Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-02-23 Thread Didrole
@Scalar Science : The server's ip is stored in the demo header in plain text, open it with a hexeditor or even with the notepad. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

[hlds_linux] master server source 1 is down.

2011-02-23 Thread Eric Riemers
Milton, I mailed this before on the list but nothing has changed since. lethal@binkey:~/public_html/admin$ host hl2master.steampowered.com hl2master.steampowered.com A 72.165.61.153 hl2master.steampowered.com A 63.234.149.83 hl2master.steampowered.com A

Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-02-23 Thread ics
I don't see why they should implement a feature into the game that prevents people from seeing things that belong to the game. The game isn't going to turn that lack of features that it was during release and around 6 months after it. Run the alliedmodders link plugin if you really want to

[hlds_linux] Timeleft bug

2011-02-23 Thread dsadadsasd adsadasdsa
Hello, On first map timeleft stucks, until someone connects to server. So if I even have mp_timelimit 10/20, same map can stay few hours. Tested on CSS and HL2DM server, on both operation systems. Does somebody know how to fix it? ___ To unsubscribe,

Re: [hlds_linux] Timeleft bug

2011-02-23 Thread Eli Witt
The server won't change maps until someone connects, regardless of mp_timelimit Same with auto-updates. On Wed, Feb 23, 2011 at 9:33 AM, dsadadsasd adsadasdsa thisisforgot...@mail.ru wrote: Hello, On first map timeleft stucks, until someone connects to server. So if I even have

[hlds_linux] Team Fortress 2 Lag/Jitter

2011-02-23 Thread Vathral
Well, I'd like to work on an issue that members says they've been having. There have been complaints of lag and such that I'd like to look into. What are the default rates to work off? If possible I'd like to see what other admins out there are running as I do not fully understand how to tweak

Re: [hlds_linux] Team Fortress 2 Lag/Jitter

2011-02-23 Thread Tony Paloma
Depending on the number of players you're expecting, your maxrate of 25,000 may not be sufficient. This is limiting traffic to 25KB/s per player which won't be enough for a full 32 player server and probably even 24 players. The maxrate cvar just limits the value a player can set for rate (Which

Re: [hlds_linux] Team Fortress 2 Lag/Jitter

2011-02-23 Thread Vathral
It is indeed for a 32 player server. Thanks for the response. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux

Re: [hlds_linux] master server source 1 is down.

2011-02-23 Thread Milton Ngan
We looked at this a while back. There are master servers running on all three. Can you ping and traceroute to the host? Can anyone else confirm that one of the master servers is not functioning? -Original Message- From: hlds_linux-boun...@list.valvesoftware.com

Re: [hlds_linux] master server source 1 is down.

2011-02-23 Thread msleeper
Works fine for me. msleeper.com:/home/msleeper# ping 72.165.61.153 PING 72.165.61.153 (72.165.61.153) 56(84) bytes of data. 64 bytes from 72.165.61.153: icmp_seq=1 ttl=113 time=74.7 ms 64 bytes from 72.165.61.153: icmp_seq=2 ttl=113 time=74.3 ms 64 bytes from 72.165.61.153: icmp_seq=3 ttl=113

Re: [hlds_linux] master server source 1 is down.

2011-02-23 Thread Saul Rennison
My ping worked fine from UK. On Thursday, 24 February 2011, Milton Ngan mil...@valvesoftware.com wrote: We looked at this a while back. There are master servers running on all three. Can you ping and traceroute to the host? Can anyone else confirm that one of the master servers is not

Re: [hlds_linux] master server source 1 is down.

2011-02-23 Thread bottige...@gmail.com
The pings work, but the server never responds. Here's a small python script that demonstrates it is down. import socket s = socket.socket(socket.AF_INET, socket.SOCK_DGRAM) # this works s.connect(('63.234.149.83', 27011)) s.send('\x4d\xff') s.recv(1024) # can't connect

Re: [hlds_linux] master server source 1 is down.

2011-02-23 Thread Kaspars
I can confirm that the 72.165.61.153 is not working for me either. On 2011.02.24. 5:26, bottige...@gmail.com wrote: The pings work, but the server never responds. Here's a small python script that demonstrates it is down. import socket s = socket.socket(socket.AF_INET, socket.SOCK_DGRAM) #

Re: [hlds_linux] master server source 1 is down.

2011-02-23 Thread Eric Riemers
Ping works fine, the box is up. It's the response that is not working as demonstrated by others. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Milton Ngan Sent: donderdag 24 februari 2011 2:52 To:

Re: [hlds_linux] master server source 1 is down.

2011-02-23 Thread MeZelf
Should this be useful From Holland (XS4all) I can ping 72.165.61.153 and 63.234.149.83. 63.234.149.90 results in: Reply from 216.6.124.145: TTL expired in transit. Whatever is behind 63.234.174.50 on the path stops pathping and tracert from my side. This applies to all 3 IPs for me. Sebastiaan

Re: [hlds_linux] master server source 1 is down.

2011-02-23 Thread Kyle Sanderson
Confirming the first (72.165.61.153) is down for me as well. Yes, it is responding to echo requests. Cheers, Kyle. On Wed, Feb 23, 2011 at 11:08 PM, Eric Riemers riem...@binkey.nl wrote: Ping works fine, the box is up. It's the response that is not working as demonstrated by others.

Re: [hlds_linux] Team Fortress 2 Lag/Jitter

2011-02-23 Thread Björn Rohlén
Hello. Having fiddled with this particular issue since the beta-days, sv_maxrate 5 is sufficient for a 20 player server, unless you want to experience choke and weirdness on the clients. I would presume 24 and even 32 player servers would require even more. I'd watch out for going over 80k