[hlds_linux] Port assing after last 2 updates

2011-05-09 Thread molnár lászló
Hello

We are getting some port allocation problems since the MAY.05-07 updates on CSS.
The porblem is that som servers can't start on their assigned port because 
other
server occupies their ports,this mostly happens if a customer suts down his
server and another server close to the first customers port range restarts his
server.

At first we thought that this is because the know Eventscript problem, but we 
realized
that servers whit no EV installed are doin this too.

Our server port are starting from 27030 and every new server on the same ip is 
started on every 5 port
(for example 27030 , 27035 , 27040)

Source TV ports are set up so they are using the server port +1
(for example, if the game server runs on 27030 then the Source Tv port is 27031)

So everything worked fine untill the last 2 updates, but after that, we 
don't know why the servers
are starting on random ports
(for example the server wich was normaly on 27040 port, started on the 27046 
port)

Do others experiencing the same problem?
Or do someon know how could we fix this, cause it's really anoying to 
search every time -with
the netstat-unpl command- wich PID is occupieing the needed port.

And finally an example from a server.

This server is assigned to run on the 27035 port.
If ask for the PID occupied ports i got this:

server ~ # netstat -unpl | grep 5984

udp0  0 IP:27008 0.0.0.0:*   
5984/srcds_linux

udp0  0 IP:26905 0.0.0.0:*   
5984/srcds_linux

udp0  0 IP:27035 0.0.0.0:*   
5984/srcds_linux ( ez a –port flagje )

udp0  0 IP:27036 0.0.0.0:*   
5984/srcds_linux ( ez a sourcetv portja )

udp0  0 IP:27044 0.0.0.0:*   
5984/srcds_linux


Greats

Laszlo
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[hlds_linux] Source TV is still leaking

2011-06-04 Thread molnár lászló
Well hi there! I would just like to remind HPE or Valve that the Source TV leak 
is still a big problem. And it's not just the leak but the unstable FPS if 
the TV is active. With the OB update the leak just got biger and faster 
(hosting companies who are running more than 200 port from CSS are known to 
this problem, and this is giving them a huge headache). Wihtout the TV 1 port 
of CSS if fine with 200-300mb of ram but if the TV is on it can consume 2-3GB 
or ram in just a half day. Of course we are makeing defensive steps like 
monitor the ram usage on the servers and shut down the server wich ones are 
consuming huge amount of rams-but this is only a temporal solution. WE NEED A 
FIX FOR IT! (no hats, no new content just a fix) If you could fix this, the 
whole gaming community would benefit from it (much better server performance, 
lower prices etc..). Oh and by they way if you are messing whit hte TV you 
should consider to fix theese to: 
http://forums.steampowered.com/forums/showthread.php?p=17368926#post17368926 
Cheers. Szoke
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[hlds_linux] IP Tables rules against DDOS attacts

2011-06-25 Thread molnár lászló
Hy In an older mail from this list (thath i can't find right now), there 
was a mail thath cointain some IP tables rules agains DDOS attact. If somebody 
can find it or still has it please send it to me (szoke(at)synhosting.eu). 
Thanks in advance. ps. Valve could you do something about this? Nearly a 5 year 
old can find a porgram on the internet to lagg a SRCDS server  :/ GreetingsSzoke
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[hlds_linux] IP Tables rules against DDOS attacts

2011-06-25 Thread molnár lászló
Hy! Thanks for the answer.I am not so good at this tings so could you please 
specify what information do you need, and how can i get it?
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[hlds_linux] Ghoting on CSS

2011-06-25 Thread molnár lászló
It's easy to reproduce the ghost players on CSS server. Just enable the TV 
and connect to it, press cancel and repeat it.Someone hade managed to make the 
server show 52/12 whit this method. ps: thanks for all of the IP tables tips, 
it's working :) Greets
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[hlds_linux] CSS update

2011-07-07 Thread molnár lászló
This update only ads the new Achivement to CSS.Why does it have to be a 
required update?
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Re: [hlds_linux] hlds_linux Digest, Vol 41, Issue 122

2011-07-20 Thread molnár lászló

Message: 4
Date: Wed, 20 Jul 2011 22:56:58 +
From: Henry Goffin 
To: "hlds_linux@list.valvesoftware.com"
   ,   
"'h...@list.valvesoftware.com'"
   
Subject: [hlds_linux] upcoming orange box framerate changes
Message-ID:
   <6df83ef2a11d2249a0a8513be31e30c3073...@exchange10.valvesoftware.com>
Content-Type: text/plain; charset="us-ascii"

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

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

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

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

Henry G. Hy While it's very nice that you are working  on this project to 
ensure that server will take less CPU resource, but i think that the hosers 
would be much happier and would have much more resource if you would fix that 
huge "memory leak" what the TV can doo. Memory compsumtion the second biggest 
probleim whit the dediservers. Cheers Szoke
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[hlds_linux] Memory Leak

