Hello all,
could anybody tell me the lastest build version of Counter-Strike 1.6?
If there's any beta build. What's the best build to get servers working
fine with master servers and getting into the internet tab.
I was away for a while then I'm kinda lost about it.
Thanks in advance.
--
Last mail I can find says to run hldsupdatetool with '-beta hlbeta'.
CSS is nearly in the same boat as 1.6. The (now appearing) static beta
for both products has been running way too long.
Kyle.
On Sun, Jun 26, 2011 at 11:28 PM, Marlon Almeida
mar...@cybergamesbrasil.com wrote:
Hello all,
Thanks sir !
I will take a look at rewrite all start scripts then, ill guess its
would be suffient to execute export RDTSC_FREQUENCY=2400.0 once
when the server-machine is started.
And running the srcds at fps_max 0 or 1000 is reducing the cpu-usage
then server is empty, but it not
just put in the end of .bashrc for every user you start servers with
-
Best regards,
Fug1t1v3
Onlyskill.eu - Game Servers Hosting
CSS Servers Administrator
Game Hosting Tehnical Administrator
mail: f...@onlyskill.eu
On 27 June 2011 12:24, Svensk Ljud Ljus Produktion
Can Valve please implement this vphysics.so fix, (either use a newer GCC
or different settings) for compiling vphysics.so.
This vehicle crash has been annoying us since more than a half year
(since orangebox for hl2dm came out).
Thank you :)
On 27.06.2011 00:46, Ryan Kistner wrote:
It turns
Thanks alot Ryan.
On Mon, Jun 27, 2011 at 5:45 AM, Bernhard Kaszt be...@bcserv.eu wrote:
Can Valve please implement this vphysics.so fix, (either use a newer GCC or
different settings) for compiling vphysics.so.
This vehicle crash has been annoying us since more than a half year (since
I can't believe it, Ryan, a usual user fixed the problem for Valve. This
really shows something about them...
Thanks a lot!
/Chris
On Jun 27, 2011, at 3:40 PM, James Puckett wrote:
Thanks alot Ryan.
On Mon, Jun 27, 2011 at 5:45 AM, Bernhard Kaszt be...@bcserv.eu wrote:
Can Valve please
If i dont se server if i use top or htop.
I dont know it´s pid. It is invisible but running.
//Me
___
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Hi,
We're having some server issues where all servers seem to hang for a few
seconds and then continue like nothing was wrong. Now I wonder if this is
something local on our machine, or if it has anything to do with the steam
backend being overloaded.
Anyone else noticing similar issues?
What is the performance penalty if I disable this benchmark?
On Mon, Jun 27, 2011 at 4:06 AM, Fug1t1v3 f...@onlyskill.eu wrote:
just put in the end of .bashrc for every user you start servers with
-
Best regards,
Fug1t1v3
Onlyskill.eu - Game Servers Hosting
CSS Servers Administrator
Hey there, im trying to setup a CS:S server on Windows 2k8R2, but i have run
into a problem. Everytime i start the server it says Couldn't allocate any
replay IP port. I have tried to look up the problem on google but no luck
there... Another srcds-guy i know told me that there's even no replay
We some of our customers that are reporting the same problem.
Cheers,
Marc
2011/6/26 Eli Witt eliw...@gmail.com:
We had 4 of them on one of our NFO servers yesterday, no TV enabled, replays
disabled for now, too.
On Sun, Jun 26, 2011 at 8:30 AM, r...@bsk.vectranet.pl wrote:
I have 6 ghost
After investigation, here are more information.
We have a for example a 18 slots servers with 8 real player and 10 ghosts.
Both HLSW and CSS Ingame Server Browser report 18 players online and
if you try to join, you get server is full.
Now, making a status in server console report only 8 players,
Mine was hanging for a few seconds on round ends. I figure that has to do
with the 700+ users who have connected since last restart. Obviously a
restart fixed that. And obviously I'm not too used to having a populated
server for a few days straight!
I haven't seen anything mid rounds.
On Mon,
Actually, the query protocol and the console status are reporting
different informations. Ghost are not in the console status.
After investigation, here what I found and posted already in the CSS
Ghost thread:
We have a for example a 18 slots servers with 8 real player and 10 ghosts.
Both HLSW
Have you tries using 'ps x' to output all running processes?
On 27 Jun 2011, at 17:48, Daniel Nilsson daniel.joki...@gmail.com wrote:
If i dont se server if i use top or htop.
I dont know it´s pid. It is invisible but running.
