Re: [hlds_linux] sv_pure 1 pure_server_whitelist.txt - if you use one, read this.

2007-11-10 Thread Rónai György
[ Converted text/html to text/plain ]
I can confirm, that this kind of pure bug is still not corrected.
If a map has custom materials outside the bsp, pure will not let anyone play
it on the server, regardless from where te user the files has, from our fast
http, or he downloaded self.
The most common kicking message is, that he loaded an extra file, or using a
different file. Even if the fast http sent him the file just a second ago...
The sounds files are working, but not the custom materials, or models files.
Locutus
ics írta:

Hi,
Those of you who have a lot of custom content on your servers and use
sv_pure 1, could you confirm that:
- Custom map with separate files (ie wall textures, sounds, etc not
included in the .bsp file, the ones that map links to through .res file)
- Custom materials, ie textures (in game images, like ma_decal pics)
- Custom skins  (player models  materials, not weapon modelsmaterials)
Work fine if they are listed allow_from_disk+check_crc or are there
these kind of issues still around when bzip2 (bz2) is being used:
All separate files do not load to clients or are not allowed to be used
when sv_downloadurl is holding the custom content (files get rejected
and client dropped off). Does the bzip2 packed files have different CRC
than the ones that are not packed? I have heard of cases where files do
not work if you bzip2 the files, even if the same file inside would have
exactly same data than the one that comes out from .bz2 and is being
used by the server itself. Is this still a problem or urban legend? I
remember many people talk about problems related to sv_pure 1 here on
this list in the past. I also am aware of the cvar that can be used for
kicking player or just giving a warning about it if non-allowed files
are being used by the client.
And last, those that have a lot of custom content on your server, i
would like to know about troubles you have encountered, even minor
things like maps that do not work properly (the ones that i've hear
rumours of when pure is used). Also how did the usage of pure affect to
your players. Any feedback from them? I'd appreciate a status report
to the current situation so if anyone has some extra time, thanks in
advance. :-)
-ics
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Re: [hlds_linux] sv_pure 1 pure_server_whitelist.txt - if you use one, read this.

2007-11-10 Thread Rónai György
[ Converted text/html to text/plain ]
Forgot your last part :)
No, pure isnt causing any performance decreases, or extra waiting times on map
change. Usually even the best computer user loads the map longer on client
side, than the server with crc checking.
Maps not working, for example: de_egyptkm, mcdonalds-mds, and a good 10
another, wich are not so important. We have ~120 custom maps running, most of
them have all their files inside the bsp.
Players were a little disappointed, when we changed to pure 1, because they
got kicked frequently, until we sorted out all those maps. But not anymore.
Since we have removed those maps, no one notices that pure is working.
Locutus
ics írta:

Hi,
Those of you who have a lot of custom content on your servers and use
sv_pure 1, could you confirm that:
- Custom map with separate files (ie wall textures, sounds, etc not
included in the .bsp file, the ones that map links to through .res file)
- Custom materials, ie textures (in game images, like ma_decal pics)
- Custom skins  (player models  materials, not weapon modelsmaterials)
Work fine if they are listed allow_from_disk+check_crc or are there
these kind of issues still around when bzip2 (bz2) is being used:
All separate files do not load to clients or are not allowed to be used
when sv_downloadurl is holding the custom content (files get rejected
and client dropped off). Does the bzip2 packed files have different CRC
than the ones that are not packed? I have heard of cases where files do
not work if you bzip2 the files, even if the same file inside would have
exactly same data than the one that comes out from .bz2 and is being
used by the server itself. Is this still a problem or urban legend? I
remember many people talk about problems related to sv_pure 1 here on
this list in the past. I also am aware of the cvar that can be used for
kicking player or just giving a warning about it if non-allowed files
are being used by the client.
And last, those that have a lot of custom content on your server, i
would like to know about troubles you have encountered, even minor
things like maps that do not work properly (the ones that i've hear
rumours of when pure is used). Also how did the usage of pure affect to
your players. Any feedback from them? I'd appreciate a status report
to the current situation so if anyone has some extra time, thanks in
advance. :-)
-ics
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[hlds_linux] Pure mode?

2007-10-09 Thread Rónai György

How is the pure mode getting debugged?

Is there a way already, to run custom maps with extra materials and
files beside the bsp?

I still cant get any of these maps to work.

When can we expect the next source engine (css) update?

Thx
Locutus

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Re: [hlds_linux] Source Engine Updates Release

2007-09-15 Thread Rónai György

Hi

With these:
de_lost2,  de_cpl_fire, de_highhouse, de_losttemple,  cs_assault_tactik,
de_crane,
de_losttemple2_beta, de_secretcamp,  de_rush

No problems here. The rest i dont know, we dont run them.

Locutus

ics írta:


We have used these maps on thursdays and fridays only with different
combinations etc but still nothing seems to help. I still have to say
that its stable as rock at any other day with just normal custom maps we
have had for months. Just when some of these maps are on cycle, its a
kaboom time.

cs_deadhouse, de_lost2,  de_cpl_fire, de_highhouse, de_villa,
cs_boucherit, de_losttemple, cs_occupation, cs_assault_tactik, de_crane,
de_losttemple2_beta, de_secretcamp, de_jor1_b2, de_tropic_enhanced, de
and de_rush

I might forgotten few but these are the most of them. Lost2, highhouse,
villa, occupation, crane, losttemple2, tropic and rush are HDR ones -
could this be the reason? I remember there has been atleast 1-2 HDR maps
at a time on cycle. I guess i should test that next week and leave the
HDR maps off compeltely. HDR seems to add quite a lot into filesize and
those maps are much, much more demanding for the server to run CPU-wise
compared to non-HDR-ones. Maybe there is left something into the memory
and when it is called again, it's corrupted and causes a crash for the
server? I can't think if anything else at this point anymore.

-ics

Rónai György kirjoitti:

[ Converted text/html to text/plain ]
What custom maps are these?
I am running more than 100 (40 in cycle), and didnt notice any
crashes on any
of them.
Locutus
ics írta:

This bug still seems to be there or then there is another similiar still
present.
- Fixed a Linux-only crash when loading certain custom maps.
On thursdays and fridays, we only have 4-7 custom maps on cycle which
change every week to new ones etc. Those 2 days are the
crash-a-balooza days for the server and those are the only days when
server crashes. Nothing else is changed, except the mapcycle. We use
sv_downloadurl too if it matters. For example, server is freshly booted
at morning and gets filled with people and mapcycle goes around fine
once. Usually when it starts over and the first custom map comes up
again, the server goes down. Sometimes on load, sometimes in the middle
of round with no obvious reason. Then after the reboot it goes fine
untill the cycle is full and same thing happens again. Allthough there
has been an occasion once where the mapcycle was near the end and it
went down again - on a custom map.These maps are somewhat large and some
of them have HDR so i suspect that it has something to do with filesize
or something gets left in the memory and that causes a conflict - or
something. We dont use sv_pure either so its mostly just a basic server
with mani-admin, matties eventscripts and custom maps.
Note that the server _Stable_ as a rock on every other day, except
thursday and friday when there these certain custom maps on cycle. We
have tried to change maps to our best abilities but so far the server
has crashed every thursday and friday 2-4 times a day and on every other
day with the normal list - 0 times. If you want some more information or
maplist, contact me offlist and ill give all the necessary information.
-ics
Jason Ruymen kirjoitti:

Updates to the Source Engine/Dedicated Server have been released.
Previously these were under the community beta.  Please run
hldsupdatetool to receive them.  The specific changes include:
- Fixed custom level sound lists under sv_pure.
- Remove friends details from player list.
- Fixed occasional scrunched-up columns in the serverbrowser.
- Fixed a Linux-only crash when loading certain custom maps.
- Memory leak fixes.
- Fixed an hl2mp bug where a spectator could freeze a live player when
mp_forcerespawn was 0.
- Fixed master server queries being truncated if too many players with
long names.
- Fixed hl2mp bug where if you +used a weapon it would not respawn
anymore
- Fixed a CS:S smoke grenade exploit
- Added a way for server plugins to ask players if they'd like to
connect to a different server
- Made materials handle sv_pure correctly when they've included other
materials
- Fixed Windows dedicated server bug slowing down Steam updates
- Fixed IVEngineServer::FadeClientVolume
- Fixed certain models showing up all white when sv_pure flushed them
- Made the server print a client's steam ID and show sv_pure warnings if
sv_pure_kick_clients is 0
- Fixed a bug preventing sv_pure CRCs from verifying correctly on
certain custom maps
Jason
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Re: [hlds_linux] Source Engine Updates Release

2007-09-14 Thread Rónai György
[ Converted text/html to text/plain ]
What custom maps are these?
I am running more than 100 (40 in cycle), and didnt notice any crashes on any
of them.
Locutus
ics írta:

This bug still seems to be there or then there is another similiar still
present.
- Fixed a Linux-only crash when loading certain custom maps.
On thursdays and fridays, we only have 4-7 custom maps on cycle which
change every week to new ones etc. Those 2 days are the
crash-a-balooza days for the server and those are the only days when
server crashes. Nothing else is changed, except the mapcycle. We use
sv_downloadurl too if it matters. For example, server is freshly booted
at morning and gets filled with people and mapcycle goes around fine
once. Usually when it starts over and the first custom map comes up
again, the server goes down. Sometimes on load, sometimes in the middle
of round with no obvious reason. Then after the reboot it goes fine
untill the cycle is full and same thing happens again. Allthough there
has been an occasion once where the mapcycle was near the end and it
went down again - on a custom map.These maps are somewhat large and some
of them have HDR so i suspect that it has something to do with filesize
or something gets left in the memory and that causes a conflict - or
something. We dont use sv_pure either so its mostly just a basic server
with mani-admin, matties eventscripts and custom maps.
Note that the server _Stable_ as a rock on every other day, except
thursday and friday when there these certain custom maps on cycle. We
have tried to change maps to our best abilities but so far the server
has crashed every thursday and friday 2-4 times a day and on every other
day with the normal list - 0 times. If you want some more information or
maplist, contact me offlist and ill give all the necessary information.
-ics
Jason Ruymen kirjoitti:

Updates to the Source Engine/Dedicated Server have been released.
Previously these were under the community beta.  Please run
hldsupdatetool to receive them.  The specific changes include:
- Fixed custom level sound lists under sv_pure.
- Remove friends details from player list.
- Fixed occasional scrunched-up columns in the serverbrowser.
- Fixed a Linux-only crash when loading certain custom maps.
- Memory leak fixes.
- Fixed an hl2mp bug where a spectator could freeze a live player when
mp_forcerespawn was 0.
- Fixed master server queries being truncated if too many players with
long names.
- Fixed hl2mp bug where if you +used a weapon it would not respawn
anymore
- Fixed a CS:S smoke grenade exploit
- Added a way for server plugins to ask players if they'd like to
connect to a different server
- Made materials handle sv_pure correctly when they've included other
materials
- Fixed Windows dedicated server bug slowing down Steam updates
- Fixed IVEngineServer::FadeClientVolume
- Fixed certain models showing up all white when sv_pure flushed them
- Made the server print a client's steam ID and show sv_pure warnings if
sv_pure_kick_clients is 0
- Fixed a bug preventing sv_pure CRCs from verifying correctly on
certain custom maps
Jason
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Re: [hlds_linux] Source Engine Updates Release

2007-09-13 Thread Rónai György
[ Converted text/html to text/plain ]
The pure bug with custom maps is still present:
L 09/13/2007 - 13:50:49: xyz11STEAM_0:0:000Unassigned disconnected
(reason Pure server: client has loaded extra file
[GAME]\materials/mcdonalds\mcdonaldssign.vmt. File must be removed to play on
this server.)
(mcdonalds-mds map)
Locutus
Jason Ruymen írta:

Updates to the Source Engine/Dedicated Server have been released.
Previously these were under the community beta.  Please run
hldsupdatetool to receive them.  The specific changes include:

- Fixed custom level sound lists under sv_pure.
- Remove friends details from player list.
- Fixed occasional scrunched-up columns in the serverbrowser.
- Fixed a Linux-only crash when loading certain custom maps.
- Memory leak fixes.
- Fixed an hl2mp bug where a spectator could freeze a live player when
mp_forcerespawn was 0.
- Fixed master server queries being truncated if too many players with
long names.
- Fixed hl2mp bug where if you +used a weapon it would not respawn
anymore
- Fixed a CS:S smoke grenade exploit
- Added a way for server plugins to ask players if they'd like to
connect to a different server
- Made materials handle sv_pure correctly when they've included other
materials
- Fixed Windows dedicated server bug slowing down Steam updates
- Fixed IVEngineServer::FadeClientVolume
- Fixed certain models showing up all white when sv_pure flushed them
- Made the server print a client's steam ID and show sv_pure warnings if
sv_pure_kick_clients is 0
- Fixed a bug preventing sv_pure CRCs from verifying correctly on
certain custom maps

Jason

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Re: [hlds_linux] Source Engine Updates Release

2007-09-13 Thread Rónai György
[ Converted text/html to text/plain ]
Oh, do you mean i should recompile others maps?
I dont know, if i want to do this...
A good 1/3 of all custom maps have files outside the bsp too. Pure *HAS* to
work with those without problems. These are just another files in the
materials folder, i dont know why they are incorrectly checked.
Basically, i can not put any custom maps on my server, if they have extra
files in the materials folder. Wherever they are, whatever the filename is,
regardless how many materials, pure mode CRC checks them, the server sends
them to the user if they join, and then pure mode kicks them asap, as if the
file would be an extra loaded file, or something else than what on the server
is...
Ive already tried to remove those files from the server (and client was
deleting them too), then pure mode doenst kick anyone, but the map is full of
purple checkerboards.
Locutus
Wim Barelds írta:

--
[ Picked text/plain from multipart/alternative ]
This isn't much of a bug, you simply need to include the materials with your
.bsp.
This
On 9/13/07, Rónai György [EMAIL PROTECTED][1] wrote:


[ Converted text/html to text/plain ]
The pure bug with custom maps is still present:
L 09/13/2007 - 13:50:49: xyz11STEAM_0:0:000Unassigned
disconnected
(reason Pure server: client has loaded extra file
[GAME]\materials/mcdonalds\mcdonaldssign.vmt. File must be removed to play
on
this server.)
(mcdonalds-mds map)
Locutus
Jason Ruymen írta:

Updates to the Source Engine/Dedicated Server have been released.
Previously these were under the community beta.  Please run
hldsupdatetool to receive them.  The specific changes include:

- Fixed custom level sound lists under sv_pure.
- Remove friends details from player list.
- Fixed occasional scrunched-up columns in the serverbrowser.
- Fixed a Linux-only crash when loading certain custom maps.
- Memory leak fixes.
- Fixed an hl2mp bug where a spectator could freeze a live player when
mp_forcerespawn was 0.
- Fixed master server queries being truncated if too many players with
long names.
- Fixed hl2mp bug where if you +used a weapon it would not respawn
anymore
- Fixed a CS:S smoke grenade exploit
- Added a way for server plugins to ask players if they'd like to
connect to a different server
- Made materials handle sv_pure correctly when they've included other
materials
- Fixed Windows dedicated server bug slowing down Steam updates
- Fixed IVEngineServer::FadeClientVolume
- Fixed certain models showing up all white when sv_pure flushed them
- Made the server print a client's steam ID and show sv_pure warnings if
sv_pure_kick_clients is 0
- Fixed a bug preventing sv_pure CRCs from verifying correctly on
certain custom maps

Jason

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--

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===References:===
  1. mailto:[EMAIL PROTECTED]
  2. http://list.valvesoftware.com/mailman/listinfo/hlds_linux[1
  3. http://www.nod32.hu[2
  4. http://list.valvesoftware.com/mailman/listinfo/hlds_linux
  5. http://www.nod32.hu
  6. http://list.valvesoftware.com/mailman/listinfo/hlds_linux
  7. mailto:[EMAIL PROTECTED]
  8. http://list.valvesoftware.com/mailman/listinfo/hlds_linux
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Re: [hlds_linux] Hits result in too low damage

2007-08-29 Thread Rónai György
[ Converted text/html to text/plain ]
People experience this all the time, but i thougt that this is just the
crying/whining that they normally do since source is out (or even cs is out)
:D
Locutus
Alex írta:

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hi all,

since 2 weeks we notice that single hits by several weapons (i.e. AK) result in 
only ~21 damage.

Thats not normal as for example the AK did much more damage in one hit before.

I tried out everything such as changing config, disabling plugins and so on.

Did anyone experience the same? Any ideas for a solution?

Server: Linux, kernel 2.56, dual Opteron, 2 gig RAM.

Thanks,
Alex
--


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[hlds_linux] Ping? Updaterate? Cmdrate?

2007-08-11 Thread Rónai György
[ Converted text/html to text/plain ]
Hi
Can anyone explain me, why i see more and more people on my server with 1-5
ping on the scoreboard?
What does this mean, while others have 15-30?
Thx
Locutus

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Re: [hlds_linux] Ping? Updaterate? Cmdrate?

2007-08-11 Thread Rónai György
[ Converted text/html to text/plain ]
Our sv_mincmd/updaterate is set to 95.
So why do they have such low pings in the scoreboard?
(I know, that the netgraph or ping, or status would show their real ping.
Thats not the question.)
Locutus
Kevin Ottalini írta:

It's a well-known bug in the client scoreboard where if the player in
question uses a low / abusive cl_cmdrate (10) the ping displayed for that
player will drop to some low value.
Servers should always have sv_mincmdrate set, this works to help prevent
cmdrate abuse, but the client scoreboards will still show a bogus low ping.
Status in the server console will show the real ping.
qUiCkSiLvEr
- Original Message -
From: Rónai György
To: hlds_linux@list.valvesoftware.com[1]
Sent: Saturday, August 11, 2007 6:26 AM
Subject: [hlds_linux] Ping? Updaterate? Cmdrate?

Hi
Can anyone explain me, why i see more and more people on my server with
1-5
ping on the scoreboard?
What does this mean, while others have 15-30?
Thx
Locutus

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Re: [hlds_linux] Ping? Updaterate? Cmdrate?

