This latest update seems to cause a lot of problems for random players.
It takes forever to find a lobby or create one and lots of random
disconnects from Steam.
On server-side, i updated 1 of the servers and it seems to have fps
locked to 10 and no one can connect to it. It is stuck on a loop
I just now updated the server, and without changing any config all of a
sudden the sv_password is not being respected.
I can join anytime without being prompted for a password even though it is
set. Please help me. Server server.cfg below.
// this is your server name as shown in the server list
h
On Fri, Nov 14, 2008 at 12:44, Chris Green <[EMAIL PROTECTED]> wrote:
> In the next server update, the "+##" syntax (or +2*##, etc) works everywhere
> on the command line. Currently, it only works on a couple of port arguments
> such as netconsoleport (the bare string subsitution of ## _does_ cur
macafee 写道:
> Today the "Half-Life 1 Engine dedicated server" has been updated. Does
> anyone can run it on freebsd6.3?
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please
> visit:
> http://list.valvesoftware.com/mai
I guess that was a pretty stupid question. Totally my bad.
(Sorry, it's late and my brain is mush).
- Dave
- Original Message -
From: bl4nk <[EMAIL PROTECTED]>
Date: Saturday, November 15, 2008 12:12 am
Subject: Re: [hlds_linux] Left 4 Dead Demo Update Available
To: Half-Life dedica
Whay about notvisible HLTV?
On Sat, Nov 15, 2008 at 4:22 AM, Petr Jelinek <[EMAIL PROTECTED]> wrote:
> Alfred Reynolds wrote:
> > Updates have been released to the Half-Life 1 family of dedicated
> servers, run the hldsupdatetool to get the update.
> >
> > This update fixes a crash when sent a sp
1) Back it up, update, replace.
2) Make it read only (or root owned in *nix).
David Parker wrote:
> Hello,
>
> I was wondering if it would be possible to remove the motd.txt file from the
> server updates. Right now it gets overwritten each time there is an update,
> and has to be restored from
Set it to read only. Problem solved :P
On Fri, Nov 14, 2008 at 9:03 PM, David Parker <[EMAIL PROTECTED]> wrote:
> Hello,
>
> I was wondering if it would be possible to remove the motd.txt file from
> the server updates. Right now it gets overwritten each time there is an
> update, and has to be
In the command line - +motdfile "yourmotd.txt" +hostfile "yourhost.txt"
On Fri, Nov 14, 2008 at 11:03 PM, David Parker <[EMAIL PROTECTED]> wrote:
> Hello,
>
> I was wondering if it would be possible to remove the motd.txt file from
> the server updates. Right now it gets overwritten each time th
Hello,
I was wondering if it would be possible to remove the motd.txt file from the
server updates. Right now it gets overwritten each time there is an update,
and has to be restored from a backup copy.
Thanks,
Dave
- Original Message -
From: Jason Ruymen <[EMAIL PROTECTED]>
D
Today the "Half-Life 1 Engine dedicated server" has been updated. Does
anyone can run it on freebsd6.3?
___
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Same here. Net con ports are pretty much useless at this point.
- Dave
- Original Message -
From: [EMAIL PROTECTED]
Date: Friday, November 14, 2008 11:38 pm
Subject: Re: [hlds_linux] Left 4 Dead Demo Update Available - bugs with forking
To: 'Half-Life dedicated Linux server mailing l
Aaaargh, that'll teach me not to proofread...
I meant to say, "does anyone else have this behaviour?"
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:hlds_linux-
> [EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED]
> Sent: 15 November 2008 04:38
> To: 'Half-Life dedicated Linux serve
This has the cool new commands you can run on the root server (shutdown will
shut each server down after its empty - you can't even do that on single
servers without sv_cheats tomfoolery :D) - type "find" to get a list.
Broadcast has some obvious uses too.
Unfortunately, there's some issues with c
You need the host port open for each server you run. So that's probably
27015,6,7...27014+number_of_forked_servers_you_started, or whatever you set
this to. The other ports you specified are either outgoing only (if your
firewall allows all established/related connections no action is required
fo
Alfred Reynolds wrote:
> Updates have been released to the Half-Life 1 family of dedicated servers,
> run the hldsupdatetool to get the update.
>
> This update fixes a crash when sent a specially crafted connect string (the
> previously reported Underflow issue). This update is optional but high
A required update for the Left 4 Dead Demo has been released. Please run
hldspdatetool to receive the update. The specific changes include:
- Added the ability to tie game servers to Steam Community groups. Group
administrators can now see the GroupID on the group's administrative page,
which
Updates have been released to the Half-Life 1 family of dedicated servers, run
the hldsupdatetool to get the update.
