RE: [hlds_linux] FreeBSD test

2008-02-21 Thread Thomas h

Are these binaries targeted for the ULE scheduler in FreeBSD 7(.1)? or just the 
general platform?

./Thomas


 From: [EMAIL PROTECTED]
 To: hlds_linux@list.valvesoftware.com
 Subject: [hlds_linux] FreeBSD test
 Date: Wed, 20 Feb 2008 20:55:17 -0800

 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 If you're running FreeBSD and you're able to help run a quick test, it
 would be appreciated. I'll need to send you some binaries to try out. If
 you can do this, email me and we'll work it out.

 Thanks,
 mike

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RE: [hlds_linux] no reply from master server 68.142.88.34

2008-01-11 Thread Thomas h

Yes, its happens somewhat often on my servers, and a restart or 2 (of the 
particular server) always fixes it... its ofc. a AITA when customers with FFAs 
have this problem a doesnt notice it.

So Valve fix your servers, thx.

Regards, Thomas @ http://DSrack.dk


 From: [EMAIL PROTECTED]
 To: hlds_linux@list.valvesoftware.com
 Subject: [hlds_linux] no reply from master server 68.142.88.34
 Date: Thu, 10 Jan 2008 13:21:55 +0100

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

 for a couple of week we have a very annoying problem: some of the steam
 master servers do not respond the way they should.
 the css server is started but before it says adding master server is
 simply stops.

 when i do a netstat -a it shows the following line:
 tcp0  1 GB84197:462568.142.88.34:27038  SYN_SENT

 neither i'm able to ping the target IP 68.142.88.34, nor several looking
 glass ping tools from other providers are able to ping it.
 on the other hand, i have no problems with pingng other master servers
 like 69.28.151.162 and 72.165.61.190.

 when i restart the server for a couple of times and another master
 server is selected, the css server starts without any problems.

 can anyone else confirm that problem?
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Re: [hlds_linux] The stable 1000fps server, is it for real?

2007-09-28 Thread Thomas h

Good for you.


[ Picked text/plain from multipart/alternative ]
if you want your server to runn 1000 fps you could pay someone to set up
your kernel and everything for you, thats what i did for mine!

On 9/26/07, Thomas h [EMAIL PROTECTED] wrote:

 Im using Both Intel and AMD desktop CPUs, I have server CPUS as well, so
I
 can test on that too, but I dont believe in a change because of a
 serverCPU... The mainboard might have something to say, but i doubt
that
 too, since to tickrate is more stable than any other in my country.

 I know that the fps_max needs to be higher than the value you want, i
use
 +100 for each step. about the server(s) it doesnt make any difference
 how
 many or few I have on it... im testing with just 16slots CS or CSS and
my
 clients as the only player, if i even have an active slot.

 The OS is a bootstrapped debian etch with a bit of perl libs and sshd
 running... doing nothing.

 Regards, Thomas

 Thomas, what processors are you using? Are you using desktop
 processors or server processors? Also to get 500 FPS in Source use
 fps_max 600. Source is odd in how it works that, you don't actually
 get what you set fps_max to. Also how big of server are you talking
 about? How many players?
 
 On 9/26/07, Thomas h [EMAIL PROTECTED] wrote:
   Like you I have tested just about everything you mentioned and i
have
   stripped the kernel to almost nothing. Still I have never seen
1000FPS
 with
   stats in console.
  
   Using -pingboost 3 only gives me 500FPS, even though its higher
 without.
 I
   wonder what that is about.
  
   For some reason the FPS seems to be about 10% lower than the level
im
   targeting. 1000FPS and the FPS is peaking at about 910, 500FPS and
the
   server is peaking at about 450. Though it changes with kernel and
 hardware
   arch... I did see nice round numbers with a particular kernel on
AMDs
 X2
   CPUs, but using same kernel and settings on Intel and the numbers
were
 odd
   and lacking about 10%.
  
   I mostly tweaked toward perfect source servers, and succeeded quite
 will
   making somewhat stable tickrate 100 servers, but when i check the
FPS
 (they
   are peaking a 500FPS) it can be quite low (100-200) very demanding
   people/players still play on a flawless server when i ask how the
 server
   run.
  
   max_fps is a serverside cvar in hlds too, you can even set it using
a
 rcon
   fps_max X which means its actually in the users control. :-(
  
   Regards, Thomas
  
   Thanks for your replys, but im running linux on the server and will
 not
   change to
   windows. So please leave windows out of this (hlds_linux)
maiinglist.
   
   Is fps_max a serverside cvar? I know it is in SRCDS, but we are
 discussing
   HLDS,
   not SRCDS.
   
   With 995 i meant that the servers top fpspeak is 995 and its not
 stable. If
   it
   would have been stable at 995fps i wouldn't complain :D
   
   Regards
   
   On Tue, 25 Sep 2007 11:54 , [EMAIL PROTECTED] sent:
   
Hello everyone.
I have spent the last 4 weeks searching, asking, reading, testing
 alot of
   things
to achieve a hlds running at a stable 1000fps.
I don't mean running 920-995fps i really mean 1000fps.

I have read guides on Swedish, English, German and even French.
I have tried several distros (both 32-bit and 64-bit), kernels
and
   patches.
I have tries with and without HPET, Dynamick tick (tickless),
 1000hz,
   2000hz,
4000hz and even 1hz.
I have tried dedicating the process to a specific core and renice
 has
   been set to
the process aswell.

No kernelconfig has giving me a stable 1000fps server (unless
 pingboost 3
   was
issued, but that fucks up the serverspeed).

So, im asking you guys, what options do i have left? Is there any
 one
 out
   there
who could enlighten me on how to proceed?

Heres the sevrer i have been doing my tests on:

Dell 1950
Dual Quadcore Xeon running at 2.3Ghz 1333FSB
4x1024MB FBDRAM
73GB 10.000rpm HDD

Please, help me figure out a way to make a stable 1000fps server.

Regards

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Re: [hlds_linux] The stable 1000fps server, is it for real?

2007-09-26 Thread Thomas h

Like you I have tested just about everything you mentioned and i have
stripped the kernel to almost nothing. Still I have never seen 1000FPS with
stats in console.

Using -pingboost 3 only gives me 500FPS, even though its higher without. I
wonder what that is about.

For some reason the FPS seems to be about 10% lower than the level im
targeting. 1000FPS and the FPS is peaking at about 910, 500FPS and the
server is peaking at about 450. Though it changes with kernel and hardware
arch... I did see nice round numbers with a particular kernel on AMDs X2
CPUs, but using same kernel and settings on Intel and the numbers were odd
and lacking about 10%.

I mostly tweaked toward perfect source servers, and succeeded quite will
making somewhat stable tickrate 100 servers, but when i check the FPS (they
are peaking a 500FPS) it can be quite low (100-200) very demanding
people/players still play on a flawless server when i ask how the server
run.

max_fps is a serverside cvar in hlds too, you can even set it using a rcon
fps_max X which means its actually in the users control. :-(

Regards, Thomas


Thanks for your replys, but im running linux on the server and will not
change to
windows. So please leave windows out of this (hlds_linux) maiinglist.

Is fps_max a serverside cvar? I know it is in SRCDS, but we are discussing
HLDS,
not SRCDS.

