Re: [hlds_linux] Hyper Threading on Core i7

2009-09-24 Thread TC
We use Core i7 Extremes on some our UKCS servers and spent a fair amount of
time getting things working the best possible. You do want hyperthreading
enabled as this is not like the old Pentium hyperthreading, this is new
technology. This really is extra hardware threads and gives you about an
extra 30% load capacity. Secondly, you need to turn off the Turbo mode and
the power saving options. Because the games run with a series of network
polls and sleeps (releasing the cpu), it doesn't bring the CPUs to full
power with those desktop features enabled.

I've taken a photo of the relevant bios settings I use on my Core i7
Extreme: http://images.ukcs.net/10002/corei7bios.JPG

I recommend giving them a try.

Hope that helps

TC
www.ukcs.net

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Claudio
Beretta
Sent: 24 September 2009 20:32
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Hyper Threading on Core i7

Just guessing: maybe it is something related to power saving (Speedstep) or
the Turbo Boost introduced in i7. They both change the clock frequency
dinamically, which may be noticed on high end gameservers.


On Thu, Sep 24, 2009 at 7:00 PM, Tony Paloma wrote:

> "i have to run also an low priority idler prozess for each virtual and
real
> core to get the fps stable"
>
> Can someone explain how this makes sense? It's not the first time I've
seen
> this mentioned either.
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ulrich
> Block
> Sent: Wednesday, September 23, 2009 10:17 PM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Hyper Threading on Core i7
>
> At the moment i still have it enabled. I figured out that i have to run
> also an low priority idler prozess for each virtual and real core to get
> the fps stable. The fluctuation fom ~40fps stopped and went to ~0.1-1fps
> The system load is high with this method but the gameserver are working
> better now
>
> Ook schrieb:
> > The context switches don't have the same overhead when you switch
between
> > virtual cores - but they can will still eat up time. For a single
> > application, using hyperthreading only slows things down. You don't want
> to
> > enable hyperthreading unless you have seperate apps that will use the
> > virtual cores.
> >
> > One single app on two virtual cores will not run as fast as one app on
> one
>
> > single physical core with hyperthreading disabled, even if the app
> supports
> > multi threading.
> >
> >
> > - Original Message -
> > From: "Luigi" 
> > To: "Half-Life dedicated Linux server mailing list"
> > 
> > Sent: Wednesday, September 23, 2009 9:53 PM
> > Subject: Re: [hlds_linux] Hyper Threading on Core i7
> >
> >
> >
> >> Problem with ht is that you are running 2 cores on one Core. This
> >> Jeans many contextswitches for the os which decrease performance.
> >>
> >> MfG
> >> Luigi
> >>
> >> On 24.09.2009, at 01:19, Chris Green  wrote:
> >>
> >>
> >>> Enable. For apps that it works well with, in the best case,
> >>> hyperthreading on the i7 can turn your 4-core system into the
> >>> equivalent of a 6-core one.
> >>>
> >>>
> >>> -Original Message-
> >>> From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
> >>> boun...@list.valvesoftware.com] On Behalf Of Nander Paardekooper
> >>> Sent: Tuesday, September 22, 2009 9:10 AM
> >>> To: Half-Life dedicated Linux server mailing list
> >>> Subject: Re: [hlds_linux] Hyper Threading on Core i7
> >>>
> >>> Disabling it, i guess this will be better. Since it is not an
> >>> physical core.
> >>>
> >>> But i haven't tried it yet, so, be the first ;).
> >>>
> >>> Ulrich Block schreef:
> >>>
> >>>> Using a Core i7 Hyperthreading returns. What is you opinion with
> >>>> srdcs
> >>>> Server. Disable or enable Hyperthreading?
> >>>>
> >>>> ___
> >>>> To unsubscribe, edit your list preferences, or view the list
> >>>> archives, please visit:
> >>>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >>>>
> >>> ___
>

Re: [hlds_linux] dod_jagd problems since spy update

2009-05-28 Thread TC
This is definitely a problem. We had to take dod_jagd off our UKCS servers a
week ago as it no longer works. We'd like to see the map/game fixed so we
can use this map again.


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Re: [hlds_linux] Intel Quad-Core Xeon - problem with CPU load

2008-09-21 Thread TC
Remember one machine has one kernel running (which itself is a program) and
all your servers will be competing to get access to it. The sudden jump in
user CPU is when each game is having to poll to get exclusive access to the
kernel to perform the same sort of operation. Your kernel cannot keep up.
There are certain lock/mutex operations where it polls rather than waits, as
it doesn't expect to be held up. That polling would shoot up on user cpu
time. This happens suddenly as it's either keeping up, or its not. When it
can't keep up a polling queue suddenly forms.

