I love up people!
Thank you for all your time and great thinking ^_^
2008/11/18 Jason Ruymen <[EMAIL PROTECTED]>:
> Left 4 Dead is now available, which also means that the demo is no long
> available. So if you would like to run a dedicated server, please run
> hldsupdatetool with the game para
Thanks, that is clearly what is going on, now that I look at it
closely. The problem is I am using fixed positioning for the graphics
and I'm having a hard time figuring out how to shift them. Changing the
position doesn't seem to make a difference, and neither does adding padding.
Drek
Guy
Left 4 Dead is now available, which also means that the demo is no long
available. So if you would like to run a dedicated server, please run
hldsupdatetool with the game parameter with "left4dead".
Jason
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Forking will share data with the parent. It typically uses a copy on write
mechanism. So unless you modify the data, it will be shared between the parent
and all the children. It isn't shared like threads where there is a single copy
of the data.
M.
-Original Message-
From: [EMAIL PROT
I can't get this to work, and just don't understand why..
server.cfg
hostname "blah blah blah"
rcon_password "blah blah blip"sv_steamgroup "XX"
sv_steamgroup_exclusive "1"
startup cmd line:screen -A -m -d -S auser ./srcds_run -console
-ip 999.999.999.999 +sv_pure 2 +map l4d_dem_hospital02_su
Ok, cool. So, why is -fork 5 better than running 5 separate servers? I
thought there was a performance benefit, but I don't think you would get any
with fork().
Threads share a data segment. I can see where this could help. Can also be
a major headache!
Guy
} -Original Message-
} Fro
Ok, cool. So, why is -fork 5 better than running 5 separate servers? I
thought there was a performance benefit, but I don't think you would get any
with fork().
Threads share a data segment. I can see where this could help. Can also be
a major headache!
Guy
} -Original Message-
} Fro
L4d with -fork mode isn't using threads - it's using processes via the fork()
system call.
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Guy Watkins
Sent: Monday, November 17, 2008 7:25 PM
To: 'Half-Life dedicated Linux server mailing list'
Subject: Re
If you click the link you will see this:
A free evaluation copy of a pre-installed virtual-disk image for creating a
MOSIX virtual cluster on Linux and/or Windows computers was released.
} -Original Message-
} From: [EMAIL PROTECTED] [mailto:hlds_linux-
} [EMAIL PROTECTED] On Behalf Of Ste
I don't think threads are supported by mosix. I don't think you can use
mosix like you think.
} -Original Message-
} From: [EMAIL PROTECTED] [mailto:hlds_linux-
} [EMAIL PROTECTED] On Behalf Of Chris Green
} Sent: Monday, November 17, 2008 7:36 PM
} To: 'Half-Life dedicated Linux server m
If you click the link you will see this:
A free evaluation copy of a pre-installed virtual-disk image for creating a
MOSIX virtual cluster on Linux and/or Windows computers was released.
} -Original Message-
} From: [EMAIL PROTECTED] [mailto:hlds_linux-
} [EMAIL PROTECTED] On Behalf Of Ste
I don't think threads are supported by mosix. I don't think you can use
mosix like you think.
} -Original Message-
} From: [EMAIL PROTECTED] [mailto:hlds_linux-
} [EMAIL PROTECTED] On Behalf Of Chris Green
} Sent: Monday, November 17, 2008 7:36 PM
} To: 'Half-Life dedicated Linux server m
...which is why it's that colour :D our normal logo is black-on-white:
http://www.127001.org/localhost.jpg
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:hlds_linux-
> [EMAIL PROTECTED] On Behalf Of bl4nk
> Sent: 18 November 2008 02:57
> To: Half-Life dedicated Linux server maili
Yeah, that would work. The thing with yours is that the background of
the image blends in with the background of the page, so the pushing of
1x1 pixels isn't necessary. For those that don't have a background the
color as their image (ones where the image isn't a static color),
pushing it that 1
I found this. I hope it helps.
} -Original Message-
} From: [EMAIL PROTECTED] [mailto:hlds_linux-
} [EMAIL PROTECTED] On Behalf Of bl4nk
} Sent: Monday, November 10, 2008 3:44 PM
} To: Half-Life dedicated Linux server mailing list
} Subject: Re: [hlds_linux] L4D - host.txt and motd.txt
}
This is (a copy of) what we do:
http://games.127001.org/banner.php
The reason it's a copy is that we scan our apache logs for status 200 (OK)
on the real version of the file...
http://www.127001.org/mrtg/graph_90.html
...to give us a rough approximation of how many clients we're seeing.