//Me
___
To
ps -ef | grep srcds
On 6/27/2011 12:22 PM, Daniel Nilsson wrote:
If i dont se server if i use top or htop.
I dont know it´s pid. It is invisible but running.
//Me
___
To unsubscribe, edit your list preferences, or view the list archives,
please
why disable. If restart do it when server is low on players. At night.
On 27 Jun 2011 17:48, bottige...@gmail.com bottige...@gmail.com wrote:
What is the performance penalty if I disable this benchmark?
On Mon, Jun 27, 2011 at 4:06 AM, Fug1t1v3 f...@onlyskill.eu wrote:
just put in the end of
We found L4D2 (with this new clock optimisation) used less CPU than
L4D1 (without it).
However, currently TF2 servers are using greater CPU than it used to
REGARDLESS OF THIS SETTING.
Note that the only downside of leaving this at default (ie not set) is
that the server will take a few
I have fixed the problem, i had to remove my +ip statement...
/Chris
On Jun 27, 2011, at 6:31 PM, Christoffer Pedersen wrote:
Hey there, im trying to setup a CS:S server on Windows 2k8R2, but i have run
into a problem. Everytime i start the server it says Couldn't allocate any
replay IP
We are seeing a significant pause at the end of rounds, but it seems to
be connected to the replay system (presumably doing sync or cleanup
work)
On Mon, 27 Jun 2011 12:53:38 -0400, Tom Grant wrote:
Mine was hanging for a few seconds on round ends. I figure that has
to do
with the 700+ users
On linux, I use 'ps aux | grep srcds' which is similar to what Carl wrote.
-ef is used more on unix boxen, but still works in linux. It just doesnt
give as much info as 'aux'.
max
On Mon, Jun 27, 2011 at 11:22 AM, Daniel Nilsson
daniel.joki...@gmail.comwrote:
If i dont se server if i use top
Well its happening again..
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Saint K.
Sent: zondag 26 juni 2011 22:05
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] VAC down?
Hi,
I
A nice, at the peak of prime time, 100k tf2 users and all steam servers not
available..
snip
Content: Updates to Left 4 Dead 2 have been released. The updates will be
applied automatically when your Steam client is restarted. The major changes
include:
Left 4 Dead 2
use
ps awwux|grep srcds
then you get a list of all srcds servers and childprocesses with theirs
startline as well :)
Peter
Sweden
Daniel Nilsson skrev 2011-06-27 18:22:
If i dont se server if i use top or htop.
I dont know it´s pid. It is invisible but running.
//Me
tack enemy
On 27 Jun 2011 21:56, Svensk Ljud Ljus Produktion i...@teaterljud.se
wrote:
use
ps awwux|grep srcds
then you get a list of all srcds servers and childprocesses with theirs
startline as well :)
Peter
Sweden
Daniel Nilsson skrev 2011-06-27 18:22:
If i dont se server if i use
Required updates to Team Fortress 2, Counter-Strike: Source, Day of Defeat:
Source and Half-Life 2: Deathmatch are now available. The specific changes
include:
Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
- Reduced CPU usage for idle servers
Team Fortress 2
- Added the Splendid Screen,
I don't see a mail for it yet, so here's the changelog:
Updates to Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source
and Half-Life 2: Deathmatch have been released. The updates will be applied
automatically when your Steam client is restarted. The major changes
include:
*Source
Is anyone else noticing that messages from this mailing list are now
arriving something like 20 minutes after they're sent?
Also, are there any plans on Valve's part to increase Steam download
servers' capacity? This latest TF2 should be tiny, but neither my
servers or client have been able
The List, just like Steam, went down for roughly a half an hour after
the update was pushed.
Thanks for the change log though!
On Mon, Jun 27, 2011 at 5:43 PM, Jeff Sugar jeffsu...@gmail.com wrote:
I don't see a mail for it yet, so here's the changelog:
Updates to Team Fortress 2,
Well, thank goodness we can rename taunts now since that made it to the top
of the list of things to do. Since we're on beyond pointless updates now, I
would love to see HOUWAR owners get something that has been promised for 6
months now? Wait, it's been over 7. At least we're setting our
htop is a really good process manager available on Linux (BSD too, I
think). Install it and try it out. Remember to run as sudo/root if
manipulating processes that your user does not own.
htop would make tracking down your lost process pretty easy, and
somewhat graphical too. It has a
Neither I or anyone can connect to my servers. It says connection failed after
four retries. Is anyone else getting this problem?
