Re: [hlds_linux] Replay feature requests
Nephyrin Zey: - A way to automatically create real .dem files of entire rounds/maps (basically, combine/dump the blocks at the end of each replay session). Alternately, some info on the .dmx format the server uses for indexing the blocks would make it easier to do this in a sourcemod plugin. Jon Lippincott: Is there a way to access the format for the recording session block files and/or session info files? See below. If you have additional questions, you can mail the HLDS list (sign up here) or post to the forums. If you don't get answers there, send mail to j...@valvesoftware.com. Yes, an overview of this dmx file format could be useful. I'd also like to know how these YouTube match_ tags are calculated, so that we can link to all videos that have been recorded on our servers. -Jan ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Replay feature requests
Below is something i would want to see too. Always nice to integrate those things. Yes, an overview of this dmx file format could be useful. I'd also like to know how these YouTube match_ tags are calculated, so that we can link to all videos that have been recorded on our servers. -Jan ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Replay feature requests
http://forums.steampowered.com/forums/showthread.php?t=1882939 On 5/12/2011 11:11 AM, Eric Riemers wrote: Below is something i would want to see too. Always nice to integrate those things. Yes, an overview of this dmx file format could be useful. I'd also like to know how these YouTube match_ tags are calculated, so that we can link to all videos that have been recorded on our servers. -Jan ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Replay feature requests
Perhaps valve can shed some light on the match_xx from youtube too.. On Thu, 12 May 2011 11:13:50 -0400, Nicholas Hastings nshasti...@gmail.com wrote: http://forums.steampowered.com/forums/showthread.php?t=1882939 On 5/12/2011 11:11 AM, Eric Riemers wrote: Below is something i would want to see too. Always nice to integrate those things. Yes, an overview of this dmx file format could be useful. I'd also like to know how these YouTube match_ tags are calculated, so that we can link to all videos that have been recorded on our servers. -Jan ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] replay feature
This looks like a nice resource: https://support.steampowered.com/kb_article.php?ref=5261-UIHN-1853 -Richard Eid On Tue, May 10, 2011 at 5:28 PM, Jon Lippincott j...@valvesoftware.comwrote: Looking into it - thanks. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto: hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kaspars Sent: Tuesday, May 10, 2011 12:41 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] replay feature I just wanted to inform, that there is a small issue with path names on linux servers. If I have set the replay_local_fileserver_path cvar to a directory which contains uppercase characters, the replay feature fails. replay_local_fileserver_path /opt/SRCDS.tf2main/replay_files replay_enable 1 ... (a lot of stuff) ... * Fileserver type:Local Web server * Path: /opt/srcds.tf2main/replay_files/ * * Source file exists?..OK * Checking fileserver path.FAILED Fileserver path '/opt/srcds.tf2main/replay_files/' invalid (see replay_local_fileserver_path)* * * ** ERROR: Fileserver path '/opt/srcds.tf2main/replay_files/' invalid (see replay_local_fileserver_path) * strace report: open(/opt/SRCDS.tf2main/orangebox/tf/replay/server/tmp/testpublish_7483.tmp, O_RDWR|O_CREAT|O_TRUNC, 0666) = 21 stat64(/opt/SRCDS.tf2main/orangebox/tf/replay/server/tmp/testpublish_7483.tmp, {st_mode=S_IFREG|0644, st_size=0, ...}) = 0 stat64(/opt/SRCDS.tf2main/orangebox/tf/replay/server/tmp/testpublish_7483.tmp, {st_mode=S_IFREG|0644, st_size=1024000, ...}) = 0 stat64(/opt/srcds.tf2main/replay_files, 0xbf9b8404) = -1 ENOENT (No such file or directory) open(/opt/srcds.tf2main, O_RDONLY|O_NONBLOCK|O_LARGEFILE|O_DIRECTORY|O_CLOEXEC) = -1 ENOENT (No such file or directory) stat64(/opt/srcds.tf2main/replay_files, 0xbf9b8404) = -1 ENOENT (No such file or directory) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[hlds_linux] Replay feature requests
First of all, great job on the replay system. I was terrified it was going to work similarly to SourceTV (rape all the cpus!), but it actually has worked well without a hiccup for me thus far. That said, I have a few feature requests that I think my community would love: replay_savevoice - Bandwidth isn't a concern for me, and our players are very talkative - being able to hear the game chatter as its going on would be an awesome feature. I can understand why it's stripped by default, but a var to enable it would be epicwin. replay_autorecord - A way to automatically create real .dem files of entire rounds/maps (basically, combine/dump the blocks at the end of each replay session). Alternately, some info on the .dmx format the server uses for indexing the blocks would make it easier to do this in a sourcemod plugin. - mainly, I'm interested in putting a index of full demos of previous rounds up on our website (and having voice in them would be awesome) - Can .dem files be concatonated? I understand this records by round... would concatonating these rounds give, more or less, a full map replay, or is that simply not possible with replay? replay_botname or replay_hidebot - The bot is named replay in lowercase and sits in spectate all the time. It looks stupid and has generated many questions from players (who's that AFKer?!). The ability to give him a name (although this would be a simple plugin, assuming renaming him doesn't break things) or hide him from the scoreboard entirely would be great. - Neph ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Replay feature requests
A cvar I'd like to see is something like replay_max_space to control an upper limit on how much disk space to use for hosting replays. Eg, replay_max_space 5000 to allow a 5GB quota as an upper hard cap that wont be exceeded. On Wed, May 11, 2011 at 4:46 AM, Nephyrin Zey nephy...@doublezen.netwrote: First of all, great job on the replay system. I was terrified it was going to work similarly to SourceTV (rape all the cpus!), but it actually has worked well without a hiccup for me thus far. That said, I have a few feature requests that I think my community would love: replay_savevoice - Bandwidth isn't a concern for me, and our players are very talkative - being able to hear the game chatter as its going on would be an awesome feature. I can understand why it's stripped by default, but a var to enable it would be epicwin. replay_autorecord - A way to automatically create real .dem files of entire rounds/maps (basically, combine/dump the blocks at the end of each replay session). Alternately, some info on the .dmx format the server uses for indexing the blocks would make it easier to do this in a sourcemod plugin. - mainly, I'm interested in putting a index of full demos of previous rounds up on our website (and having voice in them would be awesome) - Can .dem files be concatonated? I understand this records by round... would concatonating these rounds give, more or less, a full map replay, or is that simply not possible with replay? replay_botname or replay_hidebot - The bot is named replay in lowercase and sits in spectate all the time. It looks stupid and has generated many questions from players (who's that AFKer?!). The ability to give him a name (although this would be a simple plugin, assuming renaming him doesn't break things) or hide him from the scoreboard entirely would be great. - Neph ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Replay feature requests