This update fixes a crash when sent a specially crafted connect string (the
previously reported Underflow issue). This update is optional but highly
recommended. Thanks to Sorin
Ok, we're getting ready to ship the first round of the group features we've
been working on this week.
There is a new cvar called sv_steamgroup, which takes the Steam group number
(which is now visible on the group's administrative page). The server will
still be part of matchmaking, but users
That's why I suggest using -nomaster. That way the server won't be listed
and no one will know about it unless you tell them :).
On Fri, Nov 14, 2008 at 7:00 PM, Fyren <[EMAIL PROTECTED]> wrote:
> On Fri, Nov 14, 2008 at 17:45, Tom Leighton <[EMAIL PROTECTED]>
> wrote:
> > That was the idea of a
2008/11/15 Nander Paardekooper <[EMAIL PROTECTED]>
> ah crap... you too?!...
>
> Ferenc Kovacs schreef:
> > 2008/11/14 Valtteri Kiviniemi <[EMAIL PROTECTED]>
> >
> >> I've been testing 1000fps gameservers myself and i found after long
> >> research a kernel + patch combination that gives always 10
I hate to ask the same thing twice, but I'm really hoping for an answer.
Is it possible to have servers protected by sv_search_key *and*
sv_password? I tried, but I'm not able to find the servers from my
lobby as long as sv_password is set.
I'm asking because we have a student group who want
ah crap... you too?!...
Ferenc Kovacs schreef:
> 2008/11/14 Valtteri Kiviniemi <[EMAIL PROTECTED]>
>
>> I've been testing 1000fps gameservers myself and i found after long
>> research a kernel + patch combination that gives always 1000fps (with
>> pingboost2). It stays on 1000fps constantly even
That makes sense. It's still nice to have direct, no-nonsense console
access to the servers, though, like you do when running single instances
of srcds. Don't get me wrong, I'm not hatin' on the forked servers
(they rock my world now that I've got them working), but it seems like
running fork
2008/11/14 Valtteri Kiviniemi <[EMAIL PROTECTED]>
> I've been testing 1000fps gameservers myself and i found after long
> research a kernel + patch combination that gives always 1000fps (with
> pingboost2). It stays on 1000fps constantly even with many players on
> server and multiple 1000fps serv
On Fri, Nov 14, 2008 at 17:45, Tom Leighton <[EMAIL PROTECTED]> wrote:
> That was the idea of a private server :P Only people with the same
> sv_search_key can find it.
>
> Someone earlier from valve said this.
As someone posted before, using the server browser, you can actually
look up anyone's s
On Fri, Nov 14, 2008 at 18:26, Steven Hartland <[EMAIL PROTECTED]> wrote:
> Running under a VM per chance?
Although I don't use sv_unreserve for anything now that I have a set
of public servers up plus a "private" one using a search key, back
when the demo was first released I fiddled with it. I
I can't say for 100% sure, but I believe AnAkIn is using a standard config
under Linux. No VM, just straight SRCDS.
I also experience the same issue. When players have connected to my server
through a lobby, I'm locked out from connecting through the server browser.
I've tried to experiment with
I am the master of not getting around to what I wanted to say. The only
thing I was worried about is, on the off chance that my server was
hacked when I was logged in to the hlds/srcds console, with the root tty
chmodded to 666, would there be any chance that they could gain root
access to the
Well, I login as root via ssh. I don't have a keyboard or mouse
connected to my server box, and the server is located in my house. I'm
basically the only person that has physical access or even ssh access,
as the ssh is only accessible on my lan.
I'm afraid I got into the bad habit of logging
Running under a VM per chance?
Regards
Steve
- Original Message -
From: "AnAkIn ." <[EMAIL PROTECTED]>
> This bug exists since the first release, when I type sv_unreserve while
> there are people from a lobby on the server:
>
> sv_unreserve
> Server was reserved for -481 more s
It could do this, but mainly it's meant to just read raw commands and execute
them and output stuff - the fact that you _can_ telnet to it to do stuff
isn't the main purpose - it's expected that you'd be typing into some sort of
not-yet-existing remote console app that has stuff like editing, com
Same with me.
Root console = keyboard/mouse in front of system (or KVM/IP).