This is why faster cpus are better then many slower as the kernel can run
faster and keep up with the requests from more game programs.

You can prove this to yourself by running "strace -c -p " on one of the
games when they are all lagging. Wait about 10 seconds, then ctrl-C to exit.
This produces a summary of where all the time is being spent.  Also run this
on a game when everything is fine as a comparison.

If the strace shows all the time is spent on kernel contention, you should
look to run less servers on your box. It's the number of active servers in
conjunction with the number of slots which is getting you in to that
position. Each individual game server is trying to access the kernel.

On UKCS we always go for the fastest latest generation processors, have a
maximum of 4 cores per kernel, and never run more than one game per core.
This avoids any contention issues. But we're a public game group, not a game
rental group where I appreciate its not cost effective for you to go to that
extreme.

You could also look at your kernel config to ensure you've made it as near
realtime as you can to optimise the situation.


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of John Morgan
Sent: 20 September 2008 23:08
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] Intel Quad-Core Xeon - problem with CPU load

Hello ppl,

I've a huge problem with performance of my servers. I'm hosting arround 30
gameservers per 1 server, mostly CS 1.6, few CS:S and CS:CZ. Allways when
~160-200 players play CPUs load jump from 30% to ~70-80% (suddenly all
processes are using more power of CPU) and players get lags. No matter what
kind of gameservers are working. On 1 server I'm put only CS 1.6, on another
I mixed CS 1.6 with CS:S. Both has these same problem.

I tried in 2 different Data Centers so it's not a network problem. Maybe my
system was improperly setup.

Configuration of servers: 2x Quad E5420, motherboard S5000PAL, 6x2GB FB-DIMM
667, 2x SAS with RAID 1 (i tried with 1 disk, no positive result).

System: Slackware 12.1 and Centos 5.2
Kernel: 2.6.24.3, 2.6.25.4, 2.6.26.2 for Slack and 2.6.18-92.el5PAE for
Centos (default)
Kernel's Processor Settings which I tested: BIG SMP/PC Compatible,
300/1000Hz, low-latency/server, preempt big kernel on/off, Core 2/newer
Xeon

How it looks:

Players: http://img81.imageshack.us/my.php?image=playersrt1.jpg
CPU Load: http://img221.imageshack.us/my.php?image=cpucr5.jpg

I don't know what can I do. Old Dual Xeons 3.0Ghz with HT works fine with
~100. I think that 2x Quad-Core Xeon should works fine with 300 playing
players. Don't You think so?

P.S. Sorry for my english ;-)

Regards,
J.Morgan
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Re: [hlds_linux] TF2 Server Kicking people (Crash Fix)

2008-04-02 Thread TC
That's fine to share the link around as helps out the server community.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jeff Sugar
Sent: 02 April 2008 22:37
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] TF2 Server Kicking people (Crash Fix)

Awesome! I posted about it on the Valve forums -- hope that's okay with you.
If not, I can mirror it to my domain :)

On Wed, Apr 2, 2008 at 2:26 PM, TC <[EMAIL PROTECTED]> wrote:

> The crash occurs at the end of a map change when its uploading player
> stats
> to Valve's central database via the UploadStatsFileNOW function. I've
> unofficially patched their library to fix the crash and I've used this on
> our UKCS servers for a few hours now without any problems. You're welcome
> to
> use it until Valve release their official fix.
>
> Download the following library and place in the orangebox/tf/bin directory
> overwriting the file that was there.  You will need to restart the server
> to
> pick up the change. This is a fix for the Linux version.
>
> http://www.ukcs.net/tf2crashfix/server_i486.so
>
> Regards
> TC
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Andrius
> Pirus
> Sent: 02 April 2008 22:10
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] TF2 Server Kicking people
>
> The strangest thing is that it crashes only when the timelimit ends
> (so when the server changes it not myself). If i do "map"command or
> changelevel, then it doesnt crash.
>  Quoting "Saint K." : 1) For us it crashes on all 3 Linux servers
> (Debian and Fedora)
>  2) How do we get the call stack? I can reproduce the crash easally,
> just
>  tell me what to look out for.
>  Saint K.
>  -Oorspronkelijk bericht-
>  Van: [EMAIL PROTECTED]
>  [mailto:[EMAIL PROTECTED] Namens Chris
> Green
>  Verzonden: Wednesday, April 02, 2008 8:21 PM
>  Aan: Half-Life dedicated Linux server mailing list
>  Onderwerp: Re: [hlds_linux] TF2 Server Kicking people
>  Working on repro-ing this...
>  Questions:
>  1) does it crash on map change for everyone or are there people for
> whom
>  it doesn't crash.
>  2) Does anyone have a call stack from a server when it crashes with
> this
>  bug that they could post?
>  Thanks!
>  -Original Message-
>  From: [EMAIL PROTECTED]
>  [mailto:[EMAIL PROTECTED] On Behalf Of Mark
>  Chandler
>  Sent: Wednesday, April 02, 2008 8:20 AM
>  To: 'Half-Life dedicated Linux server mailing list'
>  Subject: Re: [hlds_linux] TF2 Server Kicking people
>  I just joined the list. Will go look it up.
>  -Original Message-
>  From: [EMAIL PROTECTED]
>  [mailto:[EMAIL PROTECTED] On Behalf Of Jeff
>  Sugar
>  Sent: Wednesday, April 02, 2008 5:22 PM
>  To: Half-Life dedicated Linux server mailing list
>  Subject: Re: [hlds_linux] TF2 Server Kicking people
>  This is already in discussion.
>  On Wed, Apr 2, 2008 at 1:57 AM, Mark Chandler
>  wrote:
>  Hey guys,
>  Im having a problem with my linux tf2 server. Every time the map
>  changes
>  players get the connection interrupted msg In the top right conner.
> I
>  cant
>  seem to work out how to fix it. Server is running fedora core 6 I
>  think.
>  Mark
>  ___
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> archives,
>  please visit:
>  http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>  --
>  Thanks,
>  -Jeff
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Re: [hlds_linux] TF2 Server Kicking people (Crash Fix)

2008-04-02 Thread TC
The crash occurs at the end of a map change when its uploading player stats
to Valve's central database via the UploadStatsFileNOW function. I've
unofficially patched their library to fix the crash and I've used this on
our UKCS servers for a few hours now without any problems. You're welcome to
use it until Valve release their official fix. 

Download the following library and place in the orangebox/tf/bin directory
overwriting the file that was there.  You will need to restart the server to
pick up the change. This is a fix for the Linux version.

http://www.ukcs.net/tf2crashfix/server_i486.so

Regards
TC

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Andrius
Pirus
Sent: 02 April 2008 22:10
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] TF2 Server Kicking people

The strangest thing is that it crashes only when the timelimit ends
(so when the server changes it not myself). If i do "map"command or
changelevel, then it doesnt crash.
  Quoting "Saint K." : 1) For us it crashes on all 3 Linux servers
(Debian and Fedora)
 2) How do we get the call stack? I can reproduce the crash easally,
just
 tell me what to look out for.
 Saint K.
 -Oorspronkelijk bericht-
 Van: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Namens Chris
Green
 Verzonden: Wednesday, April 02, 2008 8:21 PM
 Aan: Half-Life dedicated Linux server mailing list
 Onderwerp: Re: [hlds_linux] TF2 Server Kicking people
 Working on repro-ing this...
 Questions:
 1) does it crash on map change for everyone or are there people for
whom
 it doesn't crash.
 2) Does anyone have a call stack from a server when it crashes with
this
 bug that they could post?
 Thanks!
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Mark
 Chandler
 Sent: Wednesday, April 02, 2008 8:20 AM
 To: 'Half-Life dedicated Linux server mailing list'
 Subject: Re: [hlds_linux] TF2 Server Kicking people
 I just joined the list. Will go look it up.
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Jeff
 Sugar
 Sent: Wednesday, April 02, 2008 5:22 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] TF2 Server Kicking people
 This is already in discussion.
 On Wed, Apr 2, 2008 at 1:57 AM, Mark Chandler 
 wrote:
 Hey guys,
 Im having a problem with my linux tf2 server. Every time the map
 changes
 players get the connection interrupted msg In the top right conner.
I
 cant
 seem to work out how to fix it. Server is running fedora core 6 I
 think.
 Mark
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 -- 
 Thanks,
 -Jeff
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 No virus found in this incoming message.
 Checked by AVG. 
 Version: 7.5.519 / Virus Database: 269.22.4/1355 - Release Date:
4/1/2008
 5:37 PM
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Re: [hlds_linux] Server redirect

2008-03-26 Thread TC
" Do you really think UK players will play on Italian servers? Man they have
1000+ decent servers in their country, they won't event think about
connecting to one..."

Players tend to come from all over the place for servers in Europe which can
be seen if you geo-ip profile your own players. Below is an example snapshot
of players on our UKCS TF2 servers from yesterday. As you can see, they come
from a wide area and pings stay low with good connectivity. 