In the words of Scruffy: Second! All of these are great points that I'd also love to see implemented/answered at some point. On Wed, May 11, 2011 at 1:46 AM, Nephyrin Zey nephy...@doublezen.netwrote: First of all, great job on the replay system. I was terrified it was going to work similarly to SourceTV (rape all the cpus!), but it actually has worked well without a hiccup for me thus far. That said, I have a few feature requests that I think my community would love: replay_savevoice - Bandwidth isn't a concern for me, and our players are very talkative - being able to hear the game chatter as its going on would be an awesome feature. I can understand why it's stripped by default, but a var to enable it would be epicwin. replay_autorecord - A way to automatically create real .dem files of entire rounds/maps (basically, combine/dump the blocks at the end of each replay session). Alternately, some info on the .dmx format the server uses for indexing the blocks would make it easier to do this in a sourcemod plugin. - mainly, I'm interested in putting a index of full demos of previous rounds up on our website (and having voice in them would be awesome) - Can .dem files be concatonated? I understand this records by round... would concatonating these rounds give, more or less, a full map replay, or is that simply not possible with replay? replay_botname or replay_hidebot - The bot is named replay in lowercase and sits in spectate all the time. It looks stupid and has generated many questions from players (who's that AFKer?!). The ability to give him a name (although this would be a simple plugin, assuming renaming him doesn't break things) or hide him from the scoreboard entirely would be great. - Neph ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Replay feature requests
The autorecord thing is done with SourceTV already. It creates DEM files with all stuff inside of each round. So you could use it already today. Has anyone checked if the replay demos have a higher precision, so it can be used for cheat checking? The SourceTV demos are not precise enough to check for aimbots. Did this changed for replay demos? I don't think so. First of all, great job on the replay system. I was terrified it was going to work similarly to SourceTV (rape all the cpus!), but it actually has worked well without a hiccup for me thus far. That said, I have a few feature requests that I think my community would love: replay_savevoice - Bandwidth isn't a concern for me, and our players are very talkative - being able to hear the game chatter as its going on would be an awesome feature. I can understand why it's stripped by default, but a var to enable it would be epicwin. replay_autorecord - A way to automatically create real .dem files of entire rounds/maps (basically, combine/dump the blocks at the end of each replay session). Alternately, some info on the .dmx format the server uses for indexing the blocks would make it easier to do this in a sourcemod plugin. - mainly, I'm interested in putting a index of full demos of previous rounds up on our website (and having voice in them would be awesome) - Can .dem files be concatonated? I understand this records by round... would concatonating these rounds give, more or less, a full map replay, or is that simply not possible with replay? replay_botname or replay_hidebot - The bot is named replay in lowercase and sits in spectate all the time. It looks stupid and has generated many questions from players (who's that AFKer?!). The ability to give him a name (although this would be a simple plugin, assuming renaming him doesn't break things) or hide him from the scoreboard entirely would be great. - Neph ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Replay feature requests
both replay_snapshotrate and tv_snapshotrate convars default to 16, and this can be changed. i haven't checked yet if replays match the player POV better then TV demos, but I wouldn't expect it since replays appear to be just sourcetv recordings split in small chunks. On Wed, May 11, 2011 at 12:07 PM, Ronny Schedel i...@ronny-schedel.dewrote: Has anyone checked if the replay demos have a higher precision, so it can be used for cheat checking? The SourceTV demos are not precise enough to check for aimbots. Did this changed for replay demos? I don't think so. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Replay feature requests
The replays do look more accurate althought I haven't tested properly On 11 May 2011 11:31, Claudio Beretta beretta.clau...@gmail.com wrote: both replay_snapshotrate and tv_snapshotrate convars default to 16, and this can be changed. i haven't checked yet if replays match the player POV better then TV demos, but I wouldn't expect it since replays appear to be just sourcetv recordings split in small chunks. On Wed, May 11, 2011 at 12:07 PM, Ronny Schedel i...@ronny-schedel.de wrote: Has anyone checked if the replay demos have a higher precision, so it can be used for cheat ch... ___ To unsubscribe, edit your list preferences, or view ... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Replay feature requests
Unfortunately, though, that would then require running both at the same time, which is undesirable in many ways. The player count stuff would become even more messed, it'd be capturing using two different users, which means (I assume) more load on the server as well. On Wed, May 11, 2011 at 3:07 AM, Ronny Schedel i...@ronny-schedel.dewrote: The autorecord thing is done with SourceTV already. It creates DEM files with all stuff inside of each round. So you could use it already today. Has anyone checked if the replay demos have a higher precision, so it can be used for cheat checking? The SourceTV demos are not precise enough to check for aimbots. Did this changed for replay demos? I don't think so. First of all, great job on the replay system. I was terrified it was going to work similarly to SourceTV (rape all the cpus!), but it actually has worked well without a hiccup for me thus far. That said, I have a few feature requests that I think my community would love: replay_savevoice - Bandwidth isn't a concern for me, and our players are very talkative - being able to hear the game chatter as its going on would be an awesome feature. I can understand why it's stripped by default, but a var to enable it would be epicwin. replay_autorecord - A way to automatically create real .dem files of entire rounds/maps (basically, combine/dump the blocks at the end of each replay session). Alternately, some info on the .dmx format the server uses for indexing the blocks would make it easier to do this in a sourcemod plugin. - mainly, I'm interested in putting a index of full demos of previous rounds up on our website (and having voice in them would be awesome) - Can .dem files be concatonated? I understand this records by round... would concatonating these rounds give, more or less, a full map replay, or is that simply not possible with replay? replay_botname or replay_hidebot - The bot is named replay in lowercase and sits in spectate all the time. It looks stupid and has generated many questions from players (who's that AFKer?!). The ability to give him a name (although this would be a simple plugin, assuming renaming him doesn't break things) or hide him from the scoreboard entirely would be great. - Neph ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Replay feature requests
On Wed, May 11, 2011 at 3:46 PM, Nephyrin Zey nephy...@doublezen.net wrote: replay_savevoice - Bandwidth isn't a concern for me, and our players are very talkative - being able to hear the game chatter as its going on would be an awesome feature. I can understand why it's stripped by default, but a var to enable it would be epicwin I think this is just a technical limitation due to the change to using Steam for voice. It used to be that the server just rebroadcast the voice data coming in from the clients, and since demos are basically just saved network packets, the voice data was stored. You could easily test this by turning off sv_use_steam_voice for a bit and seeing if voice is in the reply recordings. This is pretty much just guesswork based on what I know about the old voice chat system and the new one, if I'm correct though it would mean that voice isn't recorded into SourceTV recordings as of the hatless update either. Asher. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Replay feature requests
