Re: [hlds_linux] TF2 server multi-threaded support

2010-09-02 Thread f7 f0rkz
Kyle,

Couldn't agree with you more.  Its 2010 and CPU speeds aren't going to be
any faster.  The CPU manufacturers are creating low cpu speeds with high
threaded cores.  Its about time we get a better server suite if TF is going
to be continually bloated like it is.

-f0rkz

On Thu, Sep 2, 2010 at 8:01 PM, Kyle Sanderson  wrote:

> Try 64 man servers f0rkz, it is an absolute Nightmare.
>
> The situation has gotten exponentially worse since the OB swap for CS:S.
> That, and over the years I've watched the TF2 servers on the box draw more
> and more CPU. This would be a welcomed change provided a beta was rolled
> out. I've thrown a test server up for every CS:S beta to see where I've
> stood. This has saved me from days/hours of downtime figuring out why
> plugins no longer work, and I haven't seen a bad CS:S server update since
> this was implemented. There's always room for optimization, if we're forced
> to use  ld_preload or even MM:S plugins in an effort to combat excessive
> CPU
> usage... There is obviously lot that can be done that has not been already.
> What happened to the 64bit server binaries? They were rolled out for a
> while, then discontinued. Even if it would be *Valve Time*. I'm almost
> certain that everyone would love a heads up that at least something is in
> the works.
>
> Some might say that I'm a dreamer, but I'm not the only one.
> Kyle.
>
> On Thu, Sep 2, 2010 at 4:05 PM, f7 f0rkz  wrote:
>
> > 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.
> >
> > -f0rkz
> >
> > On Tue, Jan 5, 2010 at 2:13 AM, 1nsane <1nsane...@gmail.com> wrote:
> >
> > > I thought they are working on LFD3? Or perhaps concept art for EP3.
> > > On Mon, Jan 4, 2010 at 11:15 PM, DontWannaName! <
> ad...@topnotchclan.com
> > > >wrote:
> > >
> > > > Perhaps in CS2 they will add all of this support or to whatever they
> > are
> > > > working on...
> > > >
> > > > On Mon, Jan 4, 2010 at 5:03 PM, Tony Paloma  >
> > > > wrote:
> > > >
> > > > > Yes, exactly. Multithreading or not, I'm not going to have spare
> CPU
> > > > > cycles.
> > > > > I'd rather any multithreading effort be instead directed to
> improving
> > > > > performance (Why does a 32 players server suck so much more than
> 24?
> > > Can
> > > > it
> > > > > be improved?).
> > > > >
> > > > > -Original Message-
> > > > > From: hlds_linux-boun...@list.valvesoftware.com
> > > > > [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
> Ook
> > > > > Sent: Monday, January 04, 2010 4:41 PM
> > > > > To: Half-Life dedicated Linux server mailing list
> > > > > Subject: Re: [hlds_linux] TF2 server multi-threaded support
> > > > >
> > > > > That might work if some other process wasn't using the other cores.
> > If
> > > > all
> > > > > cores are maxed out, multithreading the code gains nothing. But if
> > one
> > > > > server is maxed and the others are not such that there are extra
> > cycles
> > > > on
> > > > > the other cores to spread around, you could get some improved
> > > performance
> > > > > for the maxed out server. It really depends on how many cores and
> how
> > > > many
> > > > > servers and what the expected load is for them.
> > > > >
> > > > > Or in other words, multithreading the code will help unless all
> cores
> > > are
> > > > > maxed out. And if you are running with all cores maxed out, you
> > > probably
> > > > > have some serious lag going on somewhere.
> > > > >
> > > > > PS - If it's a 2GHz dual core, then it has 2GHz of clock to play
> > with.
> > > > > Multithreading it would give it another 2GHz to play with assuming
> no
> > > one
> > > > > else was eating up cpu cycles - in theory. In practice, a lot of
> the
> > > code
> > > > > probably couldn't be multithreaded, and just adding a second thread
> > > > doesn't
> > > > > always give you that much benefit. Wait a bit, the 8 core consumer
> > cpus
> > &g

Re: [hlds_linux] TF2 server multi-threaded support

2010-09-02 Thread f7 f0rkz
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.

-f0rkz

On Tue, Jan 5, 2010 at 2:13 AM, 1nsane <1nsane...@gmail.com> wrote:

> I thought they are working on LFD3? Or perhaps concept art for EP3.
> On Mon, Jan 4, 2010 at 11:15 PM, DontWannaName!  >wrote:
>
> > Perhaps in CS2 they will add all of this support or to whatever they are
> > working on...
> >
> > On Mon, Jan 4, 2010 at 5:03 PM, Tony Paloma 
> > wrote:
> >
> > > Yes, exactly. Multithreading or not, I'm not going to have spare CPU
> > > cycles.
> > > I'd rather any multithreading effort be instead directed to improving
> > > performance (Why does a 32 players server suck so much more than 24?
> Can
> > it
> > > be improved?).
> > >
> > > -Original Message-
> > > From: hlds_linux-boun...@list.valvesoftware.com
> > > [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ook
> > > Sent: Monday, January 04, 2010 4:41 PM
> > > To: Half-Life dedicated Linux server mailing list
> > > Subject: Re: [hlds_linux] TF2 server multi-threaded support
> > >
> > > That might work if some other process wasn't using the other cores. If
> > all
> > > cores are maxed out, multithreading the code gains nothing. But if one
> > > server is maxed and the others are not such that there are extra cycles
> > on
> > > the other cores to spread around, you could get some improved
> performance
> > > for the maxed out server. It really depends on how many cores and how
> > many
> > > servers and what the expected load is for them.
> > >
> > > Or in other words, multithreading the code will help unless all cores
> are
> > > maxed out. And if you are running with all cores maxed out, you
> probably
> > > have some serious lag going on somewhere.
> > >
> > > PS - If it's a 2GHz dual core, then it has 2GHz of clock to play with.
> > > Multithreading it would give it another 2GHz to play with assuming no
> one
> > > else was eating up cpu cycles - in theory. In practice, a lot of the
> code
> > > probably couldn't be multithreaded, and just adding a second thread
> > doesn't
> > > always give you that much benefit. Wait a bit, the 8 core consumer cpus
> > are
> > > just around the corner. Then we can get some serious parallelism. It
> > would
> > > be nice to write code knowing you have a half dozen cores to play with
> > :-)
> > >
> > >
> > >
> > > - Original Message -
> > > From: "Shane Arnold" 
> > > To: "Half-Life dedicated Linux server mailing list"
> > > 
> > > Sent: Monday, January 04, 2010 4:07 PM
> > > Subject: Re: [hlds_linux] TF2 server multi-threaded support
> > >
> > >
> > > > But it's at capacity on one core.
> > > >
> > > > The process chews clocks, so if you had a Dual Core 2Ghz it's
> currently
> > > > only got 1000Mhz of clock to play with, whereas if it were
> > multithreaded
> > > > it could spread the load over both cores, meaning it now has 2000Mhz
> to
> > > > play with and can manage it's load much better than just thrashing
> the
> > > > one core.
> > > >
> > > > On 5/01/2010 7:55 AM, Tony Paloma wrote:
> > > >> It's not like saying I don't want a 2000MHz CPU because I'm not
> > gaining
> > > >> any
> > > >> CPU power out of threading. It's just spreading the workload around.
> > > >>
> > > >> My point was, right now my CPU is at capacity and adding threading
> > into
> > > >> the
> > > >> mix will not help.
> > > >>
> > > >> -Original Message-
> > > >> From: hlds_linux-boun...@list.valvesoftware.com
> > > >> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ook
> > > >> Sent: Monday, January 04, 2010 3:31 PM
> > > >> To: Half-Life dedicated Linux server mailing list
> > > >> Subject: Re: [hlds_linux] TF2 server multi-threaded support
> > > >>
> > > >> If multi-threaded code takes 100% of two cores, then it probably
> lags
> > > bad
> > > >> with just one core. It's like saying I 

Re: [hlds_linux] Team Fortress 2 Update Released

2010-09-02 Thread f7 f0rkz
Now if we could only get multi-threaded server software.  Those CPU cores
aren't getting any faster, in fact they are getting slower!

-f0rkz

On Thu, Sep 2, 2010 at 6:45 PM, Ross Bemrose  wrote:

>  er... I'm only showing OB Linux Dedicated Server as being version 62 (from
> version 61 earlier this week).  How'd you manage to get version 63?
>
>
> On 9/2/2010 6:27 PM, Lane Eckley wrote:
>
>> Checking bootstrapper version ...
>> Updating Installation
>> Updating 'Team Fortress 2 Content' from version 168 to version 169
>>
>> 12.65% downloading /orangebox\tf\bin\server.dll
>> 32.47% downloading /orangebox\tf\bin\server.dylib
>> 66.59% downloading /orangebox\tf\bin\server.so
>> 80.30% downloading /orangebox\tf\maps\graphs\ctf_2fort.ain
>> 80.30% downloading /orangebox\tf\steam.inf
>>
>> Checking/Installing 'Team Fortress 2 Materials' version 71
>> Checking/Installing 'Base Source Shared Materials' version 8
>> Checking/Installing 'Base Source Shared Models' version 4
>> Checking/Installing 'Base Source Shared Sounds' version 4
>> Updating 'OB Dedicated Server' from version 62 to version 63
>>
>> 81.81% downloading /orangebox\bin\adminserver.dll
>> 82.27% downloading /orangebox\bin\datacache.dll
>> 84.02% downloading /orangebox\bin\dedicated.dll
>> 91.53% downloading /orangebox\bin\engine.dll
>> 91.75% downloading /orangebox\bin\inputsystem.dll
>> 93.67% downloading /orangebox\bin\materialsystem.dll
>> 93.85% downloading /orangebox\bin\shaderapiempty.dll
>> 94.17% downloading /orangebox\bin\stdshader_dbg.dll
>> 94.63% downloading /orangebox\bin\stdshader_dx6.dll
>> 94.98% downloading /orangebox\bin\stdshader_dx7.dll
>> 95.67% downloading /orangebox\bin\stdshader_dx8.dll
>> 96.71% downloading /orangebox\bin\stdshader_dx9.dll
>> 97.58% downloading /orangebox\bin\studiorender.dll
>> 98.24% downloading /orangebox\bin\vgui2.dll
>> 100.00% downloading /orangebox\bin\vphysics.dll
>>
>> HLDS installation up to date
>>
>> -Original Message-
>> From: hlds_linux-boun...@list.valvesoftware.com
>> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Marc.B
>> Sent: Thursday, September 02, 2010 6:24 PM
>> To: Half-Life dedicated Linux server mailing list
>> Subject: Re: [hlds_linux] Team Fortress 2 Update Released
>>
>> Hej,
>>
>>  Engine (CS:S, DoD:S, TF2):
>>> - Fixed a server crash caused by spamming the server with invalid rcon
>>>
>> passwords.
>>
>> Finally ! Thanks Valve :)
>> Amazing how stuff are moving forward latetly. Much appreciated.
>>
>> Marc.
>>
>> ___
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>> please visit:
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>>
>>
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>
>
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Re: [hlds_linux] IPv6 Support

2010-05-11 Thread f0rkz
I can tell you now, that it will be a nightmare like any mass forced
changes on internet superstructure.

Most companies don't have the infrastructure to run IPv6 unless they
spend several thousands of dollars upgrading their routing
infrastructure.

Not to mention all of the open source packages lacking support for
IPv6...

I for one do not welcome the change.

On Mon, 2010-05-10 at 22:30 +0200, Saint K. wrote:
> I work in the industry, I can tell you preparations are good on its way. I'm 
> guessing most are just waiting for the first sign of addresses really running 
> out. Once that's happened it will all go down pretty quickly. Nearly all 
> network equipment in the field these day's already have IPv6 capabilities. It 
> just requires a new IP plan.
> 
> Saint K.
> 
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com 
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Cc2iscooL
> Sent: Monday, May 10, 2010 10:26 PM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] IPv6 Support
> 
> I remember when they said we'd be using IPv6 years ago because we'd have run
> out of addresses.
> 
> I guess not. :P
> 
> On Mon, May 10, 2010 at 2:57 PM, Saint K.  wrote:
> 
> > The 'less dramatic moving servers' reason is about the only one for DNS
> > implementation. You can already point to a dns+port, that should be good
> > enough to advertise your servers with (which is already possible).
> >
> > That kind of beats my steam communities statement as well. Ah well, I hope
> > they continue developing it anyway.
> >
> > Saint K.
> >
> > -Original Message-
> > From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> > hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Claudio Beretta
> > Sent: Monday, May 10, 2010 9:46 PM
> > To: Half-Life dedicated Linux server mailing list
> > Subject: Re: [hlds_linux] IPv6 Support
> >
> > They could start allowing clients to save favorites by domain name rather
> > than IP.
> > A DNS lookup now returns the A record, and when the switch will be done
> > will
> > return the AAA record.
> > This also makes much less dramatic moving servers to other hosts.
> >
> > On Mon, May 10, 2010 at 9:29 PM, Steven Crothers
> > wrote:
> >
> > > Hello List,
> > >
> > > With the loss of IPv4 expected in the next few years, and the requirement
> > > that everyone starts to adopt IPv6 in the next couple years what is the
> > > plan
> > > for Valve games currently?
> > >
> > > I assume there will be an almighty update allowing for native IPv6
> > > networking that will be here in the next year or so, but how do we as
> > > gamers
> > > and server managers plan on handling this change?
> > >
> > > Obviously running an advertisement in game to say "Please join
> > > [2006:fe32::0123::f032]:27015 for another great game!" is out of the
> > > question... So what are your plans to support this later on?
> > >
> > > I know TS3 released a "virtual host" system, that basically removes the
> > > port
> > > if you connect to sub.domain.tld by using the hostname header of the
> > > connect
> > > - is this something we as gamers are looking for with our IPv6 update
> > from
> > > Valve?
> > >
> > > If we start talking about it now, perhaps Valve will take some notes or
> > > it'll be in the back of somebody's mind when they go to layout this
> > > relatively large project of allowing dual stack IPv4/IPv6 to our servers.
> > >
> > > Food for thought!
> > > Steve
> > > ___
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> > > please visit:
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> > >
> > ___
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> >
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> >
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Re: [hlds_linux] TF2 server won't start

2010-05-07 Thread f0rkz
Pretty sure you cant.  And if they did install it without the Orange Box
engine, the subject definitely explains that.

On Thu, 2010-05-06 at 21:41 +0300, Kaspars wrote:
> just out of curiosity - how does one install team fortress without
> installing OB engine and what is the point of having such an option?
> 
> 2010/5/6 Chad Bishop 
> 
> > Thanks for the replies.
> >
> > @Peter.  Yes, this is just a vanilla install.
> >
> > I'll go for the OB version.
> >
> > Thanks much,
> >
> > -Chad
> >
> >
> > On Thu, May 6, 2010 at 12:53 PM, Ross Bemrose 
> > wrote:
> >
> > > >  Checking/Installing 'Linux Source HLDS' version 98
> > >
> > > This is the wrong dedicated server version.  TF2 uses the OC Linux
> > > Dedicated Server package now..  For TF2, your packages should be:
> > >
> > > Checking/Installing 'Team Fortress 2 Content' version 144
> > >
> > >
> > > Checking/Installing 'Team Fortress 2 Materials' version 56
> > >
> > >
> > > Checking/Installing 'Base Source Shared Materials' version 8
> > >
> > >
> > > Checking/Installing 'Base Source Shared Models' version 4
> > >
> > >
> > > Checking/Installing 'Base Source Shared Sounds' version 4
> > >
> > >
> > > Checking/Installing 'OB Linux Dedicated Server' version 32
> > >
> > >
> > >
> > >
> > > On 5/6/2010 12:55 PM, Chad Bishop wrote:
> > > > Greetings,
> > > >
> > > > After the latest TF2 update and the issues with sourcemod/metamod, I
> > > decided
> > > > to do a fresh install and am now unable to start my server.
> > > >
> > > > Any advice/help/suggestions would be appreciated.
> > > >
> > > > Thanks,
> > > >
> > > > -Chad
> > > >
> > > >
> > >
> > --
> > > >
> > > > The Goods:
> > > >
> > > > I used the hldsupdatetool.bin to do the install (not Orangebox
> > version).
> > > >
> > > > Server OS: CentOS 5
> > > >
> > > > Start Command:
> > > > nohup ./srcds_run -game tf -ip 173.201.16.98 -port 27015 -timeout 30
> > > > -autoupdate +map plr_pipeline -maxplayers 24 -debug&
> > > >
> > > > Standard output:
> > > > Auto detecting CPU
> > > > Using SSE2 Optimised binary.
> > > > Enabling debug mode
> > > > ./srcds_run: line 139: ulimit: core file size: cannot modify limit:
> > > > Operation not permitted
> > > > Server will auto-restart if there is a crash.
> > > > Updating server using Steam.
> > > > Checking bootstrapper version ...
> > > > Updating Installation
> > > > Checking/Installing 'Team Fortress 2 Content' version 144
> > > > Checking/Installing 'Team Fortress 2 Materials' version 56
> > > > Checking/Installing 'Base Source Shared Materials' version 8
> > > > Checking/Installing 'Base Source Shared Models' version 4
> > > > Checking/Installing 'Base Source Shared Sounds' version 4
> > > > Checking/Installing 'Linux Source HLDS' version 98
> > > > HLDS installation up to date
> > > > ./srcds_run: line 344: 11949 Segmentation fault  $HL_CMD
> > > > cat: hlds.3502.pid: No such file or directory
> > > > email debug.log to li...@valvesoftware.com
> > > > Thu May  6 09:39:23 MST 2010: Server restart in 30 seconds
> > > >
> > > >
> > > > Debug log:
> > > > CRASH: Thu May  6 09:39:23 MST 2010
> > > > Start Line: ./srcds_i686 -game tf -ip 173.201.16.98 -port 27015
> > -timeout
> > > 30
> > > > -autoupdate +map plr_pipeline -maxplayers 24 -debug
> > > > End of Source crash report
> > > >
> > > > Versions / OS:
> > > >
> > > > $ gcc -v
> > > > Using built-in specs.
> > > > Target: i386-redhat-linux
> > > > Configured with: ../configure --prefix=/usr --mandir=/usr/share/man
> > > > --infodir=/usr/share/info --enable-shared --enable-threads=posix
> > > > --enable-checking=release --with-system-zlib --enable-__cxa_atexit
> > > > --disable-libunwind-exceptions --enable-libgcj-multifile
> > > > --enable-languages=c,c++,objc,obj-c++,java,fortran,ada
> > > --enable-java-awt=gtk
> > > > --disable-dssi --enable-plugin
> > > > --with-java-home=/usr/lib/jvm/java-1.4.2-gcj-1.4.2.0/jre
> > > --with-cpu=generic
> > > > --host=i386-redhat-linux
> > > > Thread model: posix
> > > > gcc version 4.1.2 20080704 (Red Hat 4.1.2-46)
> > > >
> > > > $ ldd --version
> > > > ldd (GNU libc) 2.5
> > > > Copyright (C) 2006 Free Software Foundation, Inc.
> > > > This is free software; see the source for copying conditions.  There is
> > > NO
> > > > warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR
> > > PURPOSE.
> > > > Written by Roland McGrath and Ulrich Drepper.
> > > >
> > > > $ uname -a
> > > > Linux ip-173-201-16-98.ip.secureserver.net 2.6.18-028stab059.6 #1 SMP
> > > Fri
> > > > Nov 14 14:01:22 MSK 2008 i686 i686 i386 GNU/Linux
> > > > ___
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> > > please visit:
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> > > >
> > >
> > >

Re: [hlds_linux] monitoring + email servers?

2010-04-16 Thread f0rkz
How savvy are you with perl?

There is an rcon perl module that you can use to query 'status' on the
server.  If it fails to return the server's status, have it shoot an
email alert via sendmail.

Hope this helps.

-f0rkz

On Fri, 2010-04-16 at 14:01 +0200, Eric Riemers wrote:
> Since someone out there is bound to have something like this:
> 
> I want to monitor my game servers, and if they dont respond to a normal
> source query, that it will send out a sms/email about that server.
> I know i can build something like nagios and then install some custom
> scripts to check it but maybe there are easier/simpler sollution.
> 
> We use sourcebans and that shows always nice if a server is up or down, but
> it does not send out emails/sms.
> 
> Any ideas on this?
> 
> Eric
> 
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Re: [hlds_linux] [hlds] HL2 Masters Have Moved - L4D2 broken?

2010-04-14 Thread f0rkz
Did you restart your servers?

-f0rkz

On Wed, 2010-04-14 at 21:18 +0200, Saint K. wrote:
> Hi,
> 
> 
> Our L4D2 servers are no longer showing in L4D2 under community servers. I can 
> no longer find them there. Is there anything broken for L4D2, or is our IP 
> flagged again? 85.17.60.96 (got incorrectly banned earlier due to low player 
> count servers - bball2 etc).
> 
> Cheers,
> 
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Re: [hlds_linux] linux and chmodding

2010-04-13 Thread f0rkz
Sounds like a prickly spider web to me.  Why do you need UserX and
UserY, why not just have a user that writes and runs.

-f0rkz

On Tue, 2010-04-13 at 17:29 +0200, Daniel Nilsson wrote:
> Have read some info about how to host a server on a secure manner.
> 
> 1. Do not run server as root
> 2. UserX updates the server (Can write to all dirs and subdirs)
> 3. UserY runs the server (Can only write to log, data and spray dirs)
> 
> 
> adduser UserX... HOW does i then give him the privilegies enough?
> adduser UserY... HOW does i then give him the privilegies this user 
> needs. And what directorys more exact?
> 
> 
> //Daniel
> 
> 
> ___
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> visit:
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Re: [hlds_linux] Team Fortress 2 | Random server crashes

2010-02-16 Thread f0rkz
Found the issue.  Had an IP that was double allocated.

Durf!