Moment in time snapshot:

http://images.ukcs.net/10002/tf2world.JPG

I think prioritising the list winding outwards from the location of the
server would be a good thing, but not to stop at a country's boundary. The
master list could hold long/lat in the record, and then it’s a simple bit of
maths to work out distance between two co-ords allowing sorting by distance.
Ping is an approximation of that which they may think is better - they'd say
its not distance its ping that’s important. However, during a full server
list refresh the pings obtained tend to be totally wrong due to the overload
on the clients connection doing all the pings.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of J. Miribel
Sent: 24 March 2008 13:16
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Server redirect

I still wonder why you can't use a dns instead of an IP... We should 
have a cvar like sv_favname...

Lets say its blank by default -> favorites menu memorizes the IP of the 
server
When server admin sets something in like sv_favname "host.domain.com", 
then favorites memorizes the dns name...

On the same kind of issue I still wonder why VALVe still uses their out 
of date server listing stuff... I have to wait 5 mins to see half of the 
servers of my country... I really think VALVe should geolocalize the 
player's IP and send the server list depending on the players country... 
I've been using goelocalization databases for quite a while now, thats 
really easy to implement... Too bad its not done already.. Do you really 
think UK players will play on Italian servers? Man they have 1000+ 
decent servers in their country, they won't event think about connecting 
to one...

Best regards
Julian

Andreas Grimm a écrit :
> Hi,
>
> valve is still working on the function, that server admins can change ip
> addresses of gameservers without losing them in the steam favorites ...
>
> my tip: change the servername and post the new ip address ... and add
server
> messages, for example with mani's ad's messages, every 30 seconds, that
the
> server is out of date and it has a new ip address ... 
>
> i have done this a lot of times and it worked very well ...
>
> in css there are possibilies to pop up a dialog to ask a player if he
wants
> to connect to another server ... but im not sure how it works, never tried
> that ... but a plugin could make it: check www.sourcemod.net
>
> good luck
> andreas
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Eirik
> Nilssen
> Sent: Sunday, March 23, 2008 3:30 PM
> To: Half-Life dedicated Linux server mailing list
> Subject: [hlds_linux] Server redirect
>
>
> Hi guys, hope you can help me out here.
>  
> After experiencing a lot of problems with some of our servers hosted by
one
> of our communitys sponsors, we have decided to host them ourself. The
> problem is, that these servers are our most popular. Changing IP on a
> popular server is always risky business, so I wish to keep the old servers
> up a month or two, but making it redirect all traffic - with a message to
> the user about whats happening.
>  
> Have been browsing the net all day, but all links regarding "redirect"
> concerns file download.
>  
> All input would be gratly appreciated!
>  
> Best Regards
> Eirik S. Nilssen
> _
> Søk fra enhver webside med kraftig beskyttelse. Få Windows Live Toolbar
> GRATIS i dag!
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>   

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RE: [hlds_linux] Still CSS Problems

2007-04-23 Thread TC
The srcds0407 source beta engine causes terrible lag problems at the start
of rounds on a full server and had to be backed off all my machines. It
better not be included as a mandatory change in the next release as that
would be disastrous. If Valve insists on that change they need to make it
optional controlled by a cvar, not forced on everyone.

It is unclear to me why they started changing that part of the code to
attempt a fix the problem in the beta, when it doesn't sound like that was
the area they had previously fiddled with. Valve shouldn't be changing code
to try to fix something in an area of the code they hadn't touched when they
broke it. That is only shifting the sands and in this case introduces new
problems for different people.

I have to admit I have been fortunate not to have suffered from any of the
lag problems reported through this forum except from the beta srcds0407. I
run a mixture of operating systems on various boxes, both 32 bit and 64 bit,
AMD and Intel, single and multi processor and various kernel versions. I use
glib2.3.6 by default and also tried glib2.5 but have been unable to
re-create the problem on any combination.

The fact that it doesn't affect everybody makes it sound like they have done
something in the code that can now upset the operating system. If it was
something basic it would be in the main valve code and affect everybody.
Maybe they updated their compiler version or used different compile
switches, or added a rogue system call with un-initialised parameters. It's
a bit like renice stopped being useable in a past valve engine release,
that's probably due to the game upsetting the operating system and something
else they have not been able to track down.

The only other thought on why UKCS has been unaffected maybe that we only
use our own custom mod not any off the shelf mods used on most other
servers. Its won't be the mods themselves, but maybe a combination of
libraries along with the latent bug introduced by Valve that causes it to
exhibit itself. However, I think some people say they could get the problem
without any mods but not sure if that was confirmed. Only Valve will know
ALL the changes they introduce between releases, and it's those areas they
changed including the build process they should review and only relating to
those areas they changed should they look to apply a fix.