2007-08-11 Thread Rónai György
[ Converted text/html to text/plain ]
If thats true, why stays the scoreboard latency still at low values, as the
user would have still low cmdrate?
Locutus
Kevin Ottalini írta:

The server does enforce the mins/maxes properly.
To see that this is happening, just join your server and set one of the rate
cvars to a low value and then enter it again without an argument.
net_graph 1 or 2 it will show that 10 is set, but if you type cl_cmdrate
enter you will see that the server is indeed enforcing the minimums:
] cl_cmdrate 10
] cl_cmdrate
cl_cmdrate = 46 ( def. 30 ) min. 10.00 max. 100.00
** NOTE: The real value is 10.000 but the server has temporarily restricted
it to 46.000 **
archive  - Max number of command packets sent to server per second
] cl_updaterate 10
] cl_updaterate
cl_updaterate = 30 ( def. 20 )
** NOTE: The real value is 10.000 but the server has temporarily restricted
it to 30.000 **
archive  - Number of packets per second of updates you are requesting from
the server
] rate 1000
] rate
rate = 12000 ( def. 1 )
** NOTE: The real value is 1000.000 but the server has temporarily
restricted it to 12000.000 **
- Max bytes/sec the host can receive data
You can do a second-level verification that the rates are set by using
net_graph 3 and looking at how many updates/second you are actually sending
/ receiving (note that other factors affect actual update rates).
qUiCkSiLvEr
- Original Message -
From: ics
To: hlds_linux@list.valvesoftware.com[1]
Sent: Saturday, August 11, 2007 8:04 AM
Subject: Re: [hlds_linux] Ping? Updaterate? Cmdrate?
While player console says real value is X but server forces it to X
temporarely, how can we know it is changed and changes have applied?
I'm not exactly sure that the server changes the value locally for the
player since the latency stays at scoreboard at the value 1-5 depending
on client settings if lets say player has cl_cmdrate set to 1. This
causes latency 5 while the player real ping with console command ping is
something else. Ive seen people with default rates warping around at the
server many times. Even i warp if i would play with default rates. We've
set higher minimum rates, cl_cmdrate 45 and cl_updaterate 45 and rate
2 through those valve defined server commands, but only min value so
everyone who can play on 66 tick server, should have atleast our defined
values. If they cant handle those, player should go to a 33 tick server
for better gameplay. In one case, client had 30, 20 and 1 which are
the defaults and while server _should_ enforce the higher ones, the
minimum that we have set (or server should have set), he still was
warping around. Only after short guidance, he _manually_ entered higher
rates to the console (which he had to set up first), in this case
66/66/3 while server was 66 tick, he stopped warping. Every other
can see this warp and after setting those values, no more.
How can we know that server rate enforcing is really working? Does it
only say to the client that server is enforcing but the client rates are
left alone and not changed?
-ics
Kevin Ottalini kirjoitti:

It's a well-known bug in the client scoreboard where if the player in
question uses a low / abusive cl_cmdrate (10) the ping displayed for that
player will drop to some low value.
Servers should always have sv_mincmdrate set, this works to help prevent
cmdrate abuse, but the client scoreboards will still show a bogus low
ping.
Status in the server console will show the real ping.
qUiCkSiLvEr
- Original Message -
From: Rónai György
To: hlds_linux@list.valvesoftware.com[2]
Sent: Saturday, August 11, 2007 6:26 AM
Subject: [hlds_linux] Ping? Updaterate? Cmdrate?

Hi
Can anyone explain me, why i see more and more people on my server with
1-5
ping on the scoreboard?
What does this mean, while others have 15-30?
Thx
Locutus

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[hlds_linux] Pure bugs still there

2007-08-08 Thread Rónai György
[ Converted text/html to text/plain ]
Sorry to say that, but the pure bugs are there, its seems that the beta fix
didnt do anything with that.
Ive tested it with de_stratocorp, and de_area_51, and their files still dont
pass the crc check if someone joins. And, after that, the server even kicks
people off dust, or dust2, or anything else, with an error message that covers
the same file of area_51, or stratocorp.
I couldnt test the other fixes yet, but it seems, that mani and metamod are
still working.
Locutus

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[hlds_linux] Still bugs with Pure / any news?

2007-08-05 Thread Rónai György

Hi

I recently discovered another 2 maps, wich dont work with pure 1.

A de_darkcastle_rebirth_v2 and de_area_51 maps arent working too.

The funny is, darkcastle doesnt have any files beside of the bsp, but if
area_51-s files were downloaded before, it doesnt let anyone play too.

... disconnected (reason Pure server: file
[GAME]\materials/ladyhawkstextures\map3\classwall.vmt does not match the
server's file.)


This file is sent via Fasthttp if area 51 is running on the server. It
kicks everyone asap.
After that, i changed to de_darkcastle_rebirth_v2, and there it kicked
everyone too, with this same error, while the files does not even come
with darkcastle...

Anyways, how is the progress with the pure mode bugs?


Locutus

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[hlds_linux] Pure bugs

2007-07-19 Thread Rónai György

Hi!

Let me ask some simple questions:

   materials\...allow_from_disk+check_crc

1. This means, that the server will check, if the users file matches the
servers file, including every file, and every file in every subfolder
under materials. Am I right?

2. Then why the f. does it give such messages to my users, kicking
everyone off the server?
Disconnect: Pure server: file
[GAME]\materials/mcdonalds\mcdonaldssign.vmt does not match the server's
file..

I really cant figure it out. Mcdonalds-mds is the 6th map i had to
delete from the cycle, because it dont let play anyone. The user gets
the message, he deletes his whole materials folder. The server sends the
files again by fast http. Then it kicks them again, with the same error
!!! How is it, that it dont matches, if the server was sending it newly
a few seconds before?

BTW!
If the user sets his materials directory to ntfs disabled writing
rights, the server can not send the file. This is the only way, admins
can get in game, to switch to another map. (of course, this way the
files will be missing, and purple checkerboards will be all around the
map...)

Locutus

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[hlds_linux] One more pure bug?

2007-07-08 Thread Rónai György

Hi

This bug is not specially a server side bug, but its related to pure mode.

I have noticed, that since we set our server to be pure, a user
reported, that their game crashes upon exiting from CSS. And, my game
does it as well! Just didnt come to the conclusion, that its related
with the pure option...

If i play on our pure server, and exit the game from ingame, the game
exits for the first look normally, but 1-2 seconds later a message
appears, that hl2.exe stopped working!

Error message:
Faulting application hl2.exe, version 0.0.0.0, time stamp 0x4445c334,
faulting module filesystem_steam.dll_unloaded, version 0.0.0.0, time
stamp 0x4660728a, exception code 0xc005, fault offset 0x009f5526,
process id 0x1428, application start time 0x01c7c16f9fda4710.

This bug happens ALWAYS if i exit from the pure server, and NEVER if
there server isnt pure!

Anyone else noticed this? (Vista 32bit)

Mike: I hope you can have a look into this problem too, because i think
it is related to Pure mode.

Locutus

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Re: [hlds_linux] One more pure bug?

2007-07-08 Thread Rónai György
[ Converted text/html to text/plain ]
No, there are no .mdmp files.
Thx
Locutus
Mike Dussault írta:

Do you have any .mdmp files in your counter-strike source directory? If so, zip 
'em up (at least the ones from around the time of the crashes) and email them 
to me privately and I'll take a look.

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Rónai György
Sent: Sunday, July 08, 2007 12:00 PM
To: [EMAIL PROTECTED]
Subject: [hlds_linux] One more pure bug?

Hi

This bug is not specially a server side bug, but its related to pure mode.

I have noticed, that since we set our server to be pure, a user reported, that 
their game crashes upon exiting from CSS. And, my game does it as well! Just 
didnt come to the conclusion, that its related with the pure option...

If i play on our pure server, and exit the game from ingame, the game exits for 
the first look normally, but 1-2 seconds later a message appears, that hl2.exe 
stopped working!

Error message:
Faulting application hl2.exe, version 0.0.0.0, time stamp 0x4445c334, faulting 
module filesystem_steam.dll_unloaded, version 0.0.0.0, time stamp 0x4660728a, 
exception code 0xc005, fault offset 0x009f5526, process id 0x1428, 
application start time 0x01c7c16f9fda4710.

This bug happens ALWAYS if i exit from the pure server, and NEVER if there 
server isnt pure!

Anyone else noticed this? (Vista 32bit)

Mike: I hope you can have a look into this problem too, because i think it is 
related to Pure mode.

Locutus

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Re: [hlds_linux] Linux Dedicated Server Beta Available

2007-07-07 Thread Rónai György
[ Converted text/html to text/plain ]
Can you please confirm, what the current version number with the beta is?
Because i updated to the beta, (linux binary 85) but the status  version
number is at 3150. However, someone wrote here, that he has 3152?
Anyways, it seems, that both the idle CPU load, and the full CPU load is back
to normal.
Clients are getting now the 102in/s, as they have before, on our 100 tick
server. Its a little fluctuating at round ends, and begins, but the lag is
gone.
Locutus
Alfred Reynolds írta:

You tell us, we could reliably reproduce the high CPU problem once we
found the right hardware/software mix but the lag still escapes us. The
nature of the bug we fixed could certainly fix those other problems.

- Alfred

[EMAIL PROTECTED] wrote:


Does this also fix the other recent problems like fluctuating
tickrate and intermittent lag/freezing?



This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
A beta update to the Linux Dedicated Server is available.  To
download this update, run hldsupdatetool with the command -beta
dslinux.  The specific changes include:

- Fixed high CPU usage on multi-core machines

Jason

--

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Re: [hlds_linux] Linux Dedicated Server Beta Available

2007-07-06 Thread Rónai György
[ Converted text/html to text/plain ]
No, the version number does not increment from 3150, with the beta update.
Locutus
Dan E írta:

--
[ Picked text/plain from multipart/alternative ]
Do you have -autoupdate?  If so, remove that from your startup line for now.  
Not sure if the version number was incremented though.

Alex [EMAIL PROTECTED][1] wrote: Hi,

update applied but the console still shows:

hostname:  Berliner Fightclub -Funclan- [NO AWP/AS/DWP] bfcclan.com
 version : 1.0.0.34/7 3150 secure

is it correct, that version is still 3150?

Thanks,
Alex

- Original Message -
From: Jason Ruymen
To:
Sent: Friday, July 06, 2007 4:15 AM
Subject: [hlds_linux] Linux Dedicated Server Beta Available




This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
A beta update to the Linux Dedicated Server is available.  To download
this update, run hldsupdatetool with the command -beta dslinux.  The
specific changes include:

- Fixed high CPU usage on multi-core machines

Jason

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[hlds_linux] Another Pure bug?

2007-07-05 Thread Rónai György

It seems, that we cant get de_egyptkm custom map to work.

It has a materials/de_egyptkm/, and a models/de_egyptkm/ folder, both
with a lot of files.

None of these files pass the CRC checking, even if the user deletes the
whole directoryes, and the server sends them new.

I also tryed to remove these two dirs from the server, and reupload
them, and of course on the fasthttp too.

No go. The server is still kicking everyone, because he thinks that
these files are different.

This is the only map, wich doesnt work...

Anyone else has this map on a pure server?

Locutus

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Re: [hlds_linux] Pure bug?

2007-07-05 Thread Rónai György
[ Converted text/html to text/plain ]
Why do you need then sv_pure 1, if you allow everything from disk?
Locutus
karumba írta:

Rónai, i have now...

materials\...  allow_from_disk
models\... allow_from_disk
sound\...  allow_from_disk

in my whitelist, since i didn't manage to get it well configurated.
Rónai György schrieb:

[ Converted text/html to text/plain ]
Did you have a problem with files, or folders, which name contains a dot, or
more dots?
Locutus
karumba írta:
jep, thats it. my setting was similiar - allow_from_disk+check_crc for
 everything by default, and allow_from_disk for custom stuff afterwards.
for me, this seems to be a bug.
Rónai György schrieb:
[ Converted text/html to text/plain ]
Here it is:
(ripped off some blabla text)
materials\...allow_from_disk+check_crc
models\...allow_from_disk+check_crc
sound\...allow_from_disk+check_crc
models\player\...allow_from_disk
materials\models\player\...allow_from_disk
materials\models\hostages\...allow_from_disk
models\weapons\...allow_from_disk
materials\models\weapons\...allow_from_disk
sound\weapons\...allow_from_disk
sound\radio\...allow_from_disk
materials\decals\custom\...allow_from_disk
materials\console\...allow_from_disk
sound\admin_plugin\...allow_from_disk
materials\temp\...allow_from_disk
materials\vgui\...allow_from_disk
Thats it.
Its a custom map server, with some - but not much other custom content.
Basically, its working right, but sometimes it asks people for files, which
should not be checked.
Locutus
karumba írta:
[ Converted text/html to text/plain ]
Hi!
Why does the server kick for this:
disconnected (reason Pure server: client has loaded extra file
[GAME]\materials/\models\weapons\v_models\steel.kimono.de\mag.vtf. File must
be removed to play on this server.)
if i have this line in my whitelist:
materials\models\weapons\...allow_from_disk
???
It seems, that it depends on the order of these lines in the whitelist, and
randomly ignores some of them...
Locutus
thats interesting. i also had sv_pure 1  added custom player models
to the whitelist with allow_from_disk and it didn't work. i thought it
 was some wrong configuration from my side.
could you please send your whole whitelist to verify that?
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Re: [hlds_linux] Another Pure bug?

2007-07-05 Thread Rónai György
[ Converted text/html to text/plain ]
Thanks, we already did that yesterday night.
I will have to test it during the weekend.
Locutus
Wim Barelds írta:

--
[ Picked text/plain from multipart/alternative ]
To fix this issue, repack the map with a tool like bspzip or mapanalyser.
We've had a similar issue in CAL/CEVO/Competitions in general with
de_contra, repacking the materials into the BSP file resolved all issues.
(Yes I do understand this isn't a fully ideal approach, however it most
definitely is the best way to avoid loopholes in sv_pure).

On 7/5/07, Mike Dussault [EMAIL PROTECTED][1] wrote:



sv_pure 1 or 2?

-Original Message-
From: [EMAIL PROTECTED] [mailto:
[EMAIL PROTECTED] On Behalf Of Rónai György
Sent: Thursday, July 05, 2007 1:13 PM
To: [EMAIL PROTECTED]
Subject: [hlds_linux] Another Pure bug?

It seems, that we cant get de_egyptkm custom map to work.

It has a materials/de_egyptkm/, and a models/de_egyptkm/ folder, both with
a lot of files.

None of these files pass the CRC checking, even if the user deletes the
whole directoryes, and the server sends them new.

I also tryed to remove these two dirs from the server, and reupload them,
and of course on the fasthttp too.

No go. The server is still kicking everyone, because he thinks that these
files are different.

This is the only map, wich doesnt work...

Anyone else has this map on a pure server?

Locutus

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Re: [hlds_linux] Linux Dedicated Server Beta Available

2007-07-05 Thread Rónai György
[ Converted text/html to text/plain ]
Alfred! Maybe this can help you:
We dont have multicore CPU under our server, but experiencing the lags and
idle high cpu load too.
3.6ghz P4, 1gb ram, linux debian 4 etch
2.6.16.27 kernel @ 1000hz
100tick  20 slot
here: IP: 87.229.26.68:27015
-Idle CPU load at 10-18%
-Tickrate never goes above 96, fluctuates between 90-96. Before it was at
stable IN of 100-102.
Thx
Locutus
Alfred Reynolds írta:

You tell us, we could reliably reproduce the high CPU problem once we
found the right hardware/software mix but the lag still escapes us. The
nature of the bug we fixed could certainly fix those other problems.

- Alfred

[EMAIL PROTECTED] wrote:


Does this also fix the other recent problems like fluctuating
tickrate and intermittent lag/freezing?



This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
A beta update to the Linux Dedicated Server is available.  To
download this update, run hldsupdatetool with the command -beta
dslinux.  The specific changes include:

- Fixed high CPU usage on multi-core machines

Jason

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Re: [hlds_linux] Pure bug?

2007-07-04 Thread Rónai György
[ Converted text/html to text/plain ]
Did you have a problem with files, or folders, which name contains a dot, or
more dots?
Locutus
karumba írta:

jep, thats it. my setting was similiar - allow_from_disk+check_crc for
 everything by default, and allow_from_disk for custom stuff afterwards.
for me, this seems to be a bug.
Rónai György schrieb:

[ Converted text/html to text/plain ]
Here it is:
(ripped off some blabla text)
materials\...allow_from_disk+check_crc
models\...allow_from_disk+check_crc
sound\...allow_from_disk+check_crc
models\player\...allow_from_disk
materials\models\player\...allow_from_disk
materials\models\hostages\...allow_from_disk
models\weapons\...allow_from_disk
materials\models\weapons\...allow_from_disk
sound\weapons\...allow_from_disk
sound\radio\...allow_from_disk
materials\decals\custom\...allow_from_disk
materials\console\...allow_from_disk
sound\admin_plugin\...allow_from_disk
materials\temp\...allow_from_disk
materials\vgui\...allow_from_disk
Thats it.
Its a custom map server, with some - but not much other custom content.
Basically, its working right, but sometimes it asks people for files, which
should not be checked.
Locutus
karumba írta:
[ Converted text/html to text/plain ]
Hi!
Why does the server kick for this:
disconnected (reason Pure server: client has loaded extra file
[GAME]\materials/\models\weapons\v_models\steel.kimono.de\mag.vtf. File must
be removed to play on this server.)
if i have this line in my whitelist:
materials\models\weapons\...allow_from_disk
???
It seems, that it depends on the order of these lines in the whitelist, and
randomly ignores some of them...
Locutus
thats interesting. i also had sv_pure 1  added custom player models
to the whitelist with allow_from_disk and it didn't work. i thought it
 was some wrong configuration from my side.
could you please send your whole whitelist to verify that?
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[hlds_linux] Pure bug?

2007-07-03 Thread Rónai György
[ Converted text/html to text/plain ]
Hi!
Why does the server kick for this:
disconnected (reason Pure server: client has loaded extra file
[GAME]\materials/\models\weapons\v_models\steel.kimono.de\mag.vtf. File must
be removed to play on this server.)
if i have this line in my whitelist:
materials\models\weapons\...allow_from_disk
???
It seems, that it depends on the order of these lines in the whitelist, and
randomly ignores some of them...
Locutus

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Re: [hlds_linux] Pure bug?

2007-07-03 Thread Rónai György
[ Converted text/html to text/plain ]
I dont know, why the game writes the path with that additional slash.
And i cant do anything to correct it, since in the whitelist is the correct
path.
Locutus
MelonBrew Support írta:

Rónai György wrote:


[ Converted text/html to text/plain ]
Hi!
Why does the server kick for this:
disconnected (reason Pure server: client has loaded extra file
[GAME]\materials/\models\weapons\v_models\steel.kimono.de\mag.vtf. File must
be removed to play on this server.)
if i have this line in my whitelist:
materials\models\weapons\...allow_from_disk
???
It seems, that it depends on the order of these lines in the whitelist, and
randomly ignores some of them...
Locutus

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Looks like you have an inconsistency here:

[GAME]\materials/\models\weapons\v_models\steel.kimono.de\mag.vtf

Note the extra / after materials.
materials\models\weapons\... does not have this extra /. Just a thought.


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Re: [hlds_linux] Pure bug?

2007-07-03 Thread Rónai György
[ Converted text/html to text/plain ]
Here it is:
(ripped off some blabla text)
materials\...allow_from_disk+check_crc
models\...allow_from_disk+check_crc
sound\...allow_from_disk+check_crc
models\player\...allow_from_disk
materials\models\player\...allow_from_disk
materials\models\hostages\...allow_from_disk
models\weapons\...allow_from_disk
materials\models\weapons\...allow_from_disk
sound\weapons\...allow_from_disk
sound\radio\...allow_from_disk
materials\decals\custom\...allow_from_disk
materials\console\...allow_from_disk
sound\admin_plugin\...allow_from_disk
materials\temp\...allow_from_disk
materials\vgui\...allow_from_disk
Thats it.
Its a custom map server, with some - but not much other custom content.
Basically, its working right, but sometimes it asks people for files, which
should not be checked.
Locutus
karumba írta:

[ Converted text/html to text/plain ]
Hi!
Why does the server kick for this:
disconnected (reason Pure server: client has loaded extra file
[GAME]\materials/\models\weapons\v_models\steel.kimono.de\mag.vtf. File must
be removed to play on this server.)
if i have this line in my whitelist:
materials\models\weapons\...allow_from_disk
???
It seems, that it depends on the order of these lines in the whitelist, and
randomly ignores some of them...
Locutus

thats interesting. i also had sv_pure 1  added custom player models
to the whitelist with allow_from_disk and it didn't work. i thought it
 was some wrong configuration from my side.
could you please send your whole whitelist to verify that?
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[hlds_linux] New update?

2007-07-01 Thread Rónai György

Hi

Was there an update tonight?

Because i had to rewrite my gameinfo.txt-s again, after tonights
automated restart. This only happens if there was some update.

But the empty server's 9-18% CPU usage is still there.

Locutus

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Re: [hlds_linux] Source Engine Update Released

2007-06-28 Thread Rónai György
[ Converted text/html to text/plain ]
Same here. Right after updating, the idle CPU load went to 10%.
Locutus
ShootMe írta:

Is it normal now that a DoD:S Server runs on 8-10% CPU (E6600) when no
one is on the Server?

Before this update the value was 0-0,5 % when no one is playing.

System is Debian ETCH on C2D E6600 with 2 GB Memory.

BR
ShootMe

Jason Ruymen wrote:


Updates to the Source Engine have been released.  Previously these
updates were available from the beta password src0625.  Please run
hldsupdatetool to receive these updates.  The specific changes include:

- Fixed VAC icon not showing up in server browser
- Fixed the buy favorites commands not working (needed
FCVAR_CLIENTCMD_CAN_EXECUTE on certain commands)
- Made record and stop use FCVAR_CLIENTCMD_CAN_EXECUTE
- Made wait FCVAR_SERVER_CAN_EXECUTE
- Enhanced sv_pure's output
- Fixed delay when disconnecting from a server
- Fixed a rare Day of Defeat: Source crash
- Made demos record screenshot/jpeg commands and added a cvar
cl_playback_screenshots to control whether or not the screenshot/jpeg
commands are replayed while playing back a demo
- Fixed the add/remove/edit/import buttons in the dedicated server's
Bans page

Jason


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Re: [hlds_linux] Timeouts/Lags during a round - NOT at roundend

2007-06-19 Thread Rónai György
[ Converted text/html to text/plain ]
I am running linux 100tick, with custom maps, mattie, sourcemm, mani,
countryfilter and no problems.
Or at least, we didnt notice anything.
Locutus
Alex / ch4os írta:

hi back,
this is update related, your hardware should be ok.
we suffer from the same bug for some days now, too.
as far as i can tell, this happens on these conditions:
- server is linux
- has more than 13/14 players (it actually gets worse with more players)
- has custom maps running
- (maybe more things like mattie eventscripts?)
it had nothing to do with the vac2 breakdown.
i'm sure alfred and/or the other valve staff is currently into this ;)
regards,
alex
- Original Message -
From: Alex [EMAIL PROTECTED][1]
To: hlds_linux@list.valvesoftware.com[2]
Sent: Tuesday, June 19, 2007 6:16 PM
Subject: [hlds_linux] Timeouts/Lags during a round - NOT at roundend

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hi all,
since the last update we experience timeouts for some seconds during a
round - NOT at roundend/-start.
does anyone experience the same and is there any solution/workaround?
or has this issue nothing to do with the last update and is more
hardware-related instead?
Thanks,
Alex
--
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Re: [hlds_linux] Lag problems after latest update

2007-06-13 Thread Rónai György
[ Converted text/html to text/plain ]
Ran almost 20 custom maps since the update on our 100 tick 18 slot server,
with full players, and no one noticed any lag.
(3.6Ghz P4, 1GB Ram, Debian Etch)
Locutus
Ronny Schedel írta:

Hello,
after the last update we discover strange problems:
- some round starts cause a lag problem, end of rounds too (lags are some
seconds)
- bombs can be planted after the round end (after seeing the connection
warning)
- after round start the spectator cam stays at the start position (eye view
of a player), after many seconds it moves to the correct position of the
player
- ...
Do we need a special library version or kernel settings to solve these
problems, again?
System: Core 2 Duo, Debian Etch, 2 GB RAM
Not to mention that all was running fine before this update, nothing
changed...
Best regards
Ronny Schedel
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Re: [hlds_linux] Source Engine Beta Update

2007-06-09 Thread Rónai György

Hi

Can anyone confirm if ManiAdminPlugin is working or not, with the latest
beta engine?

Thx
Locutus

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[hlds_linux] Servers crashing

2007-06-03 Thread Rónai György
[ Converted text/html to text/plain ]
Hi!
Was there any update approx. 16 hours ago?
Because both of my linux srcds suddenly begun to crash. (not using beta srcds)
I have set both to automatically restart every night (shell script), and after
the last restart, they are crashing with segmentation fault from time to
time.
Until i was alerted, that no one can join the servers, because it drops
everyone after sending client info. I figured out, that the server crashes
asap, if someone tries to join.
Anyone having this too?
Thx
Locutus

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[hlds_linux] Some OFF and not-OFF questions about VistaVista Server

2007-04-28 Thread Rónai György
[ Converted text/html to text/plain ]
Hi
Alfred, i hope you can give some infos on that questions already :)
1. There will be this Longhorn (Vista) Server Core. Without any GUI. How, and
when will SRCDS support it?
2. Will SRCDS run better on that, than on Windowx XP, or 2003 servers?
3. This is a little off, but how is the progress, to support Windows Vista
(Home) users better? I think, there are of course serious problems with the
graphics drivers too, but it cant be only that, if i get 100fps with my 6600GT
under XP Pro, and only 30 under Vista Home Premium (same settings, same Steam
install, 93.71 Forceware, and 158.18 Forceware). Also some are reporting, that
the Source engine is the only one, that doesnt start at all, if a Refresh Rate
is set to anything else than 60Hz under Vista? Are you planning any engine
optimizations, to run the clients better on Windows Vista?
Thx
Locutus

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Re: [hlds_linux] Some OFF and not-OFF questions about VistaVista Server

2007-04-28 Thread Rónai György
[ Converted text/html to text/plain ]
I know, you are very smart, but this is the point, why i posted that here.
After that fiasko with the lagging servers for almost a month, until we fixed
the faulty linux srcds by upgrading to unstable, unreleased linux distro, i am
thinking about to settle over to windows.
Just so you know.
Locutus
Regime írta:

Just so you know; This is the hlds_linux list.
---
Regime
Rónai György wrote:

[ Converted text/html to text/plain ]
Hi
Alfred, i hope you can give some infos on that questions already :)
1. There will be this Longhorn (Vista) Server Core. Without any GUI. How, and
when will SRCDS support it?
2. Will SRCDS run better on that, than on Windowx XP, or 2003 servers?
3. This is a little off, but how is the progress, to support Windows Vista
(Home) users better? I think, there are of course serious problems with the
graphics drivers too, but it cant be only that, if i get 100fps with my 6600GT
under XP Pro, and only 30 under Vista Home Premium (same settings, same Steam
install, 93.71 Forceware, and 158.18 Forceware). Also some are reporting, that
the Source engine is the only one, that doesnt start at all, if a Refresh Rate
is set to anything else than 60Hz under Vista? Are you planning any engine
optimizations, to run the clients better on Windows Vista?
Thx
Locutus

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Re: [hlds_linux] Re: [hlds] Source Engine Dedicated server beta

2007-04-04 Thread Rónai György
[ Converted text/html to text/plain ]
And please inform us before the autoupdate is happening, so that i can back up
the (now) working linux binaries, before they get broken again :D
Locutus
DEPRE Gaetan írta:

Alfred, would it be useful for us to apply this beta patch to each source
server we host (this may take a very long time depending of the number of
servers we host) or should we have to wait for an official update (I mean 1
more week would be too long for our customers to wait, not 2-3 days) ?

Thx for the advice.

-Message d'origine-
De : [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] De la part de Alfred
Reynolds
Envoyé : mercredi 4 avril 2007 21:06
Ŕ : [EMAIL PROTECTED]
Objet : RE: [hlds_linux] Re: [hlds] Source Engine Dedicated server beta

We have another couple items we want to include in this beta so it won't be
default for a little while yet.

- Alfred

DEPRE Gaetan wrote:


Patched : 45% CPU on one thread (~11% at all on a dual Xeon) for a 18
players 66 tick with Mani (beta Q)
Not patched : 85% CPU on one thread (~21% at all on a dual Xeon) for
a 18
players 66 tick with Mani (beta Q)

This patch seems to be THE solution that works :D

Just have to wait for the official valve's update now :)

-Message d'origine-
De : [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] De la part de Jun
Furuse
Envoyé : mardi 3 avril 2007 08:57
Ŕ : [EMAIL PROTECTED]
Objet : Re: [hlds_linux] Re: [hlds] Source Engine Dedicated server
beta

Problem solved here too. Was it a problem of the master server or
something ?

2007/4/3, Guy Watkins [EMAIL PROTECTED][7]:


I upgraded to the beta version and the problem was gone.  However,
on the forums, others that did not upgrade also report that the
problem is gone. That was almost 1.5 hours ago (00:07 EST).

Guy

} -Original Message-
} From: [EMAIL PROTECTED] [mailto:hlds_linux[9]-
} [EMAIL PROTECTED] On Behalf Of Jun Furuse
} Sent: Tuesday, April 03, 2007 12:22 AM
} To: [EMAIL PROTECTED]
} Subject: Re: [hlds_linux] Re: [hlds] Source Engine Dedicated
server beta } } Hi,
}
} I have the same server lag problem here, from this morning, } 3
Apr 09:00 JST.  I use: }
}   Debian testing
}   libc6-2.3.6.ds1-13
}   kernel 2.6.18
}
} The server uses very low CPU rate around 2 or 3% with this problem,
} where usually it consumes 15-20% of my server.
}
} --
} Jun
}
} 2007/4/3, John [EMAIL PROTECTED][12]:
}  I'm also seeing this problem with Linux Source-based servers, on
Gentoo. } It }  only seems to affect servers that are being
restarted, and I heard my } first }  complaint at around 5:15pm
PDT. We had no problems with the game today } until }  this
started. We are not running the beta on any of our servers. }  } 
The servers fluctuate between 10fps and their full FPS rate, but
mainly } run }  at 10. Sometimes they're not reachable at all. Even
typing text in the }  server console feels choppy. } 
}  -John
} 
}  - Original Message -
}  From: Affordablegameservers.com [EMAIL PROTECTED][13]
}  To: hlds@list.valvesoftware.com[14]
}  Sent: Monday, April 02, 2007 5:45 PM
}  Subject: RE: [hlds] Source Engine Dedicated server beta } 
} 
}   Alfred, im wondering does this have any affect on other
servers } running on }   the box. All of the sudden, about 2 hours
ago or so, my css servers }   started }   running at 10fps. I
installed a hl1 game on the box and its fine tops } out }   at
}   about 330 or so and acts normal.
}  
}   centos no real changes to anything it just all of the sudden
started }   happening. }   restarts dont help.
}  
}   -Original Message-
}   From: [EMAIL PROTECTED]
}   [mailto:[EMAIL PROTECTED] Behalf Of Alfred
Reynolds }   Sent: Monday, April 02, 2007 8:34 PM
}   To: [EMAIL PROTECTED]
}   Subject: RE: [hlds] Source Engine Dedicated server beta }  
}  
}   04 = April, 07 = 2007 :)
}  
}   - Alfred
}  
}   RMaioroff wrote:
}   Thanks for offering this to us. I am going to update it right
now on }   one of }   our busy Garry's Mod 10 pubs.
}  
}   Is 0407 the internal build number or perhaps the target date
for the }   release version to push? That is, if you're at
liberty to say. }   }  
}   -Original Message-
}   From: [EMAIL PROTECTED]
}   [mailto:[EMAIL PROTECTED] On Behalf Of
Alfred }   Reynolds }   Sent: Monday, April 02, 2007 5:17 PM
}   To: [EMAIL PROTECTED];
[EMAIL PROTECTED] }   Subject: [hlds] Source Engine
Dedicated server beta }   }   We have a beta update for the
Source Engine available for Dedicated }   servers. To get the
update run the hldsupdatetool with -beta }   srcds0407 }  
on the command line. }  
}   This update addresses some lag issues that have been seen
when } running }   the Source Engine (in particular, it
programmatically does something }   similar to using the
net_queuesplits cvar). }  
}   - Alfred
}  
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}   

Re: [SPAM] [hlds_linux] high CPU usage on renice

2007-03-30 Thread Rónai György
[ Converted text/html to text/plain ]
libc6 (2.3.6.ds1-13)  is fixing the lag issue itself.
It doesnt really matter, to what the net_queuesplit is set.
Locutus
Tobias Rehn írta:

We are currently using Debian Etch. With Etch there is a new libc6
shipping... It fixes these problems in combination with net_queuesplit
0. Try upgrading to Etch and don't forget a reboot afterwards, so that
the new libc6 is used by all programs.
Kind regards,
Tobias Rehn
Arne Guski schrieb:

Ive updatet (to build 3048) a few servers to test this and i have to say
its the same laggy / highping / spikes sh*** like leaving
net_queuesplits at 5 (default).
Tested with: net_queuesplits 0 / 5 / 10 / 50 without a noticable
difference.
Frames still dropping down to somewhere between 10 and 40 from the
(usually stable) 500FPS every now and then for no reason.
I would have been surprised if a net setting had much to do with the
server framedrops, but regardless it also had no positive effect on the
high-ping spikes issue.
Was tested on our production Servers, running 2.6.16.40-1000hz-c2d #1
SMP PREEMPT on Debian Sarge.
Servers: Core2Duo, Dual Xeon, P4
Sorry Alfred ... this does not seem to do any good.
Ive reverted the servers back again to build 2949, wich provides good
performing, lag-free servers for our customers.
regards
Arne Guski
www.server-sales.de[1]

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
Reynolds
Sent: Thursday, March 29, 2007 12:59 AM
To: [EMAIL PROTECTED]
Subject: RE: [SPAM] [hlds_linux] high CPU usage on renice
After going back over the archives and re-reading the lag emails I am
further convinced that setting net_queuesplits to 0 will solve
any lag
problems you may see. I want to wait for more people to try this fix
(and
for it to pan out over a couple days) but if reports are positive
then we
will programmatically fix this problem (without the need of a manual
cvar
change).
- Alfred

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Re: {Spam?} Re: [SPAM] [hlds_linux] high CPU usage on renice

2007-03-30 Thread Rónai György
[ Converted text/html to text/plain ]
I know, i just wanted to point on, that the solution is not the net_queuesplit
cvar itself.
Locutus
W0kk3L írta:

The problem isn't debian only. We are using FreeBSD (with redhat) and are
experiencing exactly the same problems. And that net_queuesplit didn't help
either.
- Original Message -
From: Rónai György [EMAIL PROTECTED][1]
To: hlds_linux@list.valvesoftware.com[2]
Sent: Friday, March 30, 2007 3:47 PM
Subject: Re: [SPAM] [hlds_linux] high CPU usage on renice
[ Converted text/html to text/plain ]
libc6 (2.3.6.ds1-13)  is fixing the lag issue itself.
It doesnt really matter, to what the net_queuesplit is set.
Locutus
Tobias Rehn írta:
We are currently using Debian Etch. With Etch there is a new libc6
shipping... It fixes these problems in combination with net_queuesplit
0. Try upgrading to Etch and don't forget a reboot afterwards, so that
the new libc6 is used by all programs.
Kind regards,
Tobias Rehn
Arne Guski schrieb:
Ive updatet (to build 3048) a few servers to test this and i have to say
its the same laggy / highping / spikes sh*** like leaving
net_queuesplits at 5 (default).
Tested with: net_queuesplits 0 / 5 / 10 / 50 without a noticable
difference.
Frames still dropping down to somewhere between 10 and 40 from the
(usually stable) 500FPS every now and then for no reason.
I would have been surprised if a net setting had much to do with the
server framedrops, but regardless it also had no positive effect on the
high-ping spikes issue.
Was tested on our production Servers, running 2.6.16.40-1000hz-c2d #1
SMP PREEMPT on Debian Sarge.
Servers: Core2Duo, Dual Xeon, P4
Sorry Alfred ... this does not seem to do any good.
Ive reverted the servers back again to build 2949, wich provides good
performing, lag-free servers for our customers.
regards
Arne Guski
www.server-sales.de[1[3]]
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
Reynolds
Sent: Thursday, March 29, 2007 12:59 AM
To: [EMAIL PROTECTED]
Subject: RE: [SPAM] [hlds_linux] high CPU usage on renice
After going back over the archives and re-reading the lag emails I am
further convinced that setting net_queuesplits to 0 will solve
any lag
problems you may see. I want to wait for more people to try this fix
(and
for it to pan out over a couple days) but if reports are positive
then we
will programmatically fix this problem (without the need of a manual
cvar
change).
- Alfred
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Re: [hlds_linux] Server Lag. Looking for some input.

2007-03-24 Thread Rónai György
[ Converted text/html to text/plain ]
Does anyone have the pre-update binaries?
I would like to try a rollback.
Thx
Locutus
Ondřej Hošek írta:

Oh the irony.
http://www.steampowered.com/Steam/Marketing/message/995/[1]
Therefore, get Windows XP, 4GB of RAM, 2x250 WD HDDs, an ATI or Nvidia
graphics card (Rage or Riva TNT might suffice, since they don't talk
details in that newspost) and Dell 30 or 21 LCDs in multihead. (Two or
three monitors.)
I wish for a Linux improvement too. However, I fear the Linux task force
of Valve is heavily underpopulated and forgotten. Advanced users can
also run a Dedicated Server under the Linux operating system. Yeah, we
need something of an advanced patience configuration while Valve
concentrates on other things than advanced users' ability of running a
Dedicated Server under the Linux operating system.
~~ Ondra
Deacon - Digital Gaming eXtreme wrote:

Alfred et Valve,
snip
Is there anything on the valve roadmap which
addresses CPU resources w/ the SRCDS engine?
:(

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Re: AW: AW: AW: [hlds_linux] Lagging linux servers

2007-03-23 Thread Rónai György
[ Converted text/html to text/plain ]
I have updated to the unreleased Debian 4 libc-s but no luck... after 12
hours, the lag is back...
Any progress on the issue, Alfred? Please dont say, that we must wait another
week to fix that... Maybe rolling back the update?
Locutus
Claudius Rücker írta:

Hi Julian,

Problem fixt on your servers?

Greetz Stullen Andi

-Ursprüngliche Nachricht-
Von: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Im Auftrag von J.Miribel
Gesendet: Mittwoch, 21. März 2007 12:09
An: [EMAIL PROTECTED]
Betreff: Re: AW: AW: [hlds_linux] Lagging linux servers

Thank you Claudius
I am compiling your kernel right now. Once compiled, I will test it right
away and let you guys know if it solved anything.

I also looked into the multi core issue and
my P4 fsb 800 has the problem
my core2duo has the problem
my dual xeon has the problem
my dual opteron has the problem

I don't think it's a core oriented problem..

One interresting thing is that all my machines use the exact same system and
same kernel.

Regards


Claudius Rücker writes:



Hi Julian,

I have no Idea how I get the Info`s from my config copied in this
newsletter...

Here is my ICQ:

197-818-693

Add me and I will send you my config file.

Greetz Stullen Andi

-Ursprüngliche Nachricht-
Von: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Im Auftrag von J.Miribel
Gesendet: Dienstag, 20. März 2007 19:49
An: [EMAIL PROTECTED]
Betreff: Re: AW: [hlds_linux] Lagging linux servers

Hi Claudius,
Would you mind posting your kernel .config file so we can compile the same
kernel as yours and try it out on our hardware ? Then we can make sure if
it's a kernel issue or not...

Julian


Claudius Rücker writes:



As posted my Server is not lagging.

-Ursprüngliche Nachricht-
Von: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Im Auftrag von Rónai


György


Gesendet: Dienstag, 20. März 2007 18:49
An: [EMAIL PROTECTED]
Betreff: Re: [hlds_linux] Lagging linux servers

[ Converted text/html to text/plain ]
Debian Sarge
Does this mean, that your test server is lagging too?
Because i can not remember here anyone with sarge, whos server is not
lagging...
Anyway, when can we except a fix for this?
Locutus
Alfred Reynolds írta:

We have a dual core Intel machine running Debian sarge and a single core
AMD running Slackware 10.

- Alfred

Xavier Kerestesy wrote:


[ Converted text/html to text/plain ]
Good day Alfred,
May I ask what type of Linux servers, software and hardware, you
have in
your server farm?  As you know it is hard to all variations and get
it right
the first time.  I would ideally like to get as close to as possible
as your testing environment so there is less impact to our customers.
Thank you,
Xavier
Alfred Reynolds wrote:

This question is better asked on the hlcoders list (subscribe via
http://list.valvesoftware.com[1[1[10]]]).  The reason you need to do it is
because
the Source engine is compiled with GCC 3.x and GCC 4.x binaries aren't
binary compatible for the C++ ABI.

- Alfred

Dave Dodd wrote:


Hi,

Can someone either point me towards discussion of why the linux_sdk
need to be compiled under GCC 3.?.?   I am trying to resolve a
problem with my Battlegrounds 2 server and I don't want to downgrade
my compiler from 4.1.1 .  I was able to compile a server under 4.1.1
by simply tweaking two source files lightglow.cpp  mathlib.cpp

Anyone ?

-- Dave

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Re: [SPAM] [hlds_linux] high CPU usage on renice

2007-03-21 Thread Rónai György
[ Converted text/html to text/plain ]
Any news on the linux lag issues?
Thx
Locutus
Alfred Reynolds írta:

Don't renice the proccess.

- Alfred

Tom W. wrote:


High everyone,

I just updated my Fedora Core server to version 5.
When I now renice the hlds process I immediately get high CPU usage.
The kernel I run is:
Linux xyz 2.6.20-1.2300.fc5 #1 Sun Mar 11 19:29:11 EDT 2007 i686 i686
i386 GNU/Linux

Any ideas?
Tom

_
Exercise your brain! Try Flexicon.



http://games.msn.com/en/flexicon/default.htm?icid=flexicon_hmemailtaglin[1]
emarch07



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Re: [SPAM] [hlds_linux] high CPU usage on renice

2007-03-21 Thread Rónai György
[ Converted text/html to text/plain ]
Well, i can give you SSH access to my servers, if you want. Contact me by
private email.
There you can join the screens, and follow the fps issue yourself. * If there
is anyone on the server, because because of this problem, its going empty
since days :((
Locutus
Alfred Reynolds írta:

I haven't been able to reproduce the problem, if someone can give me ssh access 
to a machine (with GDB installed) that immediately on launch reproduces the 
problem I may get more traction on the problem :)

- Alfred

Rónai György wrote:


[ Converted text/html to text/plain ]
Any news on the linux lag issues?
Thx
Locutus
Alfred Reynolds írta:

Don't renice the proccess.

- Alfred

Tom W. wrote:


High everyone,

I just updated my Fedora Core server to version 5.
When I now renice the hlds process I immediately get high CPU usage.
The kernel I run is:
Linux xyz 2.6.20-1.2300.fc5 #1 Sun Mar 11 19:29:11 EDT 2007 i686 i686
i386 GNU/Linux

Any ideas?
Tom

_
Exercise your brain! Try Flexicon.



http://games.msn.com/en/flexicon/default.htm?icid=flexicon_hmemailtaglin[1[1]]
emarch07



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Re: [hlds_linux] Re: Lag since 3/13/07 on debian and FC 5 only ?

2007-03-20 Thread Rónai György
[ Converted text/html to text/plain ]
I am only running one server on my box, with default port, and i get lag. (100
tick)
I have another server installed (66 tick war with srctv), and if i start it it
lags much later, counting from the start. But it does lag also, after a time.
And if it isnt running, the other server on the default port produces still
lag. Sometimes right after the start, sometimes only 12 hours or so later...
So sorry to say that, but this theory isnt correct. Maybe it has in your case
more to do with the 66 tick.
Locutus
Arne Guski írta:

Another apporach here to get closer to these lags that bug us all so badly:
Ive heard about Providers claiming that they have no lag and after some
checkups on what would be diferrent to my setup it turned out they use a
single IP for every gameserver.
That would result in all the servers running on default ports, unlike
most of us who run multiple gameservers on the same ip with different ports.
I cannot do large amount of tests, because i have a _single_ box where
is currently only running one server on it. It is only an old P4 2.8
(without HT) running a Tick 66 server BUT i cant see the lag problem on
it ! It has been running crowded for at least 2 days and i also do not
see the 10FPS if i spam stats to the console.
So as far as i can tell, this one runs perfectly fine, this is also
debian starge with 2.6.16.31-1000hz-p4 preempt.
So mayB something for Alfred to work on (i have no idear if they have
multiple servers on a box or not) and some input for you to discuss,
share, check, compare, think and bitch about ...
just my 2 goldbars
regards
Arne Guski
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Re: [hlds_linux] Lagging linux servers

2007-03-20 Thread Rónai György
[ Converted text/html to text/plain ]
Debian Sarge
Does this mean, that your test server is lagging too?
Because i can not remember here anyone with sarge, whos server is not
lagging...
Anyway, when can we except a fix for this?
Locutus
Alfred Reynolds írta:

We have a dual core Intel machine running Debian sarge and a single core
AMD running Slackware 10.

- Alfred

Xavier Kerestesy wrote:


[ Converted text/html to text/plain ]
Good day Alfred,
May I ask what type of Linux servers, software and hardware, you
have in
your server farm?  As you know it is hard to all variations and get
it right
the first time.  I would ideally like to get as close to as possible
as your testing environment so there is less impact to our customers.
Thank you,
Xavier
Alfred Reynolds wrote:

This question is better asked on the hlcoders list (subscribe via
http://list.valvesoftware.com[1[1]]).  The reason you need to do it is
because
the Source engine is compiled with GCC 3.x and GCC 4.x binaries aren't
binary compatible for the C++ ABI.

- Alfred

Dave Dodd wrote:


Hi,

Can someone either point me towards discussion of why the linux_sdk
need to be compiled under GCC 3.?.?   I am trying to resolve a
problem with my Battlegrounds 2 server and I don't want to downgrade
my compiler from 4.1.1 .  I was able to compile a server under 4.1.1
by simply tweaking two source files lightglow.cpp  mathlib.cpp

Anyone ?

-- Dave

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Re: AW: [hlds_linux] Lagging linux servers

2007-03-20 Thread Rónai György
[ Converted text/html to text/plain ]
Ok, you are exception that proves the rule :)
Btw, what tickrate, and fps, and what kind of machine it is? how many srcds
processes?
Locutus
Claudius Rücker írta:

As posted my Server is not lagging.

-Ursprüngliche Nachricht-
Von: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Im Auftrag von Rónai György
Gesendet: Dienstag, 20. März 2007 18:49
An: [EMAIL PROTECTED]
Betreff: Re: [hlds_linux] Lagging linux servers

[ Converted text/html to text/plain ]
Debian Sarge
Does this mean, that your test server is lagging too?
Because i can not remember here anyone with sarge, whos server is not
lagging...
Anyway, when can we except a fix for this?
Locutus
Alfred Reynolds írta:

We have a dual core Intel machine running Debian sarge and a single core
AMD running Slackware 10.

- Alfred

Xavier Kerestesy wrote:


[ Converted text/html to text/plain ]
Good day Alfred,
May I ask what type of Linux servers, software and hardware, you
have in
your server farm?  As you know it is hard to all variations and get
it right
the first time.  I would ideally like to get as close to as possible
as your testing environment so there is less impact to our customers.
Thank you,
Xavier
Alfred Reynolds wrote:

This question is better asked on the hlcoders list (subscribe via
http://list.valvesoftware.com[1[1[4]]]).  The reason you need to do it is
because
the Source engine is compiled with GCC 3.x and GCC 4.x binaries aren't
binary compatible for the C++ ABI.

- Alfred

Dave Dodd wrote:


Hi,

Can someone either point me towards discussion of why the linux_sdk
need to be compiled under GCC 3.?.?   I am trying to resolve a
problem with my Battlegrounds 2 server and I don't want to downgrade
my compiler from 4.1.1 .  I was able to compile a server under 4.1.1
by simply tweaking two source files lightglow.cpp  mathlib.cpp

Anyone ?

-- Dave

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Re: [hlds_linux] Re: Lag since 3/13/07 on debian and FC 5 only ?

2007-03-19 Thread Rónai György
[ Converted text/html to text/plain ]
Debian Sarge 3.1 with 2.6.16.27 = lag.
Locutus
J.Miribel írta:

Lets update then:
So far:
Debian
Sarge - Lag (1/1 report)
Etch - Lag (1/1 report)
Fedora
FC 4 - To be determined (1/2 reports lag)
FC 5 - No lag ( 2/2 reports)
FC 6 - Lag (1/1 report)
Slackware - No lag (1 report)
Anyone else ? Or anyone experiencing opposite results ?
There are not only 2 guys around using debian nor FC5/6 and hosting srcds !
[EMAIL PROTECTED] writes:

Ye the FC 5 had USER_HZ  set to 1000, Running AMD 64 Athlon
3800+ And no problems with are 100 tick or any of the 66
tick we had.
Azhibberd
- Original Message Follows -
From: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: Re: [hlds_linux] Re: Lag since 3/13/07 on debian
(sarge) only ?
Date: 19-Mar-2007 14:18:11 GMT

 Quoting J.Miribel [EMAIL PROTECTED][4]:
 So far:

 Debian
 Sarge - Lag
 Etch - Lag

 Fedora
 FC 5 - No lag
 FC 6 - Lag

 Anyone else ? Or anyone experiencing opposite results ?

 Slackware running 2.6.20, no Preemption, timer freq
 1000hz Source running at 100 tic
 No lag issues.

 Jeff Love
 Burgh Gaming
I should also mention this is SMP on dual 32bit AMD Athlon
MP 2800
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Re: [hlds_linux] Re: Lag since 3/13/07 on debian and FC 5 only ?

2007-03-19 Thread Rónai György
[ Converted text/html to text/plain ]
P4 3.6 HT (single core) here.
/ Debian Sarge 3.1 with 2.6.16.27 = lag. /

Locutus

Alfred Reynolds írta:

I am interested into the split of single vs. multi core machines seeing the 
problem.

- Alfred

DEPRE Gaetan wrote:


So, I guess we'll need these information :

Dual xeon 1core FSB 533 512 KO L2 Cache : Lags
Dual xeon 1core FSB 800 2 Mo L2 Cache : Lags but after a few hours the
server is running
Dual xeon 2cores 4 Mo Cache : No more lags

Debian Etch 2.6.20.1 on each box.

Could the CPU's cache be responsible (in part) of this lag problem ?

-Message d'origine-
De : [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] De la part de Rónai
György Envoyé : lundi 19 mars 2007 17:53
Ŕ : [EMAIL PROTECTED]
Objet : Re: [hlds_linux] Re: Lag since 3/13/07 on debian and FC 5
only ?

[ Converted text/html to text/plain ]
Debian Sarge 3.1 with 2.6.16.27 = lag.
Locutus
J.Miribel írta:

Lets update then:
So far:
Debian
Sarge - Lag (1/1 report)
Etch - Lag (1/1 report)
Fedora
FC 4 - To be determined (1/2 reports lag)
FC 5 - No lag ( 2/2 reports)
FC 6 - Lag (1/1 report)
Slackware - No lag (1 report)
Anyone else ? Or anyone experiencing opposite results ?
There are not only 2 guys around using debian nor FC5/6 and hosting
srcds ! [EMAIL PROTECTED] writes:

Ye the FC 5 had USER_HZ  set to 1000, Running AMD 64 Athlon
3800+ And no problems with are 100 tick or any of the 66
tick we had.
Azhibberd
- Original Message Follows -
From: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: Re: [hlds_linux] Re: Lag since 3/13/07 on debian
(sarge) only ?
Date: 19-Mar-2007 14:18:11 GMT



Quoting J.Miribel [EMAIL PROTECTED][7][4]:


So far:

Debian
Sarge - Lag
Etch - Lag

Fedora
FC 5 - No lag
FC 6 - Lag

Anyone else ? Or anyone experiencing opposite results ?


Slackware running 2.6.20, no Preemption, timer freq
1000hz Source running at 100 tic
No lag issues.

Jeff Love
Burgh Gaming


I should also mention this is SMP on dual 32bit AMD Athlon
MP 2800
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[hlds_linux] Hey, Alfred!

2007-03-18 Thread Rónai György

How about a new update? Or at least some info...

Of course, we are absolutely not important, because the money comes from
Microsoft, but are you even planning to help out the linux server
admins, or should we begin to plan installing Windows on our servers?

No offense really, its just the less worse way, as having our servers
run empty for another week(s)... Just tell us in time, if you are
willing to ban linux servers for good and all... After all, this was
Valves clear intention since the SRCDS is out...
I can imagine, how important that money from Microsoft is...

So whats your statement? Should we buy Windows Server licenses tomorrow?

Locutus

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Re: [hlds_linux] Any progress with the lag problem?

2007-03-17 Thread Rónai György
[ Converted text/html to text/plain ]
Is there _anyone_, who is running lag-free under linux?
And what kernel/settings/specs?
Locutus
Ronny Schedel írta:

Hello,
servers are still lagging. What can we expect for the future and when?
Best regards
Ronny Schedel
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Re: [hlds_linux] lag - Intel / amd problem ?

