Re: [hlds_linux] Running TF2/CSGO Servers on FreeBSD

2014-03-21 Thread Steven Hartland


- Original Message - 
From: "Stefan `Sec` Zehl" 

To: "Half-Life dedicated Linux server mailing list" 

Sent: Friday, March 21, 2014 1:49 PM
Subject: Re: [hlds_linux] Running TF2/CSGO Servers on FreeBSD



Hi,

On Fri, Mar 21, 2014 at 13:06 -0000, Steven Hartland wrote:

Not invariant tsc thats unusual, are you running a really old CPU?


According to dmesg it's:

| CPU: AMD Athlon(tm) 64 X2 Dual Core Processor 5600+ (2900.03-MHz K8-class CPU)
| FreeBSD/SMP: Multiprocessor System Detected: 2 CPUs 
|  cpu0 (BSP): APIC ID:  0
|  cpu1 (AP): APIC ID:  1 


I'm not sure if that qualifies as "really old".


Ahh AMD, unfortunately their TSC doesnt reset to zero with RESET IPI before
Bulldozer.


I've put the benchmark dl:
http://blog.multiplay.co.uk/dropzone/bench_clock_realtime.c


My output is:

mcp:~>./bench_clock_realtime 100 | sort -rnk1
clock realtime micro-benchmark.  100 syscall iterations.
Avg. us/callElapsed Name
1.5571011.557101gettimeofday(2)
1.5319631.531963clock_gettime(2/CLOCK_REALTIME)
1.5313011.531301clock_gettime(2/CLOCK_MONOTONIC)
0.2097400.209740clock_gettime(2/CLOCK_REALTIME_FAST)
0.1880420.188042clock_gettime(2/CLOCK_MONOTONIC_FAST)
0.1836860.183686clock_gettime(2/CLOCK_SECOND)
0.1785390.178539time(3)
Value from time(3): 1395409387
Last value from gettimeofday(2): 1395409387.633267  Equal: 0
Last value from clock_gettime(2/CLOCK_SECOND): 1395409389.0
Equal: 99
Last value from clock_gettime(2/CLOCK_REALTIME_FAST):
1395409389.553192896 Equal: 999789
Last value from clock_gettime(2/CLOCK_REALTIME): 1395409389.343852343
Equal: 0
Last value from clock_gettime(2/CLOCK_MONOTONIC_FAST): 75099.751341116
Equal: 999811
Last value from clock_gettime(2/CLOCK_MONOTONIC): 75099.563772993
Equal: 0

That looks more like your FreeBSD-8 output than the FreeBSD-HEAD one. Do
you think updating to -CURRENT might be worth a try?


Unfortunately that likely won't help the key difference is likely I have
SMP consistent TSC in my test machine which is an old Intel Q6600.

If you switch from ACPI-fast to TSC-low you may well see a benefit but
you also may get strange results due to clock skews.

It's at least worth testing though as it will confirm your looking in
the right area.

   Regards
   Steve



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Re: [hlds_linux] Running TF2/CSGO Servers on FreeBSD

2014-03-21 Thread Steven Hartland


- Original Message - 
From: "Stefan `Sec` Zehl" 

To: "Half-Life dedicated Linux server mailing list" 

Sent: Friday, March 21, 2014 11:07 AM
Subject: Re: [hlds_linux] Running TF2/CSGO Servers on FreeBSD



Hi,

On Fri, Mar 21, 2014 at 10:40 -0000, Steven Hartland wrote:

When testing these things avoid VM's as thats will almost certainly
cause issues, VM's are bad for running games.


I know. I was just trying that to make sure it' a FreeBSD problem, and
to possibly help with debugging.


I notice from those traces it seems they may have switched from using
gettimeofday to clock_gettime with CLOCK_MONOTONIC and CLOCK_REALTIME
this could be the cause of increased delay on older versions of FreeBSD
when compared to Linux as the later exports said syscalls to userspace
so avoiding the kernel call overhead.

This was added in later versions of FreeBSD.

This can also be HW dependent so worth grabbing bench_clock_realtime and
testing.


I'm running FreeBSD-10. I would try bench_clock_realtime, but the only
link I could find:
http://sean.chittenden.org/pubfiles/freebsd/bench_clock_realtime.c
times out for me. Do you have a source somwhere?


Also check to see what your timecounter settings are:
sysctl kern.timecounter


| mcp:~>sysctl kern.timecounter
| kern.timecounter.tc.i8254.mask: 65535
| kern.timecounter.tc.i8254.counter: 64577
| kern.timecounter.tc.i8254.frequency: 1193182
| kern.timecounter.tc.i8254.quality: 0
| kern.timecounter.tc.ACPI-fast.mask: 4294967295
| kern.timecounter.tc.ACPI-fast.counter: 600486036
| kern.timecounter.tc.ACPI-fast.frequency: 3579545
| kern.timecounter.tc.ACPI-fast.quality: 900
| kern.timecounter.tc.TSC-low.mask: 4294967295
| kern.timecounter.tc.TSC-low.counter: 1274252832
| kern.timecounter.tc.TSC-low.frequency: 1450013611
| kern.timecounter.tc.TSC-low.quality: -100
| kern.timecounter.stepwarnings: 0
| kern.timecounter.alloweddeviation: 5
| kern.timecounter.hardware: ACPI-fast
| kern.timecounter.choice: TSC-low(-100) ACPI-fast(900) i8254(0) dummy(-100)
| kern.timecounter.tick: 1
| kern.timecounter.fast_gettime: 1
| kern.timecounter.invariant_tsc: 0
| kern.timecounter.smp_tsc: 0
| kern.timecounter.smp_tsc_adjust: 0
| kern.timecounter.tsc_shift: 1



Not invariant tsc thats unusual, are you running a really old CPU?

I've put the benchmark dl:
http://blog.multiplay.co.uk/dropzone/bench_clock_realtime.c

   Regards
   Steve

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Re: [hlds_linux] Running TF2/CSGO Servers on FreeBSD

2014-03-21 Thread Steven Hartland
- Original Message - 
From: "Stefan `Sec` Zehl" 



On Thu, Mar 20, 2014 at 10:39 +, Jonathan Price wrote:
Sorry if this message duplicates in the list, but I just realised I 
didn't reply to this conversation thread.


I sadly don't have an old enough copy of the server lying around, but I 
did run a ktrace on the new server, and the dump can be found here: 
https://gravitygunonly.com/ktrace.out


Does anybody know of a comparable kernel tracing tool for linux, so I 
can do a rough comparison?


I got the server running in an Ubuntu VirtualBox on FreeBSD, and it
appears to run fine in there. I ran it under strace -ff (one file per
forked process) and put those up at http://tf2.42.org/strace/


When testing these things avoid VM's as thats will almost certainly
cause issues, VM's are bad for running games.

I notice from those traces it seems they may have switched from using
gettimeofday to clock_gettime with CLOCK_MONOTONIC and CLOCK_REALTIME
this could be the cause of increased delay on older versions of FreeBSD
when compared to Linux as the later exports said syscalls to userspace
so avoiding the kernel call overhead.

This was added in later versions of FreeBSD.

This can also be HW dependent so worth grabbing bench_clock_realtime and
testing.

Results I get here are:
== FreeBSD 8.3 ==
./bench_clock_realtime 100 | sort -rnk1
clock realtime micro-benchmark.  100 syscall iterations.
Avg. us/callElapsed Name
1.2959521.295952clock_gettime(2/CLOCK_REALTIME)
1.2888141.288814gettimeofday(2)
1.2684181.268418clock_gettime(2/CLOCK_MONOTONIC)
0.2275540.227554time(3)
0.1885360.188536clock_gettime(2/CLOCK_MONOTONIC_FAST)
0.1867110.186711clock_gettime(2/CLOCK_REALTIME_FAST)
0.1839490.183949clock_gettime(2/CLOCK_SECOND)
Value from time(3): 1395397354
Last value from gettimeofday(2): 1395397353.841231  Equal: 0
Last value from clock_gettime(2/CLOCK_SECOND): 1395397355.0 Equal: 
99
Last value from clock_gettime(2/CLOCK_REALTIME_FAST): 1395397355.551175479  
Equal: 999812
Last value from clock_gettime(2/CLOCK_REALTIME): 1395397355.364957273   Equal: 0
Last value from clock_gettime(2/CLOCK_MONOTONIC_FAST): 238087.092726098 Equal: 
999810
Last value from clock_gettime(2/CLOCK_MONOTONIC): 238086.904221625  Equal: 0

== FreeBSD HEAD (11) ==
./bench_clock_realtime 100 | sort -rnk1
clock realtime micro-benchmark.  100 syscall iterations.
Avg. us/callElapsed Name
0.0729540.072954time(3)
0.0716900.071690clock_gettime(2/CLOCK_REALTIME)
0.0716560.071656clock_gettime(2/CLOCK_REALTIME_FAST)
0.0712730.071273clock_gettime(2/CLOCK_SECOND)
0.0708460.070846clock_gettime(2/CLOCK_MONOTONIC)
0.0708430.070843clock_gettime(2/CLOCK_MONOTONIC_FAST)
0.0700080.070008gettimeofday(2)
Value from time(3): 1395397524
Last value from gettimeofday(2): 1395397524.787761  Equal: 930157
Last value from clock_gettime(2/CLOCK_SECOND): 1395397525.0 Equal: 
99
Last value from clock_gettime(2/CLOCK_REALTIME_FAST): 1395397525.004133405  
Equal: 0
Last value from clock_gettime(2/CLOCK_REALTIME): 1395397524.932475314   Equal: 0
Last value from clock_gettime(2/CLOCK_MONOTONIC_FAST): 273152.517350067 Equal: 0
Last value from clock_gettime(2/CLOCK_MONOTONIC): 273152.446504821  Equal: 0

Also check to see what your timecounter settings are:
sysctl kern.timecounter

   Regards
   Steve

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Re: [hlds_linux] Running TF2/CSGO Servers on FreeBSD

2014-03-20 Thread Steven Hartland

A truss trace with incrementat timestamps should help identify the culpret.
- Original Message - 
From: "Jonathan Price" 

To: 
Sent: Thursday, March 20, 2014 10:39 AM
Subject: Re: [hlds_linux] Running TF2/CSGO Servers on FreeBSD


Sorry if this message duplicates in the list, but I just realised I 
didn't reply to this conversation thread.


I sadly don't have an old enough copy of the server lying around, but I 
did run a ktrace on the new server, and the dump can be found here: 
https://gravitygunonly.com/ktrace.out


Does anybody know of a comparable kernel tracing tool for linux, so I 
can do a rough comparison?


Thanks,

Jonathan

On 2014-03-18 23:40, Stefan `Sec` Zehl wrote:

Hi,

On Mon, Mar 17, 2014 at 18:24 +, Jonathan Price wrote:

If anybody would wish me to return a particular test / trace etc. Just
let me know, I have two VMs dedicated to working out the source of this
problem (when I first spotted it myself).

Do you still have a copy of the old server binary/libs around? Then we
could try to narrow down where the problem is. Something like
ktrace/ltrace'ing the old and new version to see what they do
differently?

CU,
 Sec



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Re: [hlds_linux] DDoS Victims

2014-02-16 Thread Steven Hartland

Unfortunately 15Gbps is nothing as thats easy to generate from a 75Mbps
connection.

TBH unless you what to pay a lot i.e. thousands a month, for very high
spec (200-400Gbps) DDoS protection then your unfortunately not protected
from the current attacks :(

Even with this type of protection you're going to see significant
performance problems unless you happen to be in one of the limited DC's
the DDoS protection companies are present in.

   Regards
   Steve

- Original Message - 
From: "Supreet" 




Hello,

I have made a post earlier as well and I will make it again. If you're
being targeted of DDoS attacks, you are pretty much screwed. I had the same
issue with my community. These are your options:

Go rent with NFOServers
Go rent with SharkTech

They both have great DDoS protection and you won't have to worry about any
attacks less than 10 Gbit. After 10-15 Gbit, is when they start nullrouting
the IP.

You're welcome!
Supreet
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Re: [hlds_linux] Petition Valve to add force installs option toSteamCMD

2013-07-14 Thread Steven Hartland

It would indeed be helpful to be able to download for all platforms on
one machine instead of having to jump through hoops to get a working
cross platform image.

   Regards
   Steve
- Original Message - 
From: "Ook"


I brought this up a while ago, and I would still love to see it. What 
does it matter what platform SteamCMD is currently running on? If I ask 
to download l4d2 for linux, do it, damn it, don't give me "I'm sorry but 
you are on winbloze and we know you really didn't mean to download linux 
files".