With 995 i meant that the servers top fpspeak is 995 and its not stable. If
it
would have been stable at 995fps i wouldn't complain :D

Regards

On Tue, 25 Sep 2007 11:54 , [EMAIL PROTECTED] sent:

Hello everyone.
I have spent the last 4 weeks searching, asking, reading, testing alot of
things
to achieve a hlds running at a stable 1000fps.
I don't mean running 920-995fps i really mean 1000fps.

I have read guides on Swedish, English, German and even French.
I have tried several distros (both 32-bit and 64-bit), kernels and
patches.
I have tries with and without HPET, Dynamick tick (tickless), 1000hz,
2000hz,
4000hz and even 1hz.
I have tried dedicating the process to a specific core and renice has
been set to
the process aswell.

No kernelconfig has giving me a stable 1000fps server (unless pingboost 3
was
issued, but that fucks up the serverspeed).

So, im asking you guys, what options do i have left? Is there any one out
there
who could enlighten me on how to proceed?

Heres the sevrer i have been doing my tests on:

Dell 1950
Dual Quadcore Xeon running at 2.3Ghz 1333FSB
4x1024MB FBDRAM
73GB 10.000rpm HDD

Please, help me figure out a way to make a stable 1000fps server.

Regards

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Re: [hlds_linux] The stable 1000fps server, is it for real?

2007-09-26 Thread Thomas h

Im using Both Intel and AMD desktop CPUs, I have server CPUS as well, so I
can test on that too, but I dont believe in a change because of a
serverCPU... The mainboard might have something to say, but i doubt that
too, since to tickrate is more stable than any other in my country.

I know that the fps_max needs to be higher than the value you want, i use
+100 for each step. about the server(s) it doesnt make any difference how
many or few I have on it... im testing with just 16slots CS or CSS and my
clients as the only player, if i even have an active slot.

The OS is a bootstrapped debian etch with a bit of perl libs and sshd
running... doing nothing.

Regards, Thomas


Thomas, what processors are you using? Are you using desktop
processors or server processors? Also to get 500 FPS in Source use
fps_max 600. Source is odd in how it works that, you don't actually
get what you set fps_max to. Also how big of server are you talking
about? How many players?

On 9/26/07, Thomas h [EMAIL PROTECTED] wrote:
 Like you I have tested just about everything you mentioned and i have
 stripped the kernel to almost nothing. Still I have never seen 1000FPS
with
 stats in console.

 Using -pingboost 3 only gives me 500FPS, even though its higher without.
I
 wonder what that is about.

 For some reason the FPS seems to be about 10% lower than the level im
 targeting. 1000FPS and the FPS is peaking at about 910, 500FPS and the
 server is peaking at about 450. Though it changes with kernel and
hardware
 arch... I did see nice round numbers with a particular kernel on AMDs X2
 CPUs, but using same kernel and settings on Intel and the numbers were
odd
 and lacking about 10%.

 I mostly tweaked toward perfect source servers, and succeeded quite will
 making somewhat stable tickrate 100 servers, but when i check the FPS
(they
 are peaking a 500FPS) it can be quite low (100-200) very demanding
 people/players still play on a flawless server when i ask how the server
 run.

 max_fps is a serverside cvar in hlds too, you can even set it using a
rcon
 fps_max X which means its actually in the users control. :-(

 Regards, Thomas

 Thanks for your replys, but im running linux on the server and will not
 change to
 windows. So please leave windows out of this (hlds_linux) maiinglist.
 
 Is fps_max a serverside cvar? I know it is in SRCDS, but we are
discussing
 HLDS,
 not SRCDS.
 
 With 995 i meant that the servers top fpspeak is 995 and its not
stable. If
 it
 would have been stable at 995fps i wouldn't complain :D
 
 Regards
 
 On Tue, 25 Sep 2007 11:54 , [EMAIL PROTECTED] sent:
 
  Hello everyone.
  I have spent the last 4 weeks searching, asking, reading, testing
alot of
 things
  to achieve a hlds running at a stable 1000fps.
  I don't mean running 920-995fps i really mean 1000fps.
  
  I have read guides on Swedish, English, German and even French.
  I have tried several distros (both 32-bit and 64-bit), kernels and
 patches.
  I have tries with and without HPET, Dynamick tick (tickless), 1000hz,
 2000hz,
  4000hz and even 1hz.
  I have tried dedicating the process to a specific core and renice has
 been set to
  the process aswell.
  
  No kernelconfig has giving me a stable 1000fps server (unless
pingboost 3
 was
  issued, but that fucks up the serverspeed).
  
  So, im asking you guys, what options do i have left? Is there any one
out
 there
  who could enlighten me on how to proceed?
  
  Heres the sevrer i have been doing my tests on:
  
  Dell 1950
  Dual Quadcore Xeon running at 2.3Ghz 1333FSB
  4x1024MB FBDRAM
  73GB 10.000rpm HDD
  
  Please, help me figure out a way to make a stable 1000fps server.
  
  Regards
  
  ___
  To unsubscribe, edit your list preferences, or view the list
archives,
 please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds_linux
  
 
 
 
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RE: [hlds_linux] Team Fortress 2 Content Available

2007-09-16 Thread Thomas h

Being the whole point as you never, never put stuff like that i / or
actually you never, never put anything in /


From: Guy Watkins [EMAIL PROTECTED]
That would not be the same!  The leading slash puts it in the root!

} -Original Message-
} From: [EMAIL PROTECTED] [mailto:hlds_linux-
} [EMAIL PROTECTED] On Behalf Of Slash
} Sent: Friday, September 14, 2007 11:54 PM
} To: hlds_linux@list.valvesoftware.com
} Subject: Re: [hlds_linux] Team Fortress 2 Content Available
}
} How about without either slash? :)
}
} On 9/14/07, Andreas Grimm [EMAIL PROTECTED] wrote:
}  try this:
} 
}  ./steam -command update -game tf -dir /tf2
} 
}  (without the last slash)
} 
}  Andi
} 
}   -Original Message-
}   From: [EMAIL PROTECTED]
}   [mailto:[EMAIL PROTECTED] On Behalf Of
}   Brandon Cherup
}   Sent: Saturday, September 15, 2007 5:39 AM
}   To: hlds_linux@list.valvesoftware.com
}   Subject: Re: [hlds_linux] Team Fortress 2 Content Available
}  
}   --
}   [ Picked text/plain from multipart/alternative ] /test#
}   ./steam -command update -game tf -dir /tf2/ Checking
}   bootstrapper version ...
}   Updating Installation
}   Cannot open output file '/tf2//InstallRecord.blob'
}  
}  
}   I can't be the only one getting this error ? anyone ... please ?
}  
}   On 9/14/07, Jason Ruymen [EMAIL PROTECTED] wrote:
}   
}This is a multi-part message in MIME format.
}--
}[ Picked text/plain from multipart/alternative ] Hi guys,
}   
}First off, in preparation for the upcoming dedicated server
}   for Team
}Fortress 2, we've updated the hldsupdatetool.  Along with
}   that, we've
}made the content for Team Fortress 2 that you'll need for a
}   dedicated
}server available.  To get that, run hldsupdatetool with the command
}-command update -game tf.
}   
}The dedicated server itself is not yet ready.  We're
}   working very hard
}to make it available as soon as possible.  The Linux build
}   might be a
}little later than the Win32 build, but hopefully not by
}   much.  So for
}now, sync up the TF 2 content that's available to get your server
}ready
}:)
}   
}Thanks,
}Jason
}   
}--
}   
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}   list archives,
}please visit:
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}   
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Re: [hlds_linux] HLDS Server FPS will not go over 250 frames per second

2007-09-09 Thread Thomas h

Did you enable tickless? try disabling it again.