From: jas...@valvesoftware.com
To: hlds_linux@list.valvesoftware.com; h...@list.valvesoftware.com;
hlds_annou...@list.valvesoftware.com
Date: Tue, 28 Jun 2011
Got the email about 5-10 minutes after our servers seen the update was out.
Only took about 8 minutes for our auto update to get everything done for us.
Then again if there was more content servers it could have been up within a
minute.
Yes, to both of the things you said. It took way too long for my servers to
finally update.
On Mon, Jun 27, 2011 at 9:01 PM, Ross Bemrose rbemr...@vgmusic.com wrote:
Is anyone else noticing that messages from this mailing list are now
arriving something like 20 minutes after they're sent?
I assume it's via the massive list (however big it is). They're only able to
send out X amount every minute and I was included in getting it late today.
This is speculation though so they could just be slow today.
On Mon, Jun 27, 2011 at 6:01 PM, Ross Bemrose rbemr...@vgmusic.com wrote:
Is
Confirmed. Seems to depend on time of day.
Ross Bemrose wrote:
Is anyone else noticing that messages from this mailing list are now
arriving something like 20 minutes after they're sent?
Also, are there any plans on Valve's part to increase Steam download
servers' capacity? This latest TF2
Network design improvement opportunity here. They probably have
different traffic types of requiring different levels of SLA using the
same transit system.
Also, since the traffic is mostly outbound for updates, this is
something that they could control with QoS.
Valve need a network
I am working on the mailing list issue. The problem is that the spam filters
are eating up lots of CPU on the VM. I will be moving off the spam filtering
onto a different box that can better handle the job.
Over the past year we have added more than 200Gbps of bandwidth, and we are
constantly
Hey Jay,
You're running the SourceOP plugin, right? It's a new issue with today's
update. I'll be fixing the problem in the plugin such that it doesn't occur
in future updates either.
Thanks,
Tony
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
Thanks a bunch.
From: drunkenf...@hotmail.com
To: hlds_linux@list.valvesoftware.com
Date: Mon, 27 Jun 2011 18:57:39 -0700
Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source,Day of
Defeat: Source and Half-Life 2: Deathmatch Updates Released
Hey Jay,
You're running
No problem. And in case you missed it, the plugin update is out.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jay Singh
Sent: Monday, June 27, 2011 7:06 PM
To: hlds_linux@list.valvesoftware.com
Subject:
i can agree on the long update times.
5 servers, over 30 min's
On Mon, Jun 27, 2011 at 9:56 PM, Milton Ngan mil...@valvesoftware.comwrote:
I am working on the mailing list issue. The problem is that the spam
filters are eating up lots of CPU on the VM. I will be moving off the spam
filtering
This update has caused all of our server's FPS to sit at half the amount
it would usually sit at (~480 instead of ~1000). Is anyone else
experiencing this?
On 28/06/2011 10:34 AM, Jason Ruymen wrote:
Required updates to Team Fortress 2, Counter-Strike: Source, Day of Defeat:
Source and
Hi:
Im not answering your question, but having more than 70 fps in orangebox
is a waste of cpu.
Best regards
This update has caused all of our server's FPS to sit at half the
amount it would usually sit at (~480 instead of ~1000). Is anyone else
experiencing this?
On 28/06/2011 10:34 AM,
i do see a difference in fps also.
00:49:45 fps_max = 950 ( def. 300 )
- Frame rate limiter
00:49:50 stats
00:49:50 CPU InOut Uptime Users FPSPlayers
0.00 0.00 0.00 1 0 255.81 0
On Tue, Jun 28, 2011 at 12:37 AM, Andres Pozos
I was in the middle of testing when this update was pushed. I'm
noticing the exact same thing (even with all the hacks).
I hope this wasn't the required for all engines fix...
Kyle.
On Mon, Jun 27, 2011 at 9:30 PM, prithu pri...@iinet.net.au wrote:
This update has caused all of our server's FPS
Yes, went from 500 to 250 by default and wont increase. What kind of fix
this is? Not all of us had that 50% cpu idle usage issue.
-ics
28.6.2011 8:36, Kyle Sanderson kirjoitti:
I was in the middle of testing when this update was pushed. I'm
noticing the exact same thing (even with all the
Confirm:
===
console: fps_max
fps_max = 1000 ( def. 300 )
- Frame rate limiter
console: stats
CPU In Out Uptime Users FPS Players
0.000.000.000 0 454.66 0
===
Valve, are you kidding??
2011/6/28
49 matches
Mail list logo