On 07/12/2013 02:16 PM, SLUGSoc Tech Admin wrote:
I recently sent in a request to Valve about SteamCMD and an for an 
option of forcing installs of servers even if it is the "wrong platform."
I've had a look round to see if this is already an option and couldn't 
find it, so either documentation needs improvement or a request for this.


Would anyone else like this option (more support is better for a 
request) or knows of a way besides using WINE to force installs of 
games/game servers?


Cheers,

James (SLUGSoc Server Admin)

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Re: [hlds_linux] [hlds] TF2 server performance spikes

2013-05-14 Thread Steven Hartland

Not sure what the current default is now but out of interest does
adding "-threads 3" to your command line help at all?

- Original Message - 
From: "martin v" 




I've noticed that too. HUGE spikes causing waprs/lags to clients. Yellow
lerp and ping rising up to 200 (sometimes more) for about 1-2sec. This
keeps happening about every 1 minute. Players are fully raged by this.


2013/5/14 Kyle Sanderson 


http://pastie.org/private/0nehujv54iw2lwtndcyopw
http://pastie.org/private/hhwl7eougryhiin7n8ma
http://pastie.org/private/t8sdtvfxuh9aigylqdc6w
http://pastie.org/private/d4q26os0usxa4ofvd04uaw
http://pastie.org/private/ns6sfnkp59avunqk0lkhpq

The spikes seem to happen every minute. If you need more vprof spikes I can
now provide them. We're running with the parallel convars enabled that are
known to crash. Nothing has changed besides updating to Steam|.




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Re: [hlds_linux] [hlds_announce] Pre-release updates available for CS:S, DoD:S, and HL2:DM

2013-04-26 Thread Steven Hartland
This has been mentioned many many times before, but given your fixing cfg 
pathing its something I'll bring up a again ;-)

We really need a engine based command line option which sets the base directory 
for the where configs, logs, bans etc are stored.

Other engines / games have been providing this really useful feature for years, 
yet the source engine still doesn't have it making its titles much harder to 
support multiple servers from a single install :(

Adding a command like option such as -basepath  which enabled all 
configs, logs etc to be read for a specific base directory would help immensely 
not only for the core game functionality but also for addons, mods etc.

This way you can have a single install of the game add the one option to the 
command line and everything works as expected for multiple servers e.g.
Server 1: hl2ds -basepath server1
Server 2: hl2ds -basepath server2

This would allow easy hosting of multiple servers without constantly worrying 
about conflicts between servers as they read configs or write state based 
information to a location that conflicts with other servers running from the 
same core game directory.

Regards
Steve
  - Original Message - 
  From: Fletcher Dunn 
  To: Half-Life dedicated Linux server mailing list 
(hlds_linux@list.valvesoftware.com) ; Half-Life dedicated Win32 server mailing 
list (h...@list.valvesoftware.com) ; hlds_annou...@list.valvesoftware.com 
  Sent: Friday, April 26, 2013 6:48 PM
  Subject: [hlds_announce] Pre-release updates available for CS:S, DoD:S,and 
HL2:DM


  We're trying out different way to release updates that will hopefully reduce 
disruption to your communities.

   

  New builds are now available for the client and dedicated server for CS:S, 
DoD:S, and HL2:DM.  These builds have the same PatchVersion and are network 
compatible with the current build.  (It's an "optional update" for servers.)  
To obtain these builds, you need to opt into the prerelease beta.

   

  To opt into the prerelease beta on the client, right click on the game in the 
game list and select Properties, select the "Betas" tab, and select the 
"prerelease" beta.  (This is a public beta and does not require a password.)

   

  To select which branch to sync the dedicated server to using steamcmd, you 
need to pass "-beta prerelease" to the app_update command.  For example, if you 
are using a SteamCmd script file, you might have something like this:

   

  login anonymous

  force_install_dir cstrike

  app_update 232330 -beta prerelease

  quit

   

  (I am told that it is possible to pass the -beta switch on the steamcmd 
command line, through some magic combination of quoting, so you can avoid 
having to create a script file.  Hopefully some kind soul will figure out how 
to do that and share it.)

   

  Switching between two steampipe branches is really fast and easy, so if 
there's a problem, you can switch back quickly.  (Opting out of the "steampipe 
beta" was really painful because it was switching between two entirely 
different content distribution systems --- that will never apply again.)

   

  If no big problems are detected, we'll make these builds the official build 
on Monday.

   

  Our current plan is to always keep the prerelease branch active, even if it 
is the same build as the main branch.  This way you can stay opted in.  In 
other words, "prerelease" actually means "the latest available build".

   

  We're not sure if every update we release needs to go out as a prerelease 
first.

   

  Here are the change notes for the builds we are releasing today:

   

  Source engine games:

  * mapcycle and motd files now reside in the cfg folder by default, or in the 
root as a fallback.

  * Default mapcycle and motd files are now shipped as cfg/xxx_default.txt, and 
will be used if the filename convar is at the default value and no custom file 
is found in the cfg folder or the root.

  * mapcycle file can contain blank lines and //-style comments

  * mapcycle file loaded from the custom folder.

  * Greatly reduced memory usage on the client and server

  * Added some hardcoded rules to the "end" of sv_pure rule list.

  * Fixed some filesystem calls not properly obeying pure server rules.

  * Fixed model bounds and simple materials consistency checking rules.  (Fixed 
Counter-Strike server spew.)

   



--


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Re: [hlds_linux] Diagnosing excesive network usage

2012-10-02 Thread Steven Hartland

trafshow should be able to help as it will monitor traffic too and
from specific ports.

That said that do you call "a lot of bandwidth"?

   Regards
   Steve
- Original Message - 
From: "Nevermore Imperium" 

To: "Half-Life dedicated Linux server mailing list" 

Sent: Wednesday, October 03, 2012 3:30 AM
Subject: [hlds_linux] Diagnosing excesive network usage


Hi!

I am runinning many HLDS, SRCDS, and other game servers (Minecraft,
TS3, pvpgn) on the same box.
One of those gameservers is using a lot of bandwidth... Or maybe all
of them... I don't know how to find out.
All i know is that my ISP says that my box is using a lot of
bandwidth, and that's causing awful lag in rush hours.

I tried iftop, but all the gameservers are using the same nic, so it's useless.
Also tried a little program (don't remember it's name right now) that
measures how much bandwidth is using each process... But it only
counts tcp trafic, and also the output is not very acurate, it doesn't
match with what my isp says.

Can anyone give me a clue about how can i see the amount of bandwidth
used by each server / port?

Thanks,
Germán

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Re: [hlds_linux] Latest TF2 update breaks on FreeBSD

2012-09-22 Thread Steven Hartland
- Original Message - 
From: "babaj" 




mjaster  gazeta.pl> writes:



resinstalling server helped
but after few hours of running this error happend again.
Anyone found solution to this.
64bit freebsd 8


Nope its not been fixed, I thought it was down to the fact that the game
uses mremap to expand the memory range used but this doesn't seem to
be the case as I've seen this error even when the trace of the process
system call doesn't include any mremap call :(

Would really like to see this fixed, but doesn't seem like its going to
be :(

   Regards
   Steve


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Re: [hlds_linux] IPv6 support

2012-09-14 Thread Steven Hartland
- Original Message - 
From: "Ejziponken -" 

What about 1.6? :/


Who cares, isn't that so old it runs on IPX anyway ;-)

   Regards
   Steve




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Re: [hlds_linux] Running a CS:GO Dedi Server

2012-04-16 Thread Steven Hartland

Drop us a ticket with your details Kip and we'll see is we can't get
a location which gives you good latency: http://support.multiplay.co.uk

   Regards
   Steve

- Original Message - 
From: "Kip Kinnunen" 

To: "Half-Life dedicated Linux server mailing list" 

Sent: Monday, April 16, 2012 5:17 AM
Subject: Re: [hlds_linux] Running a CS:GO Dedi Server



Yeah and I wouldn't have a problem with that, but most of the providers
have VERY high ping, and the ones that don't are scarce (west coast citizen
here), if I could run my own server this wouldn't be a problem but I can't
so I'm left to whine, the bonus of this as well is that your friends can
join you too, considering it's very hard to get into your friends games
(technical issues or the server is just full), the server browser pretty
much relieves us of this problem, but the servers with low ping are in
small number for my demographic. The system seems to cater to germans more
than anyone else. I didn't even know there was a high populace of german
players on CS:GO

On Sun, Apr 15, 2012 at 11:06 PM,  wrote:


http://blog.counter-strike.net/index.php/2012/04/step-6238-server-browser/

On 16/04/2012, at 2:03 PM, Kip Kinnunen wrote:

> I have access to CS:GO, I've tried running a listen server before
> testing this, but my listen server wouldn't update to the master list.
> So I decided to try and run a dedicated server, unluckily there is
> currently no option for us to install a CS:GO SRCDS, meaning it's
> impossible to get on the master list.
>
> We have the server.dll files, so why aren't we allowed to host our own
> servers? Right now the only populated servers are for east coast users
> anyway, and most of the servers are run by germans and the pings are
>> 150ms.  I know it's a beta but if anything it would make it easier
> for Valve to address bugs if the public were to get a hold of the
> srcds and not to mention allow us to have a lot more fun :)
>
> Thanks,
> kinnnunen...@gmail.com
>
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Re: [hlds_linux] Latest TF2 update breaks on FreeBSD

2012-02-24 Thread Steven Hartland
- Original Message - 
From: "Dan Offord" 




Hi There,

Since yesterday's update to Team Fortress 2, I'm now seeing all
servers on FreeBSD 8.2

Having spent a while googling for this error, it appears to have
happened before, but no one has ever fixed it or it's been 'fixed'
when the next TF2 update has hit

The error message I'm currently seeing is:

Connection to Steam servers successful.
  Public IP is 85.236.100.241.
Assigned anonymous gameserver Steam ID [A-1:3232827393(2881)].
VAC secure mode is activated.
tf_server_identity_account_id not set; not logging into registered account
L 02/24/2012 - 11:44:14: tf_server_identity_account_id not set; not
logging into registered account
Fetched 1083594 bytes item schema version 245345AC via HTTP; update is queued.
singleprocesspipe_linux.cpp (166) : Assertion Failed:
CSingleProcessPipe::BWrite wrote too few bytes (8187/1083600) errno=12
/home/buildbot/buildslave_steam/steam_rel_client_linux/build/src/clientdll/../common/singleprocesspipe_linux.cpp
166 Assertion Failed: CSingleProcessPipe::BWrite wrote too few bytes
(8187/1083600) errno=12


This because of the call to mremap to extend the mmap region
which isn't supported :(

If this could be replaced with an munmap + mmap call so it
one again works that would be great :)

   Regards
   Steve


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[hlds_linux] tf2 server breaks on FreeBSD because of mremap call

2012-02-24 Thread Steven Hartland

The current tf2 server fails to run on FreeBSD because of
the system call to mremap to expand the mmap region which
isn't supported.

What's the chance of having the need for this call removed?

   Regards
   Steve


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Re: [hlds_linux] Serverliste ingame Modern Warfare 3

2011-11-12 Thread Steven Hartland

As mentioned several times copy Steam.dll to the game directory

See the following forum thread for other issues:-
http://www.callofduty.com/thread/100568363?tstart=0

   Regards
   Steve

- Original Message - 
From: 

To: "Half-Life dedicated Linux server mailing list" 

Sent: Saturday, November 12, 2011 3:10 PM
Subject: Re: [hlds_linux] Serverliste ingame Modern Warfare 3



nothing special. same like the other ones...

version 1.2.358
Connecting to online services
Connected to online services.
net_port is write protected.
Executing server config "server.cfg"
Succeeded reading from default.dspl
Loaded 1 map entries
Loading DSR "TDM_default.dsr"...
Loading Succeeded for DSR "TDM_default.dsr"
---
Spawning map: mp_interchange, gametype war
Initializing Steam Game Server: game port 27015, auth port 8766, query port 
27016, gamedir modernwarfare3, version 1.0.0.0
Steam Game Server initialized as Internet Server.
No Steam Master Servers found. Server will LAN visible only.
Steam Game Server connected. Local IP xx.xx.xx.xx, Public IP xx.xx.xx.xx, Game 
Port 27015
Steam Game Server is VAC Secure
Spawn map (mp_interchange, war) complete.
---

Whats wrong?

-peter

 Original-Nachricht 

Datum: Sat, 12 Nov 2011 09:58:26 -0500
Von: "Lane Eckley" 
An: "\'Half-Life dedicated Linux server mailing list\'" 

Betreff: Re: [hlds_linux] Serverliste ingame Modern Warfare 3



Going to guess that it is a port conflict - what does the console report?

