Re: [hlds_linux] TF2 servers staying empty

2011-07-13 Thread Ryan Morrison
Independent server admins can create and maintain a great server atmosphere.
Valve servers don't track stats and aren't administrated.

On Wed, Jul 13, 2011 at 5:17 AM, Jesse Molina  wrote:

>
> Just something for thought here...  Invert the question.
>
> What's the motivation for independent server admins to configure their
> systems to rank optimally in the matchmaking system, so that they beat out
> the Valve servers?
>
>
>
>
> RDDT TF2 wrote:
>
>> What is the point of us server admins configuring our
>> servers to rank optimally in the matchmaking system, and adding them to
>> the
>> system, for them to be beaten out by Valve servers?
>>
>
> --
> # Jesse Molina
> # Mail = je...@opendreams.net
> # Page = page-je...@opendreams.net
> # Cell = 1.602.323.7608
> # Web  = http://www.opendreams.net/**jesse/
>
>
>
>
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Re: [hlds_linux] A few more TF2 quickplay answers

2011-07-12 Thread Ryan Morrison
I'd love to know how your server is filling. Quick play is enabled on mine
but it will never see players. I believe Valve has servers in New York which
I'm losing out to (mine is in New Jersey).

On Tue, Jul 12, 2011 at 2:51 PM, doc  wrote:

> I've been running a 24 man Vanilla server since late 09 and what I've
> learned through this server (and my many other servers) is there is no
> shortcut to a great community. Recently we've turned on Quickplay and
> I'm having second thoughts about it just because my server is now
> filled 100% of the time, hard to find a slot!
>
> We also have a fair amount of (good) custom maps on our server, and we
> also run a weekly event (Alpha Test Tuesdays), to test new custom maps
> people are working on (and we let anyone test free of charge!). Sure
> during the times we are on a custom map the server may not fill up as
> readily - but that's when having a good community comes into play. Put
> up a steam group for your server, and actually invite people you see
> coming back now and again. Over the last year or so we now have enough
> people in our group to keep the server ready to go all hours of the
> day (mostly).
>
> Also it's a broken record but TF2 is "designed" for 24 players, so
> with the glut of new servers I can see it might be harder to fill up a
> server that has increased_maxplayers, especially on de_jeepathon2k or
> whatever custom map you're playing.
>
>
> What I'd like to know about the quickplay system is how the grading
> goes. I know I can see how well we're trending, but are there any
> plans in the pipeline to have more server reporting tools re:
> quickplay, available? I'd like to see how I rate with other servers,
> how much further we have in CRUSHING THE COMPETITION IN FUN.
>
> On Mon, Jul 11, 2011 at 3:53 PM, Sir Jake  wrote:
> >
> > Very good points, another thing that would be wonderful to see is having
> the score board it self support 32 players not sure why this was not put in
> years ago.
> >
> > As many people here have said 24 slot servers just fail after any type of
> roll or map change as sometimes half the server can leave in just a few
> minutes and then it just dies off.  I noticed this a lot when we tried our
> servers with only 24 slots.
> >
> >> Date: Tue, 12 Jul 2011 01:32:19 +0300
> >> From: i...@ics-base.net
> >> To: hlds_linux@list.valvesoftware.com
> >> Subject: Re: [hlds_linux] A few more TF2 quickplay answers
> >>
> >> I see a slight problem in one thing. While the custom map is on, any
> >> custom map, unless your server is extremely popular at any time of the
> >> day, it will lead to drop of players aka lack of players. Not everyone
> >> wants to play custom maps or download a new one because they still have
> >> slow connections, some of them. Situation regarding people's online
> >> connections has improved in past years but thats still the case for
> some.
> >>
> >> But anyway, as the quickplay does not drive traffic to these servers
> >> that do not run particular maps on, it's an issue at late time of the
> >> day and early on when the servers are just filling up. This isn't a
> >> major issue right now, but after couple of months, it could be. At this
> >> point, either the server has to change through configs to run regular
> >> maps or stay empty untill more people are getting into their games.
> >> Would you join to empty server, from which you need to download a map to
> >> play or a cp_dustbowl with 22/24 players on? I'll give an comprehensive
> >> example. Got 2 servers running custom maps, the one that is very popular
> >> and the other that is not as popular as the other. Also i have 2
> >> "quickplay" enhanced ones that fill up first and stay populated last.
> >> (now that things have actually little quite since the first peak when it
> >> was 24/7 full for all).
> >>
> >> So the ones that run custom maps, empty first and get filled up a bit
> >> later as soon as map changes to some quickplay supported than the ones
> >> that are running settings that quickplay is wanting (unless the regulars
> >> play late, like friday, saturday). If you see where i'm going, it's
> >> pretty frustrating to change mapcycle so that you get traffic driving
> >> in, despite how much reputation the server has. 6 000 000 reputation is
> >> more than enough but it still doesn't make me any happy, no matter how
> >> much there is if the players aren't getting in as long as there are
> >> custom maps at certain time of the day.
> >>
> >> This is not a huge issue now but quickplay makes people wanting to have
> >> run basic maps to get their servers filled. So who will want to run
> >> custom maps, no matter how good they are if that results to empty
> >> servers. It's pointless to make every community map official too. I know
> >> this quickplay is there to make people more happy as some people run
> >> pretty bad server mods and such but how about adding some options to it.
> >> Like into the quickplay search window. "Allow custo

