On 27/08/2014 15:37, Frank wrote:
Pushing USA players to EU is a problem on its own that can be dealt with.
Yes, by providing more USA servers (and perhaps servers in some regions
that don't
have any - hint: if you want full servers run them where Valve don't)
You can make servers better
On 27/08/2014 15:59, Alexander Corn wrote:
How, exactly, do you expect people to get players on their servers when
about 45% of people probably don't even know that the server browser exists?
Right, because only a guy who pretends to be a Doctor can be intelligent
enough to use the server
dan, you don`t get the point of this discussion. While old bad servers are
full of players, new good servers can`t get players not because they are
bad, but because players don`t want to open server browser and look for a
good server. (Im not saying that all old servers are bad and all new
servers
Who said in this thread that people are too dumb to use the server
browser? They obviously aren't, and what you present is a
non-argument. Fact is: A significant part of the playerbase is not
using the server browser anymore, and the alternative options by
default heavily prefer Valve servers, to
.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ilya Larin
Sent: Wednesday, August 27, 2014 11:21 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] [hlds] New SteamID format for TF2
If you hold someone's hand from the start and never let go, they're never
going to grow up. In this case, people are conditioned to click the giant
PLAY MULTIPLAYER button and click PLAY NOW. Many players never click
the server browser button, and of those who do, many take one look at it,
get
: [hlds_linux] [hlds] New SteamID format for TF2
dan, you don`t get the point of this discussion. While old bad servers are
full of players, new good servers can`t get players not because they are
bad, but because players don`t want to open server browser and look for a
good server. (Im not saying
...@list.valvesoftware.com] On Behalf Of Ilya
Larin
Sent: Wednesday, August 27, 2014 11:21 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] [hlds] New SteamID format for TF2
dan, you don`t get the point of this discussion. While old bad servers
are
full of players
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ilya
Larin
Sent: Wednesday, August 27, 2014 11:21 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] [hlds] New SteamID format for TF2
dan, you don`t get the point of this discussion
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ilya
Larin
Sent: Wednesday, August 27, 2014 11:21 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] [hlds] New SteamID format for TF2
dan, you don`t get the point of this discussion. While old
list
Subject: Re: [hlds_linux] [hlds] New SteamID format for TF2
dan, you don`t get the point of this discussion. While old bad
servers
are
full of players, new good servers can`t get players not because
they
are
bad, but because players don`t want to open server
] On Behalf Of Ilya
Larin
Sent: Wednesday, August 27, 2014 11:21 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] [hlds] New SteamID format for TF2
dan, you don`t get the point of this discussion. While old bad
servers
are
full of players, new good
Dňa 27. 8. 2014 19:00 Jake Forrester wrote / napísal(a):
If we want to inspire change, we need to have a compelling argument
that the majority of us can get behind--not just psht, you ruined my
servers, revert the changes or I'll shout at you. You said it though
Default Quickplay Settings -
Before the quickplay change, there was not a single official server in the
top 200 on gametracker. If official servers were truly the best, they would
have been up there in equal numbers.
Some community server worse than official ones. But there are a large
number of community servers that were
That and the fact that most of the time they seem to not respond to bugs or
topics such as Quickplay.
On 27 August 2014 20:39, Robert Paulson thepauls...@gmail.com wrote:
Before the quickplay change, there was not a single official server in the
top 200 on gametracker. If official servers
On 27/08/2014 16:30, Alexander Corn wrote:
If you hold someone's hand from the start and never let go, they're never
going to grow up. In this case, people are conditioned to click the giant
PLAY MULTIPLAYER button and click PLAY NOW. Many players never click
the server browser button, and of
On 27/08/2014 16:28, Frank wrote:
You can't argue with him..I have no idea why I even replied.
You said it though Default Quickplay Settings - Valve needs to take the
default settings off of Valve servers as targets and apply them to the
Community servers or just mix them up so they are all
Just to clarify..
I never intended to sound like someone who promotes valve's quickplay
decision as a perfect, nor the servers superior to community ones (well,
at least a bunch of them), but looking on it as players that prefer
vanilla experience then yeah, valve's ones are the most
Given your reply was sent to my inbox directly and not just the mailing
list then I'll assume you meant the message for me. In response I ask since
when am I currently whining about Quickplay every week, and when did I
claim that you were someone who promoted their decision to ignore us/server
You realize that was back in November when elitepowered was using fake
players even when Valve had been notified about them months before?