Lane Eckley
Hypernia Hosting Corp
Desk: 1.305.390.2124
Toll Free: 1.800.284.6978 ext. 600
http://www.hypernia.com
l...@hypernia.com

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or copying of this communication is strictly prohibited.  Thank you.


-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of 
buster_c...@gmx.net
Sent: Saturday, November 12, 2011 9:48 AM
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] Serverliste ingame Modern Warfare 3

hello guys

i have three server online on the same maschine. 2 of them can i find in
the ingame serverlist. one not > someone an idea?

-peter
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Re: [hlds_linux] Modern Warfare 3

2011-11-08 Thread Steven Hartland

restart the server, its a random error which usually just goes away.
- Original Message - 
From: 

To: 
Sent: Tuesday, November 08, 2011 9:18 PM
Subject: [hlds_linux] Modern Warfare 3



hello,

i wanna start the server and got this error...

Invalid server configuration - insufficient upstream bandwith 0 kbps for 18 
clients. Minimum 56 kps required.

what can i do? its no possible to host servers atm?

-peter
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Re: [hlds_linux] Modern Warfare 3 HLDSUpdateTool

2011-11-08 Thread Steven Hartland

As this is the linux list, is this under Linux? If so then
that may be the issue, try windows as I believe its a windows
only server.

   Regards
   Steve

- Original Message - 
From: "William Balkcom" 

To: 
Sent: Tuesday, November 08, 2011 8:55 PM
Subject: [hlds_linux] Modern Warfare 3 HLDSUpdateTool



It seems they have begun to load modern warfare 3 on the hldsupdate tool,
but it doesn't seem to be complete:



No installation record found at modernwarfare3

Checking/Installing 'Call of Duty Modern Warfare 3 DS Binaries' version 1



2.17%   downloading modernwarfare3\players2\ctf_default.dsr

2.19%   downloading modernwarfare3\players2\default.dspl

4.36%   downloading modernwarfare3\players2\dom_default.dsr

6.53%   downloading modernwarfare3\players2\dz_default.dsr

8.70%   downloading modernwarfare3\players2\ffa_default.dsr

10.87%  downloading modernwarfare3\players2\gg_default.dsr

13.04%  downloading modernwarfare3\players2\hq_default.dsr

15.21%  downloading modernwarfare3\players2\inf_default.dsr

17.38%  downloading modernwarfare3\players2\jug_default.dsr

19.54%  downloading modernwarfare3\players2\kc_default.dsr

21.72%  downloading modernwarfare3\players2\oic_default.dsr

23.88%  downloading modernwarfare3\players2\sab_default.dsr

26.05%  downloading modernwarfare3\players2\sd_default.dsr

26.09%  downloading modernwarfare3\players2\server.cfg

28.26%  downloading modernwarfare3\players2\tdef_default.dsr

30.43%  downloading modernwarfare3\players2\tdm_default.dsr

32.60%  downloading modernwarfare3\players2\tj_default.dsr

100.00% downloading modernwarfare3\iw5mp_server.exe



HLDS installation up to date





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Re: [hlds_linux] [hlds] Forum vs. email list

2011-10-25 Thread Steven Hartland


- Original Message - 
From: "Fletcher Dunn" 

To: "Half-Life dedicated Linux server mailing list" 
; 
Sent: Tuesday, October 25, 2011 1:34 AM
Subject: [hlds] Forum vs. email list



>I am honestly astounded by the amount of people who complain when

people ask for help on help forums or mailing lists. Not everyone
signs up and instantly reads everything, goes through all the
archives, or spends hours researching.


I'd like to use this comment as a springboard for a discussion about
the format of this list.

I hear that a few years ago the idea of migrating the email list to a
forum was kicked around.  However, at the time (is this still true today?)
the users of the list didn't like the idea.  it is my understanding that
most server admins prefer:

1.) Receiving push notifications.
2.) Viewing the list in their email client

#1 seems like a really compelling advantage (especially for announcements),
while #2 seems like a personal preference, and many people have the opposite
preference.

A forum has several compelling advantages:

1.) Easier to search and find answers to previously asked questions


Only if the search is good, most forums search fail to find answers as
their search methods are:
1. poor
2. slow


2.) Easier to follow a thread of conversation.  (I personally find any email
distribution list to become unreadable pretty much instantly, with all the
's and broken line breaks that everybody's mail clients and put everywhere.)


It is easier to follow if your new to the conversation, but if your following
the a topic its actually slower, as you need to constantly load lots of old
content and scroll past it.

3.) Easier to modify your post if you notice a mistake or want to clarify
something, rather than making a new post.


This can actually be a down side as it means that its impossible for people to
know that you've changed something.


4.) Easier to delete or move posts if they are spam, rude, inappropriate,
belong in the general TF2 SPUF forum, etc.


Just ban users who abuse, tbh forums attract this behavour much more than
a mailing list.


5.) Easier to ignore an entire thread that you are not interested in.


Not really, when your looking for new posts it will still contantly pop
up, which is not the case in a good mailing list email client.


Could there be some sort of forum + push notification that would satisfy
what everybody wants?  This list exists to serve you guys, so I'm curious
what everything thinks.  I *believe* most of the guys would find a forum
format (perhaps with some push notification) more convenient.


forums don't work for me as they are too much overhead, I don't have time
to constantly check a forum, where as I do get chance to skim through
the emails from a mailing list and pick out those topics where are
important to me. Even with an email feed a forum has some notable
disadvantages:-
1. Its more time consuming to reply, so you would need to add email reply
submission.
2. It attracts more spam and useless comments, email lists are older and
keep the usual forum trolls out. You get a much higher noise to useful
content ratio on forums.
3. Without push I can only read your news in that location, as a GSP with
30+ similar lists across the industry we need it to be accessible in
one place which an email list provides.

If the list where to migrate to a forum, I would be highly unlikely to
use it which would mean missing out on important announcements and
good content, which would be shame; so my vote would be to keep it
how it is which works well for what we use it for.

   Regards
   Steve


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

2011-07-25 Thread Steven Hartland
- Original Message - 
From: "Saul Rennison" 




On Monday, 25 July 2011, Fletcher Dunn  wrote:

As some have noted, the fact that replay and source TV are "players" is an

implementation kludge, and this fact should not be visible outside of the
server.
NO SHIT.

It would have been hundreds of times easier to just record network traffic
in the same manner "record" does. Why a player slot has to be used as some
kind of hacky way to grab network data is unbelievable.

Who designed this system (I presume you), who the hell spent months trying
to fix a player count bug (you again?), and why the hell are they still at
Valve?


Point 1: Out of order!
Point 2: If it where that "simple" don't you think that's what they would have
done.
Point 3: See point #1

   Regards
   Steve


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Re: [hlds_linux] Half-Life 1 engine beta update released

2011-07-21 Thread Steven Hartland

For reference this isn't all versions of libstdc++v6, you actually need a 
specific
subversion or it.

   Regards
   Steve

- Original Message - 
From: "Alfred Reynolds" 

To: "'Half-Life dedicated Linux server mailing list'" 

Sent: Thursday, July 21, 2011 4:29 AM
Subject: Re: [hlds_linux] Half-Life 1 engine beta update released


This is because you aren't loading libsteam.so, either upgrade your libstdc++v6 or wait for the release of the static release in 
the next couple of days.




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Re: [hlds_linux] Half-Life 1 engine beta update released

2011-07-20 Thread Steven Hartland

You need to update your version of glibc, sometimes this can be done with a 
package
update but other times you may need to update the entire OS.

Not sure if valve are relying on a feature of 3.4.14 or have just changed their 
compile
box. Bumping the require version of glibc often causes major headaches :(

   Regards
   Steve

- Original Message - 
From: "Janis Petrovs" 

To: "Half-Life dedicated Linux server mailing list" 

Sent: Thursday, July 21, 2011 12:10 AM
Subject: Re: [hlds_linux] Half-Life 1 engine beta update released




x@:/path/to/server$ ldd -d libsteam.so
./libsteam.so: /usr/lib32/libstdc++.so.6: version `GLIBCXX_3.4.14'
not found (required by ./libsteam.so)
linux-gate.so.1 =>  (0xf77ad000)
libdl.so.2 => /lib32/libdl.so.2 (0xf743a000)
libpthread.so.0 => /lib32/libpthread.so.0 (0xf7421000)
librt.so.1 => /lib32/librt.so.1 (0xf7417000)
libstdc++.so.6 => /usr/lib32/libstdc++.so.6 (0xf7321000)
libm.so.6 => /lib32/libm.so.6 (0xf72fb000)
libc.so.6 => /lib32/libc.so.6 (0xf71a1000)
/lib/ld-linux.so.2 (0xf77ae000)
libgcc_s.so.1 => /usr/lib32/libgcc_s.so.1 (0xf7182000)
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Re: [hlds_linux] [hlds] upcoming orange box framerate changes

2011-07-20 Thread Steven Hartland
Thanks for the heads up.

Does this mean your not doing fixed periods frame sleeps, instead using a 
dynamic interframe sleep to ensure an actual constant frame rate unlike the 
current code which sleeps for a fixed period meaning the fps varies under load? 
Hope so :)

Regards
Steve
  - Original Message - 
  From: Henry Goffin 
  To: hlds_linux@list.valvesoftware.com ; 'h...@list.valvesoftware.com' 
  Sent: Wednesday, July 20, 2011 11:56 PM
  Subject: [hlds] upcoming orange box framerate changes


  Hi all, a heads up to TF2 and CS:S server operators -

   

  A near-future update (not necessarily the next one) will change the way that 
framerate is handled in the dedicated server. All users, especially those with 
very low pings, should receive a smoother gameplay experience with less jitter 
and more consistent-feeling latency.

   

  Another effect of these changes is that all Orange Box (TF2, CS:S, etc) 
dedicated servers will run with a locked framerate, similar to L4D/L4D2. The 
fps_max convar will not have any effect on servers. (It remains as a client 
option since limiting your FPS can reduce GPU heat and overall power 
consumption.)

   

  Although we don't normally give notice before updates, this is a potentially 
disruptive change for the server rental market, so those who currently charge 
premiums for "higher framerates" should probably start considering their 
options now.

   

  Henry G.



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Re: [hlds_linux] Attn: Whiners

2011-07-18 Thread Steven Hartland
- Original Message - 
From: "Nikolay Shopik" 
Client should upload ONLY when you are downloading, this is best 
scenario w/o hurting you much. Having content server and P2P when doing 
massive release will helps a lot. Nobody like having app stealing their 
bandwidth.


But what about anyone else on the network?

   Regards
   Steve


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Re: [hlds_linux] Attn: Whiners

2011-07-16 Thread Steven Hartland

P2P is crap from sysadmin point of view, and even worse from a high speed 
perspective
on anything more than a single user to line case. 90% of connections are async 
with
much less bandwidth up than they have done meaning p2p causes serious issues.

Sounds like the proposed solution has been well thought out with none of the 
pitfalls
of p2p rubbish and I look forward to it :)

   Regards
   Steve

- Original Message - 
From: "Carl" 



A P2P system would propagate the updates faster.  I'd surrender some of 
my bandwidth if everyone else did too.



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

2011-07-03 Thread Steven Hartland

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" 




I run SRCDS on several VM's hosted on my box and experience no lag.




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

2011-07-03 Thread Steven Hartland

Sounds like a VM, if so that's your problem.

   Regards
   Steve

- Original Message - 
From: "Ryan Morrison" 

To: 
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 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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Re: [hlds_linux] Required Update For Killing Floor Coming Soon

2011-07-02 Thread Steven Hartland

Don't know about apologies, I think the dedication to release a patch on
Saturday deserves a thank you :)

   Regards
   Steve

- Original Message - 
From: "Dayle Flowers" da...@tripwireinteractive.com


We apologize for this, but there was a very ugly bug that was causing 
players to not be able to unlock some of the new achievements. 
Normally, achievements would not be a big deal, but this is the only way 
for players to unlock the Steampunk Mr. Foster character.  Again, we are 
very sorry about this, but this is definitely necessary.




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Re: [hlds_linux] Request: Adding servers by domain name

2011-06-24 Thread Steven Hartland
- Original Message - 
From: 




The annoying thing is you can add a server via domain name in favourites,
but it saves it as an IP :/

On a related note, if I were to go into the console and try to connect to my
server at 127001.org:27015, I would get an error.  games.127001.org:27015
(same IP) works, however.  I suspect whatever is parsing the hostname thinks
it's an IP because it starts with a number.