The biggest factor that affects the playability and popularity of the
Valve's Source games is how smooth and tight their games feel to play. I'd
like to see more focus from Valve concentrating on improving performance and
underlying feel of the game as that's something that benefits all players
and what want above all other things enhancements. Too much time seems to be
spent making changes and introducing features that assume the basics are
already in place and perfect, when they are not. Players want a game they
can play smoothly on the PC they already have at home which requires making
both the client and server side work with lower CPU and without hangs and
glitches. Continuing to develop the game in a direction that requires ever
more powerful Client PCs and graphic cards prices most of the potential
players off the game. Similar goes for the amount of CPU the server side now
requires, now demanding the very top end available hardware to support them
which again out prices most and affects the end users experience who play on
them. I've ran Valve based game servers for five years, and CSS has never
ran as well as it did before the changes at the end of 2005. Back then it
ran with significantly less load on both client and server and felt overall
more enjoyable to play.

Valve needs to concentrate on improving the fundamentals of their games, and
the number of players and popularity will go up which has to be Valve's
reason for making changes. In contrast, I wonder how many more people were
drawn to play CSS by dynamic weapon pricing, HDR, those new text boxes and
some of those valve maps which were very pretty but too laggy for the
average player? How many players benefited from the
cl_restrict_server_commands constraint imposed on server mods against how
many were negatively affected by the knock on affects of introducing it?

Did Valve ever fix the problem where the downloads directory of user sprays
gets very large over time and causes lag every time people spray while it
searches the directory to find the needed file? Or is each server owner
still expected to know they need to provide their own regular purging? I'd
like to think Valve fixed that one, if not, why not.

The better voice codec was on the right lines - focussing on the
fundamentals of the game. Let's hope valve find their direction and spend
their coming development time on the top requirement of every player -
improving the fundamental smoothness and feel of the core game itself.

TC
UKCS Mega Game Servers (www.ukcs.net)



[hlds_linux] Re: Source Engine Beta *Alfred*

2006-05-24 Thread TC
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
I tried the beta on 2 counterstrike servers. One server failed to even start
with this error:



Failed to open bin/dedicated_i686.so (bin/dedicated_i686.so: undefined
symbol: CommandLine_Tier0)



On another machine it started but with these errors during initialisation:



L 05/24/2006 - 22:42:22: server cvars end

Error: Material "halflife/+0~fifties_lgt2" : proxy "ToggleTexture" not
found!

Error: Material "halflife/+a~fifties_lgt2" : proxy "ToggleTexture" not
found!

..

couldn't exec skill2.cfg

Executing dedicated server config file

Error: Material "sprites/bubble" : proxy "AnimatedTexture" not found!

Error: Material "models/error/new light1" : proxy "Sine" not found!



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[hlds_linux] Random Game Freeze at round starts since last update

2005-12-22 Thread TC
A new problem since the last update is where the game freezes at the start
of a new round. Players can't buy, the timer is on 00:00 (never counts), and
all the players can do is chat.  This happens on a server with no mods
running. It happens randomly and can be twice in a couple of hours, or go 12
hours without a problem. Force changing to a new map usually clears it, but
we also had a case where it did exactly the same thing on the first round of
the new map too. I've seen the freeze problem on both of my public CSS
servers.

Talking to other server people this is not unique to us, and I've also seen
a post on the steam forum where somebody else has experienced it. Another
server experienced this during their clan match.

TC (UKCS)


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[hlds_linux] Source fails to log most Kills

2004-11-06 Thread TC
Many people are already beginning to use some kind of stats logging. I just
wanted to inform you, that the current state of the cs:s dedicated server
version does not allow accurate log parsing.

The Log Output of CS:S sometimes misses connect lines as well as entered the
game lines. Well this wouldn't be much of a problem if there were not the
problem that many KILLS get logged as suicides, or not logged at all!
(Log_level 15 does not help!). Its probably only about 15-20% of kills that
get logged correctly on a 40 man server.  Some people can play for several
hours and not get one of their kills ever get logged. Some players get some
kills logged, but not others.

This only seems to do it on a busy server. A test server with a few players
on always seems to work making it more difficult to track down.

It would be really great if Valve could fix this asap as its used for
generating web stats of player scores etc.

Apparently you can also track when this happens. Just open the Server in
VGUI mode and look at the Players TAB -> You will see that sometimes players
are playing on the server but not showing up in this tab! Exactly when this
happens -> Everyone who kills a player not in this players list get logged
as being suicided, or not at all.


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