The banne
Amazing!! does this tech stand any chance of making an appearance on the
win32 side?
> I can't say I have tried it, but in theory, you should be able to run one
> forked L4D server across a giant network of machines, including load
> balancing, including live migration of server instances across
I found this. I hope it helps.
} -Original Message-
} From: [EMAIL PROTECTED] [mailto:hlds_linux-
} [EMAIL PROTECTED] On Behalf Of bl4nk
} Sent: Monday, November 10, 2008 3:44 PM
} To: Half-Life dedicated Linux server mailing list
} Subject: Re: [hlds_linux] L4D - host.txt and motd.txt
}
Someone has said the graphics need to be shifted by 1 pixel, both directions
I think. Like Left and up, or right and down. But I don't recall which
direction. Check the archives for the past 2 weeks, maybe only 1 week.
} -Original Message-
} From: [EMAIL PROTECTED] [mailto:hlds_linux-
}
Someone has said the graphics need to be shifted by 1 pixel, both directions
I think. Like Left and up, or right and down. But I don't recall which
direction. Check the archives for the past 2 weeks, maybe only 1 week.
} -Original Message-
} From: [EMAIL PROTECTED] [mailto:hlds_linux-
}
If auto-port assignment is happening, its pretty much random which child will
end up with which port.
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of chumly chumly
Sent: Monday, November 17, 2008 6:25 PM
To: hlds_linux@list.valvesoftware.com
Subject: [hl
Just out of curiosity I double checked the motd in the regular IE
browser, and the graphics didn't display any distortion.
Crazy Canucks wrote:
> Is there a cvar which governs the size of the motd? I seem to have come
> up against a size limitation in my motd. Or is it better to create a
> fr
Is there a cvar which governs the size of the motd? I seem to have come
up against a size limitation in my motd. Or is it better to create a
frame and load the motd in that?
For now I've gone with the frame. I've got four corner graphics, gifs
with transparencies, 64 colours, optimized. All
Hi All,
Does anyone know if the motd and host files can be child specific?
EG: motd##.txt / host##.txt
Can we have child specific cfg directories? ./left4dead/cfg##/
Also, after last demo update, server is not co-ordinating the host## port and
the server## file...
EG: host 01 ( port 27016 ) is
I can't say I have tried it, but in theory, you should be able to run one
forked L4D server across a giant network of machines, including load balancing,
including live migration of server instances across multiple machines, using
mosix http://www.mosix.org/, which is pretty interesting.
-
so if we preload 'l4d_full' to a directory, say './left4dead' then when the
game type 'left4dead' is release we can just point our update scripts to
that game with the same directory?
On Mon, Nov 17, 2008 at 11:02 PM, Mike Kent <[EMAIL PROTECTED]> wrote:
> l4d_full will preload the full game, I a
They'll tell us when they're released, most likely. Just be patient.
They haven't forgotten.
Nick Olsen wrote:
> When will the full dedicated server files be released for l4d?
> I already have the l4d_full files. And from what I hear the game switch
> "left4dead" will be the full files but they
This is truly the next generation the game is going to turn.
Imagine mods development, through campaigns editions constructed over the
childs, swapping players between childs processes, maybe voice communication
through the childs processes ...
The opportunites that this system may encourage wi
When will the full dedicated server files be released for l4d?
I already have the l4d_full files. And from what I hear the game switch
"left4dead" will be the full files but they still contain the demo
files, and we be replaced when they are released.
were 5 hours out from the game being released
Well, scratch that. People can connect but now I get segfaults on
mapchange. Who knows, I hope this is resolved by the time the game is
released.
On Mon, Nov 17, 2008 at 5:28 PM, Daniel Worley <[EMAIL PROTECTED]> wrote:
> So, setting sv_lan to 1 fixes this problem for me, I think it's backwards
Do a tcpdump and see what hes doing first. Then decide how to block it.