2007-03-17 Thread Rónai György
[ Converted text/html to text/plain ]
No, intels are lagging too.
Locutus
Svensk Ljud  Ljus Produktion írta:

Can it be a problem for amd users and not for Intel ?
Im shure that my Xeon and P4 servers running dods isnt lagging !
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Re: SV: [hlds_linux] Still horrible lags after todays update

2007-03-15 Thread Rónai György
[ Converted text/html to text/plain ]
Yep, tonights secret update solved the lag problem. At least 99% :)
Locutus
Dennis Overskov írta:

I just tried to update again, now the linux verion have been updatede from
version 74 to 75. I hope It helps

Dennis

-Oprindelig meddelelse-
Fra: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Pĺ vegne af Dennis Overskov
Sendt: 14. marts 2007 20:56
Til: [EMAIL PROTECTED]
Emne: SV: [hlds_linux] Still horrible lags after todays update

I have 2 root servers, 1 lags like hell, number 2 is fine

85.114.133.55:27015 HUB-CLAN.DK (no lag)
88.198.26.136:27015 HUB-CLAN.DK FFA NO AWP (lags)

cant remember kernel versio, but the no lag server have no plugin installed
both are default in kernel hz


Dennis
-Oprindelig meddelelse-
Fra: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Pĺ vegne af Ronny Schedel
Sendt: 14. marts 2007 19:49
Til: [EMAIL PROTECTED]
Emne: Re: [hlds_linux] Still horrible lags after todays update

Not a real solution, just a workaorund with some other impacts.

Best regards

Ronny Schedel


- Original Message -
From: Dennis Overskov [EMAIL PROTECTED][7]
To: hlds_linux@list.valvesoftware.com[8]
Sent: Wednesday, March 14, 2007 7:19 PM
Subject: SV: [hlds_linux] Still horrible lags after todays update


that problem was fixed long time ago.

phys_timescale 1.5

make the doors run like it had oil pumps :D

Dennis

-Oprindelig meddelelse-
Fra: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Pĺ vegne af Ronny Schedel
Sendt: 14. marts 2007 19:01
Til: [EMAIL PROTECTED]
Emne: Re: [hlds_linux] Still horrible lags after todays update

Easy to answer, doors don't work above tick 66 :)
Another problem that should be fixed first before new features arrive.

Best regards

Ronny Schedel


- Original Message -
From: Rónai György [EMAIL PROTECTED][12]
To: hlds_linux@list.valvesoftware.com[13]
Sent: Wednesday, March 14, 2007 6:50 PM
Subject: Re: [hlds_linux] Still horrible lags after todays update


[ Converted text/html to text/plain ]
If you read the previous emails, my servers have it too.
Why are you only running 66 tick, if the kernel is 1000Hz?
Is here anyone, who DONT have this problem, and with what
linux/srcds/settings?
Locutus
Ronny Schedel írta:

Tick is 66 and Kernel has 1000 Hz patch applied. It was all fine before this
update, no changes at the system except this source server update!
I am not alone, I tried different well known Linux public servers and all
have the lag problem.
Best regards
Ronny Schedel
- Original Message -
From: Rónai György [EMAIL PROTECTED][14][1]
To: hlds_linux@list.valvesoftware.com[15][2]
Sent: Wednesday, March 14, 2007 6:24 PM
Subject: Re: [hlds_linux] Still horrible lags after todays update
[ Converted text/html to text/plain ]
What tickrates are you running? And what kernel hz?
Locutus
Ronny Schedel írta:
Hello,
we get still hard lags on our CS Source server after some hours, also with
the update today. The server specs are:
Intel Core 2 Duo
Linux Kernel 2.6.19 rc1
2 GB RAM
100 MBit Net
Our DOD Source server is running full on the same machine without any
problems, only the CS Source server has this problem. There is enough CPU
power available for the process, no swapping, nothing. After we restart the
game server, it is running fine for some hours, but this is not a solution.
All was fine before the update 13-March-2007. Please revert to the old
threading behaviour, it was alot better.
Best regards
Ronny Schedel
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Re: SV: [hlds_linux] Still horrible lags after todays update

2007-03-15 Thread Rónai György
[ Converted text/html to text/plain ]
Yeah, it seems that after several hours uptime the lag is back...
Locutus
Andres Pozos írta:

Hi:
Dont work for me, that update  dont fix at all the lag problem. And im
talking about 100 css servers, before update all was ok.
__
LLama Gratis a cualquier PC del Mundo.
Llamadas a fijos y móviles desde 1 céntimo por minuto.
http://es.voice.yahoo.com[1]
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Re: [hlds_linux] Source Multiplayer Update Released - server FPS problem

2007-03-14 Thread Rónai György
[ Converted text/html to text/plain ]
I have read that topik, and my server is set up according to that, with
1000Hz.
I dont see the point, why i should update the kernel to above 2.6.20. What did
they update, what is so critical in that for SRCDS?
Tell me that, and i will do it... (i will do it anyway now, but i am 99% sure,
that it will not help..)
Or what is in the SRCDS update, that requires at least 2.6.20 kernel? Maybe a
word on that from you, Alfred?
Thx
Locutus
Kennycom írta:

For all you guys running a pre 2.6.20 kernel and complaining about
performance.. get off your butts, go here...

http://forums.steampowered.com/forums/showthread.php?t=486424[1]

read the first post...

Go here..

www.kernel.org[2] and look to see what the latest release is (currently rc is
21.rc3).. give that a try as there actually is an improvement over the
current .20 stable

DL the kernel and compile it as per the steam thread.. don't do the jiffies
tweak if you are not concerned about the higher FPS...

What is to lose,, a night of actually trying something besides sitting here
and complaining to Alfred that your stuff doesn't work while running
outdated kernels?




- Original Message -
From: Ronny Schedel [EMAIL PROTECTED][3]
To: hlds_linux@list.valvesoftware.com[4]
Sent: Tuesday, March 13, 2007 1:58 PM
Subject: Re: [hlds_linux] Source Multiplayer Update Released - server FPS
problem




Hi,

we have the same problem with our CS Source server. Now it is very
unstable
and lags after an automatic restart until we restart the server. The DOD
Source server is running fine on the same machine.

Best regards

Ronny Schedel




Hi

I have a serious problem since the update.
Several hours ago my 100 tick 18 slot server begun to lag, and very
badly.
The usually 250-496fps drops every few seconds to 10!
But the CPU usage never goes over 10-20%.

There was no problem with it, until the update :(

Restart does not help too.

Its a 2.6.16.27 debian kernel, with 1000Hz kernel.
3.6Ghz P4, 2gigs ram, raids, etc. Nothing else is running on it, just an
apache and a mysql with almost no load.

Can anyone help me?

Locutus

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Re: [hlds_linux] Still horrible lags after todays update

2007-03-14 Thread Rónai György
[ Converted text/html to text/plain ]
What tickrates are you running? And what kernel hz?
Locutus
Ronny Schedel írta:

Hello,
we get still hard lags on our CS Source server after some hours, also with
the update today. The server specs are:
Intel Core 2 Duo
Linux Kernel 2.6.19 rc1
2 GB RAM
100 MBit Net
Our DOD Source server is running full on the same machine without any
problems, only the CS Source server has this problem. There is enough CPU
power available for the process, no swapping, nothing. After we restart the
game server, it is running fine for some hours, but this is not a solution.
All was fine before the update 13-March-2007. Please revert to the old
threading behaviour, it was alot better.
Best regards
Ronny Schedel
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Re: [hlds_linux] Still horrible lags after todays update

2007-03-14 Thread Rónai György
[ Converted text/html to text/plain ]
If you read the previous emails, my servers have it too.
Why are you only running 66 tick, if the kernel is 1000Hz?
Is here anyone, who DONT have this problem, and with what
linux/srcds/settings?
Locutus
Ronny Schedel írta:

Tick is 66 and Kernel has 1000 Hz patch applied. It was all fine before this
update, no changes at the system except this source server update!
I am not alone, I tried different well known Linux public servers and all
have the lag problem.
Best regards
Ronny Schedel
- Original Message -
From: Rónai György [EMAIL PROTECTED][1]
To: hlds_linux@list.valvesoftware.com[2]
Sent: Wednesday, March 14, 2007 6:24 PM
Subject: Re: [hlds_linux] Still horrible lags after todays update
[ Converted text/html to text/plain ]
What tickrates are you running? And what kernel hz?
Locutus
Ronny Schedel írta:
Hello,
we get still hard lags on our CS Source server after some hours, also with
the update today. The server specs are:
Intel Core 2 Duo
Linux Kernel 2.6.19 rc1
2 GB RAM
100 MBit Net
Our DOD Source server is running full on the same machine without any
problems, only the CS Source server has this problem. There is enough CPU
power available for the process, no swapping, nothing. After we restart the
game server, it is running fine for some hours, but this is not a solution.
All was fine before the update 13-March-2007. Please revert to the old
threading behaviour, it was alot better.
Best regards
Ronny Schedel
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[hlds_linux] Source Multiplayer Update Released - server FPS problem

2007-03-13 Thread Rónai György

Hi

I have a serious problem since the update.
Several hours ago my 100 tick 18 slot server begun to lag, and very badly.
The usually 250-496fps drops every few seconds to 10!
But the CPU usage never goes over 10-20%.

There was no problem with it, until the update :(

Restart does not help too.

Its a 2.6.16.27 debian kernel, with 1000Hz kernel.
3.6Ghz P4, 2gigs ram, raids, etc. Nothing else is running on it, just an
apache and a mysql with almost no load.

Can anyone help me?

Locutus

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[hlds_linux] Auto-Restarting server processes -again

2007-02-13 Thread Rónai György
[ Converted text/html to text/plain ]
Hi
I was experimenting with a special approach, of restarting my processes on a
box with crontab scheduling.
I wrote a crontab, to run an sh every night.
This sh file contained a pkill command, that successfully reconigezd my srcds
processes, and killed them.
There is 1 sh file for each of my processes, to start them. These containing
the command to start them in screen, and an echo text.
Ive called those sh files, from the crontabbed one, after the processes were
killed.
Now, all echos are displayed in the crontab mail i get (so the sh files are
definitely called), but none of the screens is starting.
They only start, if i start them manually via SSH access. (i just press enter
on the sh file in mc)
But if they are called from crontab and script automatically, none of them
starts, just the echos are executed.
Any ideas why is this? Or is this a completely wrong approach, and there are
easier ways?
Thx
Locutus

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Re: [hlds_linux] Update of linuxservers ? 12 feb.-07

2007-02-13 Thread Rónai György
[ Converted text/html to text/plain ]
Why is having autoupdate function ON, a mistake?
Doesnt it broke the gameinfo.txt if i update it manually?
Locutus
ics írta:

ROFL
If it isnt clear to you yet, Valve does as they please since its their
game. They do not care about the people who run different plugins on the
servers. They only give tools to community to create their own stuff and
tell to use their SDK so anything does not break during updates. This is
impossible like i have many times said as the SDK is *very* limited and
does not provide enough freedom to create something different. Even
metamod source has way better tools than Valves own SDK. Besides, core
elements have changed atleast once already so even if you use the
official SDK, there is a change that Valve changes one of the key
elements and it still breaks. Whining abput things on this list is
useless and leads to nothing. This has been proven already before.
PS:  There was no update on 12th or 7th when there was client update.
There have been silent steam updates in the past though but if there
was such an update now, atleast it didnt affect my server running
metamod - didnt b0rked the gameinfo.txt. You either had -verify_all or
-autoupdate option on. Big mistake.
-ics
Regime kirjoitti:

No flaming intended of any sort, but I think his point was not that
Valve shouldn't do updates, but that it would be nice if they notify
their users (the server admins) like they normally do, to avoid
confusion and downtime.
---
Regime
Cc2iscooL wrote:

--
[ Picked text/plain from multipart/alternative ]
Except that since they are *plugins* for a game *they* have to support any
updates that Valve may change, we're lucky Valve let people develop server
plugins or none of them would be in existence today.
The developer should not have to conform to the plugin maker, (no matter how
much I actually don't like that fact.)
On 2/12/07, Kevin Ottalini [EMAIL PROTECTED][1] wrote:

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Re: [hlds_linux] Update of linuxservers ? 12 feb.-07

2007-02-13 Thread Rónai György
[ Converted text/html to text/plain ]
Yes, but if there is a required update, no one can join my server, until i
update it. So what for shoud it run un-updated? (yes, some updates are not
that important...)
Locutus
ics írta:

If your server autoupdates itself, you cant see what files are being
replaced etc, unless you happen to watch into console at that time. This
means that your gameinfo.txt will get replaced and source metamod wont
run. You end up having server up but not running the plugins you had on
it. When update is not mandatory, your server is fully working untill
you update it yourself. This guarantees no downtime to server or its
plugins. Sometimes metamod source will break because of Source update.
This way you can choose to have running the old non-b0rked version
untill new one is available and update after that. This of course, does
not apply when update is mandatory.
-ics
Rónai György kirjoitti:

[ Converted text/html to text/plain ]
Why is having autoupdate function ON, a mistake?
Doesnt it broke the gameinfo.txt if i update it manually?
Locutus
ics írta:
ROFL
If it isnt clear to you yet, Valve does as they please since its their
game. They do not care about the people who run different plugins on the
servers. They only give tools to community to create their own stuff and
tell to use their SDK so anything does not break during updates. This is
impossible like i have many times said as the SDK is *very* limited and
does not provide enough freedom to create something different. Even
metamod source has way better tools than Valves own SDK. Besides, core
elements have changed atleast once already so even if you use the
official SDK, there is a change that Valve changes one of the key
elements and it still breaks. Whining abput things on this list is
useless and leads to nothing. This has been proven already before.
PS:  There was no update on 12th or 7th when there was client update.
There have been silent steam updates in the past though but if there
was such an update now, atleast it didnt affect my server running
metamod - didnt b0rked the gameinfo.txt. You either had -verify_all or
-autoupdate option on. Big mistake.
-ics
Regime kirjoitti:
No flaming intended of any sort, but I think his point was not that
Valve shouldn't do updates, but that it would be nice if they notify
their users (the server admins) like they normally do, to avoid
confusion and downtime.
---
Regime
Cc2iscooL wrote:
--
[ Picked text/plain from multipart/alternative ]
Except that since they are *plugins* for a game *they* have to support any
updates that Valve may change, we're lucky Valve let people develop server
plugins or none of them would be in existence today.
The developer should not have to conform to the plugin maker, (no matter how
much I actually don't like that fact.)
On 2/12/07, Kevin Ottalini [EMAIL PROTECTED][1][1] wrote:
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Re: [hlds_linux] Auto-Restarting server processes -again

2007-02-13 Thread Rónai György
[ Converted text/html to text/plain ]
No, i have already checked this. The paths are not relative, they are full,
from $HOME...
So i dont think, that this could be the problem. Not even an empty screen is
starting...
Locutus
David Syers írta:

--
[ Picked text/plain from multipart/alternative ]
Are your sh files expecting you to be in a certain directory when run, and you 
are forgetting to cd there in your script?

The easiest way is to probably let us see the script in question.

Rónai György [EMAIL PROTECTED][1] wrote: [ Converted text/html to text/plain ]
Hi
I was experimenting with a special approach, of restarting my processes on a
box with crontab scheduling.
I wrote a crontab, to run an sh every night.
This sh file contained a pkill command, that successfully reconigezd my srcds
processes, and killed them.
There is 1 sh file for each of my processes, to start them. These containing
the command to start them in screen, and an echo text.
Ive called those sh files, from the crontabbed one, after the processes were
killed.
Now, all echos are displayed in the crontab mail i get (so the sh files are
definitely called), but none of the screens is starting.
They only start, if i start them manually via SSH access. (i just press enter
on the sh file in mc)
But if they are called from crontab and script automatically, none of them
starts, just the echos are executed.
Any ideas why is this? Or is this a completely wrong approach, and there are
easier ways?
Thx
Locutus

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Re: [hlds_linux] Auto-Restarting server processes -again

2007-02-13 Thread Rónai György
[ Converted text/html to text/plain ]
Enough rights to do WHAT?
The kill is performed, since the processes vanish, as i wrote.
The echoes also work, in the called scripts.
Just the new screens, with the new server process instances do not start.
(But if i do it manually, by executing the startup script, they start
normally. The last step (screens) only dont work if crontab calls the script.)
Locutus
k-mystik írta:

Does the user which executes the kill have enough permissions to do it?
You can try the following command to get an output:
su - username -c /home/username/path/to/kill/script
--
k-mystik! -- get2play administrator
web: www.get2play.com[1]
irc: #get2play
Rónai György wrote:

[ Converted text/html to text/plain ]
Hi
I was experimenting with a special approach, of restarting my processes on a
box with crontab scheduling.
I wrote a crontab, to run an sh every night.
This sh file contained a pkill command, that successfully reconigezd my srcds
processes, and killed them.
There is 1 sh file for each of my processes, to start them. These containing
the command to start them in screen, and an echo text.
Ive called those sh files, from the crontabbed one, after the processes were
killed.
Now, all echos are displayed in the crontab mail i get (so the sh files are
definitely called), but none of the screens is starting.
They only start, if i start them manually via SSH access. (i just press enter
on the sh file in mc)
But if they are called from crontab and script automatically, none of them
starts, just the echos are executed.
Any ideas why is this? Or is this a completely wrong approach, and there are
easier ways?
Thx
Locutus
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Re: [hlds_linux] Update of linuxservers ? 12 feb.-07

2007-02-12 Thread Rónai György
[ Converted text/html to text/plain ]
i wrote the same 2 days ago...
and the answer is NO, apparently valve isnt telling us anymore, if they are
updating something.
Locutus
Svensk Ljud  Ljus Produktion írta:

Hi !
I restarted my dod:s server on a linux machine and it updated again ( 11.00
( +1GMT )) !
I believed that we would be told when and why the updates would come ?
Peter L.
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Re: [hlds_linux] Update of linuxservers ? 12 feb.-07

2007-02-12 Thread Rónai György
[ Converted text/html to text/plain ]
Just because it wasnt announced, and it broke the gameinfo.txt, as every time,
and i must every time fix it manually, to run metamod and mani again.
At least, if the update is announced, i am prepared to do it.
Locutus
Cc2iscooL írta:

--
[ Picked text/plain from multipart/alternative ]
I don't know why he's so worked up about it downloading updates
anyway...they're usually good...usually...sometimes. :)

On 2/12/07, Kevin Ottalini [EMAIL PROTECTED][1] wrote:


The last update was only for language addition:

Steam client update released
February 7, 2007, 5:30 pm - Jason Ruymen


Updates to the Steam Client have been released.
The updates will be applied automatically when your Steam client is
restarted.
Among the items introduced with this update, Steam is now available in
several
new languages including Danish, Dutch, and Swedish. The specific changes
include:

Steam Client
Added language support for Danish, Dutch, Swedish, Norwegian and Finnish

==

There was also a small update to Servers (not announced but nothing
mission
critical):

Updating 'Counter-Strike Source Shared Content' from version 59 to version
60
Downloading: g:\steamserver2\cstrike\resource\cstrike_danish.txt
Downloading: g:\steamserver2\cstrike\resource\cstrike_dutch.txt
Downloading: g:\steamserver2\cstrike\resource\cstrike_finnish.txt
Downloading: g:\steamserver2\cstrike\resource\cstrike_norwegian.txt
Downloading: g:\steamserver2\cstrike\resource\cstrike_swedish.txt


- Original Message -
From: Rónai György
To: hlds_linux@list.valvesoftware.com[2]
Sent: Monday, February 12, 2007 2:30 AM
Subject: Re: [hlds_linux] Update of linuxservers ? 12 feb.-07


i wrote the same 2 days ago...
and the answer is NO, apparently valve isnt telling us anymore, if they
are
updating something.
Locutus
Svensk Ljud  Ljus Produktion írta:

Hi !
I restarted my dod:s server on a linux machine and it updated again (
11.00
( +1GMT )) !

