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 rbemr...@vgmusic.com 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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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! 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 drunkenf...@hotmail.com
  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 clontar...@iinet.net.au
   To: Half-Life dedicated Linux server mailing list
   hlds_linux@list.valvesoftware.com
   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 don't want a 2000 MHz cpu
  because
it
already takes 100% of  my 1000MHz cpu...
   
If you have a multi-core system, then you should set affinity to a
   single
core so the app doesn't get swapped from core to core. If we
 actually
   had
multi-threaded code, we could do the same thing - decide for
 ourselves
how
many cores it uses.
   
I vote for 64 bit multi-threaded code. And I'm going to wait for the
easter
bunny to bring it because that is likely to be the only way we will
  get
it...
   
   
- Original Message -
From: Tony Palomadrunkenf...@hotmail.com
To: 'Half-Life dedicated Linux server mailing list'
hlds_linux@list.valvesoftware.com
Sent: Monday, January 04, 2010 2:56 PM
Subject: Re: [hlds_linux] TF2 server multi-threaded support
   
   
   
I'm not a fan of adding multi-threading to TF2 servers only because
   with
32
players it's already taking 100% CPU of one core -- I don't need it
taking
100% of two.
   
Oh! Just set processor affinity! you might say. Ya, now the
  threading
support would still only be hurting things, not helping (added
   overhead,
starved 

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 kyle.l...@gmail.com 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 h...@f0rkznet.net 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 drunkenf...@hotmail.com
 
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 clontar...@iinet.net.au
 To: Half-Life dedicated Linux server mailing list
 hlds_linux@list.valvesoftware.com
 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

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 h...@f0rkznet.net 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 geneharde...@gmail.comwrote:

 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 hlds_li...@watkins-
  } home.comwrote:
  }
  }  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
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  archives,
  }  } please visit:
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  } 
  } 
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 archives,
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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] 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 sch...@bulletproofnerds.com 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
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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 h...@f0rkznet.net 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 sch...@bulletproofnerds.comwrote:

 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
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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 geneharde...@gmail.com 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 h...@f0rkznet.net 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
  sch...@bulletproofnerds.com 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
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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 geneharde...@gmail.comwrote:

 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 hlds_li...@watkins-
  } home.comwrote:
  }
  }  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
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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 i...@ronny-schedel.dewrote:


 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
 
 
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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 drunkenf...@hotmail.comwrote:

 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 christof...@scanservers.eu
 To: hlds_linux@list.valvesoftware.com
 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
 
  mailto:christof...@scanservers.eu christof...@scanservers.eu
 
 
 
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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] 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 rjo...@eggycrew.com 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.
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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 rem...@gmail.com 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 g...@velocity-servers.net
 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
  gary at summit-servers dot com | gary at DragonflyBSD dot org | gary
  at cpanel dot net
  http://leaf.dragonflybsd.org/~garyhttp://leaf.dragonflybsd.org/%7Egary
 
  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
 
 
 
 
 
 
 
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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 oliversalzb...@web.dewrote:

 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 oliversalzb...@web.de
 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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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 jl...@hd-gaming.com 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 jl...@hd-gaming.com
 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
 
 
 
 
 
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  No virus found in this incoming message.
  Checked by AVG - www.avg.com
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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 jl...@hd-gaming.com 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 jl...@hd-gaming.com
 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 jl...@hd-gaming.com
 
  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
 
 
 
 
 
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 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
 
 
 
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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 sho...@inblock.ru 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
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 rjo...@eggycrew.com 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] 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 mar...@viitamaki.netwrote:

 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] 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. sai...@specialattack.net 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 i...@ronny-schedel.de
 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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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. sai...@specialattack.net 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 riem...@binkey.nl 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] 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 dpar...@utica.edu 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 dpar...@utica.edu:
  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.
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  list archives,
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  --
 
  Dave Parker
  Utica College
  Integrated Information Technology Services
  (315) 792-3229
  Registered Linux User #408177
 
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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 h...@f0rkznet.net wrote:

 Bump.  Anyone still getting this issue?


 On Sat, Sep 12, 2009 at 1:41 PM, f7 f0rkz h...@f0rkznet.net 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 dpar...@utica.eduwrote:

 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
  i...@ronny-schedel.de
  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
  i...@ronny-schedel.de
  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

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 riem...@binkey.nl 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 h...@f0rkznet.net 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 dpar...@utica.edu
  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 dpar...@utica.edu:
   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

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] defunct
srv403   16024  3.2  0.0  0 0 pts/6Zl+  Sep15  29:03
[srcds_i486] defunct
srv403   16231  1.3  0.0  0 0 pts/6Zl+  Sep15  11:22
[srcds_i486] defunct
srv400   16313  1.6  0.0  0 0 pts/3Zl+  Sep15  13:52
[srcds_i486] defunct
srv400   16338  1.1  0.0  0 0 pts/3Zl+  Sep15  10:00
[srcds_i486] defunct
srv400   16480  1.6  0.0  0 0 pts/3Zl+  Sep15  13:35
[srcds_i486] defunct
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 crazydog...@gmail.com 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 h...@f0rkznet.net 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 h...@f0rkznet.net wrote:
 
   Bump.  Anyone still getting this issue?
  
  
   On Sat, Sep 12, 2009 at 1:41 PM, f7 f0rkz h...@f0rkznet.net 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 dpar...@utica.edu
  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
i...@ronny-schedel.de
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
i...@ronny-schedel.de
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

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 sa...@egl.net.au 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 ghanpe...@gmail.com
  Sent: Wednesday, September 16, 2009 5:14 AM
  To: Half-Life dedicated Linux server mailing list
  hlds_linux@list.valvesoftware.com
  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=-
  acidr...@acidrain.com.brwrote:
 
 
  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

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

On Sat, Sep 12, 2009 at 1:41 PM, f7 f0rkz h...@f0rkznet.net 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 dpar...@utica.eduwrote:

 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
  i...@ronny-schedel.de
  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
  i...@ronny-schedel.de
  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
  b6f17976
  sp
  bff32940 error 4 in vphysics_i486.so[b6e68000+257000]
  [17767825.494526] srcds_i486[3586]: segfault at a79860df ip
  b6f73976
  sp
  bfc8e450 error 4 in vphysics_i486.so[b6ec4000+257000]
  [17767829.280019] srcds_i486[3585

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 dpar...@utica.edu 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
  i...@ronny-schedel.de
  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
  i...@ronny-schedel.de
  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
  b6f17976
  sp
  bff32940 error 4 in vphysics_i486.so[b6e68000+257000]
  [17767825.494526] srcds_i486[3586]: segfault at a79860df ip
  b6f73976
  sp
  bfc8e450 error 4 in vphysics_i486.so[b6ec4000+257000]
  [17767829.280019] srcds_i486[3585]: segfault at 452f65d4 ip
  b6f73976
  sp
  bfc8eb90 error 4 in vphysics_i486.so[b6ec4000+257000]
  [1799.862160] srcds_i486[15189]: 

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 yo@korrupzion.com wrote:

 +1

 Cc2iscooL escribió:
  Stole the words from my mouth.
 
  On 5/21/09, DontWannaName! ad...@topnotchclan.com 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
 
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