-f0rkz

On Tue, 2010-02-16 at 11:05 -0500, 1nsane wrote:
> Perhaps if you'd show a backtrace from a crash dump it would be easier to
> know what the problem is.
> 
> On Mon, Feb 15, 2010 at 9:41 PM, f7 f0rkz  wrote:
> 
> > Yeah this is still going on.  Anyone else have it happen frequently?
> >
> > -f0rkz
> >
> > On Sun, Feb 14, 2010 at 9:11 PM, f7 f0rkz  wrote:
> >
> > > Moved it to another box.  Hasn't crashed yet.  Maybe the hardware on the
> > > server was going bad.  I'll open it up when I'm at the datacenter
> > tomorrow.
> > >
> > > -f0rkz
> > >
> > >
> > > On Sun, Feb 14, 2010 at 7:32 PM, Gene Hardesty  > >wrote:
> > >
> > >> I haven't had any issues though I guess you can make it only apply to
> > new
> > >> connections with "-m state --state NEW" as well as adding " -m
> > connlimit"
> > >> (google it or use man pages for more info) to limit it to "per IP" as
> > >> well.
> > >>
> > >>
> > >>
> > >> On Sun, Feb 14, 2010 at 4:17 PM, Guy Watkins <
> > hlds_li...@watkins-home.com
> > >> >wrote:
> > >>
> > >> > Can you limit it per sending IP?  Or is it system wide.  200 seems low
> > >> if
> > >> > clients are sending 30 updates per second.
> > >> >
> > >> > If per client IP, example please.
> > >> >
> > >> > Thanks.
> > >> >
> > >> > } -Original Message-
> > >> > } From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
> > >> > } boun...@list.valvesoftware.com] On Behalf Of Gene Hardesty
> > >> > } Sent: Sunday, February 14, 2010 6:57 PM
> > >> > } To: Half-Life dedicated Linux server mailing list
> > >> > } Subject: Re: [hlds_linux] Team Fortress 2 | Random server crashes
> > >> > }
> > >> > } I wonder if this is related to the DDoS attacks on SRCDS that was
> > >> > } discussed
> > >> > } earlier on this mailinglist.
> > >> > } If so, one can limit the number of UDP packets per second to a few
> > >> > hundred
> > >> > } with iptables (I use 200 myself...another guy on this mailinglist
> > said
> > >> he
> > >> > } has it set to 100)
> > >> > }
> > >> > } G.
> > >> > }
> > >> > } On Sun, Feb 14, 2010 at 3:45 PM, Guy Watkins  > >> > } home.com>wrote:
> > >> > }
> > >> > } > I have this with CSS.  Server stops responding.  The console does
> > >> not
> > >> > } > respond.  The Linux server is fine.  Top shows te server at or
> > near
> > >> > 100%
> > >> > } > CPU.  After about 30-90 seconds it just resumes as if nothing was
> > >> > wrong.
> > >> > } > Most of the time the players timeout from the client side.
> > >> > } >
> > >> > } > I only see this once every few weeks.  So I never really cared.
> > >> > } >
> > >> > } > } -Original Message-
> > >> > } > } From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> > >> hlds_linux-
> > >> > } > } boun...@list.valvesoftware.com] On Behalf Of f7 f0rkz
> > >> > } > } Sent: Sunday, February 14, 2010 3:45 PM
> > >> > } > } To: Half-Life dedicated Linux server mailing list
> > >> > } > } Subject: [hlds_linux] Team Fortress 2 | Random server crashes
> > >> > } > }
> > >> > } > } For the past week or so one of our 32 player servers has
> > randomly
> > >> > } dropped
> > >> > } > } all connections.  During the outage, the server console locks
> > up.
> > >>  We
> > >> > } run
> > >> > } > } the server in screen, but I do not believe this to be the issue.
> > >> > } > }
> > >> > } > } Is anyone else having trouble with their server randomly locking
> > >> up?
> > >> > } > }
> > >> > } > } What is even weirder is the server restarts itself.  Its like it
> > >> just
> > >> > } > } magically resumes operation.
> > >> > } > }
> > >> > } > } One t

Re: [hlds_linux] Team Fortress 2 | Random server crashes

2010-02-15 Thread f7 f0rkz
Yeah this is still going on.  Anyone else have it happen frequently?

-f0rkz

On Sun, Feb 14, 2010 at 9:11 PM, f7 f0rkz  wrote:

> Moved it to another box.  Hasn't crashed yet.  Maybe the hardware on the
> server was going bad.  I'll open it up when I'm at the datacenter tomorrow.
>
> -f0rkz
>
>
> On Sun, Feb 14, 2010 at 7:32 PM, Gene Hardesty wrote:
>
>> I haven't had any issues though I guess you can make it only apply to new
>> connections with "-m state --state NEW" as well as adding " -m connlimit"
>> (google it or use man pages for more info) to limit it to "per IP" as
>> well.
>>
>>
>>
>> On Sun, Feb 14, 2010 at 4:17 PM, Guy Watkins > >wrote:
>>
>> > Can you limit it per sending IP?  Or is it system wide.  200 seems low
>> if
>> > clients are sending 30 updates per second.
>> >
>> > If per client IP, example please.
>> >
>> > Thanks.
>> >
>> > } -Original Message-
>> > } From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
>> > } boun...@list.valvesoftware.com] On Behalf Of Gene Hardesty
>> > } Sent: Sunday, February 14, 2010 6:57 PM
>> > } To: Half-Life dedicated Linux server mailing list
>> > } Subject: Re: [hlds_linux] Team Fortress 2 | Random server crashes
>> > }
>> > } I wonder if this is related to the DDoS attacks on SRCDS that was
>> > } discussed
>> > } earlier on this mailinglist.
>> > } If so, one can limit the number of UDP packets per second to a few
>> > hundred
>> > } with iptables (I use 200 myself...another guy on this mailinglist said
>> he
>> > } has it set to 100)
>> > }
>> > } G.
>> > }
>> > } On Sun, Feb 14, 2010 at 3:45 PM, Guy Watkins > > } home.com>wrote:
>> > }
>> > } > I have this with CSS.  Server stops responding.  The console does
>> not
>> > } > respond.  The Linux server is fine.  Top shows te server at or near
>> > 100%
>> > } > CPU.  After about 30-90 seconds it just resumes as if nothing was
>> > wrong.
>> > } > Most of the time the players timeout from the client side.
>> > } >
>> > } > I only see this once every few weeks.  So I never really cared.
>> > } >
>> > } > } -Original Message-
>> > } > } From: hlds_linux-boun...@list.valvesoftware.com [mailto:
>> hlds_linux-
>> > } > } boun...@list.valvesoftware.com] On Behalf Of f7 f0rkz
>> > } > } Sent: Sunday, February 14, 2010 3:45 PM
>> > } > } To: Half-Life dedicated Linux server mailing list
>> > } > } Subject: [hlds_linux] Team Fortress 2 | Random server crashes
>> > } > }
>> > } > } For the past week or so one of our 32 player servers has randomly
>> > } dropped
>> > } > } all connections.  During the outage, the server console locks up.
>>  We
>> > } run
>> > } > } the server in screen, but I do not believe this to be the issue.
>> > } > }
>> > } > } Is anyone else having trouble with their server randomly locking
>> up?
>> > } > }
>> > } > } What is even weirder is the server restarts itself.  Its like it
>> just
>> > } > } magically resumes operation.
>> > } > }
>> > } > } One thing I thought it could be is DNS resolvers because this has
>> > } > happened
>> > } > } in the past where the host was reloading bind to add zones and the
>> > } server
>> > } > } locks up.  I checked my resolv.conf and I am using google's
>> opendns
>> > } > } resolvers as well as bind on the local box.  In case bind is the
>> > issue
>> > } on
>> > } > } the local box I removed it from resolv.conf.
>> > } > }
>> > } > } Just want to know if anyone else is having this issue.
>> > } > }
>> > } > } -f0rkz
>> > } > } ___
>> > } > } To unsubscribe, edit your list preferences, or view the list
>> > archives,
>> > } > } please visit:
>> > } > } http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>> > } >
>> > } >
>> > } > ___
>> > } > To unsubscribe, edit your list preferences, or view the list
>> archives,
>> > } > please visit:
>> > } > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>> > } >
>> > } ___
>> > } To unsubscribe, edit your list preferences, or view the list archives,
>> > } please visit:
>> > } http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>> >
>> >
>> > ___
>> > To unsubscribe, edit your list preferences, or view the list archives,
>> > please visit:
>> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>> >
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>
>
>
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Re: [hlds_linux] Team Fortress 2 | Random server crashes

2010-02-14 Thread f7 f0rkz
Moved it to another box.  Hasn't crashed yet.  Maybe the hardware on the
server was going bad.  I'll open it up when I'm at the datacenter tomorrow.

-f0rkz

On Sun, Feb 14, 2010 at 7:32 PM, Gene Hardesty wrote:

> I haven't had any issues though I guess you can make it only apply to new
> connections with "-m state --state NEW" as well as adding " -m connlimit"
> (google it or use man pages for more info) to limit it to "per IP" as well.
>
>
>
> On Sun, Feb 14, 2010 at 4:17 PM, Guy Watkins  >wrote:
>
> > Can you limit it per sending IP?  Or is it system wide.  200 seems low if
> > clients are sending 30 updates per second.
> >
> > If per client IP, example please.
> >
> > Thanks.
> >
> > } -Original Message-
> > } From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
> > } boun...@list.valvesoftware.com] On Behalf Of Gene Hardesty
> > } Sent: Sunday, February 14, 2010 6:57 PM
> > } To: Half-Life dedicated Linux server mailing list
> > } Subject: Re: [hlds_linux] Team Fortress 2 | Random server crashes
> > }
> > } I wonder if this is related to the DDoS attacks on SRCDS that was
> > } discussed
> > } earlier on this mailinglist.
> > } If so, one can limit the number of UDP packets per second to a few
> > hundred
> > } with iptables (I use 200 myself...another guy on this mailinglist said
> he
> > } has it set to 100)
> > }
> > } G.
> > }
> > } On Sun, Feb 14, 2010 at 3:45 PM, Guy Watkins  > } home.com>wrote:
> > }
> > } > I have this with CSS.  Server stops responding.  The console does not
> > } > respond.  The Linux server is fine.  Top shows te server at or near
> > 100%
> > } > CPU.  After about 30-90 seconds it just resumes as if nothing was
> > wrong.
> > } > Most of the time the players timeout from the client side.
> > } >
> > } > I only see this once every few weeks.  So I never really cared.
> > } >
> > } > } -Original Message-
> > } > } From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> hlds_linux-
> > } > } boun...@list.valvesoftware.com] On Behalf Of f7 f0rkz
> > } > } Sent: Sunday, February 14, 2010 3:45 PM
> > } > } To: Half-Life dedicated Linux server mailing list
> > } > } Subject: [hlds_linux] Team Fortress 2 | Random server crashes
> > } > }
> > } > } For the past week or so one of our 32 player servers has randomly
> > } dropped
> > } > } all connections.  During the outage, the server console locks up.
>  We
> > } run
> > } > } the server in screen, but I do not believe this to be the issue.
> > } > }
> > } > } Is anyone else having trouble with their server randomly locking
> up?
> > } > }
> > } > } What is even weirder is the server restarts itself.  Its like it
> just
> > } > } magically resumes operation.
> > } > }
> > } > } One thing I thought it could be is DNS resolvers because this has
> > } > happened
> > } > } in the past where the host was reloading bind to add zones and the
> > } server
> > } > } locks up.  I checked my resolv.conf and I am using google's opendns
> > } > } resolvers as well as bind on the local box.  In case bind is the
> > issue
> > } on
> > } > } the local box I removed it from resolv.conf.
> > } > }
> > } > } Just want to know if anyone else is having this issue.
> > } > }
> > } > } -f0rkz
> > } > } ___
> > } > } To unsubscribe, edit your list preferences, or view the list
> > archives,
> > } > } please visit:
> > } > } http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> > } >
> > } >
> > } > ___
> > } > To unsubscribe, edit your list preferences, or view the list
> archives,
> > } > please visit:
> > } > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> > } >
> > } ___
> > } To unsubscribe, edit your list preferences, or view the list archives,
> > } please visit:
> > } http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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Re: [hlds_linux] Team Fortress 2 | Random server crashes

2010-02-14 Thread f7 f0rkz
Thanks for the tip.

Server is still crashing.  Going to see if disabling HPET will help.

On Sun, Feb 14, 2010 at 5:06 PM, Gene  wrote:

> For ssh brute force attacks, google "sshdfilter"
> Works wonders but remember to add yourself to the whitelist.
>
> I use to see 1000s of attempts from Chinese IPs, now after 3
> (immediate for "root"), they get iptables banished (DROPped) to the
> abyss.
>
> On Feb 14, 2010, at 1:14 PM, f7 f0rkz  wrote:
>
> > I think it -may- be someone trying to brute force ssh.  I changed
> > the port,
> > lets see if that keeps it at bay.
> >
> > I'm going to continue to monitor it tho.
> >
> > -f0rkz
> >
> > On Sun, Feb 14, 2010 at 4:06 PM, Schlup
> >  wrote:
> >
> >> Yes, I'm having the issue as well.  I run 6 bots on the server full
> >> time
> >> though and I kinda figured that was the issue but it may not be.  The
> >> server
> >> restart is very random though and only happens when users on the on
> >> the
> >> server playing.
> >>
> >> -Original Message-
> >> From: hlds_linux-boun...@list.valvesoftware.com
> >> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of f7
> >> f0rkz
> >> Sent: Sunday, February 14, 2010 2:45 PM
> >> To: Half-Life dedicated Linux server mailing list
> >> Subject: [hlds_linux] Team Fortress 2 | Random server crashes
> >>
> >> For the past week or so one of our 32 player servers has randomly
> >> dropped
> >> all connections.  During the outage, the server console locks up.
> >> We run
> >> the server in screen, but I do not believe this to be the issue.
> >>
> >> Is anyone else having trouble with their server randomly locking up?
> >>
> >> What is even weirder is the server restarts itself.  Its like it just
> >> magically resumes operation.
> >>
> >> One thing I thought it could be is DNS resolvers because this has
> >> happened
> >> in the past where the host was reloading bind to add zones and the
> >> server
> >> locks up.  I checked my resolv.conf and I am using google's opendns
> >> resolvers as well as bind on the local box.  In case bind is the
> >> issue on
> >> the local box I removed it from resolv.conf.
> >>
> >> Just want to know if anyone else is having this issue.
> >>
> >> -f0rkz
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list
> >> archives,
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >>
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list
> >> archives,
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >>
> > ___
> > To unsubscribe, edit your list preferences, or view the list
> > archives, please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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>
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Re: [hlds_linux] Team Fortress 2 | Random server crashes

2010-02-14 Thread f7 f0rkz
Yeah, still crashing.  Don't know wtf.  Only when people are playing too.
 This is irritating.  Wish we had a little more information than what it
gives us.

On Sun, Feb 14, 2010 at 4:14 PM, f7 f0rkz  wrote:

> I think it -may- be someone trying to brute force ssh.  I changed the port,
> lets see if that keeps it at bay.
>
> I'm going to continue to monitor it tho.
>
> -f0rkz
>
>
> On Sun, Feb 14, 2010 at 4:06 PM, Schlup wrote:
>
>> Yes, I'm having the issue as well.  I run 6 bots on the server full time
>> though and I kinda figured that was the issue but it may not be.  The
>> server
>> restart is very random though and only happens when users on the on the
>> server playing.
>>
>> -Original Message-
>> From: hlds_linux-boun...@list.valvesoftware.com
>> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of f7 f0rkz
>> Sent: Sunday, February 14, 2010 2:45 PM
>> To: Half-Life dedicated Linux server mailing list
>> Subject: [hlds_linux] Team Fortress 2 | Random server crashes
>>
>> For the past week or so one of our 32 player servers has randomly dropped
>> all connections.  During the outage, the server console locks up.  We run
>> the server in screen, but I do not believe this to be the issue.
>>
>> Is anyone else having trouble with their server randomly locking up?
>>
>> What is even weirder is the server restarts itself.  Its like it just
>> magically resumes operation.
>>
>> One thing I thought it could be is DNS resolvers because this has happened
>> in the past where the host was reloading bind to add zones and the server
>> locks up.  I checked my resolv.conf and I am using google's opendns
>> resolvers as well as bind on the local box.  In case bind is the issue on
>> the local box I removed it from resolv.conf.
>>
>> Just want to know if anyone else is having this issue.
>>
>> -f0rkz
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>
>
>
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Re: [hlds_linux] Team Fortress 2 | Random server crashes

2010-02-14 Thread f7 f0rkz
I think it -may- be someone trying to brute force ssh.  I changed the port,
lets see if that keeps it at bay.

I'm going to continue to monitor it tho.

-f0rkz

On Sun, Feb 14, 2010 at 4:06 PM, Schlup  wrote:

> Yes, I'm having the issue as well.  I run 6 bots on the server full time
> though and I kinda figured that was the issue but it may not be.  The
> server
> restart is very random though and only happens when users on the on the
> server playing.
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of f7 f0rkz
> Sent: Sunday, February 14, 2010 2:45 PM
> To: Half-Life dedicated Linux server mailing list
> Subject: [hlds_linux] Team Fortress 2 | Random server crashes
>
> For the past week or so one of our 32 player servers has randomly dropped
> all connections.  During the outage, the server console locks up.  We run
> the server in screen, but I do not believe this to be the issue.
>
> Is anyone else having trouble with their server randomly locking up?
>
> What is even weirder is the server restarts itself.  Its like it just
> magically resumes operation.
>
> One thing I thought it could be is DNS resolvers because this has happened
> in the past where the host was reloading bind to add zones and the server
> locks up.  I checked my resolv.conf and I am using google's opendns
> resolvers as well as bind on the local box.  In case bind is the issue on
> the local box I removed it from resolv.conf.
>
> Just want to know if anyone else is having this issue.
>
> -f0rkz
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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>
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[hlds_linux] Team Fortress 2 | Random server crashes

2010-02-14 Thread f7 f0rkz
For the past week or so one of our 32 player servers has randomly dropped
all connections.  During the outage, the server console locks up.  We run
the server in screen, but I do not believe this to be the issue.

Is anyone else having trouble with their server randomly locking up?

What is even weirder is the server restarts itself.  Its like it just
magically resumes operation.

One thing I thought it could be is DNS resolvers because this has happened
in the past where the host was reloading bind to add zones and the server
locks up.  I checked my resolv.conf and I am using google's opendns
resolvers as well as bind on the local box.  In case bind is the issue on
the local box I removed it from resolv.conf.

Just want to know if anyone else is having this issue.

-f0rkz
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Re: [hlds_linux] HLDS Hosting

2010-02-11 Thread f0rkz
What game?

On Thu, 2010-02-11 at 13:58 +0200, andrei dac dac wrote:
> What pc i need for
> 3 x 22/slots
> 3 x 11/slots
> i mean procesors and memory
> ___
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Re: [hlds_linux] Logging console output

2010-02-08 Thread f0rkz
That works like a champ! Thanks for the info.

Here is what I did to get it working for all of you that also want this.

On debian:

apt-get update; apt-get install libexpect-perl
cd /path/to/your/l4d/install
su - gameserver-user
cd bin
vi logger
Copy/Paste the following:=

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

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

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

=CUT=

:wq <-write and quit

chmod +x logger

Add the following to your startup line: -consolelog mylogname.log

Start up the server.  You'll see the logfile in the srcds_run directory.

Enjoy!

-f0rkz

On Mon, 2010-02-08 at 09:39 -0800, Milton Ngan wrote:
> In left4dead and left4dead2, the srcds_run wrapper supports and extra option 
> -consolelog. This launches a program called "logger" which is expected to be 
> in the bin directory of your install. I never shipped this utility since it 
> was something only I was using, and it will not work out of the box since it 
> uses a perl module that is not installed by default. But if there is a need 
> for that sort of thing, I can share the script with you. It is a Perl Expect 
> script. A simple redirection will not work because the srcds_linux writes 
> directly to the terminal not stdout. 
> 
> The -consolelog option isn't available in the orangebox/CS:S games, but it is 
> easy to add this. I have included the code for the "logger" script below. It 
> is a very simple wrapper. Make of it what you will. "logger" takes the path 
> to the console log as the first argument. The rest of the arguments are 
> assumed to be the command you want run. But by doing this, you are giving up 
> the ability to interact with the console. That shouldn't be an issue if you 
> have netconn or rcon setup, which is the way I interact with our servers. 
> 
> #!/usr/bin/perl -w
> use Expect;
> use File::Basename;
> use File::Path;
> use strict;
> 
> my $log_file = shift @ARGV;
> my $log_dir = dirname($log_file);
> mkpath($log_dir) unless -d $log_dir;
> 
> my $expect = new Expect;
> $expect->log_file($log_file);
> $expect->spawn(@ARGV);
> $expect->expect(undef);
> exit($?);
> 
> 
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com 
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of f0rkz
> Sent: Monday, February 08, 2010 7:55 AM
> To: hlds_linux@list.valvesoftware.com
> Subject: [hlds_linux] Logging console output
> 
> Ok.  I know there is logging built into games using the Log on cvar.
> What I need is the actual contents of the console captured to a log
> file.  I noticed srcds_run is a shell script that execs another program
> so redirecting the output to a log file isn't possible.  Does anyone
> have any tricks or scripts to log the output of srcds_run and any of the
> exec'd programs under it?
> 
> Thanks for your help,
> 
> f0rkz
> 
> 
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
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> 
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Re: [hlds_linux] Logging console output

2010-02-08 Thread f0rkz
Milton,

Thanks for the script.  Was about to ask how l4d and l4d2 logged.

I'll test it out now.

-f0rkz

On Mon, 2010-02-08 at 09:39 -0800, Milton Ngan wrote:
> In left4dead and left4dead2, the srcds_run wrapper supports and extra option 
> -consolelog. This launches a program called "logger" which is expected to be 
> in the bin directory of your install. I never shipped this utility since it 
> was something only I was using, and it will not work out of the box since it 
> uses a perl module that is not installed by default. But if there is a need 
> for that sort of thing, I can share the script with you. It is a Perl Expect 
> script. A simple redirection will not work because the srcds_linux writes 
> directly to the terminal not stdout. 
> 
> The -consolelog option isn't available in the orangebox/CS:S games, but it is 
> easy to add this. I have included the code for the "logger" script below. It 
> is a very simple wrapper. Make of it what you will. "logger" takes the path 
> to the console log as the first argument. The rest of the arguments are 
> assumed to be the command you want run. But by doing this, you are giving up 
> the ability to interact with the console. That shouldn't be an issue if you 
> have netconn or rcon setup, which is the way I interact with our servers. 
> 
> #!/usr/bin/perl -w
> use Expect;
> use File::Basename;
> use File::Path;
> use strict;
> 
> my $log_file = shift @ARGV;
> my $log_dir = dirname($log_file);
> mkpath($log_dir) unless -d $log_dir;
> 
> my $expect = new Expect;
> $expect->log_file($log_file);
> $expect->spawn(@ARGV);
> $expect->expect(undef);
> exit($?);
> 
> 
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com 
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of f0rkz
> Sent: Monday, February 08, 2010 7:55 AM
> To: hlds_linux@list.valvesoftware.com
> Subject: [hlds_linux] Logging console output
> 
> Ok.  I know there is logging built into games using the Log on cvar.
> What I need is the actual contents of the console captured to a log
> file.  I noticed srcds_run is a shell script that execs another program
> so redirecting the output to a log file isn't possible.  Does anyone
> have any tricks or scripts to log the output of srcds_run and any of the
> exec'd programs under it?
> 
> Thanks for your help,
> 
> f0rkz
> 
> 
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> visit:
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> 
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Re: [hlds_linux] Logging console output (SOLVED)

2010-02-08 Thread f0rkz
Awesome.  Thats exactly what I needed.

Thanks!

-f0rkz

On Mon, 2010-02-08 at 18:49 +0200, Олег orange wrote:
> works on client Team Fortress 2 "con_logfile" = ""
> 
> 
> 2010/2/8 f0rkz 
> 
> > I tried using that but it just logged the output of: "Console
> > initialized."
> >
> > Does it log further than that after the server is running?
> >
> > -f0rkz
> >
> > On Mon, 2010-02-08 at 11:06 -0500, Nicholas Hastings wrote:
> > > -condebug
> > >
> > > On 2/8/2010 11:00 AM, Saul Rennison wrote:
> > > > Isn't there a con_debuglog ConVar which logs all console output to a
> > file?
> > > >
> > > > On Monday, February 8, 2010, f0rkz  wrote:
> > > >
> > > >> Ok.  I know there is logging built into games using the Log on cvar.
> > > >> What I need is the actual contents of the console captured to a log
> > > >> file.  I noticed srcds_run is a shell script that execs another
> > program
> > > >> so redirecting the output to a log file isn't possible.  Does anyone
> > > >> have any tricks or scripts to log the output of srcds_run and any of
> > the
> > > >> exec'd programs under it?
> > > >>
> > > >> Thanks for your help,
> > > >>
> > > >> f0rkz
> > > >>
> > > >>
> > > >> ___
> > > >> To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > > >> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> > > >>
> > > >>
> > > >
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >
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> visit:
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Re: [hlds_linux] Logging console output

2010-02-08 Thread f0rkz
I tried using that but it just logged the output of: "Console
initialized."