Regards
Thomas @ DSRack.dk


From: Brandon Cherup [EMAIL PROTECTED]
Reply-To: hlds_linux@list.valvesoftware.com
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] HLDS Server FPS will not go over 250 frames per
second
Date: Sat, 8 Sep 2007 05:58:00 -0400

--
[ Picked text/plain from multipart/alternative ]
well, ive got it producing about 940 FPS a second, it drops down to 400
sometimes even 80... The problem im having now is that the server seems to
be on CRACK. the users RELOAD like crazy, everything is supery speedy...
what would cause this ?

On 9/7/07, Crazy Canucks [EMAIL PROTECTED] wrote:

 I am no Linux guru, but it may be a kernel timing issue as well.  I
 think you need to compile a 1000hz kernel do you not?  I understand
 pre-emptible and tickless also help.

 Drek

 Svensk Ljud  Ljus Produktion wrote:
  If you are running 1 gameserver on 2 cores then it will loose some
  because
  of switching between core 0 and 1.
  Its better to assign one gameserver to each core !
 
  start with-
  taskset -c 0 ./srcds_run
 
  - for core 0
 
  Peter
  - Original Message -
  From: extendhost.de [EMAIL PROTECTED]
  To: hlds_linux@list.valvesoftware.com
  Sent: Thursday, September 06, 2007 8:12 PM
  Subject: Re: [hlds_linux] HLDS Server FPS will not go over 250 frames
 per
  second
 
 
 
 
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Re: [hlds_linux] Steam Update Tool (write privileges) - FreeBSD 7.0

2007-08-27 Thread Thomas h

Please dont share the solution to your own problem!



From: Vlad (e-Plutonia Inc.) [EMAIL PROTECTED]
Reply-To: hlds_linux@list.valvesoftware.com
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Steam Update Tool (write privileges) - FreeBSD
7.0
Date: Sun, 26 Aug 2007 16:02:40 -0700

E after 48 hours of lack of sleep, you tend to forget the simple
things.

On 8/26/07, Dan Offord [EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 Why are you doing this as root?

 Surely you should be doing this as a normal user?

 On 26/08/07, Vlad (e-Plutonia Inc.) [EMAIL PROTECTED] wrote:
 
  WTF, seriously?
 
  On 8/26/07, Gary Stanley [EMAIL PROTECTED] wrote:
   mkdir -p ~/.steam
  
   At 04:28 PM 8/26/2007, Vlad (e-Plutonia Inc.) wrote:
   Running on FreeBSD 7.0-CURRENT with Linux Base Gentoo Stage3
   
   [EMAIL PROTECTED] ~]# ./steam
   Checking bootstrapper version ...
   Unable to write to the current Steam application folder.
   Please move Steam to a folder where you have write privileges.
   
   This is in /root with the file owned by root / wheel with proper
   permissions, i tried creating .steam which still didn't work.
   
   Any ideas?
   
   --
   Vlad Fadyeyev
   e-Plutonia Inc.
   
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Re: [hlds_linux] Source Engine/Dedicated Server Beta

2007-08-09 Thread Thomas h

top shows the exact same thing. The used, but not so used, memory is the
buffers and cached values. With a few exceptions like tmpfs.

Regards
Thomas Hjorth
http://DSRack.dk



Its definitely not the fault of linux or the way it is built. Usually
when process doesnt need memory or it is shut down, it frees the memory
it was using and that can be given by the system for other processes but
in srcds case, it tends to keep the memory and not freeing it, untill
its shut down. I'm sure srcds process doesnt need all that memory itself
that it is eating - it just couldnt free it. Yes of course the memory
usage is different in linux and windows, but in linux, the system tends
to reserve the whole memory for itself and then distributes it for the
processes that need it. I think you are referring to it.

However, if 1 process uses all the memory, at some point, there is no
free memory for the system to share. Then machine starts swapping and
thats bad. For example, while i watch mem usage on my desktop with
'top', it says that 910632k of the mem is used and 125092k is free.
Freshly booted 2 hours ago. This is of course the reserved memory by the
system, not the real thing. Real values for free memory seen with 'free'
are 259568 in use and 776156 free. Servers work same way. Eventually the
memory runs out. Not a problem if you reboot your gameserver daily but
still the leak has been annoying.

-ics

Svensk Ljud  Ljus Produktion kirjoitti:

I dont think its all a bug, its the way how linux is built.
As long as we have more memory in the box then its using at start and
full,
then its just no problems how its moving the free memory around !

Its only a problem for thouse who is used to look at how windows is using
the memory, its not the same way !

Peter

- Original Message -
From: ics [EMAIL PROTECTED]
To: hlds_linux@list.valvesoftware.com
Sent: Wednesday, August 08, 2007 3:11 PM
Subject: Re: [hlds_linux] Source Engine/Dedicated Server Beta


forget zblock, it is not the main reason. Every CSS server has that
memory leak, vanilla or plugin enhanced. Leave your server on for a week
and you will see that its eating 4-6 times the memory that it ate at
when you first time started it. This leak has been in there for years,
good thing that its finally fixed (if it really is).

-ics

Thomas h kirjoitti:

I only suspected zblock to be the bad guy, because i didnt notice
any of
the non-zblock running server to reach a level higher than 250-300mb
of ram.
But that could just as well be that they rarely change map on those
servers,
making in consistent with the memleak bug in the src engine.

Regards
Thomas Hjorth
http://DSRack.dk


[ Picked text/plain from multipart/alternative ]
Thomas Hjorth, that's actually the first time I ever heard anyone say
that
zBlock
were to have a memory leak, and seeing as ow zBlock barely actuallyt
uses
any
memory at all I can't imagine it leaking near a GB in only a few
days. I'll
check it
out though.

On 8/8/07, Thomas h [EMAIL PROTECTED] wrote:

 The memleak is there, though I though it was with zblock, since only
those
 servers used way to much memory. I had 1 server using 1.1GB of memory
 within
 a few days. Restarting the server cleans up the mess, ofc.

 Regards
 Thomas Hjorth
 http://DSRack.dk

 [ Picked text/plain from multipart/alternative ]
 - Fixed a server memory leak (2-3 megs per map change)
 
 Holy mother of God. I am speechless if this is true. =o
 
 -tsuehpsyde
 SourceKills.com
 
 On 8/7/07, Guy Watkins [EMAIL PROTECTED] wrote:
  
   What was the smoke grenade exploit?  Was it the one that allowed
 someone
   to
   jump really high?
  
   Thanks,
   Guy
  
   } -Original Message-
   } From: [EMAIL PROTECTED]
[mailto:hlds_linux-
   } [EMAIL PROTECTED] On Behalf Of Jason Ruymen
   } Sent: Tuesday, August 07, 2007 9:47 PM
   } To: hlds_linux@list.valvesoftware.com;
[EMAIL PROTECTED]
   } Subject: [hlds_linux] Source Engine/Dedicated Server Beta
   }
   } A new Beta is available for the Source Engine and Source
Dedicated
   } Server.  To participate, run hldsupdatetool with the command
-beta
   } community.  The specific changes include:
   }
   } - Fixed hl2mp bug where if you +used a weapon it would not
respawn
   } anymore
   } - Fixed hl2mp spectator being able to lock the player he's
viewing
 by
   } typing jointeam 0
   } - 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 a server memory leak (2-3 megs per map change)
   } - 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

Re: [hlds_linux] Source Engine/Dedicated Server Beta

2007-08-08 Thread Thomas h

The memleak is there, though I though it was with zblock, since only those
servers used way to much memory. I had 1 server using 1.1GB of memory within
a few days. Restarting the server cleans up the mess, ofc.