I suspect that issue is due to confusion from the following from the rfc for
domain names:-
  
"The labels must follow the rules for ARPANET host names.  They must

start with a letter, end with a letter or digit, and have as interior
characters only letters, digits, and hyphen.  There are also some
restrictions on the length.  Labels must be 63 characters or less."


   Regards
   Steve


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Re: [hlds_linux] New Replay feature listening on 27040

2011-06-17 Thread Steven Hartland

Thanks Jon, just what the doctor ordered :)

- Original Message - 
From: "Jon Lippincott" 




Good idea.

I added a check for "-strictportbind."   Without this, the engine will print a warning, otherwise it will print an error and 
quit.




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Re: [hlds_linux] New Replay feature listening on 27040

2011-06-16 Thread Steven Hartland

That's more helpful, but still not the optimum behaviour. By allowing the
server to starts on port Y you could well be disrupting another server
or service on the machine perpetuating the problem.

The correct behaviour, if a port has been explicitly requested, should be
to log the error and quit, that way the admin will know exactly what the
problem is and it wont affect other servers or services.

   Regards
   Steve
- Original Message - 
From: "Jon Lippincott" 




I just fixed this.  If the desired port isn't available you'll get a message 
like this:

WARNING: Port X was unavailable - bound to port Y instead.

This will go out in the next update.




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Re: [hlds_linux] Source TV is still leaking

2011-06-04 Thread Steven Hartland

Been like it for years, people keep bringing it up but it always falls on deaf
ears which is really disappointing, I'd expect better from valve tbh

   Regards
   Steve

- Original Message - 
From: "E3pO" 



I agree. Spend less time on adding content and spend more time on creating a
stable engine build... It's like painting a car and adding a fancy set of
rims and tinted windows to a car that can't get out of third gear.



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Re: [hlds_linux] Team Fortress 2 Update Available

2011-02-28 Thread Steven Hartland

I think this says it all ;-)

http://i55.tinypic.com/qyihr6.jpg

- Original Message - 
From: "doc" 


Oh man I can't wait to update for a tie-in!



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Re: [hlds_linux] source tv memory leak

2011-02-14 Thread Steven Hartland

Its been posted enough, just doesn't seem to be a priority unfortunately :(

   Regards
   Steve
- Original Message - 
From: "Andres Pozos" 

To: 
Sent: Monday, February 14, 2011 11:04 AM
Subject: [hlds_linux] source tv memory leak



 Hi:
We already know that theres a memory leak in source tv that eat the 
whole computer memory and the only way to fix it is to restart the 
servers at least once a day. Is Valve aware of this?, if Jason or Alfred 
are reading this post, theres plans to fix it?


Best regards

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Re: [hlds_linux] Sense of ServerFPS?

2011-02-04 Thread Steven Hartland

This might help you with this:-
http://www.multiplaygameservers.com/help/source-engine-performance-guide/

- Original Message - 
From: "Andre Müller" 

To: "Half-Life dedicated Linux server mailing list" 

Sent: Friday, February 04, 2011 1:30 PM
Subject: [hlds_linux] Sense of ServerFPS?



Hi all,
What is the sense of the server-fps in the orangebox engine (CS:S)?
Are there any improofments when you raise the server-fps?
At the moment there are many game server providers which offer
gameservers with more than 20.000 FPS.
All of them are using a libhack to break the 1000FPS-Limit.

They tell it's not useful, but the customers want's it to have.
I think it is the best way when Valve itself care for clarification.

What is the best Value for fps_max. I most cases I'm using 70FPS as limit.

Maybe it is useful to set a fixed value of the ServerFPS like for L4D(2).

Greetings
DeaD_EyE
sourceserver.info

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Re: [hlds_linux] CSS Server Memory Usage

2010-11-02 Thread Steven Hartland

Source TV leaks like a sieve, always has. Don't expect a fix any time
soon either as its been raised so may time times now its not true :(

   Regards
   Steve

- Original Message - 
From: "RTL-Servers | Lee" 

To: "Half-Life dedicated Linux server mailing list" 

Sent: Tuesday, November 02, 2010 9:36 PM
Subject: [hlds_linux] CSS Server Memory Usage



Hello,

Just been checking some of my servers and I'm seeing elevated memory 
usage when full with sourcetv and was wondering if anyone else is seeing 
this issue.


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Re: [hlds_linux] Counter-strike source srctv mem leak

2010-09-08 Thread Steven Hartland

Yes reported many times, still yet to have any fix unfortunately :(

   Regards
   Steve

- Original Message - 
From: "Rodrigo Peña" 



+1

Got 1.5+ GB mem usage on one server with sourceTV if I don't restart it.

-Rodrigo

El 08-09-2010 17:40, Fehér Bálint escribió:
Hi there guys! I have approx 100 counter-strike source gameservers based on gentoo linux! And i have a huge memleak when the 
sourcetv is active! As i saw valve resolved the memleak problem but when i activate the sourcetv every mapchange gives me more 
and more mem usage! I saw 1.5-2 GB mem usage etc.

THIS IS NOT GOOD:(
I hope there is a solution for this because i had to deactivate the tv on all 
of my servers.
thanks:Balint

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Re: [hlds_linux] game server hosting more cores or more cpu power?

2010-09-04 Thread Steven Hartland

This seems contrary to the recent update which caused major CPU issues with
TF2 unless -threads was set to 1 or 3 on the command line.

The skips without setting manual affinity is not what we see here. This used
to be the case when you ran on AMD hardware without the TSC fix, and can
still be the case if your running a multi core CPU with an unsynced TC but
there is no excuse to be doing so in this day and age.

   Regards
   Steve

- Original Message - 
From: "Kyle Sanderson" 




Sure the game has multiple threads (EP1 had four?). However, there's one
main work thread, which is a complete whore CPU wise. This is a common
misconception that people have about the engine,  from my understanding
(quoting someone here) Half-Life is not thread safe. It's better to assign
each server to it's own core then have the system pong them around, this
will create *skips*. We all want to be able to purchase cheaper, yet more
powerful CPU's (See [hlds_linux] TF2 server multi-threaded support). However
we are unable to do so, causing us to shell out the *big bucks* in order to
run one larger server instead of eight smaller ones.

At the time of this writing. If you're looking to host large servers
(depends on the engine, OB? 32 or more players), a higher clock is more
important. If you're looking to host a bunch of smaller servers, having
multiple cores will do you much better.




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Re: [hlds_linux] game server hosting more cores or more cpu power?

2010-09-04 Thread Steven Hartland
- Original Message - 
From: "Tomas Turbado" 




I meant multi cpu/core not thread sorry


Which is one and the same thing.


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Re: [hlds_linux] game server hosting more cores or more cpu power?

2010-09-04 Thread Steven Hartland

This is a misconception, they are multi-threaded.

   Regards
   Steve

- Original Message - 
From: "Tomas Turbado" 
Knowing that valve games dont support multithread, its better to have a single powerful cpu or 2,4 cpus with low cpu power to 
host plenty of game servers?.




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Re: [hlds_linux] TF2 server multi-threaded support

2010-09-02 Thread Steven Hartland

If you disable multithreading then runs just fine, its the multithreading
that currently causes the cpu issue.

   Regards
   Steve

- Original Message - 
From: "f7 f0rkz" 

To: "Half-Life dedicated Linux server mailing list" 

Sent: Friday, September 03, 2010 12:05 AM
Subject: Re: [hlds_linux] TF2 server multi-threaded support



I am bumping this thread.  This needs to happen.  The game is getting bigger
and bigger and the engine hasn't shown for the growth.

32 man servers are running like shit even if you have a great server.




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Re: [hlds_linux] [hlds_announce] Team Fortress 2/Counter-Strike: Source and Day of Defeat: Source Update Released

2010-08-17 Thread Steven Hartland

Well we asked here for a better release time and Valve delivered, so I
think that's proof enough that they do listen! Not everything is achievable
and we have to respect that but if you don't ask, you don't get; so it never
hurts to ask :)

   Regards
   Steve


- Original Message - 
From: "Daniel Vogel" 




If you could just enable the server download 30mins and hour before the
client releases so we can all be ready to "throw the switch" that would
be great :)

you must live in a dream...



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Re: [hlds_linux] [hlds_announce] Team Fortress 2/Counter-Strike: Source and Day of Defeat: Source Update Released

2010-08-17 Thread Steven Hartland

Thanks for the update and thanks for the early heads up.

Appreciate timings never gonna  be perfect for everyone but this is much
better for a good portion of EU, so from us to you thanks :)

If you could just enable the server download 30mins and hour before the
client releases so we can all be ready to "throw the switch" that would
be great :)

   Regards
   Steve

- Original Message - 
From: "Jason Ruymen" 
To: "'Half-Life dedicated Linux server mailing list'" ; ; 


Sent: Tuesday, August 17, 2010 8:01 PM
Subject: [hlds_announce] Team Fortress 2/Counter-Strike: Source and Day of 
Defeat: Source Update Released



Required updates to TF2/CSS and DODS are up now.  The specific changes include:

Source Engine Changes (CS:S, DoD:S, TF2)
- The mat_hdr_level, r_rootlod, and r_waterforceexpensive settings are now 
saved in the user's config file.
- Fixed clients being able to connect to servers with spoofed SteamIDs.
- Fixed a bug where some video configurations could get reset by restarting the 
engine.
- Fixed materials compiled into a map not being loaded correctly if they're in 
the root materials folder.
- Fixed a case of uneven performance on multicore machines.
- Fixed point contents not respecting detail brushes. This fixes a bullet 
penetration bug in some community maps.
- Fixed clients being able to spam servers using the 
ai_set_move_height_epsilon, mission_show, and sv_querycache_stats commands.
- Audio fixes:
  - Reduced overlap in the sound timing code.
  - Fixed a case where audio could skip.
  - Fixed voice communication getting corrupted while playing on a Mac.
- sv_pure 2 now protects the game_sounds files in the scripts directory.

Counter-Strike Source
- Fixed prediction errors that were causing greater weapon inaccuracy (bullet 
spread) on client than server.
- Made the bomb the primary target of a +USE command.  This fixes a problem with objects placed around the bombsite interrupting 
defuse attempts.
- Fixed the 'skating' behavior that could occur when a bomb planting attempt was aborted.  Also fixes the resulting out of sync 
hit boxes.

- Fixed bug in which a player who crouched rapidly and repeatedly was seen as 
stationery by other players.
- Fixed problem in which the sound of a reload that was occurring when a player was killed persisted into spectator mode, making 
it sound like a reload was taking place near the spectated player.

- Gave chat interface priority over scoreboard to reduce conflict between the 
two.
- Increased size of HUD icons.
- Fixed bug with env_hudhint that caused problems when its value was greater 
than 255 characters.
- Made the message of the day screen dismissible by hitting ENTER.
- Fixed servers not being able to set sv_hudhint_sound.
- Gun sounds now match up with the framerate dependent sound timing, and fixed 
the framerate dependent jittering bugs.
- Stats:
  - Fixed an issue that could cause loss of player stats if network connectivity was lost briefly, just after launching the 
game.
  - Fixed an issue that caused the favorite weapon to display incorrectly on the stats summary page when a player achieves the 
most kills with a knife or grenade.
  - Made newly-earned achievements and stats immediately update in the achievements and stats panels instead of showing stale 
data.

  - Improved the font on the achievement toast.
- Community Requests:
  - Added cvar sv_enablebunnyhopping, defaulted to 0. ( A value of 1 autotags the server 
with "bunnyhop" )
  - De_dust and De_dust2 updated.
 - Fixed several exploits.
 - Fixed collisions on crenellation and domes.
 - Fixed minor visual glitches.
 - Adjusted HDR settings.
 - Removed dust clouds.
  - Added console variable cl_hudhint_sound.

Team Fortress 2
- Added server ConVar "sv_max_usercmd_future_ticks" which prevents clients from 
running usercmds too far in the future.
- Added missing Mac intro movie for cp_coldfront.
- Fixed "Hit '%disguiseteam%' to Toggle Team" string and code so they're not 
hard coded to 'e' and '-'.
- Fixed servers trying to validate backpack positions in inventories.
- Fixed clients validating inventories other than their own.
- Fixed item selection HUD elements showing un-acknowledged items, which 
resulted in items in invalid backpack positions.
- Fixed players not always getting "recent damager" credit for player suicides.
- Fixed the weapon selection menu not displaying properly when using 
hud_fastswitch and lastinv at the same time.
- Updated Engineer startup music.
- Updated localization files.
- Updated Pl_ThunderMountain
  - Clipped off sticky outcrops for smoother movement
  - Clipped various exploit ledges
  - Increased environment ambient exterior light level
  - Stage 1
 - Fixed hole in respawn room brushes in RED spawn
 - Shifted respawn times to favor BLU by two seconds
  - Stage 3
 - Clipped rocks off by BLU's spawn exit that leads to building B (allowed 
Snipers to snipe the entire area)
 - Removed embedded displa

Re: [hlds_linux] High FPS?