Does it log further than that after the server is running?

-f0rkz

On Mon, 2010-02-08 at 11:06 -0500, Nicholas Hastings wrote:
> -condebug
> 
> On 2/8/2010 11:00 AM, Saul Rennison wrote:
> > Isn't there a con_debuglog ConVar which logs all console output to a file?
> >
> > On Monday, February 8, 2010, f0rkz  wrote:
> >
> >> Ok.  I know there is logging built into games using the Log on cvar.
> >> What I need is the actual contents of the console captured to a log
> >> file.  I noticed srcds_run is a shell script that execs another program
> >> so redirecting the output to a log file isn't possible.  Does anyone
> >> have any tricks or scripts to log the output of srcds_run and any of the
> >> exec'd programs under it?
> >>
> >> Thanks for your help,
> >>
> >> f0rkz
> >>
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives, 
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >>
> >>  
> >
> 
> ___
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> visit:
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Re: [hlds_linux] Logging console output

2010-02-08 Thread f0rkz
I went over those options.  Unfortunately I do not have access to the
screen start line (using swiftpanel).  I am also unable to modify the
screen while its running as an automated process.

-f0rkz

On Mon, 2010-02-08 at 11:08 -0500, Daniel Pierce wrote:
> If srcds cannot provide what you want, screen has logging functionality:
> http://www.gnu.org/software/screen/manual/screen.html#Log
> 
> On Mon, Feb 8, 2010 at 11:00, Saul Rennison  wrote:
> > Isn't there a con_debuglog ConVar which logs all console output to a file?
> >
> > On Monday, February 8, 2010, f0rkz  wrote:
> >> Ok.  I know there is logging built into games using the Log on cvar.
> >> What I need is the actual contents of the console captured to a log
> >> file.  I noticed srcds_run is a shell script that execs another program
> >> so redirecting the output to a log file isn't possible.  Does anyone
> >> have any tricks or scripts to log the output of srcds_run and any of the
> >> exec'd programs under it?
> >>
> >> Thanks for your help,
> >>
> >> f0rkz
> >>
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives, 
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >>
> >
> > --
> >
> > Thanks,
> >  - Saul.
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives, 
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >
> 
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> visit:
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[hlds_linux] Logging console output

2010-02-08 Thread f0rkz
Ok.  I know there is logging built into games using the Log on cvar.
What I need is the actual contents of the console captured to a log
file.  I noticed srcds_run is a shell script that execs another program
so redirecting the output to a log file isn't possible.  Does anyone
have any tricks or scripts to log the output of srcds_run and any of the
exec'd programs under it?

Thanks for your help,

f0rkz


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Re: [hlds_linux] No VAC on TF2 Server.....

2010-01-29 Thread f0rkz
Why do you want to know my troubleshooting methods? Did I even ask you??
Are we going to start arguing about cvars now? I don't want to today.
So just let your balls drop.  You win... etc. may your epeen rage across
the land.

I don't have time for cvarwars today.

On Fri, 2010-01-29 at 16:12 +0100, w4rezz wrote:
> Why are you asking for sv_consistency? sv_consistency has no effect
> for cheats like wallhack in TF2, in CS:Source you are kicked with
> wallhacked models if server has sv_consistency 1, but in TF2 is
> wallhack enabled with sv_consistency 1 and sv_pure  1, becouse Valve
> like wallhacks.
> 
> 2010/1/28 f0rkz :
> > What settings do you have for:
> >
> > sv_consistency
> > sv_pure
> >
> > On Thu, 2010-01-28 at 17:22 +0100, h...@gmx.de wrote:
> >> Hello,
> >>
> >> I dont have VAC on my TF2 Server. When I restart the Gameserver it dont 
> >> work But when I restart the whole Root Server, VAC is still active
> >>
> >> Where is here the failure.
> >>
> >> This problem is now about 2 Weeks :(
> >>
> >> regards
> >
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives, 
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >
> 
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
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Re: [hlds_linux] No VAC on TF2 Server.....

2010-01-28 Thread f0rkz
What settings do you have for:

sv_consistency
sv_pure

On Thu, 2010-01-28 at 17:22 +0100, h...@gmx.de wrote:
> Hello,
> 
> I dont have VAC on my TF2 Server. When I restart the Gameserver it dont 
> work But when I restart the whole Root Server, VAC is still active
> 
> Where is here the failure.
> 
> This problem is now about 2 Weeks :(
> 
> regards



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Re: [hlds_linux] sv_pure...cheat?

2010-01-22 Thread f0rkz
Tomato to-mato, what does it matter?

-f0rkz

On Fri, 2010-01-22 at 01:42 -0500, Guy Watkins wrote:
> It shows up when using:
> cvarlist sv_pure
> 
> } -Original Message-
> } From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
> } boun...@list.valvesoftware.com] On Behalf Of Didrole
> } Sent: Thursday, January 21, 2010 5:43 PM
> } To: Half-Life dedicated Linux server mailing list
> } Subject: Re: [hlds_linux] sv_pure...cheat?
> } 
> } sv_pure isn't a cvar
> } 
> } 2010/1/21 w4rezz 
> } 
> } > Btw a little OF - sv_pure is clientside cvar and its replicated, so if
> } > server has sv_pure set to 1, client's sv_pure is also sets to 1, and
> } > as we know its easy to change cvar values on client without any VAC
> } > ban, memory editing of source engine is very old, good way to cheat
> } > without VAC
> } > ( or KAC ) ban, as we know most used cheat is just r_drawothermodels 2
> } > ( http://www.xraygaming.com/index.php?pageid=gallery ) , Valve is
> } > ruining CS:S leagues for years becouse of ignoring those facts.
> } >
> } > ___
> } > To unsubscribe, edit your list preferences, or view the list archives,
> } > please visit:
> } > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> } >
> } ___
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> } please visit:
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> 
> 
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Re: [hlds_linux] sv_pure...cheat?

2010-01-20 Thread f0rkz
On a whim here...

You are running like so?:

rcon_password myrconpasshere
rcon sv_cheats
...Then to set it:...
rcon sv_cheats 1

-f0rkz


On Wed, 2010-01-20 at 13:21 -0500, Chris wrote:
> Simple to explain. I'm at a loss here.
> 
> I type in console:
> sv_pure 1
> 
> Console responds:
> Can't use cheat command sv_pure in multiplayer, unless the server has
> sv_cheats set to 1.
> 
> How is that possible?
> ___
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Re: [hlds_linux] sv_pure...cheat?

2010-01-20 Thread f0rkz
Try using it in your server.cfg file.

On Wed, 2010-01-20 at 13:21 -0500, Chris wrote:
> Simple to explain. I'm at a loss here.
> 
> I type in console:
> sv_pure 1
> 
> Console responds:
> Can't use cheat command sv_pure in multiplayer, unless the server has
> sv_cheats set to 1.
> 
> How is that possible?
> ___
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Re: [hlds_linux] steamgroup protection?

2010-01-18 Thread f0rkz
I seem to get a list of 600+ randoms whenever I open l4d2.  When I
restart steam they go away.

I think we are talking about two different issues.  Either way, the
steam community server settings are broken right now.

-f0rkz

On Mon, 2010-01-18 at 18:50 +0100, Saint K. wrote:
> It's not a bug indeed. These servers are in there permanently.
> 
> 
> Saint K.
> 
> 
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com 
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of w4rezz
> Sent: Monday, January 18, 2010 6:43 PM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] steamgroup protection?
> 
> I dont think its a bug, if is your steamcommunity huge, ppls can get
> your community ID for example by using http://w4.ezin.cz/convertor/
> 
> 2010/1/18 f0rkz :
> > Are you talking about having some 600+ servers in your steam group
> > server listing?
> >
> > If so, I think that is a bug with the system right now.
> >
> > -f0rkz
> >
> > On Mon, 2010-01-18 at 18:03 +0100, Saint K. wrote:
> >> Hi,
> >>
> >> Our steamgroup ID is receiving massive abuse. All sorts of strange servers 
> >> are in the list simply because we have put a lot of time and effort in 
> >> building our community. Now others feel they have the right to profit from 
> >> that by adding their servers to our steamgroup.
> >>
> >> Is there any way that this can be protected?
> >>
> >> Saint K.
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives, 
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives, 
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >
> 
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> 
> No virus found in this incoming message.
> Checked by AVG - www.avg.com 
> Version: 9.0.725 / Virus Database: 270.14.147/2628 - Release Date: 01/17/10 
> 20:35:00
> 
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Re: [hlds_linux] steamgroup protection?

2010-01-18 Thread f0rkz
Are you talking about having some 600+ servers in your steam group
server listing?

If so, I think that is a bug with the system right now.

-f0rkz

On Mon, 2010-01-18 at 18:03 +0100, Saint K. wrote:
> Hi,
> 
> Our steamgroup ID is receiving massive abuse. All sorts of strange servers 
> are in the list simply because we have put a lot of time and effort in 
> building our community. Now others feel they have the right to profit from 
> that by adding their servers to our steamgroup.
> 
> Is there any way that this can be protected?
> 
> Saint K.
> ___
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[hlds_linux] TF2 server multi-threaded support

2010-01-04 Thread f0rkz
I know that I have at least brought this to the list's attention once.

Does anyone have any information on if/when TF2 will start utilizing
multi-threaded/multi-core processing? CPUs are going down in speed and
up in cores lately.  If you want anything decent (3.0GHZ+) you are
paying for it.

Left4Dead/Left4Dead2 runs like a champ and can have 100+ threads running
without a problem.  We need this for TF2 as well...

We currently balance two tf2 servers on two separate 2.0GHZ cores which
is working for now but that chokes us there.  It would be nice to be
able to run these spread out over the two cores.

-f0rkz


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Re: [hlds_linux] miked/michaeld and erics Support Accounts hacked!

2009-12-30 Thread f0rkz
Eh? Is it everyone's passwords?

On Wed, 2009-12-30 at 14:21 +0100, Thomas Toka / www.serverman.de wrote:
> Hi ladies,
> 
> hope u will change your passwords now as your support.steampowered.com
> passwords are very simple and visible on the 26c3 hacked site.
> 
> I am really shocked to now after seeing this simple passwords for the 
> accounts.
> 
> Choose better passwords and fix the injections!
> 
> Gogogo!
> 



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Re: [hlds_linux] Crashing L4D2 fork killing entire machine

2009-12-21 Thread f0rkz
Not really sure how this is a hijack, but ok!

On Mon, 2009-12-21 at 21:01 +0100, Saint K. wrote:
> Dear Mr. f0rkz,
> 
> Please don't hijack treads. Create your own. It's so easy.
> 
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com 
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of f0rkz
> Sent: Monday, December 21, 2009 8:05 PM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Crashing L4D2 fork killing entire machine
> 
> This is about as frustrating as not having multi-threaded TF2 servers!
> 
> On Mon, 2009-12-21 at 19:59 +0100, Saint K. wrote:
> > We've wrote a script now to check for faulty L4D2 processes. Once one is 
> > detected it will send a kill -6.
> > 
> > According to Milton this should produce a coredump, alltho I haven't been 
> > able to find one yet in my L4D2 dir, and the logging shows at least 2 
> > instances where it occurred.
> > 
> > So far we're still in the blind.
> > 
> > Saint K.
> > 
> > -Original Message-
> > From: hlds_linux-boun...@list.valvesoftware.com 
> > [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Joshua Smith
> > Sent: Monday, December 21, 2009 6:17 PM
> > To: Half-Life dedicated Linux server mailing list
> > Subject: Re: [hlds_linux] Crashing L4D2 fork killing entire machine
> > 
> > Just wondering if anyone has tracked down a possible cause for this yet? Is
> > it related to setting sched_fifo? whenever this happens there seems to be no
> > logs and being locked out of ssh ive never seen what is actually happening.
> > 
> > On Sat, Dec 12, 2009 at 12:10 PM, Vaughan Reid  wrote:
> > 
> > > SIGINT and SIGKILL are not commands, they are methods of killing processes
> > > used by programmers.
> > >
> > > Off the top of my head a SIGKILL can be done by using this command:
> > > kill -9 pid
> > >
> > > And a SIGINT is just a normal kill:
> > > kill pid
> > >
> > > Best to try and use the second one first as it will try to gracefully 
> > > close
> > > the process. If that doesn't work try the first. pid is obviously the
> > > process id of the game server you are trying to get rid off.
> > >
> > > On Sun, Dec 13, 2009 at 6:38 AM, Saint K. 
> > > wrote:
> > >
> > > > I just had another forked server goin mental on me. I tried the SIGKILL
> > > and
> > > > SIGINT commands but they don't work (command not found). Where am I
> > > suppose
> > > > to execute these commands?
> > > >
> > > > Cheers,
> > > >
> > > > -Original Message-
> > > > From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> > > > hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Milton Ngan
> > > > Sent: Monday, November 30, 2009 12:39 AM
> > > > To: Half-Life dedicated Linux server mailing list
> > > > Subject: Re: [hlds_linux] Crashing L4D2 fork killing entire machine
> > > >
> > > > If you guys are running the servers with -debug (which doesn't currently
> > > do
> > > > anything useful in -fork mode) or crash dumps enabled you should send a
> > > > SIGABRT (-6) to the process to get it to dump a core file. It will also
> > > kill
> > > > the fork as well. SIGKILL should be used as a last resort if SIGINT
> > > > (standard kill) doesn't do anything.
> > > >
> > > > With regards to -debug and -fork, I have a Perl script that I run
> > > alongside
> > > > srcds_run to achieve desired behavior. I need to re-write this to be 
> > > > more
> > > > portable so that it can be shipped.
> > > >
> > > > -Original Message-
> > > > From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> > > > hlds_linux-boun...@list.valvesoftware.com] On Behalf Of riemers
> > > > Sent: Saturday, November 28, 2009 11:49 AM
> > > > To: Half-Life dedicated Linux server mailing list
> > > > Subject: Re: [hlds_linux] Crashing L4D2 fork killing entire machine
> > > >
> > > > I've seen a process with 100% too, i've also seen a server which was 
> > > > full
> > > > for like 2 hours on the same map.
> > > > At that point i check it out, and it seemed the 4 survivor bots where
> > > > playing against the infected bots, over and over again.
&g

Re: [hlds_linux] Crashing L4D2 fork killing entire machine

2009-12-21 Thread f0rkz
This is about as frustrating as not having multi-threaded TF2 servers!

On Mon, 2009-12-21 at 19:59 +0100, Saint K. wrote:
> We've wrote a script now to check for faulty L4D2 processes. Once one is 
> detected it will send a kill -6.
> 
> According to Milton this should produce a coredump, alltho I haven't been 
> able to find one yet in my L4D2 dir, and the logging shows at least 2 
> instances where it occurred.
> 
> So far we're still in the blind.
> 
> Saint K.
> 
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com 
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Joshua Smith
> Sent: Monday, December 21, 2009 6:17 PM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Crashing L4D2 fork killing entire machine
> 
> Just wondering if anyone has tracked down a possible cause for this yet? Is
> it related to setting sched_fifo? whenever this happens there seems to be no
> logs and being locked out of ssh ive never seen what is actually happening.
> 
> On Sat, Dec 12, 2009 at 12:10 PM, Vaughan Reid  wrote:
> 
> > SIGINT and SIGKILL are not commands, they are methods of killing processes
> > used by programmers.
> >
> > Off the top of my head a SIGKILL can be done by using this command:
> > kill -9 pid
> >
> > And a SIGINT is just a normal kill:
> > kill pid
> >
> > Best to try and use the second one first as it will try to gracefully close
> > the process. If that doesn't work try the first. pid is obviously the
> > process id of the game server you are trying to get rid off.
> >
> > On Sun, Dec 13, 2009 at 6:38 AM, Saint K. 
> > wrote:
> >
> > > I just had another forked server goin mental on me. I tried the SIGKILL
> > and
> > > SIGINT commands but they don't work (command not found). Where am I
> > suppose
> > > to execute these commands?
> > >
> > > Cheers,
> > >
> > > -Original Message-
> > > From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> > > hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Milton Ngan
> > > Sent: Monday, November 30, 2009 12:39 AM
> > > To: Half-Life dedicated Linux server mailing list
> > > Subject: Re: [hlds_linux] Crashing L4D2 fork killing entire machine
> > >
> > > If you guys are running the servers with -debug (which doesn't currently
> > do
> > > anything useful in -fork mode) or crash dumps enabled you should send a
> > > SIGABRT (-6) to the process to get it to dump a core file. It will also
> > kill
> > > the fork as well. SIGKILL should be used as a last resort if SIGINT
> > > (standard kill) doesn't do anything.
> > >
> > > With regards to -debug and -fork, I have a Perl script that I run
> > alongside
> > > srcds_run to achieve desired behavior. I need to re-write this to be more
> > > portable so that it can be shipped.
> > >
> > > -Original Message-
> > > From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> > > hlds_linux-boun...@list.valvesoftware.com] On Behalf Of riemers
> > > Sent: Saturday, November 28, 2009 11:49 AM
> > > To: Half-Life dedicated Linux server mailing list
> > > Subject: Re: [hlds_linux] Crashing L4D2 fork killing entire machine
> > >
> > > I've seen a process with 100% too, i've also seen a server which was full
> > > for like 2 hours on the same map.
> > > At that point i check it out, and it seemed the 4 survivor bots where
> > > playing against the infected bots, over and over again.
> > >
> > > Somehow still pretty funny..
> > >
> > > On Sat, 28 Nov 2009 20:13:44 +0100, Saint K. 
> > > wrote:
> > > > I have had this issue twice up till now, and it's rather disturbing.
> > > >
> > > > What happened is that a L4D2 fork gets in a crashing mode of some kind
> > > > where it continuously puts 100% CPU load on a single core. I've seen
> > > these
> > > > sort of crashes perhaps around 10 times so far. 8 times I've spotted it
> > > > soon enough to kill -9  the process, and 2 times I've been too
> > late
> > > > and it been in such a state for several hours before it will entirely
> > > kill
> > > > off the machine. The machine will only reply to icmp and nothing else
> > > (ssh,
> > > > http, ftp, gameservers etc).
> > > >
> > > > This worries me a bit, because I do not have any reason to assume
> > > > something is broken on OS or hardware level.
> > > >
> > > > Regards,
> > > >
> > > > Saint K.
> > > >
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view the list archives,
> > > > please visit:
> > > > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/

Re: [hlds_linux] Autoupdate broken, script instead?

2009-12-11 Thread f0rkz
QFT

On Fri, 2009-12-11 at 12:27 -0400, Crazy Canucks wrote:
> I should add, the power, flexibility, and simplicity of Bash scripting 
> is one of the absolute best features of the GNU/Linux operating system.  
> You will be missing out on a lot of what makes GNU/Linux so special if 
> you don't take the time to learn at least the basics.
> 
> Drek
> 
> f0rkz wrote:
> > Well you could create a bash script to run a kill of your hlds_linux
> > process, then run an update, then run the startup.  Should be pretty
> > simple actually.  Make sure you run everything in screen though!
> >
> > You can contact me privately if you would like help on the scripting.
> >
> > f0...@f0rkznet.net
> >
> > On Fri, 2009-12-11 at 16:17 +0100, Daniel Nilsson wrote:
> >   
> >> Need more explanation. Im running debian lenny and know howto change my 
> >> cron. But thats almost everything.
> >>
> >> f0rkz skrev:
> >> 
> >>> You can use cron to run a bash script at 4:00 am.
> >>>
> >>> Let me know if you don't know how to do that, and I'll explain more.
> >>>
> >>> On Fri, 2009-12-11 at 15:57 +0100, Daniel Nilsson wrote:
> >>>   
> >>>   
> >>>> Is there any script that can help me shedule my updates on my day of 
> >>>> defeat server?
> >>>>
> >>>> *stop server 04:00
> >>>> *update with verify
> >>>> *start server with correct affinity
> >>>>
> >>>> //Daniel
> >>>>
> >>>>
> >>>> __ Information from ESET NOD32 Antivirus, version of virus 
> >>>> signature database 4679 (20091211) __
> >>>>
> >>>> The message was checked by ESET NOD32 Antivirus.
> >>>>
> >>>> http://www.eset.com
> >>>>
> >>>>
> >>>>
> >>>> ___
> >>>> To unsubscribe, edit your list preferences, or view the list archives, 
> >>>> please visit:
> >>>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >>>> 
> >>>> 
> >>>
> >>> ___
> >>> To unsubscribe, edit your list preferences, or view the list archives, 
> >>> please visit:
> >>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >>>
> >>>
> >>>
> >>> __ Information from ESET NOD32 Antivirus, version of virus 
> >>> signature database 4679 (20091211) __
> >>>
> >>> The message was checked by ESET NOD32 Antivirus.
> >>>
> >>> http://www.eset.com
> >>>
> >>>
> >>>   
> >>>   
> >>
> >> __ Information from ESET NOD32 Antivirus, version of virus 
> >> signature database 4679 (20091211) __
> >>
> >> The message was checked by ESET NOD32 Antivirus.
> >>
> >> http://www.eset.com
> >>
> >>
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives, 
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >> 
> >
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives, 
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >
> >   
> 
> 
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
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Re: [hlds_linux] Autoupdate broken, script instead?

2009-12-11 Thread f0rkz
Well you could create a bash script to run a kill of your hlds_linux
process, then run an update, then run the startup.  Should be pretty
simple actually.  Make sure you run everything in screen though!

You can contact me privately if you would like help on the scripting.

f0...@f0rkznet.net

On Fri, 2009-12-11 at 16:17 +0100, Daniel Nilsson wrote:
> Need more explanation. Im running debian lenny and know howto change my 
> cron. But thats almost everything.
> 
> f0rkz skrev:
> > You can use cron to run a bash script at 4:00 am.
> >
> > Let me know if you don't know how to do that, and I'll explain more.
> >
> > On Fri, 2009-12-11 at 15:57 +0100, Daniel Nilsson wrote:
> >   
> >> Is there any script that can help me shedule my updates on my day of 
> >> defeat server?
> >>
> >> *stop server 04:00
> >> *update with verify
> >> *start server with correct affinity
> >>
> >> //Daniel
> >>
> >>
> >> __ Information from ESET NOD32 Antivirus, version of virus 
> >> signature database 4679 (20091211) __
> >>
> >> The message was checked by ESET NOD32 Antivirus.
> >>
> >> http://www.eset.com
> >>
> >>
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives, 
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >> 
> >
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives, 
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >
> >
> >
> > __ Information from ESET NOD32 Antivirus, version of virus 
> > signature database 4679 (20091211) __
> >
> > The message was checked by ESET NOD32 Antivirus.
> >
> > http://www.eset.com
> >
> >
> >   
> 
> 
> 
> __ Information from ESET NOD32 Antivirus, version of virus signature 
> database 4679 (20091211) __
> 
> The message was checked by ESET NOD32 Antivirus.
> 
> http://www.eset.com
> 
> 
> 
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds_linux



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Re: [hlds_linux] Autoupdate broken, script instead?

2009-12-11 Thread f0rkz
You can use cron to run a bash script at 4:00 am.

Let me know if you don't know how to do that, and I'll explain more.

