[hlds_linux] Port assing after last 2 updates
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[hlds_linux] Source TV is still leaking
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[hlds_linux] IP Tables rules against DDOS attacts
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[hlds_linux] IP Tables rules against DDOS attacts
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[hlds_linux] Ghoting on CSS
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[hlds_linux] CSS update
This update only ads the new Achivement to CSS.Why does it have to be a required update? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] hlds_linux Digest, Vol 41, Issue 122
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[hlds_linux] Memory Leak
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[hlds_linux] Memory Leak
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[hlds_linux] CSS Beta update released
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[hlds_linux] No orangebox update today
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[hlds_linux] Counter Strike Update
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[hlds_linux] AUG 30 CSS updates from Beta?
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[hlds_linux] So Valve you fucked up the LAN play
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] So Valve you fucked up the LAN play (Lo?c P?ron)
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) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[hlds_linux] So Valve you ***** up the LAN play
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... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Start Server With Replay Auto-Enabled?
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 :_( ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
[hlds_linux] sv_pure on new file system on CSS
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
[hlds_linux] Day of Defeat:Source SteamPipe dedicated server and client beta released
Hy Any news on when will be Counter-Strike Source migrated to steampipe? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] hlds_linux Digest, Vol 32, Issue 13
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[hlds_linux] Source TV bug
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 :/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[hlds_linux] Clan ID-s dissapearing (CSS)
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux