Re: [hlds_linux] New TF2 server installation - lag issues

2011-07-04 Thread John

Mr. Sumichrast speaks the truth.

Virtualization itself doesn't cause problems, as virtualizing actually 
works quite well when done correctly nowadays. However, overcommitted 
machines, slow hardware, and poorly configured software setups can cause 
issues, just as they can for regular game servers on a shared bare-metal 
platform.


In Ryan Morrison's case, the problem appears to be his processor -- 
Intel 5130s are just very slow. Back in 2006, they were hot stuff, but a 
more modern L5640 processor (for instance) will be several times as 
fast. Nehalem+ processors also come with newer virtualization technology 
that offers much higher performance (EPT).


Ryan, definitely ask your host to upgrade your processor to they best 
they have. Hopefully they are running something better than L5420s now, 
as those are also pretty slow. Some form of Nehalem+ would be best, and 
Sandy Bridge even better.


-John

On 7/3/2011 4:40 PM, Steven J. Sumichrast wrote:

I run three 24 slot tf2 servers on ESXi without any performance issues 
whatsoever, and they're full almost around the clock with real clients.   In 
addition to those I have run killing floor and left4dead(2) servers all 
simultaneously.

Proper virtualization with the right hardware runs source engine games just 
fine. If you put virtualization on cheap hardware (say where you would normally 
run just one source server) then of course it will be a brutal experience.

It sounds like in this particular case the host this node is on has a lower 
clock cycle processor or is over burdened. Thats not a virtualization problem.

Steven J. Sumichrast

On Jul 3, 2011, at 6:21 PM, Steven Hartlandkill...@multiplay.co.uk  wrote:


Then your either lucky or just running small servers or just haven't noticed
the loss in performance your suffering.

VM's by their very nature are no substitute for real hardware for time critical
applications such as game servers. So if your using them and see any performance
issues, first ditch the vm before looking anywhere else.

   Regards
   Steve

- Original Message - From: James 
Puckettjamesrichardpuck...@gmail.com



I run SRCDS on several VM's hosted on my box and experience no lag.



This e.mail is private and confidential between Multiplay (UK) Ltd. and the 
person or entity to whom it is addressed. In the event of misdirection, the 
recipient is prohibited from using, copying, printing or otherwise 
disseminating it or any information contained in it.
In the event of misdirection, illegible or incomplete transmission please 
telephone +44 845 868 1337
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Re: [hlds_linux] Player lag since the uber update?

2011-07-04 Thread Shin Ice
Hi,

some of my users are complaining the same thing, but the only
difference is that we are playing CS:S

On Sun, Jul 3, 2011 at 8:44 PM, ics i...@ics-base.net wrote:
 Only lagspikes ive seen lately come from multiple connects to the server
 from the players. For some reason, the authentication takes some time too
 long and it causes small spike. This is with and without replay enabled.

 -ics

 3.7.2011 21:24, clad iron kirjoitti:

 i a have felt the hard lag spikes after respawning and the replay is
 uploading.

 On Sun, Jul 3, 2011 at 11:33 AM, Eli Witteliw...@gmail.com  wrote:

 No, 24 slots. No tickrate or FPS enhancers, either. Core settings are all
 vanilla.

 On Sun, Jul 3, 2011 at 11:00 AM, Chris Oryschakch...@oryschak.com
 wrote:

 Are you running a 32 man server?
 If you have 'net_graph 4' enabled do you see a gap in the graph?

 Chris

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eli Witt
 Sent: Sunday, July 03, 2011 10:44 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Player lag since the uber update?

 They're probably speaking about the intermittent freezes as a result of
 having replays enabled, I know for a fact that enabling replays on my
 server
 causes a second or so instance where the server just hiccups and stops.

 Everyone notices it at the same time, we've been playing while on Mumble
 and
 everyone speaks up about it at the same time, turning off replays fixes

 the

 issue entirely.

 On Sun, Jul 3, 2011 at 9:58 AM, Drogen Viech
 drogenvi...@googlemail.comwrote:

 It's probably those players who believe in high fps = less lag
 bullshit - is their ping high in the scoreboard? What kind of lag do
 they get? How much fps do they have ect.

 2011/7/3 Eric Riemersriem...@binkey.nl:

 Seen it here too, but can't pinpoint it.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jeff

 Sugar

 Sent: zondag 3 juli 2011 11:19
 To: Half-Life dedicated Linux server mailing list
 Subject: [hlds_linux] Player lag since the uber update?

 I've been having lots of reports of lag from various players since
 the

 uber

 update, from people who had none previously. I've had them run

 traceroutes

 and various tools like WinMTR during play and haven't found anything
 that leads me to believe it's on our end, nor is the CPU/memory
 usage out of bounds.

 Except for the TF2 update, nothing has changed on our end. I was
 curious

 if

 other admins have been having the same issues, or if it really is

 something

 on our end that I need to investigate further?
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Re: [hlds_linux] Player lag since the uber update?

2011-07-04 Thread Kyle Sanderson
Indeed. I didn't say anything because this was seemed to be related to
TF2... but we're having the same issue.

Kyle.

On Mon, Jul 4, 2011 at 1:16 AM, Shin Ice shin@gmail.com wrote:
 Hi,

 some of my users are complaining the same thing, but the only
 difference is that we are playing CS:S

 On Sun, Jul 3, 2011 at 8:44 PM, ics i...@ics-base.net wrote:
 Only lagspikes ive seen lately come from multiple connects to the server
 from the players. For some reason, the authentication takes some time too
 long and it causes small spike. This is with and without replay enabled.

 -ics

 3.7.2011 21:24, clad iron kirjoitti:

 i a have felt the hard lag spikes after respawning and the replay is
 uploading.

 On Sun, Jul 3, 2011 at 11:33 AM, Eli Witteliw...@gmail.com  wrote:

 No, 24 slots. No tickrate or FPS enhancers, either. Core settings are all
 vanilla.

 On Sun, Jul 3, 2011 at 11:00 AM, Chris Oryschakch...@oryschak.com
 wrote:

 Are you running a 32 man server?
 If you have 'net_graph 4' enabled do you see a gap in the graph?

 Chris

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eli Witt
 Sent: Sunday, July 03, 2011 10:44 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Player lag since the uber update?

 They're probably speaking about the intermittent freezes as a result of
 having replays enabled, I know for a fact that enabling replays on my
 server
 causes a second or so instance where the server just hiccups and stops.

 Everyone notices it at the same time, we've been playing while on Mumble
 and
 everyone speaks up about it at the same time, turning off replays fixes

 the

 issue entirely.

 On Sun, Jul 3, 2011 at 9:58 AM, Drogen Viech
 drogenvi...@googlemail.comwrote:

 It's probably those players who believe in high fps = less lag
 bullshit - is their ping high in the scoreboard? What kind of lag do
 they get? How much fps do they have ect.

 2011/7/3 Eric Riemersriem...@binkey.nl:

 Seen it here too, but can't pinpoint it.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jeff

 Sugar

 Sent: zondag 3 juli 2011 11:19
 To: Half-Life dedicated Linux server mailing list
 Subject: [hlds_linux] Player lag since the uber update?

 I've been having lots of reports of lag from various players since
 the

 uber

 update, from people who had none previously. I've had them run

 traceroutes

 and various tools like WinMTR during play and haven't found anything
 that leads me to believe it's on our end, nor is the CPU/memory
 usage out of bounds.

 Except for the TF2 update, nothing has changed on our end. I was
 curious

 if

 other admins have been having the same issues, or if it really is

 something

 on our end that I need to investigate further?
 ___
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Re: [hlds_linux] Player lag since the uber update?

2011-07-04 Thread Jonah Hirsch
I've had users on our Windows TF2 saying there's lag in our sever since the
update as well. They've described it as delays when they shoot their
weapons, especially not hitscan ones.
---
Jonah Hirsch



On Mon, Jul 4, 2011 at 1:18 AM, Kyle Sanderson kyle.l...@gmail.com wrote:

 Indeed. I didn't say anything because this was seemed to be related to
 TF2... but we're having the same issue.

 Kyle.

 On Mon, Jul 4, 2011 at 1:16 AM, Shin Ice shin@gmail.com wrote:
  Hi,
 
  some of my users are complaining the same thing, but the only
  difference is that we are playing CS:S
 
  On Sun, Jul 3, 2011 at 8:44 PM, ics i...@ics-base.net wrote:
  Only lagspikes ive seen lately come from multiple connects to the server
  from the players. For some reason, the authentication takes some time
 too
  long and it causes small spike. This is with and without replay enabled.
 
  -ics
 
  3.7.2011 21:24, clad iron kirjoitti:
 
  i a have felt the hard lag spikes after respawning and the replay is
  uploading.
 
  On Sun, Jul 3, 2011 at 11:33 AM, Eli Witteliw...@gmail.com  wrote:
 
  No, 24 slots. No tickrate or FPS enhancers, either. Core settings are
 all
  vanilla.
 
  On Sun, Jul 3, 2011 at 11:00 AM, Chris Oryschakch...@oryschak.com
  wrote:
 
  Are you running a 32 man server?
  If you have 'net_graph 4' enabled do you see a gap in the graph?
 
  Chris
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com
  [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eli
 Witt
  Sent: Sunday, July 03, 2011 10:44 AM
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] Player lag since the uber update?
 
  They're probably speaking about the intermittent freezes as a result
 of
  having replays enabled, I know for a fact that enabling replays on my
  server
  causes a second or so instance where the server just hiccups and
 stops.
 
  Everyone notices it at the same time, we've been playing while on
 Mumble
  and
  everyone speaks up about it at the same time, turning off replays
 fixes
 
  the
 
  issue entirely.
 
  On Sun, Jul 3, 2011 at 9:58 AM, Drogen Viech
  drogenvi...@googlemail.comwrote:
 
  It's probably those players who believe in high fps = less lag
  bullshit - is their ping high in the scoreboard? What kind of lag do
  they get? How much fps do they have ect.
 
  2011/7/3 Eric Riemersriem...@binkey.nl:
 
  Seen it here too, but can't pinpoint it.
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com
  [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
 Jeff
 
  Sugar
 
  Sent: zondag 3 juli 2011 11:19
  To: Half-Life dedicated Linux server mailing list
  Subject: [hlds_linux] Player lag since the uber update?
 
  I've been having lots of reports of lag from various players since
  the
 
  uber
 
  update, from people who had none previously. I've had them run
 
  traceroutes
 
  and various tools like WinMTR during play and haven't found
 anything
  that leads me to believe it's on our end, nor is the CPU/memory
  usage out of bounds.
 
  Except for the TF2 update, nothing has changed on our end. I was
  curious
 
  if
 
  other admins have been having the same issues, or if it really is
 
  something
 
  on our end that I need to investigate further?
  ___
  To unsubscribe, edit your list preferences, or view the list
  archives, please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds_linux
 
 
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[hlds_linux] cs source server crashing

2011-07-04 Thread Kacper Nowak
After updating steam all source servers crashed. I`ve noticed that +port 
is now -port, but after fixing this parameter servers crash when someone 
connects:



   VAC secure mode is activated.
*Client kadzbi connected (193.59.121.100:6489).
PreMinidumpCallback: updating dump comment
Uploading dump (in-process) [proxy '']
/tmp/dumps/crash_20110704091751_1.dmp
success = yes
response:  CrashID=bp-2a705d2d-5221-4586-9905-a4bb82110704
*
Add -debug to the ./srcds_run command line to generate a debug.log to 
help wit

h solving this problem
Mon Jul  4 09:17:52 CEST 2011: Server restart in 10 seconds
Updating server using Steam.
Checking bootstrapper version ...


How to fix it ? I`ve tried reinstalling server, running on separate 
machine, nothing helps. Server has simple config, no plugins. Seams like 
a valve bug.


Regards,
KN
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Re: [hlds_linux] cs source server crashing

2011-07-04 Thread Shin Ice
Same here.

clean install - crash
my default install - crash
different install with mods - crash

but ONLY with a quit.
I don't have any crash on mapchange neither on connects, only with a quit.

On Mon, Jul 4, 2011 at 11:45 AM, Kacper Nowak kno...@gameranger.pl wrote:
 After updating steam all source servers crashed. I`ve noticed that +port is
 now -port, but after fixing this parameter servers crash when someone
 connects:


   VAC secure mode is activated.
 *Client kadzbi connected (193.59.121.100:6489).
 PreMinidumpCallback: updating dump comment
 Uploading dump (in-process) [proxy '']
 /tmp/dumps/crash_20110704091751_1.dmp
 success = yes
 response:  CrashID=bp-2a705d2d-5221-4586-9905-a4bb82110704
 *
 Add -debug to the ./srcds_run command line to generate a debug.log to help
 wit
 h solving this problem
 Mon Jul  4 09:17:52 CEST 2011: Server restart in 10 seconds
 Updating server using Steam.
 Checking bootstrapper version ...


 How to fix it ? I`ve tried reinstalling server, running on separate machine,
 nothing helps. Server has simple config, no plugins. Seams like a valve bug.

 Regards,
 KN
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Re: [hlds_linux] cs source server crashing

2011-07-04 Thread Andres Pozos
you have to replace vphysics.so 
http://tf2.ian-justman.com/fixes/vphysics.so 
http://tf2.ian-justman.com/fixes/

Same here.

clean install -  crash
my default install -  crash
different install with mods -  crash

but ONLY with a quit.
I don't have any crash on mapchange neither on connects, only with a quit.

On Mon, Jul 4, 2011 at 11:45 AM, Kacper Nowakkno...@gameranger.pl  wrote:

After updating steam all source servers crashed. I`ve noticed that +port is
now -port, but after fixing this parameter servers crash when someone
connects:


   VAC secure mode is activated.
*Client kadzbi connected (193.59.121.100:6489).
PreMinidumpCallback: updating dump comment
Uploading dump (in-process) [proxy '']
/tmp/dumps/crash_20110704091751_1.dmp
success = yes
response:  CrashID=bp-2a705d2d-5221-4586-9905-a4bb82110704
*
Add -debug to the ./srcds_run command line to generate a debug.log to help
wit
h solving this problem
Mon Jul  4 09:17:52 CEST 2011: Server restart in 10 seconds
Updating server using Steam.
Checking bootstrapper version ...


How to fix it ? I`ve tried reinstalling server, running on separate machine,
nothing helps. Server has simple config, no plugins. Seams like a valve bug.

Regards,
KN
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Re: [hlds_linux] cs source server crashing

2011-07-04 Thread Shin Ice
Thx Andreas, but i did it saturday ;)
Still have crashes on quit.

L 07/04/2011 - 12:34:56: server_message: quit
configstore.cpp (1324) : Assertion Failed: Saving local config store
failed during shutdown
/home/VALVE/rackadmin/buildslave/steam_rel_client_linux/build/src/clientdll/configstore.cpp
1324 Assertion Failed: Saving local config store failed during
shutdown
L 07/04/2011 - 12:34:56: Log file closed
L 07/04/2011 - 12:34:56: server_message: restart
Reference Count for Material ___error (10) != 0
Reference Count for Material __depthwrite00 (1) != 0
Reference Count for Material __depthwrite01 (1) != 0
Reference Count for Material __depthwrite10 (1) != 0
Reference Count for Material __depthwrite11 (1) != 0
Reference Count for Material ___glintbuildmaterial (1) != 0
Reference Count for Material __particlesdepthwrite (1) != 0
Reference Count for Material particle/muzzleflash/noisecloud1 (6) != 0
PreMinidumpCallback: updating dump comment
Looking up breakpad interfaces from steamclient
Calling BreakpadMiniDumpSystemInit
Segmentation fault
Add -debug to the ./srcds_run command line to generate a debug.log
to help with solving this problem
Mon Jul  4 12:34:56 CEST 2011: Server restart in 10 seconds

Really interesting is the Assertion Failed and the /home/VALVE path xD

On Mon, Jul 4, 2011 at 12:30 PM, Andres Pozos javato...@yahoo.es wrote:
 you have to replace vphysics.so
 http://tf2.ian-justman.com/fixes/vphysics.so
 http://tf2.ian-justman.com/fixes/

 Same here.

 clean install -  crash
 my default install -  crash
 different install with mods -  crash

 but ONLY with a quit.
 I don't have any crash on mapchange neither on connects, only with a quit.

 On Mon, Jul 4, 2011 at 11:45 AM, Kacper Nowakkno...@gameranger.pl
  wrote:

 After updating steam all source servers crashed. I`ve noticed that +port
 is
 now -port, but after fixing this parameter servers crash when someone
 connects:


   VAC secure mode is activated.
 *Client kadzbi connected (193.59.121.100:6489).
 PreMinidumpCallback: updating dump comment
 Uploading dump (in-process) [proxy '']
 /tmp/dumps/crash_20110704091751_1.dmp
 success = yes
 response:  CrashID=bp-2a705d2d-5221-4586-9905-a4bb82110704
 *
 Add -debug to the ./srcds_run command line to generate a debug.log to
 help
 wit
 h solving this problem
 Mon Jul  4 09:17:52 CEST 2011: Server restart in 10 seconds
 Updating server using Steam.
 Checking bootstrapper version ...


 How to fix it ? I`ve tried reinstalling server, running on separate
 machine,
 nothing helps. Server has simple config, no plugins. Seams like a valve
 bug.

 Regards,
 KN
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Re: [hlds_linux] cs source server crashing

2011-07-04 Thread Philipp Reddigau
Hi,
we have the same issue.
Anyone have another suggestion?

-Ursprüngliche Nachricht-
Von: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] Im Auftrag von Shin Ice
Gesendet: Montag, 4. Juli 2011 12:36
An: Half-Life dedicated Linux server mailing list
Betreff: Re: [hlds_linux] cs source server crashing

Thx Andreas, but i did it saturday ;)
Still have crashes on quit.

L 07/04/2011 - 12:34:56: server_message: quit
configstore.cpp (1324) : Assertion Failed: Saving local config store failed
during shutdown
/home/VALVE/rackadmin/buildslave/steam_rel_client_linux/build/src/clientdll/
configstore.cpp
1324 Assertion Failed: Saving local config store failed during shutdown L
07/04/2011 - 12:34:56: Log file closed L 07/04/2011 - 12:34:56:
server_message: restart
Reference Count for Material ___error (10) != 0 Reference Count for Material
__depthwrite00 (1) != 0 Reference Count for Material __depthwrite01 (1) != 0
Reference Count for Material __depthwrite10 (1) != 0 Reference Count for
Material __depthwrite11 (1) != 0 Reference Count for Material
___glintbuildmaterial (1) != 0 Reference Count for Material
__particlesdepthwrite (1) != 0 Reference Count for Material
particle/muzzleflash/noisecloud1 (6) != 0
PreMinidumpCallback: updating dump comment Looking up breakpad interfaces
from steamclient Calling BreakpadMiniDumpSystemInit Segmentation fault Add
-debug to the ./srcds_run command line to generate a debug.log to help
with solving this problem Mon Jul  4 12:34:56 CEST 2011: Server restart in
10 seconds

Really interesting is the Assertion Failed and the /home/VALVE path xD

On Mon, Jul 4, 2011 at 12:30 PM, Andres Pozos javato...@yahoo.es wrote:
 you have to replace vphysics.so
 http://tf2.ian-justman.com/fixes/vphysics.so
 http://tf2.ian-justman.com/fixes/

 Same here.

 clean install -  crash
 my default install -  crash
 different install with mods -  crash

 but ONLY with a quit.
 I don't have any crash on mapchange neither on connects, only with a
quit.

 On Mon, Jul 4, 2011 at 11:45 AM, Kacper Nowakkno...@gameranger.pl
  wrote:

 After updating steam all source servers crashed. I`ve noticed that 
 +port is now -port, but after fixing this parameter servers crash 
 when someone
 connects:


   VAC secure mode is activated.
 *Client kadzbi connected (193.59.121.100:6489).
 PreMinidumpCallback: updating dump comment Uploading dump 
 (in-process) [proxy ''] /tmp/dumps/crash_20110704091751_1.dmp
 success = yes
 response:  CrashID=bp-2a705d2d-5221-4586-9905-a4bb82110704
 *
 Add -debug to the ./srcds_run command line to generate a debug.log 
 to help wit h solving this problem Mon Jul  4 09:17:52 CEST 2011: 
 Server restart in 10 seconds Updating server using Steam.
 Checking bootstrapper version ...


 How to fix it ? I`ve tried reinstalling server, running on separate 
 machine, nothing helps. Server has simple config, no plugins. Seams 
 like a valve bug.

 Regards,
 KN
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Re: [hlds_linux] cs source server crashing

2011-07-04 Thread Johan Hempel Bengtson
Hello,

Quit will always stop or restart the server...
Not a crash or anything. And why the F would you do a quit?

2011/7/4 Philipp Reddigau phil...@gkserver.de

 Hi,
 we have the same issue.
 Anyone have another suggestion?

 -Ursprüngliche Nachricht-
 Von: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] Im Auftrag von Shin Ice
 Gesendet: Montag, 4. Juli 2011 12:36
 An: Half-Life dedicated Linux server mailing list
 Betreff: Re: [hlds_linux] cs source server crashing

 Thx Andreas, but i did it saturday ;)
 Still have crashes on quit.

 L 07/04/2011 - 12:34:56: server_message: quit
 configstore.cpp (1324) : Assertion Failed: Saving local config store failed
 during shutdown

 /home/VALVE/rackadmin/buildslave/steam_rel_client_linux/build/src/clientdll/
 configstore.cpp
 1324 Assertion Failed: Saving local config store failed during shutdown L
 07/04/2011 - 12:34:56: Log file closed L 07/04/2011 - 12:34:56:
 server_message: restart
 Reference Count for Material ___error (10) != 0 Reference Count for
 Material
 __depthwrite00 (1) != 0 Reference Count for Material __depthwrite01 (1) !=
 0
 Reference Count for Material __depthwrite10 (1) != 0 Reference Count for
 Material __depthwrite11 (1) != 0 Reference Count for Material
 ___glintbuildmaterial (1) != 0 Reference Count for Material
 __particlesdepthwrite (1) != 0 Reference Count for Material
 particle/muzzleflash/noisecloud1 (6) != 0
 PreMinidumpCallback: updating dump comment Looking up breakpad interfaces
 from steamclient Calling BreakpadMiniDumpSystemInit Segmentation fault Add
 -debug to the ./srcds_run command line to generate a debug.log to help
 with solving this problem Mon Jul  4 12:34:56 CEST 2011: Server restart in
 10 seconds

 Really interesting is the Assertion Failed and the /home/VALVE path xD

 On Mon, Jul 4, 2011 at 12:30 PM, Andres Pozos javato...@yahoo.es wrote:
  you have to replace vphysics.so
  http://tf2.ian-justman.com/fixes/vphysics.so
  http://tf2.ian-justman.com/fixes/
 
  Same here.
 
  clean install -  crash
  my default install -  crash
  different install with mods -  crash
 
  but ONLY with a quit.
  I don't have any crash on mapchange neither on connects, only with a
 quit.
 
  On Mon, Jul 4, 2011 at 11:45 AM, Kacper Nowakkno...@gameranger.pl
   wrote:
 
  After updating steam all source servers crashed. I`ve noticed that
  +port is now -port, but after fixing this parameter servers crash
  when someone
  connects:
 
 
VAC secure mode is activated.
  *Client kadzbi connected (193.59.121.100:6489).
  PreMinidumpCallback: updating dump comment Uploading dump
  (in-process) [proxy ''] /tmp/dumps/crash_20110704091751_1.dmp
  success = yes
  response:  CrashID=bp-2a705d2d-5221-4586-9905-a4bb82110704
  *
  Add -debug to the ./srcds_run command line to generate a debug.log
  to help wit h solving this problem Mon Jul  4 09:17:52 CEST 2011:
  Server restart in 10 seconds Updating server using Steam.
  Checking bootstrapper version ...
 
 
  How to fix it ? I`ve tried reinstalling server, running on separate
  machine, nothing helps. Server has simple config, no plugins. Seams
  like a valve bug.
 
  Regards,
  KN
  ___
  To unsubscribe, edit your list preferences, or view the list
  archives, please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds_linux
 
 
 
 
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  please visit:
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Re: [hlds_linux] Ghosts on server

2011-07-04 Thread AnAkIn .
I've just had the same problem as well on my server. Player count is shown
as 24/24 in Steam server browser and HLSW. If I do a rcon status, it's
23/24. HLSW shows a ghost player which is connected since 30 min.

2011/7/2 Ronny Schedel i...@ronny-schedel.de

 The problem with  sv_master_legacy_mode 0 is, the server does not respond
 with the full rules. Custom cvars are hidden. That's useless for querying
 the server from web pages.

 -Ursprüngliche Nachricht- From: Saul Rennison
 Sent: Saturday, July 02, 2011 3:02 PM

 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Ghosts on server

 Not really, they said support for legacy masters would go at some point.

 On Saturday, 2 July 2011, Ronny Schedel i...@ronny-schedel.de wrote:
 gt; Really? That need to be fixed asap.
 gt;
 gt;
 gt;
 gt; -Ursprüngliche Nachricht- From: AnAkIn .
 gt; Sent: Saturday, July 02, 2011 2:11 PM
 gt; To: Half-Life dedicated Linux server mailing list
 gt; Subject: Re: [hlds_linux] Ghosts on server
 gt;
 gt; Unfortunately sv_master_legacy_mode 1 makes Quickplay not work at all.
 gt;
 gt; I had it set to 1 with the setmaster lines and my server was
 always empty. I
 gt; put it back to 0 and within 30 seconds my server was full.
 gt;
 gt; 2011/7/1 lt;h...@gmx.comgt;
 gt;
 gt;
 gt; Try these until Valve fixes the problem:
 gt;
 gt;  sv_master_legacy_mode 1
 gt;  setmaster add 72.165.61.153:27015
 gt;  setmaster add 63.234.149.83:27011
 gt;  setmaster add 63.234.149.90:27011
 gt; - Original Message -
 gt; From: daniel jokiaho
 gt; Sent: 06/30/11 11:15 AM
 gt; To: Half-Life dedicated Linux server mailing list
 gt; Subject: [hlds_linux] Ghosts on server
 gt;
 gt;  Today when i wake up to go to work i noticed i have two ghosts on my
 tf2
 gt; server. I have no source tv. No replay. Server.cfg is almost default.
 How
 gt; can i get rid of them, without restart. My server is almost always
 full.
 gt; __**_ To unsubscribe,
 edit your
 gt; list preferences, or view the list archives, please visit:
 gt; 
 http://list.valvesoftware.com/**mailman/listinfo/hlds_linuxhttp://list.valvesoftware.com/mailman/listinfo/hlds_linux
 gt; __**_
 gt; To unsubscribe, edit your list preferences, or view the list archives,
 gt; please visit:
 gt; 
 http://list.valvesoftware.com/**mailman/listinfo/hlds_linuxhttp://list.valvesoftware.com/mailman/listinfo/hlds_linux
 gt;
 gt;
 gt;
 gt;
 gt;
 gt; --
 gt; Best regards,
 gt; AnAkIn,
 gt; -
 gt; ESL EU TF2 Admin
 gt; http://www.esl.eu/eu/tf2
 gt; __**_
 gt; To unsubscribe, edit your list preferences, or view the list
 archives, please visit:
 gt; 
 http://list.valvesoftware.com/**mailman/listinfo/hlds_linuxhttp://list.valvesoftware.com/mailman/listinfo/hlds_linux
 gt;
 gt; __**_
 gt; To unsubscribe, edit your list preferences, or view the list
 archives, please visit:
 gt; 
 http://list.valvesoftware.com/**mailman/listinfo/hlds_linuxhttp://list.valvesoftware.com/mailman/listinfo/hlds_linux
 gt;

 --
 --
 Kind regards,
 *Saul Rennison*

 __**_
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 please visit:
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-- 
Best regards,
AnAkIn,
-
ESL EU TF2 Admin
http://www.esl.eu/eu/tf2
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Re: [hlds_linux] cs source server crashing

2011-07-04 Thread Shin Ice
The question isn't why someone do a quit but why is there a seg fault
for a quit ;)
Quit is part of the engine, so this problem is a bug that should be
fixed, or even better, it should be found out why quit causes a seg
fault

On Mon, Jul 4, 2011 at 3:08 PM, Johan Hempel Bengtson
johan12...@gmail.com wrote:
 Hello,

 Quit will always stop or restart the server...
 Not a crash or anything. And why the F would you do a quit?

 2011/7/4 Philipp Reddigau phil...@gkserver.de

 Hi,
 we have the same issue.
 Anyone have another suggestion?

 -Ursprüngliche Nachricht-
 Von: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] Im Auftrag von Shin Ice
 Gesendet: Montag, 4. Juli 2011 12:36
 An: Half-Life dedicated Linux server mailing list
 Betreff: Re: [hlds_linux] cs source server crashing

 Thx Andreas, but i did it saturday ;)
 Still have crashes on quit.

 L 07/04/2011 - 12:34:56: server_message: quit
 configstore.cpp (1324) : Assertion Failed: Saving local config store failed
 during shutdown

 /home/VALVE/rackadmin/buildslave/steam_rel_client_linux/build/src/clientdll/
 configstore.cpp
 1324 Assertion Failed: Saving local config store failed during shutdown L
 07/04/2011 - 12:34:56: Log file closed L 07/04/2011 - 12:34:56:
 server_message: restart
 Reference Count for Material ___error (10) != 0 Reference Count for
 Material
 __depthwrite00 (1) != 0 Reference Count for Material __depthwrite01 (1) !=
 0
 Reference Count for Material __depthwrite10 (1) != 0 Reference Count for
 Material __depthwrite11 (1) != 0 Reference Count for Material
 ___glintbuildmaterial (1) != 0 Reference Count for Material
 __particlesdepthwrite (1) != 0 Reference Count for Material
 particle/muzzleflash/noisecloud1 (6) != 0
 PreMinidumpCallback: updating dump comment Looking up breakpad interfaces
 from steamclient Calling BreakpadMiniDumpSystemInit Segmentation fault Add
 -debug to the ./srcds_run command line to generate a debug.log to help
 with solving this problem Mon Jul  4 12:34:56 CEST 2011: Server restart in
 10 seconds

 Really interesting is the Assertion Failed and the /home/VALVE path xD

 On Mon, Jul 4, 2011 at 12:30 PM, Andres Pozos javato...@yahoo.es wrote:
  you have to replace vphysics.so
  http://tf2.ian-justman.com/fixes/vphysics.so
  http://tf2.ian-justman.com/fixes/
 
  Same here.
 
  clean install -  crash
  my default install -  crash
  different install with mods -  crash
 
  but ONLY with a quit.
  I don't have any crash on mapchange neither on connects, only with a
 quit.
 
  On Mon, Jul 4, 2011 at 11:45 AM, Kacper Nowakkno...@gameranger.pl
   wrote:
 
  After updating steam all source servers crashed. I`ve noticed that
  +port is now -port, but after fixing this parameter servers crash
  when someone
  connects:
 
 
    VAC secure mode is activated.
  *Client kadzbi connected (193.59.121.100:6489).
  PreMinidumpCallback: updating dump comment Uploading dump
  (in-process) [proxy ''] /tmp/dumps/crash_20110704091751_1.dmp
  success = yes
  response:  CrashID=bp-2a705d2d-5221-4586-9905-a4bb82110704
  *
  Add -debug to the ./srcds_run command line to generate a debug.log
  to help wit h solving this problem Mon Jul  4 09:17:52 CEST 2011:
  Server restart in 10 seconds Updating server using Steam.
  Checking bootstrapper version ...
 
 
  How to fix it ? I`ve tried reinstalling server, running on separate
  machine, nothing helps. Server has simple config, no plugins. Seams
  like a valve bug.
 
  Regards,
  KN
  ___
  To unsubscribe, edit your list preferences, or view the list
  archives, please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds_linux
 
 
 
 
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  please visit:
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Re: [hlds_linux] New TF2 server installation - lag issues

2011-07-04 Thread Eli Witt
Thanks for the hwinfo output Ryan, that confirms what I thought and your lag
issues are likely the result of a weak CPU. Source (Especially on Linux) is
VERY poorly optimized, it will eat CPU's like candy.

shameless plug

I Rent a (single core) VDS from NFO, and depending on what I'm feeling the
E554 that I have can run either 3 Killing Floor servers, or a single insance
of SRCDS. SourceDS will chew up just about 100% of that processor on it's
own when full up on a 24 slot idle server, just ticking damage every second
or so.

On Mon, Jul 4, 2011 at 2:07 AM, John lists.va...@nuclearfallout.net wrote:

 Mr. Sumichrast speaks the truth.

 Virtualization itself doesn't cause problems, as virtualizing actually
 works quite well when done correctly nowadays. However, overcommitted
 machines, slow hardware, and poorly configured software setups can cause
 issues, just as they can for regular game servers on a shared bare-metal
 platform.

 In Ryan Morrison's case, the problem appears to be his processor -- Intel
 5130s are just very slow. Back in 2006, they were hot stuff, but a more
 modern L5640 processor (for instance) will be several times as fast.
 Nehalem+ processors also come with newer virtualization technology that
 offers much higher performance (EPT).

 Ryan, definitely ask your host to upgrade your processor to they best they
 have. Hopefully they are running something better than L5420s now, as those
 are also pretty slow. Some form of Nehalem+ would be best, and Sandy Bridge
 even better.

 -John


 On 7/3/2011 4:40 PM, Steven J. Sumichrast wrote:

 I run three 24 slot tf2 servers on ESXi without any performance issues
 whatsoever, and they're full almost around the clock with real clients.   In
 addition to those I have run killing floor and left4dead(2) servers all
 simultaneously.

 Proper virtualization with the right hardware runs source engine games
 just fine. If you put virtualization on cheap hardware (say where you would
 normally run just one source server) then of course it will be a brutal
 experience.

 It sounds like in this particular case the host this node is on has a
 lower clock cycle processor or is over burdened. Thats not a virtualization
 problem.

 Steven J. Sumichrast

 On Jul 3, 2011, at 6:21 PM, Steven 
 Hartlandkilling@multiplay.**co.ukkill...@multiplay.co.uk
  wrote:

  Then your either lucky or just running small servers or just haven't
 noticed
 the loss in performance your suffering.

 VM's by their very nature are no substitute for real hardware for time
 critical
 applications such as game servers. So if your using them and see any
 performance
 issues, first ditch the vm before looking anywhere else.

   Regards
   Steve

 - Original Message - From: James Puckettjamesrichardpuckett@*
 *gmail.com jamesrichardpuck...@gmail.com


  I run SRCDS on several VM's hosted on my box and experience no lag.


 ==**==
 This e.mail is private and confidential between Multiplay (UK) Ltd. and
 the person or entity to whom it is addressed. In the event of misdirection,
 the recipient is prohibited from using, copying, printing or otherwise
 disseminating it or any information contained in it.
 In the event of misdirection, illegible or incomplete transmission please
 telephone +44 845 868 1337
 or return the E.mail to postmas...@multiplay.co.uk.


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Re: [hlds_linux] Ghosts on server

2011-07-04 Thread Kyle Sanderson
Indeed. This was most certainly not fixed by the last update.

On Mon, Jul 4, 2011 at 6:23 AM, AnAkIn . anakin...@gmail.com wrote:
 I've just had the same problem as well on my server. Player count is shown
 as 24/24 in Steam server browser and HLSW. If I do a rcon status, it's
 23/24. HLSW shows a ghost player which is connected since 30 min.

 2011/7/2 Ronny Schedel i...@ronny-schedel.de

 The problem with  sv_master_legacy_mode 0 is, the server does not respond
 with the full rules. Custom cvars are hidden. That's useless for querying
 the server from web pages.

 -Ursprüngliche Nachricht- From: Saul Rennison
 Sent: Saturday, July 02, 2011 3:02 PM

 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Ghosts on server

 Not really, they said support for legacy masters would go at some point.

 On Saturday, 2 July 2011, Ronny Schedel i...@ronny-schedel.de wrote:
 gt; Really? That need to be fixed asap.
 gt;
 gt;
 gt;
 gt; -Ursprüngliche Nachricht- From: AnAkIn .
 gt; Sent: Saturday, July 02, 2011 2:11 PM
 gt; To: Half-Life dedicated Linux server mailing list
 gt; Subject: Re: [hlds_linux] Ghosts on server
 gt;
 gt; Unfortunately sv_master_legacy_mode 1 makes Quickplay not work at all.
 gt;
 gt; I had it set to 1 with the setmaster lines and my server was
 always empty. I
 gt; put it back to 0 and within 30 seconds my server was full.
 gt;
 gt; 2011/7/1 lt;h...@gmx.comgt;
 gt;
 gt;
 gt; Try these until Valve fixes the problem:
 gt;
 gt;  sv_master_legacy_mode 1
 gt;  setmaster add 72.165.61.153:27015
 gt;  setmaster add 63.234.149.83:27011
 gt;  setmaster add 63.234.149.90:27011
 gt; - Original Message -
 gt; From: daniel jokiaho
 gt; Sent: 06/30/11 11:15 AM
 gt; To: Half-Life dedicated Linux server mailing list
 gt; Subject: [hlds_linux] Ghosts on server
 gt;
 gt;  Today when i wake up to go to work i noticed i have two ghosts on my
 tf2
 gt; server. I have no source tv. No replay. Server.cfg is almost default.
 How
 gt; can i get rid of them, without restart. My server is almost always
 full.
 gt; __**_ To unsubscribe,
 edit your
 gt; list preferences, or view the list archives, please visit:
 gt; 
 http://list.valvesoftware.com/**mailman/listinfo/hlds_linuxhttp://list.valvesoftware.com/mailman/listinfo/hlds_linux
 gt; __**_
 gt; To unsubscribe, edit your list preferences, or view the list archives,
 gt; please visit:
 gt; 
 http://list.valvesoftware.com/**mailman/listinfo/hlds_linuxhttp://list.valvesoftware.com/mailman/listinfo/hlds_linux
 gt;
 gt;
 gt;
 gt;
 gt;
 gt; --
 gt; Best regards,
 gt; AnAkIn,
 gt; -
 gt; ESL EU TF2 Admin
 gt; http://www.esl.eu/eu/tf2
 gt; __**_
 gt; To unsubscribe, edit your list preferences, or view the list
 archives, please visit:
 gt; 
 http://list.valvesoftware.com/**mailman/listinfo/hlds_linuxhttp://list.valvesoftware.com/mailman/listinfo/hlds_linux
 gt;
 gt; __**_
 gt; To unsubscribe, edit your list preferences, or view the list
 archives, please visit:
 gt; 
 http://list.valvesoftware.com/**mailman/listinfo/hlds_linuxhttp://list.valvesoftware.com/mailman/listinfo/hlds_linux
 gt;

 --
 --
 Kind regards,
 *Saul Rennison*

 __**_
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 --
 Best regards,
 AnAkIn,
 -
 ESL EU TF2 Admin
 http://www.esl.eu/eu/tf2
 ___
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Re: [hlds_linux] New TF2 server installation - lag issues

2011-07-04 Thread Ryan Morrison
I got in touch with Linode support last night (and on the record, major
kudos to them) - within 5 minutes I got a response, within 30 minutes we
determined that it was an issue with disk I/O and within 1 hour I was up and
running on a different host with less overall disk I/O.

Seemed to have solved the lag issues - the server filled last night and no
hiccups at all from what I saw.

(On a side note, I encourage all to stay away fron NFO - I've used them
before and the experience was a total nightmare).

On Mon, Jul 4, 2011 at 10:12 AM, Eli Witt eliw...@gmail.com wrote:

 Thanks for the hwinfo output Ryan, that confirms what I thought and your
 lag
 issues are likely the result of a weak CPU. Source (Especially on Linux) is
 VERY poorly optimized, it will eat CPU's like candy.

 shameless plug

 I Rent a (single core) VDS from NFO, and depending on what I'm feeling the
 E554 that I have can run either 3 Killing Floor servers, or a single
 insance
 of SRCDS. SourceDS will chew up just about 100% of that processor on it's
 own when full up on a 24 slot idle server, just ticking damage every second
 or so.

 On Mon, Jul 4, 2011 at 2:07 AM, John lists.va...@nuclearfallout.net
 wrote:

  Mr. Sumichrast speaks the truth.
 
  Virtualization itself doesn't cause problems, as virtualizing actually
  works quite well when done correctly nowadays. However, overcommitted
  machines, slow hardware, and poorly configured software setups can cause
  issues, just as they can for regular game servers on a shared bare-metal
  platform.
 
  In Ryan Morrison's case, the problem appears to be his processor -- Intel
  5130s are just very slow. Back in 2006, they were hot stuff, but a more
  modern L5640 processor (for instance) will be several times as fast.
  Nehalem+ processors also come with newer virtualization technology that
  offers much higher performance (EPT).
 
  Ryan, definitely ask your host to upgrade your processor to they best
 they
  have. Hopefully they are running something better than L5420s now, as
 those
  are also pretty slow. Some form of Nehalem+ would be best, and Sandy
 Bridge
  even better.
 
  -John
 
 
  On 7/3/2011 4:40 PM, Steven J. Sumichrast wrote:
 
  I run three 24 slot tf2 servers on ESXi without any performance issues
  whatsoever, and they're full almost around the clock with real clients.
   In
  addition to those I have run killing floor and left4dead(2) servers all
  simultaneously.
 
  Proper virtualization with the right hardware runs source engine games
  just fine. If you put virtualization on cheap hardware (say where you
 would
  normally run just one source server) then of course it will be a brutal
  experience.
 
  It sounds like in this particular case the host this node is on has a
  lower clock cycle processor or is over burdened. Thats not a
 virtualization
  problem.
 
  Steven J. Sumichrast
 
  On Jul 3, 2011, at 6:21 PM, Steven Hartlandkilling@multiplay.**co.uk
 kill...@multiplay.co.uk
   wrote:
 
   Then your either lucky or just running small servers or just haven't
  noticed
  the loss in performance your suffering.
 
  VM's by their very nature are no substitute for real hardware for time
  critical
  applications such as game servers. So if your using them and see any
  performance
  issues, first ditch the vm before looking anywhere else.
 
Regards
Steve
 
  - Original Message - From: James Puckettjamesrichardpuckett@
 *
  *gmail.com jamesrichardpuck...@gmail.com
 
 
   I run SRCDS on several VM's hosted on my box and experience no lag.
 
 
  ==**==
  This e.mail is private and confidential between Multiplay (UK) Ltd. and
  the person or entity to whom it is addressed. In the event of
 misdirection,
  the recipient is prohibited from using, copying, printing or otherwise
  disseminating it or any information contained in it.
  In the event of misdirection, illegible or incomplete transmission
 please
  telephone +44 845 868 1337
  or return the E.mail to postmas...@multiplay.co.uk.
 
 
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Re: [hlds_linux] Ghosts on server

2011-07-04 Thread ics

It's fixed if they say it's fixed ;)

However, i restarted 2 servers this morning. One being 24 slot and 
having 2 ghosts over 24 hours of time and one being 30 slot, having 1 
ghost over 11 hours.


-ics

4.7.2011 18:02, Kyle Sanderson kirjoitti:

Indeed. This was most certainly not fixed by the last update.

On Mon, Jul 4, 2011 at 6:23 AM, AnAkIn .anakin...@gmail.com  wrote:

I've just had the same problem as well on my server. Player count is shown
as 24/24 in Steam server browser and HLSW. If I do a rcon status, it's
23/24. HLSW shows a ghost player which is connected since 30 min.

2011/7/2 Ronny Schedeli...@ronny-schedel.de


The problem with  sv_master_legacy_mode 0 is, the server does not respond
with the full rules. Custom cvars are hidden. That's useless for querying
the server from web pages.

-Ursprüngliche Nachricht- From: Saul Rennison
Sent: Saturday, July 02, 2011 3:02 PM

To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Ghosts on server

Not really, they said support for legacy masters would go at some point.

On Saturday, 2 July 2011, Ronny Schedeli...@ronny-schedel.de  wrote:
gt; Really? That need to be fixed asap.
gt;
gt;
gt;
gt; -Ursprüngliche Nachricht- From: AnAkIn .
gt; Sent: Saturday, July 02, 2011 2:11 PM
gt; To: Half-Life dedicated Linux server mailing list
gt; Subject: Re: [hlds_linux] Ghosts on server
gt;
gt; Unfortunately sv_master_legacy_mode 1 makes Quickplay not work at all.
gt;
gt; I had it set to 1 with the setmaster lines and my server was
always empty. I
gt; put it back to 0 and within 30 seconds my server was full.
gt;
gt; 2011/7/1lt;h...@gmx.comgt;
gt;
gt;
gt; Try these until Valve fixes the problem:
gt;
gt;  sv_master_legacy_mode 1
gt;  setmaster add 72.165.61.153:27015
gt;  setmaster add 63.234.149.83:27011
gt;  setmaster add 63.234.149.90:27011
gt; - Original Message -
gt; From: daniel jokiaho
gt; Sent: 06/30/11 11:15 AM
gt; To: Half-Life dedicated Linux server mailing list
gt; Subject: [hlds_linux] Ghosts on server
gt;
gt;  Today when i wake up to go to work i noticed i have two ghosts on my
tf2
gt; server. I have no source tv. No replay. Server.cfg is almost default.
How
gt; can i get rid of them, without restart. My server is almost always
full.
gt; __**_ To unsubscribe,
edit your
gt; list preferences, or view the list archives, please visit:
gt; 
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gt; __**_
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gt; please visit:
gt; 
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gt;
gt;
gt;
gt;
gt;
gt; --
gt; Best regards,
gt; AnAkIn,
gt; -
gt; ESL EU TF2 Admin
gt; http://www.esl.eu/eu/tf2
gt; __**_
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gt;

--
--
Kind regards,
*Saul Rennison*

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--
Best regards,
AnAkIn,
-
ESL EU TF2 Admin
http://www.esl.eu/eu/tf2
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Re: [hlds_linux] cs source server crashing

2011-07-04 Thread ics
The default CS Source installation is indeed broken due to faulty 
vphysics.so. The optional update where it was shipped was for TF2 only 
but as the engine files are the same, everyone who updates their server 
or installs a fresh server with hldsupdatetool, will receive the faulty 
vphysics.so along with the installation. So that's propably the reason 
for crashing up.


-ics

4.7.2011 13:20, Shin Ice kirjoitti:

Same here.

clean install -  crash
my default install -  crash
different install with mods -  crash

but ONLY with a quit.
I don't have any crash on mapchange neither on connects, only with a quit.

On Mon, Jul 4, 2011 at 11:45 AM, Kacper Nowakkno...@gameranger.pl  wrote:

After updating steam all source servers crashed. I`ve noticed that +port is
now -port, but after fixing this parameter servers crash when someone
connects:


   VAC secure mode is activated.
*Client kadzbi connected (193.59.121.100:6489).
PreMinidumpCallback: updating dump comment
Uploading dump (in-process) [proxy '']
/tmp/dumps/crash_20110704091751_1.dmp
success = yes
response:  CrashID=bp-2a705d2d-5221-4586-9905-a4bb82110704
*
Add -debug to the ./srcds_run command line to generate a debug.log to help
wit
h solving this problem
Mon Jul  4 09:17:52 CEST 2011: Server restart in 10 seconds
Updating server using Steam.
Checking bootstrapper version ...


How to fix it ? I`ve tried reinstalling server, running on separate machine,
nothing helps. Server has simple config, no plugins. Seams like a valve bug.

Regards,
KN
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[hlds_linux] TF2 Payload maps cart bug?

2011-07-04 Thread Christian Gerbrandt
Hi all,

 

After some initial problem with installing TF2, I now have the server
running.

Still face the occasional crash, which I'm still investigating.

However, there is one thing which we saw when we checked the overall health
of the server.

This one is running Payload maps only.

Played on plr_hightower today for several times, and doesn't matter which
team I'm in, the cart, at some point, just stops moving.

Is anyone else having the same problems?

Have to say there were only 2 people connected to the server during tests.

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[hlds_linux] Incorrect player counts in server browser

2011-07-04 Thread Fletcher Dunn
Hello all.

This email is about the inaccurate player counts showing up in the server 
browser.   There are have been three distinct problems that we know about.

--
ZERO PLAYER COUNT
--
First, if your server always shows a ZERO player count, the most likely cause 
is that your server is using some old Steam libraries.  This is more likely on 
Windows, if you have an old steam client installed that you have not run in a 
while.  The engine may be finding DLLs in that installation and using them.  
Either delete the old DLL's, or run the steam client to get them up-to-date.  
But it could happen on Linux.  If you are confident that you are running with 
no other steam libraries on your server, and the player count is still always 
zero, then we have a new problem.


ZOMBIE SLOTS

Second, we are aware of the problem with the zombie player slots.  We believe 
this happens when a player authenticates, and then when they leave the server, 
their authentication record is not deleted.  We had hoped that the July 1st 
update would correct these issues, but apparently it has not.

Of course, if somebody actually knows a method for reliably reproducing the 
problem, then please post the precise steps, and we'll jump on it immediately!

Otherwise, if you are experiencing this problem, you can help us understand how 
to reproduce it so we can fix it.  I could use some very clear logs.
* First, please make sure you are running the July 1st update.  (I think that 
update was optional.)
* Attach logs of a server session where the problem occurred.   Please don't 
truncate or edit anything.
* Please try to narrow down the time when the zombied slot appeared, as 
accurately as possible.
* Please indicate the name(s) or IPs or any other identifying information for 
the players that caused the zombied slots, if possible.
* Please tell us your offset from GMT so we can match up your logs with our own 
backend logs.
* Ideally, send the log as soon as the you notice the first zombie slot.
* Please post all replies this thread.

--
SOURCE TV AND REPLAY
--
Finally, there were some minor fixes to the way bots, replay, and source TV 
were reported in the July 1st update.  Previously, in a few situations the 
player count would be of-by-one.  If you don't have any zombied players, your 
player count *should* always be correct in the server browser.  Neither Source 
TV nor replay should count as a player in the server browser, either in the 
current player count, or the max number of players.  (They may show up as a 
player in the detailed player list.)  For example, if you set your max players 
to 24, and Source bumps up the player count to 25 to make room the SourceTV, 
your server should show as having 24 max players in the server browser.  If 
this is not the case and we still have issues, please post a description of the 
problem to this thread.

Please help me understand the zombie player problem so I can fix it.

Thanks,
- Fletch

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Re: [hlds_linux] Incorrect player counts in server browser

2011-07-04 Thread Ross Bemrose

On 7/4/2011 3:07 PM, Fletcher Dunn wrote:

Hello all.

This email is about the inaccurate player counts showing up in the server 
browser.   There are have been three distinct problems that we know about.

--
SOURCE TV AND REPLAY
--
Finally, there were some minor fixes to the way bots, replay, and source TV were reported 
in the July 1st update.  Previously, in a few situations the player count would be 
of-by-one.  If you don't have any zombied players, your player count *should* always be 
correct in the server browser.  Neither Source TV nor replay should count as a 
player in the server browser, either in the current player count, or the max 
number of players.  (They may show up as a player in the detailed player list.)  For 
example, if you set your max players to 24, and Source bumps up the player count to 25 to 
make room the SourceTV, your server should show as having 24 max players in the server 
browser.  If this is not the case and we still have issues, please post a description of 
the problem to this thread.

Please help me understand the zombie player problem so I can fix it.
The in game server browser and Steam server browser have treated 
SourceTV (and now Replay) differently since sometime in 2009.  It 
appears to be because the Steam server browser treats bots differently 
than the in-game server list does.


Immediately after the July 1st update, I removed the 
sv_maxvisibleplayers 24 cvar from my server config.  Initially, it 
seemed OK, showing a maxplayers of 24.  However, within a few minutes, 
my server's stats page (and the Steam server browser, I was at work and 
asked someone else to confirm this) showed the player count as being out 
of 25 again, with the Steam browser not showing the replay bot in the 
players list.


Make no mistake: my players and myself use the Steam server browser as 
our primary connect method; we can use it to check our two servers 
populations without having to launch the game.  And as long as the Steam 
server browser is reporting the wrong number of players, I'm going to 
use sv_maxvisibleplayers 24, which causes the in-game server browser to 
show a maxplayers of 23, and presumably this is also what the QuickPlay 
system checks, as it never seems to fill the last player slot.


The solution is simple: Make the two report *exactly* the same players 
and player count.  Since the problem doesn't appear to be with TF2, but 
with the Steam Server Browser, the Steam Server Browser is what needs to 
be fixed.


--
R. Bemrose

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Re: [hlds_linux] Incorrect player counts in server browser

2011-07-04 Thread Ryan Morrison
I agree - if sv_visiblemaxplayers is not set and the count increases to 25,
the increased_maxplayers tag is applied which many blacklist and it
penalizes your server incorrectly in the quick play system.

On Mon, Jul 4, 2011 at 3:22 PM, Ross Bemrose rbemr...@vgmusic.com wrote:

 On 7/4/2011 3:07 PM, Fletcher Dunn wrote:

 Hello all.

 This email is about the inaccurate player counts showing up in the server
 browser.   There are have been three distinct problems that we know about.

 --
 SOURCE TV AND REPLAY
 --
 Finally, there were some minor fixes to the way bots, replay, and source
 TV were reported in the July 1st update.  Previously, in a few situations
 the player count would be of-by-one.  If you don't have any zombied players,
 your player count *should* always be correct in the server browser.  Neither
 Source TV nor replay should count as a player in the server browser,
 either in the current player count, or the max number of players.  (They may
 show up as a player in the detailed player list.)  For example, if you set
 your max players to 24, and Source bumps up the player count to 25 to make
 room the SourceTV, your server should show as having 24 max players in the
 server browser.  If this is not the case and we still have issues, please
 post a description of the problem to this thread.

 Please help me understand the zombie player problem so I can fix it.

 The in game server browser and Steam server browser have treated SourceTV
 (and now Replay) differently since sometime in 2009.  It appears to be
 because the Steam server browser treats bots differently than the in-game
 server list does.

 Immediately after the July 1st update, I removed the sv_maxvisibleplayers
 24 cvar from my server config.  Initially, it seemed OK, showing a
 maxplayers of 24.  However, within a few minutes, my server's stats page
 (and the Steam server browser, I was at work and asked someone else to
 confirm this) showed the player count as being out of 25 again, with the
 Steam browser not showing the replay bot in the players list.

 Make no mistake: my players and myself use the Steam server browser as our
 primary connect method; we can use it to check our two servers populations
 without having to launch the game.  And as long as the Steam server browser
 is reporting the wrong number of players, I'm going to use
 sv_maxvisibleplayers 24, which causes the in-game server browser to show a
 maxplayers of 23, and presumably this is also what the QuickPlay system
 checks, as it never seems to fill the last player slot.

 The solution is simple: Make the two report *exactly* the same players and
 player count.  Since the problem doesn't appear to be with TF2, but with the
 Steam Server Browser, the Steam Server Browser is what needs to be fixed.

 --
 R. Bemrose


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Re: [hlds_linux] Incorrect player counts in server browser

2011-07-04 Thread gameadmin
It's worth noting that many MANY Linux admins will not be running the latest
update, because it's crashing on startup for just about everyone who's
tried.  You need to rollback the vphysics.so to the previous version to
prevent this.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
 boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
 Sent: 04 July 2011 20:07
 To: 'hlds_linux@list.valvesoftware.com'
 Subject: [hlds_linux] Incorrect player counts in server browser
 
 Hello all.
 
 This email is about the inaccurate player counts showing up in the
 server browser.   There are have been three distinct problems that we
 know about.
 
 --
 ZERO PLAYER COUNT
 --
 First, if your server always shows a ZERO player count, the most likely
 cause is that your server is using some old Steam libraries.  This is
 more likely on Windows, if you have an old steam client installed that
 you have not run in a while.  The engine may be finding DLLs in that
 installation and using them.  Either delete the old DLL's, or run the
 steam client to get them up-to-date.  But it could happen on Linux.  If
 you are confident that you are running with no other steam libraries on
 your server, and the player count is still always zero, then we have a
 new problem.
 
 
 ZOMBIE SLOTS
 
 Second, we are aware of the problem with the zombie player slots.  We
 believe this happens when a player authenticates, and then when they
 leave the server, their authentication record is not deleted.  We had
 hoped that the July 1st update would correct these issues, but
 apparently it has not.
 
 Of course, if somebody actually knows a method for reliably reproducing
 the problem, then please post the precise steps, and we'll jump on it
 immediately!
 
 Otherwise, if you are experiencing this problem, you can help us
 understand how to reproduce it so we can fix it.  I could use some very
 clear logs.
 * First, please make sure you are running the July 1st update.  (I
 think that update was optional.)
 * Attach logs of a server session where the problem occurred.   Please
 don't truncate or edit anything.
 * Please try to narrow down the time when the zombied slot appeared, as
 accurately as possible.
 * Please indicate the name(s) or IPs or any other identifying
 information for the players that caused the zombied slots, if possible.
 * Please tell us your offset from GMT so we can match up your logs with
 our own backend logs.
 * Ideally, send the log as soon as the you notice the first zombie
 slot.
 * Please post all replies this thread.
 
 --
 SOURCE TV AND REPLAY
 --
 Finally, there were some minor fixes to the way bots, replay, and
 source TV were reported in the July 1st update.  Previously, in a few
 situations the player count would be of-by-one.  If you don't have any
 zombied players, your player count *should* always be correct in the
 server browser.  Neither Source TV nor replay should count as a
 player in the server browser, either in the current player count, or
 the max number of players.  (They may show up as a player in the
 detailed player list.)  For example, if you set your max players to 24,
 and Source bumps up the player count to 25 to make room the SourceTV,
 your server should show as having 24 max players in the server browser.
 If this is not the case and we still have issues, please post a
 description of the problem to this thread.
 
 Please help me understand the zombie player problem so I can fix it.
 
 Thanks,
 - Fletch
 
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[hlds_linux] TF2 and CSS not working since the last update - general problem

2011-07-04 Thread Marco Padovan
So... 3 days has passed since the last pre-weekend update that broke all
of our servers!

tf2 crashing on changelevel (all the tf2 servers, not just mine) and css
crashing even while starting.

What is going on?

How can hope to have a decent amount of servers online to take care of
the massive influx of users with such an update policy?
What are all the new users having troubles joining servers thinking
about tf2?
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Re: [hlds_linux] TF2 and CSS not working since the last update - general problem

2011-07-04 Thread James Botting
You have done the vphysics.so patch, right?

On 4 Jul 2011, at 21:00, Marco Padovan e...@evcz.tk wrote:

 So... 3 days has passed since the last pre-weekend update that broke all
 of our servers!

 tf2 crashing on changelevel (all the tf2 servers, not just mine) and css
 crashing even while starting.

 What is going on?

 How can hope to have a decent amount of servers online to take care of
 the massive influx of users with such an update policy?
 What are all the new users having troubles joining servers thinking
 about tf2?
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Re: [hlds_linux] TF2 and CSS not working since the last update - general problem

2011-07-04 Thread Marco Padovan
I do...

I'm not discussing about the workaround...

I'm just asking if they are aware of the problem and if we should expect
similar downtimes again in future :|

Il 04/07/2011 22:03, James Botting ha scritto:
 You have done the vphysics.so patch, right?

 On 4 Jul 2011, at 21:00, Marco Padovan e...@evcz.tk wrote:

 So... 3 days has passed since the last pre-weekend update that broke all
 of our servers!

 tf2 crashing on changelevel (all the tf2 servers, not just mine) and css
 crashing even while starting.

 What is going on?

 How can hope to have a decent amount of servers online to take care of
 the massive influx of users with such an update policy?
 What are all the new users having troubles joining servers thinking
 about tf2?
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Re: [hlds_linux] TF2 and CSS not working since the last update - general problem

2011-07-04 Thread Rikard Bremark

No problems here!
Have you updated to the latest sourcemod and metamod source?
--
//Rikard 'Zapy' Bremark
ComHem AB - http://www.comhem.se
Warzone.nu - http://www.warzone.nu
Warzone Short Valley

rikard.brem...@warzone.nu
z...@warzone.nu

On 2011-07-04 21:59, Marco Padovan wrote:

So... 3 days has passed since the last pre-weekend update that broke all
of our servers!

tf2 crashing on changelevel (all the tf2 servers, not just mine) and css
crashing even while starting.

What is going on?

How can hope to have a decent amount of servers online to take care of
the massive influx of users with such an update policy?
What are all the new users having troubles joining servers thinking
about tf2?
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Re: [hlds_linux] TF2 and CSS not working since the last update - general problem

2011-07-04 Thread James Botting
My bad.
I'm sure at this point that Valve are aware of the issue. Let's just
hope for some better testing next time. And a quick fix for those who
don't know about the workaround.

On 4 Jul 2011, at 21:10, Marco Padovan e...@evcz.tk wrote:

 I do...

 I'm not discussing about the workaround...

 I'm just asking if they are aware of the problem and if we should expect
 similar downtimes again in future :|

 Il 04/07/2011 22:03, James Botting ha scritto:
 You have done the vphysics.so patch, right?

 On 4 Jul 2011, at 21:00, Marco Padovan e...@evcz.tk wrote:

 So... 3 days has passed since the last pre-weekend update that broke all
 of our servers!

 tf2 crashing on changelevel (all the tf2 servers, not just mine) and css
 crashing even while starting.

 What is going on?

 How can hope to have a decent amount of servers online to take care of
 the massive influx of users with such an update policy?
 What are all the new users having troubles joining servers thinking
 about tf2?
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Re: [hlds_linux] TF2 and CSS not working since the last update - general problem

2011-07-04 Thread Ravnox
Personally, I've shut down my servers for the week end and I'll resume  
trying to get them working once the patch is out, or maybe I won't.  I  
don't know if users on Windows are having as much problems as we do  
but this is not acceptable.  I'm used to working with stable server  
applications like httpd, bind, mysql, exim, postfix and the list goes  
on.  While Valve is a great company that I admire in so many ways,  
their handling of dedicated servers is a bad joke.


It was my hope with the TF2 Beta that we would get to test all patches  
prior to release in the stable branch but that's obviously not the  
point of the beta.  I mean, Valve have the chance to have so many  
dedicated administrators out there who would work with them to make  
sure everything is stable before releasing a patch but they keep doing  
things as if they were a lone programmer in a basement, running  
updates and worrying about the bugs as they happen.


--
Ravnox


Quoting Marco Padovan e...@evcz.tk:


So... 3 days has passed since the last pre-weekend update that broke all
of our servers!

tf2 crashing on changelevel (all the tf2 servers, not just mine) and css
crashing even while starting.

What is going on?

How can hope to have a decent amount of servers online to take care of
the massive influx of users with such an update policy?
What are all the new users having troubles joining servers thinking
about tf2?
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Re: [hlds_linux] TF2 and CSS not working since the last update - general problem

2011-07-04 Thread Ryan Morrison
Probably off-topic, but Valve needs better testing overall. Every second
patch breaks TF2 on Mac OS X (maps crashing on load, game crashing on load,
etc). It's clear Valve doesn't test anything before release.

Whoever does QA for Valve needs their job evaluated.

On Mon, Jul 4, 2011 at 4:13 PM, James Botting bottswan...@googlemail.comwrote:

 My bad.
 I'm sure at this point that Valve are aware of the issue. Let's just
 hope for some better testing next time. And a quick fix for those who
 don't know about the workaround.

 On 4 Jul 2011, at 21:10, Marco Padovan e...@evcz.tk wrote:

  I do...
 
  I'm not discussing about the workaround...
 
  I'm just asking if they are aware of the problem and if we should expect
  similar downtimes again in future :|
 
  Il 04/07/2011 22:03, James Botting ha scritto:
  You have done the vphysics.so patch, right?
 
  On 4 Jul 2011, at 21:00, Marco Padovan e...@evcz.tk wrote:
 
  So... 3 days has passed since the last pre-weekend update that broke
 all
  of our servers!
 
  tf2 crashing on changelevel (all the tf2 servers, not just mine) and
 css
  crashing even while starting.
 
  What is going on?
 
  How can hope to have a decent amount of servers online to take care of
  the massive influx of users with such an update policy?
  What are all the new users having troubles joining servers thinking
  about tf2?
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Re: [hlds_linux] Ghosts on server

2011-07-04 Thread Kyle Sanderson
Psh. That's not too bad. I've seen servers (legit servers) full at
54/54 when there are only 9 clients ingame.

At the time of this writing I have 7 ghost clients (which isn't too
bad, they come and they go).
Kyle.

On Mon, Jul 4, 2011 at 9:10 AM, ics i...@ics-base.net wrote:
 It's fixed if they say it's fixed ;)

 However, i restarted 2 servers this morning. One being 24 slot and having 2
 ghosts over 24 hours of time and one being 30 slot, having 1 ghost over 11
 hours.

 -ics

 4.7.2011 18:02, Kyle Sanderson kirjoitti:

 Indeed. This was most certainly not fixed by the last update.

 On Mon, Jul 4, 2011 at 6:23 AM, AnAkIn .anakin...@gmail.com  wrote:

 I've just had the same problem as well on my server. Player count is
 shown
 as 24/24 in Steam server browser and HLSW. If I do a rcon status, it's
 23/24. HLSW shows a ghost player which is connected since 30 min.

 2011/7/2 Ronny Schedeli...@ronny-schedel.de

 The problem with  sv_master_legacy_mode 0 is, the server does not
 respond
 with the full rules. Custom cvars are hidden. That's useless for
 querying
 the server from web pages.

 -Ursprüngliche Nachricht- From: Saul Rennison
 Sent: Saturday, July 02, 2011 3:02 PM

 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Ghosts on server

 Not really, they said support for legacy masters would go at some point.

 On Saturday, 2 July 2011, Ronny Schedeli...@ronny-schedel.de  wrote:
 gt; Really? That need to be fixed asap.
 gt;
 gt;
 gt;
 gt; -Ursprüngliche Nachricht- From: AnAkIn .
 gt; Sent: Saturday, July 02, 2011 2:11 PM
 gt; To: Half-Life dedicated Linux server mailing list
 gt; Subject: Re: [hlds_linux] Ghosts on server
 gt;
 gt; Unfortunately sv_master_legacy_mode 1 makes Quickplay not work at
 all.
 gt;
 gt; I had it set to 1 with the setmaster lines and my server was
 always empty. I
 gt; put it back to 0 and within 30 seconds my server was full.
 gt;
 gt; 2011/7/1lt;h...@gmx.comgt;
 gt;
 gt;
 gt; Try these until Valve fixes the problem:
 gt;
 gt;  sv_master_legacy_mode 1
 gt;  setmaster add 72.165.61.153:27015
 gt;  setmaster add 63.234.149.83:27011
 gt;  setmaster add 63.234.149.90:27011
 gt; - Original Message -
 gt; From: daniel jokiaho
 gt; Sent: 06/30/11 11:15 AM
 gt; To: Half-Life dedicated Linux server mailing list
 gt; Subject: [hlds_linux] Ghosts on server
 gt;
 gt;  Today when i wake up to go to work i noticed i have two ghosts on
 my
 tf2
 gt; server. I have no source tv. No replay. Server.cfg is almost
 default.
 How
 gt; can i get rid of them, without restart. My server is almost always
 full.
 gt; __**_ To unsubscribe,
 edit your
 gt; list preferences, or view the list archives, please visit:
 gt;
 http://list.valvesoftware.com/**mailman/listinfo/hlds_linuxhttp://list.valvesoftware.com/mailman/listinfo/hlds_linux
 gt; __**_
 gt; To unsubscribe, edit your list preferences, or view the list
 archives,
 gt; please visit:
 gt;
 http://list.valvesoftware.com/**mailman/listinfo/hlds_linuxhttp://list.valvesoftware.com/mailman/listinfo/hlds_linux
 gt;
 gt;
 gt;
 gt;
 gt;
 gt; --
 gt; Best regards,
 gt; AnAkIn,
 gt; -
 gt; ESL EU TF2 Admin
 gt; http://www.esl.eu/eu/tf2
 gt; __**_
 gt; To unsubscribe, edit your list preferences, or view the list
 archives, please visit:
 gt;
 http://list.valvesoftware.com/**mailman/listinfo/hlds_linuxhttp://list.valvesoftware.com/mailman/listinfo/hlds_linux
 gt;
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 archives, please visit:
 gt;
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 gt;

 --
 --
 Kind regards,
 *Saul Rennison*

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 --
 Best regards,
 AnAkIn,
 -
 ESL EU TF2 Admin
 http://www.esl.eu/eu/tf2
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