On Fri, 2009-12-11 at 15:57 +0100, Daniel Nilsson wrote:
> Is there any script that can help me shedule my updates on my day of 
> defeat server?
> 
> *stop server 04:00
> *update with verify
> *start server with correct affinity
> 
> //Daniel
> 
> 
> __ Information from ESET NOD32 Antivirus, version of virus signature 
> database 4679 (20091211) __
> 
> The message was checked by ESET NOD32 Antivirus.
> 
> http://www.eset.com
> 
> 
> 
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds_linux



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Re: [hlds_linux] Left 4 Dead 2 Update Available

2009-12-07 Thread f0rkz
Short answer: no.
Long answer: Welcome to server administration! ;)

Its definitely inconvenient, but its life.

On Mon, 2009-12-07 at 11:04 -0600, Jay Deiman wrote:
> Ok, this is something that has been bothering me for quite a while.  Why 
> is it that Valve is pushing out updates on Friday nights at:
> 
> "Fri, 4 Dec 2009 18:32:33 -0800"
> 
> Please, other admins, chime in here unless I'm just crazy.  The servers 
> I host, and once in a while play on, are *always* at their busiest 
> between Friday afternoon sometime until sometime on Sunday morning (I'm 
> CDT, for reference).
> 
> Perhaps, unless there is something absolutely critical to fix, these 
> updates should be pushed out on a Monday morning.  That way, if a new 
> issue crops up, our players can be notified of some *new* issue and any 
> possible workarounds if there isn't another patch before the weekend, 
> which, again, is always the busiest time.  This Friday night patching is 
> akin to my rolling out major changes to my email systems at work on 
> Monday morning around 10am (just before our busiest time of the week). 
> Is there any way this can be adjusted?
> 
> Jay
> 



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Re: [hlds_linux] Left 4 Dead 2 FPS rate

2009-12-04 Thread f0rkz
L4D2 and L4D are a totally different beast from older valve games.  The
FPS, tickrate, and rates pretty much manage themselves (thank god).

Nothing to worry about.  30 is normal.

-f0rkz

On Fri, 2009-12-04 at 15:08 -0200, Nevermore wrote:
> Hi people!
> 
> My L4D2 server is working at 30 fps :S
> I am running in a Xeon Quad Core box, with ubuntu server.
> tf2 runs at 220 fps, and Half-Life 1 at 500.
> I only have problems with left 4 dead and left 4 dead 2.
> 
> What can i do to get it better?
> 
> Thank you
> 
> 
> ___
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> visit:
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Re: [hlds_linux] tf2 stable fps

2009-12-01 Thread f0rkz
You could also look into compiling a dynamic kernel with 1000 hz
frequency.

On Tue, 2009-12-01 at 17:15 +0100, Ulrich Block wrote:
> When it is stock I guess you did not disable cool and quiet yet (dunno 
> what it is called with intel)
> As root try: cpufreq-set -g performance
> 
> This sets the cpu to maximal standart Hz. Why do this? For the load 
> peaks the cpufreq-utils do not scale up the CPU Hz fast enough. So it is 
> better to disable them.
> 
> Nikolay Shopik schrieb:
> > 2.6.26-2-686 #1 SMP - This is stock Debian Lenny kernel
> >
> > On 01.12.2009 18:27, f0rkz wrote:
> >   
> >> What kernel are you running?
> >> 
> >
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives, 
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >
> >   
> 
> 
> ___
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> visit:
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Re: [hlds_linux] tf2 stable fps

2009-12-01 Thread f0rkz
What kernel are you running?

On Tue, 2009-12-01 at 17:54 +0300, Nikolay Shopik wrote:
> My hardware is core duo 6700 usually load up to 60-70% with 100Mbit 
> connection. Fps meter, you mean net_graph 4?
> 
> On 01.12.2009 16:29, Daniel Nilsson wrote:
> > It affects stable fps alot. Now i dont know your cpu and other 
> > hardware/internet limitation. But almost 99% of your unstable fps is 
> > probably from sourcetv. Run the fps meeter with and without sourcetv. And 
> > you will notice a big difference
> 
> 
> 
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Re: [hlds_linux] DoD:S motd with php?

2009-11-24 Thread f0rkz
DOD:S is orange box.  Just simply put the URL of the motd inside it.\

eg: http://myclansite.com/dods-motd.html

-f0rkz

On Tue, 2009-11-24 at 18:47 +0100, Michele wrote:
> Hello mailinglist
> 
> I have a problem with a motd and dod:s server. I would forward a motd with a 
> header redirection to a clan page. The clan page forwards to a subdirectory 
> with a index.php.. So, but the motd shows nothing in game. A other page with 
> .html ending is ok.
> 
> What make i wrong?
> 
> Thx! 
> 
> 
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Re: [hlds_linux] sv_password l4dead2

2009-11-24 Thread f0rkz
I don't think sv_password works at all right now.  It actually drops it
from outside querys (eg: hlsw).

Your best bet right now is making a private steam community for your
server and invite the peeps that you want playing on it to that
community.  Then make the server exclusive to that steam community.

-f0rkz

On Tue, 2009-11-24 at 18:02 +0100, pet wrote:
> Hallo
> 
> Has anybody any idea how to solve the problem with sv_password issue in 
> left 4 dead 2. When lam trying to put this in server.cfg, server doesn't 
> appears on the server list and nobody can connect, any help would be 
> appreciate.
> 
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Re: [hlds_linux] TF2 Multicore server support

2009-11-24 Thread f0rkz
Good to know about the spreading.  Multicore server support would help
for those of us with dual Xeon dual core hyper-threaded CPUs.

Now, l4d on the other hand supports multicore like a champ.  That is why
we can run forks of 100+ l4d servers.  Just not TF2 yet...this will
drastically help the performance of 32 slot servers.

-f0rkz

On Mon, 2009-11-23 at 21:55 +, Chris Boot wrote:
> F0rkz,
> 
> Linux will mostly evenly spread running processes around processors as 
> it requires, indeed. This applies to forks, threads, and completely 
> separate processes as long as you don't fiddle with the processor 
> affinity. I can't see why a multithreaded game server would be much use, 
> especially considering a game server instance only uses a fractional 
> part of a CPU core these days - as you may have seen people are running 
> 64 L4D forks on dual quad cores without much issue.
> 
> HTH,
> Chris
> 
> f0rkz wrote:
> > Does anyone know if muti-threading/multi-core servers is on the horizon?
> > I know we can pile l4d servers on a server all day long, but when it
> > comes to TF we have to be particularly careful for CPU load.
> >
> > Also, does linux natively distribute processes between cores when it
> > launches new processes? mpstat always shows cpu usage spread evenly with
> > TF running, which is kind of confusing.  Any information would help.
> >
> > Regards,
> >
> > -f0rkz
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives, 
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >   
> 
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[hlds_linux] TF2 Multicore server support

2009-11-23 Thread f0rkz
Does anyone know if muti-threading/multi-core servers is on the horizon?
I know we can pile l4d servers on a server all day long, but when it
comes to TF we have to be particularly careful for CPU load.

Also, does linux natively distribute processes between cores when it
launches new processes? mpstat always shows cpu usage spread evenly with
TF running, which is kind of confusing.  Any information would help.

Regards,

-f0rkz


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Re: [hlds_linux] L4D2 Assertion Failed

2009-11-20 Thread f0rkz
Because I found a google post on some website regarding that error.

No need to be an ass

On Fri, 2009-11-20 at 20:07 +, D3vilfish - Simiancage.org wrote:
> There are no plugins available for l4d2, yes you can run metamod but with no
> sourcemod whats the point?
> 
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of f0rkz
> Sent: 20 November 2009 19:36
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] L4D2 Assertion Failed
> 
> What plugins are you using?
> 
> -f0rkz
> 
> On Fri, 2009-11-20 at 19:20 +, D3vilfish - Simiancage.org wrote:
> > Anyone getting assertion failed infite loop crashing there servers and any
> > idea what it is with the utlmemory?
> >  
> > utlmemory.h (322) : Assertion Failed: IsIdxValid(i)
> > D3v
> > 
> > 
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> 
> 
> 
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Re: [hlds_linux] L4D2 Assertion Failed

2009-11-20 Thread f0rkz
What plugins are you using?

-f0rkz

On Fri, 2009-11-20 at 19:20 +, D3vilfish - Simiancage.org wrote:
> Anyone getting assertion failed infite loop crashing there servers and any
> idea what it is with the utlmemory?
>  
> utlmemory.h (322) : Assertion Failed: IsIdxValid(i)
> D3v
> 
> 
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Re: [hlds_linux] L4D2 1 fork crashes the server

2009-11-17 Thread f7 f0rkz
Yeah, i figured as much.  Just a pain with our gamepanel software.

-f0rkz

On Tue, Nov 17, 2009 at 4:39 PM, Ronny Schedel wrote:

>
> Yes you can, just remove the -fork parameter.
>
>
> > Hey everyone.  Playing around with running L4D2 and found this gem.
> >
> > HLDS installation up to date
> > ERROR: Invalid number of forks specified: 1
> > Tue Nov 17 15:53:12 EST 2009: Server Failed
> >
> > Can we not run servers as "-fork 1"?
> >
> > -f0rkz
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >
>
>
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[hlds_linux] L4D2 1 fork crashes the server

2009-11-17 Thread f0rkz
Hey everyone.  Playing around with running L4D2 and found this gem.

HLDS installation up to date
ERROR: Invalid number of forks specified: 1
Tue Nov 17 15:53:12 EST 2009: Server Failed

Can we not run servers as "-fork 1"?

-f0rkz


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Re: [hlds_linux] Modern Warfare 2

2009-11-10 Thread f0rkz
Internet petitions do nothing.  Even if they did, you all would bitch
and moan about how the game was "delayed" for "improvements".  Seriously
though guys.  This is the srcds linux mailing list.  Lets keep it this
way.

On Tue, 2009-11-10 at 15:50 +0100, w4rezz wrote:
> Serious petition. Underlined by Mr. "Penis", "gfggf", ":D:D" , "h", "qsfd",
> "trytrytry" etc. etc.
> 
> 2009/11/10 kama 
> 
> >
> > Thera are a couple that have "complained" allready..
> >
> > http://www.petitiononline.com/dedis4mw/petition.html
> >
> > "194262 Total Signatures" as of writing...
> >
> > As of the forum... Rumour says that they delete the complains about
> > dedicated servers...
> >
> > /Bjorn
> >
> > On Mon, 9 Nov 2009, f0rkz wrote:
> >
> > > Really, all of this is neither here nor there.  Go take it to the MW2
> > > forums if you want to complain about how the game is badly designed.
> > > Chances are, they have heard it all and have no intentions of changing
> > > their style.
> > >
> > > -f0rkz
> > >
> > > On Mon, 2009-11-09 at 10:30 -0400, Crazy Canucks wrote:
> > > > To repeat myself, they won't, and to add, from what I've seen most of
> > > > the advantages offered by rates that high are purely psychological.  A
> > > > professional player with the latest hardware would probably notice a
> > > > difference, but 99.9% of players will only notice it if they look up
> > the
> > > > cvars.
> > > >
> > > > Drek
> > > >
> > > > Daniel Nilsson wrote:
> > > > > 60% of all users uses the default values for example in dods they are
> > > > > cl_cmdrate 30, cl_updaterate 20 and rate 3500. If the server is not
> > > > > limiting downwards they will not se choke or lag. But adv users that
> > > > > join that server with higher settings 66 or 100 and an rate of +30K
> > will
> > > > > notice that the others are struttering
> > > > >
> > > > > //Daniel
> > > > >
> > > > > Crazy Canucks skrev:
> > > > >
> > > > >> Bullshit.  I believe I said it runs extremely well.  That means very
> > > > >> little to no choke - typical choke on my servers runs between 0 and
> > 5,
> > > > >> depending on the game.  Again, it can be done if you know what you
> > are
> > > > >> doing.
> > > > >>
> > > > >> Of course rates have to be limited, and no it wouldn't do for
> > > > >> professional match play, but game play is smooth, hit registration
> > is
> > > > >> good, and the games are fun.  That's what matters.
> > > > >>
> > > > >> Drek
> > > > >>
> > > > >> Adam Nowacki wrote:
> > > > >>
> > > > >>
> > > > >>> Crazy Canucks wrote:
> > > > >>>
> > > > >>>
> > > > >>>
> > > > >>>> That's funny, I host a 16 person TF2 server on a 1mbps upload
> > cable
> > > > >>>> connection.  And it runs extremely well.
> > > > >>>>
> > > > >>>>
> > > > >>>>
> > > > >>> Sure, just that you need to limit everyones rate to ~7000 and live
> > with
> > > > >>> massive choke on clients (delayed updates).
> > > > >>>
> > > > >>> ___
> > > > >>> To unsubscribe, edit your list preferences, or view the list
> > archives, please visit:
> > > > >>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> > > > >>>
> > > > >>>
> > > > >>>
> > > > >>>
> > > > >> ___
> > > > >> To unsubscribe, edit your list preferences, or view the list
> > archives, please visit:
> > > > >> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> > > > >>
> > > > >>
> > > > >>
> > > > >> __ Information from ESET NOD32 Antivirus, version of virus
> > signature database 4

Re: [hlds_linux] Modern Warfare 2

2009-11-09 Thread f0rkz
Really, all of this is neither here nor there.  Go take it to the MW2
forums if you want to complain about how the game is badly designed.
Chances are, they have heard it all and have no intentions of changing
their style.

-f0rkz

On Mon, 2009-11-09 at 10:30 -0400, Crazy Canucks wrote:
> To repeat myself, they won't, and to add, from what I've seen most of 
> the advantages offered by rates that high are purely psychological.  A 
> professional player with the latest hardware would probably notice a 
> difference, but 99.9% of players will only notice it if they look up the 
> cvars.
> 
> Drek
> 
> Daniel Nilsson wrote:
> > 60% of all users uses the default values for example in dods they are 
> > cl_cmdrate 30, cl_updaterate 20 and rate 3500. If the server is not 
> > limiting downwards they will not se choke or lag. But adv users that 
> > join that server with higher settings 66 or 100 and an rate of +30K will 
> > notice that the others are struttering
> >
> > //Daniel
> >
> > Crazy Canucks skrev:
> >   
> >> Bullshit.  I believe I said it runs extremely well.  That means very 
> >> little to no choke - typical choke on my servers runs between 0 and 5, 
> >> depending on the game.  Again, it can be done if you know what you are 
> >> doing.
> >>
> >> Of course rates have to be limited, and no it wouldn't do for 
> >> professional match play, but game play is smooth, hit registration is 
> >> good, and the games are fun.  That's what matters.
> >>
> >> Drek
> >>
> >> Adam Nowacki wrote:
> >>   
> >> 
> >>> Crazy Canucks wrote:
> >>>   
> >>> 
> >>>   
> >>>> That's funny, I host a 16 person TF2 server on a 1mbps upload cable 
> >>>> connection.  And it runs extremely well. 
> >>>> 
> >>>>   
> >>>> 
> >>> Sure, just that you need to limit everyones rate to ~7000 and live with 
> >>> massive choke on clients (delayed updates).
> >>>
> >>> ___
> >>> To unsubscribe, edit your list preferences, or view the list archives, 
> >>> please visit:
> >>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >>>
> >>>   
> >>> 
> >>>   
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives, 
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >>
> >>
> >>
> >> __ Information from ESET NOD32 Antivirus, version of virus 
> >> signature database 4545 (20091026) __
> >>
> >> The message was checked by ESET NOD32 Antivirus.
> >>
> >> http://www.eset.com
> >>
> >>
> >>   
> >> 
> >
> >
> >
> > __ Information from ESET NOD32 Antivirus, version of virus 
> > signature database 4545 (20091026) __
> >
> > The message was checked by ESET NOD32 Antivirus.
> >
> > http://www.eset.com
> >
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives, 
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >
> >   
> 
> 
> ___
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> visit:
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Re: [hlds_linux] Linux is not able to start

2009-10-28 Thread f7 f0rkz
The error says exactly what is wrong.

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

You need to install a newer version of libstdc++

What distro is this?  If its debian try this:

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

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

That should get you rolling.

On Wed, Oct 28, 2009 at 12:22 PM, Tony Paloma wrote:

> Why would you try that. It's incorrect. There is no game folder named
> left4dead2_demo so this won't work.
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Peter
> Lindblom
> Sent: Wednesday, October 28, 2009 8:07 AM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Linux is not able to start
>
> try with left4dead2_demo in the startline instead :D
>
> Peter
>
> - Original Message -
> From: "Christoffer Pedersen" 
> To: 
> Sent: Wednesday, October 28, 2009 3:42 PM
> Subject: [hlds_linux] Linux is not able to start
>
>
> > Im running it on both linux and windows. Windows seems to work, but i
> cant
> > get linux starting by using this command: ./srcds_run -console -game
> > left4dead2 +map c1m5_waterfront +ip 172.18.188.5 -port 41000
> >
> > Im getting this error message: ./srcds_linux: error while loading shared
> > libraries: libstdc++.so.6: cannot open shared object file: No such file
> or
> > directory
> >
> > Full output:
> >
> > Auto detecting CPU
> > Using AMD Optimised binary.
> > Server will auto-restart if there is a crash.
> > ./srcds_linux: error while loading shared libraries: libstdc++.so.6:
> > cannot
> > open shared object file: No such file or directory
> > Add "-debug" to the ./srcds_run command line to generate a debug.log to
> > help
> > with solving this problem
> > Wed Oct 28 14:28:38 CET 2009: Server restart in 10 seconds
> >
> > I have already tried to do the debug output, but I does not show any
> > information. I have also checked that the libstdc++.so.6 file are
> > existing.
> > It is located in my /usr/lib/ folder. The linux distro is ubuntu server
> > 8.04LTS
> >
> >
> > Im open for all help
> >
> >
> >
> > Best regards
> >
> >
> >
> > Christoffer Pedersen
> >
> > Serveroperator
> >
> > ScanServers.eu
> >
> >  christof...@scanservers.eu
> >
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >
>
>
>
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Re: [hlds_linux] Left4Dead sv_region setting

2009-10-23 Thread f7 f0rkz
Yeah, but I believe it makes the steam community listing very buggy and
slow.

I'll have to test it today.

On Fri, Oct 23, 2009 at 1:53 PM, Russell Jones  wrote:

> I uncommented sv_region as well. You just plain get more people than
> having it set as 255
>
> Logan Rogers-Follis wrote:
> > After I got one rebuilding my server I just commented the sv_region out
> > completely in my config file and I have found my public server to me
> > busy almost 22 hours a day or more.  I haven't tried changing it back
> > because that is why I made the server public - so everyone everywhere
> > can enjoy it.  I figure the ping times to the server will help keep
> > people too far away from going on it.
> >
> > Logan Rogers-Follis - logan.rogers-fol...@tntnetworx.net
> > Try New Technology Networx - www.tntnetworx.net
> > Owner / IT Consultant
> >
> >
> >
> > f7 f0rkz wrote:
> >
> >> Does anyone know if we can set our sv_region back to our local area?
> >>
> >> Since the last update we had to set sv_region to -1 so the lobby
> >> system/steam community lists would show up.
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >>
> >>
> >>
> >
> > ___
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> please visit:
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> >
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[hlds_linux] Left4Dead sv_region setting

2009-10-23 Thread f7 f0rkz
Does anyone know if we can set our sv_region back to our local area?

Since the last update we had to set sv_region to -1 so the lobby
system/steam community lists would show up.
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Re: [hlds_linux] Game Server Manager Needed - Hiring

2009-10-10 Thread f7 f0rkz
Pretty unique.

On Sat, Oct 10, 2009 at 1:33 AM, Mike Zimmermann  wrote:

> I've sent like 5 emails total, how do you even remember my name?
>
> -Mike
>
>
>
> On Fri, Oct 9, 2009 at 8:37 PM, Gary Stanley 
> wrote:
> > At 06:42 PM 10/9/2009, Mike Zimmermann wrote:
> >>You must be the life of all the parties.
> >>
> >>-Mike
> >>
> >
> > Why don't you grow up? Every email you send it full of nonsense /
> > flaming people.
> >
> > Can one of the VALVe guys remove this user from the mailing list?
> >
> >
> > G. "Monk" Stanley
> >  > at cpanel dot net>
> > http://leaf.dragonflybsd.org/~gary
> >
> > "There currently are 7 different ways to get time from a computer.
> > All of them can't agree on how long a second is supposed to be" -Me
> >
> >
> >
> >
> >
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >
>
> ___
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Re: [hlds_linux] Game Server Manager Needed - Hiring

2009-10-09 Thread f7 f0rkz
But its clearly ok when people gang up and just pick on someone?

Makes perfect sense...

On Fri, Oct 9, 2009 at 1:09 PM, Joseph Laws  wrote:

> Plugin chat should have its own mailing list, IMO.  At least the plugin
> talk is in some way directly affiliated with VALVe software and
> updates  One person looks for an employee here, another will...and
> so on and so on.  I don't think it should be permitted, VALVe already
> tried shutting down the mailing list before...turning this into a source
> for hosting companies to recruit isn't cool.
>
> f7 f0rkz wrote:
> > How is any of the off topic shit here not spam? I do recall some SNAFU of
> a
> > bunch of people crying over a particular plugin for a good month.
> >
> > On Fri, Oct 9, 2009 at 12:38 PM, Joseph Laws 
> wrote:
> >
> >
> >> Sorry but the last I checked this listing was for news and discussion
> >> about VALVe updates and software...and not for help seeking qualified
> >> employees.  How is this any different than spam?
> >>
> >> Mike Zimmermann wrote:
> >>
> >>> cry, one email to a perfectly targeted audience isn't going to break
> your
> >>>
> >> inbox
> >>
> >>> -Mike
> >>>
> >>>
> >>>
> >>> On Fri, Oct 9, 2009 at 10:36 AM, Joseph Laws 
> >>>
> >> wrote:
> >>
> >>>> More like your account should be disabled.  This isn't Monster.com
> >>>>
> >> brosef.
> >>
> >>>> Shane Robinett wrote:
> >>>>
> >>>>
> >>>>> Looking for someone who can work remotely and
> >>>>>
> >>>>>
> >>>>>
> >>>>> Manage LINUX and WINDOWS based game servers (STEAM based and others).
> >>>>> Includes;
> >>>>>
> >>>>>
> >>>>>
> >>>>> * Installing of operating systems
> >>>>>
> >>>>> * Installing of games
> >>>>>
> >>>>> * Providing community management and responsiveness
> >>>>>
> >>>>>
> >>>>>
> >>>>> In additional plus
> >>>>>
> >>>>>
> >>>>>
> >>>>> IT skills that allow for remote management of IT infrastructures
> >>>>>
> >> ranging
> >>
> >>>>> from windows to linux based.  Exchange server, FTP servers, Web
> >>>>>
> >> services
> >>
> >>>>> (apache/iis)
> >>>>>
> >>>>>
> >>>>>
> >>>>> Please email me direct at sh...@phxx.com - please do not respond on
> >>>>>
> >> the
> >>
> >>>>> list!
> >>>>>
> >>>>>
> >>>>>
> >>>>> Sorry for the interruption - I am sure I am going to get spammed by
> you
> >>>>> guys for this!
> >>>>>
> >>>>>
> >>>>>
> >>>>> Shane Robinett
> >>>>>
> >>>>> Director of Business Development
> >>>>>
> >>>>> Phone: 407-687-7752
> >>>>> Fax: 888-558-2921
> >>>>>
> >>>>> PHXX <http://www.phxx.com/>
> >>>>>
> >>>>> Technology Solutions for Today's Business
> >>>>> www.phxx.com <http://www.phxx.com/>
> >>>>>
> >>>>>
> __
> >>>>>
> >>>>> PHXX Proprietary Portal Framework "NEO2"
> >>>>>
> >>>>> NEO2 has helped Etisalat bringing gaming to the Middle East and
> Africa.
> >>>>>
> >>>>> www.phxxgaming.com/marketing_opportunities.php
> >>>>> <http://www.phxxgaming.com/marketing_opportunities.php>
> >>>>>
> >>>>>
> >>>>>
> >>>>> Simple-Share
> >>>>>
> >>>>> Share files simply, easily, and securely with friends - no matter how
> >>>>> big the file!
> >>>>>
> >>>>> www.simple-share.com
> >>>>> <http://www.phxxgaming.com/marketing_opportunities.php>
> >>>>&g

Re: [hlds_linux] Game Server Manager Needed - Hiring

2009-10-09 Thread f7 f0rkz
How is any of the off topic shit here not spam? I do recall some SNAFU of a
bunch of people crying over a particular plugin for a good month.