On Mon, Nov 17, 2008 at 1:52 PM, Pawel <[EMAIL PROTECTED]> wrote:
> Because this IP is from neostrada, polish Internet which has dynamic ip ;)
> So this "haker" can reconnect and will get new IP :/
>
> On Mon, Nov 17, 2008 at
also, the last update from valve of november 14th finally killed my
dod server. it used to restart continuosly with assert-failed but now
it just dies with:
pipes.cpp (608) : Assertion Failed: Stalled cross-thread pipe
interfacemap_client.h (1073) : Assertion Failed: bufRet.GetUint8() ==
k_EClient
At 09:38 AM 11/17/2008, Saint K. wrote:
>Hi,
>
>I recently installed Debian Lenny on a dual Qcore Xeon (new onces) 2.33GHz
>machine. My issue currently is that an empty TF2 server uses already around
>8% CPU load on a single core. With 5 players this rises to 25% already, and
>when coming close to
At 09:38 AM 11/17/2008, Saint K. wrote:
>Hi,
>
>I recently installed Debian Lenny on a dual Qcore Xeon (new onces) 2.33GHz
>machine. My issue currently is that an empty TF2 server uses already around
>8% CPU load on a single core. With 5 players this rises to 25% already, and
>when coming close to
Ideally, the automatic blocking mechanism would block per IP and not per
IP/port. The problem is the attacker is using a different port rapidly in
succession to pretty much circumvent the rate limit.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Chris
Se
So, setting sv_lan to 1 fixes this problem for me, I think it's backwards,
but whatever, it's working.
On Sun, Nov 16, 2008 at 3:12 PM, Daniel Worley <[EMAIL PROTECTED]> wrote:
> By the way, this is the line in the console output that brought the problem
> to my attention:
>
> [L4DMM] CMatchmakin
Do you have polish players? Find the AS for the ISP he's connecting
from, or ask RIPE:
http://www.db.ripe.net/whois?form_type=simple&full_query_string=&searchtext=NEOSTRADA-ADSL&submit.x=19&submit.y=7&submit=Search
Then take that entire: inetnum: 83.31.0.0 - 83.31.255.255 (which is
83.31.0.0/16)
At 04:07 AM 11/17/2008, Daryl wrote:
>Hi !
>
>I'm trying to get a 1000FPS stable server, with pain.. I've followed many
>recommendations on this thread like :
>- RT patched kernel (from Ingo Molnar)
RT helps out with scheduler latency..
>- with and without HRT Support
Required at least.
>- Tic
At 04:07 AM 11/17/2008, Daryl wrote:
>Hi !
>
>I'm trying to get a 1000FPS stable server, with pain.. I've followed many
>recommendations on this thread like :
>- RT patched kernel (from Ingo Molnar)
RT helps out with scheduler latency..
>- with and without HRT Support
Required at least.
>- Tic
Ban the entire /24.
Pawel wrote:
> Because this IP is from neostrada, polish Internet which has dynamic ip ;)
> So this "haker" can reconnect and will get new IP :/
>
> On Mon, Nov 17, 2008 at 10:43 PM, Steve <[EMAIL PROTECTED]> wrote:
>
>
>> why don't you just drop the IP at your firewall?
>>
Yes, spanish. It tells you to disable those new anti-DDoS cvars because all
they do is annoy you.
Don't know if you should do it though...
De: Pawel <[EMAIL PROTECTED]>
Para: Half-Life dedicated Linux server mailing list
Enviadas: Segunda-feira, 17 de Novemb
Because this IP is from neostrada, polish Internet which has dynamic ip ;)
So this "haker" can reconnect and will get new IP :/
On Mon, Nov 17, 2008 at 10:43 PM, Steve <[EMAIL PROTECTED]> wrote:
> why don't you just drop the IP at your firewall?
>
>
> > Ban the IP? Set up a script that checks the
I've found that hlsw will do this, it's always been a little too aggressive
making server queries.
The CVARs listed below will help but if they don't, just ban the IP that is
is the source.
- Original Message -
From: "Pawel"
To: "Half-Life dedicated Linux server mailing list"
Sent:
Setting those variables would remove all limits on queries. That would
stop the messages, but it would not fix your problem ;)
Pawel wrote:
> http://www.mediavida.com/vertema.php?fid=17&tid=60857
> I found the that i should set such cvars
> max_queries_sec -1
> max_queries_sec_global -1
> max_que
why don't you just drop the IP at your firewall?
> Ban the IP? Set up a script that checks the serverlogs periodically for
> these message and auto-ban IP's that trigger the rate limits often?
>
>
>
> Pawel wrote:
>> Hi,
>>
>> Today in logs i found:
>>
>> L 11/17/2008 - 21:56:03: Traffic from 83.
http://www.mediavida.com/vertema.php?fid=17&tid=60857
I found the that i should set such cvars
max_queries_sec -1
max_queries_sec_global -1
max_queries_window -1
That will help me? I don;t understand this language, that spanish? :P
On Mon, Nov 17, 2008 at 10:26 PM, Arie <[EMAIL PROTECTED]> wrote:
Ban the IP? Set up a script that checks the serverlogs periodically for
these message and auto-ban IP's that trigger the rate limits often?