The voice data is still broadcast in the same way now that it is using Steam to decode them. It's just when it reaches the client, it uses Steam interfaces to decompress instead of IVoice interfaces and Speex. I have the Steam voice stuff disabled in my servers and do not recall hearing voice in replays. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Asher Baker Sent: Wednesday, May 11, 2011 4:33 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Replay feature requests On Wed, May 11, 2011 at 3:46 PM, Nephyrin Zey nephy...@doublezen.net wrote: replay_savevoice - Bandwidth isn't a concern for me, and our players are very talkative - being able to hear the game chatter as its going on would be an awesome feature. I can understand why it's stripped by default, but a var to enable it would be epicwin I think this is just a technical limitation due to the change to using Steam for voice. It used to be that the server just rebroadcast the voice data coming in from the clients, and since demos are basically just saved network packets, the voice data was stored. You could easily test this by turning off sv_use_steam_voice for a bit and seeing if voice is in the reply recordings. This is pretty much just guesswork based on what I know about the old voice chat system and the new one, if I'm correct though it would mean that voice isn't recorded into SourceTV recordings as of the hatless update either. Asher. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Replay feature requests
Cool, thanks for the clarification Tony. /me adds fixing VoiceHook to the to-do list. On Wed, May 11, 2011 at 11:40 PM, Tony Paloma drunkenf...@hotmail.com wrote: The voice data is still broadcast in the same way now that it is using Steam to decode them. It's just when it reaches the client, it uses Steam interfaces to decompress instead of IVoice interfaces and Speex. I have the Steam voice stuff disabled in my servers and do not recall hearing voice in replays. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Asher Baker Sent: Wednesday, May 11, 2011 4:33 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Replay feature requests On Wed, May 11, 2011 at 3:46 PM, Nephyrin Zey nephy...@doublezen.net wrote: replay_savevoice - Bandwidth isn't a concern for me, and our players are very talkative - being able to hear the game chatter as its going on would be an awesome feature. I can understand why it's stripped by default, but a var to enable it would be epicwin I think this is just a technical limitation due to the change to using Steam for voice. It used to be that the server just rebroadcast the voice data coming in from the clients, and since demos are basically just saved network packets, the voice data was stored. You could easily test this by turning off sv_use_steam_voice for a bit and seeing if voice is in the reply recordings. This is pretty much just guesswork based on what I know about the old voice chat system and the new one, if I'm correct though it would mean that voice isn't recorded into SourceTV recordings as of the hatless update either. Asher. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Replay feature requests
hey guys wonder if you could help (i have read the replay faq). We had the replay system working along side the sourcetv system fine.. then it seems from last nights updates it doesn't work. No i know some people still have this working and am wondering if it's OS based as the people i know are running linux servers while im on windows. Any help would be great On 11/05/2011 19:20, Asher Baker wrote: Cool, thanks for the clarification Tony. /me adds fixing VoiceHook to the to-do list. On Wed, May 11, 2011 at 11:40 PM, Tony Palomadrunkenf...@hotmail.com wrote: The voice data is still broadcast in the same way now that it is using Steam to decode them. It's just when it reaches the client, it uses Steam interfaces to decompress instead of IVoice interfaces and Speex. I have the Steam voice stuff disabled in my servers and do not recall hearing voice in replays. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Asher Baker Sent: Wednesday, May 11, 2011 4:33 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Replay feature requests On Wed, May 11, 2011 at 3:46 PM, Nephyrin Zeynephy...@doublezen.net wrote: replay_savevoice - Bandwidth isn't a concern for me, and our players are very talkative - being able to hear the game chatter as its going on would be an awesome feature. I can understand why it's stripped by default, but a var to enable it would be epicwin I think this is just a technical limitation due to the change to using Steam for voice. It used to be that the server just rebroadcast the voice data coming in from the clients, and since demos are basically just saved network packets, the voice data was stored. You could easily test this by turning off sv_use_steam_voice for a bit and seeing if voice is in the reply recordings. This is pretty much just guesswork based on what I know about the old voice chat system and the new one, if I'm correct though it would mean that voice isn't recorded into SourceTV recordings as of the hatless update either. Asher. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] replay feature
I just wanted to inform, that there is a small issue with path names on linux servers. If I have set the replay_local_fileserver_path cvar to a directory which contains uppercase characters, the replay feature fails. replay_local_fileserver_path /opt/SRCDS.tf2main/replay_files replay_enable 1 ... (a lot of stuff) ... * Fileserver type:Local Web server * Path: /opt/srcds.tf2main/replay_files/ * * Source file exists?..OK * Checking fileserver path.FAILED Fileserver path '/opt/srcds.tf2main/replay_files/' invalid (see replay_local_fileserver_path)* * * ** ERROR: Fileserver path '/opt/srcds.tf2main/replay_files/' invalid (see replay_local_fileserver_path) * strace report: open(/opt/SRCDS.tf2main/orangebox/tf/replay/server/tmp/testpublish_7483.tmp, O_RDWR|O_CREAT|O_TRUNC, 0666) = 21 stat64(/opt/SRCDS.tf2main/orangebox/tf/replay/server/tmp/testpublish_7483.tmp, {st_mode=S_IFREG|0644, st_size=0, ...}) = 0 stat64(/opt/SRCDS.tf2main/orangebox/tf/replay/server/tmp/testpublish_7483.tmp, {st_mode=S_IFREG|0644, st_size=1024000, ...}) = 0 stat64(/opt/srcds.tf2main/replay_files, 0xbf9b8404) = -1 ENOENT (No such file or directory) open(/opt/srcds.tf2main, O_RDONLY|O_NONBLOCK|O_LARGEFILE|O_DIRECTORY|O_CLOEXEC) = -1 ENOENT (No such file or directory) stat64(/opt/srcds.tf2main/replay_files, 0xbf9b8404) = -1 ENOENT (No such file or directory) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] replay feature
Looking into it - thanks. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kaspars Sent: Tuesday, May 10, 2011 12:41 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] replay feature I just wanted to inform, that there is a small issue with path names on linux servers. If I have set the replay_local_fileserver_path cvar to a directory which contains uppercase characters, the replay feature fails. replay_local_fileserver_path /opt/SRCDS.tf2main/replay_files replay_enable 1 ... (a lot of stuff) ... * Fileserver type:Local Web server * Path: /opt/srcds.tf2main/replay_files/ * * Source file exists?..OK * Checking fileserver path.FAILED Fileserver path '/opt/srcds.tf2main/replay_files/' invalid (see replay_local_fileserver_path)* * * ** ERROR: Fileserver path '/opt/srcds.tf2main/replay_files/' invalid (see replay_local_fileserver_path) * strace report: open(/opt/SRCDS.tf2main/orangebox/tf/replay/server/tmp/testpublish_7483.tmp, O_RDWR|O_CREAT|O_TRUNC, 0666) = 21 stat64(/opt/SRCDS.tf2main/orangebox/tf/replay/server/tmp/testpublish_7483.tmp, {st_mode=S_IFREG|0644, st_size=0, ...}) = 0 stat64(/opt/SRCDS.tf2main/orangebox/tf/replay/server/tmp/testpublish_7483.tmp, {st_mode=S_IFREG|0644, st_size=1024000, ...}) = 0 stat64(/opt/srcds.tf2main/replay_files, 0xbf9b8404) = -1 ENOENT (No such file or directory) open(/opt/srcds.tf2main, O_RDONLY|O_NONBLOCK|O_LARGEFILE|O_DIRECTORY|O_CLOEXEC) = -1 ENOENT (No such file or directory) stat64(/opt/srcds.tf2main/replay_files, 0xbf9b8404) = -1 ENOENT (No such file or directory) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[hlds_linux] replay feature