2010-08-02 Thread Steven Hartland

hundred thousands would explain it being unable to go above 990, so that
clears something up :)

I'm not using a plugin, I'm using an OS override to correct the interframe
sleep time so its "should" have the most accurate view of the simulation
possible, unless I'm missing something.

If its using Plat_FloatTime that cold easily explain the issues as it
uses gettimeofday on Linux which is not guaranteed to be monotonic, so you
could see the value decrease as ntp nudges the system clock for example.
Obviously if this happened, it could cause all sorts of strange edge cases.

Yes you would need to ensure that you still avoid div by zero. Seems the
display code can deal with %5.1 easily enough for high FPS servers
just need the value of m_flServerFramerate to be correct.

The fact that the fps is guarded by if ( flFrameTime > 0.001f ) but
stdev value isn't would explain why its always appears to be way more
accurate which gives more weight to my suspicions about the fps value
having a problem somewhere, possibly server side given the current info.

   Regards
   Steve


- Original Message - 
From: "Tony Paloma" 

To: "'Half-Life dedicated Linux server mailing list'" 

Sent: Monday, August 02, 2010 10:05 PM
Subject: Re: [hlds_linux] High FPS?



The frame time transmitted over the network to clients should be precise to
the hundred thousandths, so I don't think that's the issue. However, it also
only receives FPS updates as fast as the update rate.

Perhaps the discrepancy between what you are recording on the server and
what you see on the client is method of recording? The value transmitted to
clients to show on the net graph is calculated by Host_AccumulateTime which
just seems to set the frame time to the value passed into _Host_RunFrame (in
the default case) which seems to be the difference in time (Plat_FloatTime)
between calls to CEngine::Frame. The engine frame function seems to call up
to CServerPlugin::GameFrame so if you are using a plugin to calculate the
frame time yourself, I am not sure where the discrepancy would come in.

A client mod could remove the check for > 0.001, though not easily. Also, I
assume the check is there to prevent division by zero.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Steven
Hartland
Sent: Monday, August 02, 2010 1:22 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] High FPS?

Useful info there Tony thanks for that, any idea what precision that is?

I still suspect something odd is going on with that as logging the frame
times on the server doesn't show any variation during normal play that would
cause the behaviour you see on the fps on netgraph.

As you say though a single long frame will easily cause this and the changes
do all seem to be around round restart where the server is doing the most IO
so could easily be that.

So in theory a server which is consistently above 1000 fps is more likely to
display wildly inaccurate fps with this check in place.

Wonder if a client mod could remove this > 0.001 check and let it display
properly?

   Regards
   Steve

- Original Message -
From: "Tony Paloma" 
To: "'Half-Life dedicated Linux server mailing list'"

Sent: Monday, August 02, 2010 8:28 PM
Subject: Re: [hlds_linux] High FPS?



Actually, it is true that it displays the last value under 1000fps. From
vgui_netgraphpanel.cpp:
void CNetGraphPanel::UpdateEstimatedServerFramerate( INetChannelInfo
*netchannel )
{
float flFrameTime;
netchannel->GetRemoteFramerate( &flFrameTime,
&m_flServerFramerateStdDeviation );
if ( flFrameTime > 0.001f )
{
m_flServerFramerate = 1.0f / flFrameTime;
}
}

m_flServerFramerate is what is displayed on the netgraph (see
CNetGraphPanel::DrawTextFields) and m_flServerFramerate is updated only if
flFrameTime > 0.001 (i.e. less than 1000fps). All it takes is a single

frame

to take longer than normal for you to dip below a calculated 1000fps which
may explain why you see it getting stuck at values the server never seemed
to report.

There is no integer overflow as far as I am aware.




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Re: [hlds_linux] High FPS?

2010-08-02 Thread Steven Hartland

Useful info there Tony thanks for that, any idea what precision that is?

I still suspect something odd is going on with that as logging the frame
times on the server doesn't show any variation during normal play that
would cause the behaviour you see on the fps on netgraph.

As you say though a single long frame will easily cause this and the changes
do all seem to be around round restart where the server is doing the most
IO so could easily be that.

So in theory a server which is consistently above 1000 fps is more likely
to display wildly inaccurate fps with this check in place.

Wonder if a client mod could remove this > 0.001 check and let it display
properly?

   Regards
   Steve

- Original Message - 
From: "Tony Paloma" 

To: "'Half-Life dedicated Linux server mailing list'" 

Sent: Monday, August 02, 2010 8:28 PM
Subject: Re: [hlds_linux] High FPS?



Actually, it is true that it displays the last value under 1000fps. From
vgui_netgraphpanel.cpp:
void CNetGraphPanel::UpdateEstimatedServerFramerate( INetChannelInfo
*netchannel )
{
float flFrameTime;
netchannel->GetRemoteFramerate( &flFrameTime,
&m_flServerFramerateStdDeviation );
if ( flFrameTime > 0.001f )
{
m_flServerFramerate = 1.0f / flFrameTime;
}
}

m_flServerFramerate is what is displayed on the netgraph (see
CNetGraphPanel::DrawTextFields) and m_flServerFramerate is updated only if
flFrameTime > 0.001 (i.e. less than 1000fps). All it takes is a single frame
to take longer than normal for you to dip below a calculated 1000fps which
may explain why you see it getting stuck at values the server never seemed
to report.

There is no integer overflow as far as I am aware.




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Re: [hlds_linux] High FPS?

2010-08-02 Thread Steven Hartland

Pretty much what Tony said expect it doesn't seem to be true that it displays
the last value under 1000 fps, as it often gets stuck at values the servers 
never
reported. We suspect that there is also an int overflow in play here which makes
the output totally meaningless.

Alternatively it could well be the server is reporting some other measurement of
fps which isn't consistent with the actual achieved fps due to a measurement 
error
introduced by the high fps.

   Regards
   Steve

- Original Message - 
From: "Tony Paloma" 




The net graph won't display server fps values 1000 or higher and will
instead display the last received value that was under 1000 fps. Instead you
can monitor the value right of "var:" to ensure server fps variance remains
low.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com

In that page the negraph are never showing values over 990fps... even when
set to 10k...

How are those test done?

20k fps can be done and should appear on the netgraph too not only in
rcon stats... right?




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Re: [hlds_linux] L4D2 updates

2010-07-30 Thread Steven Hartland

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." 

To: "Half-Life dedicated Linux server mailing list" 

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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Re: [hlds_linux] High FPS?

2010-07-29 Thread Steven Hartland

We can actually get a stable 40k+ here, but there's no point ;-)

   Regards
   Steve
- Original Message - 
From: "Henrik Magnusson" 

To: "'Half-Life dedicated Linux server mailing list'" 

Sent: Thursday, July 29, 2010 3:14 PM
Subject: Re: [hlds_linux] High FPS?


Can't we just rule out 10 000fps is there any operating system even capable
to sustain that kernel tic (10 000hz) ?
I don't think that's possible.

But on the other side some GSP's claim that running hlds servers at 1000fps
makes sure that 10 players on a warserver etch get 100fps 
for a secured stable fps and in a way that's not a lie or is it ?, I don't

have any fact that its true but maybe.



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Re: [hlds_linux] High FPS?

2010-07-29 Thread Steven Hartland

Seems to be a common question, we've collated some information on this
here:
http://www.multiplaygameservers.com/help/source-engine-performance-guide/

If any one has anything to add / remote or general comments on how to
improve this please let us know.

   Regards
   Steve

- Original Message - 
From: "Cheet ah" 

To: 
Sent: Thursday, July 29, 2010 2:45 AM
Subject: [hlds_linux] High FPS?



Can anyone, technically, tell me what high FPS is supposed to do? After
reading through the technical documents on valve's site, there is no mention
to server FPS in any performance context, at all. The only thing it mentions
is how the server tickrate influences precision of operations. I do know
that tickrate needs 1 frame for simulation, on newer engines 66hz needs 1
frame for each hz, so 66fps are required. On high FPS servers like 1000fps
and above, what are the other 933 'frames' doing? I can understand everyone
wants low latency, what the hell does a 10,000FPS server do better than a
1,000FPS server, besides suck up massive amounts of CPU, for syscalls?

Valid reasons should be some kind of code (a plugin that measures latency or
bullet spread and prints the numbers for measurement), or 

Invalid reasons are the following:

- It feels better / I can kill people better
- http://www.fpsmeter.org/p,faq.html
- Realtime kernels make the FPS more steady
- Larger number are always better
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Re: [hlds_linux] Counter-Strike 1.6 Beta Update

2010-07-27 Thread Steven Hartland

Did you not see Alfreds email?
Alfred Reynold said:
"The "sv_region" problem with the beta should also now be fixed, please email me offlist if you can still reproduce the issue 
after installing this update."


- Original Message - 
From: "Christopher Szabo" 


Are u ignoring me?

For the last time. FIX the sv_region "3" BUG. - WE CANNOT USE THE BETA UNTIL 
THAT ITS FIXED.
For the last time. FIX the sv_region "3" BUG. - WE CANNOT USE THE BETA UNTIL 
THAT ITS FIXED.
For the last time. FIX the sv_region "3" BUG. - WE CANNOT USE THE BETA UNTIL 
THAT ITS FIXED.



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Re: [hlds_linux] 1/3 of l4d2 servers broken after update 7/21

2010-07-21 Thread Steven Hartland

Ooo now that is interesting. Sounds like windows "case sensitivity" fix gone
wrong.
   
   Regards

   Steve

- Original Message - 
From: "Joshua Smith" 

Steven,

By username I mean a linux username for a linux user.

If I try to run the server as a user with the first letter of the
username capitalized the server crashes. However if I then change that
user's username and switch to that user and attempt to launch the server
again it works fine. For example, if I have a user "Robin" whose l4d2 server
is crashing, and I change his username to "robin" and switch ownership of
all of "Robin" files to "robin" (so we are dealing with exactly the same
files and directory structure in both cases) then "robin" is able to start a
l4d2 server just fine. This is regardless of if the server is vanilla (fresh
download from steam even), or has mods. I have done this serveral times on
different machines to the same effect.




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Re: [hlds_linux] 1/3 of l4d2 servers broken after update 7/21

2010-07-21 Thread Steven Hartland

What do you mean by username there Joshua?

   Regards
   Steve

- Original Message - 
From: "Joshua Smith" 




Wow, i just realized every server that wont start has a username with a
capital letter in it. For example the server owned by kelly23 starts up
fine, but Bob13 crashes on start. This is happening without exception, any
user that starts with a capitol letter the server refuses to start. I
sincerely hope this can be fixed asap its going to be a nightmare recreating
all these users otherwise.




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Re: [hlds_linux] sv_drawhitboxes removed?

2010-07-08 Thread Steven Hartland
It was in the release notes I believe about it was explicitly removed.

Regards
Steve

- Original Message - 
From: "Björn "GRYZOR" Rohlén" 
To: "Half-Life dedicated Linux server mailing list" 

Sent: Thursday, July 08, 2010 9:34 AM
Subject: [hlds_linux] sv_drawhitboxes removed?


> Not sure if this is only affects the linuxservers, but it seems that
> sv_drawhitboxes has been accidentally removed in a recent patch? This
> surely must be a mistake.
>
> -TheG
>
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Re: [hlds_linux] CSS beta CPU hog issue?

2010-05-13 Thread Steven Hartland
Source TV per chance? Source TV on TF2 uses all available CPU after not too 
long under
Linux, definitely a resource leak there somewhere.

Regards
Steve

- Original Message - 
From: "Saint K." 

> Hi,
>
> I am 100% certain, the CSS beta server is running completely vanilla. I have 
> no intentions to install any plugins on it (neither 
> metamod/sourcemod).