Pawel wrote:
> Hi,
>
> Today in logs i found:
>
> L 11/17/2008 - 21:56:03: Traffic from 83.4.116.235:4996 was blocked for
> exceeding rate limits
> L 11/
Hi,
Today in logs i found:
L 11/17/2008 - 21:56:03: Traffic from 83.4.116.235:4996 was blocked for
exceeding rate limits
L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:4997 was blocked for
exceeding rate limits
L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:4998 was blocked for
exceeding
These ports are used to communicate with steam, but they don't need to be open
for inbound.
M.
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Rich Adam
Sent: Monday, November 17, 2008 12:40 PM
To: Half-Life dedicated Linux server mailing list
Subject: R
Tickless is bad, mmkay?
David A. Parker wrote:
> Does anyone know whether a tickless system (dynamic ticks) is or is not
> preferable? I have read some things that say to use dynamic tiks, but
> threads in this list have said not to. Any definitive answer on this?
>
> Thanks,
> Dave
There seems to be a lot of 2690x ports open as well - are these used
for anything in particular?
>From netstat -lpa...
udp 2400 0 x.x.x.x:26901 *:* 4218/srcds_i486
udp 2400 0 x.x.x.x:26902 *:* 4218/srcds_i486
udp 2400 0 x.x.x.x:26903 *:* 4218/srcds_i486
udp
A required update for the Left 4 Dead Demo is now available. Please run
hldsupdatetool to receive the files. The specific changes include:
- Fixed problem where the group browser was showing servers for groups you were
not a member of
- Fixed problem with split packet/reassembly on level trans
Depends on what kind of servers you want to run. My experience with tickless
kernel and HLDS servers: it's a no go. Could work with SRCDS, I never tried.
Best regards
Ronny Schedel
> Does anyone know whether a tickless system (dynamic ticks) is or is not
> preferable? I have read some things
Same for me...
What is your hardware ?
Daryl a écrit :
> Hi !
>
> I'm trying to get a 1000FPS stable server, with pain.. I've followed many
> recommendations on this thread like :
> - RT patched kernel (from Ingo Molnar)
> - with and without HRT Support
> - Tickrate 1000 and pingboost 2
>
> I've
Does anyone know whether a tickless system (dynamic ticks) is or is not
preferable? I have read some things that say to use dynamic tiks, but
threads in this list have said not to. Any definitive answer on this?
Thanks,
Dave
Saint K. wrote:
> Hi,
>
> Thanks for your reply (and the
November 17th at 9:01 PM Valve time. November 18th at 12:01 AM EST.
November 18th at 5:01 AM GMT(London).
http://store.steampowered.com/news/2009/
-Richard Eid
On Mon, Nov 17, 2008 at 12:56 PM, J T <[EMAIL PROTECTED]> wrote:
> What time is t
http://developer.valvesoftware.com/wiki/Valve_Time
On Mon, 2008-11-17 at 20:16 +0200, ics wrote:
> Assuming this timetable is correct, within 11 hours from now.
> http://forums.steampowered.com/forums/showthread.php?t=751397
> Valve Time.. good one :-)
>
> -ics
>
> Nicholas Hastings kirjoitti:
For HL2, the release was at 3AM EST, or Midnight PST. That makes the
most sense since Valve is on Pacific time.
Though the Demo was released at 10AM EST, 7AM PST
To be honest, only Valve knows their projected time right now, and we
probably won't know until the game pops as "Available"
ics
Assuming this timetable is correct, within 11 hours from now.
http://forums.steampowered.com/forums/showthread.php?t=751397
Valve Time.. good one :-)
-ics
Nicholas Hastings kirjoitti:
> "What time is the launch? West/East/Central Midnight? "
> Valve time :P
>
> J T wrote:
>
>> What time is th
This update seem to fix the modified version of the "csdos" exploit.
But i've modified the "Born to be pig" exploit and it crash my local server.
The connect packet (You need to connect twice on the server with this
packet) :
connect 48 challenge_here
"\prot\2\unique\-1\raw\861078331b85a424935805c
"What time is the launch? West/East/Central Midnight? "
Valve time :P
J T wrote:
> What time is the launch? West/East/Central Midnight?
