Re: [hlds_linux] Replay feature requests

2011-05-12 Thread Jan Inge Sande

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


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Re: [hlds_linux] Replay feature requests

2011-05-12 Thread Eric Riemers

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
 
 
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Re: [hlds_linux] Replay feature requests

2011-05-12 Thread Nicholas Hastings

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


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Re: [hlds_linux] Replay feature requests

2011-05-12 Thread Eric Riemers

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


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Re: [hlds_linux] replay feature

2011-05-11 Thread Richard Eid
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)


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[hlds_linux] Replay feature requests

2011-05-11 Thread Nephyrin Zey
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

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Re: [hlds_linux] Replay feature requests

2011-05-11 Thread DarthNinja
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

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Re: [hlds_linux] Replay feature requests

2011-05-11 Thread Jeff Sugar
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

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Re: [hlds_linux] Replay feature requests

2011-05-11 Thread Ronny Schedel
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

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Re: [hlds_linux] Replay feature requests

2011-05-11 Thread Claudio Beretta
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.


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Re: [hlds_linux] Replay feature requests

2011-05-11 Thread Steve Grout
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...

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Re: [hlds_linux] Replay feature requests

2011-05-11 Thread Jeff Sugar
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
 
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Re: [hlds_linux] Replay feature requests

2011-05-11 Thread Asher Baker
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.

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Re: [hlds_linux] Replay feature requests

2011-05-11 Thread Tony Paloma
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.

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Re: [hlds_linux] Replay feature requests

2011-05-11 Thread Asher Baker
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.

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Re: [hlds_linux] Replay feature requests

2011-05-11 Thread steve grout

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.

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Re: [hlds_linux] replay feature

2011-05-10 Thread Kaspars
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)



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Re: [hlds_linux] replay feature

2011-05-10 Thread Jon Lippincott
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)


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[hlds_linux] replay feature

2011-05-09 Thread Saint K .
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,
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Re: [hlds_linux] replay feature

2011-05-09 Thread Eli Witt
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

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Re: [hlds_linux] replay feature

2011-05-09 Thread Saint K .
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

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Re: [hlds_linux] replay feature

2011-05-09 Thread Jon Lippincott
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
 
 ___
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 visit:
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Re: [hlds_linux] replay feature

2011-05-09 Thread Saint K .
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
 
 ___
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 visit:
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Re: [hlds_linux] replay feature

2011-05-09 Thread Saint K .
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:
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Re: [hlds_linux] replay feature

2011-05-09 Thread Evan
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
 
  ___
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 please visit:
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Re: [hlds_linux] replay feature

2011-05-09 Thread Saint K .
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
 
  ___
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Re: [hlds_linux] replay feature

2011-05-09 Thread Ronny Schedel

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


___
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http://www.ronny-schedel.de


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Re: [hlds_linux] replay feature

2011-05-09 Thread Jon Lippincott
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

 ___
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 ___
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 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds_linux

http://www.ronny-schedel.de


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Re: [hlds_linux] replay feature

2011-05-09 Thread Jon Lippincott
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

___
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Re: [hlds_linux] replay feature

2011-05-09 Thread Eli Witt
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:
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Re: [hlds_linux] replay feature

2011-05-09 Thread clad iron
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

2011-05-09 Thread bottige...@gmail.com
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