Fletcher mentioned in one of the earlier e-mails that they are aware of
it.
We have it too, with net_graph increase hickup/higher times. The graph
isn't the same as before and multiple people on our servers are
complaining about lag too (but that's usually default, but now the
regulars are saying
Getting the same freezing issues. Running gentoo, kernel 2.6.31 on a
quad core Xeon X3460. 32 player server, tried with and without
sourcemod, the same. There were no freezing issues before the update.
The freezes occur every ~20-40 seconds and teleports you back a few
meters...
On
http://www.teamfortress.com/post.php?id=2338
cl_gameserver_list
You will see Standing Trend.
Standing = Good/Bad
Trend = Downward Fast, Steady, Upward Fast
You obviously want your server to be in Good standing, and ideally
trending Steady or Upward Fast.
On 29/10/2012 6:22 AM, Benedict
All of Cameron Munroe's suggestions have been implemented.
There is now a 256Bit SSL certificate protecting the entire website.
Server hosts can win prizes too now. Refer the most players and you win the
prize.
November's server prize is $250 USD.
More info at:
You can't always be going upwards fast of course. My server has a
Good standing and goes through an upwards - steady - downwards
trendcycle about every few days, depending on the amount of traffic
I'm getting. As long as your standing is Good and you're getting
quickplay traffic if your server is
I can confirm this on a vanilla 'eventmix' halloweenserver running on
Ubuntu server 10.04 LTS, and also some variations on the error:
DataTable warning: (class prop_dynamic): Out-of-range value
(-.x) in SendPropFloat 'm_vNormal', clamping.
DataTable warning: prop_dynamic: Out-of-range
In certain cases it reaches very high levels and make your server
hang/freeze.
This extension cures it:
http://forums.alliedmods.net/showthread.php?p=1817962
but hope one day even vanilla servers without sourcemod can be cured
with an official fix ;)
Il 29/10/2012 09.35, Rudy Bleeker ha
It might not be, but just to rule it out... If you're getting lag, try
cleaning out /orangebox/tf/downloads. If you have replays enabled, also
clean out /orangebox/tf/replay/server/sessions and
/orangebox/tf/replay/server/blocks, as for some reason those folders
aren't cleaned up automatically.
We actually run those scripts daily to clean out replays/downloads and
several log folders too. But indeed, before we did that we had lag spikes
also because of it. But thats now not the case.
2012/10/29 Emil Larsson ail...@gmail.com
It might not be, but just to rule it out... If you're getting
On 29.10.2012 13:41, Erik-jan Riemers wrote:
We actually run those scripts daily to clean out replays/downloads
and
several log folders too. But indeed, before we did that we had lag
spikes
also because of it. But thats now not the case.
As do I, this was mentioned on this list some time
Especially if your server empties for the night, it might go downward fast and
then upward fast every day. If server has players, you are doing fine.
Some sort of stats will help you on identifying the players like hlxce. Are
they coming back or are there just thousands of players that
Loading via gameinfo.txt should still work, but you'll have to copy or
symlink addons/metamod/bin/server.so to addons/metamod/bin/server_srv.so
On 10/28/2012 1:11 AM, ics wrote:
Do you load metamod via gameinfo.txt or vdf? You need vdf since gameinfo style
wont load metamod snapshot.
-ics
One of my servers is having awful lag spikes, the one that runs
eventmix. The other that runs event247 on same machine seems to be ok so
i guess it's some more random bug or related to some other maps.
-ics
29.10.2012 15:13, Peter Reinhold kirjoitti:
On 29.10.2012 13:41, Erik-jan Riemers
On 29.10.2012 17:05, ics wrote:
One of my servers is having awful lag spikes, the one that runs
eventmix. The other that runs event247 on same machine seems to be ok
so i guess it's some more random bug or related to some other maps.
We're experiencing the lag on both koth_lakeside_event,
I've noticed occasional lag spikes on precisely the same maps on two of my
servers.