>
> On Mon, Nov 17, 2008 at 9:22 AM, Stephan Botha <[EMAIL PROTECTED]>wrote:
>
>
>> Hi guys,
>>
>> Anyone have a ETA on the SDK and Server Files? It's just a f
Can't wait for crossroads. :D
On Mon, Nov 17, 2008 at 9:56 AM, J T <[EMAIL PROTECTED]> wrote:
> What time is the launch? West/East/Central Midnight?
>
>
> On Mon, Nov 17, 2008 at 9:22 AM, Stephan Botha <[EMAIL PROTECTED]>wrote:
>
>> Hi guys,
>>
>> Anyone have a ETA on the SDK and Server Files? It
What time is the launch? West/East/Central Midnight?
On Mon, Nov 17, 2008 at 9:22 AM, Stephan Botha <[EMAIL PROTECTED]>wrote:
> Hi guys,
>
> Anyone have a ETA on the SDK and Server Files? It's just a few more hours
> before the game is released and I'm sure you all want to get your servers
> work
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
[EMAIL PROTECTED] wrote:
> Yup, that's all that needs opened. Tcp is for rcon only so depending on how
> many admins you have you can lock access down to specific IPs if you want
Excellent. Thank you.
Jay
>
>> -Original Message-
>> From:
Yup, that's all that needs opened. Tcp is for rcon only so depending on how
many admins you have you can lock access down to specific IPs if you want
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:hlds_linux-
> [EMAIL PROTECTED] On Behalf Of Jay Deiman
> Sent: 17 November 2008 17:
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
I just fired up an l4d demo dedicated server and I've noticed that the
srcds server opens quite a few ports. Exactly which ports do I need to
open on my firewall to allow normal usage since I'm using the default
starting point for ports (27015) and fo
Everybody on the Steam Forums who removed the setinfo commands in their cfg
said that it fixed it.
Is your server using a plugin which put setinfo lines into people cfg?
Also, I heard that if you have a / in your nick, this could be causing it.
2008/11/17 StRaT0 <[EMAIL PROTECTED]>
> Hello hlds
Hi guys,
Anyone have a ETA on the SDK and Server Files? It's just a few more hours
before the game is released and I'm sure you all want to get your servers
working.
www.l4dmods.com
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Yes i know but i forget the topic and i dident know if that was good or bad.
Sorry for that!
//Emil
> Date: Mon, 17 Nov 2008 09:02:05 -0800
> From: [EMAIL PROTECTED]
> To: hlds_linux@list.valvesoftware.com
> Subject: Re: [hlds_linux] HLDS Crash in debian
>
> You already posted to the list. Give
You already posted to the list. Give it some time.
On Mon, Nov 17, 2008 at 8:12 AM, Emil Wennerdahl <[EMAIL PROTECTED]> wrote:
>
> Hello!
>
> I got this problem on my HLDS server
> Someone knows about it ?
>
> But its not all the time. The server can run a wile and then it crash and
> start again
Did you also notice the server trys to kick the "Tank" and fails? I noticed
this a bunch of times watching the log.
This is the demo, I'm sure things will be different when the full game is
released.
On Mon, Nov 17, 2008 at 7:56 AM, <[EMAIL PROTECTED]> wrote:
> One thing I've noticed is that bot
Hi,
Thanks for your reply (and the others). The kernel in question used is the
2.6.27. I compiled it using the default config file which ships with Lenny.
I have played around with HZ settings, the preempt thingies, tickles etc,
but nothing seems to influence the CPU load. (This is tested with a v
Hi,
Thanks for your reply (and the others). The kernel in question used is the
2.6.27. I compiled it using the default config file which ships with Lenny.
I have played around with HZ settings, the preempt thingies, tickles etc,
but nothing seems to influence the CPU load. (This is tested with a v
Hello hlds,
After this last update (15.11.2008) some clients complain that they
receive an error while connecting to some of the servers.
The error is "Unknown HLTV client type"
The thing is that not all the clients get this error. I`ve searched
the forums for some info and all i could
It's not possible now, but yes, adding the ability to set the binding ip for
the netcons would be a good feature.
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of David A. Parker
Sent: Monday, November 17, 2008 8:06 AM
To: Half-Life dedicated Linux server
Hello!
I got this problem on my HLDS server
Someone knows about it ?