Regards
Thomas Hjorth
http://DSRack.dk


[ Picked text/plain from multipart/alternative ]
- Fixed a server memory leak (2-3 megs per map change)

Holy mother of God. I am speechless if this is true. =o

-tsuehpsyde
SourceKills.com

On 8/7/07, Guy Watkins [EMAIL PROTECTED] wrote:

 What was the smoke grenade exploit?  Was it the one that allowed someone
 to
 jump really high?

 Thanks,
 Guy

 } -Original Message-
 } From: [EMAIL PROTECTED] [mailto:hlds_linux-
 } [EMAIL PROTECTED] On Behalf Of Jason Ruymen
 } Sent: Tuesday, August 07, 2007 9:47 PM
 } To: hlds_linux@list.valvesoftware.com; [EMAIL PROTECTED]
 } Subject: [hlds_linux] Source Engine/Dedicated Server Beta
 }
 } A new Beta is available for the Source Engine and Source Dedicated
 } Server.  To participate, run hldsupdatetool with the command -beta
 } community.  The specific changes include:
 }
 } - Fixed hl2mp bug where if you +used a weapon it would not respawn
 } anymore
 } - Fixed hl2mp spectator being able to lock the player he's viewing by
 } typing jointeam 0
 } - 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 a server memory leak (2-3 megs per map change)
 } - 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
 }
 } ___
 } To unsubscribe, edit your list preferences, or view the list archives,
 } please visit:
 } http://list.valvesoftware.com/mailman/listinfo/hlds_linux


 ___
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Re: [hlds_linux] Source Engine/Dedicated Server Beta

2007-08-08 Thread Thomas h

I only suspected zblock to be the bad guy, because i didnt notice any of
the non-zblock running server to reach a level higher than 250-300mb of ram.
But that could just as well be that they rarely change map on those servers,
making in consistent with the memleak bug in the src engine.

Regards
Thomas Hjorth
http://DSRack.dk


[ Picked text/plain from multipart/alternative ]
Thomas Hjorth, that's actually the first time I ever heard anyone say that
zBlock
were to have a memory leak, and seeing as ow zBlock barely actuallyt uses
any
memory at all I can't imagine it leaking near a GB in only a few days. I'll
check it
out though.

On 8/8/07, Thomas h [EMAIL PROTECTED] wrote:

 The memleak is there, though I though it was with zblock, since only
those
 servers used way to much memory. I had 1 server using 1.1GB of memory
 within
 a few days. Restarting the server cleans up the mess, ofc.

 Regards
 Thomas Hjorth
 http://DSRack.dk

 [ Picked text/plain from multipart/alternative ]
 - Fixed a server memory leak (2-3 megs per map change)
 
 Holy mother of God. I am speechless if this is true. =o
 
 -tsuehpsyde
 SourceKills.com
 
 On 8/7/07, Guy Watkins [EMAIL PROTECTED] wrote:
  
   What was the smoke grenade exploit?  Was it the one that allowed
 someone
   to
   jump really high?
  
   Thanks,
   Guy
  
   } -Original Message-
   } From: [EMAIL PROTECTED] [mailto:hlds_linux-
   } [EMAIL PROTECTED] On Behalf Of Jason Ruymen
   } Sent: Tuesday, August 07, 2007 9:47 PM
   } To: hlds_linux@list.valvesoftware.com; [EMAIL PROTECTED]
   } Subject: [hlds_linux] Source Engine/Dedicated Server Beta
   }
   } A new Beta is available for the Source Engine and Source Dedicated
   } Server.  To participate, run hldsupdatetool with the command
-beta
   } community.  The specific changes include:
   }
   } - Fixed hl2mp bug where if you +used a weapon it would not respawn
   } anymore
   } - Fixed hl2mp spectator being able to lock the player he's viewing
 by
   } typing jointeam 0
   } - 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 a server memory leak (2-3 megs per map change)
   } - 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
   }
   } ___
   } To unsubscribe, edit your list preferences, or view the list
 archives,
   } please visit:
   } http://list.valvesoftware.com/mailman/listinfo/hlds_linux
  
  
   ___
   To unsubscribe, edit your list preferences, or view the list
archives,
   please visit:
   http://list.valvesoftware.com/mailman/listinfo/hlds_linux
  
 --
 
 ___
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 please visit:
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 _
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 med MSN Messenger:  http://messenger.msn.dk


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Re: [hlds_linux] Source Engine/Dedicated Server Beta

2007-08-08 Thread Thomas h

yeah, sure... I build our system to halt idle servers or at least refresh
them, so memory is freed.

Regards
Thomas Hjorth
http://DSRack.dk



From: Wim Barelds [EMAIL PROTECTED]
Reply-To: hlds_linux@list.valvesoftware.com
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Source Engine/Dedicated Server Beta
Date: Wed, 8 Aug 2007 14:11:23 +0200

--
[ Picked text/plain from multipart/alternative ]
Wouldn't you suppose that a nightly reboot would be a good thing either way
though?

On 8/8/07, Thomas h [EMAIL PROTECTED] wrote:

 I only suspected zblock to be the bad guy, because i didnt notice any
of
 the non-zblock running server to reach a level higher than 250-300mb of
 ram.
 But that could just as well be that they rarely change map on those
 servers,
 making in consistent with the memleak bug in the src engine.

 Regards
 Thomas Hjorth
 http://DSRack.dk

 [ Picked text/plain from multipart/alternative ]
 Thomas Hjorth, that's actually the first time I ever heard anyone say
 that
 zBlock
 were to have a memory leak, and seeing as ow zBlock barely actuallyt
uses
 any
 memory at all I can't imagine it leaking near a GB in only a few days.
 I'll
 check it
 out though.
 
 On 8/8/07, Thomas h [EMAIL PROTECTED] wrote:
  
   The memleak is there, though I though it was with zblock, since only
 those
   servers used way to much memory. I had 1 server using 1.1GB of
memory
   within
   a few days. Restarting the server cleans up the mess, ofc.
  
   Regards
   Thomas Hjorth
   http://DSRack.dk
  
   [ Picked text/plain from multipart/alternative ]
   - Fixed a server memory leak (2-3 megs per map change)
   
   Holy mother of God. I am speechless if this is true. =o
   
   -tsuehpsyde
   SourceKills.com
   
   On 8/7/07, Guy Watkins [EMAIL PROTECTED] wrote:

 What was the smoke grenade exploit?  Was it the one that allowed
   someone
 to
 jump really high?