On Fri, Oct 9, 2009 at 12:38 PM, Joseph Laws  wrote:

> Sorry but the last I checked this listing was for news and discussion
> about VALVe updates and software...and not for help seeking qualified
> employees.  How is this any different than spam?
>
> Mike Zimmermann wrote:
> > cry, one email to a perfectly targeted audience isn't going to break your
> inbox
> >
> > -Mike
> >
> >
> >
> > On Fri, Oct 9, 2009 at 10:36 AM, Joseph Laws 
> wrote:
> >
> >> More like your account should be disabled.  This isn't Monster.com
> brosef.
> >>
> >> Shane Robinett wrote:
> >>
> >>> Looking for someone who can work remotely and
> >>>
> >>>
> >>>
> >>> Manage LINUX and WINDOWS based game servers (STEAM based and others).
> >>> Includes;
> >>>
> >>>
> >>>
> >>> * Installing of operating systems
> >>>
> >>> * Installing of games
> >>>
> >>> * Providing community management and responsiveness
> >>>
> >>>
> >>>
> >>> In additional plus
> >>>
> >>>
> >>>
> >>> IT skills that allow for remote management of IT infrastructures
> ranging
> >>> from windows to linux based.  Exchange server, FTP servers, Web
> services
> >>> (apache/iis)
> >>>
> >>>
> >>>
> >>> Please email me direct at sh...@phxx.com - please do not respond on
> the
> >>> list!
> >>>
> >>>
> >>>
> >>> Sorry for the interruption - I am sure I am going to get spammed by you
> >>> guys for this!
> >>>
> >>>
> >>>
> >>> Shane Robinett
> >>>
> >>> Director of Business Development
> >>>
> >>> Phone: 407-687-7752
> >>> Fax: 888-558-2921
> >>>
> >>> PHXX 
> >>>
> >>> Technology Solutions for Today's Business
> >>> www.phxx.com 
> >>>
> >>> __
> >>>
> >>> PHXX Proprietary Portal Framework "NEO2"
> >>>
> >>> NEO2 has helped Etisalat bringing gaming to the Middle East and Africa.
> >>>
> >>> www.phxxgaming.com/marketing_opportunities.php
> >>> 
> >>>
> >>>
> >>>
> >>> Simple-Share
> >>>
> >>> Share files simply, easily, and securely with friends - no matter how
> >>> big the file!
> >>>
> >>> www.simple-share.com
> >>> 
> >>>
> >>>
> >>>
> >>>
> >>>
> >>> ___
> >>> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> >>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >>>
> 
> >>>
> >>>
> >>> No virus found in this incoming message.
> >>> Checked by AVG - www.avg.com
> >>> Version: 8.5.421 / Virus Database: 270.14.8/2425 - Release Date:
> 10/09/09 08:10:00
> >>>
> >>>
> >>>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >>
> >>
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> > 
> >
> >
> > No virus found in this incoming message.
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Re: [hlds_linux] sv_region fixed in L4D?

2009-10-09 Thread f7 f0rkz
This is not fixed.  Re-set our sv_region yesterday.  Lobbies could connect
to the servers, but our steam community servers would not show up for
people.

On Wed, Oct 7, 2009 at 4:05 PM, Oliver Salzburg wrote:

> Yeah I know of the general use of the variable.
> I just had it disabled after the Crash Course release.
> I'll turn it back on asap and see if the issue is resolved.
>
> Richard Eid wrote:
> > You should.  Without defining this, you do a huge disservice to the
> player
> > base if your server is public.  It wasn't so much a problem in past
> games,
> > but with the way lobbies are sent to servers by Matchmaking, it has
> recently
> > resulted in a lot of Return to Lobby votes.
> >
> > Setting up a proper region should ensure that players from one region
> don't
> > end up on servers in another.  There seemed to have been an issue with
> this
> > during the Crash Course release, but by all accounts I've run across, the
> > issue is resolved.
> >
> > -Richard Eid
> >
> >
> > On Wed, Oct 7, 2009 at 6:14 AM, Oliver Salzburg  >wrote:
> >
> >
> >> Jonah Hirsch wrote:
> >>
> >>> Can anyone confirm that you can again used sv_region, and be able to
> see
> >>> your server in the community list, connect to it with a search key, and
> >>>
> >> get
> >>
> >>> public lobbies in it?
> >>> I've been told it's been fixed, but I can't test it myself ATM.
> >>>
> >>>
> >>>
> >> search key is working fine for me. And so are public lobbies.
> >> I haven't tried re-enabling sv_region.
> >>
> >> ___
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> >>
> >>
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Re: [hlds_linux] L4D Community list servers slow

2009-10-05 Thread f7 f0rkz
Banners came back, but the community list is still slow.

On Sun, Oct 4, 2009 at 2:00 PM, Nikolay Shopik  wrote:

> On 04.10.2009 2:56, f7 f0rkz wrote:
> > I also noticed our banners are not showing up in game.  Anyone having
> > problems with it?
>
> MOTD is broken if its HTML and all HTML code is in motd.txt file but
> working if it on external http server.
>
>
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[hlds_linux] L4D Community list servers slow

2009-10-03 Thread f7 f0rkz
I think after setting sv_region to default, the community lists have slowed
down substantially.

I also noticed our banners are not showing up in game.  Anyone having
problems with it?
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Re: [hlds_linux] Recent update broke all TEN of my l4d servers

2009-10-02 Thread f7 f0rkz
Glad to see you got it working!

On Fri, Oct 2, 2009 at 3:00 PM, Russell Jones  wrote:

> Turns out for some reason the hlstatsx plugin was causing them to crash
> everytime it attempted to log anything.
>
> I disabled that plugin on all the servers, and also went ahead and wrote
> a script to update sourcemod across all of them from 1.2.1 to 1.2.3.
>
> Stable now. Stupid updates
>
> f7 f0rkz wrote:
> > Disable your plugins and see if the servers stay up.  If they do, there
> is
> > where you start.
> > PS: not valve's fault for hearing a ton of people bitch and moan about
> the
> > lack of updates.  They rushed this one out because of the dumbass
> boycotters
> > I think.  Thus is why things were a little strange at the beginning.
> > Everything should be fixed now.
> >
> > On Fri, Oct 2, 2009 at 2:02 PM, Russell Jones 
> wrote:
> >
> >
> >> Thanks Valve
> >>
> >> Sourcemod and Metamod are the latest versions. All ten of my l4d servers
> >> won't stay up past the first few minutes. The logs don't show anything
> >> worth posting, they just stop with no errors.
> >>
> >> Any ideas?
> >>
> >> ___
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> >> please visit:
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> >>
> >>
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Re: [hlds_linux] 1000hz with pingboost 3

2009-10-02 Thread f7 f0rkz
Try removing pingboost.  Could be the root of your problems.  What is the
fps with pingboost outright removed?

On Fri, Oct 2, 2009 at 2:51 PM, Markus Viitamäki wrote:

> Hello list!
>
> I got this little problem with my HLDS.
> I have compiled an custom kernel which works really nice, and done the
> changes so its 1000hz etc. And installed HLDS like its supposed to be
> installed on linux systems. When I start the HLDS and cstrike with
> -pingboost 2, it gives me only an fps on 500.. But if i change it to
> pingboost 3 its really stable 1000fps. But then again the server is alot
> faster than it should be, what is the reason for this?
>
> Faster as in the nade's flies faster etc, weaponswitch is faster and so on.
> Im sure im not the only one who have had this problem before. But then
> again
> I havent found a solution for this. So now asking here.
>
> Kindly,
> Markus "suom1" Viitamäki
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Re: [hlds_linux] Recent update broke all TEN of my l4d servers

2009-10-02 Thread f7 f0rkz
"Please stop thinking."

Asshole.

On Fri, Oct 2, 2009 at 2:17 PM, Shane Arnold wrote:

>  > PS: not valve's fault for hearing a ton of people bitch and moan
> about the lack of updates.  They rushed this one out because of the
> dumbass boycotters
>  > I think.
>
> Please stop thinking.
>
> As f0rkz suggested, disable all plugins for MM:S and SM and try again.
> Chances are there have been some changes that break one of your plugins.
> The vanilla install of l4d is working fine :)
>
> f7 f0rkz wrote:
> > PS: not valve's fault for hearing a ton of people bitch and moan about
> the
> > lack of updates.  They rushed this one out because of the dumbass
> boycotters
> > I think.
> >
> > On Fri, Oct 2, 2009 at 2:02 PM, Russell Jones 
> wrote:
> >
> >> Thanks Valve
> >>
> >> Sourcemod and Metamod are the latest versions. All ten of my l4d servers
> >> won't stay up past the first few minutes. The logs don't show anything
> >> worth posting, they just stop with no errors.
> >>
> >> Any ideas?
> >>
> >> ___
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> >> please visit:
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> >>
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Re: [hlds_linux] Recent update broke all TEN of my l4d servers

2009-10-02 Thread f7 f0rkz
Disable your plugins and see if the servers stay up.  If they do, there is
where you start.
PS: not valve's fault for hearing a ton of people bitch and moan about the
lack of updates.  They rushed this one out because of the dumbass boycotters
I think.  Thus is why things were a little strange at the beginning.
Everything should be fixed now.

On Fri, Oct 2, 2009 at 2:02 PM, Russell Jones  wrote:

> Thanks Valve
>
> Sourcemod and Metamod are the latest versions. All ten of my l4d servers
> won't stay up past the first few minutes. The logs don't show anything
> worth posting, they just stop with no errors.
>
> Any ideas?
>
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Re: [hlds_linux] Left 4 Dead Update Available

2009-10-01 Thread f7 f0rkz
Yeah, just changed ours as well.  Servers filled right up...

Anyone know why this is even related?

On Thu, Oct 1, 2009 at 4:33 AM, Saint K.  wrote:

> Confirmed. Removed region settings, all servers instantly full.
>
> Saint K.
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jonah Hirsch
> Sent: Thursday, October 01, 2009 9:10 AM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Left 4 Dead Update Available
>
> WOWOWOWOWOWW
> I just commented out sv_region
> 6 of my servers filled up RIGHT after they came back up.
>
> Jonah Hirsch
> ---
>
>
> On Wed, Sep 30, 2009 at 11:31 PM, Ronny Schedel  >wrote:
>
> >
> > engine.dll was updated, but not engine.so
> >
> >
> > >A highly recommended update for Left 4 Dead is now available.  Please
> run
> > >hldsupdatetool to receive the update.  The specific changes include:
> > >
> > > - Item density calculation corrected for Versus games
> > > - Fixed weapon density in Crash Course
> > > - mp_gamemode now a valid command
> > > - New localized audio for Crash Course now available
> > > - Fixed achievement issues in Crash Course
> > > - Fixed dedicated servers not updating correctly to master server
> > > - Increased the timeout to fallback to listen server when searching for
> a
> > > dedicated server to 45 seconds
> > >
> > > Jason
> > >
> > >
> > > ___
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> > > please visit:
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> > >
> >
> >
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Re: [hlds_linux] empty servers?

2009-09-30 Thread f7 f0rkz
Yup.  Things are megaborked.

On Wed, Sep 30, 2009 at 2:10 PM, Saint K.  wrote:

> I notice something odd. We have 24 L4D servers running, mostly their almost
> all full during the day. Today, after the update I've only observed like 2
> or 3 games in total.
>
> Anyone els seeing this?
>
> cheers
>
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Re: [hlds_linux] L4D forks crashing

2009-09-24 Thread f7 f0rkz
Well, at least there is a fix.  Our servers are usually full all the time
and I am tired of kicking players out because a server crashed in their
fork.

On Thu, Sep 24, 2009 at 5:54 AM, Eric-Jan Riemers  wrote:

> So i assume thats valve time? Christmas or so? ;-)
>
> -Oorspronkelijk bericht-
> Van: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] Namens Ronny Schedel
> Verzonden: donderdag 24 september 2009 9:17
> Aan: Half-Life dedicated Linux server mailing list
> Onderwerp: Re: [hlds_linux] L4D forks crashing
>
> I have got a response from a Valve employee, they have found the cause and
> they have a fix. We just have to wait for the release.
>
>
> > Is there any progress yet in fixing the crashing forks issue in L4D? We
> > have 2 forked servers, 1 with 4 forks and 1 with 20 forks (different
> > machines). Both forks show crashed instances. More and more forks crash
> > the more time passes without a reboot. From the 24 servers which should
> be
>
> > online after a reboot 2 days ago, just 9(!!) remain atm.
> >
> > Saint K.
> >
> > ___
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Re: [hlds_linux] CP for Servers

2009-09-16 Thread f7 f0rkz
Swift panel is freaking awesome.  Not to mention free right now!

On Wed, Sep 16, 2009 at 8:40 AM, EGL Sales  wrote:

> I'll put my vote in for Swift Panel! It's great
>
> Brendon Gough,
> General Manager
>
> Elysium Gamers League
> Gold Coast, QLD
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Al
> Sent: Wednesday, 16 September 2009 5:49 AM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] CP for Servers
>
> The panel i use is gamecp - gamecp.com it has lots of features and good
> support and has an active development project.
>
> Alex wrote:
> > There is multiple different control panels out there,
> >
> > cPGS (cPanel Game Server Addon (still in beta, but really nice - great
> > support as well (Run's off cPanel/WHM)).
> > gPanel (Game Panel (Fairly decent, but support isn't that great, it's
> > freeware though)).
> > Swift Panel (Decent control panel (from what I've seen) looks to be good
> > support as well).
> >
> > --
> > From: "Gregg Hanpeter" 
> > Sent: Wednesday, September 16, 2009 5:14 AM
> > To: "Half-Life dedicated Linux server mailing list"
> > 
> > Subject: Re: [hlds_linux] CP for Servers
> >
> >
> >> Take a look at this: http://www.swiftpanel.com/ -Never tried it but I
> >> heard
> >> good things at WHT.
> >>
> >> -G
> >>
> >> On Tue, Sep 15, 2009 at 3:02 PM, -=Acid=Rain=-
> >> wrote:
> >>
> >>
> >>> Hi there guys,
> >>>
> >>> Is there any CP for dedicated servers running on linux, good like
> TCADMIN
> >>> for Windows?
> >>>
> >>> Thanks!
> >>>
> >>>
> >>> Rodrigo "Acid Rain" Kroehn
> >>> -=Acid=Rain=- Games
> >>> www.acidrain.com.br
> >>>
> >>> ___
> >>>
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Re: [hlds_linux] L4d crashes

2009-09-16 Thread f7 f0rkz
Yeah we have the same issue.  Servers are randomly crashing and going
defunct.

6 servers crashed yesterday for no reason.

gs1:/usr/src/linux-source-2.6.26# ps aux | grep defunct
srv400   15939  2.7  0.0  0 0 pts/3Zl+  Sep15  25:19
[srcds_i486] 
srv403   16024  3.2  0.0  0 0 pts/6Zl+  Sep15  29:03
[srcds_i486] 
srv403   16231  1.3  0.0  0 0 pts/6Zl+  Sep15  11:22
[srcds_i486] 
srv400   16313  1.6  0.0  0 0 pts/3Zl+  Sep15  13:52
[srcds_i486] 
srv400   16338  1.1  0.0  0 0 pts/3Zl+  Sep15  10:00
[srcds_i486] 
srv400   16480  1.6  0.0  0 0 pts/3Zl+  Sep15  13:35
[srcds_i486] 
root 22930  0.0  0.0   3120   744 pts/0S+   08:30   0:00 grep
defunct


On Wed, Sep 16, 2009 at 8:30 AM, Jonah Hirsch  wrote:

> I actually had 7 of them crash today for some reason. No new changes to the
> server either..
>
> Jonah Hirsch
>
>
>
> On Wed, Sep 16, 2009 at 5:16 AM, f7 f0rkz  wrote:
>
> > Still having forks go defunct.  Anyone figure out whats causing this?
> > Valve, is this a bug?
> > Thought maybe glibc 2.7-18 that is currently latest on lenny is causing
> > issues.
> >
> > Is everyone here running debian lenny?
> >
> > On Sun, Sep 13, 2009 at 9:47 AM, f7 f0rkz  wrote:
> >
> > > Bump.  Anyone still getting this issue?
> > >
> > >
> > > On Sat, Sep 12, 2009 at 1:41 PM, f7 f0rkz  wrote:
> > >
> > >> Did this issue go away? Our dmesg is showing the same segfaults:
> > >>
> > >> [732872.116131] srcds_i486[15747]: segfault at 857a5876 ip b6eed976 sp
> > >> bfc07800 error 4 in vphysics_i486.so[b6e3e000+257000]
> > >> [732872.601944] srcds_i486[15750]: segfault at 84721cda ip b6eed976 sp
> > >> bfc07970 error 4 in vphysics_i486.so[b6e3e000+257000]
> > >> [732877.574259] srcds_i486[15783]: segfault at 154bda25 ip b6dc8c15 sp
> > >> bfc07828 error 4 in datacache_i486.so[b6d9c000+93000]
> > >> [732877.611451] srcds_i486[15749]: segfault at 4ad74cab ip b6eed976 sp
> > >> bfc07530 error 4 in vphysics_i486.so[b6e3e000+257000]
> > >> [732877.631451] srcds_i486[15746]: segfault at 81f5079b ip b6eed976 sp
> > >> bfc07a30 error 4 in vphysics_i486.so[b6e3e000+257000]
> > >> [732878.934580] srcds_i486[15748]: segfault at df9f40b ip b6eed976 sp
> > >> bfc07910 error 4 in vphysics_i486.so[b6e3e000+257000]
> > >> [732879.414563] srcds_i486[15781]: segfault at d3c44ec ip b6fab602 sp
> > >> bfc075f0 error 4 in vphysics_i486.so[b6e3e000+257000]
> > >> [734211.231124] srcds_i486[15895]: segfault at 6085ef71 ip b6fd1976 sp
> > >> bfceb8b0 error 4 in vphysics_i486.so[b6f22000+257000]
> > >> [734211.272144] srcds_i486[15892]: segfault at 60054aa4 ip b6fd1976 sp
> > >> bfceb3c0 error 4 in vphysics_i486.so[b6f22000+257000]
> > >> [734211.272144] srcds_i486[15893]: segfault at cc38d4a1 ip b6fd1976 sp
> > >> bfceb8b0 error 5 in vphysics_i486.so[b6f22000+257000]
> > >> [734211.419427] srcds_i486[15928]: segfault at a994658d ip b6fd1976 sp
> > >> bfcecaa0 error 4 in vphysics_i486.so[b6f22000+257000]
> > >> [734213.077088] srcds_i486[15934]: segfault at d1a53c1 ip b6fd1976 sp
> > >> bfceb3a0 error 4 in vphysics_i486.so[b6f22000+257000]
> > >> [735036.300393] srcds_i486[16006]: segfault at e72a16c ip b6f21976 sp
> > >> bf83c4b0 error 4 in vphysics_i486.so[b6e72000+257000]
> > >>
> > >> On Thu, Aug 27, 2009 at 12:02 PM, David A. Parker  > >wrote:
> > >>
> > >>> Not sure if a non-forked server has this problem, but I had a fork
> > crash
> > >>> again on my 6-fork server last night.  This is getting tedious.
> > >>>
> > >>> Eric Riemers wrote:
> > >>> > Do you also have forked servers? I wonder if people running a
> single
> > >>> > instance have the same issue.
> > >>> >
> > >>> > On Thu, 27 Aug 2009 17:10:16 +0200, "Ronny Schedel"
> > >>> > 
> > >>> > wrote:
> > >>> >> As I said before, I don't run any plugins, these are vanilla
> forked
> > >>> >> servers
> > >>> >> and they crash and hang in defunct state after the match is over.
> > >>> >>
> > >>> >>
> > >>> >>> I think it's a problem with MetaMod Source and/or Sourcemod...
> > >>> >>>
> > >>> >>> Our DODS Server's are crashing to after the .13 Update

Re: [hlds_linux] L4D forks keep crashing

2009-09-16 Thread f7 f0rkz
You are getting the same segfaults?  What version of glibc are you running?
2.7-18 on debian lenny here.

On Wed, Sep 16, 2009 at 8:23 AM, Eric Riemers  wrote:

> I reported this too some time back on the mailing list.
>
> Still have these messages, i have to randomly restart the forks. Cant do a
> shutdown either, because the ones that are "fubar" wont give the go ahead
> it seems.
>
> On Wed, 16 Sep 2009 08:03:59 -0400, f7 f0rkz  wrote:
> > This is still an issue.  We are definitely randomly crashing.  Anyone
> see
> > dmesg on their servers? I found some interesting segfaults:
> >
> > [41080.700654] srcds_i486[6347]: segfault at 0 ip b4f172b9 sp bfee3290
> > error
> > 4 in server_i486.so[b4afd000+eb3000]
> > [98319.377413] srcds_i486[9007]: segfault at 0 ip b7e71643 sp bfcf77c4
> > error
> > 4 in libc-2.7.so[b7e3d000+155000]
> > [174839.987867] srcds_i486[11880]: segfault at 0 ip b4f172b9 sp bfee3310
> > error 4 in server_i486.so[b4afd000+eb3000]
> > [287447.935181] srcds_i486[15793]: segfault at 0 ip b4f172b9 sp bfee3310
> > error 4 in server_i486.so[b4afd000+eb3000]
> >
> > It goes on
> >
> > On Thu, Aug 20, 2009 at 10:44 AM, David A. Parker 
> > wrote:
> >
> >> One more interesting thing is that even when you kill a fork with
> "quit"
> >> or "_restart" it still shows up in the netcon master console:
> >>
> >> $ telnet 0 9000
> >> Trying 0.0.0.0...
> >> Connected to 0.
> >> Escape character is '^]'.
> >> PASS x
> >> status
> >> #status
> >> child 0
> >>  pid : 0
> >>  map : l4d_farm01_hilltop
> >>  numplayers : 0
> >> child 1
> >>  pid : 1
> >>  map : l4d_farm01_hilltop
> >>  numplayers : 0
> >> child 2
> >>  pid : 2
> >>  map : l4d_farm01_hilltop
> >>  numplayers : 0
> >> child 3
> >>  pid : 3
> >>  map : l4d_farm01_hilltop
> >>  numplayers : 0
> >> child 4
> >>  pid : 4
> >>  map : l4d_farm01_hilltop
> >>  numplayers : 0
> >> child 5
> >>  pid : 5
> >>  map : l4d_vs_hospital01_apartment
> >>  numplayers : 0
> >> #end
> >>
> >> Child 0 (fork #1) is the one I took down with _restart.
> >>
> >> David A. Parker wrote:
> >> > Same things happens with _restart:
> >> >
> >> > _restart
> >> > L 08/20/2009 - 10:31:42: Preventing spawning
> >> > L 08/20/2009 - 10:31:42: server_message: "quit"
> >> > L 08/20/2009 - 10:31:42: Log file closed
> >> > L 08/20/2009 - 10:31:42: server_message: "restart"
> >> >
> >> > And then the fork never comes back.  This is the same behavior as
> >> > "quit".  When this happens the shutdown of the fork gets logged,
> >> > though,
> >> > and that doesn't happen when they die on their own.
> >> >
> >> > w4rezz wrote:
> >> >> quit to force auto-restart? what happened with "_restart" command ?
> >> >>
> >> >> 2009/8/20 David A. Parker :
> >> >>> I remember the same symptoms happening when "quit" was used as
> well,
> >> and
> >> >>> I think that is something Valve needs to fix (forks should
> >> >>> auto-restart
> >> >>> like any other instance of srcds, but they don't).  However, server
> >> >>> forks are apparently dying on their own since the July 31 update.
> >> >>> And,
> >> >>> as Ronny pointed out, it seems this only happens to non-idle forks.
> >> >>>
> >> >>> gamead...@127001.org wrote:
> >> >>>> I haven't checked recently, as we're reorganising our servers at
> the
> >> moment,
> >> >>>> but I certainly used to be able to trigger this simply by issuing
> an
> >> rcon
> >> >>>> "quit" command to a child server.  Confused the hell out of me the
> >> first
> >> >>>> time I say it, as this certainly _used_ to work
> >> >>>>
> >> >>>>> -Original Message-
> >> >>>>> From: hlds_linux-boun...@list.valvesoftware.com
> >> >>>>> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf
> >> >>>>> Of David A. Parker
> >> >>>>&g

Re: [hlds_linux] L4d crashes

2009-09-16 Thread f7 f0rkz
Still having forks go defunct.  Anyone figure out whats causing this?
Valve, is this a bug?
Thought maybe glibc 2.7-18 that is currently latest on lenny is causing
issues.