Re: [hlds_linux] TF2 servers staying empty

2011-07-12 Thread Ryan Morrison
This is where the matchmaking system should kick in - massively downward
trend those servers until they get a bad rating, and let those servers do
their thing while more vanilla servers take on the player count.

On Tue, Jul 12, 2011 at 7:17 AM, Saint K.  wrote:

> Alright that seems fair. Forgot for a second there that a lot of server
> hosters like to completely rig the servers with the most ridiculous plugins.
>
>
> Saint K.
> 
> From: hlds_linux-boun...@list.valvesoftware.com [
> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Peter Reinhold [
> peter_va...@reinhold.dk]
> Sent: 12 July 2011 13:15
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] TF2 servers staying empty
>
> On Tue, 12 Jul 2011 12:36:54 +0200, Emil Larsson wrote:
>
> > With the amount of servers with their own wacky set of nonstandard
> > gameplay
> > modifiyng mods, such as "premium", "roll the dice", etc, I actually
> > understand why the system bias towards Valve servers. Same reason why
>
> This!
>
> As a new, and even as a regular player, entering servers with
> completely arbitrary and gamebreaking rules can be a bit of a shock.
>
> I dont mind matchmaking trending towards Valves servers, the people
> that stay are eventually going to crave more of their servers, and will
> look for a well-moderated community based one.
>
> And ofcourse, if there are 10 servers for every 24 players, some will
> be empty, thats just simple math. :)
>
>
> /Peter
>
>
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Re: [hlds_linux] TF2 and CSS not working since the last update - general problem

2011-07-04 Thread Ryan Morrison
Probably off-topic, but Valve needs better testing overall. Every second
patch breaks TF2 on Mac OS X (maps crashing on load, game crashing on load,
etc). It's clear Valve doesn't test anything before release.

Whoever does QA for Valve needs their job evaluated.

On Mon, Jul 4, 2011 at 4:13 PM, James Botting wrote:

> My bad.
> I'm sure at this point that Valve are aware of the issue. Let's just
> hope for some better testing next time. And a quick fix for those who
> don't know about the workaround.
>
> On 4 Jul 2011, at 21:10, Marco Padovan  wrote:
>
> > I do...
> >
> > I'm not discussing about the workaround...
> >
> > I'm just asking if they are aware of the problem and if we should expect
> > similar downtimes again in future :|
> >
> > Il 04/07/2011 22:03, James Botting ha scritto:
> >> You have done the vphysics.so patch, right?
> >>
> >> On 4 Jul 2011, at 21:00, Marco Padovan  wrote:
> >>
> >>> So... 3 days has passed since the last pre-weekend update that broke
> all
> >>> of our servers!
> >>>
> >>> tf2 crashing on changelevel (all the tf2 servers, not just mine) and
> css
> >>> crashing even while starting.
> >>>
> >>> What is going on?
> >>>
> >>> How can hope to have a decent amount of servers online to take care of
> >>> the massive influx of users with such an update policy?
> >>> What are all the new users having troubles joining servers thinking
> >>> about tf2?
> >>> ___
> >>> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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Re: [hlds_linux] Incorrect player counts in server browser

2011-07-04 Thread Ryan Morrison
I agree - if sv_visiblemaxplayers is not set and the count increases to 25,
the increased_maxplayers tag is applied which many blacklist and it
penalizes your server incorrectly in the quick play system.