 Thanks,
 Guy

 } -Original Message-
 } From: [EMAIL PROTECTED] [mailto:
 hlds_linux-
 } [EMAIL PROTECTED] On Behalf Of Jason Ruymen
 } Sent: Tuesday, August 07, 2007 9:47 PM
 } To: hlds_linux@list.valvesoftware.com;
 [EMAIL PROTECTED]
 } Subject: [hlds_linux] Source Engine/Dedicated Server Beta
 }
 } A new Beta is available for the Source Engine and Source
 Dedicated
 } Server.  To participate, run hldsupdatetool with the command
 -beta
 } community.  The specific changes include:
 }
 } - Fixed hl2mp bug where if you +used a weapon it would not
 respawn
 } anymore
 } - Fixed hl2mp spectator being able to lock the player he's
 viewing
   by
 } typing jointeam 0
 } - 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 a server memory leak (2-3 megs per map change)
 } - 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
 }
 } ___
 } To unsubscribe, edit your list preferences, or view the list
   archives,
 } please visit:
 } http://list.valvesoftware.com/mailman/listinfo/hlds_linux


 ___
 To unsubscribe, edit your list preferences, or view the list
 archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds_linux

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   _
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 --
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 [EMAIL PROTECTED]
 --
 
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RE: [hlds_linux] srcds_run question

2007-07-18 Thread Thomas h

mv steam steam_doesnt_automagic_fuckup_anything



From: Gavin Rodgers [EMAIL PROTECTED]
Reply-To: hlds_linux@list.valvesoftware.com
To: hlds_linux@list.valvesoftware.com
Subject: RE: [hlds_linux] srcds_run question
Date: Wed, 18 Jul 2007 19:37:54 +0100

We have had no issues doing this :)

Gavin Rodgers
(BlueHawk^4u)
4u-servers.co.uk
4u-servers.co.uk/forums (forums, now with 500+ FREE arcade games)

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Dan E
Sent: 18 July 2007 19:11
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] srcds_run question

--
[ Picked text/plain from multipart/alternative ]

Is there any downside to commenting out the following in srcds_run
 (down in the run method):

#   if test $retval -eq 0  test -z
 $AUTO_UPDATE; then
#   break; # if 0 is returned then just
 quit
#   fi

Personally, I don't want to enable -autoupdate in case of a beta being
 released and autoupdate reverting it back to the current release, but I
 want to have it automatically restart even if quit is typed in
 console/rcon.  By commenting out those lines, it will automatically
restart
 regardless of the reason for it being down.  I'm just making sure there
 are no unforeseen negative implications of doing so, and maybe helping
 out some other people who may read this :)

Dan
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Re: [hlds_linux] Steam Serverlist / Quicklist

2007-07-04 Thread Thomas h

I works quite fine here. very stable 100+ tickrate with rarely chokes up to
3... except when the bomb goes off. ;-)

What OS/kernel and hardware is the server hosted on?

Regards,
Thomas H. / www.DSRack.dk


Something is wrong with that server !
It shows up in the gamelist -but then I try to join its not responding !
check the pic !

Peter

- Original Message -
From: [EMAIL PROTECTED]
To: hlds_linux@list.valvesoftware.com
Sent: Tuesday, July 03, 2007 10:54 AM
Subject: [hlds_linux] Steam Serverlist / Quicklist


 Ok, good to know, but some Hoster told us they have Quicklist-IPs
 whatever this means...

 I'm just wondering cause ur server has tick 100,
 a very nice ping,
 only Dust2 in mapcycle,
 no sounds,
 just mani, counterbet and HLStatsX.

 and even if 10 or more of us are on the server, nobody joins.. and if
 somebody joins, hes gone before hes in the game...

 The Servername is: [FCO]^Fightclub-Online | Playground

 The only thing we can do is change the servername to something like FCO
 - Playground - Tick 100 - HLStatsX, but we also tried that..
 same problem.

 any ideas?

 ip: 80.190.78.100:27015



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RE: [hlds_linux] RE: New Update, New issues

2007-06-30 Thread Thomas h

nice messed up post... who and what are you talking about? I THINK that the
first line might be a reply to my post, im very hard to tell with this
quality reply.

Regards,
Thomas H. / www.DSRack.dk



From: Adam Thorn [EMAIL PROTECTED]
Reply-To: hlds_linux@list.valvesoftware.com
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] RE: New Update, New issues
Date: Fri, 29 Jun 2007 17:31:50 -0400

Hello,
Yes they are running at 100 tick, and I've not have had any problems
before.
The smoothness Counter-strike Source had on the linux server is gone.
Obviously you didn't read what specs hardware I had, and you probably would
assume
more than 5. But anyway yes, 2 per core.
No one has update me about the steam updater issue.


Message: 8
From: Adam Thorn [EMAIL PROTECTED]
To: hlds_linux@list.valvesoftware.com
Date: Thu, 28 Jun 2007 22:45:50 -0400
Organization: Next-Generation Gaming LLC
Subject: [hlds_linux] New Update, New issues
Reply-To: hlds_linux@list.valvesoftware.com

Hello Alfred (and the rest of you),
Since the last 2 updates we noticed a decrease in performance on
Centos 4 and 5 machines with the newest updates and GLIBC.
Running modified 2.6.22-rc3 Kernels,
The server side FPS goes to 10 and go back up. Has anyone experienced
this?
We also have been experiencing increased choke as well. No idea whats
causing this because the boxes
are at minumum load.
Any suggestions or idea?
We are talking Dual Intel Woodcrests and Clover town CPU's
With 4GB to 6GB of RAM.
Much help would be great.
Thanks,
Adam
Chief Executive Officer
Next-Generation Gaming LLC
NextGenServers.com



--__--__--

Message: 9
From: Adam Thorn [EMAIL PROTECTED]
To: hlds_linux@list.valvesoftware.com
Date: Thu, 28 Jun 2007 22:49:11 -0400
Subject: [hlds_linux] Steam Update Problems
Reply-To: hlds_linux@list.valvesoftware.com

Hey Guys,
Since Version 20 of the Steam Updater was released,
and the previous version also had this problem, it'll dump a hlds_tool.pkg
file in the users
directory and fail to update it. I have to manually give full permissions
to
it.
Now the second issue is that with even full privledges under Centos 4/5
the
updater
Fails to apply attributes to a file in HL2 and quits updating.
I have to manually update this through root. I'd like so that I wouldn't
have to update it over 150 servers
next time an update comes out.
Thanks,
Adam
Chief Executive Officer
Next-Generation Gaming LLC
NextGenServers.com



--__--__--

Message: 10
Date: Fri, 29 Jun 2007 13:09:13 +1000
From: Whisper [EMAIL PROTECTED]
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] New Update, New issues
Reply-To: hlds_linux@list.valvesoftware.com

--
[ Picked text/plain from multipart/alternative ]
What is the tickrate, kernel hertz, fps_max and player numbers your are
trying to run?
What does the rcon stats CPU usage say at the time its feeding back 10fps?

We tried running Windows 2003 on dual cpu dual core xeon 5160 (3.0GHz 4MB
Shared L2 cache) with a 1ms kernel timer and with 32 Players @ 100tick 
fps_max 600 and when it got full, I saw 10fps at times.

I put that down to SRCDS being SRCDS though, and simply reduced the player
numbers down to 24 per SRCDS per core.

Maybe there are performance problems with SRCDS, or maybe some of us are
being overly ambitious, I don't know. I do know that reducing the load by
lowering the player numbers and the tickrate does solve the problem, but
whether that answer is to everybodys satisfaction, I'm not entirely sure.