Hi, Is it me, or is the info regarding the replay feature a bit limited? I've enabled it just now for the first time, and I see it creating a bunch of files. 20110509-113551-pl_goldrush.dmx 20110509-113551-pl_goldrush_part_0.block 20110509-113551-pl_goldrush_part_10.block 20110509-113551-pl_goldrush_part_11.block 20110509-113551-pl_goldrush_part_12.block 20110509-113551-pl_goldrush_part_13.block 20110509-113551-pl_goldrush_part_14.block 20110509-113551-pl_goldrush_part_15.block etc etc etc. What are the .dmx and .block files used for? And what files do I offer to my clients to download? Also, if someone has the replay feature enabled, will it just create a list like this above for the game in general, or does it record per user? Cheers, ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] replay feature
You don't offer any of the files to your players. The server is logging everything on the server into the .block files, and when a player requests the replay of a life, the server sends a list of those .block files that the client was alive for, and the tf2 client automatically downloads them. Your players should never need to see the HTTP directory with all the files, it runs transparently to them like using a fast DL server. On Mon, May 9, 2011 at 6:15 AM, Saint K. sai...@specialattack.net wrote: Hi, Is it me, or is the info regarding the replay feature a bit limited? I've enabled it just now for the first time, and I see it creating a bunch of files. 20110509-113551-pl_goldrush.dmx 20110509-113551-pl_goldrush_part_0.block 20110509-113551-pl_goldrush_part_10.block 20110509-113551-pl_goldrush_part_11.block 20110509-113551-pl_goldrush_part_12.block 20110509-113551-pl_goldrush_part_13.block 20110509-113551-pl_goldrush_part_14.block 20110509-113551-pl_goldrush_part_15.block etc etc etc. What are the .dmx and .block files used for? And what files do I offer to my clients to download? Also, if someone has the replay feature enabled, will it just create a list like this above for the game in general, or does it record per user? Cheers, ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] replay feature
Thanks for that. This rather surprises me. So I only need to offer them for download. That kind of punches a hole in my plan on gzipping/tarring the entire thing before offering it up for download. Cheers, -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eli Witt Sent: 09 May 2011 16:17 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] replay feature You don't offer any of the files to your players. The server is logging everything on the server into the .block files, and when a player requests the replay of a life, the server sends a list of those .block files that the client was alive for, and the tf2 client automatically downloads them. Your players should never need to see the HTTP directory with all the files, it runs transparently to them like using a fast DL server. On Mon, May 9, 2011 at 6:15 AM, Saint K. sai...@specialattack.net wrote: Hi, Is it me, or is the info regarding the replay feature a bit limited? I've enabled it just now for the first time, and I see it creating a bunch of files. 20110509-113551-pl_goldrush.dmx 20110509-113551-pl_goldrush_part_0.block 20110509-113551-pl_goldrush_part_10.block 20110509-113551-pl_goldrush_part_11.block 20110509-113551-pl_goldrush_part_12.block 20110509-113551-pl_goldrush_part_13.block 20110509-113551-pl_goldrush_part_14.block 20110509-113551-pl_goldrush_part_15.block etc etc etc. What are the .dmx and .block files used for? And what files do I offer to my clients to download? Also, if someone has the replay feature enabled, will it just create a list like this above for the game in general, or does it record per user? Cheers, ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] replay feature
Also, the files are already compressed using bzip. We will be releasing a FAQ for server ops within the next day or so, which will include all the details. I'll post to this list and the forums. -Jon On May 9, 2011, at 8:40 AM, Saint K. sai...@specialattack.net wrote: Thanks for that. This rather surprises me. So I only need to offer them for download. That kind of punches a hole in my plan on gzipping/tarring the entire thing before offering it up for download. Cheers, -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eli Witt Sent: 09 May 2011 16:17 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] replay feature You don't offer any of the files to your players. The server is logging everything on the server into the .block files, and when a player requests the replay of a life, the server sends a list of those .block files that the client was alive for, and the tf2 client automatically downloads them. Your players should never need to see the HTTP directory with all the files, it runs transparently to them like using a fast DL server. On Mon, May 9, 2011 at 6:15 AM, Saint K. sai...@specialattack.net wrote: Hi, Is it me, or is the info regarding the replay feature a bit limited? I've enabled it just now for the first time, and I see it creating a bunch of files. 20110509-113551-pl_goldrush.dmx 20110509-113551-pl_goldrush_part_0.block 20110509-113551-pl_goldrush_part_10.block 20110509-113551-pl_goldrush_part_11.block 20110509-113551-pl_goldrush_part_12.block 20110509-113551-pl_goldrush_part_13.block 20110509-113551-pl_goldrush_part_14.block 20110509-113551-pl_goldrush_part_15.block etc etc etc. What are the .dmx and .block files used for? And what files do I offer to my clients to download? Also, if someone has the replay feature enabled, will it just create a list like this above for the game in general, or does it record per user? Cheers, ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] replay feature
Thanks for the info. I was worried about the filesize of things but knowing its bzip'ed makes it more easy. Any idea's on the lagspikes we're reporting? Cheers, -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jon Lippincott Sent: 09 May 2011 18:44 To: Half-Life dedicated Linux server mailing list Cc: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] replay feature Also, the files are already compressed using bzip. We will be releasing a FAQ for server ops within the next day or so, which will include all the details. I'll post to this list and the forums. -Jon On May 9, 2011, at 8:40 AM, Saint K. sai...@specialattack.net wrote: Thanks for that. This rather surprises me. So I only need to offer them for download. That kind of punches a hole in my plan on gzipping/tarring the entire thing before offering it up for download. Cheers, -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eli Witt Sent: 09 May 2011 16:17 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] replay feature You don't offer any of the files to your players. The server is logging everything on the server into the .block files, and when a player requests the replay of a life, the server sends a list of those .block files that the client was alive for, and the tf2 client automatically downloads them. Your players should never need to see the HTTP directory with all the files, it runs transparently to them like using a fast DL server. On Mon, May 9, 2011 at 6:15 AM, Saint K. sai...@specialattack.net wrote: Hi, Is it me, or is the info regarding the replay feature a bit limited? I've enabled it just now for the first time, and I see it creating a bunch of files. 20110509-113551-pl_goldrush.dmx 20110509-113551-pl_goldrush_part_0.block 20110509-113551-pl_goldrush_part_10.block 20110509-113551-pl_goldrush_part_11.block 20110509-113551-pl_goldrush_part_12.block 20110509-113551-pl_goldrush_part_13.block 20110509-113551-pl_goldrush_part_14.block 20110509-113551-pl_goldrush_part_15.block etc etc etc. What are the .dmx and .block files used for? And what files do I offer to my clients to download? Also, if someone has the replay feature enabled, will it just create a list like this above for the game in general, or does it record per user? Cheers, ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] replay feature