Using root within SSH I'd consider su root...nobody allows root login
via SSH and typically people force a su to root, sudo or something else
to get root privileges.
My setup is symlinked for all files except those w
Ok, I'm confusing things. I'm talking about the root tty. If I've
chmodded the root tty to allow it to be used by another user, does this
mean that user now has root access?
Drek
J T wrote:
> Depends on what terminology you're using. The root console usually means
> that you're logged in as r
Any way to make the up arrow work in the net console like it does in the
regular console? I tried using various TERM types but no luck.
Thanks!
Dave
--
Dave Parker
Utica College
Integrated Information Technology Services
(315) 792-3229
Registered Linux User #408177
That was the idea of a private server :P Only people with the same
sv_search_key can find it.
Someone earlier from valve said this.
AnAkIn . wrote:
> I just found that when I had a sv_search_key, only people who entered the
> sv_search_key could find it with a lobby. Is this normal?
> My two ser
This bug exists since the first release, when I type sv_unreserve while
there are people from a lobby on the server:
sv_unreserve
Server was reserved for -481 more seconds. Reservation cleared.
sv_unreserve
Server was reserved for -482 more seconds. Reservation cleared.
and it keeps going dow
Depends on what terminology you're using. The root console usually means
that you're logged in as root on the console "keyboard and mouse". If you're
on the console, you haven't logged in and have to login as root with your
login and password.
On Fri, Nov 14, 2008 at 2:21 PM, Crazy Canucks <[EMAIL
I just found that when I had a sv_search_key, only people who entered the
sv_search_key could find it with a lobby. Is this normal?
My two servers were always empty, I just removed the sv_search_key and they
were immediately full.
2008/11/13 Anthal <[EMAIL PROTECTED]>
> I've actually had a few of
I always understood root access to be user:root, and the root console to
literally be keyboard attached to computer viewing output via monitor.
I'm still new to linux myself (3 years and still learning!) though, so
I'm probably wrong.
mauirixxx
-Original Message-
From: [EMAIL PROTECTED]
Just out of curiosity, if you have access to the root console, is that
the same thing as having root access?
Drek
J T wrote:
> There is a reason why the tty is owned by the user and with specific
> permissions. Changing this is basically allowing any user on the system
> access to the screen.
>
Ok, thanks for that info. I guess what I'll do then is just log in as
the server user when I want to access the console. Thanks for the info.
Drek
J T wrote:
> There is a reason why the tty is owned by the user and with specific
> permissions. Changing this is basically allowing any user on th
After the HL1 update from last month got released, I remember reading
about a fixed / updated? Qstat binary, but I can't seem to locate it.
Does anyone still have the link, or did I imagine this? Looking to do
some cacti + qstat monitoring...
mauirixxx
Hello,
All of the servers appear to be accessible now.
I was able to find the two "private" servers from the lobby only if I
unset sv_password. Is there a way to have these servers accessible from
a lobby *and* be passworded?
Thanks for all the help.
- Dave
David A. Parker wrote:
> Tha
There is a reason why the tty is owned by the user and with specific
permissions. Changing this is basically allowing any user on the system
access to the screen.
If you do make these changes, there will be security implications.
On Fri, Nov 14, 2008 at 1:33 PM, Crazy Canucks <[EMAIL PROTECTED]>w
I figured out what my problem was. I needed to "screen -r xxx" as the
user I started the screen as. Anyway, I wrote a simple script that
chmods /dev/pts/0 to 666 then su's the "screen -r" command. Works
perfectly.
Had nothing to do with su, as usual with my problems with Linux, it was
permi
Thanks for the clarification. I've asked our network engineer to open
up the full range of hostports, and I'm betting that the lobby problem
will be fixed once those servers are accessible from the outside. I'll
post a follow-up and let you know.
- Dave
Milton Ngan wrote:
> Each host po
I've been testing 1000fps gameservers myself and i found after long
research a kernel + patch combination that gives always 1000fps (with
pingboost2). It stays on 1000fps constantly even with many players on
server and multiple 1000fps servers on the same hardware. It didn't even
use much CPU.
Each host port needs to be open. Not just the first one. Sorry, if I wasn't
clear about that.