On 6/29/07, Adam Thorn [EMAIL PROTECTED] wrote:


Hello Alfred (and the rest of you),
Since the last 2 updates we noticed a decrease in performance on
Centos 4 and 5 machines with the newest updates and GLIBC.
Running modified 2.6.22-rc3 Kernels,
The server side FPS goes to 10 and go back up. Has anyone experienced
this?
We also have been experiencing increased choke as well. No idea whats
causing this because the boxes
are at minumum load.
Any suggestions or idea?
We are talking Dual Intel Woodcrests and Clover town CPU's
With 4GB to 6GB of RAM.
Much help would be great.
Thanks,
Adam
Chief Executive Officer
Next-Generation Gaming LLC
NextGenServers.com


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--__--__--

Message: 11
From: Thomas h [EMAIL PROTECTED]
To: hlds_linux@list.valvesoftware.com
Subject: RE: [hlds_linux] New Update, New issues
Date: Fri, 29 Jun 2007 08:19:09 +
Reply-To: hlds_linux@list.valvesoftware.com

Are you running tickrate 100 and do you see it decreasing as you start up
more gameservers? like the first gameserver seems to run fin with tick100,
but when more gameservers are started to tickrate, for them alle, starts
to
lower more and more, so that when you have 5 gameservers running a
tickrate
100 server is at a mere 93-96... and the gameservers are idle and load is
low.

Regards,
Thomas H. / www.DSRack.dk

RE: [hlds_linux] New Update, New issues

2007-06-29 Thread Thomas h

Are you running tickrate 100 and do you see it decreasing as you start up
more gameservers? like the first gameserver seems to run fin with tick100,
but when more gameservers are started to tickrate, for them alle, starts to
lower more and more, so that when you have 5 gameservers running a tickrate
100 server is at a mere 93-96... and the gameservers are idle and load is
low.

Regards,
Thomas H. / www.DSRack.dk


Hello Alfred (and the rest of you),
Since the last 2 updates we noticed a decrease in performance on
Centos 4 and 5 machines with the newest updates and GLIBC.
Running modified 2.6.22-rc3 Kernels,
The server side FPS goes to 10 and go back up. Has anyone experienced this?
We also have been experiencing increased choke as well. No idea whats
causing this because the boxes
are at minumum load.
Any suggestions or idea?
We are talking Dual Intel Woodcrests and Clover town CPU's
With 4GB to 6GB of RAM.
Much help would be great.
Thanks,
Adam
Chief Executive Officer
Next-Generation Gaming LLC
NextGenServers.com


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

2007-06-28 Thread Thomas h

That issue have bene there for months on my servers and all servers i know
off.

Regards
Thomas H. / www.DSRack.dk



From: ics [EMAIL PROTECTED]
Reply-To: hlds_linux@list.valvesoftware.com
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Timeouts/Lags during a round - NOT at roundend
Date: Wed, 27 Jun 2007 23:14:43 +0300


To return to this old topic with relevant information, here's what i
have discovered. If i where to spawn (give) a weapon for myself using
external plugin and giving like 20 guns in a row while pressing the
button continuously, where i have bind the command to give it, net_graph
3 reports tickrate drop and choke rising up. Before the updates in June,
i could just spawn a lot more guns without having this choke nor
tickrate drop.

This leads me to conclusion that the lag that some of our servers are
experiencing, is related to physics. Objects behave differently if there
is more movement on screen now than before. This causes the glitches. On
round start, there are many moving objects on screen, like players,
barrels and every prop going back to their original places. Could
explain some of the issues.

I have also tested this with other objects that has physics than just
guns. If i spawn any object that has physics, hostage, weapon, custom
prop, (not just 1, many) there is that same lag coming up and choke
rising and tickrate drops. I wonder what is causing this? Before the
updates in beginning of June (12th was it?), there where no problems
with these.

-ics

Thomas h kirjoitti:

Perhaps they are tired of people whining about how MS are paying them to
make their game perform poorly on Linux, when In MOST CASES its just noob
people knowing absolutely nothing about Linux, and were just lucky a few
years (or months) ago making hl/srcds run on linux on some crappy
hardware.

When serious people with reel problems raise a flag i seems to me that
Valve
(or Alfred anyway) does what he can to help with the issue, but I can
related to valves/his lack of replies to countless whining post.

Regards
Thomas H. / www.DSRack.dk


From: Alex [EMAIL PROTECTED]
Reply-To: hlds_linux@list.valvesoftware.com
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Timeouts/Lags during a round - NOT at roundend
Date: Sun, 24 Jun 2007 10:27:44 +0200

but as we know meanwhile it doesn't make a difference regarding this
issue.

so - I think its time FOR AN OFFICIAL ANNOUNCEMENT BY VALVE/STEAM NOW!

sorry, but I think its kinda desaster meanwhile with no comment from
producer's site!

- Original Message -
From: Svensk Ljud  Ljus Produktion [EMAIL PROTECTED]
To: hlds_linux@list.valvesoftware.com
Sent: Sunday, June 24, 2007 9:22 AM
Subject: Re: [hlds_linux] Timeouts/Lags during a round - NOT at roundend


check in boot dir
for the kernel no you downloaded /boot/config-2.6.xx-x..fc6
open it in kate or some editor
look for this lines
# CONFIG_HZ_100 is not set

# CONFIG_HZ_250 is not set

# CONFIG_HZ_300 is not set

CONFIG_HZ_1000=y

CONFIG_HZ=1000

As you can se - my config-2.6.20-1.2933.fc6 is default set to 1000hz

Peter


- Original Message -
From: Guy Watkins [EMAIL PROTECTED]
To: hlds_linux@list.valvesoftware.com
Sent: Sunday, June 24, 2007 1:49 AM
Subject: RE: [hlds_linux] Timeouts/Lags during a round - NOT at roundend


How do you know it is 1000Hz?

} -Original Message-
} From: [EMAIL PROTECTED] [mailto:hlds_linux-
} [EMAIL PROTECTED] On Behalf Of Svensk Ljud  Ljus
Produktion
} Sent: Saturday, June 23, 2007 4:35 PM
} To: hlds_linux@list.valvesoftware.com
} Subject: Re: [hlds_linux] Timeouts/Lags during a round - NOT at
roundend
}
} I upgraded my FC6 in feb. and that kernel is default on 1000hz
} I dont remember the kernel no. but it was uploaded then I made an
update
!
} But we do have the lag then the clients starts to fill !
}
} Peter
}
} - Original Message -
} From: Buck [EMAIL PROTECTED]
} To: hlds_linux@list.valvesoftware.com
} Sent: Saturday, June 23, 2007 10:03 PM
} Subject: Re: [hlds_linux] Timeouts/Lags during a round - NOT at
roundend
}
}
} --
} [ Picked text/plain from multipart/alternative ]
} I ask because yesterday, as a desperation attempt, I did a server
hardware
} upgrade to a dual-core athlon platform. The kernel I had compiled
(with
} 1000hz timing) wasn't compiled with SMP support, so I just loaded
to most
} recent vanilla redhat 2.6 smp kernel instead and to compile a new
kernel
} later. The thing is, my dod:s server problem completely went away.
Now I
} don't know if this is because of the new hardware or the default
redhat
} kernel, but it works! I'll try booting into a 1000hz kernel on it
tonight
} to
} see if the problem comes back.
}
} On 6/23/07, Guy Watkins [EMAIL PROTECTED] wrote:
} 
}  I am using a stock kernel.  RH FC6.
} 
}  How can I determine the system timing?  Can I change the system
timing
}  without compiling?  Maybe with a boot option?  I don't want to
build a
}  custom kernel if I can avoid it.
} 
}  Also, my

RE: [hlds_linux] Glibc 2.3.6 Problem?