I believed that we would be told when and why the updates would come ?
Peter L.


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[hlds_linux] cs:s update?

2007-02-10 Thread Rónai György

Hi

Why was there a valve update for the css dedicated server?

I was only getting the info, that none of my servers run mani admin
anymore i've looked after, and it was because an update broke the
gameinfo.txt again (as every time...). Maybe there should be a little
improvement to this, that the line reqired by the metamod isnt deleted
always, when the gameinfo.txt is updated.

Locutus

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Re: [hlds_linux] Source Tic Rate

2007-02-03 Thread Rónai György
[ Converted text/html to text/plain ]
Type
ma_version
in the console.
Beside of mani's version, it will tell you the tickrate setting too.
Locutus
[EMAIL PROTECTED] írta:

How can someone verify if a Source game is running at 100 tic?  I know
in the HL1 you could use NetGraph 3 and you could use the in-out to see
tic rate.  I have been told by several providers that this is not
accurate in Source and would like to know of a way to verify the tic
rate in Source.

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Re: [hlds_linux] Server rate cvars?

2007-02-02 Thread Rónai György
[ Converted text/html to text/plain ]
I think that the server doesnt change the correspondig cvars, but your rate
list can only display those.
But actually, it DOES change the values into the given range, you can test ist
yourself.
Set 30/30/7500 rate for yourself, and go on your server.
In the rate list, your rates will be 30/30/7500.
But if you look at your own netgraph (net_graph 3), you will see, that the
rates are correct, because your in/out reaches 66, and the throughput goes as
well over 7500 bytes/second.
So its a little bit confusing (i know, for my admins too...) to see the wrong
rates in the list, but believing, that those people do have the correct rates
too.
Locutus
ics írta:

We are running our tickrate 66 servers with following cvars:
sv_mincmdrate 66
sv_maxcmdrate 100
sv_maxupdaterate 100
sv_minupdaterate 66
sv_maxrate 3
sv_minrate 2
sv_client_cmdrate_difference 10
Our policy is that player should not play on tickrate 66 server if their
pc cant handle to send ~60 updates per second to the server (average fps
around 60). As for my understanding, server should be able to change
everyones cl_cmdrate to 66, cl_updaterate to 66 and rate to 2 if
they are set to default ones which are 30, 20 and 1 - just for that
gaming session. This isnt happening. We get this date with
mani-admin-plugins command ma_rates while we look up what they are. Ive
taken liberty to censor name and Steamid from each player, other values
are authentic. We do not run any other rate setting stuff as its
pointless since cl_restrict_server_commands cvar.
 Name  Steam ID UserID  ratecmdupdate
interp
-
 xxx STEAM_0:0:12345678440 25000   66 66 0.01
 xxx STEAM_0:0:12345678451 25000   30 20 0.01
 xxx STEAM_0:0:12345678417 2   1001000.01
 xxx STEAM_0:0:12345678435 25000   67 74 0.02
 xxx STEAM_0:0:12345678454 25000   66 66 0.02
 xxx STEAM_0:0:12345678453 25000   67 67 0.02
 xxx STEAM_0:0:12345678461 26000   67 1010.01
 xxx STEAM_0:0:12345678424 25000   67 67 0.02
 xxx STEAM_0:0:12345678456 3   30 20 0.01
 xxx STEAM_0:0:12345678450 25000   67 67 0.02
 xxx STEAM_0:0:12345678457 2   45 85 0.02
 xxx STEAM_0:0:12345678443 25000   1001010.02
 xxx STEAM_0:0:12345678470 25000   1001010.01
 xxx STEAM_0:0:12345678460 25000   66 66 0.02
 xxx STEAM_0:0:12345678473 25000   1001000.01
 xxx STEAM_0:0:12345678465 350030 66 0.01
 xxx STEAM_0:0:12345678472 25000   1001000.02
Obviously those who have default rates should have higher rates. Some
people change their settings below the default values and we all know
how this affects the gameplay. How can this be possible? Does the server
randomly choose the ones that gets their rates changed and leaves others
be? Rate 3500 isnt even near the default ones. People set their rates
that low only on purpose.Also im wondering, why is the cl_interp value
from 0.1 has been dropped to as low as 0.017-0.030 due to
cl_interp_ratio cvar. This is 4 3-4 times less than before. Now it seems
that players are lagging more clearly. I see a ragdoll standing still
and suddenly it jumps forward like it would have speedhack on. This is
happening only sometimes, not always.
I suspect that cl_restrict_server_commands is causing this problem.
Blocks server from changing player rates temporarely to something else
than their own settings. When i start my own game, i cant for example
change cl_interpolate to 0 or cl_interp_ratio 0 for my LAN server before
i join into it nor after. It just says the same thing, server has
temporarely restricted cl_interpolate to 1. It doesnt matter if i have
cl_restrict_server_commands as 1 or 0, same thing. I have not been
connected to any servers either. Only way i can turn interpolate off is
to put it directly on autoexec.cfg. This however, doesnt help with
cl_interp_ratio. It wont be turned off so im guessing it cant be changed
by hand at all, like cl_interp these days, is the same.
-ics
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[hlds_linux] steam down?

2007-01-28 Thread Rónai György

Is something wrong with the steam servers?

All of our servers keep disconnecting the players, with various errors

Locutus

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[hlds_linux] Auto restarting srcds?

2007-01-27 Thread Rónai György

Hi

Can anyone pls describe me a method, to restart all my scrds processes
automatically?

So, how can i kill a specific screen, and then restart the server?
I know, how to write a crontab script, just dont know, how to kill a
specific screen, via process pid, or name?

Thx
Locutus

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Re: [hlds_linux] Auto restarting srcds?

2007-01-27 Thread Rónai György
[ Converted text/html to text/plain ]
Woah, does it have to be so complicated?:D
Locutus
David Syers írta:

--
[ Picked text/plain from multipart/alternative ]
Below is a copy of a server startup script that I used, just calling the script 
with the param stop would kill a server

ie.

./server.sh stop
./server.sh start

would be a restart

*** CODE START ***
#!/bin/sh

MAP='cs_office'
PORT='27015'
TICKRATE='66'
CSS='css1'
MAXPLAYERS='19'

case $1 in
qstart|start)
if [ -e /home/${CSS}/cstrike/${CSS}.pid ]
then
echo The server is already running
exit 1
fi
;;
esac

case $1 in
qstart)
echo Starting CS:Source Server (quick)
sleep 1
screen -A -m -d -S css-server ./srcds_run -console -game 
cstrike +map ${MAP} +maxplayers ${MAXPLAYERS} -port ${PORT} -tickrate 
${TICKRATE} -ip 81.19.209.2 +fps_max 600 -pidfile ${CSS}.pid +mp_dynamicpricing 0
;;
start)
echo Starting CS:Source Server
sleep 1
screen -A -m -d -S css-server ./srcds_run -console -game 
cstrike +map ${MAP} +maxplayers ${MAXPLAYERS} -autoupdate -port ${PORT} 
-tickrate ${TICKRATE} -ip 81.19.209.2 +fps_max 600 -pidfile ${CSS}.pid 
+mp_dynamicpricing 0
;;
stop)
echo Stopping CSS Server
sleep 1
screen -X quit
rm -f /home/${CSS}/cstrike/${CSS}.pid
;;
verify)
echo echo Verifying Installation
sleep 1
./steam -command update -game Counter-Strike Source -dir . -verify_all
;;
install)
echo echo Installing
sleep 1
./steam -command update -game Counter-Strike Source -dir .
;;
debug)
echo Starting CS:Source Server (debug)
sleep 1
screen -A -m -d -S css-server ./srcds_run -debug -console -game 
cstrike +map ${MAP} +maxplayers ${MAXPLAYERS} -autoupdate -port ${PORT} 
-tickrate ${TICKRATE} -ip 81.19.209.2 +fps_max 600 -pidfile ${CSS}.pid 
+mp_dynamicpricing 0
;;
novac)
echo Starting CS:Source Server (NO VAC!!)
sleep 1
screen -A -m -d -S css-server ./srcds_run -insecure -console 
-game cstrike +map ${MAP} +maxplayers ${MAXPLAYERS} -port ${PORT} -tickrate 
${TICKRATE} -ip 81.19.209.2 +fps_max 600 -pidfile ${CSS}.pid +mp_dynamicpricing 0
;;
*)
echo Usage: $0 qstart|start|stop|verify
exit 1
esac
exit 0

*** CODE END ***

Rónai György [EMAIL PROTECTED][1] wrote: Hi

Can anyone pls describe me a method, to restart all my scrds processes
automatically?

So, how can i kill a specific screen, and then restart the server?
I know, how to write a crontab script, just dont know, how to kill a
specific screen, via process pid, or name?

Thx
Locutus

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Re: [hlds_linux] Source Engine Update Released

2007-01-17 Thread Rónai György
[ Converted text/html to text/plain ]
Pls correct me if i am wrong.
The server has 100 tick, and it produces 100 update/s (updaterate).
Client sets cl_interp_ratio 1, this means, cl_interp will be 0.01 (10ms).
An update comes every 10ms (with 100 updaterate), so in the interp buffer 2
updates can be stored, and interpolated from.
If the server fails to produce 100 updaterate for a second or so, the
cl_interp will raise because of the ratio, and even then, 2 updates can be
stored in the interp puffer. (at 80 updates, there comes 1 every 12.5ms, and
the interp buffer will raise to 12.5ms accordingly)
So, theoretically, there is no need to allow anything else, than
cl_interp_ratio 1.
Right?
Or do we need, to allow a bigger buffer, because of lost update packets
(loss)?
Or, maybe a little higher, to allow compensationg a latency, in detecting the
updaterate?
Or something else, to calculate when we set those parameters?
Thx
Locutus
Jason Ruymen írta:

The Source Engine Update has now been released.  Please run
hldsupdatetool again to make sure your game is update to date.  Changes
for this update include:

- Cheat protected many more cvars
- Replaced cl_interp with cl_interp_ratio. Server can limit it with
sv_min_cl_interp_ratio and sv_max_cl_interp_ratio
- Added sv_rcon_log to allow rcon logging to be disabled

Jason

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Re: [hlds_linux] Source Engine Beta Available

2007-01-13 Thread Rónai György
[ Converted text/html to text/plain ]
Hi!
Does the updateRate mean the ACTUAL updaterate, or the fix cvar?
If it means the actual real updaterate, that the client becomes, does this
mean, that the interp buffer sets itself dynamically bigger, if the updaterate
drops, and then back again?
Locutus
Alfred Reynolds írta:

cl_interp has been removed and replaced with cl_interp_ratio.

cl_interp_ratio sets the interpolation time to
cl_interp_ratio/updateRate. Added sv_min_cl_interp_ratio (default: 1.0)
and sv_max_client_interp_ratio (default: 2.0) to let the server bound
interp settings.

- Alfred

Scott Pettit wrote:


Is there a brief explanation on the settings for cl_interp_ratio?

Is it still 0.01/0.1 etc?

-Scott

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Re: [hlds_linux] reliabletimer error

2007-01-05 Thread Rónai György
[ Converted text/html to text/plain ]
Does this mean, that multi-core AMD cpu-s will have a performance(?) handicap
while running the new dualcore-source-engine?
(Or more simple: Are we better with a multi-core Intel CPU in the future?)
Locutus
Alfred Reynolds írta:

We simply note the fact that the rdtsc return value went backwards
between two consecutive calls. RDTSC returns a monitonically increasing
value per CPU so it going backwards means that we jumped to a different
CPU and the counters aren't being kept in sync (certain dual core AMD
architectures suffer from this feature). When we detect that jump
backwards we just let time slip a little (as there is no reliable way to
know exactly how much time was lost), we only use this timer for
non-critical timing functions (i.e not in running the game simulation).

- Alfred

Gary Stanley wrote:


How are you calculating the drift for each cpu? (code snipplets would
be nice)

I've always wanted to know how to 'detect' TSC drifting. :)


At 01:47 PM 1/4/2007, Alfred Reynolds wrote:


You can ignore that assert, it means that you have a dual core CPU
and the RDTSC counters on each core do not stay in sync (a feature
of certain AMD cpus). We have code to handle this issue, the assert
is just in place so we could determine what hardware setups have the
problem :) The next server release should remove that assert (as we
have answered the question now).

- Alfred

Saint K. wrote:


Hi,,
Im getting the following error on my clean CS 1.6 install:

reliabletimer.h (73) : Assertion Failed: m_nPerformanceCounterEnd


= m_nPerformanceCounterStart



i've searched google for this error, but apperantly it only occures
at windows machines.

My config:
Tyan mobo
AMD X2 4200+
2GB 400MHz mem
250GB 7200RPM disk
Distro: Debian

Any idea's on what triggers this error?

cheers,

Saint K.


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Re: [hlds_linux] [Question to Valve] High system load with CS Source server

2006-12-28 Thread Rónai György

How does this sound:

Lets speak together, and STOP all of our SRCDS processes for 24 hours.

For example, from  04. january 13:00 to 05. january 13:00.

(and if they are not doing anything - at least an answer to our
performance questions, we will do another shutdown later for 48 hours...)

Just to get Valve a feeling, how it is, to loose people.

We will inform people about the outage before this date, and let
everyone know, why we are doing this. I am sure, that every player will
understand it.

Locutus

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Re: [hlds_linux] [Question to Valve] High system load with CS Source server

2006-12-28 Thread Rónai György
[ Converted text/html to text/plain ]
I know that here are GSP-s too, but its not you, who must do this.
From your viewpoint its the customer, who should terminate (or ask you to
terminate it for him) the process. Or, simply password their servers so that
no one can join in, if you can not terminate them. Thats probably the most
simple way.
Locutus
DEPRE Gaetan írta:

LOL. Some of us are GSP. Sorry but for my customers that pay, I'll never do
that !... (in fact legally I can't)

I don't think this way is the good one. Valve will probably have an real
answer to this problem ( I hope a solution...)

G.DEPRE
www.ngservers.com[1]

-Message d'origine-
De : [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] De la part de Rónai György
Envoyé : jeudi 28 décembre 2006 20:15
Ŕ : [EMAIL PROTECTED]
Objet : Re: [hlds_linux] [Question to Valve] High system load with CS Source
server

How does this sound:

Lets speak together, and STOP all of our SRCDS processes for 24 hours.

For example, from  04. january 13:00 to 05. january 13:00.

(and if they are not doing anything - at least an answer to our
performance questions, we will do another shutdown later for 48 hours...)

Just to get Valve a feeling, how it is, to loose people.

We will inform people about the outage before this date, and let
everyone know, why we are doing this. I am sure, that every player will
understand it.

Locutus

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Re: [hlds_linux] [Question to Valve] High system load with CS Source server

2006-12-28 Thread Rónai György
[ Converted text/html to text/plain ]
Then lets see, how big the project can be.
I dont think, that because of 24 hours outage we will loose that much players.
And they will be informed too.
As of my part, i can inform most of the hungarian servers, and they will join
us.
Who is with us, with the 24 Hours server shut down next week?
Locutus
ics írta:

Nah dont do that mate, you just lose your own players because they dont
care that much and just swap to another server. Minority may care but
players are sheeps.
They want to play and so on. However, i wrote a previous post to this
mailing list after that steam outage and i didnt include the lag spikes
into that post. Seems that i should have.
This issue will propably be left alone once again with no comment from
Valve. We have a problem, we try to report it and all we get is ignored.
Many people have this problem
so clearly it isnt made up. Lets see how long the community will
maintain its current people as im sure that at this rate, it wont grow.
-ics
Rónai György wrote:

How does this sound:
Lets speak together, and STOP all of our SRCDS processes for 24 hours.
For example, from  04. january 13:00 to 05. january 13:00.
(and if they are not doing anything - at least an answer to our
performance questions, we will do another shutdown later for 48 hours...)
Just to get Valve a feeling, how it is, to loose people.
We will inform people about the outage before this date, and let
everyone know, why we are doing this. I am sure, that every player will
understand it.
Locutus
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[hlds_linux] linux servers down

2006-12-16 Thread Rónai György

Hi

My linux servers are still down. Hanging on connecting to steam servers...
Even with turned off autoupdating, the server hangs as he tries to
connect to vac/steam content servers, after startup...

Any fix in sight for this?

As i can see, the clients, and the windows srcds is already running...
whats up with linux?

Locutus

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Re: [hlds_linux] Counter-Strike: Source and Source Engine Update Released

2006-11-17 Thread Rónai György


I simply can not understand, why Valve let us suck EVERY TIME an update
is released?

What is this good for?

Mani is already working on a new admin plugin version, wich will simply
make this IDIOT command useless.


Why cant you guys at Valve just release SERIOUS updates? Do you have so
much time, that you all play destroy-css with every update?