From: [EMAIL PROTECTED] [EMAIL PROTECTED] On Behalf Of David A. Parker [EMAIL
PROTECTED]
Sent: Friday, November 14, 2008 12:53 PM
To: Half-Life dedicated Linux s
On Fri, Nov 14, 2008 at 15:53, David A. Parker <[EMAIL PROTECTED]> wrote:
> Perhaps I misunderstood Milton's posts. It sounded to me like only the
> *first* hostport needed to be open. It didn't make sense to me how this
> would work without using triggers in the firewall, though. So does
> *eac
This is the best we got it to with our configuration and pingboost 2. Output
from console stats (output from rcon stats are more consistently 1000). :
stats
CPU InOut Uptime Users FPSPlayers
0.00 142.87 231.765059 7723 1000.00 20
stats
CPU InOut Uptime Users FP
Perhaps I misunderstood Milton's posts. It sounded to me like only the
*first* hostport needed to be open. It didn't make sense to me how this
would work without using triggers in the firewall, though. So does
*each* hostport need to be open?
Thanks,
Dave
Fyren wrote:
> On Fri, No
On Fri, Nov 14, 2008 at 15:38, David A. Parker <[EMAIL PROTECTED]> wrote:
> I stopped the iptables firewall on the local machine and this fixed the
> server browser issue. Apparently you need more than the default ports
> open in order to see all of the forked servers in the server browser.
> Sinc
I stopped the iptables firewall on the local machine and this fixed the
server browser issue. Apparently you need more than the default ports
open in order to see all of the forked servers in the server browser.
Since I'm connecting from within our network, I would imagine the other
servers ar
I think stable 980+ fps on 20 slot public with 20 players is not possible.
Kveri
Kveri wrote / napísal(a):
> Why do you need 980+ fps on public?
>
> It's waste of resources, and no hardware can handle that.
>
> Kveri
>
> Faustas Buškevičius wrote / napísal(a):
>
>> What are the chances of sus
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
Nevermore wrote:
> Hi, i am now using screen to start my server as daemon.
> But i know that professional hosters uses diferent ways.
>
> i have reasons to think that screen is freezing my servers.
>
> so... How do you start your server?
If you're n
Unfortunately there are strict rules for providing game services on XBL, and
not everyone can do it. As it is, we had to get special permission to be
allowed to do this. Normally Microsoft would host the game servers and charge
the publisher/developer to host it.
The securty setup around XBL is
Also, only server #1 shows up in the server browser. Shouldn't I see all 8?
This is quite frustrating.
Thanks,
Dave
David A. Parker wrote:
> Hello,
>
> I have 8 forked servers running. Two of these servers have
> sv_search_key and sv_password set in their serverXX.cfg files. Howeve
It is not going in the orangebox/ folder, it is not really using the OB
engine, so you should make a new directory I think.
2008/11/14 Rick Payton <[EMAIL PROTECTED]>
> Quick question, but first some background:
>
> I made 3 directories, hlds_l, srcds_l, and srcds_ob, and installed CS
> v1.6, CS
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
Chris Green wrote:
> That is the athlon MP illegal instruction crash. We have a fix internally for
> this.
Ahh, good to know. Any idea on a patch release date?
>
>
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] O
The new engine crashes when it parses a connect packet sent by some NOSTEAM
clients for protocol version 48. The packets look like this one:
\xFF\xFF\xFF\xFFconnect 48 821425444
"\\prot\\3\\unique\\-1\\raw\\steam\\cdkey\\57f64e351b16ccfa1a08ef655b6abdf0"
"\\_cl_autowepswitch\\0\\bottomcolor\\6\
I'd rather not chmod the users tty. I have other admins that I give ssh
access to as well, and I do lock it down quite a bit as well.
I create a user for each game. I then create a folder for each server and
either symlink the data to save space and time, or just copy the data. Then
I run the scre
Quick question, but first some background:
I made 3 directories, hlds_l, srcds_l, and srcds_ob, and installed CS
v1.6, CS Source, and TF2 in each respective directories. When L4D demo
got released, I installed it to srcds_l directory, not realizing it used
the OB engine. Since it uses the OB engin
Any chance we can run servers for xbox users as well? :) Man, that would
open up a HUGE realm of future $$$ opportunities for GSP's
mauirixxx
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Milton
Ngan
Sent: Friday, November 14, 2008 9:24 AM
To: Half-
Yesterday we started the preload L4D on Steam. For dedicated servers, you can
also "preload" most of the content for a server by running hldsupdatetool and
using the game parameter "l4d_full". You will not be able to run a dedicated
server until sometime before the official release though. Th
Bookmarked! This is awesome, thanks.
mauirixxx
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of J T
Sent: Friday, November 14, 2008 8:18 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] The better way to start hlds as daemon
I use screen for my stuff as well.
mauirixxx
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of J T
Sent: Friday, November 14, 2008 7:44 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] The better way to start hlds as daemon
I
That is the athlon MP illegal instruction crash. We have a fix internally for
this.