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Re: [hlds_linux] Team Fortress 2 and Day of Defeat: Source UpdateReleased

2010-05-11 Thread Steven Hartland
Thanks, should really get sent to the announce list :)

- Original Message - 
From: "Ross Bemrose" 
To: "Half-Life dedicated Linux server mailing list" 

Sent: Tuesday, May 11, 2010 6:37 AM
Subject: [hlds_linux] Team Fortress 2 and Day of Defeat: Source UpdateReleased


> An optional update for Team Fortress 2 and Day of Defeat: Source is 
> available.  Please run hldsupdatetool to receive the update.  The 
> specific changes include:
> 
> Team Fortress 2 and Day of Defeat: Source
> - Fixed an issue where Linux dedicated servers would not automatically 
> retrieve master server addresses.
> 
> Team Fortress 2:
> - Fixed a missing localization string
> 
> Day of Defeat: Source
> - Fixed a client crash caused by the flashlight
> 
> No, I'm not a Valve employee, it's just that Jason never posted about 
> these updates, despite them showing up on the Steam news feed: 
> http://store.steampowered.com/news/
> 
> 
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Re: [hlds_linux] hlds/Centos issues.

2010-05-06 Thread Steven Hartland
You don't need to edit it to do that you can specify it on the command line.

Regards
Steve

- Original Message - 
From: "Carlos Costa" 
To: "Half-Life dedicated Linux server mailing list" 

Sent: Thursday, May 06, 2010 10:37 AM
Subject: Re: [hlds_linux] hlds/Centos issues.


> Hi there,
> 
> edit the 'hlds_run' script and change it to force the use of 'hlds_i686' 
> instead of the AMD optimized binary.
> It may not work, but obviously in your system it makes more sense to run 
> 'hlds_i686' than its AMD version.



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Re: [hlds_linux] L4D2 update (yeah again, right now)

2009-12-02 Thread Steven Hartland
Killing Floor updates are announced on the Killing Floor list and on here,
so not sure what you mean by this.


- Original Message - 
From: "Xavier Kerestesy" 


> Probably the same reason they don't announce Killing Floor updates or 
> similar games.  I wish there was some consistency, but then again, that 
> would make life too easy.  If only we lived in a perfect world.



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Re: [hlds_linux] Query servers with QSTAT since last CS update

2009-11-25 Thread Steven Hartland
Seems they have broken challenge response again :(

Will report and hopefully it will get fixed in the next patch.

Regards
Steve

- Original Message - 
From: "Maxim Shpakov" 


I've used svn version of qstat.

For me it shows only this:
qstat -P -a2s csdm.ru:27015
ADDRESS   PLAYERS  MAP   RESPONSE TIMENAME
csdm.ru:27015 20/20  0/0  de_dust2 51 / 2  cstrike CSDM.ru
[Netbynet]

But not players, rules.



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Re: [hlds_linux] Query servers with QSTAT since last CS update

2009-11-25 Thread Steven Hartland
Ahh now when I tried there where no players, and I didn't see you say the issue
was you dont get players, so thought it wasn't returning anything.

Looking now.

Regards
Steve

- Original Message - 
From: "Maxim Shpakov" 
To: "Steven Hartland" 
Cc: "Half-Life dedicated Linux server mailing list" 

Sent: Tuesday, November 24, 2009 6:29 PM
Subject: Re: [hlds_linux] Query servers with QSTAT since last CS update


I've used svn version of qstat.

For me it shows only this:
qstat -P -a2s csdm.ru:27015
ADDRESS   PLAYERS  MAP   RESPONSE TIMENAME
csdm.ru:27015 20/20  0/0  de_dust2 51 / 2  cstrike CSDM.ru
[Netbynet]

But not players, rules.



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Re: [hlds_linux] Query servers with QSTAT since last CS update

2009-11-24 Thread Steven Hartland
All works here, you must have an old version there?

Regards
Steve

- Original Message - 
From: "Maxim Shpakov" 


Hello.
I use this commandline
qstat -P -a2s csdm.ru:27015
qstat -R -a2s cs.kld.ru:27015
It doesn't work for steam servers at all
But works for non-steam sh*t
qstat -P -a2s cs.rin.ru:27015

23 ноября 2009 г. 22:56 пользователь Steven Hartland
 написал:
> Could you let me have a test case there Maxim and I'll have a look?



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Re: [hlds_linux] Query servers with QSTAT since last CS update

2009-11-23 Thread Steven Hartland
Could you let me have a test case there Maxim and I'll have a look?

Regards
Steve

- Original Message - 
From: "Maxim Shpakov" 
To: "Half-Life dedicated Linux server mailing list" 

Cc: "Steven Hartland" 
Sent: Monday, November 23, 2009 6:24 PM
Subject: Re: [hlds_linux] Query servers with QSTAT since last CS update


Oops.. some update
Rules are not working too.

a2s.с:
   82 // Challenge Request was broken so instead we use a player
request with an invalid
   83 // challenge which prompts the server to send a valid challenge
   84 // This was fixed as of the update 2009-08-26



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Re: [hlds_linux] Modern Warfare 2

2009-11-08 Thread Steven Hartland
You only have to look at the epic fail of Borderlands to know that's
a 100% given. To get that to work you need to install gameranger :(

- Original Message - 
From: "Crazy Canucks" 

> And on topic, p2p hosting sounds good on paper, but something tells me 
> that there are going to be serious issues in the way it works out 
> practically.


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Re: [hlds_linux] Modern Warfare 2

2009-11-08 Thread Steven Hartland
I would say its not "not everywhere" but actually "90% of" which don't
have home connections capable of this, that said with the BW you stated
it still not gonna cut it for servers that most people want to run e.g.
large high rate servers.

Regards
Steve

- Original Message - 
From: "Arg!" 


Im certainly not saying you cant do it, im simply saying not everywhere has
internet available capable of doing it, no matter how much you fiddle with
the rates.



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Re: [hlds_linux] Modern Warfare 2

2009-11-08 Thread Steven Hartland
- Original Message - 
From: "Michael RISBY" 


> It's exactly what ID Software has done for QuakeLive.
> There are no dedicated servers, to a certain degree. Servers are
> 'spawned' where needed with different game types where needed.

That's totally wrong, QuakeLive is totally the opposite, in that
ALL servers are dedicated servers. While I still believe ID have
made an error in not opening up the dedicated server to the masses,
hence provide optimum servers to all locations, its an understandable
decision and as such I respect them.

IWNet on the other hand really isn't. There are no real benefits
apart from making it slightly easier for console gamers to get
into a PC game and adding steam cloud support, which is a great idea.

I think the following sums it all up quite nicely:
http://www.mapmodnews.com/images/library/image/mw2/CoD4%20Vs%20MW2%20PC%20comparison%20chart.png

Regards
Steve


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Re: [hlds_linux] Modern Warfare 2

2009-11-07 Thread Steven Hartland
Glad we don't have to suffer servers like that over here, well not until MW2
anyway. Actually not then as no ones going to buy it unless they sort our a
dedi, as the performance will be dire :(

- Original Message - 
From: "Ook" 


Out here in the real world, there are thousands of dedicated servers running 
from modest home connections. You don't need 1mbps upload to run a server 
unless you run a lot of servers and/or high player limits. I run a 12 player 
OP4 server and a L4D server on my modest 768k upload DSL, and it doesn't use 
half that bandwidth when fully loaded.



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Re: [hlds_linux] hldsyodate miror issue

2009-11-02 Thread Steven Hartland
Seems to be working here its just flat lining the port allocation. I'll
drop the guys a valve a mail and see if there's anyway to make this
better.

Regards
Steve

- Original Message - 
From: "Marc.B" 


> Hi Adam,
> 
> Thanks a lot for the tips, it's working perfectly and fixed all my problems
> :) Many many thanks :)
> 
> If anyone from multiplay reading the list, the
> steam2.multiplay.co.ukcontent server is still not working on my side.



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Re: [hlds_linux] [hlds] Required Killing Floor Update release

2009-10-29 Thread Steven Hartland
Sweet, that's a good idea :)

- Original Message - 
From: "John Gibson" 
> Additionally, per the suggestion
> of one of the server admins on HLDS, we have created a mailing list
> specifically for dedicated server administration for Tripwire Interactive's
> games. If you would like to subscribe please head here:
> 



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

2009-10-27 Thread Steven Hartland
Dedicated server before client, your our hero!!!

Regards
Steve

- Original Message - 
From: "Jason Ruymen" 


> 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.



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Re: [hlds_linux] L4D2 server requirements

2009-10-22 Thread Steven Hartland
Dam you beat me to it ;-)

So looking forward to this and Borderlands. I don't keep firing up steam
to see if there's any sign of l4d2 preload honest :D

Regards
Steve

- Original Message - 
From: "J.Miribel" 


Thank you VALVE for this email, glad to see some companies do care about 
communities and are aware that supporting us only means having thousands 
of people working WITH you, not against you.

(Damn that was hard to not mention this other company "i don't remember 
the name" who just pointed up a finger to their community)

Thx again Milton for this official "guess" !


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Re: [hlds_linux] L4D2 server requirements

2009-10-22 Thread Steven Hartland
Didn't you know they aren't doing dedicated servers for L4D2? Instead
Valve have listened to the community and they are using IWNET which
will take PC gaming in a new and better direction.

There will be much more lag and you'll be limited to 6 players due to
the use of low quality home DSL and Cable connections for all the
servers, but that's cool as using listen servers prevents cheaters and
pirates don't you know?

Oh wait that's just Infinity Ward and Modern Warfare 2 wanting to make
there PC game more console like so they have to do less work, ignoring
all the fundamental facts of hosting and the outcry from the community
of course:
http://www.petitiononline.com/dedis4mw/petition.html

Regards
Steve
- Original Message - 
From: "David A. Parker" 


> Does anyone how the server hardware requirements and resource usage for 
> L4D2 will compare to L4D?  If I can run 6 L4D forks on my server now, 
> will I be able to run 6 L4D2 forks on an identical server?  I'd like to 
> get a box together prior to the release of the L4D2 demo.



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Re: [hlds_linux] Killing floor query

2009-09-08 Thread Steven Hartland
Its the same protocol as ut2k4, so any code that does that can be used
e.g. qstat

Regards
Steve
- Original Message - 
From: "Saint K." 
To: "Half-Life dedicated Linux server mailing list" 

Sent: Tuesday, September 08, 2009 6:59 PM
Subject: [hlds_linux] Killing floor query


> Hi,
> 
> Does anyone happen to have sampel code (php or so) to query KF servers to be 
> listed on a website?
> 
> Cheers,
> 
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[hlds_linux] Impractical l4d download solution ( was: l4d sv_downloadurl )

2009-06-26 Thread Steven Hartland
That really is a majorly stupid way of doing it, what happens when:-
1. In a few months when siteX that the mapper included as the source
expires or gets shutdown?
2. A good campaign gets popular and the people downloading it overload
the origin server?

Why not use the tried an tested redirect system like every other game?

Seriously Valve you need to revisit this and make a workable solution.

Regards
Steve

- Original Message - 
From: "Jonah Hirsch" 
To: "Half-Life dedicated Linux server mailing list" 

Sent: Friday, June 26, 2009 6:02 PM
Subject: Re: [hlds_linux] l4d sv_downloadurl


> It will not work. Here's how the VPK system works.
> 
> When a mapmaker packages their VPK file, they have to make a "missions.txt"
> file. This contains information such as campaign name, version, author,
> which maps are for which type of game, and the images.
> 
> It also includes a download url. (Remember this!)


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Re: [hlds_linux] New browser engine support for steam?

2009-06-05 Thread Steven Hartland
Making something else a bigger target doesn't solve or even help the
situation though does it.

Regards
Steve
- Original Message - 
From: "Donnie Newlove" 


> True, but as I also said IE is by far the most target.
> 
> On Thu, Jun 4, 2009 at 11:49 PM, Steven Hartland 
> wrote:
>> That wouldn't be specific to IE though that would be the case for ANY
>> browser component used, so you point is invalid.



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Re: [hlds_linux] New browser engine support for steam?

2009-06-04 Thread Steven Hartland
That wouldn't be specific to IE though that would be the case for ANY
browser component used, so you point is invalid.

- Original Message - 
From: "Donnie Newlove" 
To: "Half-Life dedicated Linux server mailing list" 

Sent: Thursday, June 04, 2009 10:27 PM
Subject: Re: [hlds_linux] New browser engine support for steam?


Indeed, and what's up with Steams constant I/O usage even when it's
supposed to be in idle?

My biggest beef with IE in Steam is security. We all know IE is not
know for it's high security and it continue to be the most targeted
browser and favorite entry point of malware. Using IE made sense when
we just had the store using it. It also made sense in the community
tab. But using IE for rendering servers MOTD screens is crazy for me
since they can be pointed to anything and the in-game browser that can
also be navigated to any page.

It's just a question of time before things go to shit. What if some
clever hacker, or even scriptkiddie, decides next time there's a major
IE exploit available, could be for IE6, IE7, IE8 or all of them, it
doesn't matter, to set up a bunch of TF2 server with stolen server
community names, hacked player count and point the MOTD to a site with
the exploit code and payload? Huh? That would just be great publicity,
imagine all the stolen Steam logins, paypal accounts and credit card
numbers.