Got one last question. Is there a bandwidth rate limit per client on the download speed? Cheers, -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Saint K. Sent: 09 May 2011 18:55 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] replay feature Thanks for the info. I was worried about the filesize of things but knowing its bzip'ed makes it more easy. Any idea's on the lagspikes we're reporting? Cheers, -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jon Lippincott Sent: 09 May 2011 18:44 To: Half-Life dedicated Linux server mailing list Cc: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] replay feature Also, the files are already compressed using bzip. We will be releasing a FAQ for server ops within the next day or so, which will include all the details. I'll post to this list and the forums. -Jon On May 9, 2011, at 8:40 AM, Saint K. sai...@specialattack.net wrote: Thanks for that. This rather surprises me. So I only need to offer them for download. That kind of punches a hole in my plan on gzipping/tarring the entire thing before offering it up for download. Cheers, -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eli Witt Sent: 09 May 2011 16:17 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] replay feature You don't offer any of the files to your players. The server is logging everything on the server into the .block files, and when a player requests the replay of a life, the server sends a list of those .block files that the client was alive for, and the tf2 client automatically downloads them. Your players should never need to see the HTTP directory with all the files, it runs transparently to them like using a fast DL server. On Mon, May 9, 2011 at 6:15 AM, Saint K. sai...@specialattack.net wrote: Hi, Is it me, or is the info regarding the replay feature a bit limited? I've enabled it just now for the first time, and I see it creating a bunch of files. 20110509-113551-pl_goldrush.dmx 20110509-113551-pl_goldrush_part_0.block 20110509-113551-pl_goldrush_part_10.block 20110509-113551-pl_goldrush_part_11.block 20110509-113551-pl_goldrush_part_12.block 20110509-113551-pl_goldrush_part_13.block 20110509-113551-pl_goldrush_part_14.block 20110509-113551-pl_goldrush_part_15.block etc etc etc. What are the .dmx and .block files used for? And what files do I offer to my clients to download? Also, if someone has the replay feature enabled, will it just create a list like this above for the game in general, or does it record per user? Cheers, ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] replay feature
Because the download is handled with your webserver application (such as apache), you can throttle/limit your download rate there. On Mon, May 9, 2011 at 4:00 PM, Saint K. sai...@specialattack.net wrote: Got one last question. Is there a bandwidth rate limit per client on the download speed? Cheers, -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto: hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Saint K. Sent: 09 May 2011 18:55 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] replay feature Thanks for the info. I was worried about the filesize of things but knowing its bzip'ed makes it more easy. Any idea's on the lagspikes we're reporting? Cheers, -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto: hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jon Lippincott Sent: 09 May 2011 18:44 To: Half-Life dedicated Linux server mailing list Cc: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] replay feature Also, the files are already compressed using bzip. We will be releasing a FAQ for server ops within the next day or so, which will include all the details. I'll post to this list and the forums. -Jon On May 9, 2011, at 8:40 AM, Saint K. sai...@specialattack.net wrote: Thanks for that. This rather surprises me. So I only need to offer them for download. That kind of punches a hole in my plan on gzipping/tarring the entire thing before offering it up for download. Cheers, -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eli Witt Sent: 09 May 2011 16:17 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] replay feature You don't offer any of the files to your players. The server is logging everything on the server into the .block files, and when a player requests the replay of a life, the server sends a list of those .block files that the client was alive for, and the tf2 client automatically downloads them. Your players should never need to see the HTTP directory with all the files, it runs transparently to them like using a fast DL server. On Mon, May 9, 2011 at 6:15 AM, Saint K. sai...@specialattack.net wrote: Hi, Is it me, or is the info regarding the replay feature a bit limited? I've enabled it just now for the first time, and I see it creating a bunch of files. 20110509-113551-pl_goldrush.dmx 20110509-113551-pl_goldrush_part_0.block 20110509-113551-pl_goldrush_part_10.block 20110509-113551-pl_goldrush_part_11.block 20110509-113551-pl_goldrush_part_12.block 20110509-113551-pl_goldrush_part_13.block 20110509-113551-pl_goldrush_part_14.block 20110509-113551-pl_goldrush_part_15.block etc etc etc. What are the .dmx and .block files used for? And what files do I offer to my clients to download? Also, if someone has the replay feature enabled, will it just create a list like this above for the game in general, or does it record per user? Cheers, ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] replay feature
Right, that was stupid of me =) Cheers, -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Evan Sent: 09 May 2011 22:08 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] replay feature Because the download is handled with your webserver application (such as apache), you can throttle/limit your download rate there. On Mon, May 9, 2011 at 4:00 PM, Saint K. sai...@specialattack.net wrote: Got one last question. Is there a bandwidth rate limit per client on the download speed? Cheers, -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto: hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Saint K. Sent: 09 May 2011 18:55 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] replay feature Thanks for the info. I was worried about the filesize of things but knowing its bzip'ed makes it more easy. Any idea's on the lagspikes we're reporting? Cheers, -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto: hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jon Lippincott Sent: 09 May 2011 18:44 To: Half-Life dedicated Linux server mailing list Cc: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] replay feature Also, the files are already compressed using bzip. We will be releasing a FAQ for server ops within the next day or so, which will include all the details. I'll post to this list and the forums. -Jon On May 9, 2011, at 8:40 AM, Saint K. sai...