Punishing all community servers for this is like deleting the Valve
workshop just because one person used copyrighted art.
On Wed, Aug 27, 2014 at 2:04 PM,
We were punished in a similar fashion 3 years before on my campus, where
the whole building of 2000 students were stripped from the internet for
a day because of a single person that disobeyed the rules - it's a
shitty approach but sadly we can't do anything against it.
And I am aware of that
...@list.valvesoftware.com] On Behalf Of Weasels Lair
Sent: Monday, August 25, 2014 10:11 PM
To: Half-Life dedicated Win32 server mailing list
Cc: hlds_annou...@list.valvesoftware.com; hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] [hlds] New SteamID format for TF2
Eric -
Is there any clarity
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Weasels Lair
Sent: Monday, August 25, 2014 10:11 PM
To: Half-Life dedicated Win32 server mailing list
Cc: hlds_annou...@list.valvesoftware.com; hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] [hlds] New SteamID format for TF2
@list.valvesoftware.com
Subject: Re: [hlds_linux] [hlds] New SteamID format for TF2
Eric -
Is there any clarity Valve can share on which games this change will
occur with next? CS:S? HL2MP? HL1DM(Source)MP?
Also, is this planned eventually for GoldSrc-based titles as well? (HL1,
CS, DMC, TFC
Subject: Re: [hlds_linux] [hlds] New SteamID format for TF2
Eric -
Is there any clarity Valve can share on which games this change will
occur with next? CS:S? HL2MP? HL1DM(Source)MP?
Also, is this planned eventually for GoldSrc-based titles as well?
(HL1,
CS, DMC, TFC, DoD
Eric -
Is there any clarity Valve can share on which games this change will occur
with next? CS:S? HL2MP? HL1DM(Source)MP?
Also, is this planned eventually for GoldSrc-based titles as well? (HL1,
CS, DMC, TFC, DoD, etc.)? or will it only effect Source-based titles?
I ask because, although
It should also be noted that Linux servers have new dependencies on the
32-bit versions of ncurses and tinfo5. Which aren't installed by default
on 64-bit systems.
On Debian/Ubuntu, these are provided by lib32ncurses5 and lib32tinfo5.
On Thu, Aug 7, 2014 at 4:54 PM, Eric Smith
We've released a fix for the problem that Windows dedicated servers are having.
Update your servers again and let me know if you're still having problems.
This does not affect Linux dedicated servers.
-Eric
-
From:
Just to make this clear, you know that all server installs have
rd_asteroid.bsp and pl_cactuscanyon.bsp on them now, right? Calling
them beta makes it sound like they're restricted to only some servers.
On 7/8/2014 6:55 PM, Eric Smith wrote:
We've released a mandatory update for TF2. The
So, buggy is what they really are? lol.
On Tue, Jul 8, 2014 at 4:12 PM, Jordan Olling jordanoll...@gmail.com
wrote:
I think they're called beta because we're getting a sneak peek of them,
but they might not be completely finished yet.
On Tue, Jul 8, 2014 at 4:08 PM, Ross Bemrose
There's been a new blog post since I posted... it mentions that the maps
may be changing a lot.
http://www.teamfortress.com/post.php?id=13817
On 7/8/2014 7:15 PM, Weasels Lair wrote:
So, buggy is what they really are? lol.
On Tue, Jul 8, 2014 at 4:12 PM, Jordan Olling jordanoll...@gmail.com
Is there a reason rd_asteroid isn't appearing in the Beta Quickplay?
You can only find servers with pl_cactuscanyon on it.
On 7/8/2014 6:55 PM, Eric Smith wrote:
We've released a mandatory update for TF2. The notes for the update are below.
The new version number is 2314660.
-Eric
, 2014 7:38 PM
To: Half-Life dedicated Win32 server mailing list;
'hlds_linux@list.valvesoftware.com'
Subject: Re: [hlds_linux] [hlds] Mandatory TF2 update released
Is there a reason rd_asteroid isn't appearing in the Beta Quickplay?
You can only find servers with pl_cactuscanyon on it.
On 7/8
dedicated Win32 server
mailing list
Subject: Re: [hlds_linux] [hlds] Mandatory TF2 update released
There are lots of Asteroid servers in the list of quickplay servers. I'm not
sure why you aren't seeing them.
-Eric
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
Silly question perhaps, but you're not running steamcmd updates while the
server is still running from the same set of files, are you? I've seen that
cause some _very_ weird (similar) problems on Linux systems b/c of how files
are handled - some files get overwritten, others that are still in
On 07/06/2014 02:44, Robert Paulson wrote:
Oh boy, I'm going to enjoy watching you squirm from this one. Nice try
deleting your Reddit and Twitter account.
Oh ffs, you halfwitted moron. That is not my steam account.
Fletcher : is this twat's google searches on a keyword really relevant
to
How about you guys take your troll-fest to 4chan where it belongs and keep
it off of the hlds mailing list. Dan, you troll every single thread in
this mailing list with worthless, irrelevant, trolly replies. Find a
better hobby. Robert, you're rooting for a dying game. Valve realized
they make
On 07/06/2014 13:09, Rick Dunn wrote:
How about you guys take your troll-fest to 4chan where it belongs and keep
it off of the hlds mailing list. Dan, you troll every single thread in
this mailing list with worthless, irrelevant, trolly replies. Find a
better hobby.
Having a different
I apologize if I used hyperbole to prove a point in my obviously extremely
sarcastic post above. My point is valid. You do not contribute any useful
input into any of the posts in which you do participate. Having a
different opinion than someone else is trolling if your opinion is
completely
On 07/06/2014 14:25, Rick Dunn wrote:
I apologize if I used hyperbole to prove a point in my obviously extremely
sarcastic post above. My point is valid. You do not contribute any useful
input into any of the posts in which you do participate.
I don't post for your benefit. I post feedback
Please don't drag me into this as if I care about his play time. I
normally just monitor this list, and have noticed that any time there is a
pissing contest, they almost always involve the same few people, and the
reason I poked my head into this conversation to begin with was to request
this be
You know, you see some interesting trends if you look at the graphs on
that SteamGraph site on a per-year basis.
2011:
http://www.steamgraph.net/index.php?action=graphjstime=1appid=440from=129385800to=132530760
2012:
On 06/06/2014 07:32, Ross Bemrose wrote:
You know, you see some interesting trends if you look at the graphs on
that SteamGraph site on a per-year basis.
If you cross reference your graphs with Paulson's posts can you find
the previous 30 times he's claimed the game is dying?
Valve should
So just because TF2 still exists now means it was never losing any players?
That's some solid logic right there. You should leave these mailing lists
to the people that actually still play TF2.
On Fri, Jun 6, 2014 at 1:22 PM, dan needa...@ntlworld.com wrote:
On 06/06/2014 07:32, Ross Bemrose
On 06/06/2014 21:31, Robert Paulson wrote:
So just because TF2 still exists now means it was never losing any players?
There seems to be a constant supply of new players.
You can see that on the official servers at the end of a round when
people on the winning team get achievements
like
The game isn't dying. It is and has more or less always been in the top 5
games on steam.
If Valve is willing to put in massive amounts of developer time into
patches, it can make up for their bad decisions. And sometimes they
actually made good decisions such as shutting down all their servers
On 07/06/2014 00:07, Robert Paulson wrote:
It doesn't matter if it has always been in the top 5 games on Steam.
It deserves to be in the top 2 especially with the amount of dev time
spent on it. I'm not going to hold off on complaining until it becomes
the 6th most played game on Steam,
Well it is in the top 2 sometimes. They move around.
It hasn't been top 2 in very long time.
That's not my steam account
Yeah ok sure. It is just someone else that uses the nonsensical phrase
needaxeo and nigelwantskfc on TF2 since 2012 also calls himself Dan,
also in the UK, talks the same
On 07/06/2014 01:14, Robert Paulson wrote:
Well it is in the top 2 sometimes. They move around.
It hasn't been top 2 in very long time.
It was 2nd when I posted earlier. It's 3rd now.
That's not my steam account
Yeah ok sure. It is just someone else that uses the nonsensical phrase
Oh boy, I'm going to enjoy watching you squirm from this one. Nice try
deleting your Reddit and Twitter account.
From your post here, it is proven that you used the IP 109.169.41.202
http://article.gmane.org/gmane.games.fps.halflife.hlds/34460/
This IP not only shows that you use the handle
Hallowed are the Ori.
Dr. McKay
www.doctormckay.com
On Thu, Jun 5, 2014 at 11:08 PM, Weasels Lair wea...@weaselslair.com
wrote:
Excuse me? I will eh ... make maybe US$20 this month in revenue from
the non-video/banner ads I am running. I've been doing dedicated servers
of one form or
I bet the main goal of disabling community servers by default was
preventing players from getting wrong experience of the game. If i was
Valve id do the same. Since a tonn of servers violating quickplay rules and
even Valve policy of truth still participating in it, putting only Valve
servers by
Wouldn't HLDS_ANNOUNCE be better suited and/or specifically meant for that
sort of thing?
From: Ross Bemrose rbemr...@gmail.com
To: Half-Life dedicated Linux server mailing list
hlds_linux@list.valvesoftware.com; Half-Life dedicated Win32 server mailing
hlds_announce would be better for that, yes... but as far as I know,
only Valve employees have write access to that list.
On 6/4/2014 7:23 AM, Bjorn Wielens wrote:
Wouldn't HLDS_ANNOUNCE be better suited and/or specifically meant for that
sort of thing?
I am not sure this list is the right place for 3rd-party games/mods to be
announcing their updates? Kind of thought it was more for Valve-related
and general HLDS/SRCDS.
There is a published SteamAPI update URL for Fistful-of-Frags:
I'll go look at it again. Could be something wrong with me and my
config. Thx for your report.
On 5/14/14, 18:16, Weasels Lair wrote:
I finally got-around to trying this on my FoF server's today. I was
able to generate 4 different tokens (one for each server instance)
using the AppID
Does anyone have a solution for adding a hidden reserved slot without having to
go to a max of 19 visible slots?
The cBase and connect extentions from sourcemod don't seem to work on FoF and
the engine locks at 20 players.
Cheers,
Saint K.
___
To
Ditto for me. Linux servers running SourceMod seem fine so far (at least
for TF2, haven't check my CS:S yet). Here's the MM:S and SM I am running
on TF2 (kind of old actually it seems):
meta version
Metamod:Source version 1.10.0-dev
Build ID: 837:978c7cd9b0b2-dev
Loaded As: Valve Server Plugin
I can verify this crash on windows 2008 server running tf2.
On Thu, May 15, 2014 at 7:21 PM, Weasels Lair wea...@weaselslair.comwrote:
Ditto for me. Linux servers running SourceMod seem fine so far (at least
for TF2, haven't check my CS:S yet). Here's the MM:S and SM I am running
on TF2
I do not think Fistful-of-Frags dedicated server is setup for that server
registration stuff (sv_setsteamaccount). I asked the developer about it
like a month ago - and he didn't seem to know what I was talking about.
But, the server list is not gigantic (like TF2, or CS, etc.). So, no big
deal
It's built into the engine. Mod code doesn't touch it. I believe that
the 2013 SDK Base was last updated after it was added, so it should be
there.
--
Nicholas Hastings
AlliedMods.net http://www.alliedmods.net
Weasels Lair mailto:wea...@weaselslair.com
Wednesday, May 14, 2014 1:03 AM
I do
The command was valid, so the FoF engine seems to know what to do with
it, and my token was registered about 48 hours before I started using
it. However, it seems to be breaking Steam login for the server.
On 5/14/14, 9:16, Nicholas Hastings wrote:
It's built into the engine. Mod code
PS: Regarding HLStatsX:CE, I also had to update the teams for the new FoF
- since there are potentially four teams now:
Vigilantes = Blue in hud messages, etc.
Desperados = Red in hud messages, etc.
Bandidos = Yellow in hud messages, etc.
Rangers = Green in hud messages, etc.
Here's what I am
I'm running replays on three servers 24/7 and haven't received complaints.
We've been using them since released and haven't turned them off besides
for the FTP bug at the beginning with threads.
That's maybe a difference -- we are using a FTP offload server. Are you?
We clean up the FTP server
i used to have ftp to offload, then i just created a http server on each
server since if the ftp is down, it could lock up your game if the
connection is lost for whatever reason.
2014-05-11 14:58 GMT+02:00 Steven Sumichrast packh...@gmail.com:
I'm running replays on three servers 24/7 and
Apart from the FTP bug that cause the server to crash when it has any
problem shipping the replay files to the FTP server, the replays worked as
expected on my servers.
I'm running them on local http server mode and didn't have any problems
whatsoever.
_pilger
On 11 May 2014 09:58, Steven
Funny (or maybe not funny) you should mention that. My VPS got shut-down
last-night by my hosting provider because there was Traffic size:[627
Mbit/sec]. I am not certain if it was an actual DDoS attack, or just
the fact that there was so much demand for FoF servers. I had 8 FoF
servers
Hi, thanks for bringing this back to my attention.
So, I was sorta wrong. It's not the format of the file. It actually is
the wrong AppID in the file, but it wasn't a problem of my doing. You
were correct that the wrong APPID was in the wrong file.
FoF Client APPID = 265630
FoF Server AppID
The community really appreciates the help by the way. Some stuff of
interest to potential server-operators:
Regarding SourceMod Metamod:Source ...
The game is based on Source SDK 2013. So, I believe I had to run the
development snap-shots of MM:S and SM. Here's what I am running on my FoF
PS: Another FoF-specific thing server-op's might not be accustomed-to ...
the maximum number of player-slots is currently hard-coded to 20. I
continue to have an on-going dialog with the developer about that (as you
can imagine), but at the moment - it is still limited to 20.
On Sat, May 10,
I typically put most command-line stuff in autoexec.cfg myself, but it
takes pretty-much the standard stuff any SRCDS server will take. Here's
mine (on Linux):
./srcds_run -secure -game fof -nohltv +port 6311 -steamport 7311 -debug;
I put mp_teamplay 1 in the autoexec.cfg, along with what map
Yeah, I moved from Wheezy to Jessie (v8 / testing) to get past the GLIBC
junk (new requirement with Source SDK 2013). The version of Wheezy is like
2 years old. I think there's a work-around where you can drop a copy of
lib from more modern GLIBC (same distro arch) into the /bin folder and it
wow, thanks! very generous of you!
I am sure all the players trying to get into the game would thank you!
(if they knew anything about how the back-end stuff even works)
On Sat, May 10, 2014 at 1:07 PM, Kevin s...@serveredirect.com wrote:
0 problems on ubuntu 12.04LTS here, 4 EU servers up, 7
Don't worry, you are NOT the first to try that. I probably was!
On Sat, May 10, 2014 at 1:12 PM, big john brewskii...@gmail.com wrote:
looks like i been using the wrong appid ...
___
To unsubscribe, edit your list preferences, or view the list
Thanks a lot every one. I think we've got plenty of capacity for now. I
even see a number of the pay-per-reserved-slot / pay-for-perks guys getting
into the act now too!
Not sure how long the high-demand will last. But, I am sure it will
diminish somewhat over the coming couple of weeks.
On
Hi. Can you encourage the devs to publish their UpToDateCheck URL so
that server ops can do automatic updates?
I assume this is just something they can set in Steamworks, but I don't
know that.
For example, TF2's:
Got one setup for East Canada. trying it out right now. how do i change server
slots? it shwos only 2. i added mp_maxplayers 20 in server cfg, do i need it in
the run command? BTW working fine on windows server 2012 r2
From: Weasels Lair
Yes, and it happens on my Ubuntu Linux server box as well. I filed a bug
on the source-1-games bug tracker about it about a month ago:
https://github.com/ValveSoftware/Source-1-Games/issues/1709
I'm not sure when exactly it broke, but I created a VPK of the Vs.
Saxton Hale server content on
Just a quick update:
1) Tried bringing-up CS:S server without sv_setsteamaccount, and it
worked fine.
2) I double-checked the configuration of my other servers that use
sv_setsteamaccount. The login_token was not a duplicate.
3) Checked the login_token to verify it wasn't missing a character or
What? it was .RU site - what could go wrong with that?
http://forums.pelicanparts.com/uploads22/941048597_free_candy_van1386440078.jpg
On Mon, Apr 21, 2014 at 12:09 PM, ics i...@ics-base.net wrote:
Just a worhy note for everyone, don't trust every site you see on the
internet. No one knows
Thanks for this Nicholas, I hope that pulling ND out of beta for Linux
and the other fixes will lure some new players to this great game, so
we can actually play some fun matches again online.
On Sun, Apr 20, 2014 at 9:23 PM, Nicholas Hastings
psycho...@alliedmods.net wrote:
A mandatory update
I've heard that this adds the sv_setsteamaccount command to these games.
Is that true?
If so, I'll remind players that I have a temp webpage for registering
those accounts until Valve makes one... you can find it at
http://tf2.rbemrose.com/steamreg.html
You can also find it on my
A mandatory update for Nuclear Dawn has been released.
For anyone still running servers, you will need to update in order for
clients to still be able to connect. This is the final version of the
update that has been on the linuxbeta branch for the past few months.
As a reminder, ND
Actually, I think something DID come down during that initial update on the
server-side I had attempted.
On my *test* TF2 server install (not Beta just another copy of TF2),
where I ran that update earlier today (which errored-out), the steam.inf
file contains:
PatchVersion=2177902
Yea, I am probably just a little paranoid after the Counter-Strike issues
earlier in the week.
On Sat, Apr 19, 2014 at 4:27 PM, ics i...@ics-base.net wrote:
Sometimes Valve pushes out unannounced updates for servers or clients. If
you update, sometimes your server will break untill next
Well, taskset doesn't work, that's for sure. If there's any other way to do
that... maybe.
# taskset -pc 0 `pidof srcds_linux`
pid 875's current affinity list: 0-23
pid 875's new affinity list: 0-23
#
_pilger
On 16 April 2014 02:25, Svensk Ljud Ljus Produktion i...@teaterljud.sewrote:
Hey guys!
Thanks for all the help. The suttering problem is now gone. It was really
related to the disk I/O latency being screwed up. Since my host moved me to
another box it is alright again.
But ever since we moved to the new box, we've been experiencing some weird
CPU usage that we didn't
I suggest wrapping your server start-up scripts in nice, and see if that
helps at all.
For example, if you normally have a start-up like this:
./srcds_run -secure -game tf
Just add nice -n # in front of it like this:
nice -n 6 ./srcds_run -secure -game tf
Lower the number, the
Um... I don't know if it's not much clear on the image, but the server is
already niced to -10. It's on the script already. :)
Didn't help.
_pilger
On 15 April 2014 21:37, Weasels Lair wea...@weaselslair.com wrote:
I suggest wrapping your server start-up scripts in nice, and see if that
Can you try to run on cpu 1 ?
Some OP related stuff use to use cpu 0 !
Peter
pilger skrev 2014-04-16 02:43:
Um... I don't know if it's not much clear on the image, but the server is
already niced to -10. It's on the script already. :)
Didn't help.
_pilger
On 15 April 2014 21:37, Weasels
i assume you disabled sprays too? if you got 10k sprays in your folder it
also brings it to it knees performance wise. If you can install it, i
normally use iotop to see big troublemakers (although you might not see
the other guys since its a vps)
As comparison, updating 15 servers on a normal
Sprays were on, but our community isn't that big and it doesn't tend to
spam spray all that much. Still a good advice. I'll keep an eye on the
folder and trim it from time to time. I was using iotop and ioping to track
my i/o activities but iotop doesn't show latency so it was only useful to
check
I'm afraid I can't use iostat on a VPS. Shows me a Cannot find disk data
warning and dies. Googled it a bit and found a bunch of iostat doesn't
work from inside containers and it would be a security issue if you could
have that kkind of access to physical drivers from inside a virtual
machine.
Did a ioping instead. I believe it does the trick of measuring.
Here's what I got:
*4.0 kb from . (ext4 /dev/ploop48624p1): request=1 time=283 us4.0 kb from
. (ext4 /dev/ploop48624p1): request=2 time=540 us 4.0 kb from . (ext4
Wow that's some pretty ridiculous I/O lag. It's pretty obvious the VPS you
have isn't intended for anything I/O intensive (or has too much I/O
intensive stuff on it already). I'd recommend moving to a VPS provider
that has fully virtualized containers rather than the para-virtualized ones
you
+1
SSD might help, but only might.
If you think about the underlying machines they are limited on the
dimensions of CPU, RAM, and disk. If the provider uses SSD that would
generally improve the disk performance but if that means they then cram
more customers onto the box because they have
Any idea of how many IOPS would be needed for hosting a decent srcds with
replays enabled!? I've had one host offering me 100 but I'm not really sure
how is that converted to latency. I know it isn't a direct relation, but I
think it might depend on the hardware specs.
Anyways, I just wonder if
Hmm, I'd say try disabling re-plays for a while and see if that makes any
different. That might generated a lot of (unnecessary) traffic and
storage I/O on an ad-hoc basis. If that makes things better, than that
might indicate you need storage I/O (i.e. find a host that uses all
solid-state
You can't tell from that number alone. Same as on the CPU dimension your
provider can sell 100 IOPs to 30 customers on a disk subsystem that
might provide, for examples sake, 800 IOPs. Theoretically it limits the
damage one customer could do but overall the system is still oversold -
what
@Weasels
Yeap. Got replays disabled for a while as long as logging. Though it is a
feature our community misses and we can't afford to have it disabled for
the long run. But yeah, the stuttering gets considerably better with
replays and logging off. I don't think I got what you said about storage,
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