2007-06-28 Thread Thomas h

Your update must be broken.

# cat /etc/issue
Debian GNU/Linux 4.0 \n \l

# uname -a
Linux pc103 2.6.20.4 #9 SMP PREEMPT Thu Apr 19 12:02:03 CEST 2007 i686
GNU/Linux

# ls -l /lib/libc-2.3.6.so
-rwxr-xr-x 1 root root 1147548 Feb 21 16:13 /lib/libc-2.3.6.so

### srcds version ###
version : 1.0.0.34/7 3150 secure

Loaded plugins:
-
0:  zBlock Server Plugin [3.2.1]
-

Everything works just fine here...

Regards
Thomas H. / www.DSRack.dk


From: Kyrios [EMAIL PROTECTED]
Reply-To: hlds_linux@list.valvesoftware.com
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] Glibc 2.3.6 Problem?
Date: Thu, 28 Jun 2007 10:18:20 +0200

--
[ Picked text/plain from multipart/alternative ]
Hi,

i guess this is an old and easy one.

Since updating my debian system to etch I'm getting the following error
when
starting a SRCDS.

*** glibc detected *** free(): invalid pointer: 0xb7dabfa0 ***

I guess it is caused by a newer glibc version. libc2.3.6.

How can I fix this issue? Will source dedicated server run with 2.3.6 or
will I have to downgrade?


Thanks
Kyrios

P.S.: Not 100% sure if it is caused by the OS update but 99%

--
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Re: [hlds_linux] Glibc 2.3.6 Problem?

2007-06-28 Thread Thomas h

Yes, hence the SMP... though i guess it could be single core multi CPU, but
im pretty sure it works about the same way.

# egrep (core|name) /proc/cpuinfo
model name  : AMD Athlon(tm) 64 X2 Dual Core Processor 4600+
core id : 0
cpu cores   : 2
model name  : AMD Athlon(tm) 64 X2 Dual Core Processor 4600+
core id : 1
cpu cores   : 2


Regards
Thomas H. / www.DSRack.dk


From: Timo Hilbertz [EMAIL PROTECTED]
Reply-To: hlds_linux@list.valvesoftware.com
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Glibc 2.3.6 Problem?
Date: Thu, 28 Jun 2007 11:51:51 +0200

do you use a multicore machine?

Thomas h schrieb:

Your update must be broken.

# cat /etc/issue
Debian GNU/Linux 4.0 \n \l

# uname -a
Linux pc103 2.6.20.4 #9 SMP PREEMPT Thu Apr 19 12:02:03 CEST 2007 i686
GNU/Linux

# ls -l /lib/libc-2.3.6.so
-rwxr-xr-x 1 root root 1147548 Feb 21 16:13 /lib/libc-2.3.6.so

### srcds version ###
version : 1.0.0.34/7 3150 secure

Loaded plugins:
-
0:  zBlock Server Plugin [3.2.1]
-

Everything works just fine here...

Regards
Thomas H. / www.DSRack.dk


From: Kyrios [EMAIL PROTECTED]
Reply-To: hlds_linux@list.valvesoftware.com
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] Glibc 2.3.6 Problem?
Date: Thu, 28 Jun 2007 10:18:20 +0200

--
[ Picked text/plain from multipart/alternative ]
Hi,

i guess this is an old and easy one.

Since updating my debian system to etch I'm getting the following error
when
starting a SRCDS.

*** glibc detected *** free(): invalid pointer: 0xb7dabfa0 ***

I guess it is caused by a newer glibc version. libc2.3.6.

How can I fix this issue? Will source dedicated server run with 2.3.6 or
will I have to downgrade?


Thanks
Kyrios

P.S.: Not 100% sure if it is caused by the OS update but 99%

--
... black holes are where god divided by zero.
--

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

2007-06-25 Thread Thomas h

Perhaps they are tired of people whining about how MS are paying them to
make their game perform poorly on Linux, when In MOST CASES its just noob
people knowing absolutely nothing about Linux, and were just lucky a few
years (or months) ago making hl/srcds run on linux on some crappy hardware.

When serious people with reel problems raise a flag i seems to me that Valve
(or Alfred anyway) does what he can to help with the issue, but I can
related to valves/his lack of replies to countless whining post.

Regards
Thomas H. / www.DSRack.dk


From: Alex [EMAIL PROTECTED]
Reply-To: hlds_linux@list.valvesoftware.com
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Timeouts/Lags during a round - NOT at roundend
Date: Sun, 24 Jun 2007 10:27:44 +0200

but as we know meanwhile it doesn't make a difference regarding this issue.

so - I think its time FOR AN OFFICIAL ANNOUNCEMENT BY VALVE/STEAM NOW!

sorry, but I think its kinda desaster meanwhile with no comment from
producer's site!

- Original Message -
From: Svensk Ljud  Ljus Produktion [EMAIL PROTECTED]
To: hlds_linux@list.valvesoftware.com
Sent: Sunday, June 24, 2007 9:22 AM
Subject: Re: [hlds_linux] Timeouts/Lags during a round - NOT at roundend


check in boot dir
for the kernel no you downloaded /boot/config-2.6.xx-x..fc6
open it in kate or some editor
look for this lines
# CONFIG_HZ_100 is not set

# CONFIG_HZ_250 is not set

# CONFIG_HZ_300 is not set

CONFIG_HZ_1000=y

CONFIG_HZ=1000

As you can se - my config-2.6.20-1.2933.fc6 is default set to 1000hz

Peter


- Original Message -
From: Guy Watkins [EMAIL PROTECTED]
To: hlds_linux@list.valvesoftware.com
Sent: Sunday, June 24, 2007 1:49 AM
Subject: RE: [hlds_linux] Timeouts/Lags during a round - NOT at roundend


How do you know it is 1000Hz?