On Mon, Jul 4, 2011 at 3:22 PM, Ross Bemrose  wrote:

> On 7/4/2011 3:07 PM, Fletcher Dunn wrote:
>
>> Hello all.
>>
>> This email is about the inaccurate player counts showing up in the server
>> browser.   There are have been three distinct problems that we know about.
>>
>> --
>> SOURCE TV AND REPLAY
>> --
>> Finally, there were some minor fixes to the way bots, replay, and source
>> TV were reported in the July 1st update.  Previously, in a few situations
>> the player count would be of-by-one.  If you don't have any zombied players,
>> your player count *should* always be correct in the server browser.  Neither
>> Source TV nor replay should count as a "player" in the server browser,
>> either in the current player count, or the max number of players.  (They may
>> show up as a player in the detailed player list.)  For example, if you set
>> your max players to 24, and Source bumps up the player count to 25 to make
>> room the SourceTV, your server should show as having 24 max players in the
>> server browser.  If this is not the case and we still have issues, please
>> post a description of the problem to this thread.
>>
>> Please help me understand the zombie player problem so I can fix it.
>>
> The in game server browser and Steam server browser have treated SourceTV
> (and now Replay) differently since sometime in 2009.  It appears to be
> because the Steam server browser treats bots differently than the in-game
> server list does.
>
> Immediately after the July 1st update, I removed the sv_maxvisibleplayers
> 24 cvar from my server config.  Initially, it seemed OK, showing a
> maxplayers of 24.  However, within a few minutes, my server's stats page
> (and the Steam server browser, I was at work and asked someone else to
> confirm this) showed the player count as being out of 25 again, with the
> Steam browser not showing the replay bot in the players list.
>
> Make no mistake: my players and myself use the Steam server browser as our
> primary connect method; we can use it to check our two servers populations
> without having to launch the game.  And as long as the Steam server browser
> is reporting the wrong number of players, I'm going to use
> sv_maxvisibleplayers 24, which causes the in-game server browser to show a
> maxplayers of 23, and presumably this is also what the QuickPlay system
> checks, as it never seems to fill the last player slot.
>
> The solution is simple: Make the two report *exactly* the same players and
> player count.  Since the problem doesn't appear to be with TF2, but with the
> Steam Server Browser, the Steam Server Browser is what needs to be fixed.
>
> --
> R. Bemrose
>
>
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Re: [hlds_linux] New TF2 server installation - lag issues

2011-07-04 Thread Ryan Morrison
I got in touch with Linode support last night (and on the record, major
kudos to them) - within 5 minutes I got a response, within 30 minutes we
determined that it was an issue with disk I/O and within 1 hour I was up and
running on a different host with less overall disk I/O.

Seemed to have solved the lag issues - the server filled last night and no
hiccups at all from what I saw.

(On a side note, I encourage all to stay away fron NFO - I've used them
before and the experience was a total nightmare).

On Mon, Jul 4, 2011 at 10:12 AM, Eli Witt  wrote:

> Thanks for the hwinfo output Ryan, that confirms what I thought and your
> lag
> issues are likely the result of a weak CPU. Source (Especially on Linux) is
> VERY poorly optimized, it will eat CPU's like candy.
>
> 
>
> I Rent a (single core) VDS from NFO, and depending on what I'm feeling the
> E554 that I have can run either 3 Killing Floor servers, or a single
> insance
> of SRCDS. SourceDS will chew up just about 100% of that processor on it's
> own when full up on a 24 slot idle server, just ticking damage every second
> or so.
>
> On Mon, Jul 4, 2011 at 2:07 AM, John 
> wrote:
>
> > Mr. Sumichrast speaks the truth.
> >
> > Virtualization itself doesn't cause problems, as virtualizing actually
> > works quite well when done correctly nowadays. However, overcommitted
> > machines, slow hardware, and poorly configured software setups can cause
> > issues, just as they can for regular game servers on a shared bare-metal
> > platform.
> >
> > In Ryan Morrison's case, the problem appears to be his processor -- Intel
> > 5130s are just very slow. Back in 2006, they were hot stuff, but a more
> > modern L5640 processor (for instance) will be several times as fast.
> > Nehalem+ processors also come with newer virtualization technology that
> > offers much higher performance (EPT).
> >
> > Ryan, definitely ask your host to upgrade your processor to they best
> they
> > have. Hopefully they are running something better than L5420s now, as
> those
> > are also pretty slow. Some form of Nehalem+ would be best, and Sandy
> Bridge
> > even better.
> >
> > -John
> >
> >
> > On 7/3/2011 4:40 PM, Steven J. Sumichrast wrote:
> >
> >> I run three 24 slot tf2 servers on ESXi without any performance issues
> >> whatsoever, and they're full almost around the clock with real clients.
>   In
> >> addition to those I have run killing floor and left4dead(2) servers all
> >> simultaneously.
> >>
> >> Proper virtualization with the right hardware runs source engine games
> >> just fine. If you put virtualization on cheap hardware (say where you
> would
> >> normally run just one source server) then of course it will be a brutal
> >> experience.
> >>
> >> It sounds like in this particular case the host this node is on has a
> >> lower clock cycle processor or is over burdened. Thats not a
> virtualization
> >> problem.
> >>
> >> Steven J. Sumichrast
> >>
> >> On Jul 3, 2011, at 6:21 PM, "Steven Hartland" >
> >>  wrote:
> >>
> >>  Then your either lucky or just running small servers or just haven't
> >>> noticed
> >>> the loss in performance your suffering.
> >>>
> >>> VM's by their very nature are no substitute for real hardware for time
> >>> critical
> >>> applications such as game servers. So if your using them and see any
> >>> performance
> >>> issues, first ditch the vm before looking anywhere else.
> >>>
> >>>   Regards
> >>>   Steve
> >>>
> >>> - Original Message - From: "James Puckett" *
> >>> *gmail.com >
> >>>
> >>>
> >>>  I run SRCDS on several VM's hosted on my box and experience no lag.
> 
> >>>
> >>> ==**==
> >>> 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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> >
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Re: [hlds_linux] New TF2 server installation - lag issues

2011-07-03 Thread Ryan Morrison
Were there any extra costs moving up to a faster processor?

On Sun, Jul 3, 2011 at 7:19 PM, Chris Oryschak  wrote:

> The machines are powerful enough, but Linux srcds is a pig and requires a
> lot more resources vs windows.
> I looked though my previous support tickets with linode, the machine I was
> on was a
>
> Intel(R) Xeon(R) CPU   L5420  @ 2.50GHz
>
> Which had just enough power for Linux srcds, with some 'hiccups'.
> Get ahold of support and see what they can do for you.
>
> Python
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ryan
> Morrison
> Sent: Sunday, July 03, 2011 7:11 PM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] New TF2 server installation - lag issues
>
> Yes - being virtualized shouldn't be an issue (in my eyes). Linode VPSes
> are
> quite powerful and srcds should be smooth as butter. I've found disabling
> replay reduces the lag issue somewhat but it's still there.
>
> I've tried tinkering with rates and such and nothing makes a difference -
> I'm currently using:
>
> *// Rate Settings //*
> *
> *
> *// Frame rate limiter*
> *fps_max 600*
> *
> *
> *// Min bandwidth rate allowed on server, 0 == unlimited* *sv_minrate 0*
> *
> *
> *// Max bandwidth rate allowed on server, 0 == unlimited* *sv_maxrate
> 2*
> *
> *
> *// Minimum updates per second that the server will allow*
> *sv_minupdaterate
> 10*
> *
> *
> *// Maximum updates per second that the server will allow*
> *sv_maxupdaterate
> 66*
> *
> *
> I don't know if I'm doing something wrong or there's an issue with srcds at
> the moment. I haven't worked with Source servers in a long time, so my
> memory is mostly haze.
>
> On Sun, Jul 3, 2011 at 6:55 PM, James Puckett <
> jamesrichardpuck...@gmail.com
> > wrote:
>
> > I run SRCDS on several VM's hosted on my box and experience no lag.
> >
> > On Sun, Jul 3, 2011 at 3:40 PM, Steven Hartland
> >  > >wrote:
> >
> > > Sounds like a VM, if so that's your problem.
> > >
> > >   Regards
> > >   Steve
> > >
> > > - Original Message - From: "Ryan Morrison" <
> > > ryan.morriso...@gmail.com>
> > > To:  > hlds_linux@list.valvesoftware.com>
> > > >
> > > Sent: Sunday, July 03, 2011 9:17 PM
> > > Subject: [hlds_linux] New TF2 server installation - lag issues
> > >
> > >
> > >
> > >  Hi guys,
> > >>
> > >> Just set up a new Linode 1024 plan to use as a TF2 server.
> > >> Installed
> > srcds
> > >> in Ubuntu 11.04 server, and it works, but there's some serious lag
> > issues
> > >> that are causing players to complain and leave the server.
> > >>
> > >> I set the server up following the directions outlined here:
> > >> http://wiki.teamfortress.com/**wiki/Dedicated_server_**configuratio
> > >> n<
> > http://wiki.teamfortress.com/wiki/Dedicated_server_configuration>and
> > >> http://wiki.teamfortress.com/**wiki/Linux_dedicated_server<
> > http://wiki.teamfortress.com/wiki/Linux_dedicated_server>
> > >> .
> > >>
> > >> During gameplay, especially when the server is at its maximum of 24
> > slots,
> > >> CPU usage on one core is between 75-100%. Even if the CPU usage
> > >> isn't maxed out, however, the server will continue to sputter and
> > >> lag for everyone.
> > >>
> > >> Any ideas?
> > >>
> > >> -Ryan
> > >> __**_
> > >> To unsubscribe, edit your list preferences, or view the list
> > >> archives, please visit:
> > >> http://list.valvesoftware.com/**mailman/listinfo/hlds_linux<
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux>
> > >>
> > >>
> > > ==**==
> > > 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
> > > 

Re: [hlds_linux] New TF2 server installation - lag issues

2011-07-03 Thread Ryan Morrison
*18: None 00.0: 10103 CPU*
*  [Created at cpu.304]*
*  Unique ID: rdCR.j8NaKXDZtZ6*
*  Hardware Class: cpu*
*  Arch: Intel*
*  Vendor: "GenuineIntel"*
*  Model: 6.15.6 "Intel(R) Xeon(R) CPU5130  @ 2.00GHz"*
*  Features:
fpu,de,tsc,msr,pae,cx8,cmov,pat,clflush,mmx,fxsr,sse,sse2,ss,ht,nx,constant_tsc,pni,ssse3,hypervisor
*
*  Clock: 2000 MHz*
*  BogoMips: 4000.14*
*  Cache: 4096 kb*
*  Units/Processor: 2*
*  Config Status: cfg=new, avail=yes, need=no, active=unknown*

When there's 8-10 people on the server and it's not maxing a single core and
the server is still dropping fps, I doubt it's the server/host.

On Sun, Jul 3, 2011 at 7:11 PM, Eli Witt  wrote:

> Run hwinfo on the server, see what CPU they have in the server.
>
> You're renting a VDS from an economy host, you're not going to have a good
> performing server.
>
> On Sun, Jul 3, 2011 at 6:55 PM, James Puckett <
> jamesrichardpuck...@gmail.com
> > wrote:
>
> > I run SRCDS on several VM's hosted on my box and experience no lag.
> >
> > On Sun, Jul 3, 2011 at 3:40 PM, Steven Hartland  > >wrote:
> >
> > > Sounds like a VM, if so that's your problem.
> > >
> > >   Regards
> > >   Steve
> > >
> > > - Original Message - From: "Ryan Morrison" <
> > > ryan.morriso...@gmail.com>
> > > To:  > hlds_linux@list.valvesoftware.com>
> > > >
> > > Sent: Sunday, July 03, 2011 9:17 PM
> > > Subject: [hlds_linux] New TF2 server installation - lag issues
> > >
> > >
> > >
> > >  Hi guys,
> > >>
> > >> Just set up a new Linode 1024 plan to use as a TF2 server. Installed
> > srcds
> > >> in Ubuntu 11.04 server, and it works, but there's some serious lag
> > issues
> > >> that are causing players to complain and leave the server.
> > >>
> > >> I set the server up following the directions outlined here:
> > >> http://wiki.teamfortress.com/**wiki/Dedicated_server_**configuration<
> > http://wiki.teamfortress.com/wiki/Dedicated_server_configuration>and
> > >> http://wiki.teamfortress.com/**wiki/Linux_dedicated_server<
> > http://wiki.teamfortress.com/wiki/Linux_dedicated_server>
> > >> .
> > >>
> > >> During gameplay, especially when the server is at its maximum of 24
> > slots,
> > >> CPU usage on one core is between 75-100%. Even if the CPU usage isn't
> > >> maxed
> > >> out, however, the server will continue to sputter and lag for
> everyone.
> > >>
> > >> Any ideas?
> > >>
> > >> -Ryan
> > >> __**_
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Re: [hlds_linux] New TF2 server installation - lag issues