2011-07-21 Thread molnár lászló
Sorry my last reply was malformed so i rewrote it send it again. So basically, 
it's good that Valve tries to decrease the CPU load but this is just one 
side if we are talking about server performance. The other big issue is the 
huge memory leak, which is caused by the Source TV, and it can also be see if a 
server wasn't restarted in a long time. A normal server (vanilla server), 
even if it has full players (32 bot for example), and TV off, when you start it 
consumes approx. 60-80Mb of ram on Windows and 50-70Mb of ram on Linux (Windows 
is Windows 7, Linux is Ubuntu 11.04). The memory consumption will rise slowly 
after map changes and can climb to 200-300Mb of ram, this isn't too much 
but it is stil 2-3X times more than the server should eat. If we turn on TV 
(tv_autorecord 0)...well let say it like we set the OILFIELDS on fire. After we 
start the server the memory usage is around 80MB, lets Change level (we started 
on D2 and we just reload the map) usage goes up to 90Mb, now let’s add 
some players (31bot) the needed memory quickly rises up to 200-220Mb, and will 
continue to go upward till the server is restarted (it goes up almost on every 
round end, and it goes up on map change), and this is on a Linux based server 
On Windows it's even worse; the usage could go up to 250-270Mb just after 
the server start as soon as the TV joins in after the first map change. In some 
cases i had seen server that used 5-6GB !! (not Mb) of ram in just one day. Why 
is this a big problem?Most of the game server HW-s haven't got lots of TB 
ram in them mostly 32 or 64GB, and if a server machine runs out of ram they 
need to use the virtual memory (Swap memory) which is usually on a HDD, and 
even if we use raid the heavy load and the increasing usage of swap memory will 
result in high I/O wait times which will cause massive lag and choke on the 
server. Yes SSD could be a solution but they aren't so cost effective, and 
they wear out real quick in this kind of usage. So Valve if you want to help 
the serverhosters to be able to put more game servers on a physical box, you 
should solve this memory leak problem. Cheers! Szoke
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[hlds_linux] Memory Leak

2011-07-21 Thread molnár lászló
Hy I tried it on Fedora 64Bit too now, but got the same results.Start is at 
230Mb and it's climbig up. Cheers! Szoke
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[hlds_linux] CSS Beta update released

2011-08-09 Thread molnár lászló
Hy all! I don't know why hasn't it been anounced here yet but there was 
a CSS beta update latley. It conatined this: Counter-Strike: Source Beta
Weapons now have separate penalties for jumping and landing, allowing better 
weapon control after landing (and greatly reduced penalties for falling off 
small ledges). This also allows for in-air shots with proper timing.
Dynamic crosshair now uses actual weapon accuracy, rather than a separate 
simulation.
Glock and FAMAS each now use same accuracy for all burst shot bullets.
Increased run speed for Galil and FAMAS.
Bomb/defuser icons are no longer shown for members of the opposing team when 
you are not allowed to spectate them.
Weapon spread patterns are no longer square.
AWP cycle time restored to 1.5 seconds, and animation changed to match.
HUD elements for health, armor, timer, and money now have a transparent 
background for better visibility.
Fixed a couple of issues with the view offset when dead was fighting with the 
observer code.
Made a convar for lag compensation position change tolerance.
Made lag comp position checks use Length2dSqr (ignoring z).
Fixed a bug where the client would have a ragdoll entity in CS, but 
wouldn't have actually created a ragdoll which would give a one frame 
glitch in the death camera position setup.
Fixed an exploit where users could disable flashbang audio effects using alias 
commands.
Fixed reload animation issue with shotguns under high latency.
Fixed issue with buying multiple grenades when ammo_*_max were set to other 
than the defaults.
Fixed timing of sounds on Glock burst fire.
Fixed burst fire prediction of FAMAS.
Weapons no longer continuously cycle the empty fire event (and click) when out 
of ammo and the attack button is held.
Fixed animation issue with elite dry fire.
Fixed crash related to planting C4.
Fixed weapon accuracy related prediction errors that could cause performance 
problems. And i got a queastion too for the developer. When can we except the 
beta releas to come to the stable game?There was a Beta update last year 
December and it wasint imported to the game since now.I am asking cause theese 
are great changen to the gameplay and there will be a big LAN event in my 
country in about 2 week, and we would like to know if we should start playing 
with the beta to get used to the new game mechaninc or it wont be released 
until then?Thx for you answers. SzokeSynhosting.eu
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[hlds_linux] No orangebox update today

2011-08-12 Thread molnár lászló
Few Mb of ram usage in + is nothing compared to the Source TV leaking 1-2Gb of 
ram :/

Flethcer please give us some feedback if you are working on the memory leak 
problem.

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[hlds_linux] Counter Strike Update

2011-08-25 Thread molnár lászló
Hi all!

