ConVarRef test_progression_loop doesn't point to an existing ConVar
>> Game supporting (2) split screen players
>> maxplayers set to 14
>> Child 2 aborted with signal 11
>> [S_API FAIL] SteamAPI_Init() failed; unable to update local steamclient.
>> Continuing with current version anyway.
>> [S_API FAIL] SteamAPI_Init() failed; unable to locate a running instance
>> of Steam, or a local steamclient.dll.
>> got status map=l4d_dem_hospital01_apartment;players=0
>> [S_API FAIL] SteamAPI_Init() failed; unable to update local steamclient.
>> Continuing with current version anyway.
>> [S_API FAIL] SteamAPI_Init() failed; unable to locate a running instance
>> of Steam, or a local steamclient.dll.
>>
>>
>> Chris Green wrote:
>> 
>>> For -fork, you'll need to let the port be auto-assigned. We may do 
>>> something about this for launch, as it can make some things annoying.
>>>
>>>
>>> -Original Message-
>>> From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Steve 
>>> Sumichrast
>>> Sent: Thursday, November 06, 2008 6:00 AM
>>> To: Half-Life dedicated Linux server mailing list
>>> Subject: Re: [hlds_linux] L4D Demo CVARs cfg files
>>>
>>> Anyone care to share what they're using for launch parameters/cvars?
>>>
>>> I'm going: ./srcds_run -game left4dead +map
>>> l4d_dem_hospital01_apartment -fork 4 -port # +ip ... +exec
>>> server.cfg
>>>
>>> In server.cfg I have the hostname specified and the rcon_password
>>> specified.  Also did a sv_minrate and sv_maxrate -- not sure about
>>> difficulty levels, though -- are those dynamically configured through
>>> the match maker/Director?  Ideas?
>>>
>>> it'd be nice to have some insight on this, scheduled launch is an hour
>>> away and I've got people wanting servers! :)
>>>
>>>
>>> On Wed, Nov 5, 2008 at 9:17 PM, Ryan Davis <[EMAIL PROTECTED]> wrote:
>>>
>>>   
 Any idea on the L4D .cfg files?  Server CVARs would be nice as well!

 Thanks,

 Ryan
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Re: [hlds_linux] [hlds] Left 4 Dead -Matchmaking

2008-11-05 Thread Nick Olsen
Are we going to beable to play on our own server?
Lets say I run a l4d server in my colo and am 1ms away from it.
I would want to play on that server. Can me and 3 friends connect to my 
server by IP or do we HAVE to use the matchmaking system and just get 
put on a random box?


Eric Smith wrote:
> You'll setup the MOTD and banner ad by editing the attached .txt files (which 
> are in the Left4Dead folder) to point at your images.
>
> -Eric
>
>
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Matt Lyons
> Sent: Wednesday, November 05, 2008 5:35 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Left 4 Dead -Matchmaking
>
> Can we get some specs on the banner please?
>
> Size, file type, size restrictions etc...
>
> Eric Smith wrote:
>   
>> Left 4 Dead will use the new matchmaking system we've been working
>> on.
>>
>> The new matchmaking system replaces the traditional server browser.
>> By running a public dedicated server your server will be added to a
>> list of servers available for clients to use when playing.  Games are
>> started from a Game Lobby by clients, who are then connected to a
>> dedicated server when they start the game.  When they're done, your
>> server is added back to the list of available servers.  Clients will
>> be able to "Quick Match", "Play Online", and "Play With Friends" when
>> they want to play a game.
>>
>> You will still have access to the traditional Message of the Day for
>> your server.  For Left 4 Dead, we've added a banner ad you can create
>> that will be displayed to clients when they're playing on your
>> server.  There is also a ranking system to show the popularity of
>> your server.
>>
>> This is the first version of what we've been working on, and we're
>> going to want feedback from all of you once things start turning up
>> tomorrow.
>>
>> -Eric
>>
>>
>>
>> ___ To unsubscribe, edit
>> your list preferences, or view the list archives, please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds
>> 
>
>
> --
> Matt Lyons (Bsc CS & Soft Eng)
> Content Administrator, Internode Systems
> 150 Grenfell St, Adelaide SA 5000
> Ph: (08) 8228 2877
> E-mail: [EMAIL PROTECTED]
> WWW: www.internode.com.au
> "In theory, there is no difference between theory and practice; In
> practice, there is."
>
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> visit:
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>   
> 
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Re: [hlds_linux] Optimal kernel settings

2008-11-05 Thread Nick Olsen
I still have no idea what is going on...

SakeFox wrote:
> there classic
>
> Cc2iscooL wrote:
>   
>> Lol, I love these messages.
>>
>> memos kapli wrote:
>>   
>> 
>>> Dont send me a message anny more! > Date: Wed, 5 Nov 2008 19:54:53 +> 
>>> From: [EMAIL PROTECTED]> To: hlds_linux@list.valvesoftware.com> Subject: 
>>> [hlds_linux] Optimal kernel settings> > Hi folks,> It's about time for me 
>>> to upgrade my old software to something more> up-to-date. The OS will be 
>>> Slackware, most likely 12.1. As I have used> kernel 2.6.16 ever since it 
>>> was released in April 2006, I have no idea> what are the optimal kernel 
>>> settings these days for hosting stable> (i.e. not the uber-mega-quad 1000 
>>> fps) CS 1.6 servers. I believe> stable 300-500 is a decent framerate? The 
>>> CPU behind my system is the> 3.4GHz Pentium4.> Could You please help me 
>>> figure out what's the best possible software> config these days (i.e. 
>>> hlds-specific kernel settings, tickless/1000hz> kernels, glibc, and the 
>>> like) and what cs1.6 slot count could I> expect.> Thanks a lot.> > 
>>> ___> To unsubscribe, edit your 
>>> list preferences, or view the list archives, please visit:> 
>>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>> _
>>> De leukste online filmpjes vind je op MSN Video!
>>> http://video.msn.com/video.aspx?mkt=nl-nl
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>>> 
>>>   
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