And this server update is now live!
On Fri, May 17, 2013 at 7:10 PM, John Gibson
wrote:
> A Required update for the Rising Storm beta will be released shortly.
> Please update your servers to remain compatible with the game client. Also,
> we apologize for updating late on a Friday night. One of
A Required update for the Rising Storm beta will be released shortly.
Please update your servers to remain compatible with the game client. Also,
we apologize for updating late on a Friday night. One of the maps (Iwo
Jima) was essentially broken by the last beta update. We did not want to
leave it
By include sdk tools does that include tf2?
I would really like to get my hands on working compilers
On May 17, 2013 6:01 PM, "Fletcher Dunn"
wrote:
> Updates are available in the “prerelease” betas of HL2:DM, DoD:S, and
> CS:S.
>
> ** **
>
> These changes bring the Source engine up-to-dat
Updates are available in the "prerelease" betas of HL2:DM, DoD:S, and CS:S.
These changes bring the Source engine up-to-date date with the latest TF2
release. In particular, it includes the optimization to the network
compression.
Because of the change to the compression algorithm, the PatchVe
MVM mode is well bugged.
Sentry busters keep spawning like mad, teleports destroy at round end, zappers
get attached which can't be removed, etc.
Saint K.
From: hlds_linux-boun...@list.valvesoftware.com
[hlds_linux-boun...@list.valvesoftware.com] on beha
no, it didn't...grrr
On Fri, May 17, 2013 at 4:53 PM, Albert Davis wrote:
> looks to be working...
>
>
> On Fri, May 17, 2013 at 4:48 PM, Albert Davis wrote:
>
>> Question on creating a bat file to update my dedicated server :
>>
>> steamcmd +login anonymous +force_install_dir ../csgo_ds +app_u
looks to be working...
On Fri, May 17, 2013 at 4:48 PM, Albert Davis wrote:
> Question on creating a bat file to update my dedicated server :
>
> steamcmd +login anonymous +force_install_dir ../csgo_ds +app_update 740
> validate +quit
>
> Do i need to use the force install part?
>
> I am thinki
Question on creating a bat file to update my dedicated server :
steamcmd +login anonymous +force_install_dir ../csgo_ds +app_update
740 validate +quit
Do i need to use the force install part?
I am thinking this should work?
steamcmd +login anonymous +app_update 232250 validate +quit
On Fri
If you run 32 player servers try tinkering with net_splitrate as well. We
were having a lot of issues until modifying that.
On Fri, May 17, 2013 at 4:15 PM, Kyle Sanderson wrote:
> We're been running with 75000 this whole time. Maybe we should bump it up
> again.
>
> Thanks,
> Kyle.
>
>
> On Fr
We're been running with 75000 this whole time. Maybe we should bump it up
again.
Thanks,
Kyle.
On Fri, May 17, 2013 at 1:14 PM, Peter Jerde wrote:
> So for a long time I've had occasional bits of server choke on my servers,
> even though I have my rate cranked up to 10. I never actually sa
So for a long time I've had occasional bits of server choke on my servers, even
though I have my rate cranked up to 10. I never actually saw the receive
rate in net_graph go above 30k... anything that generated more than that would
lead to choke. This got MUCH worse with the latest update an
gt;
>>>> ___
>>>> To unsubscribe, edit your list preferences, or view the list
archives, please visit:
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>> _
gt;
> >>>> > We'll have a new update released shortly. Apologies.
> >>>> >
> >>>> > ___
> >>>> > To unsubscribe, edit your list prefer
Linux (Centos 6.2) For my
El 17/05/2013 21:38, Seyhan AKDENIZ escribió:
Linux (Centos 5.8) for me. I set net_compresspackets "0" and no more
crash.
From: xxwoodyman123...@sbcglobal.net
Date: Fri, 17 May 2013 12:32:04 -070
Linux (Centos 5.8) for me. I set net_compresspackets "0" and no more crash.
From: xxwoodyman123...@sbcglobal.net
Date: Fri, 17 May 2013 12:32:04 -0700
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] [hlds_linux] Server crash bug in latest build
Windows for me
Sent from my iPhone
On May 17, 2
Windows for me
Sent from my iPhone
On May 17, 2013, at 11:52 AM, DontWannaName! wrote:
> Ah Linux only?
>
> Sent from my iPhone 5
>
> On May 17, 2013, at 11:51 AM, Cody Woodson
> wrote:
>
>> Eh its not right away. Mine was full 24/24 and crashed about 5 minutes
>> after start up
>>
>>
Most definitely Windows as well. :\
- Peter
On May 17, 2013, at 13:56 PM, Fletcher Dunn wrote:
> I wouldn’t risk it. Set net_compresspackets 0 now, and get the update when
> it becomes available in an hour or so.