I just wanted to ask some Valve stuff that is there some CSS or OB engine in 
the pipe ready for release tonight or during this weekend?
The thing is that at this weekend East Europes biggest LAN event will take 
place and it could interrupt it.

So if someone would be so nice to say something about it would be greatly 
appreciated!

Greetings!

Szoke

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[hlds_linux] AUG 30 CSS updates from Beta?

2011-08-30 Thread molnár lászló
So here we are.

Can some valve memeber acknowledge that today there will be a bigger CSS update 
as it was said a while back on the list?

Or can we go to sleep now?


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[hlds_linux] So Valve you fucked up the LAN play

2011-10-28 Thread molnár lászló
In short theese are the thing that aren't working anymore:

mp_fadetoblack (it faeds but you can choose another player adn the fading goes 
away

steam ID-s disapeared when sv_lan is set to 1. It was good at the end of the 
summer but now it's fucked up.

So pls correct it.

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Re: [hlds_linux] So Valve you fucked up the LAN play (Lo?c P?ron)

2011-10-30 Thread molnár lászló
Please dont join the conversaiton if you don't know the game bugs.. thx.

We are on a LAN with aprox 30 teams and, yea i got plenty of time to test it 
out and FB buged, and with zb-z it got worser so we had to play without them.

So pleas valve take a look at them (mp_fadetoblack, and pleas give bakc teh 
steamID-s ven szerver got sv_lan 1)

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[hlds_linux] So Valve you ***** up the LAN play

2011-10-30 Thread molnár lászló
I don't care about you nor what are you thinking about yourself.

I know how FB worked, they changed it but didn't give a note about it, sooo 
other who aren't so close to valve like you mister "I AM REGNAM PRO PLAYER I 
KNOW BETTER EVERYTHING".
You had porven your incompetens when you sugested thing in the updates.

So if they cahnge a feature they should make proper notes, and other can 
understand and tell it to the players that things have changed and it's not a 
bug.

But still steam id-s disappearing when in LAN mode isn't a good idea, if it was 
meant to be another feature change.

So peace...

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Re: [hlds_linux] Start Server With Replay Auto-Enabled?

2012-10-31 Thread Molnár László
Hy

Put a changelevel cmd in to your autoexec.cfg for the same map and it wil do it 
for you once/server start.

Cheers

Laszlo

send from my... ohh wait ...i dont have a smart phone :_(

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[hlds_linux] sv_pure on new file system on CSS

2013-02-19 Thread Molnár László
So

As some before me i would like to now how much will the upadte change pure 
working?

If i remember correct pure is currently not working on CSGO (yes it on but you 
don't need to put much effort to bypass it) and if im correct we can except the 
same thing on CSS/TF2/DOD:S.

What about pure 2 ? Will it work or taken out?

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[hlds_linux] Day of Defeat:Source SteamPipe dedicated server and client beta released

2013-03-13 Thread Molnár László
Hy

Any news on when will be Counter-Strike Source migrated to steampipe?



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Re: [hlds_linux] hlds_linux Digest, Vol 32, Issue 13

2010-10-06 Thread molnár lászló
Hello to all who read this mail list. Recently i had discovered some Source TV 
bug in Counter Srike Source(but it could affect all games wich uses OB engine 
and have TV).I had made a forum topic in the games froum, heres the link: 
http://forums.steampowered.com/forums/showthread.php?p=17368926#post17368926 
This bug is been there for some time i think so it was not the latest update 
wich introduced it.Does anyone experience them too? szoke
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[hlds_linux] Source TV bug

2010-10-06 Thread molnár lászló
The problem is not that if the Source Tv takes 1 slot from the player slots. 
(cause now it adds an extra slot for it if enabled)The problem is that if the 
source TV is filled up whit spec their slots count in the server overal avaible 
slots. For example: I make aa 10 slot server, enable the TV slots go up to 11 
slot so 10 slots are still avaible fro the players.Lets say we enabled the TV 
whit 8 slots. Now 6 player joins the server, if you watch the server info you 
will see 6(1)/11.Spectators are starting to join on the TV and they fill up all 
the 8 slots, now if you watch the server info you will see 14(1)/11 and the 
rest of the players won't get into the server to play. Oh and sorry for the 
misspelling my english is a bit rusty :/
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[hlds_linux] Clan ID-s dissapearing (CSS)

2011-04-01 Thread molnár lászló
Hy Hlds readers! Recently we found a problme on our servers. The Clan ID-s are 
blanked out when somebody joins our server, but they are fine if the players 
join another server from another host. The clan ID-s can be bourght bakc if hte 
player after joining hte server opens the multiplayer/advanced options and 
click on the OK button, but until then it is like if hte player hasn't set 
up his clan id. Did someone got similar problems? Server are on Debian linux 
and even if the server is a vanila server (if i copy the cfg-s and addons from 
the server and put it on to my local Lna server (Win/Linux) Cland Id-s are 
working. Thank fro the help in advance. Cheers! Szoke
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