2011-07-03 Thread Ryan Morrison
Yes - being virtualized shouldn't be an issue (in my eyes). Linode VPSes are
quite powerful and srcds should be smooth as butter. I've found disabling
replay reduces the lag issue somewhat but it's still there.

I've tried tinkering with rates and such and nothing makes a difference -
I'm currently using:

*// Rate Settings //*
*
*
*// Frame rate limiter*
*fps_max 600*
*
*
*// Min bandwidth rate allowed on server, 0 == unlimited*
*sv_minrate 0*
*
*
*// Max bandwidth rate allowed on server, 0 == unlimited*
*sv_maxrate 2*
*
*
*// Minimum updates per second that the server will allow*
*sv_minupdaterate 10*
*
*
*// Maximum updates per second that the server will allow*
*sv_maxupdaterate 66*
*
*
I don't know if I'm doing something wrong or there's an issue with srcds at
the moment. I haven't worked with Source servers in a long time, so my
memory is mostly haze.

On Sun, Jul 3, 2011 at 6:55 PM, James Puckett  wrote:

> I run SRCDS on several VM's hosted on my box and experience no lag.
>
> On Sun, Jul 3, 2011 at 3:40 PM, Steven Hartland  >wrote:
>
> > Sounds like a VM, if so that's your problem.
> >
> >   Regards
> >   Steve
> >
> > - Original Message - From: "Ryan Morrison" <
> > ryan.morriso...@gmail.com>
> > To:  hlds_linux@list.valvesoftware.com>
> > >
> > Sent: Sunday, July 03, 2011 9:17 PM
> > Subject: [hlds_linux] New TF2 server installation - lag issues
> >
> >
> >
> >  Hi guys,
> >>
> >> Just set up a new Linode 1024 plan to use as a TF2 server. Installed
> srcds
> >> in Ubuntu 11.04 server, and it works, but there's some serious lag
> issues
> >> that are causing players to complain and leave the server.
> >>
> >> I set the server up following the directions outlined here:
> >> http://wiki.teamfortress.com/**wiki/Dedicated_server_**configuration<
> http://wiki.teamfortress.com/wiki/Dedicated_server_configuration>and
> >> http://wiki.teamfortress.com/**wiki/Linux_dedicated_server<
> http://wiki.teamfortress.com/wiki/Linux_dedicated_server>
> >> .
> >>
> >> During gameplay, especially when the server is at its maximum of 24
> slots,
> >> CPU usage on one core is between 75-100%. Even if the CPU usage isn't
> >> maxed
> >> out, however, the server will continue to sputter and lag for everyone.
> >>
> >> Any ideas?
> >>
> >> -Ryan
> >> __**_
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[hlds_linux] New TF2 server installation - lag issues

2011-07-03 Thread Ryan Morrison
Hi guys,

Just set up a new Linode 1024 plan to use as a TF2 server. Installed srcds
in Ubuntu 11.04 server, and it works, but there's some serious lag issues
that are causing players to complain and leave the server.

I set the server up following the directions outlined here:
http://wiki.teamfortress.com/wiki/Dedicated_server_configuration and
http://wiki.teamfortress.com/wiki/Linux_dedicated_server.

During gameplay, especially when the server is at its maximum of 24 slots,
CPU usage on one core is between 75-100%. Even if the CPU usage isn't maxed
out, however, the server will continue to sputter and lag for everyone.

Any ideas?

-Ryan
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