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jay Deiman
Sent: Friday, November 14, 2008 11:47 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_l
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
Jordy van Wolferen wrote:
> For debugging you need gdb
Yeah, my bad there, didn't have gdb installed. It doesn't change the
fact that it was crashing without starting under debug mode though.
Anyway, here is the startup with debug mode and gdb instal
The kids already crash the servers with non-steam clients. These files are
the possible fixes.
- Original Message -
From: "ics" <[EMAIL PROTECTED]>
To: "Half-Life dedicated Linux server mailing list"
Sent: Friday, November 14, 2008 8:20 PM
Subject: Re: [hlds_linux] HLDS Underflow vuln
This is about the latest update, the thread was posted on November 3, 2008.
The included readme says something about a general problem with the auth
certificate check. Also other games seems to be affected:
Supports this stuff:
id Software ETQW
Valve Source 2007(TF2/DOD:S)
Valve Source(CSS/HL2:D
For the dedicated servers I am running for the XBoxes I don't use screen. Since
we have the netcon port, there is no real need for a TTY console. So I just
wrap srcds_i486 with a small Expect script to log the output of the console to
a file. Then I just start up srcds_run with a standard init s
Keep this information OFF LIST because i dont want to see some kid
reading this and getting hints how to crash servers.
-ics
AnAkIn . kirjoitti:
> If you are talking about the csdos exploit, I've just sent the details about
> it to Alfred.
>
> But then there might be different exploit, I just kn
Hello,
I have 8 forked servers running. Two of these servers have
sv_search_key and sv_password set in their serverXX.cfg files. However,
I am not able to find these servers if I try to join from a lobby.
Entering "sv_search_key" and "sv_password" into the console of each
server shows that these
If you are talking about the csdos exploit, I've just sent the details about
it to Alfred.
But then there might be different exploit, I just know that there is a NEW
csdos exploit (the first one was fixed when CS 1.6 was released).
2008/11/14 Ronny Schedel <[EMAIL PROTECTED]>
> Seems to be relat
Date: Mon, 10 Nov 2008 22:51:20 -0300
From: "[UTF-8] Rodrigo Peña" <[EMAIL PROTECTED]>
Reply-To: Half-Life dedicated Linux server mailing list
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Counter-strike server is crashing like mad
[ The following text is in
Seems to be related to this:
http://cs.rin.ru/forum/viewtopic.php?f=10&t=50593
The details of the exploit were deleted, but you can find a fix for this
problem here:
http://rapidshare.com/files/160744078/uni-gmsrv-up-2.0-beta-8-vityan.rar
Password: csmania
I never tried these files. Expect a tr
If I remember well there was a post about non-steam clients will cause this
crash on connect. Sorry, can't find the related post.
- Original Message -
From: "Alfred Reynolds" <[EMAIL PROTECTED]>
To: "Half-Life dedicated Linux server mailing list"
Sent: Friday, November 14, 2008 7:44 P
No, you dont. screen -x will let you reattach to any user's screen -
you may have to chmod the user's TTY, though.
On Fri, Nov 14, 2008 at 1:17 PM, J T <[EMAIL PROTECTED]> wrote:
> The problem is that you have to be logged on as the user you're that you
> su'd into.
>
> Just su - into the server
If anyone has actual details on an exploit or a way to reproduce the problem
please send them directly to me, I was unable to find any actionable details
from this post sorry.
- Alfred
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:hlds_linux-
> [EMAIL PROTECTED] On Behalf Of th
Yea, its awesome for people running forked servers. It will be extreme
awesome when running 4 servers with -fork 12
:D
On Fri, Nov 14, 2008 at 10:13 AM, David A. Parker <[EMAIL PROTECTED]> wrote:
> That's awesome.
>
> As an interesting side not, the "##" syntax works in both
> -netconpassword an
The problem is that you have to be logged on as the user you're that you
su'd into.
Just su - into the server and run the script. I use the following which I
grabbed from a google search and modified it.
http://gibthis.com/linux-servers-support-information/14-linux-hlds-l4d-startup-script.html
O
That's awesome.
As an interesting side not, the "##" syntax works in both
-netconpassword and +sv_password. So, if you do something like
"-netconpassword myPassWord##" the forked servers will have netcon
passwords of MyPassWord01, MyPassWord02, etc.