-every update breaks mods
-you roll out DWP, even if 90% of all CSS users refuse it to use? Most
of the servers have already turned this on... on what basis will you
calculate with your algorithm the new prices, if no one uses the system?
-you roll out some server settings blocker, that will prevent to filter
rate, or interp hackers, or to run the simplest admin commands via a
plugin... whom is this good? For you?

Why didnt you simply LISTEN to the community, and roll out updates, that
they REQUEST? Or simply try to bring out patches, that arent 100%
opposite to what they want?

If you guys at Valve dont want us to play CSS anymore, if you want do
destroy it by every update, you are on the right track! We are loosing
players with every day. Your multicore support will be a joke too, since
in summer 2007 no one will play CSS anymore, if this continues...


Locutus
a displeased server admin and player

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[hlds_linux] NUM_FOR_EDICT: bad pointer

2006-10-30 Thread Rónai György
[ Converted text/html to text/plain ]
Hi,
i'am sometimes getting this error in console:
NUM_FOR_EDICT: bad pointer
Add -debug to the ./srcds_run command line to generate a debug.log to help
with solving this problem
Any ideas where it comes from?
Thx
Locutus

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[hlds_linux] Serious problems at Valve?

2006-10-01 Thread Rónai György

Hi

Our servers crash every 5 minutes with $HL_CMD segmentation fault bla
bla, no VAC, no auth server connection...

ALL servers are dead since hours!

Whats up?

Locutus

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Re: [hlds_linux] Serious problems at Valve?

2006-10-01 Thread Rónai György
[ Converted text/html to text/plain ]
Yes, it seems, that only the servers with SourceTV crash. It might have some
cross reaction with the lost connection to auth servers and vac.
Other servers, that are not using SourceTV running fine, just no vac, and
frequent client timeouts...
Locutus
Saint K. írta:

VAC is lost here, servers remain up and running
- Original Message -
From: Rónai György [EMAIL PROTECTED][1]
To: hlds_linux@list.valvesoftware.com[2]
Sent: Sunday, October 01, 2006 3:52 PM
Subject: [hlds_linux] Serious problems at Valve?

Hi
Our servers crash every 5 minutes with $HL_CMD segmentation fault bla
bla, no VAC, no auth server connection...
ALL servers are dead since hours!
Whats up?
Locutus
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Re: [hlds_linux] Serious problems at Valve?

2006-10-01 Thread Rónai György
[ Converted text/html to text/plain ]
Same here..
Locutus
ics írta:

Not only timeouts, seeing this error A LOT including on my account.
http://www.ics-base.net/steam_error.jpg[1]
-ics
Mike Noordermeer kirjoitti:

Yes, it seems, that only the servers with SourceTV crash. It might
have some
cross reaction with the lost connection to auth servers and vac.
Other servers, that are not using SourceTV running fine, just no vac,
and
frequent client timeouts...

Getting a lot reports about client timeouts here too ;/ Lot of customers
get kicked/dropped from their servers.
--
Mike Noordermeer
[EMAIL PROTECTED]
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Re: [hlds_linux] CS:S - Net-Code FIX - open letter

2006-09-29 Thread Rónai György
[ Converted text/html to text/plain ]
I dont think that fixing the netcode is just that simple.
Its something naturally, like if you would say stop the wind blowing.
If you play on the internet, there will be always a latency, and an amount of
lag, wich must be corrected somehow. The server collects infos from the
players, calculates the new world frame, and then sends it back to the users,
in updates. All the steps of this needs time, and this time is latency, that
must be corrected. Since all net-connections are different, there must be a
buffer, to collect, correct, and then display changes. Therefore, a perfect
hitreg will never be, with this system.
Of course, they could make client side hitreg, where if you someone, the hit
info sent by your client to the server, that it must be a hit. But it would
make impossible, to filter out cheaters, since anyone could send false hitreg
updates, with a cheat, or even if there is a client side anticheat, from a 3rd
computer.
This is not just a problem, where we can say, that 'Valve fix it asap!'. Try
explain them how...
Locutus
Michael McKoy írta:

Wouldn't fixing netcode be a Source engine issue, not just a CS:S issue?
Then it effects every game built on the engine, and would have a benefit
for all mods or licensed users of the engine. Better netcode would be a
selling point, so you could say they would make money since it improves
EVERY source game.

Maybe I'm wrong though, maybe the netcode isn't directly in the source
engine?



He might have elaborated on what specs his machines have, but yes, I
agree it's a quality post.

However, I doubt Valve is going to answer. We on this list know only too
well what happened to our pleas for 64-bit support. (Does anybody have
access to the Bellevue area sewer system?) Plus, I'm not sure they get
any money if their game is played on LAN parties (or do they? Can
somebody clarify? Thanks), so I doubt this is a high-stakes-if-ignored
problem.

~~ Ondra

Cc2iscooL wrote:


--
[ Picked text/plain from multipart/alternative ]
Thanks for the link...quality post.

Just hope that when (if) Valve fixes the netcode that they don't further
increase load on the servers, it's high enough as it is.

On 9/29/06, [EMAIL PROTECTED] [EMAIL PROTECTED][2] wrote:



A top player in CS:S made up an open letter in the Steam-Forums:

http://forums.steampowered.com/forums/showthread.php?t=490324[3]

I kindly agree to it, these bugs/settings are making CS:S an action
game, but it is no more a tactical game.
I hope Valve will reply on it, in the forums or here in the list. It
just
the point where CS:S will substitute CS 1.6
in being the most COMPETITIVE played game on the leagues - or not. ;-)

I would agree a personal message too.



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[hlds_linux] Constant timeouts

2006-09-29 Thread Rónai György

Hi

We get constant timeouts on our server, every minute is someone Timed out.
But inside the server, the ping, choke and everything else is OK.

There was no problem, till ~ 19:00.

Is there any problem at Valve?

Locutus

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[hlds_linux] Cron script

2006-09-29 Thread Rónai György

Hi

Can anyone give me pls some cron script example, how to kill the
process's screen, and then restart the server?
I know how to run cron, or write shell scripts, just dont know how to
kill specific screens...
I want to full restart my srcds processes, for example every night at 2:00.

Thx
Locutus

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Re: [hlds_linux] Hyperthreading to do or not

2006-09-21 Thread Rónai György
[ Converted text/html to text/plain ]
My story was:
I got some light choke on my 18 slot 100 tick server. Over 4-6 ppl, there was
as small movement lag, even if there was no choke on the netgraph.
It turned out, that we have installed an SMP kernel, but forgot to enable the
HT in the BIOS.
After turning it on, everything is running fine.
(A 100tick/18slot and a 66tick/12slot server, on a 2.8HT P4, 2gb ram, debian
2.6.17.)
Locutus
Hoder Balder Marcus Jensen írta:

What are peoples experience with hyperthreading in CS and CS:S.
As I understand the neither of them has HT support and therefore max.
can use 50% of your CPU, but if you run multiple servers on a machine is
best to use HT or not.
Any comments and own experiences are welcome.
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Re: [hlds_linux] map crashing a server?

2006-09-10 Thread Rónai György
[ Converted text/html to text/plain ]
I still dont understand what you mean, but i run the latest i686 SRCDS on
linux, with -autoupdate, and some ~100 custom maps.
Locutus
Doug Crabtree írta:

LOL, that's what I meant.  HL2MP game for SRCDS.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Rónai György
Sent: Saturday, September 09, 2006 4:37 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlds_linux] map crashing a server?

[ Converted text/html to text/plain ]
Not HL2DM, its SRCDS.
Locutus
Doug Crabtree írta:

Not on mine, what version of HL2DM server are you running?

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Rónai
György
Sent: Saturday, September 09, 2006 3:48 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlds_linux] map crashing a server?

[ Converted text/html to text/plain ]
Sure they are working.
Valve silently fixed this already, in the august 24/31 update.
All maps working again on Linux.
Locutus
Doug Crabtree írta:

Is this a new map?  Recently compiled?  Those aren't working on linux
servers.  Not since August 4th.


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  4. mailto:[EMAIL PROTECTED]
  5. mailto:[EMAIL PROTECTED]
  6. mailto:[EMAIL PROTECTED]
  7. http://list.valvesoftware.com/mailman/listinfo/hlds_linux[4
  8. mailto:[EMAIL PROTECTED]
  9. mailto:[EMAIL PROTECTED]
 10. mailto:hlds_linux@list.valvesoftware.com
 11. http://list.valvesoftware.com/mailman/listinfo/hlds_linux
 12. http://list.valvesoftware.com/mailman/listinfo/hlds_linux
 13. http://list.valvesoftware.com/mailman/listinfo/hlds_linux

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Re: [hlds_linux] map crashing a server?

2006-09-10 Thread Rónai György
[ Converted text/html to text/plain ]
CSS:S.
The custom maps begun to work after the 24.08 update. But it has broke some
others, namely de_ maps with nav files. Valve fixed this too in the 31.08
update. Since then, ALL custom maps work, as they have before August 04.
Have you tried it with more custom maps? Perhaps the one what you are trying
is bad.
Locutus
Doug Crabtree írta:

Ok, what game server are you running?  HL2MP, DOD:S, or CSS:S?

I completely reloaded HL2MP last night and still no joy.  New custom maps
still don't work, the ones before the August 4th update do.

Doug Crabtree
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Rónai György
Sent: Sunday, September 10, 2006 5:20 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlds_linux] map crashing a server?

[ Converted text/html to text/plain ]
I still dont understand what you mean, but i run the latest i686 SRCDS on
linux, with -autoupdate, and some ~100 custom maps.
Locutus


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Re: [hlds_linux] map crashing a server?

2006-09-10 Thread Rónai György
[ Converted text/html to text/plain ]
I dont have this 2 maps :)
http://game.konzol.net/db/mapstats.php?sortby=1rev=-1ro=13[1]
Here is a new map stat of our server. You can see all maps. Those maps are all
working fine.
Locutus
Ronny Schedel írta:

Some maps don't work, like de_pasdequartier and cs_xcom. It crashes during
the game. The game crashes due to the nav-bug was at mapstart. But these
maps crash after some minutes of playing.
Regards
Ronny
[ Converted text/html to text/plain ]
CSS:S.
The custom maps begun to work after the 24.08 update. But it has broke some
others, namely de_ maps with nav files. Valve fixed this too in the 31.08
update. Since then, ALL custom maps work, as they have before August 04.
Have you tried it with more custom maps? Perhaps the one what you are trying
is bad.
Locutus
Doug Crabtree írta:
Ok, what game server are you running?  HL2MP, DOD:S, or CSS:S?
I completely reloaded HL2MP last night and still no joy.  New custom maps
still don't work, the ones before the August 4th update do.
Doug Crabtree
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Rónai
György
Sent: Sunday, September 10, 2006 5:20 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlds_linux] map crashing a server?
[ Converted text/html to text/plain ]
I still dont understand what you mean, but i run the latest i686 SRCDS on
linux, with -autoupdate, and some ~100 custom maps.
Locutus
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===References:===
  1. http://game.konzol.net/db/mapstats.php?sortby=1rev=-1ro=13
  2. mailto:[EMAIL PROTECTED]
  3. mailto:[EMAIL PROTECTED]
  4. mailto:[EMAIL PROTECTED]
  5. http://list.valvesoftware.com/mailman/listinfo/hlds_linux[4
  6. mailto:[EMAIL PROTECTED]
  7. mailto:[EMAIL PROTECTED]
  8. mailto:hlds_linux@list.valvesoftware.com
  9. http://list.valvesoftware.com/mailman/listinfo/hlds_linux
 10. http://list.valvesoftware.com/mailman/listinfo/hlds_linux
 11. http://list.valvesoftware.com/mailman/listinfo/hlds_linux

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Re: [hlds_linux] Vac2 down

2006-09-09 Thread Rónai György
[ Converted text/html to text/plain ]
Same here.
Since ~20-30 mins.
Locutus
Neil írta:

Hi

Vac seems to be down ?

Keep restarting server but get message

Could not establish connection to Steam servers.

Applies to both our DOD:S server and CSS, was fine today and hasnt dropped
connection to Vac since last restart etc and i can see plenty of servers
running Vac ok

but i needed to restart both servers as i'd updated mani admin to latest
version, so did a rcon quit etc

have tried without IPtables etc, full server reboot , just seems to have
started this evening

im in the UK , server is data center hosted in London

Another guy has posted in Windows Server of Steam forums with same issue



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Re: [hlds_linux] map crashing a server?

2006-09-09 Thread Rónai György
[ Converted text/html to text/plain ]
Sure they are working.
Valve silently fixed this already, in the august 24/31 update.
All maps working again on Linux.
Locutus
Doug Crabtree írta:

Is this a new map?  Recently compiled?  Those aren't working on linux
servers.  Not since August 4th.


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jay
Anstiss
Sent: Saturday, September 09, 2006 1:22 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlds_linux] map crashing a server?

Hey folks

has annoyed experienced any of the current source maps crashing a
server? For some reason my server has crashed twice recently and one of
the players that he and a friend experienced something similar
happenind, and that once they'd removed the aztec map from the map cycle
their server was running fine. I'm just curious incase this sort of
thing has happened to anyone else out there.

Jay.



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Re: [hlds_linux] map crashing a server?

2006-09-09 Thread Rónai György
[ Converted text/html to text/plain ]
Not HL2DM, its SRCDS.
Locutus
Doug Crabtree írta:

Not on mine, what version of HL2DM server are you running?

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Rónai György
Sent: Saturday, September 09, 2006 3:48 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlds_linux] map crashing a server?

[ Converted text/html to text/plain ]
Sure they are working.
Valve silently fixed this already, in the august 24/31 update.
All maps working again on Linux.
Locutus
Doug Crabtree írta:

Is this a new map?  Recently compiled?  Those aren't working on linux
servers.  Not since August 4th.


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Re: [hlds_linux] Counter-Strike: Source update released + Custom maps

2006-08-25 Thread Rónai György
[ Converted text/html to text/plain ]
A little additional Info:
If you use custom maps, delete the external nav's for them. Otherwise, they
will crash the server, if there are any players.
This was you can get most of the custom maps to work.
This fix only works for custom maps, wich has external nav files. Those, who
have internal bspzipped ones, still crash the server (if they do).
Dont forget to delete the nav files line, from the res file too, if there is
one.
Locutus
Kevin H írta:

--
[ Picked text/plain from multipart/alternative ]
Mani Admin updated gametypes.txt

Right click Save As

http://www.mani-admin-plugin.com/mani_admin_plugin/gametypes/gametypes.txt[1]

May help
--

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Re: [hlds_linux] HL2 Server Updates anytime soon?

2006-08-25 Thread Rónai György
[ Converted text/html to text/plain ]
I would like to know that too.
We also cant use any new custom maps since weeks, on our linux server.
Locutus
Doug Crabtree írta:

My newest maps haven't worked since the SDK updated on the 4th.  Does
anybody know when the Server will be updated to use the new maps?

Thanks,

Doug Crabtree


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Re: [hlds_linux] lag problem

2006-08-24 Thread Rónai György
[ Converted text/html to text/plain ]
Nice one, thx :)
Apparently, the cause was the HT, but it was TURNED OFF, instead of ON :)
For some reason, we forgot to enable itt fully in the bios, but the linux
kernel was set to use it...
No we enabled it, and what a wonder, no more lag... i hope it will not come
again :)
---
Another thing:
Does anyone know, why the newest custom maps dont work on linux srcds? I know
that valve has broken the sdk, so any after that compiled maps crash the
server. But is there any update on this? An SDK patch, or a workaround? We
could not put any new custom maps on our server since weeks... before that we
had frequently updated it with the best ones.
Thx
Locutus
Cc2iscooL írta:

--
[ Picked text/plain from multipart/alternative ]
Maybe you should take a look at the server and see what is running at the
time of the lag spike. There must be something, otherwise the server would
(should) be just fine. The FPS should maintain a constant level even when
under load. You *might* be able to reduce it by reducing the max FPS, as
I've never noticed a difference after 250-300. It could be the kernel. If
you're sure it's been set to 1000hz make sure there's nothing limiting the
process. Also, you could try turning HT off via the bios and see if that
helps, what might be happening is that the process tries to switch over to
the virtual processor to load balance and it doesn't work like it should. I
would personally turn HT off and give it a shot. If it still has the problem
just turn it back on.

Speaking of this, the only lag I've faced was with a dual core server on
an older kernel, but since you have a decently recent one I'm not sure if a
kernel upgrade would help you or not. You might want to look at the changes
in-between to see what's fixed and see if it relates to timing or HT.

As I said, try turning HT off first and see what happens.