@specialattack.net wrote: Thanks for that. This rather surprises me. So I only need to offer them for download. That kind of punches a hole in my plan on gzipping/tarring the entire thing before offering it up for download. Cheers, -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eli Witt Sent: 09 May 2011 16:17 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] replay feature You don't offer any of the files to your players. The server is logging everything on the server into the .block files, and when a player requests the replay of a life, the server sends a list of those .block files that the client was alive for, and the tf2 client automatically downloads them. Your players should never need to see the HTTP directory with all the files, it runs transparently to them like using a fast DL server. On Mon, May 9, 2011 at 6:15 AM, Saint K. sai...@specialattack.net wrote: Hi, Is it me, or is the info regarding the replay feature a bit limited? I've enabled it just now for the first time, and I see it creating a bunch of files. 20110509-113551-pl_goldrush.dmx 20110509-113551-pl_goldrush_part_0.block 20110509-113551-pl_goldrush_part_10.block 20110509-113551-pl_goldrush_part_11.block 20110509-113551-pl_goldrush_part_12.block 20110509-113551-pl_goldrush_part_13.block 20110509-113551-pl_goldrush_part_14.block 20110509-113551-pl_goldrush_part_15.block etc etc etc. What are the .dmx and .block files used for? And what files do I offer to my clients to download? Also, if someone has the replay feature enabled, will it just create a list like this above for the game in general, or does it record per user? Cheers, ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view
Re: [hlds_linux] replay feature
Here are some questions for your FAQ: How does the replay feature really work? I mean, people have to hit some keys like F6 to start recording. So, only people which started the record can download the files? How long are people able to download the files after they finished playing? As long as the files are available on the web server? This means the clients gets some links only during the record, because the record on the server is all the time, even when no one has requested a record, correct? Does the replay system stay after the competition? Is it planned to be ported to other games? Best regards Ronny Also, the files are already compressed using bzip. We will be releasing a FAQ for server ops within the next day or so, which will include all the details. I'll post to this list and the forums. -Jon On May 9, 2011, at 8:40 AM, Saint K. sai...@specialattack.net wrote: Thanks for that. This rather surprises me. So I only need to offer them for download. That kind of punches a hole in my plan on gzipping/tarring the entire thing before offering it up for download. Cheers, -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eli Witt Sent: 09 May 2011 16:17 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] replay feature You don't offer any of the files to your players. The server is logging everything on the server into the .block files, and when a player requests the replay of a life, the server sends a list of those .block files that the client was alive for, and the tf2 client automatically downloads them. Your players should never need to see the HTTP directory with all the files, it runs transparently to them like using a fast DL server. On Mon, May 9, 2011 at 6:15 AM, Saint K. sai...@specialattack.net wrote: Hi, Is it me, or is the info regarding the replay feature a bit limited? I've enabled it just now for the first time, and I see it creating a bunch of files. 20110509-113551-pl_goldrush.dmx 20110509-113551-pl_goldrush_part_0.block 20110509-113551-pl_goldrush_part_10.block 20110509-113551-pl_goldrush_part_11.block 20110509-113551-pl_goldrush_part_12.block 20110509-113551-pl_goldrush_part_13.block 20110509-113551-pl_goldrush_part_14.block 20110509-113551-pl_goldrush_part_15.block etc etc etc. What are the .dmx and .block files used for? And what files do I offer to my clients to download? Also, if someone has the replay feature enabled, will it just create a list like this above for the game in general, or does it record per user? Cheers, ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux http://www.ronny-schedel.de ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] replay feature
Some good questions - thanks. The post will include an overview of the system as well as some FAQ's. I'm working on this now, so anyone else w/ questions feel free to drop them in now and I'll try to get them answered. -Jon -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ronny Schedel Sent: Monday, May 09, 2011 1:46 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] replay feature Here are some questions for your FAQ: How does the replay feature really work? I mean, people have to hit some keys like F6 to start recording. So, only people which started the record can download the files? How long are people able to download the files after they finished playing? As long as the files are available on the web server? This means the clients gets some links only during the record, because the record on the server is all the time, even when no one has requested a record, correct? Does the replay system stay after the competition? Is it planned to be ported to other games? Best regards Ronny Also, the files are already compressed using bzip. We will be releasing a FAQ for server ops within the next day or so, which will include all the details. I'll post to this list and the forums. -Jon On May 9, 2011, at 8:40 AM, Saint K. sai...@specialattack.net wrote: Thanks for that. This rather surprises me. So I only need to offer them for download. That kind of punches a hole in my plan on gzipping/tarring the entire thing before offering it up for download. Cheers, -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eli Witt Sent: 09 May 2011 16:17 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] replay feature You don't offer any of the files to your players. The server is logging everything on the server into the .block files, and when a player requests the replay of a life, the server sends a list of those .block files that the client was alive for, and the tf2 client automatically downloads them. Your players should never need to see the HTTP directory with all the files, it runs transparently to them like using a fast DL server. On Mon, May 9, 2011 at 6:15 AM, Saint K. sai...@specialattack.net wrote: Hi, Is it me, or is the info regarding the replay feature a bit limited? I've enabled it just now for the first time, and I see it creating a bunch of files. 20110509-113551-pl_goldrush.dmx 20110509-113551-pl_goldrush_part_0.block 20110509-113551-pl_goldrush_part_10.block 20110509-113551-pl_goldrush_part_11.block 20110509-113551-pl_goldrush_part_12.block 20110509-113551-pl_goldrush_part_13.block 20110509-113551-pl_goldrush_part_14.block 20110509-113551-pl_goldrush_part_15.block etc etc etc. What are the .dmx and .block files used for? And what files do I offer to my clients to download? Also, if someone has the replay feature enabled, will it just create a list like this above for the game in general, or does it record per user? Cheers, ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux http://www.ronny-schedel.de ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] replay feature