>
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.va
I wouldn’t risk it. Set net_compresspackets 0 now, and get the update when it
becomes available in an hour or so.
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of DontWannaName!
Sent: Friday, May 17, 2013 11:53 AM
To: Half-Life dedicated Win32
Was actually relieved to see this, heh. Servers went down and up in IRC and
I first thought it was just our servers restarting themselves after losing
Quickplay. Glad it wasn't just us.
On Fri, May 17, 2013 at 2:52 PM, DontWannaName! wrote:
> Ah Linux only?
>
>
> Sent from my iPhone 5
>
> On May
Ah Linux only?
Sent from my iPhone 5
On May 17, 2013, at 11:51 AM, Cody Woodson
wrote:
> Eh its not right away. Mine was full 24/24 and crashed about 5 minutes after
> start up
>
> Sent from my iPhone
>
> On May 17, 2013, at 11:48 AM, Kyle Sanderson wrote:
>
>> You will most likely cras
Buffer overflow if packet size is in a certain range, leading to server crash.
-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of DontWannaName!
Sent: Friday, May 17, 2013 11:46 AM
To: Half-Life dedicated Linux server mai
my servers are fine, some of them have over 20 players
On Fri, May 17, 2013 at 2:48 PM, Kyle Sanderson wrote:
> You will most likely crash the moment you have a player join...
>
> Thanks,
> Kyle.
> On 17 May 2013 11:46, "DontWannaName!" wrote:
>
>> How bad is the bug?
>>
>> Sent from my iPhon
Eh its not right away. Mine was full 24/24 and crashed about 5 minutes after
start up
Sent from my iPhone
On May 17, 2013, at 11:48 AM, Kyle Sanderson wrote:
> You will most likely crash the moment you have a player join...
>
> Thanks,
> Kyle.
>
> On 17 May 2013 11:46, "DontWannaName!" wro
You will most likely crash the moment you have a player join...
Thanks,
Kyle.
On 17 May 2013 11:46, "DontWannaName!" wrote:
> How bad is the bug?
>
> Sent from my iPhone 5
>
> On May 17, 2013, at 11:42 AM, Fletcher Dunn
> wrote:
>
> > There is a bug in the update we just released.
> >
> >
> >
>
How bad is the bug?
Sent from my iPhone 5
On May 17, 2013, at 11:42 AM, Fletcher Dunn wrote:
> There is a bug in the update we just released.
>
>
>
> Setting net_compresspackets to 0 is a workaround.
>
>
>
> We'll have a new update released shortly. Apologies.
>
> __
There is a bug in the update we just released.
Setting net_compresspackets to 0 is a workaround.
We'll have a new update released shortly. Apologies.
___
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visit:
https:/
Ah, I had only checked for the existence of sv_compressfragments.
For what it's worth in my test of the prerelease build, the default convars
didn't help to alleviate any issues. Only after I set sv_compressfragments
to 0 did I see a visible improvement in performance. In fact the long
frames had
sv_compressstringtablebaselines should still be present in this build, and it
is defaulted to false. The baselines are not compressed at that stage, instead
we just compress them if desired like any other network data at either the
fragment or packet stage.
You might try adjusting this convar
Great, thanks Fletch!
Will definitely be on the lookout for any perf issues with these changes.
On Fri, May 17, 2013 at 1:22 PM, Fletcher Dunn
wrote:
> A note regarding the CPU spikes:
>
> I would encourage server operators to revert any changes made to disable
> compression, set all such conva
I notice that the sv_compressfragments and sv_compressstringtablebaselines
convars that were present in the prerelease branch have been removed. Does
the functionality of net_compresspackets_minsize replace both of them? i.e:
can the minsize convar be cranked up to a large value to prevent
compress
A note regarding the CPU spikes:
I would encourage server operators to revert any changes made to disable
compression, set all such convars to their default values, and re-evaluate
performance and bandwidth. I believe that the switch to a realtime compression
library will fix the CPU spikes wh
Did you fix the hammer compilers?
On May 17, 2013 2:09 PM, "Eric Smith" wrote:
> We've released a mandatory update for Team Fortress 2. The notes for the
> update are below.
>
> -Eric
>
> ==
>
> Source Engine Changes
> - Fixed server CPU spikes caused by compression of
We've released a mandatory update for Team Fortress 2. The notes for the update
are below.
-Eric
==
Source Engine Changes
- Fixed server CPU spikes caused by compression of string tables and packets.
- Added sv_netspike, sv_netspike_sendtime_ms, and sv_netspike_outpu
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