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Re: [hlds_linux] killingfloor missing from steam game list underlinux

2009-05-16 Thread Steven Hartland
Seems the update from this morning fixed it :)

- Original Message - 
From: "Steven Sumichrast" 


It is not missing on mine:



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Re: [hlds_linux] [hlds] Killing Floor and Qstats

2009-05-16 Thread Steven Hartland
-ut2s works
- Original Message - 
From: "Matthew Bancroft" 
To: "Half-Life dedicated Linux server mailing list" 
; "Half-Life dedicated Win32 server mailing 
list" 
Sent: Saturday, May 16, 2009 5:37 AM
Subject: [hlds] Killing Floor and Qstats


> G'day,
>
> I have setup 6 Killing Floor servers, and have been trying to retrieve basic
> player stats and names with Qstats, i have tried all the UT options, plus a
> few of the generics, and it does not pull any stats from any of the query
> ports.
>
> Has anyone successfully retrieved client stats using qstats for Killing
> Floor?
>
> Kind regards
> Matthew
> hldsl...@apeximages.org
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Re: [hlds_linux] Killing Floor Linux Dedicated Server available

2009-05-15 Thread Steven Hartland
That's standard UT user functionality if you don't want it to put it there
user the command line option -nohomedir

Regards
Steve

- Original Message - 
From: "Steven Sumichrast" 


For those of you that haven't located the "KillingFloor.ini" file,
look in ~/.killingfloor/System/ -- Don't know why it's there but
whatever.  Grumble grumble.



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[hlds_linux] killingfloor missing from steam game list under linux

2009-05-15 Thread Steven Hartland
Seems killingfloor is missing from the steam game list
under linux even though it works.

./steam -command list
Checking bootstrapper version ...
** 'game' options for Source DS Install:

"Counter-Strike Source"
"ageofchivalry"
"diprip"
"dods"
"dystopia"
"episode1"
"esmod"
"garrysmod"
"hl2mp"
"insurgency"
"l4d_full"
"left4dead"
"orangebox"
"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"
"darkmessiah"
"diprip"
"dystopia"
"esmod"
"garrysmod"
"insurgency"
"marenostrum"
"redorchestra"
"ship"
"sin"
"synergy"
"tshb"
"zps"


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Re: [hlds_linux] [hlds] Left 4 Dead Update Available

2009-03-11 Thread Steven Hartland
sv_gametype yey!!!

- Original Message - 
From: "Jason Ruymen" 
> Server Changes
> - Added convar sv_gametype that allows server operators to limit the types of 
> games that will start on their server. Default 
> value is 'coop,versus'. Can be changed to just 'coop' or just 'versus' to 
> limit to those game types



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Re: [hlds_linux] [hlds] Orangebox Dedicated Server files

2009-03-06 Thread Steven Hartland
I don't use high priority flag very often but wanted to make sure people
aware that this change appears to mean for those of us who use update
scripts to manage their updates need to ensure that -game orangebox is
NOT present.

With the announcement last night we couldn't figure our why when after
we ran the update from last night no one could join our servers.

Seems the "orangebox" option now totally breaks tf2 if its used as it
downloads old OB dedicated files which prevent tf2 and I suspect
dods working.

So be careful guys!

Regards
Steve

- Original Message - 
From: "Jason Ruymen" 
To: "Half-Life dedicated Win32 server mailing list" 
; 
Sent: Thursday, March 05, 2009 2:31 AM
Subject: [hlds] Orangebox Dedicated Server files


> Since Team Fortress 2 and Day of Defeat: Source are on a separate Orangebox 
> engine depot that is incompatible with MODs, we've 
> added a new hldsupdatetool entry to sync to the old files.  So if your 
> running a MOD and need to use the old TF 2 engine and 
> dedicated server depots, use the game name "orangebox".  There is also an 
> entry named "episode1", in case you need to download 
> the engine and dedicated server files for an EP1 MOD.
>
> Jason
>
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Re: [hlds_linux] fps fluctuates every time

2009-02-24 Thread Steven Hartland
Disable speedstep, vt = virtualisation, xd = nx = execution disable bit both 
those can be on or off depending on what ur doing. 
Its speedstep which will be killing you.

Regards
Steve

- Original Message - 
From: "kERPLUNK" 


> im right now looking my bios options..
>
> i have ACPI State S1 or S3 (s3 setted)
> Intel SpeedStep (on)
> Intel VT (on)
> Intel XD (on)
>
> may i have to change some of this options? 



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Re: [hlds_linux] fps fluctuates every time

2009-02-24 Thread Steven Hartland
Make sure that ALL power management option in the machine BIOS
are disabled. If you have any Power management enabled then
your server will be totally unpredictable, causing lag.

Regards
Steve

- Original Message - 
From: "kERPLUNK" 


> all of you have fps fluctuation or someone could fix this?



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Re: [hlds_linux] Important notice regarding the HLDS mailing lists

2009-02-10 Thread Steven Hartland
Indeed Ravnox, but we also need the interaction with Valve like the
update notifications which are critical to updating servers.

You simply cant let steam download updates to all our servers due
to load, and the fact it can often break things so needs to be
tested prior to roll out.

I really thought this was a spoof so totally ignored it at first as:-
1. I couldn't believe that Valve would think forums are suitable
replacement to the mailing list.
2. Came from Google address.

Regards
Steve
- Original Message - 
From: 


> I'm registered to a bunch of mailing list related to server software
> such as DSPAM, Drupal, WordPress, DirectAdmin, etc.  Each email for a
> mailing list is dropped in a specific folder in my inbox using
> filters.  It would be a nightmare for me to have to login to all those
> forums to keep up with what's going on.  I know I'm not the only one in
> that boat.
> 
> We are gamers but we are also server admins.  It's a different crowd.
> Forums aren't what we need.  Just like a mailing list wouldn't be
> appropriate to replace the Steam forum for regular users and players.
> This mailing list has a healthy trafic with real issues and the quality
> of the posts are quite relevant and rarely offtopic.  Killing it
> wouldn't send all of us to the Steam forums, it would scatter us around
> the net.  
> 
> I think many of us are willing to hit reply when we see an admin with a
> problem to which we have an answer but we may not have the time to
> monitor the Steam forum to offer the same kind of support.  What I'm
> saying is that this mailing list is a tool for server admins to support
> each other more than it is a communication tool for Valve.  Valve may
> not need it but we need it.



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Re: [hlds_linux] Important notice regarding the HLDS mailing lists

2009-02-10 Thread Steven Hartland
Forums are good for something's, admin interaction is not one of
those things I'm afraid.

The primary reason for this is that forums are a pull technology
and not push. Full time admins simply don't have the time to go
and look for information and as such a mailing list is the only
viable option.

Take myself for example I monitor over 30 server mailing lists,
if all these where forums this would just eat most of my day
every day to just keep up to date on the various issues.

A great example of this is the update notifications, moving to
a forums solution would require everyone to be logged browsing
the forums 24/7 instead of just having their usual email client
open, and no forum subscriptions aren't a workable alternative.

Forums maybe more accessible to the average "user" who has the
odd issue or wants to chat, but that's not the same as the
average "admin" who is interested in keeping abreast of ongoing
and new issues, which doesn't fit into the forum model.

A forums solution will be useless to virtually everyone here
so please don't consider it. Your admins are the backbone of
your community and removing the lists will cripple us.

Regards
Steve

- Original Message - 
From: "Burton Johnsey" 


> Given the feedback received from the list, we are holding off migrating the 
> mailing lists to the forums.
>
> The intent of migrating to the forums was to leverage the benefits and 
> features of the forums to further strengthen the 
> community, giving us a central spot to gather feedback. The forum software is 
> continually being updated by vBulletin and is 
> flexible enough to also allow us to add our own features.
>
> To address a couple of specific concerns about the forums:
>
> - Membership - We can keep the membership in the DS forums private so that 
> random forum users cannot post.
> - Moderation - We can assign moderators for specific forums. Moderators would 
> be volunteers from the current mailing list 
> participants.
> - Forum server performance - We have upgraded the system that runs the forums 
> and we do not experience the lag we were 
> experiencing in the past
> - Search CAPTCHA - The captcha is only displayed when not logged in. As long 
> as you are logged in, you will never see a captcha 
> while searching.
> - The forums are accessible to more people than the mailing list.
>
> We want to make things better, not worse.  We appreciate any further feedback 
> you have to offer.



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Re: [hlds_linux] [hlds] L4D SourceTV?

2009-01-31 Thread Steven Hartland
Nope its got the biggest memory leak in the world so totally unusable ATM :(

Regards
Steve

- Original Message - 
From: "Cc2iscooL" 
To: "Half-Life dedicated Win32 server mailing list" 
; "Half-Life dedicated Linux server mailing list" 

Sent: Saturday, January 31, 2009 8:55 AM
Subject: [hlds] L4D SourceTV?


> Is there a way to actually use SourceTV in L4D yet? I seem to have...planned
> something that I need it for...but SourceTV doesn't work worth a damn.
> Setting it up yields no results...put the convars in server.cfg as well as
> autoexec but it doesn't take.
>
> Or is there a way we can get a client to join the server as a spectator
> (force) even though the server is 8/8 or 4/4 or whatever so we can get one
> player watching the match, so we can broadcast it?
>
> -Cc2iscooL
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Re: [hlds_linux] OFF TOIPC - Question to GSP's regarding Ventrilo

2009-01-31 Thread Steven Hartland
Unfortunately Mumble is extremely hard to get working in any nice
automated setup, due to their poor choice of technologies ( DBus and
now ICE ), when will they realise KISS?

Regards
Steve

- Original Message - 
From: "Nephyrin Zey" 


> Just to throw in my pennies
> 
> I setup a mumble server for my group of friends. Easy, configurable,
> speex sounds awesome if you configure it well, never had any issue.
> 
> Go mumble!
> 
> And if anyone has any spare change, i'm sure they wouldn't turn down a
> donation to help fund their free efforts ;P
> 
> - Neph
> 
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Re: [hlds_linux] This ones for Alfred Reynolds.

2009-01-18 Thread Steven Hartland
Actually as stated in my previous post you need ~ 100Mbps down for cod4
browser to work properly.

Regards
Steve

- Original Message - 
From: "Tom Leighton" 


> There are also modems, with issues with max connections. What model is 
> it? It is probably your modem hitting it's internal memory limit rather 
> than an ISP issue, or your ISP is packetshaping P2P connections (Which 
> the steam browser would look like).
> 
> COD4 and Steam browsers work flawlessly on my 2mbps down, .25mbps up 
> ADSL connection from BT.


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Re: [hlds_linux] Possible master server issue ( was: This ones for Alfred Reynolds.)

2009-01-18 Thread Steven Hartland
As an ISP focusing on Gaming I've done some quick tests here to review
the findings in your mail and I'm afraid I can't agree with all of
them.

Your ISP claims they saw up to 50,000 flows where as my tests showed
up to around 5,000 so a factor of 10 lower.

The important difference here will likely be the period over which
the flows are measured as these are UDP flows. So yes if they are
measuring over a say a 10 second interval for example they are
likely to see a very large number of flows, however these flows
are going to be made up of just 1 or 2 "udp" packets over just a
few ms not seconds.

In addition to this I've tested the return rate of the server list
from the master and that's perfectly reasonable as its using a 
continuing request protocol. i.e.
Server Request0 -> master
Master -> Server
Server Request1 -> master
...
This is unlike cod4, which busts the entire list back in on go to
the client at ~ 80Mbps. This is way higher than any consumer grade
line can handle and results in large amounts of server information
never reaching the user, hence a high portion of servers are never
listed on the client.

Some people think cod4 browser is fine, but that's just because it
looks that way. The fact is on virtually every line I've tested on
around 1/3rd of the servers that are actually available never get
listed, however their server caching strategy does help reduce the
missing servers over an elongated period of time.

We raised this with Activision several times be they aren't interested
in fixing it. To help our DSL customers we put a custom filter on
the connection to the cod4 master which slows down the response so
customers do get the full list, but that only fixes our customers
not everyone :(

Anyway back to steam, next I checked for a consistent number of
servers in the response from the master from one of our dev boxes.
This machine is on our core network with 1Gbps connection with no
filtering at all.

The results of this initially looked good with the response from
the master at: 68.142.72.250:27010 consistently giving ~ 38k
CSS servers. However when tracing the client it seems that it uses
a number of masters and for CS:S I found it using the master:
69.28.140.247:27011.