} -Original Message-
} From: [EMAIL PROTECTED] [mailto:hlds_linux-
} [EMAIL PROTECTED] On Behalf Of Svensk Ljud  Ljus Produktion
} Sent: Saturday, June 23, 2007 4:35 PM
} To: hlds_linux@list.valvesoftware.com
} Subject: Re: [hlds_linux] Timeouts/Lags during a round - NOT at roundend
}
} I upgraded my FC6 in feb. and that kernel is default on 1000hz
} I dont remember the kernel no. but it was uploaded then I made an update
!
} But we do have the lag then the clients starts to fill !
}
} Peter
}
} - Original Message -
} From: Buck [EMAIL PROTECTED]
} To: hlds_linux@list.valvesoftware.com
} Sent: Saturday, June 23, 2007 10:03 PM
} Subject: Re: [hlds_linux] Timeouts/Lags during a round - NOT at roundend
}
}
} --
} [ Picked text/plain from multipart/alternative ]
} I ask because yesterday, as a desperation attempt, I did a server
hardware
} upgrade to a dual-core athlon platform. The kernel I had compiled (with
} 1000hz timing) wasn't compiled with SMP support, so I just loaded to most
} recent vanilla redhat 2.6 smp kernel instead and to compile a new kernel
} later. The thing is, my dod:s server problem completely went away. Now I
} don't know if this is because of the new hardware or the default redhat
} kernel, but it works! I'll try booting into a 1000hz kernel on it tonight
} to
} see if the problem comes back.
}
} On 6/23/07, Guy Watkins [EMAIL PROTECTED] wrote:
} 
}  I am using a stock kernel.  RH FC6.
} 
}  How can I determine the system timing?  Can I change the system timing
}  without compiling?  Maybe with a boot option?  I don't want to build a
}  custom kernel if I can avoid it.
} 
}  Also, my CPU speed is 1000MHz.  Is that fast enough for 1000Hz timing?
} 
}  Thanks,
}  Guy
} 
}  } -Original Message-
}  } From: [EMAIL PROTECTED] [mailto:hlds_linux-
}  } [EMAIL PROTECTED] On Behalf Of ics
}  } Sent: Saturday, June 23, 2007 3:46 AM
}  } To: hlds_linux@list.valvesoftware.com
}  } Subject: Re: [hlds_linux] Timeouts/Lags during a round - NOT at
} roundend
}  }
}  } Of course, all servers that i run have 1000Hz kernels. 50Hz is
}  } unplayable and 250Hz causes glitches too and fps is limited to 250.
}  } There is also 300Hz option on new kernels but ive always used 1000Hz,
}  } except for testing purposes, the other values. 1000Hz is the only
real
}  } value which it should be.
}  }
}  } -ics
}  }
}  } Buck kirjoitti:
}  }  --
}  }  [ Picked text/plain from multipart/alternative ]
}  }  I have a question for you guys with the same problem. Is your linux
}  } kernel
}  }  compiled at 1Khz system timing? (CONFIG_HZ_1000=y)
}  } 
}  }  On 6/22/07, Buck [EMAIL PROTECTED] wrote:
}  } 
}  }  My server IP has been posted earlier, but as I already stated to
}  } replicate
}  }  the problem one must only join the server. I would be more than
} happy
}  } to
}  }  hand over shell access to any valve individual to look into this.
}  } 
}  }  On 6/22/07, ics [EMAIL PROTECTED] wrote:
}  } 
}  }  Did you even read the post i wrote? I think not. 2 years they
have
}  ran
}  }  fine and now the lag, not before. With those CPU's, higher
} tickrate
}  is
}  }  just a dream.
}  } 
}  }  -ics
}  } 
}  }  Tom Leighton

Re: Unable to connect to VAC, was: [hlds_linux] Source Engine Update Available

2007-06-18 Thread Thomas h

On Mon, 18 Jun 2007, Ike Australien wrote:


Have there been any official statements from Valve as how long those VAC
issues will persist and whether we can expect anything to happen in the
near
future?

There always seems to be difficulty in getting the linux updates working,
maybe someone could sponsor a Linux server to Valve


Why sponsor them? Don't you think they make enough money abusing the 1.6
players with their in-game spam/advertisements?


Guess you didnt get the joke part of it. Anyway, put my name on the list of
people with Linux server with VAC-less Source server.

./Thomas @ http://DSRack.dk

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RE: [hlds_linux] Re: hlds_linux digest, Vol 1 #5595 - 1 msg

2007-05-24 Thread Thomas h

I rather wonder why the Server FPS drop to 60 and lower sometimes.
We are using some 3800+ X2 machines and it is not possible to run 20
clients
at Tickrate 100, even if it is the only Server on the machine!

CPU load doesn't go ever 50-60%. Ram isn't an issue either!

We are running current Debian 4.0 release with 1000Hz Kernel und modified
libc.
Some months/years ago, performance was much better.

We need to improve our hardware, but in act the engine itself shouldn't
require better hardware that it did during the release.


I cant be the valve software, even though its not perfect and the lack of
64bit support is a joke, but I run 40-50 slots on random maps (eg.
de_inferno) with zblock perfectly on a AMd X2 3800+ CPU. If you have issues
with drops I would probsbly look at the disk subsystem.

Regards

Thomas Hjorth
http://www.DSRack.dk

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RE: [hlds_linux] Source Engine Dedicated server beta

2007-04-27 Thread Thomas h

Any ideas why a vanilla linux server running the beta (happens with both
the
current and previous beta) randomly spikes up to 90-99% and holds there for
an extended period of time (not sure exactly how long, but it's more than a
few minutes) and then goes back down to 10%?  It keeps fluctuating over
and
over, can't seem to tie it down to anything.  The FPS seems pretty stable.
I'm running an AMD 2600+, 2.6.21-rc6 PREEMPT w/dynamic ticks on CentOS 5.


It wouldnt happend to happend every 110min? and the load spike to about
[number of hlds/srcds] * 1.5? and it doesnt seem to have any influence on
the gaming experience?

I have run about 40-50 active srcds slots on a dual 2GHz + about 100 idle
with the load spiking to 23, and everyone reported perfect gameservers, so I
kind stopped digging up this bug of valves. tracing the processes didnt help
me much either.

./Thomas @ www.DSRack.dk

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RE: [hlds_linux] Source Engine Dedicated server beta

2007-04-27 Thread Thomas h

I'm not sure if it affected the performance in-game, but the FPS seemed
somewhat stable.  It did affect the rest of the processes on the machine,
however.  Doing almost anything else becomes close to impossible with one
process pegged at 99%.


Ok, I guess the issues aint the same.. my loadspike have no impact on
anything, ssh to the server is as stable as always and nothing is slowed
down. Besides making my monitoing and alerting useless/worthless the
loadspikes ever 110min isnt hurting anything.

./Thomas @ www.DSRack.dk

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RE: [hlds_linux] Source Engine Dedicated server beta

2007-04-05 Thread Thomas h

There is an update to the beta. Run the update tool again with the beta
parameter (-beta srcds0407) to get the update.


with hldsupdatetool you mean the steam binary, coz using hldsupdatetool.bin
with options does work, and steam steams to update itself with those
options. I guess that is what you mean, if os, how does it help? when i
update srcds nothing seems to be changed?

and last, why does updating srcds end with a HLDS installation up to date?


**
# ./steam -command update -game cstrike -dir /home/hlds.hd/
Checking bootstrapper version ...
Updating Installation
Checking/Installing 'Counter-Strike Base Content' version 22

Checking/Installing 'Linux Server Engine' version 36

Checking/Installing 'Half-Life Base Content' version 8

HLDS installation up to date
**

./Thomas


This update fixes the lagging problem seen earlier in the week when
certain backend services are unavailable.

- Alfred

Alfred Reynolds wrote:
 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: [hlds_linux] Source Engine Dedicated server beta

2007-04-05 Thread Thomas h

This is a counter-strike source update (srcds - hmm ?? -_-).

crap... i pasted the wrong lines coz they both say HLDS in the bottom.

***
# ./steam -command update -game Counter-Strike Source -dir /home/srcds.hd/
Checking bootstrapper version ...
Updating Installation
Checking/Installing 'Counter-Strike Source Shared Content' version 61

Checking/Installing 'Base Source Shared Models' version 4

Checking/Installing 'Base Source Shared Sounds' version 4

Checking/Installing 'Base Source Shared Materials' version 8

Checking/Installing 'Source Dedicated Server Linux' version 75

HLDS installation up to date
***'


./steam -command update -game cstrike -dir /home/hlds.hd/ -beta srcds0407

That's where you add the extra part ;)


Thanks, I gues you just figured that im of course talking about source. ;-)

./Thomas

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