Is everyone here running debian lenny?

On Sun, Sep 13, 2009 at 9:47 AM, f7 f0rkz  wrote:

> Bump.  Anyone still getting this issue?
>
>
> On Sat, Sep 12, 2009 at 1:41 PM, f7 f0rkz  wrote:
>
>> Did this issue go away? Our dmesg is showing the same segfaults:
>>
>> [732872.116131] srcds_i486[15747]: segfault at 857a5876 ip b6eed976 sp
>> bfc07800 error 4 in vphysics_i486.so[b6e3e000+257000]
>> [732872.601944] srcds_i486[15750]: segfault at 84721cda ip b6eed976 sp
>> bfc07970 error 4 in vphysics_i486.so[b6e3e000+257000]
>> [732877.574259] srcds_i486[15783]: segfault at 154bda25 ip b6dc8c15 sp
>> bfc07828 error 4 in datacache_i486.so[b6d9c000+93000]
>> [732877.611451] srcds_i486[15749]: segfault at 4ad74cab ip b6eed976 sp
>> bfc07530 error 4 in vphysics_i486.so[b6e3e000+257000]
>> [732877.631451] srcds_i486[15746]: segfault at 81f5079b ip b6eed976 sp
>> bfc07a30 error 4 in vphysics_i486.so[b6e3e000+257000]
>> [732878.934580] srcds_i486[15748]: segfault at df9f40b ip b6eed976 sp
>> bfc07910 error 4 in vphysics_i486.so[b6e3e000+257000]
>> [732879.414563] srcds_i486[15781]: segfault at d3c44ec ip b6fab602 sp
>> bfc075f0 error 4 in vphysics_i486.so[b6e3e000+257000]
>> [734211.231124] srcds_i486[15895]: segfault at 6085ef71 ip b6fd1976 sp
>> bfceb8b0 error 4 in vphysics_i486.so[b6f22000+257000]
>> [734211.272144] srcds_i486[15892]: segfault at 60054aa4 ip b6fd1976 sp
>> bfceb3c0 error 4 in vphysics_i486.so[b6f22000+257000]
>> [734211.272144] srcds_i486[15893]: segfault at cc38d4a1 ip b6fd1976 sp
>> bfceb8b0 error 5 in vphysics_i486.so[b6f22000+257000]
>> [734211.419427] srcds_i486[15928]: segfault at a994658d ip b6fd1976 sp
>> bfcecaa0 error 4 in vphysics_i486.so[b6f22000+257000]
>> [734213.077088] srcds_i486[15934]: segfault at d1a53c1 ip b6fd1976 sp
>> bfceb3a0 error 4 in vphysics_i486.so[b6f22000+257000]
>> [735036.300393] srcds_i486[16006]: segfault at e72a16c ip b6f21976 sp
>> bf83c4b0 error 4 in vphysics_i486.so[b6e72000+257000]
>>
>> On Thu, Aug 27, 2009 at 12:02 PM, David A. Parker wrote:
>>
>>> Not sure if a non-forked server has this problem, but I had a fork crash
>>> again on my 6-fork server last night.  This is getting tedious.
>>>
>>> Eric Riemers wrote:
>>> > Do you also have forked servers? I wonder if people running a single
>>> > instance have the same issue.
>>> >
>>> > On Thu, 27 Aug 2009 17:10:16 +0200, "Ronny Schedel"
>>> > 
>>> > wrote:
>>> >> As I said before, I don't run any plugins, these are vanilla forked
>>> >> servers
>>> >> and they crash and hang in defunct state after the match is over.
>>> >>
>>> >>
>>> >>> I think it's a problem with MetaMod Source and/or Sourcemod...
>>> >>>
>>> >>> Our DODS Server's are crashing to after the .13 Update with MMS and
>>> SM
>>> >>>
>>> >>> (Yes, they patched already to .15 and the problem sin't that worse
>>> >>> now...)
>>> >>>
>>> >>> @Ronny: Please post versions and full plugin list of MMS and SM,
>>> maybe
>>> >>> that could help...
>>> >>>
>>> >>>
>>> >>> Am 27 Aug 2009 um 14:14 hat Eric Riemers geschrieben:
>>> >>>
>>> >>>> As far as i can recall i saw messages from people having these
>>> issues
>>> >>>> after the latest update.. i didn't have those in the beginning, i do
>>> >>>> however also host custom maps. Could be that those maps generate
>>> >>>> errors..?
>>> >>>>
>>> >>>> Unless your vanilla servers are also vanilla maps..
>>> >>>>
>>> >>>> On Thu, 27 Aug 2009 13:59:16 +0200, "Ronny Schedel"
>>> >>>> 
>>> >>>> wrote:
>>> >>>>> The "defunct" crashes also occur on vanilla servers.
>>> >>>>>
>>> >>>>>
>>> >>>>>> Hi,
>>> >>>>>>
>>> >>>>>> Seems my l4d crashes have increased now too.. i have 6 forked
>>> >>>>>> servers.
>>> >>>>>> And
>>> >>>>&

Re: [hlds_linux] L4D forks keep crashing

2009-09-16 Thread f7 f0rkz
This is still an issue.  We are definitely randomly crashing.  Anyone see
dmesg on their servers? I found some interesting segfaults:

[41080.700654] srcds_i486[6347]: segfault at 0 ip b4f172b9 sp bfee3290 error
4 in server_i486.so[b4afd000+eb3000]
[98319.377413] srcds_i486[9007]: segfault at 0 ip b7e71643 sp bfcf77c4 error
4 in libc-2.7.so[b7e3d000+155000]
[174839.987867] srcds_i486[11880]: segfault at 0 ip b4f172b9 sp bfee3310
error 4 in server_i486.so[b4afd000+eb3000]
[287447.935181] srcds_i486[15793]: segfault at 0 ip b4f172b9 sp bfee3310
error 4 in server_i486.so[b4afd000+eb3000]

It goes on

On Thu, Aug 20, 2009 at 10:44 AM, David A. Parker  wrote:

> One more interesting thing is that even when you kill a fork with "quit"
> or "_restart" it still shows up in the netcon master console:
>
> $ telnet 0 9000
> Trying 0.0.0.0...
> Connected to 0.
> Escape character is '^]'.
> PASS x
> status
> #status
> child 0
>  pid : 0
>  map : l4d_farm01_hilltop
>  numplayers : 0
> child 1
>  pid : 1
>  map : l4d_farm01_hilltop
>  numplayers : 0
> child 2
>  pid : 2
>  map : l4d_farm01_hilltop
>  numplayers : 0
> child 3
>  pid : 3
>  map : l4d_farm01_hilltop
>  numplayers : 0
> child 4
>  pid : 4
>  map : l4d_farm01_hilltop
>  numplayers : 0
> child 5
>  pid : 5
>  map : l4d_vs_hospital01_apartment
>  numplayers : 0
> #end
>
> Child 0 (fork #1) is the one I took down with _restart.
>
> David A. Parker wrote:
> > Same things happens with _restart:
> >
> > _restart
> > L 08/20/2009 - 10:31:42: Preventing spawning
> > L 08/20/2009 - 10:31:42: server_message: "quit"
> > L 08/20/2009 - 10:31:42: Log file closed
> > L 08/20/2009 - 10:31:42: server_message: "restart"
> >
> > And then the fork never comes back.  This is the same behavior as
> > "quit".  When this happens the shutdown of the fork gets logged, though,
> > and that doesn't happen when they die on their own.
> >
> > w4rezz wrote:
> >> quit to force auto-restart? what happened with "_restart" command ?
> >>
> >> 2009/8/20 David A. Parker :
> >>> I remember the same symptoms happening when "quit" was used as well,
> and
> >>> I think that is something Valve needs to fix (forks should auto-restart
> >>> like any other instance of srcds, but they don't).  However, server
> >>> forks are apparently dying on their own since the July 31 update.  And,
> >>> as Ronny pointed out, it seems this only happens to non-idle forks.
> >>>
> >>> gamead...@127001.org wrote:
>  I haven't checked recently, as we're reorganising our servers at the
> moment,
>  but I certainly used to be able to trigger this simply by issuing an
> rcon
>  "quit" command to a child server.  Confused the hell out of me the
> first
>  time I say it, as this certainly _used_ to work
> 
> > -Original Message-
> > From: hlds_linux-boun...@list.valvesoftware.com
> > [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf
> > Of David A. Parker
> > Sent: 19 August 2009 15:54
> > To: Half-Life dedicated Linux server mailing list
> > Subject: Re: [hlds_linux] L4D forks keep crashing
> >
> > This is what I noticed as well.  Most of the time, when the
> > forks crash
> > on my server, they show up as having players on them in the netcon
> > master console.  The most recent time this happened was the
> > only time so
> > far that a crashed fork has shown 0 players in the master console.
> >
> > I also have two forks which are Steam group servers and have
> > not had any
> > players on them recently, and they have not crashed.  It
> > certainly looks
> > like this only happens to forks which have had players on them.
> >
> >  - Dave
> >
> > Ronny Schedel wrote:
> >> As far as I have seen, it occurs after the game is over and
> > the server goes
> >> back to hibernating state. Idle servers are never affected
> > by this. It does
> >> not occur all the time, I suspect it occurs when there is a
> > problem with the
> >> connection to the master server to set the free state for
> > the server or
> >> something similar.
> >>
> >>
> >>> Jay Deiman wrote:
>  Ronny Schedel wrote:
> 
> > The crashes occur on a vanilla server.
> >
>  Yeah, I will second that (again).  It seems to be fairly
> > random as well.
>  Jay
> >>> Happens to me as well, but only on server that are in use.
> >>> I also have some forks that are private and have not been
> > used lately.
> >>> So it's definitly not something that just happens at random but is
> >>> triggered during useage. Although I am unable to determine
> > the cause.
> >>> ___
> >>> To unsubscribe, edit your list preferences, or view the
> > list archives,
> >>> please visit:
> >>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >>>
> >> _

Re: [hlds_linux] L4d crashes

2009-09-13 Thread f7 f0rkz
Bump.  Anyone still getting this issue?

On Sat, Sep 12, 2009 at 1:41 PM, f7 f0rkz  wrote:

> Did this issue go away? Our dmesg is showing the same segfaults:
>
> [732872.116131] srcds_i486[15747]: segfault at 857a5876 ip b6eed976 sp
> bfc07800 error 4 in vphysics_i486.so[b6e3e000+257000]
> [732872.601944] srcds_i486[15750]: segfault at 84721cda ip b6eed976 sp
> bfc07970 error 4 in vphysics_i486.so[b6e3e000+257000]
> [732877.574259] srcds_i486[15783]: segfault at 154bda25 ip b6dc8c15 sp
> bfc07828 error 4 in datacache_i486.so[b6d9c000+93000]
> [732877.611451] srcds_i486[15749]: segfault at 4ad74cab ip b6eed976 sp
> bfc07530 error 4 in vphysics_i486.so[b6e3e000+257000]
> [732877.631451] srcds_i486[15746]: segfault at 81f5079b ip b6eed976 sp
> bfc07a30 error 4 in vphysics_i486.so[b6e3e000+257000]
> [732878.934580] srcds_i486[15748]: segfault at df9f40b ip b6eed976 sp
> bfc07910 error 4 in vphysics_i486.so[b6e3e000+257000]
> [732879.414563] srcds_i486[15781]: segfault at d3c44ec ip b6fab602 sp
> bfc075f0 error 4 in vphysics_i486.so[b6e3e000+257000]
> [734211.231124] srcds_i486[15895]: segfault at 6085ef71 ip b6fd1976 sp
> bfceb8b0 error 4 in vphysics_i486.so[b6f22000+257000]
> [734211.272144] srcds_i486[15892]: segfault at 60054aa4 ip b6fd1976 sp
> bfceb3c0 error 4 in vphysics_i486.so[b6f22000+257000]
> [734211.272144] srcds_i486[15893]: segfault at cc38d4a1 ip b6fd1976 sp
> bfceb8b0 error 5 in vphysics_i486.so[b6f22000+257000]
> [734211.419427] srcds_i486[15928]: segfault at a994658d ip b6fd1976 sp
> bfcecaa0 error 4 in vphysics_i486.so[b6f22000+257000]
> [734213.077088] srcds_i486[15934]: segfault at d1a53c1 ip b6fd1976 sp
> bfceb3a0 error 4 in vphysics_i486.so[b6f22000+257000]
> [735036.300393] srcds_i486[16006]: segfault at e72a16c ip b6f21976 sp
> bf83c4b0 error 4 in vphysics_i486.so[b6e72000+257000]
>
> On Thu, Aug 27, 2009 at 12:02 PM, David A. Parker wrote:
>
>> Not sure if a non-forked server has this problem, but I had a fork crash
>> again on my 6-fork server last night.  This is getting tedious.
>>
>> Eric Riemers wrote:
>> > Do you also have forked servers? I wonder if people running a single
>> > instance have the same issue.
>> >
>> > On Thu, 27 Aug 2009 17:10:16 +0200, "Ronny Schedel"
>> > 
>> > wrote:
>> >> As I said before, I don't run any plugins, these are vanilla forked
>> >> servers
>> >> and they crash and hang in defunct state after the match is over.
>> >>
>> >>
>> >>> I think it's a problem with MetaMod Source and/or Sourcemod...
>> >>>
>> >>> Our DODS Server's are crashing to after the .13 Update with MMS and SM
>> >>>
>> >>> (Yes, they patched already to .15 and the problem sin't that worse
>> >>> now...)
>> >>>
>> >>> @Ronny: Please post versions and full plugin list of MMS and SM, maybe
>> >>> that could help...
>> >>>
>> >>>
>> >>> Am 27 Aug 2009 um 14:14 hat Eric Riemers geschrieben:
>> >>>
>> >>>> As far as i can recall i saw messages from people having these issues
>> >>>> after the latest update.. i didn't have those in the beginning, i do
>> >>>> however also host custom maps. Could be that those maps generate
>> >>>> errors..?
>> >>>>
>> >>>> Unless your vanilla servers are also vanilla maps..
>> >>>>
>> >>>> On Thu, 27 Aug 2009 13:59:16 +0200, "Ronny Schedel"
>> >>>> 
>> >>>> wrote:
>> >>>>> The "defunct" crashes also occur on vanilla servers.
>> >>>>>
>> >>>>>
>> >>>>>> Hi,
>> >>>>>>
>> >>>>>> Seems my l4d crashes have increased now too.. i have 6 forked
>> >>>>>> servers.
>> >>>>>> And
>> >>>>>> at some point of time the "used" server are "defunct".
>> >>>>>> When restarted all is fine again, maybe its sourcemod or something
>> >>>>>> else
>> >>>> i
>> >>>>>> am not 100% sure, i only have sourcebans and sourcemod.
>> >>>>>>
>> >>>>>> I do see however in dmesg the following messages:
>> >>>>>>
>> >>>>>> [16660835.696940] srcds_i486[9398]: segfault at 20915991 ip
>> > b7e80a96
>> >>>>>>

Re: [hlds_linux] L4d crashes

2009-09-12 Thread f7 f0rkz
Did this issue go away? Our dmesg is showing the same segfaults:

[732872.116131] srcds_i486[15747]: segfault at 857a5876 ip b6eed976 sp
bfc07800 error 4 in vphysics_i486.so[b6e3e000+257000]
[732872.601944] srcds_i486[15750]: segfault at 84721cda ip b6eed976 sp
bfc07970 error 4 in vphysics_i486.so[b6e3e000+257000]
[732877.574259] srcds_i486[15783]: segfault at 154bda25 ip b6dc8c15 sp
bfc07828 error 4 in datacache_i486.so[b6d9c000+93000]
[732877.611451] srcds_i486[15749]: segfault at 4ad74cab ip b6eed976 sp
bfc07530 error 4 in vphysics_i486.so[b6e3e000+257000]
[732877.631451] srcds_i486[15746]: segfault at 81f5079b ip b6eed976 sp
bfc07a30 error 4 in vphysics_i486.so[b6e3e000+257000]
[732878.934580] srcds_i486[15748]: segfault at df9f40b ip b6eed976 sp
bfc07910 error 4 in vphysics_i486.so[b6e3e000+257000]
[732879.414563] srcds_i486[15781]: segfault at d3c44ec ip b6fab602 sp
bfc075f0 error 4 in vphysics_i486.so[b6e3e000+257000]
[734211.231124] srcds_i486[15895]: segfault at 6085ef71 ip b6fd1976 sp
bfceb8b0 error 4 in vphysics_i486.so[b6f22000+257000]
[734211.272144] srcds_i486[15892]: segfault at 60054aa4 ip b6fd1976 sp
bfceb3c0 error 4 in vphysics_i486.so[b6f22000+257000]
[734211.272144] srcds_i486[15893]: segfault at cc38d4a1 ip b6fd1976 sp
bfceb8b0 error 5 in vphysics_i486.so[b6f22000+257000]
[734211.419427] srcds_i486[15928]: segfault at a994658d ip b6fd1976 sp
bfcecaa0 error 4 in vphysics_i486.so[b6f22000+257000]
[734213.077088] srcds_i486[15934]: segfault at d1a53c1 ip b6fd1976 sp
bfceb3a0 error 4 in vphysics_i486.so[b6f22000+257000]
[735036.300393] srcds_i486[16006]: segfault at e72a16c ip b6f21976 sp
bf83c4b0 error 4 in vphysics_i486.so[b6e72000+257000]

On Thu, Aug 27, 2009 at 12:02 PM, David A. Parker  wrote:

> Not sure if a non-forked server has this problem, but I had a fork crash
> again on my 6-fork server last night.  This is getting tedious.
>
> Eric Riemers wrote:
> > Do you also have forked servers? I wonder if people running a single
> > instance have the same issue.
> >
> > On Thu, 27 Aug 2009 17:10:16 +0200, "Ronny Schedel"
> > 
> > wrote:
> >> As I said before, I don't run any plugins, these are vanilla forked
> >> servers
> >> and they crash and hang in defunct state after the match is over.
> >>
> >>
> >>> I think it's a problem with MetaMod Source and/or Sourcemod...
> >>>
> >>> Our DODS Server's are crashing to after the .13 Update with MMS and SM
> >>>
> >>> (Yes, they patched already to .15 and the problem sin't that worse
> >>> now...)
> >>>
> >>> @Ronny: Please post versions and full plugin list of MMS and SM, maybe
> >>> that could help...
> >>>
> >>>
> >>> Am 27 Aug 2009 um 14:14 hat Eric Riemers geschrieben:
> >>>
>  As far as i can recall i saw messages from people having these issues
>  after the latest update.. i didn't have those in the beginning, i do
>  however also host custom maps. Could be that those maps generate
>  errors..?
> 
>  Unless your vanilla servers are also vanilla maps..
> 
>  On Thu, 27 Aug 2009 13:59:16 +0200, "Ronny Schedel"
>  
>  wrote:
> > The "defunct" crashes also occur on vanilla servers.
> >
> >
> >> Hi,
> >>
> >> Seems my l4d crashes have increased now too.. i have 6 forked
> >> servers.
> >> And
> >> at some point of time the "used" server are "defunct".
> >> When restarted all is fine again, maybe its sourcemod or something
> >> else
>  i
> >> am not 100% sure, i only have sourcebans and sourcemod.
> >>
> >> I do see however in dmesg the following messages:
> >>
> >> [16660835.696940] srcds_i486[9398]: segfault at 20915991 ip
> > b7e80a96
> >> sp
> >> bf8c7844 error 4 in libc-2.7.so[b7e09000+155000]
> >> [16696855.038652] srcds_i486[20128]: segfault at 4ef34ae8 ip
> > b6f94976
>  sp
> >> bf9b1bb0 error 4 in vphysics_i486.so[b6ee5000+257000]
> >> [16696855.249362] srcds_i486[20127]: segfault at d08e880 ip
> > b6f94976
> >> sp
> >> bf9b1bb0 error 4 in vphysics_i486.so[b6ee5000+257000]
> >> [16696856.710823] srcds_i486[20130]: segfault at 6c ip b6b6d169 sp
> >> bf9b1620 error 4 in engine_i486.so[b69f6000+3a6000]
> >> [16834694.663726] srcds_i486[22692]: segfault at 0 ip b4ee52b9 sp
> >> bf9b39d0
> >> error 4 in server_i486.so[b4acb000+eb3000]
> >> [17053681.116656] srcds_i486[14079]: segfault at 0 ip b4ee52b9 sp
> >> bf9b38a0
> >> error 4 in server_i486.so[b4acb000+eb3000]
> >> [17116078.866479] srcds_i486[29841]: segfault at 0 ip b4ee52b9 sp
> >> bf9b3890
> >> error 4 in server_i486.so[b4acb000+eb3000]
> >> [17123410.162464] srcds_i486[31810]: segfault at 0 ip b4ee52b9 sp
> >> bf9b38c0
> >> error 4 in server_i486.so[b4acb000+eb3000]
> >> [17763186.784131] srcds_i486[2189]: segfault at bff3a000 ip
> > b7ded7b7
> >> sp
> >> bff34058 error 6 in libc-2.7.so[b7d76000+155000]
> >> [17763192.531220] srcds_i486[2200]: segfault at a77aaf45 ip
>

Re: [hlds_linux] Again VAC lag spikes?

2009-07-20 Thread f0rkz
Could be an easy job for tcpdump to get the VAC ip addresses... At  
least from there you could see a traceroute.