You should be able to cap download rates in your Web server configuration, assuming it's supported. The replay system doesn't control the Web server at all. -Jon -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Saint K. Sent: Monday, May 09, 2011 1:00 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] replay feature Got one last question. Is there a bandwidth rate limit per client on the download speed? Cheers, -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Saint K. Sent: 09 May 2011 18:55 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] replay feature Thanks for the info. I was worried about the filesize of things but knowing its bzip'ed makes it more easy. Any idea's on the lagspikes we're reporting? Cheers, -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jon Lippincott Sent: 09 May 2011 18:44 To: Half-Life dedicated Linux server mailing list Cc: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] replay feature Also, the files are already compressed using bzip. We will be releasing a FAQ for server ops within the next day or so, which will include all the details. I'll post to this list and the forums. -Jon On May 9, 2011, at 8:40 AM, Saint K. sai...@specialattack.net wrote: Thanks for that. This rather surprises me. So I only need to offer them for download. That kind of punches a hole in my plan on gzipping/tarring the entire thing before offering it up for download. Cheers, -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eli Witt Sent: 09 May 2011 16:17 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] replay feature You don't offer any of the files to your players. The server is logging everything on the server into the .block files, and when a player requests the replay of a life, the server sends a list of those .block files that the client was alive for, and the tf2 client automatically downloads them. Your players should never need to see the HTTP directory with all the files, it runs transparently to them like using a fast DL server. On Mon, May 9, 2011 at 6:15 AM, Saint K. sai...@specialattack.net wrote: Hi, Is it me, or is the info regarding the replay feature a bit limited? I've enabled it just now for the first time, and I see it creating a bunch of files. 20110509-113551-pl_goldrush.dmx 20110509-113551-pl_goldrush_part_0.block 20110509-113551-pl_goldrush_part_10.block 20110509-113551-pl_goldrush_part_11.block 20110509-113551-pl_goldrush_part_12.block 20110509-113551-pl_goldrush_part_13.block 20110509-113551-pl_goldrush_part_14.block 20110509-113551-pl_goldrush_part_15.block etc etc etc. What are the .dmx and .block files used for? And what files do I offer to my clients to download? Also, if someone has the replay feature enabled, will it just create a list like this above for the game in general, or does it record per user? Cheers, ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] replay feature
I'm not sure if you meant these as both questions for the FAQ and asking them in general, or just the FAQ, but going by the tone of your post I'll guess the fomer and help you out from what I've garnered from testing the system thus far; Recording of the replays by the server starts as soon as a player (bot or human) connects to the server, and will seamlessly record everything until the last player disconnects. When a client smashes all over F6 to get a replay, the server simply correlates the time they were alive to the various .block files and forks over a list of the appropriate files for the TF2 client to request from the web server. (Hence why unlike a demo recording, you can watch from anyone's POV at any time, everything is recorded to the files) As for the duration of being able to download the files from the web server, I tested whether least the client will keep intelligently trying to acquire the files even across a game restart by starting the demo capture when I spawned on the map, running around and doing things to be recorded for about a minute, then jumping off the map. I hopped into the replay menu in the client, and while it still stated 'Downloading...' I quite rudely killed the apache process on the server as well as killing TF2 via taskamanger @ the same time. I then restarted Steam, hopped back into TF2 and checked the replay menu. It still stated 'waiting..' so I fired the apache process back up, and about 10 seconds later, the replay finished downloading, error free. So it would seem the client will at least keep trying, if there's a cap on that timer, I suppose Jon will need to answer that one. On Mon, May 9, 2011 at 4:45 PM, Ronny Schedel i...@ronny-schedel.de wrote: Here are some questions for your FAQ: How does the replay feature really work? I mean, people have to hit some keys like F6 to start recording. So, only people which started the record can download the files? How long are people able to download the files after they finished playing? As long as the files are available on the web server? This means the clients gets some links only during the record, because the record on the server is all the time, even when no one has requested a record, correct? Does the replay system stay after the competition? Is it planned to be ported to other games? Best regards Ronny Also, the files are already compressed using bzip. We will be releasing a FAQ for server ops within the next day or so, which will include all the details. I'll post to this list and the forums. -Jon On May 9, 2011, at 8:40 AM, Saint K. sai...@specialattack.net wrote: Thanks for that. This rather surprises me. So I only need to offer them for download. That kind of punches a hole in my plan on gzipping/tarring the entire thing before offering it up for download. Cheers, -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto: hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eli Witt Sent: 09 May 2011 16:17 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] replay feature You don't offer any of the files to your players. The server is logging everything on the server into the .block files, and when a player requests the replay of a life, the server sends a list of those .block files that the client was alive for, and the tf2 client automatically downloads them. Your players should never need to see the HTTP directory with all the files, it runs transparently to them like using a fast DL server. On Mon, May 9, 2011 at 6:15 AM, Saint K. sai...@specialattack.net wrote: Hi, Is it me, or is the info regarding the replay feature a bit limited? I've enabled it just now for the first time, and I see it creating a bunch of files. 20110509-113551-pl_goldrush.dmx 20110509-113551-pl_goldrush_part_0.block 20110509-113551-pl_goldrush_part_10.block 20110509-113551-pl_goldrush_part_11.block 20110509-113551-pl_goldrush_part_12.block 20110509-113551-pl_goldrush_part_13.block 20110509-113551-pl_goldrush_part_14.block 20110509-113551-pl_goldrush_part_15.block etc etc etc. What are the .dmx and .block files used for? And what files do I offer to my clients to download? Also, if someone has the replay feature enabled, will it just create a list like this above for the game in general, or does it record per user? Cheers, ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo
Re: [hlds_linux] replay feature
will the extra slot that is taken, be fixed to automatically adjust the server limit ? So if a server is running lets say a 32 slot server, it only shows 31 in the master server list. So can there ever truly be 32 players in the map with the relay running? On Mon, May 9, 2011 at 7:12 PM, Eli Witt eliw...@gmail.com wrote: I'm not sure if you meant these as both questions for the FAQ and asking them in general, or just the FAQ, but going by the tone of your post I'll guess the fomer and help you out from what I've garnered from testing the system thus far; Recording of the replays by the server starts as soon as a player (bot or human) connects to the server, and will seamlessly record everything until the last player disconnects. When a client smashes all over F6 to get a replay, the server simply correlates the time they were alive to the various .block files and forks over a list of the appropriate files for the TF2 client to request from the web server. (Hence why unlike a demo recording, you can watch from anyone's POV at any time, everything is recorded to the files) As for the duration of being able to download the files from the web server, I tested whether least the client will keep intelligently trying to acquire the files even across a game restart by starting the demo capture when I spawned on the map, running around and doing things to be recorded for about a minute, then jumping off the map. I hopped into the replay menu in the client, and while it still stated 'Downloading...' I quite rudely killed the apache process on the server as well as killing TF2 via taskamanger @ the same time. I then restarted Steam, hopped back into TF2 and checked the replay menu. It still stated 'waiting..' so I fired the apache process back up, and about 10 seconds later, the replay finished downloading, error free. So it would seem the client will at least keep trying, if there's a cap on that timer, I suppose Jon will need to answer that one. On Mon, May 9, 2011 at 4:45 PM, Ronny Schedel i...