This master unlike the previous is currently giving very
inconsistent results, anywhere from 300 - 4000 servers with qstat,
as it fails to get a response most the time and gives up.

I've checked for loss on the routing but its all clean, although
its average response time is 145ms in comparison to 94ms on the
working one, so that may be a factor. This likely indicates that
either the master itself at: 69.28.140.247:27011 is currently
having issues or that connectivity to that master is having
issues.

Even given this, if your ISP is limiting to 700 flows you are
almost certainly going to have issues so I would suggest: First
talk to them to see if they will review their policy, as
its clearly not workable for game server query traffic. If they
won't remove the cap then vote with your money and change ISP's.

Regards
Steve
- Original Message - 
From: "Ian Shaffer" 
To: "Half-Life dedicated Linux server mailing list" 

Sent: Sunday, January 18, 2009 1:42 PM
Subject: [hlds_linux] This ones for Alfred Reynolds.


> About: Steam server browser/router excuse
> 
> I've done a lot of research into this problem. It has nothing to do with 
> my router. This issue exists in every single configuration, wired to the 
> modem, wired to the router, and also on wireless. You guys must realize 
> that I'm not the only one who's having this issue. I think that it would 
> be in your best interest to hear me out.
> 
> http://img104.imageshack.us/img104/707/20090118kc5.jpg
> 
> Look at the screen shot. I just did a steam server browser search and 
> this is where it stopped and displayed Refresh All, indicating that the 
> search was complete.
> 
> This isn't the first time it's stopped either. Whenever I do a server 
> browser search in the source engine or the out of game browser, let me 
> explain what actually happens, and why you to listen.
> 
> When I open the browser, it starts searching, pausing every 200 or 500 
> servers apart, very slowly. Once it hits anywhere near 500-600, it 
> stops, or pauses, per say because it's still going. After anywhere 
> between 3 and 10 seconds later, it goes again, stopping another 500 or 
> 600 above. Then it pauses much longer, and then resumes. It'll do this 
> until it reaches a point when the list stops refreshing, probably 
> because it notices my internet is being knocked out and therefore stops, 
> or maybe it believes that this is all the servers and therefore stops as 
> well. Either way, it's a serious problem.
> 
> Now, as I did, and most others who have had this issue have gone on the 
> support site and forum, trying to find a solution. I've made posts as 
> well on the steam forums, check out this one:
> 
> http://forums.steampowered.com/forums/showthread.php?t=6982

Re: [hlds_linux] Query servers with QSTAT since last CS update

2009-01-07 Thread Steven Hartland
Yes this is designed behaviour but I would propose to you its only
meant to be triggered in the failure case where a request with an
invalid challenge is sent, and not in place of the also documented
challenge request.

So yes it works but we shouldn't need to use it.

Regards
Steve
- Original Message - 
From: "Kveri" 


true, but I don't know why valve should fix that (it's not a bug), 
because it's working with A2S_PLAYER (or A2S_RULES) and it's documented 
- A2S_PLAYER is not a workaround, it's just another way to go. I've been 
using A2S_PLAYER with challenge value -1 to get challenge since protocol 
48 update and I don't see a reason why valve should change anything, 
since everyone is obtaining challenge number this way.

Anyway nice work with qstat, thanks, I've just updated it on my servers, 
however I'm using gentoo and there is no new version in portage right 
now, so I compiled it and replaced binary manually.


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Re: [hlds_linux] Query servers with QSTAT since last CS update

2009-01-05 Thread Steven Hartland
I've just committed a slightly different fix to svn, hopefully
Valve will fix the server side as its currently a nasty kludge
to rely on the fact sending an invalid request sends back a
challenge. In the mean time the fix should suffice.

Regards
Steve

- Original Message - 
From: "Maxim Shpakov" 
To: 
Sent: Sunday, January 04, 2009 6:27 PM
Subject: Re: [hlds_linux] Query servers with QSTAT since last CS update


> Seems attachments are not allowed here..
> 
> so going plain text...
> 
> diff -uNr qstat2.orig/a2s.c qstat2/a2s.c



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Re: [hlds_linux] Fake player hack to fill servers up.

2008-12-10 Thread Steven Hartland
NO do not do this! This would break things like GSP monitoring scripts.

Regards
Steve
- Original Message - 
From: <[EMAIL PROTECTED]>

The only suggestion here would be that VALVE updates the query protocol, 
respective the engine to stream only maxplayers and 
automaticaly drops bots fom stream liveplayers amount, similar to how it is 
done for the steabrowser.



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Re: [hlds_linux] FreeBSD fix for the crashing madness.

2008-11-20 Thread Steven Hartland
This wont work as you need 7.0 for TLS.

Regards
Steve

- Original Message - 
From: "macafee" <[EMAIL PROTECTED]>
 
> Can you test the FreeBSD-6.3-RELEASE with the 2.6.16 linux_base?



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Re: [hlds_linux] FreeBSD fix for the crashing madness.

2008-11-20 Thread Steven Hartland
I have an Fedora 9 port here if anyone wants to try that?

- Original Message - 
From: "kama" <[EMAIL PROTECTED]>
> Hi,
> 
> I have now healthy servers again on FreeBSD without crashes. The
> testserver, where I dont restart hlds every morning, have over 24 hours of
> uptime.
> 
> This are the steps I have done. Upgrade to FreeBSD 7.1-PRERELEASE. Use the
> 2.6.16 kernel linux ABI instead of the default 2.4.2 kernel linux ABI. Use
> an more up-to-date version of linux_base. I use gentoo 2008.0, I prefer it
> over fedora8, due to the amount of dependencies that are needed. I
> have not tested to see if fedora8 works.
> 
> Since I had several servers running hlds, I wrote up a install script that
> configure, fetches, unpack and setup the linux_base.
> 
> I have the script available here:
> ftp://fa1.pvp.se/freebsd/install_gentoo_2008_2.6.16.bash
> ftp://fa2.pvp.se/freebsd/install_gentoo_2008_2.6.16.bash
> 
> The script does more or less what the port does. I started to rewrite the
> Makefile to update the port, but it took longer than write this script
> since I am not familiar to write the Makefiles for ports.
> 
> Just run the script after you have updated FreeBSD and removed the old
> linux_base.
> 
> On top of not getting the server to crash, the server seems to run more
> smoothly. Like less choke.
> 
> Enjoy!
> 
> /Bjorn
> 
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Re: [hlds_linux] Left 4 Dead Demo Update Available

2008-11-15 Thread Steven Hartland
That's because people will look at the higher ping, which is a side effect
of the lower FSP, in their tools / server browser and complain about it
pinging higher than it should when empty. The fact the ping returns to
normal when they joy is of no consequence.

Regards
Steve

- Original Message - 
From: <[EMAIL PROTECTED]>


> I'm sorry but I'm failing to see how this affects player satisfaction in any
> way.  If there are players on the server, then it can't be hibernating, and
> thus isn't running at 10fps.  If there aren't players on the server, they
> don't care about the ping.
> 
> Your second point is fair enough for non-restricted servers (as they tend to
> fill straight away atm) but for people who have group restricted servers and
> mixed-use servers, reducing the cpu load is a Good Thing.  And in no setup
> is restricting the cpu load when it doesn't matter a Bad Thing (I'm just
> having trouble working out why you think it does matter)



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Re: [hlds_linux] Left 4 Dead Demo Update Available

2008-11-15 Thread Steven Hartland
As it will effect ping and hence player satisfaction yes it does matter,
not to mention its very much a false economy. If your machine doesn't
have enough CPU to run all servers then your running too many servers
simple as.

Epic tired a similar thing with UT3 and it quickly became apart it
was a bad call. Some people liked it despite the issues it caused so
they removed it from being the default and made it a command line
option. Hope Valve do the same with this.

Regards
Steve
- Original Message - 
From: "Richard Eid" <[EMAIL PROTECTED]>


> Who cares what it's fps is when it's idling?  I'd rather it be less.  If
> nobody is on, does fps matter?
> 
> On Sat, Nov 15, 2008 at 4:54 PM, x3sphere <[EMAIL PROTECTED]> wrote:
> 
>> Yep, server FPS is idling at 10. Looks like it is the same problem then.



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Re: [hlds_linux] sv_unreserve giving negatives values

2008-11-14 Thread Steven Hartland
Running under a VM per chance?

Regards
Steve
- Original Message - 
From: "AnAkIn ." <[EMAIL PROTECTED]>


> This bug exists since the first release, when I type sv_unreserve while
> there are people from a lobby on the server:
> 
> sv_unreserve
> Server was reserved for -481 more seconds.  Reservation cleared.
> sv_unreserve
> Server was reserved for -482 more seconds.  Reservation cleared.
> 
> 
> 
> and it keeps going down with negatives numbers.
> 
> 
> I can't join my server at all when there are people from a lobby.
> 
> I know this was already reported but it's still not fixed.



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Re: [hlds_linux] l4d Dedicated server notes

2008-11-12 Thread Steven Hartland
Context switch issues usually become too significant at around the 25 mark but 
not tried L4D in that scenario, it may run but if 
it will run well is another matter.

Regard
Steve
- Original Message - 
From: "Chris Green" <[EMAIL PROTECTED]>
To: "'Half-Life dedicated Linux server mailing list'" 

Sent: Wednesday, November 12, 2008 7:11 PM
Subject: Re: [hlds_linux] l4d Dedicated server notes


> Is anyone out there successfully running >40 servers on one box? Milton's 
> data from our servers is that (at least on an 8-core 
> xeon system with 8gb of ram), >40 should be workable.



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Re: [hlds_linux] Left 4 Dead Demo Update Available

2008-11-11 Thread Steven Hartland
Freebsd?
- Original Message - 
From: "Saint K." <[EMAIL PROTECTED]>


> Drawn too fast conclusion. Even after a reboot it now directly enters the
> 100% CPU load for some odd reason.



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Re: [hlds_linux] [hlds] Left 4 Dead DemoDedicated Server filesavailable

2008-11-10 Thread Steven Hartland

- Original Message - 
From: "Crazy Canucks" <[EMAIL PROTECTED]>

> My servers are bandwidth challenged.  When I switched to Linux I was 
> able to essentially double the update rate for my servers.  I can only 
> guess that Windows attaches some kind of bulky header to the packets 
> which Linux doesn't.  Switching to Linux was the smartest thing I've 
> ever done for my clan servers.

If they did the client wouldn't understand them, so that's definitely
not the case.

Regards
Steve


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Re: [hlds_linux] CPU usage

2008-11-07 Thread Steven Hartland
When I tried it here more thank -fork 5 and it gets totally confused
about ports being allocated, so its likely he means this.

Regards
Steve

- Original Message - 
From: "Chris Green" <[EMAIL PROTECTED]>


> Hmmm - if I run with  ./srcds_run -fork 20 +map l4d_dem_hospital01_apartment,
> I get 20 server processes (I can see them with ps x f).



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Re: [hlds_linux] L4D port problem

2008-11-07 Thread Steven Hartland
Works here you sure the original server was started with a +ip 
setting?

Regards
Steve
- Original Message - 
From: "David A. Parker" <[EMAIL PROTECTED]>


> Hello,
> 
> I have a box running a CS 1.6 server (listening on port 27015), and I am 
> trying to run the L4D server on the same box using a second IP assigned 
> to the virtual interface eth0:1.  I am specifying the eth0:1 IP address 
> and port 27015 when I start the L4D server, but it consistently binds to 
> port 27016 instead.  The only way I can get it to listen on 27015 is if 
> I shut down the CS 1.6 server.
> 
> Here is the command line I'm using:
> 
> 
> ./srcds_run -game left4dead +map l4d_dem_hospital01_apartment 
> +maxplayers 8 +ip x.x.x.x -port 27015 +sv_lan 1 +sv_public 0 
> +sv_allow_lobby_connect_only 0 +exec server.cfg -nomaster
> 
> The server starts up correctly and doesn't say anything about any port 
> problems or the port change, but starts listening on 27016:
> 
> Network: IP x.x.x.x, mode MP, dedicated Yes, ports 27016 SV / 27005 CL
> 
> This exact same setup is working fine on another box running a TF2 
> server and a CS:S server on separate IPs using a virtual interface, both 
> listening on port 27015.
> 
> I have verified that I can run simultaneous instances of other programs 
> listening on the same TCP or UDP port using the two different IPs, so it 
> doesn't appear to be an OS problem.
> 
> Getting L4D to run on this box and listen on port 27015 would be ideal 
> because that port is already open in our firewall to these IPs.  Any 
> help or ideas would be greatly appreciated.



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