But its not all the time. The server can run a wile and then it crash and start
again
Dist : Debian
--
CRASH: Mon Nov 17 16:40:14 CET 2008
Start Line: ./hlds_i686 -game cstrike +ma
Hello,
I was wondering if it would be possible to make srcds bind to netcon
ports on the IP of the server instead of 0.0.0.0. This would allow you
to keep srcds more sandboxed and separated from other processes/servers
running on the same box. Also, if you are running multiple L4D servers
on
Yes, only thing that could have increased is slight peaks on TF2 server
CPU usage but overall its running as fine as before like few other
servers on that machine. 30 slot TF2, average CPUon full ~85% (1 core),
C2Q6600 2,4GHz. There was a email screenshot on some site where a guy
asked if Valv
You can't run lenny with an old kernel since you need a 2.6 kernel and
during the update it would have taken the latest kernel from the apt
repositories.
On Mon, Nov 17, 2008 at 7:26 AM, ics <[EMAIL PROTECTED]> wrote:
> We also updated to lenny from etch so we could have never glibc to run
> L4D
One thing I've noticed is that bot-controlled boss zombies are counted
towards the amount of players, while bot-controlled players aren't. So if
there's 3 players in the game, and there's currently a smoker and a boomer
running around, I see 5 players for that server when doing a "status" on the
p
Not sure exactly what you are asking, but yes, there is bidirectional
communication between the parent process and all the children.
It isn't used for much right now, but more info could be transmitted. Currently,
- the parent can send concommands to all children
- the parent sees the spew from a
Did you check with htop?
I see tf2 is eating around 5% of the total cpu on a quad core:
CPU: Intel(R) Xeon(R) CPU X3210 @ 2.13GHz
Kernel: Stock Debian kernel: 2.6.26-1-amd64
On Mon, Nov 17, 2008 at 4:26 PM, ics <[EMAIL PROTECTED]> wrote:
> We also updated to lenny from etch so we could have nev
We also updated to lenny from etch so we could have never glibc to run
L4D and i havent seen any increased performance with TF2 server on the
same machine as L4D ones are. If you have old kernel or one that came
along with a system, that might be the cause.
-ics
Jordy van Wolferen kirjoitti:
>
Hello!
I got this problem on my HLDS server
Someone knows about it ?
Dist : Debian
--
CRASH: Mon Nov 17 16:40:14 CET 2008
Start Line: ./hlds_i686 -game cstrike +maxplayers 17 +map cs_paintball.bsp
-pingboost 2 +ip 192.168.0.198 +port 27015 -autoupdat
I have the feeling it;s debian related.
I updated from etch to lenny (for l4d) and tf2 is using way more resources now.
Can anyone confirm this?
On Mon, Nov 17, 2008 at 3:38 PM, Saint K. <[EMAIL PROTECTED]> wrote:
> Hi,
>
> I recently installed Debian Lenny on a dual Qcore Xeon (new onces) 2.33GHz
Hi,
I recently installed Debian Lenny on a dual Qcore Xeon (new onces) 2.33GHz
machine. My issue currently is that an empty TF2 server uses already around
8% CPU load on a single core. With 5 players this rises to 25% already, and
when coming close to 20 players it uses 99.99% of one core(10 ish F
Hi,
I recently installed Debian Lenny on a dual Qcore Xeon (new onces) 2.33GHz
machine. My issue currently is that an empty TF2 server uses already around
8% CPU load on a single core. With 5 players this rises to 25% already, and
when coming close to 20 players it uses 99.99% of one core(10 ish F
Well, the new source dedicated server as a new feature: fork command line.
May the engine permit data exchange between the childs processes (telnet) ?
This may be a revolution.
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l4d_full will preload the full game, I assume left4dead will become
active once the final game is released.
On 17 Nov 2008, at 11:47, Ferenc Kovacs wrote:
> 2008/11/16 Nick Olsen <[EMAIL PROTECTED]>
>
>> I just went to check if the dedicated server files were released
>> for the
>> full game
2008/11/16 Nick Olsen <[EMAIL PROTECTED]>
> I just went to check if the dedicated server files were released for the
> full game and I see 3 things.
> l4d_demo
> l4d_full
> left4dead
>
> Which one is the dedicated server files for the full game?
>
>
> __
Hi !
I'm trying to get a 1000FPS stable server, with pain.. I've followed many
recommendations on this thread like :
- RT patched kernel (from Ingo Molnar)
- with and without HRT Support
- Tickrate 1000 and pingboost 2
I've posted my configuration here : http://pastebin.com/f7c4dff1e
here's the
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