-J
On Oct 29, 2012, at 12:15 PM, Peter Reinhold peter_va...@reinhold.dk wrote:
On 29.10.2012 17:05, ics wrote:
One of my servers is having awful lag spikes, the one that runs
eventmix. The other that runs
There has been some spikes on others too but nothing major. Usually they
are related to events where players join to the server and something
happens at the same time that requires more cpu. I'm not sayin there
isn't a problem since so many are experiencing it, just thinking out
loud what
We are running some public servers with just 1 single map specified.
mp_timelimit is set to 60
mp_winlimit is set to 0
when issuing timeleft in console we getthis is the last round... but
the map never changes anyway.
Is there something Imissed?
Basically I want the map to change once 60minutes
Our Dustbowl server is experiencing some spikes and lag that we never
experienced before this update. It seems all of them are, but I mostly play
on that server. Our KOTH server is also doing it. I'm not even sure it's
map specific. I just think something about the update has borked something.
If you look at your console you will see the servers spewing out missing
files and other errors. It is a wall of red text. Missing X particle,
Missing this action. etc. I don't think it is the servers, rather the
clients having a hard time trying to process all the effects.
I noticed one MVM server was lagging terribly with the new coaltown_event map
so I took it out of the list and tested it with a few maps. All the MVM maps
were practically unplayable, stuttering every few seconds or so. I tried
badwater and still got stuttering, albeit significantly less. On
Hey all. For a while I've been operating multiple TF2 servers off the same data
files, where all each instance has is a separate /cfg and /addons directory.
I'm using a program called Unionfs-fuse, which allows you to mount directories
in layers over each other. (I'm using the FUSE variant for
Are those of you with lag issues watching your CPU utilization? I had similar
symptoms on my servers after the pyro update (which lasted for months). The in
game lag spikes I saw coincided with srcds CPU spikes.
Lord_Jeremy lord.jer...@gmail.com wrote:I noticed one MVM server was lagging
Nice, thanks for the story. Always good to hear sollutions from people just
for the sake of what else is out there
Instead of using a uninionfs we use symbolic links, i only share the maps
folder because that is one of the biggest ones. I just dump all maps in
there regardless if it needs to be
Hi
I'm running these versions of SM and MMS: http://pastebin.com/0sM4p22q
My problem is that the server hangs upon mapchange, this is random and I do not
know why it happens. I have a stacktrace of it which can be found here:
http://pastebin.com/raw.php?i=fLebMQLS
Any ideas/suggestions on
Thank you for this tutorial, I am using hard-links, but there are some
issues because of server writing to files therefore I had to change the
owner of base files to root, but that makes more problems :) I will
definitely look at the unionfs.
On 2012.10.29. 19:17, Lord_Jeremy wrote:
Hey all.
You seem to be upset with TF2 for requiring a certain amount of people to
take on certain tasks. You want to be able to experience 100% of the
content regardless of it's intention, delivery, or challenge. This seems
like you just want more free stuff for your free game, this is good, it's a
sign
Eloquent.
On 30/10/2012 7:58 AM, doc drga...@gmail.com wrote:
You seem to be upset with TF2 for requiring a certain amount of people to
take on certain tasks. You want to be able to experience 100% of the
content regardless of it's intention, delivery, or challenge. This seems
like you just
Looks like it was just a matter of:
mp_match_end_at_timelimit
:)
Il 29/10/2012 17.18, Marco Padovan ha scritto:
We are running some public servers with just 1 single map specified.
mp_timelimit is set to 60
mp_winlimit is set to 0
when issuing timeleft in console we getthis is the last
Steam hiccup from what I've been told. Nothing you can do about it.
On Mon, Oct 29, 2012 at 4:14 PM, bottige...@gmail.com
bottige...@gmail.comwrote:
Is anyone getting entire servers disconnected with this message in the
console:
STEAMAUTH Client NAME received failure code 7
And this
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