@ronny-schedel.de wrote: Here are some questions for your FAQ: How does the replay feature really work? I mean, people have to hit some keys like F6 to start recording. So, only people which started the record can download the files? How long are people able to download the files after they finished playing? As long as the files are available on the web server? This means the clients gets some links only during the record, because the record on the server is all the time, even when no one has requested a record, correct? Does the replay system stay after the competition? Is it planned to be ported to other games? Best regards Ronny Also, the files are already compressed using bzip. We will be releasing a FAQ for server ops within the next day or so, which will include all the details. I'll post to this list and the forums. -Jon On May 9, 2011, at 8:40 AM, Saint K. sai...@specialattack.net wrote: Thanks for that. This rather surprises me. So I only need to offer them for download. That kind of punches a hole in my plan on gzipping/tarring the entire thing before offering it up for download. Cheers, -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto: hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eli Witt Sent: 09 May 2011 16:17 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] replay feature You don't offer any of the files to your players. The server is logging everything on the server into the .block files, and when a player requests the replay of a life, the server sends a list of those .block files that the client was alive for, and the tf2 client automatically downloads them. Your players should never need to see the HTTP directory with all the files, it runs transparently to them like using a fast DL server. On Mon, May 9, 2011 at 6:15 AM, Saint K. sai...@specialattack.net wrote: Hi, Is it me, or is the info regarding the replay feature a bit limited? I've enabled it just now for the first time, and I see it creating a bunch of files. 20110509-113551-pl_goldrush.dmx 20110509-113551-pl_goldrush_part_0.block 20110509-113551-pl_goldrush_part_10.block 20110509-113551-pl_goldrush_part_11.block 20110509-113551-pl_goldrush_part_12.block 20110509-113551-pl_goldrush_part_13.block 20110509-113551-pl_goldrush_part_14.block 20110509-113551-pl_goldrush_part_15.block etc etc etc. What are the .dmx and .block files used for? And what files do I offer to my clients to download? Also, if someone has the replay feature enabled, will it just create a list like this above for the game in general, or does it record per user? Cheers, ___ To unsubscribe, edit your list preferences, or view the list archives, please
Re: [hlds_linux] replay feature
It was possible to get 33 slot by kicking SourceTV, but now that will crash the server if you kick it with replays enabled. I don't understand why the player limit can't be lifted. On Mon, May 9, 2011 at 6:59 PM, clad iron cladi...@gmail.com wrote: will the extra slot that is taken, be fixed to automatically adjust the server limit ? So if a server is running lets say a 32 slot server, it only shows 31 in the master server list. So can there ever truly be 32 players in the map with the relay running? On Mon, May 9, 2011 at 7:12 PM, Eli Witt eliw...@gmail.com wrote: I'm not sure if you meant these as both questions for the FAQ and asking them in general, or just the FAQ, but going by the tone of your post I'll guess the fomer and help you out from what I've garnered from testing the system thus far; Recording of the replays by the server starts as soon as a player (bot or human) connects to the server, and will seamlessly record everything until the last player disconnects. When a client smashes all over F6 to get a replay, the server simply correlates the time they were alive to the various .block files and forks over a list of the appropriate files for the TF2 client to request from the web server. (Hence why unlike a demo recording, you can watch from anyone's POV at any time, everything is recorded to the files) As for the duration of being able to download the files from the web server, I tested whether least the client will keep intelligently trying to acquire the files even across a game restart by starting the demo capture when I spawned on the map, running around and doing things to be recorded for about a minute, then jumping off the map. I hopped into the replay menu in the client, and while it still stated 'Downloading...' I quite rudely killed the apache process on the server as well as killing TF2 via taskamanger @ the same time. I then restarted Steam, hopped back into TF2 and checked the replay menu. It still stated 'waiting..' so I fired the apache process back up, and about 10 seconds later, the replay finished downloading, error free. So it would seem the client will at least keep trying, if there's a cap on that timer, I suppose Jon will need to answer that one. On Mon, May 9, 2011 at 4:45 PM, Ronny Schedel i...@ronny-schedel.de wrote: Here are some questions for your FAQ: How does the replay feature really work? I mean, people have to hit some keys like F6 to start recording. So, only people which started the record can download the files? How long are people able to download the files after they finished playing? As long as the files are available on the web server? This means the clients gets some links only during the record, because the record on the server is all the time, even when no one has requested a record, correct? Does the replay system stay after the competition? Is it planned to be ported to other games? Best regards Ronny Also, the files are already compressed using bzip. We will be releasing a FAQ for server ops within the next day or so, which will include all the details. I'll post to this list and the forums. -Jon On May 9, 2011, at 8:40 AM, Saint K. sai...@specialattack.net wrote: Thanks for that. This rather surprises me. So I only need to offer them for download. That kind of punches a hole in my plan on gzipping/tarring the entire thing before offering it up for download. Cheers, -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto: hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eli Witt Sent: 09 May 2011 16:17 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] replay feature You don't offer any of the files to your players. The server is logging everything on the server into the .block files, and when a player requests the replay of a life, the server sends a list of those .block files that the client was alive for, and the tf2 client automatically downloads them. Your players should never need to see the HTTP directory with all the files, it runs transparently to them like using a fast DL server. On Mon, May 9, 2011 at 6:15 AM, Saint K. sai...@specialattack.net wrote: Hi, Is it me, or is the info regarding the replay feature a bit limited? I've enabled it just now for the first time, and I see it creating a bunch of files. 20110509-113551-pl_goldrush.dmx 20110509-113551-pl_goldrush_part_0.block 20110509-113551-pl_goldrush_part_10.block 20110509-113551-pl_goldrush_part_11.block 20110509-113551-pl_goldrush_part_12.block 20110509-113551-pl_goldrush_part_13.block 20110509-113551-pl_goldrush_part_14.block 20110509-113551-pl_goldrush_part_15.block etc etc etc. What are the .dmx and .block files used for? And what files do I offer to my clients to download? Also, if someone has the replay