On 8/22/06, Rónai György [EMAIL PROTECTED][1] wrote:


[ Converted text/html to text/plain ]
No, sv maxrate 0 did not help :( It has no effect... same lag.
But i have noticed, that the server fps sometimes drops to 125. Approx. at
the
same time, as the lag occurs. Not often. What i dont understand is, why
does
it drop, if the cpu load does not exceed (in this case, 13 players) 44%?
(peak
max)
Lowering tickrate is really not an option, as my goal is exactly, to make
it
at 100 tick usable...
Locutus
Despise at home írta:

i would recommend using sv_maxrate 0 as the number of updates
(sv_maxupdaterate and sys_ticrate) maybe be restricted by that sv_maxrate
as
that is a high sv_maxupdaterate.
Other thing you can try is a lower sys_ticrate. Just got to monitor your
stuff init
If i didnt make sense there its cause im stoned :)

From: Rónai György [EMAIL PROTECTED][2][1]
Reply-To: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: [hlds_linux] lag problem
Date: Sun, 20 Aug 2006 17:57:34 +0200
Hi
I am still fighting with this lag problem.
My server:
2.8 HT P4, 2gigs ram, 100mbit duplex inland net
2.6.17 kernel, 1000Hz, nothing else running on it.
The one srcds process is a 18 slot pub server, at
100 tick
fps_max 600 (fps almost constantly at 496)
sv_minrate 3000
sv_maxrate 3
sv_maxupdaterate 100
sv_minupdaterate 10
clients forced to:
cl_updaterate 100
cl_cmdrate 100
rate 25000
cl_interpolate 1
cl_interp 0.1
The problem is: We get a small lag, at any player number above 4
players. Its not a serious lag, just some little movement lag, every
5-10 seconds. It cant be related to any movement, or explosion, or
shooting each other, it just happens randomly... This lag does not grow
too much, with increasing player number. The cpu is at 17-23% at 6
players. Even at 16-18 players, its not going above 67%.
I have tryed to play around with interp, at 0.01 it lags a little more,
at 0.1 a little less.
The hitreg is perfect (according to players), so we are experiencing all
the benefits of high fps, and high tickrate, just this small lag
It really cant be the server box... neither the bw. Probably, its the
wrong kernel? We are going to test the 2.6.18_rc tomorrow...
Any other ideas?
Locutus
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Re: [hlds_linux] lag problem

2006-08-22 Thread Rónai György
[ Converted text/html to text/plain ]
No, sv maxrate 0 did not help :( It has no effect... same lag.
But i have noticed, that the server fps sometimes drops to 125. Approx. at the
same time, as the lag occurs. Not often. What i dont understand is, why does
it drop, if the cpu load does not exceed (in this case, 13 players) 44%? (peak
max)
Lowering tickrate is really not an option, as my goal is exactly, to make it
at 100 tick usable...
Locutus
Despise at home írta:

i would recommend using sv_maxrate 0 as the number of updates
(sv_maxupdaterate and sys_ticrate) maybe be restricted by that sv_maxrate as
that is a high sv_maxupdaterate.
Other thing you can try is a lower sys_ticrate. Just got to monitor your
stuff init
If i didnt make sense there its cause im stoned :)

From: Rónai György [EMAIL PROTECTED][1]
Reply-To: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: [hlds_linux] lag problem
Date: Sun, 20 Aug 2006 17:57:34 +0200
Hi
I am still fighting with this lag problem.
My server:
2.8 HT P4, 2gigs ram, 100mbit duplex inland net
2.6.17 kernel, 1000Hz, nothing else running on it.
The one srcds process is a 18 slot pub server, at
100 tick
fps_max 600 (fps almost constantly at 496)
sv_minrate 3000
sv_maxrate 3
sv_maxupdaterate 100
sv_minupdaterate 10
clients forced to:
cl_updaterate 100
cl_cmdrate 100
rate 25000
cl_interpolate 1
cl_interp 0.1
The problem is: We get a small lag, at any player number above 4
players. Its not a serious lag, just some little movement lag, every
5-10 seconds. It cant be related to any movement, or explosion, or
shooting each other, it just happens randomly... This lag does not grow
too much, with increasing player number. The cpu is at 17-23% at 6
players. Even at 16-18 players, its not going above 67%.
I have tryed to play around with interp, at 0.01 it lags a little more,
at 0.1 a little less.
The hitreg is perfect (according to players), so we are experiencing all
the benefits of high fps, and high tickrate, just this small lag
It really cant be the server box... neither the bw. Probably, its the
wrong kernel? We are going to test the 2.6.18_rc tomorrow...
Any other ideas?
Locutus
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[hlds_linux] lag problem

2006-08-20 Thread Rónai György

Hi

I am still fighting with this lag problem.

My server:
2.8 HT P4, 2gigs ram, 100mbit duplex inland net
2.6.17 kernel, 1000Hz, nothing else running on it.

The one srcds process is a 18 slot pub server, at
100 tick
fps_max 600 (fps almost constantly at 496)
sv_minrate 3000
sv_maxrate 3
sv_maxupdaterate 100
sv_minupdaterate 10
clients forced to:
cl_updaterate 100
cl_cmdrate 100
rate 25000
cl_interpolate 1
cl_interp 0.1

The problem is: We get a small lag, at any player number above 4
players. Its not a serious lag, just some little movement lag, every
5-10 seconds. It cant be related to any movement, or explosion, or
shooting each other, it just happens randomly... This lag does not grow
too much, with increasing player number. The cpu is at 17-23% at 6
players. Even at 16-18 players, its not going above 67%.
I have tryed to play around with interp, at 0.01 it lags a little more,
at 0.1 a little less.
The hitreg is perfect (according to players), so we are experiencing all
the benefits of high fps, and high tickrate, just this small lag

It really cant be the server box... neither the bw. Probably, its the
wrong kernel? We are going to test the 2.6.18_rc tomorrow...
Any other ideas?

Locutus

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Re: [hlds_linux] HL2DM Map Update works on Win32, not on Linux?

2006-08-17 Thread Rónai György
[ Converted text/html to text/plain ]
Waiting yes... none of the newest custom maps work on our linux server.
Another great beta testing before release?
Locutus
Doug Crabtree írta:

It's definitely a problem.  The SDK people know about it.  We're waiting on
another patch to fix the latest patch.  Until then, nothing we can do.  It's
not building the linux physics at all, causing the linux servers to crash.

http://www.chatbear.com/board.plm?a=viewthreadt=169,1155327742,29797id=100[1]
0268b=4986v=flatolds=0


Doug Crabtree

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Kevin Ottalini
Sent: Wednesday, August 16, 2006 10:33 PM
To: [EMAIL PROTECTED]
Subject: [hlds_linux] HL2DM Map Update works on Win32, not on Linux?

I just updated a map that has been working on both win32 and on linux
servers for more then a year, but just had a report that the new compile
isn't working on linux servers (I don't know what version yet or what the
symptoms are).

If some kind hl2dm linux server operators could give the map a spin and
report any problems I would appreciate it (you can contact me directly).

http://www.qsextreme.com/dm_spookface1[5]

I did not change the way I compiled the map or finalized the map (even the
textures are all the same) and most of the physical structure is identical,
but obviously the compile tools have changed.

I looked through the wiki and saw that some linux-specific terrain data is
no longer being generated, but that only old mods would have problems with
this.

qUiCkSiLvEr


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===References:===
  1. 
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  2. mailto:[EMAIL PROTECTED]
  3. mailto:[EMAIL PROTECTED]
  4. mailto:hlds_linux@list.valvesoftware.com
  5. http://www.qsextreme.com/dm_spookface1
  6. http://list.valvesoftware.com/mailman/listinfo/hlds_linux

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Re: [hlds_linux] A 100tick 20slot pub server

2006-07-29 Thread Rónai György
[ Converted text/html to text/plain ]
Why do you force interp to 0.01?
I dont see any sense in this.
Scott Pettit írta:

On all of our Source servers, we force the cmd/update to tick + 1. Eg: we
run 66 tick so we force cl_cmdrate 67 and cl_updaterate 67. rate is forced
to 2 minimum, 3 maximum. cl_interp is forced to 0.01.

The performance (these are public) is great - the only people who don't like
it are on 56k, but then again how many gamers who use Steam have 56k still?
Updating would take forever.

-Scott

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Matt Albiniak
Sent: Saturday, 29 July 2006 7:23 a.m.
To: [EMAIL PROTECTED]
Subject: Re: [hlds_linux] A 100tick 20slot pub server

IMO, and strictly imo, players with equal up/cmdrates (eg 45/45) are
at the same advantage as 100/100, especially with interpolate 1. Even
people with unequal rates (5/75) are at the same disadvantage playing
with those settings as we are playing against them. If I were wanting
to have players ONLY with the same rates (100/100), I would use one of
the source metamod plugins (Ace's Rate something) and give clients the
option to update or be kicked. Forcing them to 100/100, especially
when their end can't handle it, doesn't make for a very good
environment. /end opinion

re: 100 tick
We've noticed significant gameplay improvement going from 22 slot 100
tick to 18 slot 100 tick.



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[hlds_linux] A 100tick 20slot pub server

2006-07-28 Thread Rónai György

Hi!

First of all, i am new to this list, so greetings :) Ive read the last
month of Archive.
I am not new to the server thing, i own some CSS servers since the release.

So my question. I have set up a new box now, it has Debian 2.6.17.6
(1000Hz), on a P4 2.8 Ghz HT, with 2GB RAM, etc. This box is just for
srcds, nothing else runs on it.
The first priority is a 100 tick public server (a fun one, with custom
maps etc), a 20 slot one. I run it at
sv_minrate 2000
sv_maxrate 3
sv_maxupdaterate 100
+fps_max 600
(mani admin, and some simple eventscrips + vip mod with sourceMM)

with clients settings forced to
cl_updaterate 100
cl_cmdrate 100
rate 25000
(cl_interp 0.1)

This server is running since 2 weeks, now here are my observations
(didnt have much to do with 100 tick servers yet).
1. 75% of the maps run good. Some 15% has minimal lags, and there are
10% that does higher lag, and/or serious bugs (doors not opening etc).
AND, the worst map is not a custom one, but militia, and inferno from
Valve. VERY bad choke occurs in some areas, at almost all players. The
ther 8% only has 1-2 choke, at several areas, so they are playable. We
have some ~110 maps overall on it.
2. Some people complain about warping players. This does not affect all
players, only some 5-8%. Why is this? Do they have a low bandwith rate,
or low cpu specs, or what could cause this? Is it possible, that they
can not cope with the high rates? Is it a problem, that they can not
hold a 100fps (wich were the best for 100 tick), or more a bw problem,
or something else? The weird about is, that sometimes i have seen that
too, on bigger maps, from high distances. But at the next run of those
map, there was no problem anymore..
3. The servers fps is 80% at 496FPS, sometimes drops to 250 (never seen
lower). The CPU load with 16 ppl is between 36-58%. And it has a full
100Mbit bw. So the server cant be a problem. What if i want to put up
some warservers, on the same box? Can i go for 100 tick, or it will be a
problem? Has anybody experience with such a box, and multiple srcds
processes?
4. The movement on the 100 tick pubserver seems to be a little less
smooth in some cases, as on other servers. Can i adjust something else,
to make it more comfortable? The hitgreg is perfect, ppl are really
impressed, how good it works in firefights.
5. I have tried to set it back to 66 tick, but there was a big
resistance from the players :) And, what wonders me, the CPU load did
not drop as i expected, only about 5-8%.

So if anyone has experience with those things, give me some hints :)
Thanks

Locutus

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Re: [hlds_linux] A 100tick 20slot pub server

2006-07-28 Thread Rónai György
[ Converted text/html to text/plain ]
So, do you mean, that i should go back to 18 players, and the server will be
fine on 100 tick?
For the rates: I know, how to allow a range of rates. But i think its an
unfair thing, to allow some users different, lower rates. A 66/66 rater would
act differently on the server, he could even lag in the view of others. Or
not?
Matt Albiniak írta:

I'd really, really, really, really advise against forcing users to a
100/100 setting. If anything, set a range (for example:
sv_minupdaterate 66) for players to minimally maintain. I'd hate your
server; I can't run above 45/45 due to my CPU bottleneck. A lot of
people try to run 100/100, but on a pub, it's the minority that
succesfully can (speaking of clients, not servers).
Also, for reference, we were hosted by a highly respected professional
game server provider. They allowed us to run 600 fps, 100 tick, 22
slots. Even on a stock server (no mods), gameplay was consistantly
jerky (rubberbands/warping) for all clients.
We're currently running 4 100 tick 18 slot pubs with Mani, PTBx,
zBlock, Metamod, and a few customs mods. Things are smooth.
On 7/28/06, Rónai György [EMAIL PROTECTED][1] wrote:

Hi!
First of all, i am new to this list, so greetings :) Ive read the last
month of Archive.
I am not new to the server thing, i own some CSS servers since the release.
So my question. I have set up a new box now, it has Debian 2.6.17.6
(1000Hz), on a P4 2.8 Ghz HT, with 2GB RAM, etc. This box is just for
srcds, nothing else runs on it.
The first priority is a 100 tick public server (a fun one, with custom
maps etc), a 20 slot one. I run it at
sv_minrate 2000
sv_maxrate 3
sv_maxupdaterate 100
+fps_max 600
(mani admin, and some simple eventscrips + vip mod with sourceMM)
with clients settings forced to
cl_updaterate 100
cl_cmdrate 100
rate 25000
(cl_interp 0.1)
This server is running since 2 weeks, now here are my observations
(didnt have much to do with 100 tick servers yet).
1. 75% of the maps run good. Some 15% has minimal lags, and there are
10% that does higher lag, and/or serious bugs (doors not opening etc).
AND, the worst map is not a custom one, but militia, and inferno from
Valve. VERY bad choke occurs in some areas, at almost all players. The
ther 8% only has 1-2 choke, at several areas, so they are playable. We
have some ~110 maps overall on it.
2. Some people complain about warping players. This does not affect all
players, only some 5-8%. Why is this? Do they have a low bandwith rate,
or low cpu specs, or what could cause this? Is it possible, that they
can not cope with the high rates? Is it a problem, that they can not
hold a 100fps (wich were the best for 100 tick), or more a bw problem,
or something else? The weird about is, that sometimes i have seen that
too, on bigger maps, from high distances. But at the next run of those
map, there was no problem anymore..
3. The servers fps is 80% at 496FPS, sometimes drops to 250 (never seen
lower). The CPU load with 16 ppl is between 36-58%. And it has a full
100Mbit bw. So the server cant be a problem. What if i want to put up
some warservers, on the same box? Can i go for 100 tick, or it will be a
problem? Has anybody experience with such a box, and multiple srcds
processes?
4. The movement on the 100 tick pubserver seems to be a little less
smooth in some cases, as on other servers. Can i adjust something else,
to make it more comfortable? The hitgreg is perfect, ppl are really
impressed, how good it works in firefights.
5. I have tried to set it back to 66 tick, but there was a big
resistance from the players :) And, what wonders me, the CPU load did
not drop as i expected, only about 5-8%.
So if anyone has experience with those things, give me some hints :)
Thanks
Locutus
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[EMAIL PROTECTED]
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  1. mailto:[EMAIL PROTECTED]
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  3. mailto:[EMAIL PROTECTED]
  4. http://list.valvesoftware.com/mailman/listinfo/hlds_linux

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Re: [hlds_linux] A 100tick 20slot pub server

2006-07-28 Thread Rónai György
[ Converted text/html to text/plain ]
Ok.
Btw, i use already Ace's Rate config script.
Matt Albiniak írta:

IMO, and strictly imo, players with equal up/cmdrates (eg 45/45) are
at the same advantage as 100/100, especially with interpolate 1. Even
people with unequal rates (5/75) are at the same disadvantage playing
with those settings as we are playing against them. If I were wanting
to have players ONLY with the same rates (100/100), I would use one of
the source metamod plugins (Ace's Rate something) and give clients the
option to update or be kicked. Forcing them to 100/100, especially
when their end can't handle it, doesn't make for a very good
environment. /end opinion
re: 100 tick
We've noticed significant gameplay improvement going from 22 slot 100
tick to 18 slot 100 tick.
On 7/28/06, Rónai György [EMAIL PROTECTED][1] wrote:

[ Converted text/html to text/plain ]
So, do you mean, that i should go back to 18 players, and the server will be
fine on 100 tick?
For the rates: I know, how to allow a range of rates. But i think its an
unfair thing, to allow some users different, lower rates. A 66/66 rater would
act differently on the server, he could even lag in the view of others. Or
not?
Matt Albiniak írta:
I'd really, really, really, really advise against forcing users to a
100/100 setting. If anything, set a range (for example:
sv_minupdaterate 66) for players to minimally maintain. I'd hate your
server; I can't run above 45/45 due to my CPU bottleneck. A lot of
people try to run 100/100, but on a pub, it's the minority that
succesfully can (speaking of clients, not servers).
Also, for reference, we were hosted by a highly respected professional
game server provider. They allowed us to run 600 fps, 100 tick, 22
slots. Even on a stock server (no mods), gameplay was consistantly
jerky (rubberbands/warping) for all clients.
We're currently running 4 100 tick 18 slot pubs with Mani, PTBx,
zBlock, Metamod, and a few customs mods. Things are smooth.
On 7/28/06, Rónai György [EMAIL PROTECTED][2][1] wrote:
Hi!
First of all, i am new to this list, so greetings :) Ive read the last
month of Archive.
I am not new to the server thing, i own some CSS servers since the release.
So my question. I have set up a new box now, it has Debian 2.6.17.6
(1000Hz), on a P4 2.8 Ghz HT, with 2GB RAM, etc. This box is just for
srcds, nothing else runs on it.
The first priority is a 100 tick public server (a fun one, with custom
maps etc), a 20 slot one. I run it at
sv_minrate 2000
sv_maxrate 3
sv_maxupdaterate 100
+fps_max 600
(mani admin, and some simple eventscrips + vip mod with sourceMM)
with clients settings forced to
cl_updaterate 100
cl_cmdrate 100
rate 25000
(cl_interp 0.1)
This server is running since 2 weeks, now here are my observations
(didnt have much to do with 100 tick servers yet).
1. 75% of the maps run good. Some 15% has minimal lags, and there are
10% that does higher lag, and/or serious bugs (doors not opening etc).
AND, the worst map is not a custom one, but militia, and inferno from
Valve. VERY bad choke occurs in some areas, at almost all players. The
ther 8% only has 1-2 choke, at several areas, so they are playable. We
have some ~110 maps overall on it.
2. Some people complain about warping players. This does not affect all
players, only some 5-8%. Why is this? Do they have a low bandwith rate,
or low cpu specs, or what could cause this? Is it possible, that they
can not cope with the high rates? Is it a problem, that they can not
hold a 100fps (wich were the best for 100 tick), or more a bw problem,
or something else? The weird about is, that sometimes i have seen that
too, on bigger maps, from high distances. But at the next run of those
map, there was no problem anymore..
3. The servers fps is 80% at 496FPS, sometimes drops to 250 (never seen
lower). The CPU load with 16 ppl is between 36-58%. And it has a full
100Mbit bw. So the server cant be a problem. What if i want to put up
some warservers, on the same box? Can i go for 100 tick, or it will be a
problem? Has anybody experience with such a box, and multiple srcds
processes?
4. The movement on the 100 tick pubserver seems to be a little less
smooth in some cases, as on other servers. Can i adjust something else,
to make it more comfortable? The hitgreg is perfect, ppl are really
impressed, how good it works in firefights.
5. I have tried to set it back to 66 tick, but there was a big
resistance from the players :) And, what wonders me, the CPU load did
not drop as i expected, only about 5-8%.
So if anyone has experience with those things, give me some hints :)
Thanks
Locutus
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[EMAIL PROTECTED]
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