On Jul 20, 2009, at 11:41 AM, Thomas Hjorth wrote:

> Its more likely the server that is overloaded or something... or  
> somehow
> delaying the reply that 1-2s, which means the server rewind to the  
> time
> of the request... or at least that is what I think is happening we a  
> bit
> of work tracking it down... Though im not quite there yet. ;-)
>
> Regards Thomas @ DSRack.com
>
>
> On Mon, 2009-07-20 at 10:43 -0400, f0rkz wrote:
>> Do they have VAC servers in europe? I am not sure myself.  Could be
>> lag between transatlantic transfer...  Is your region set up to your
>> local area?
>>
>> On Jul 20, 2009, at 10:26 AM, ics wrote:
>>
>>> Exactly every 5 mins, there is a small lag spike in which tickrate
>>> drops
>>> and things go backwards for less than a second. This is *VERY*
>>> annoying
>>> especially in CS Source servers. Can be easily spotted with tick100
>>> server. I just went it and witnessed it 17:02, 17:07, 17:12, 17:17  
>>> and
>>> 17:22. Clearly this is something that Valve needs to look into.
>>>
>>> -ics
>>>
>>>
>>> ics kirjoitti:
>>>> Hell yes! I though i we had mafunctional hdd but if you guys are
>>>> getting
>>>> the spikes, then its AGAIN VAC/Steam related. I still remember the
>>>> old
>>>> lag which occured every 5 mins or so. It seems that these are  
>>>> pretty
>>>> random right now though.
>>>>
>>>> -ics
>>>>
>>>> RTL-Servers | Lee kirjoitti:
>>>>
>>>>> Hello,
>>>>>
>>>>> I'm seeing the same thing, UK based Linux servers.
>>>>>
>>>>> I really hate to have to point to valve everything this happens.
>>>>>
>>>>> Regards,
>>>>> Lee Gardiner
>>>>>
>>>>> ___
>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>> archives, please visit:
>>>>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>>>>
>>>>>
>>>>
>>>>
>>>> ___
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>>>> archives, please visit:
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>>>>
>>>
>>>
>>> _______
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>>> archives, please visit:
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>>
>> f0rkz
>> f7lans.com - Not your moms marble madness
>>
>>
>> ___
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Re: [hlds_linux] Again VAC lag spikes?

2009-07-20 Thread f0rkz
Yes, this would help tremendously... I am having a feeling there may  
be something wrong with a carrier around the datacenter for the VAC  
servers, thus is why valve hasn't fixed it yet.  Face it, they  
wouldn't leave you guys in the dark this long.


On Jul 20, 2009, at 10:45 AM, Saint K. wrote:

> Anyone happens to have some IP's of VAC servers so we can run some
> tests?
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics
> Sent: maandag 20 juli 2009 16:47
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Again VAC lag spikes?
>
> Yeah, sv_region 3 which is Europe and our servers are in Finland.  
> Spikes
>
> continue even now, every 5 mins. I'm not sure if it's VAC and i cant
> test that right now but something is going on with Steam/VAC.
>
> -ics
>
> f0rkz kirjoitti:
>> Do they have VAC servers in europe? I am not sure myself.  Could be
>> lag between transatlantic transfer...  Is your region set up to your
>> local area?
>>
>> On Jul 20, 2009, at 10:26 AM, ics wrote:
>>
>>
>>> Exactly every 5 mins, there is a small lag spike in which tickrate
>>> drops
>>> and things go backwards for less than a second. This is *VERY*
>>> annoying
>>> especially in CS Source servers. Can be easily spotted with tick100
>>> server. I just went it and witnessed it 17:02, 17:07, 17:12, 17:17
> and
>>> 17:22. Clearly this is something that Valve needs to look into.
>>>
>>> -ics
>>>
>>>
>>> ics kirjoitti:
>>>
>>>> Hell yes! I though i we had mafunctional hdd but if you guys are
>>>> getting
>>>> the spikes, then its AGAIN VAC/Steam related. I still remember the
>>>> old
>>>> lag which occured every 5 mins or so. It seems that these are  
>>>> pretty
>>>> random right now though.
>>>>
>>>> -ics
>>>>
>>>> RTL-Servers | Lee kirjoitti:
>>>>
>>>>
>>>>> Hello,
>>>>>
>>>>> I'm seeing the same thing, UK based Linux servers.
>>>>>
>>>>> I really hate to have to point to valve everything this happens.
>>>>>
>>>>> Regards,
>>>>> Lee Gardiner
>>>>>
>>>>> ___
>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>> archives, please visit:
>>>>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>>>>
>>>>>
>>>>>
>>>> ___
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>>>> archives, please visit:
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>>>>
>>>>
>>> ___
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>>>
>>
>> f0rkz
>> f7lans.com - Not your moms marble madness
>>
>>
>> ___
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>> archives,
> please visit:
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>>
>
>
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> No virus found in this incoming message.
> Checked by AVG - www.avg.com
> Version: 8.5.392 / Virus Database: 270.13.20/2249 - Release Date:
> 07/19/09 17:59:00
>
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Re: [hlds_linux] Again VAC lag spikes?

2009-07-20 Thread f0rkz
Do they have VAC servers in europe? I am not sure myself.  Could be  
lag between transatlantic transfer...  Is your region set up to your  
local area?

On Jul 20, 2009, at 10:26 AM, ics wrote:

> Exactly every 5 mins, there is a small lag spike in which tickrate  
> drops
> and things go backwards for less than a second. This is *VERY*  
> annoying
> especially in CS Source servers. Can be easily spotted with tick100
> server. I just went it and witnessed it 17:02, 17:07, 17:12, 17:17 and
> 17:22. Clearly this is something that Valve needs to look into.
>
> -ics
>
>
> ics kirjoitti:
>> Hell yes! I though i we had mafunctional hdd but if you guys are  
>> getting
>> the spikes, then its AGAIN VAC/Steam related. I still remember the  
>> old
>> lag which occured every 5 mins or so. It seems that these are pretty
>> random right now though.
>>
>> -ics
>>
>> RTL-Servers | Lee kirjoitti:
>>
>>> Hello,
>>>
>>> I'm seeing the same thing, UK based Linux servers.
>>>
>>> I really hate to have to point to valve everything this happens.
>>>
>>> Regards,
>>> Lee Gardiner
>>>
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list  
>>> archives, please visit:
>>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>>
>>>
>>
>>
>> ___
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>> archives, please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>
>
>
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Re: [hlds_linux] Again VAC lag spikes?

2009-07-19 Thread f0rkz
Can't really tell without any sort of traceroute...

Are you doing any type of DNS work when these happen?

On Jul 19, 2009, at 2:39 PM, Fehér Bálint wrote:

> Hi there!
> I have lag spikes in central europe.
> 15 boxes 2 network 3 os 2 games (1.6,source) approx. 5 minute  
> intervals and
> very huge lag. Players dropping back to them past route etc...
> Have somebody else got this problem?
>
>
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[hlds_linux] Lan games have steam ID enabled?

2009-05-25 Thread f0rkz
Hey everyone! Hope you all are having a good Memorial Day.

Has anyone ran a larger scale lan recently? I was testing a lan server  
with my little brother and it seemed our steam ids were working,  
unlockables were working, and everything in the world was peachy.  I  
also noticed sv_lan was set to 1.  Now the question remains, is this  
only for listen servers? Will the steam IDs stop working if I run a  
dedicated server with lan settings?

Thanks for the input, happy fragging!


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Re: [hlds_linux] Achievement Servers

2009-05-21 Thread f7 f0rkz
You guys are still going on about that?

On Thu, May 21, 2009 at 2:57 PM, Rodrigo Peña  wrote:

> +1
>
> Cc2iscooL escribió:
> > Stole the words from my mouth.
> >
> > On 5/21/09, DontWannaName!  wrote:
> >
> >> I would ask msleeper, hes the expert in that department.
> >>
> >> On Thu, May 21, 2009 at 10:43 AM, Miano, Steven M. <
> >> steven.mi...@mybrighthouse.com> wrote:
> >>
> >>
> >>> Has anyone seen or know of a good article/howto/tutorial/etc on
> creating
> >>> an
> >>> achievement server?
> >>>
> >>> I'd like to possibly set up a small private bot achievement server, and
> >>> can't find much information on setting them up.
> >>>
> >>> Even a map + server.cfg would be a great start...
> >>>
> >>> Thanks guys,
> >>>
> >>> ~MianoSM
> >>>
> >>> CONFIDENTIALITY NOTICE: This e-mail may contain information that is
> >>> privileged, confidential or otherwise protected from disclosure. If you
> >>> are
> >>> not the intended recipient of this e-mail, please notify the sender
> >>> immediately by return e-mail, purge it and do not disseminate or copy
> it.
> >>>
> >>> ___
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> >>> please visit:
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> >>>
> >>>
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> >>
> >>
> >
> >
> >
>
>
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Re: [hlds_linux] How best Panel (free) for hlds control?

2009-05-17 Thread f0rkz
This looks great.  Do you know if they have any more documentation  
other than what is on the site right now?


On May 17, 2009, at 9:01 AM, Ryan Devonshire wrote:

> Take a look at www.servergears.net which is free at the moment due it
> being in development.
>
> Ryan
>
> MAGUS wrote:
>> Hi ppl, im new here (hlds_linux).
>>
>> Ok, what a best panel (free) i can install in my dc for control my  
>> hlds
>> servers?
>> add admins, up/down servers, config .ini/.cfg, etc?
>>
>> Other question, webmin (addon) is outdate (since 2004).. exist one  
>> webmin
>> (addon) more recent update?
>>
>> tks.
>>
>
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Re: [hlds_linux] FreeBSD FPS = HZ / 2

2009-05-17 Thread f0rkz
Well, you certainly get some CPU overhead emulating linux programs.   
What I would suggest, is using something like the latest version of  
ubuntu server.  The built in kernel has a tickless environment.


On May 17, 2009, at 5:47 AM, lol37 wrote:

> Hi all,
>
> I use FreeBSD 7.2 with kern.hz = 1000, with linux_base emulator and  
> hlds -pingboost 3 sys_ticrate 1
> But i got only 500~fps
> I tryed kern.hz = 2000 but i have quite huge cpu consumption like 30%
> Any suggestion ?
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Re: [hlds_linux] Killing Floor Linux Dedicated Server available

2009-05-15 Thread f0rkz
Does anyone have issues with the server sticking at the end of a map  
or "your squad is dead" screen? Seems that the map doesn't change.

Thanks!

On May 15, 2009, at 6:48 PM, Steven Sumichrast wrote:

> For what it's worth to everyone else, I've had a lot of luck getting
> all 5 of my servers to share the admin INI file (delete adminname,
> adminpassword and change the AccessControlClass to
> XAdmin.AccessControlIni), and now I can have groups of admins and all
> sorts of stuff that is the same across all the servers...
>
> Very convenient.
>
>
> On Fri, May 15, 2009 at 1:36 PM, Steven Sumichrast  
>  wrote:
>> Thanks for posting that.  I ended up getting through it relatively
>> easily about 30 minutes ago.  Ended up taking the first ini I created
>> and copying it for four other servers.  Removed the admin name
>> parameters and added Port= for each instance.  Modified the INIs Port
>> and webport information and viola, got 5 KF servers up and running..
>>
>> Not too bad, just different coming from SRCDS all these years.   
>> Thanks though!
>>
>> On Fri, May 15, 2009 at 12:29 PM, Matthew Bancroft
>>  wrote:
>>> Hi Steven,
>>>
>>> This is my linux startline, you should be able to use it similarly  
>>> for
>>> windows.
>>>
>>> ./ucc-bin server
>>> KF-BioticsLab.rom?game=KFmod.KFGameType?VACSecured=true? 
>>> MaxPlayers=6?Difficulty=2?multihome=*IP*?AdminName=admin? 
>>> AdminPassword=Password
>>> ini=(ini name).ini log=server_*.log -nohomedir
>>>
>>> note that there is a space between the end of  
>>> AdminPassword=Password and
>>> ini= onwards.
>>> Using in=(ini name).ini should allow you to use mulitple server  
>>> configs from
>>> the same dir.
>>>
>>> Kind regards
>>> Matthew
>>> hldsl...@apeximages.org
>>>
>>> 2009/5/16 Steven Sumichrast 
>>>
>>>> Is there a way to tell it to load different ini's as well?  I saw a
>>>> startup parameter, but it didn't work last night.  (Then again, I  
>>>> was
>>>> saving them in /System/file.ini, not
>>>> ~/.killingfloor/System/file.ini, so maybe that was the problem...)
>>>>
>>>>
>>>>
>>>> On Fri, May 15, 2009 at 11:24 AM, Steven Hartland
>>>>  wrote:
>>>>> 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.
>>>>>
>>>>>
>>>>> 
>>>>> This e.mail is private and confidential between Multiplay (UK)  
>>>>> Ltd. and
>>>> the person or entity to whom it is addressed. In the event of  
>>>> misdirection,
>>>> the recipient is prohibited from using, copying, printing or  
>>>> otherwise
>>>> disseminating it or any information contained in it.
>>>>>
>>>>> In the event of misdirection, illegible or incomplete  
>>>>> transmission please
>>>> telephone +44 845 868 1337
>>>>> or return the E.mail to postmas...@multiplay.co.uk.
>>>>>
>>>>>
>>>>> ___
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>>>>> archives,
>>>> please visit:
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>>>>>
>>>>
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>>>> please visit:
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Re: [hlds_linux] Killing Floor Linux Dedicated Server available

2009-05-14 Thread f0rkz
Could someone post their entire KillingFloor.ini file?  The linux  
files are lacking this.

Thanks!

On May 15, 2009, at 1:34 AM, Cc2iscooL wrote:

> [UWeb.WebServer]
> Applications[0]=xWebAdmin.UTServerAdmin
> ApplicationPaths[0]=/ServerAdmin
> Applications[1]=xWebAdmin.UTImageServer
> ApplicationPaths[1]=/images
> bEnabled=true
> **ListenPort=8080**
>
> On Fri, May 15, 2009 at 12:15 AM, Octo  
>  wrote:
>
>> Does anyone know how to get it to change its web interface port?
>> I'm having the same 'doesn't use the ini even if you create it'  
>> problem
>>
>> I tried on the command line with Port=8707?ListenPort=9075? and it  
>> still
>> tried to bind to 8075 (which it can't, since my first server bound  
>> *:8075
>> and I don't want to dump the 6 people on it right now).
>>
>>
>> On Thu, May 14, 2009 at 10:55:49PM -0500, Steven Sumichrast wrote:
>>> Yeah, I added the admin name and admin password parms to my startup
>>> right after I sent the email.  I had password in there, but forgot
>>> about that have to specify an admin name thing.
>>>
>>> Anyways, looks like once you config it with the web gui, you can  
>>> take
>>> those parms out.  (Good because I want to be able to set a  
>>> password on
>>> the server and remove it as necessary).
>>>
>>> I don't know where the heck it's saving the config, though...
>>>
>>> On Thu, May 14, 2009 at 10:39 PM, f0rkz  wrote:
>>>> Also looks like when the team dies, the map just sits at a game  
>>>> ended
>>>> state.
>>>>
>>>>
>>>> On May 14, 2009, at 11:34 PM, Steven Sumichrast wrote:
>>>>
>>>>> Guess I should've added another param... to get the server  
>>>>> locked down
>>>>> so the group could use it, I added ?GamePassword= to the
>>>>> startup line. ?Added AdminPassword= to it, but I've
>>>>> gotta wait til their game ends now...
>>>>>
>>>>> grumble
>>>>>
>>>>> On Thu, May 14, 2009 at 10:33 PM, Steven Sumichrast <
>> packh...@gmail.com
>>>>>> wrote:
>>>>>> I'm not even able to do that as I can't set a password for the  
>>>>>> web
>>>>>> frontend... :T
>>>>>>
>>>>>> On Thu, May 14, 2009 at 10:17 PM, f0rkz   
>>>>>> wrote:
>>>>>>> Mine isn't showing up either.
>>>>>>>
>>>>>>> I was able to configure the server using the web frontend.
>>>>>>>
>>>>>>> On May 14, 2009, at 10:52 PM, Steven Sumichrast wrote:
>>>>>>>
>>>>>>>> Maybe it's me, but I seem to be missing "KillingFloor.ini", and
>>>>>>>> once I
>>>>>>>> made the file, it didn't seem to get loaded..
>>>>>>>>
>>>>>>>> I looked on the Tripwire forums but there seems to be no  
>>>>>>>> discussion
>>>>>>>> about it, either..
>>>>>>>>
>>>>>>>> Anyone else?
>>>>>>>>
>>>>>>>> On Thu, May 14, 2009 at 9:04 PM, Jason Ruymen <
>> jas...@valvesoftware.com
>>>>>>>>> wrote:
>>>>>>>>> The Killing Floor Linux Dedicated Server is now available. ? 
>>>>>>>>> Run
>>>>>>>>> hldsupdatetool with the game command killingfloor to receive  
>>>>>>>>> the
>>>>>>>>> files.
>>>>>>>>>
>>>>>>>>> Jason
>>>>>>>>>
>>>>>>>>> ___
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>>>>>>>>> archives, please visit:
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>>>>>>>>>
>>>>>>>>
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>>>>>>

Re: [hlds_linux] Killing Floor Linux Dedicated Server available

2009-05-14 Thread f0rkz
Also looks like when the team dies, the map just sits at a game ended  
state.


On May 14, 2009, at 11:34 PM, Steven Sumichrast wrote:

> Guess I should've added another param... to get the server locked down
> so the group could use it, I added ?GamePassword= to the
> startup line.  Added AdminPassword= to it, but I've
> gotta wait til their game ends now...
>
> grumble
>
> On Thu, May 14, 2009 at 10:33 PM, Steven Sumichrast  > wrote:
>> I'm not even able to do that as I can't set a password for the web
>> frontend... :T
>>
>> On Thu, May 14, 2009 at 10:17 PM, f0rkz  wrote:
>>> Mine isn't showing up either.
>>>
>>> I was able to configure the server using the web frontend.
>>>
>>> On May 14, 2009, at 10:52 PM, Steven Sumichrast wrote:
>>>
>>>> Maybe it's me, but I seem to be missing "KillingFloor.ini", and  
>>>> once I
>>>> made the file, it didn't seem to get loaded..
>>>>
>>>> I looked on the Tripwire forums but there seems to be no discussion
>>>> about it, either..
>>>>
>>>> Anyone else?
>>>>
>>>> On Thu, May 14, 2009 at 9:04 PM, Jason Ruymen >>>> wrote:
>>>>> The Killing Floor Linux Dedicated Server is now available.  Run
>>>>> hldsupdatetool with the game command killingfloor to receive the
>>>>> files.
>>>>>
>>>>> Jason
>>>>>
>>>>> ___
>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>> archives, please visit:
>>>>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>>>>
>>>>
>>>> ___
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>>>> archives, please visit:
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>>>
>>> f0rkz
>>> f7lans.com - Not your moms marble madness
>>>
>>>
>>> ___
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>>> archives, please visit:
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>>>
>>
>
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Re: [hlds_linux] Killing Floor Linux Dedicated Server available

2009-05-14 Thread f0rkz
Anyone having trouble with the map not restarting after a game ends?


On May 14, 2009, at 11:34 PM, Steven Sumichrast wrote:

> Guess I should've added another param... to get the server locked down
> so the group could use it, I added ?GamePassword= to the
> startup line.  Added AdminPassword= to it, but I've
> gotta wait til their game ends now...
>
> grumble
>
> On Thu, May 14, 2009 at 10:33 PM, Steven Sumichrast  > wrote:
>> I'm not even able to do that as I can't set a password for the web
>> frontend... :T
>>
>> On Thu, May 14, 2009 at 10:17 PM, f0rkz  wrote:
>>> Mine isn't showing up either.
>>>
>>> I was able to configure the server using the web frontend.
>>>
>>> On May 14, 2009, at 10:52 PM, Steven Sumichrast wrote:
>>>
>>>> Maybe it's me, but I seem to be missing "KillingFloor.ini", and  
>>>> once I
>>>> made the file, it didn't seem to get loaded..
>>>>
>>>> I looked on the Tripwire forums but there seems to be no discussion
>>>> about it, either..
>>>>
>>>> Anyone else?
>>>>
>>>> On Thu, May 14, 2009 at 9:04 PM, Jason Ruymen >>>> wrote:
>>>>> The Killing Floor Linux Dedicated Server is now available.  Run
>>>>> hldsupdatetool with the game command killingfloor to receive the
>>>>> files.
>>>>>
>>>>> Jason
>>>>>
>>>>> ___
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>>>>> archives, please visit:
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>>>>>
>>>>
>>>> ___
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>>>
>>> f0rkz
>>> f7lans.com - Not your moms marble madness
>>>
>>>
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>>
>
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Re: [hlds_linux] Killing Floor Linux Dedicated Server available

2009-05-14 Thread f0rkz
You have to set it in your launch params.

Here is a bash script to help you out.  Throw it in the root of your  
server's directory:

Script: launch.sh


#Server start vars
vac="true"
slots="6"
adminuser="WEBUSERHERE"
adminpass="WEBPASSWORDHERE"

echo "Starting server..."

cd system/

./ucc-bin server KF-BioticsLab.rom?game=KFmod.KFGameType?VACSecure= 
$vac?MaxPlayers=$slots?AdminName=$adminuser?AdminPassword=$adminpass   
#THIS IS ONE LINE.  NOT SURE IF MY EMAIL SCREWS THIS UP




On May 14, 2009, at 11:33 PM, Steven Sumichrast wrote:

> I'm not even able to do that as I can't set a password for the web
> frontend... :T
>
> On Thu, May 14, 2009 at 10:17 PM, f0rkz  wrote:
>> Mine isn't showing up either.
>>
>> I was able to configure the server using the web frontend.
>>
>> On May 14, 2009, at 10:52 PM, Steven Sumichrast wrote:
>>
>>> Maybe it's me, but I seem to be missing "KillingFloor.ini", and  
>>> once I
>>> made the file, it didn't seem to get loaded..
>>>
>>> I looked on the Tripwire forums but there seems to be no discussion
>>> about it, either..
>>>
>>> Anyone else?
>>>
>>> On Thu, May 14, 2009 at 9:04 PM, Jason Ruymen >>> wrote:
>>>> The Killing Floor Linux Dedicated Server is now available.  Run
>>>> hldsupdatetool with the game command killingfloor to receive the
>>>> files.
>>>>
>>>> Jason
>>>>
>>>> ___
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>>>>
>>>
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>>> archives, please visit:
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>>
>> f0rkz
>> f7lans.com - Not your moms marble madness
>>
>>
>> ___
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>
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Re: [hlds_linux] Killing Floor Linux Dedicated Server available

2009-05-14 Thread f0rkz
Mine isn't showing up either.

I was able to configure the server using the web frontend.

On May 14, 2009, at 10:52 PM, Steven Sumichrast wrote:

> Maybe it's me, but I seem to be missing "KillingFloor.ini", and once I
> made the file, it didn't seem to get loaded..
>
> I looked on the Tripwire forums but there seems to be no discussion
> about it, either..
>
> Anyone else?
>
> On Thu, May 14, 2009 at 9:04 PM, Jason Ruymen  > wrote:
>> The Killing Floor Linux Dedicated Server is now available.  Run  
>> hldsupdatetool with the game command killingfloor to receive the  
>> files.
>>
>> Jason
>>
>> ___
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>> archives, please visit:
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>>
>
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Re: [hlds_linux] 'stats' cpu load

2009-04-23 Thread f0rkz
There is a perl library that can run rcon on a server.

http://www.gruntle.org/projects/hl2/Rcon-HL2-0.05.tar.gz

I use this small script to get info from a server.