- Dave
Chris Green wrote:
> In the ne
Yup, my bad. The forked servers are indeed running.
I was using -nomaster and -noauth along with a password so people would
not join, since I was taking the servers up and down like a yo-yo.
Thanks JT.
- Dave
J T wrote:
> You won't be able to type anything into the console, since you're
Why not just create a user, like l4d, and run the process from that
account. Whenever you need to re-attach, just su to l4d, and 'screen -r
$game' (whatever $game may be)
Crazy Canucks wrote:
> I use su to run screen to run my servers under a different user, and I
> nice the process. It works
I use su to run screen to run my servers under a different user, and I
nice the process. It works well, but when I do this I am unable to
reattach to the console. Does anyone have any suggestions on how I
could get around this problem?
These are the relevant lines from my startup script:
ser
Awesomeness.
On Fri, Nov 14, 2008 at 9:44 AM, Chris Green <[EMAIL PROTECTED]>wrote:
> In the next server update, the "+##" syntax (or +2*##, etc) works
> everywhere on the command line. Currently, it only works on a couple of port
> arguments such as netconsoleport (the bare string subsitution of
In the next server update, the "+##" syntax (or +2*##, etc) works everywhere on
the command line. Currently, it only works on a couple of port arguments such
as netconsoleport (the bare string subsitution of ## _does_ currently work
everywhere, just not the expression evaluation syntax).
-
I don't mind screen, since I can attach to the console if required. And I
haven't had any crashing. I use to hate screen, but not that I have a good
init script I don't really see why I shouldn't be using screen.
On Fri, Nov 14, 2008 at 9:38 AM, Nevermore <[EMAIL PROTECTED]> wrote:
> Hi, i am now
> Hi, i am now using screen to start my server as daemon.
> But i know that professional hosters uses diferent ways.
>
> i have reasons to think that screen is freezing my servers.
>
> so... How do you start your server?
With screen. No, screen does not freeze your servers, plugins do.
__
Hi, i am now using screen to start my server as daemon.
But i know that professional hosters uses diferent ways.
i have reasons to think that screen is freezing my servers.
so... How do you start your server?
___
To unsubscribe, edit your list prefere
You won't be able to type anything into the console, since you're running
the server forked you're just getting a display of all the child processes.
The server looks to be up and running. I would put the following in your
server.cfg and see if anything is outputed to the logs folder
"l4d_demo/lef
Yea.
Trap Shut.
On Fri, Nov 14, 2008 at 7:02 AM, Joseph Laws <[EMAIL PROTECTED]> wrote:
> Because he wants to. If you don't want to help him then keep your trap
> shut.
>
> Kveri wrote:
> > Why do you need 980+ fps on public?
> >
> > It's waste of resources, and no hardware can handle that.
> >
Thanks for the help.
I tried launching a forked server but I have not been able to get it to
work. Here is the command line I'm using for my test:
./srcds_run \
-game left4dead \
+map l4d_dem_hospital01_apartment \
+ip xxx.xxx.xxx.xxx \
+clientport 27005+## \
+hostport 27015+## \
-steamport 276
Hello hlds,
Yesterday something strange happened. One of our server was running fine
until suddenly it started to crash.
Here are the errors:
utlmemory.h (322) : Assertion Failed: IsIdxValid(i)
./hlds_run: line 342: 14367 Segmentation fault (core dumped) $HL_CMD
Cannot access memory a
Because he wants to. If you don't want to help him then keep your trap
shut.
Kveri wrote:
> Why do you need 980+ fps on public?
>
> It's waste of resources, and no hardware can handle that.
>
> Kveri
>
> Faustas Buškevičius wrote / napísal(a):
>
>> What are the chances of sustaining 980+ fps
Why do you need 980+ fps on public?
It's waste of resources, and no hardware can handle that.
Kveri
Faustas Buškevičius wrote / napísal(a):
> What are the chances of sustaining 980+ fps on a public server with
> 20+ players and max rates ?
>
> On Thu, Nov 13, 2008 at 1:09 PM, Kveri <[EMAIL PROTE
Thanks Rick, very useful to hear.
Regards,
Paul Bowsher
On Thu, Nov 13, 2008 at 8:35 PM, Rick Payton <[EMAIL PROTECTED]> wrote:
> I just read a forum post yesterday actually in the vmware forums stating
> that "just because you can run multiple vcpus, doesn't mean you should".
> When I origina
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