=
#!/usr/bin/perl

use Rcon::HL2;

my $command = shift @ARGV; # bring in the title from argv

my $rcon = Rcon::HL2->new(
  hostname => "XX.XX.XX.XX",
  password => "rconpasshere",
);

$rcon->run("$command");
print $rcon->response();
=
For instance:
$ perl rcon.pl stats
0CPU   InOut   Uptime  Users   FPSPlayers
  0.00  0.00  0.003976 8  124.35   0

This can be easily greped and parsed.


On Apr 23, 2009, at 1:24 PM, Carl wrote:

> you could check it yourself by using an rcon script.  Rcon into the
> server, run the stats command, capture the output, and then compare it
> to top.  I would suggest running top just before grabing the cpu load,
> rconing in and grabbing cpuload, and then again afterwards.
>
>
> Here is the C Source: http://www.asyserver.com/~cstrike/rcon.c
>
> Or if you prefer python:  http://sourceforge.net/projects/srcdspy/
>
>
> Saint K. wrote:
>> Hi,
>>
>> Does anyone know if the output value on the CPU load of a server is
>> correctly reported when you type 'stats' ?
>>
>> We're currently creating graphs on the CPU load using 'top' as  
>> reference
>> data, but as we also query the server for total player numbers and
>> server FPS it would be more easy to also draw the CPU load from there
>> instead of using top.
>>
>> Cheers,
>>
>> ___
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>
>
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Re: [hlds_linux] LAN game with steam IDs enabled

2009-04-23 Thread f0rkz
Will this enable use of steam ids?  The problem we were running into  
was every client sharing the same default lan steam id.

Thanks for your incredible post!


On Apr 23, 2009, at 9:24 AM, Sorin Stanescu wrote:

> The "-nomaster" option has nothing to do with LAN or Internet game  
> type. If is used then the server won't join Master Servers and it  
> won't be visible to Internet servers list, but (there's always a  
> "but") is a bug even in latest engine and the server will also  
> ignore any query packets and will appear as being offline.
>
> Anyway, there's a "sv_filterban" CVAR which specifies how IP bans  
> should be handled by engine. If is 1 (the default value) then any  
> packet from an IP added to bans list will be discarded (the normal  
> behavior), otherwise if is "0" any packet from an IP not included  
> into bans list will be discarded. So you can try to start server  
> normally, ban the IP class of your LAN and then change the value of  
> this CVAR to 0:
>
>addip 0.0 192.168.0.0
>sv_filterban "0"
>
> The result will be that any packet from outside your network will be  
> discarded by server.
>
> If you only don't want your server to be listed to Internet tab,  
> simply remove the master servers using "setmaster remove IP:PORT"  
> command:
>
>setmaster remove 69.28.151.162:27010
>setmaster remove 68.142.72.250:27010
>setmaster remove 72.165.61.189:27010
>
> There are only 3-4 master server IPs, so you add these commands to  
> server's config and it will not be visibile to Internet tab, but  
> will still respond to query packets.
>
> These things are valid for HLDS, don't know nothing about HL2  
> servers...
>
> Sorin
>
>  Original-Nachricht 
>> Datum: Thu, 23 Apr 2009 08:36:14 -0400
>> Von: f0rkz 
>> An: Half-Life dedicated Linux server mailing list 
>> > >
>> Betreff: [hlds_linux] LAN game with steam IDs enabled
>
>> I know I've asked this before, but I don't think I really got a
>> definitive answer for it.
>>
>> Is there a way to have a lan accessible only game, but still enable
>> clients access to their steam id?
>>
>> I heard through the grape vine that it may be possible using -
>> nomaster, but I just wanted to know if this is -nomaster with sv_lan
>> set to 0 or sv_lan set to 1.
>>
>> Also, if anyone has any other insight it would be greatly  
>> appreciated!
>>
>> -f0rkz
>>
>> ___
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>> archives,
>> please visit:
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>
> -- 
> Pt! Schon vom neuen GMX MultiMessenger gehört? Der kann`s mit  
> allen: http://www.gmx.net/de/go/multimessenger01
>
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Re: [hlds_linux] LAN game with steam IDs enabled

2009-04-23 Thread f0rkz
ES is pretty awesome, but we are not doing stats tracking in ES for  
the lan party.  We are going to have an ES server there though!   
Mainly wanting to track stats in TF2 and L4D.  Trying to avoid a  
rewrite to track by IP address since DHCP may change an IP.  Any  
insight would be awesome :D


On Apr 23, 2009, at 8:57 AM, Carl wrote:

> Are you running any addons?  I don't think it would be particularly  
> hard
> to whip something up in ES to get this kind of behavior. (depending on
> your feelings about ES ;) )
> f0rkz wrote:
>> I know I've asked this before, but I don't think I really got a
>> definitive answer for it.
>>
>> Is there a way to have a lan accessible only game, but still enable
>> clients access to their steam id?
>>
>> I heard through the grape vine that it may be possible using -
>> nomaster, but I just wanted to know if this is -nomaster with sv_lan
>> set to 0 or sv_lan set to 1.
>>
>> Also, if anyone has any other insight it would be greatly  
>> appreciated!
>>
>> -f0rkz
>>
>> ___
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>>
>
>
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Re: [hlds_linux] L4D Server Performance after Update

2009-04-23 Thread f0rkz
Ive noticed some performance hits as well.  Network latency has been  
normal, but users see stuttering similar to what users would see if  
cpu usage is maxed out.  After watching top for a little while,  
instances were spiking CPU usage over 125% and dropping back to 25%


On Apr 23, 2009, at 8:53 AM, Daniel Worley wrote:

> I get the performance hits in all modes.  I was thinking it was  
> maybe just
> survival at first because of the larger hordes, so I tried versus as  
> well as
> co-op and the same thing.  The game was running fine before the  
> updates and
> my server connection is barely being tapped into.  CPU usage is  
> normal too,
> think something is just funky with the patch.
>
> On Thu, Apr 23, 2009 at 1:04 AM, ics  wrote:
>
>> Some people complained about this in our community channel also.  
>> First
>> their Vistas threw a Bluescreen and after that game was running  
>> badly.
>> Both people who reported this also had NVidia graphics cards and no  
>> more
>> than 0,5 year old rigs so its hardly a hardware problem. They tried
>> latest drivers and checking files, everything was in order before  
>> this
>> update.
>>
>> If its not client related, make sure that your server can handle the
>> load. Put net_graph 1 on and see if you get around 30 updates per  
>> second
>> (right side numbers). If running Survival mode, it increases CPU load
>> quite rapidly compared to normal coop or versus as the hordes and  
>> other
>> special zombies are coming more rapidly and with more numbers.
>>
>> -ics
>>
>> Daniel Worley kirjoitti:
>>> Not sure if this is server or client side, but the game is running  
>>> really
>>> choppy for me since the latest patch.  Anyone else seeing this?  I  
>>> have
>> 56
>>> ping to my server, but all entities have choppy movement, very  
>>> noticeable
>>> when a zombie horde spawns.
>>> ___
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>>
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[hlds_linux] LAN game with steam IDs enabled

2009-04-23 Thread f0rkz
I know I've asked this before, but I don't think I really got a  
definitive answer for it.

Is there a way to have a lan accessible only game, but still enable  
clients access to their steam id?

I heard through the grape vine that it may be possible using - 
nomaster, but I just wanted to know if this is -nomaster with sv_lan  
set to 0 or sv_lan set to 1.

Also, if anyone has any other insight it would be greatly appreciated!

-f0rkz

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Re: [hlds_linux] Improving performance on low-end CPUs

2009-04-10 Thread f0rkz
you would be surprised what some of the old P3s can do.
On Apr 10, 2009, at 6:05 AM, Ronny Schedel wrote:

>
> Sorry, but Pentium 3 is not low end, it is ancient. This is what  
> they find
> when they dig for lost civilizations.
>
>
>> I'm running a TF2 server on a 1133MHz Pentium-3 computer (2GB of ram,
>> 100mbit internet uplink) under Linux. Needless to say, it works fine
>> until we get 16-18 people, but then the CPU is at 100% and it starts
>> lagging to all hell.
>> So far the only things I have done to improve performance on this
>> server are:  Putting in a cronjob to change the process priority  
>> (from
>> a pid file), and putting my srcds directories on a RAID0, which just
>> improves map-changing performance.
>>
>> Any tips or tricks to squeeze a few more players on my ancient P3?
>> I've heard that perhaps changing the server tick/fps could help a
>> little, but the internet seemed divided on the whole issue.
>>
>> --Chris
>>
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Re: [hlds_linux] 32 Slot Linux Server

2009-04-10 Thread f0rkz
You could also try a dynamic tickless system.  It is supported in the  
latest version of debian's kernel.

f0rkz


On Apr 10, 2009, at 5:28 AM, nos...@gentiniphotography.com wrote:

> 300hz kernel or 1000hz kernel?  Maybe that is the issue and I need to
> recompile at 300hz.
>
> On Thu, Apr 9, 2009 at 8:08 PM, Ben  wrote:
>
>> We run a number of 32 slot TF2 servers amongst our normal 24 slot
>> servers without any issue.  Ours are run on Dual Quad Core 3Ghz  
>> (X5450)
>> boxes with 8 instances of TF2 on them each, with a couple of 32 slot
>> servers and the rest 24 slot servers.  I haven't heard of any  
>> reports of
>> lag problems or experienced it myself when playing on our 32 slot
>> servers.  No kernel tweaking or locking processes to cores either.
>>
>>
>> nos...@gentiniphotography.com wrote:
>>> I see the CPU max 99-100% when the problems occur.  Good question  
>>> about
>> the
>>> 10mbps --  what are your guy's thoughts?  As far as memory, I'm  
>>> watching
>> it
>>> in top and there is not any swapping going on and loads of extra  
>>> memory.
>>>
>>> 1 correction - we're only running 1 server (taskset to one core),  
>>> not 4
>>> servers.  I'll try to get the rcon status.
>>>
>>> On Thu, Apr 9, 2009 at 5:26 PM, DontWannaName! >> wrote:
>>>
>>>
>>>> Are you positive its CPU? If your running 4 32 slot TF2 servers  
>>>> then 2
>> gigs
>>>> is barely enough, each instance is about 512 which goes up the  
>>>> longer
>> the
>>>> server is up. Tickrate doesnt matter with TF2, 33 = 66, 100 = 66.  
>>>> So
>> either
>>>> way, your running a 66 tick server, servers that say 100 are run
>>>> by idiots who should go back to CSS. Also, is a 10mb port enough,  
>>>> I only
>>>> would go with 100. I would be interested in the server's fps, type
>>>> rcon status in console when the server just starts, then try when  
>>>> its
>> full.
>>>>
>>>>
>>
>>
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[hlds_linux] Lan mode with Steam ID

2009-04-06 Thread f0rkz
Hello everyone.  Does anyone have information on how you would run a  
local LAN server but still give client's access to their steam ids.  I  
heard there may be a way to do it by switching the -nomaster flag.

Thanks!

f0rkz

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Re: [hlds_linux] DoS vulnerability!

2009-03-24 Thread f0rkz
Touche!

Wish these lists were moderated somehow...

-f0rkz


On Mar 24, 2009, at 1:54 PM, Saint K. wrote:

> Files packed are identified as 2 trojan horses.
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of  
> Vladimir
> Osipenko
> Sent: Tuesday, March 24, 2009 6:46 PM
> To: hlds_linux@list.valvesoftware.com
> Subject: [hlds_linux] DoS vulnerability!
>
> Hi dear friends,
> I have to announce that another bug/vulnerability available!
>
> By sending a huge amount of UPD requests to server, it starts to slow
> down and finally dies.
>
>
> The EXE is freely available to public and loads of NOBs are  
> DoSsing
> servers.
> http://narod.ru/disk/6939577000/serverflooder%20(copy%202).rar.html
>
> Pass: fraersoft
>
> Please, Valve, find a way to protects servers...
>
> //Of course we can use special tools, but anyway...
>
> ___
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> please visit:
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> No virus found in this incoming message.
> Checked by AVG - www.avg.com
> Version: 8.0.238 / Virus Database: 270.11.24/2018 - Release Date:  
> 03/24/09
> 09:19:00
>
>
> ___
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Re: [hlds_linux] DoS vulnerability!

2009-03-24 Thread f0rkz
You can flood anything with enough UDP.

Also, why would you want to spread this exe around even more?

-f0rkz


On Mar 24, 2009, at 1:45 PM, Vladimir Osipenko wrote:

> Hi dear friends,
> I have to announce that another bug/vulnerability available!
>
> By sending a huge amount of UPD requests to server, it starts to slow
> down and finally dies.
>
>
> The EXE is freely available to public and loads of NOBs are  
> DoSsing servers.
> http://narod.ru/disk/6939577000/serverflooder%20(copy%202).rar.html
>
> Pass: fraersoft
>
> Please, Valve, find a way to protects servers...
>
> //Of course we can use special tools, but anyway...
>
> ___
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> archives, please visit:
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Re: [hlds_linux] HI

2009-03-24 Thread f0rkz
Is it just sitting there again?

Just try running the steam binary:

./steam

See if it updates the installer.

-f0rkz

On Mar 24, 2009, at 12:16 PM, Veran Pokornić wrote:

> :)
>
> just to move far from this:
> [count...@srv01 hlds_1]$ ./steam -command update -game cstrike - 
> verify_all
> Checking bootstrapper version ...
>
>
> 2009/3/24 f0rkz 
>
>> No problem man.  Good luck! Hope you get it working.
>>
>> -f0rkz
>>
>> On Mar 24, 2009, at 12:04 PM, Veran Pokornić wrote:
>>
>>> thx f0rkz i will try it ;)
>>>
>>> 2009/3/24 Dustin Doiron 
>>>
>>>>
>>>>
>> http://www.google.com/search?hl=en&q=linux+hlds+update+tool&btnG=Google+Search&aq=f&oq=
>>>>
>>>> ...
>>>>
>>>> 2009/3/24 Veran Pokornić 
>>>>
>>>>> didnt try... can you give me link plz ?
>>>>>
>>>>> On Tue, Mar 24, 2009 at 3:47 PM, f0rkz  wrote:
>>>>>
>>>>>> Have you tried downloading a fresh steam binary installer from
>>>>>> their
>>>>>> site?
>>>>>>
>>>>>> f0rkz
>>>>>>
>>>>>>
>>>>>> On Mar 24, 2009, at 10:42 AM, Veran Pokornić wrote:
>>>>>>
>>>>>>> "Run the following command:
>>>>>>> ./steam -command update -game cstrike -verify_all"
>>>>>>> if I run this command my console block on this,for a long time:
>>>>>>> Checking
>>>>>>> bootstrapper version ...
>>>>>>>
>>>>>>> "Next, change your startup line to this:
>>>>>>> ./hlds_run -console -debug -game cstrike +ip 85.10.192.194 +port
>>>> 27016
>>>>>>> +maxplayers 12 +map de_dust2"
>>>>>>>
>>>>>>> nothing happend,same problem
>>>>>>> [count...@srv01 hlds]$ ./hlds_run -console -debug -game cstrike
>>>>>>> +ip
>>>>>>> 85.10.192.194 +port 27016 +maxplayer 12 +map de_dust2
>>>>>>> Auto detecting CPU
>>>>>>> Using AMD-Opteron (64 bit) Optimised binary.
>>>>>>> Enabling debug mode
>>>>>>> Auto-restarting the server on crash
>>>>>>>
>>>>>>> Console initialized.
>>>>>>> scandir failed:/home/counters/hlds/./valve/SAVE
>>>>>>> scandir failed:/home/counters/hlds/./platform/SAVE
>>>>>>> Protocol version 48
>>>>>>> Exe version 1.1.2.6/Stdio (cstrike)
>>>>>>> Exe build: 18:01:18 Oct 24 2008 (4352)
>>>>>>> STEAM Auth Server
>>>>>>> couldn't exec language.cfg
>>>>>>> Server IP address 85.10.192.194:27016
>>>>>>> scandir failed:/home/counters/hlds/./valve/SAVE
>>>>>>> scandir failed:/home/counters/hlds/./platform/SAVE
>>>>>>> [S_API FAIL] SteamAPI_Init() failed; unable to update local
>>>>>>> steamclient.
>>>>>>> Continuing with current version anyway.
>>>>>>>
>>>>>>> here it stops for a few minutes and then:
>>>>>>>
>>>>>>> pipes.cpp (608) : Assertion Failed: Stalled cross-thread pipe
>>>>>>> interfacemap_client.h (1096) : Assertion Failed:
>>>>>>> bufRet.GetUint8() ==
>>>>>>> k_EClientCommandInterface
>>>>>>> ___
>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>> archives, please visit:
>>>>>>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>> ___
>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>> archives,
>>>>>> please visit:
>>>>>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>>>>>
>>>>> ___
>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>> archives,
>>>>> please visit:
>>>>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>>>>
>>>>
>>>>
>>>>
>>>> --
>>>> Dustin Doiron
>>>> infiniGaming.com
>>>> ___
>>>> To unsubscribe, edit your list preferences, or view the list
>>>> archives,
>>>> please visit:
>>>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>>>
>>> ___
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>>> archives, please visit:
>>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>
>> ___
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>> archives,
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Re: [hlds_linux] HI

2009-03-24 Thread f0rkz
No problem man.  Good luck! Hope you get it working.

-f0rkz

On Mar 24, 2009, at 12:04 PM, Veran Pokornić wrote:

> thx f0rkz i will try it ;)
>
> 2009/3/24 Dustin Doiron 
>
>>
>> http://www.google.com/search?hl=en&q=linux+hlds+update+tool&btnG=Google+Search&aq=f&oq=
>>
>> ...
>>
>> 2009/3/24 Veran Pokornić 
>>
>>> didnt try... can you give me link plz ?
>>>
>>> On Tue, Mar 24, 2009 at 3:47 PM, f0rkz  wrote:
>>>
>>>> Have you tried downloading a fresh steam binary installer from  
>>>> their
>>>> site?
>>>>
>>>> f0rkz
>>>>
>>>>
>>>> On Mar 24, 2009, at 10:42 AM, Veran Pokornić wrote:
>>>>
>>>>> "Run the following command:
>>>>> ./steam -command update -game cstrike -verify_all"
>>>>> if I run this command my console block on this,for a long time:
>>>>> Checking
>>>>> bootstrapper version ...
>>>>>
>>>>> "Next, change your startup line to this:
>>>>> ./hlds_run -console -debug -game cstrike +ip 85.10.192.194 +port
>> 27016
>>>>> +maxplayers 12 +map de_dust2"
>>>>>
>>>>> nothing happend,same problem
>>>>> [count...@srv01 hlds]$ ./hlds_run -console -debug -game cstrike  
>>>>> +ip
>>>>> 85.10.192.194 +port 27016 +maxplayer 12 +map de_dust2
>>>>> Auto detecting CPU
>>>>> Using AMD-Opteron (64 bit) Optimised binary.
>>>>> Enabling debug mode
>>>>> Auto-restarting the server on crash
>>>>>
>>>>> Console initialized.
>>>>> scandir failed:/home/counters/hlds/./valve/SAVE
>>>>> scandir failed:/home/counters/hlds/./platform/SAVE
>>>>> Protocol version 48
>>>>> Exe version 1.1.2.6/Stdio (cstrike)
>>>>> Exe build: 18:01:18 Oct 24 2008 (4352)
>>>>> STEAM Auth Server
>>>>> couldn't exec language.cfg
>>>>> Server IP address 85.10.192.194:27016
>>>>> scandir failed:/home/counters/hlds/./valve/SAVE
>>>>> scandir failed:/home/counters/hlds/./platform/SAVE
>>>>> [S_API FAIL] SteamAPI_Init() failed; unable to update local
>>>>> steamclient.
>>>>> Continuing with current version anyway.
>>>>>
>>>>> here it stops for a few minutes and then:
>>>>>
>>>>> pipes.cpp (608) : Assertion Failed: Stalled cross-thread pipe
>>>>> interfacemap_client.h (1096) : Assertion Failed:  
>>>>> bufRet.GetUint8() ==
>>>>> k_EClientCommandInterface
>>>>> ___
>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>> archives, please visit:
>>>>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>>>
>>>>
>>>>
>>>>
>>>> ___
>>>> To unsubscribe, edit your list preferences, or view the list  
>>>> archives,
>>>> please visit:
>>>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>>>
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list  
>>> archives,
>>> please visit:
>>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>>
>>
>>
>>
>> --
>> Dustin Doiron
>> infiniGaming.com
>> ___
>> To unsubscribe, edit your list preferences, or view the list  
>> archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>
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Re: [hlds_linux] HI

2009-03-24 Thread f0rkz
Yeah, sure.

http://storefront.steampowered.com/download/hldsupdatetool.bin

Simply:
cd /your/game/directory/

wget http://storefront.steampowered.com/download/hldsupdatetool.bin
chmod +x hldsupdatetool.bin
./hldsupdatetool.bin

Answer Yes to the license agreement.

Then run the update command I gave you below.

f0rkz

On Mar 24, 2009, at 11:05 AM, Veran Pokornić wrote:

> didnt try... can you give me link plz ?
>
> On Tue, Mar 24, 2009 at 3:47 PM, f0rkz  wrote:
>
>> Have you tried downloading a fresh steam binary installer from their
>> site?
>>
>> f0rkz
>>
>>
>> On Mar 24, 2009, at 10:42 AM, Veran Pokornić wrote:
>>
>>> "Run the following command:
>>> ./steam -command update -game cstrike -verify_all"
>>> if I run this command my console block on this,for a long time:
>>> Checking
>>> bootstrapper version ...
>>>
>>> "Next, change your startup line to this:
>>> ./hlds_run -console -debug -game cstrike +ip 85.10.192.194 +port  
>>> 27016
>>> +maxplayers 12 +map de_dust2"
>>>
>>> nothing happend,same problem
>>> [count...@srv01 hlds]$ ./hlds_run -console -debug -game cstrike +ip
>>> 85.10.192.194 +port 27016 +maxplayer 12 +map de_dust2
>>> Auto detecting CPU
>>> Using AMD-Opteron (64 bit) Optimised binary.
>>> Enabling debug mode
>>> Auto-restarting the server on crash
>>>
>>> Console initialized.
>>> scandir failed:/home/counters/hlds/./valve/SAVE
>>> scandir failed:/home/counters/hlds/./platform/SAVE
>>> Protocol version 48
>>> Exe version 1.1.2.6/Stdio (cstrike)
>>> Exe build: 18:01:18 Oct 24 2008 (4352)
>>> STEAM Auth Server
>>> couldn't exec language.cfg
>>> Server IP address 85.10.192.194:27016
>>> scandir failed:/home/counters/hlds/./valve/SAVE
>>> scandir failed:/home/counters/hlds/./platform/SAVE
>>> [S_API FAIL] SteamAPI_Init() failed; unable to update local
>>> steamclient.
>>> Continuing with current version anyway.
>>>
>>> here it stops for a few minutes and then:
>>>
>>> pipes.cpp (608) : Assertion Failed: Stalled cross-thread pipe
>>> interfacemap_client.h (1096) : Assertion Failed: bufRet.GetUint8()  
>>> ==
>>> k_EClientCommandInterface
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list
>>> archives, please visit:
>>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>
>>
>>
>>
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>>
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