, permissions. ¯\_(ツ)_/¯
Many thanks to all those who took the time to answer.
Hope this helps some other fool in the future.
_pilger
On 15 October 2017 at 18:00, pilger <pilger...@gmail.com> wrote:
> @Svensk
>
> Can't really do that right now, since I'm rebuilding the whole thing.
g with your
> startup "docker run" command.
> Likewise, if you are publishing your image to docker hub, include that as
> well. Maybe I can pull from your uploaded image and test for myself if
> problem persists.
>
>
>
> On Sun, Oct 15, 2017 at 1:52 PM, pilg
Apparently I can't send images here because of a size limit.
I'll resend the previous email without the image. I'm sorry if you got the
first one and this is a duplication.
are you using?
> >
> > Im not familiar with "docker", what kind of drive does it have and
> > read/write speed?
> >
> > But after a reboot its taking some time before its up and running, but
> our
> > servers don't take more then a minute befor
Hey guys,
I've been trying to run a tf2 srcds on a docker image for a couple of days
now. It seems to be working fairly well.
The only problem I'm struggling to fix is that every time I boot the
server, the autoupdate takes 5~10 minutes validating the whole installation.
This is what I get:
Does CELT codec support input voice from file on TF2?
_pilger
On 18 November 2016 at 22:35, John Schoenick
wrote:
> We've released an optional update for Team Fortress 2. The note for the
> update is below. The new server version number is 3703329.
>
> Community
Having this here as well. And it only happens after some quits... I'm not
sure why and when.
_pilger
On 14 June 2015 at 08:38, Nicolas Seyer seyer.nico...@gmail.com wrote:
on the same system I have one server that stops but not the other. So I
wouldn't think it is due to a library or the
Hey guys,
My TF2 server has been crashing with a
*L 04/23/2015 - 18:49:29: Engine error: Host_Error: WatchdogHandler called
- server exiting.*
on the ordinary log file.
The crash is intermittent and I could not find the cause.
Any ideas?
Thanks in advance,
_pilger
Is it just me or we're getting the heads up email at the same time we get
the update released email?
Do I have someting misconfigured here, perhaps?
_pilger
On 15 December 2014 at 21:51, Eric Smith er...@valvesoftware.com wrote:
We've released a mandatory update for TF2. The notes for the
I second this request.
_pilger
On 31 October 2014 02:05, Alexander Corn mc...@doctormckay.com wrote:
While you guys are revamping the TargetID system, I'd like to place a small
request. Could a server cvar please be added to enable TargetIDs to show
for
enemies? This would be incredibly
When you people will realise these discussions about Quickplay go nowhere?
Valve doesn't read these rants. Hell, most of us don't either.
I'm surely muting this thread. Just bothered to reply in hope someone get
that these kinds of arguments are pointless.
_pilger
On 2 October 2014 10:22,
This kind of discussion on the mail list only discourages VALVe to take any
action on the issue or even engage on a civilized debate.
Go chat elsewhere.
And stop spamming the list.
_pilger
On 29 August 2014 15:02, dan needa...@ntlworld.com wrote:
On 29/08/2014 17:22, Valentin G. wrote:
Apart from the FTP bug that cause the server to crash when it has any
problem shipping the replay files to the FTP server, the replays worked as
expected on my servers.
I'm running them on local http server mode and didn't have any problems
whatsoever.
_pilger
On 11 May 2014 09:58, Steven
I was experiencing something like that when I tried logging two servers on
the same gameserver account (by mistake).
You can check that too.
_pilger
On 2 May 2014 16:22, Marco Padovan e...@evcz.tk wrote:
I would try a clean install just to be sure if it's a configuration/files
issue
On
:
Can you try to run on cpu 1 ?
Some OP related stuff use to use cpu 0 !
Peter
pilger skrev 2014-04-16 02:43:
Um... I don't know if it's not much clear on the image, but the server is
already niced to -10. It's on the script already. :)
Didn't help.
_pilger
On 15 April 2014 21:37
!
_pilger
On 11 April 2014 13:52, pilger pilger...@gmail.com wrote:
Sprays were on, but our community isn't that big and it doesn't tend to
spam spray all that much. Still a good advice. I'll keep an eye on the
folder and trim it from time to time. I was using iotop and ioping to track
my i
like 6-9.
On Tue, Apr 15, 2014 at 5:25 PM, pilger pilger...@gmail.com wrote:
Hey guys!
Thanks for all the help. The suttering problem is now gone. It was really
related to the disk I/O latency being screwed up. Since my host moved me
to
another box it is alright again.
But ever since
Sprays were on, but our community isn't that big and it doesn't tend to
spam spray all that much. Still a good advice. I'll keep an eye on the
folder and trim it from time to time. I was using iotop and ioping to track
my i/o activities but iotop doesn't show latency so it was only useful to
check
with a provider host that
works for your budget. On the bright side at least with the server
registration now you can migrate between VPS providers without losing all
of your players :]
On 10/04/2014 3:48 AM, pilger wrote:
Hey guys,
Switched to Ubuntu 13 x86 and things got a little better
Did a ioping instead. I believe it does the trick of measuring.
Here's what I got:
*4.0 kb from . (ext4 /dev/ploop48624p1): request=1 time=283 us4.0 kb from
. (ext4 /dev/ploop48624p1): request=2 time=540 us 4.0 kb from . (ext4
-virtualized
ones
you have now. Most places advertise these as cloud VPS servers, and
most
providers of them that I've seen have much better I/O times from higher
performance SANs.
On Thu, Apr 10, 2014 at 8:37 AM, pilger pilger...@gmail.com wrote:
Did a ioping instead. I believe it does
the underlying systems then
VPS is a fun way to do it :]
On 11/04/2014 8:53 AM, pilger wrote:
Any idea of how many IOPS would be needed for hosting a decent srcds with
replays enabled!? I've had one host offering me 100 but I'm not really
sure
how is that converted to latency. I know it isn't a direct
it
has something to do with disk i/o. Is that correct!? The problem is caused
by slow disk!?
Thanks in advance!
_pilger
On 8 April 2014 11:14, pilger pilger...@gmail.com wrote:
The VPS is running OpenVZ virtualization, so I guess it should be fine.
I also have a friend on the same hosting
Mike, great link!
Would there be any similar thread but focusing on Linux?
_pilger
On 26 March 2014 13:03, Mike Vail supp...@boomgaming.net wrote:
We use many plugins to minimize attacks. Here's a great read for you. I
think you'll find the list covers just about all of the plugins you'll
Hey guys,
I have some doubts.
Picture this scenario:
1. I have one server running fine for a couple of months under the same
IP:PORT;
2. I go and create a gamesever account and link it to the current server
sucessfully in a manner that it shows the ID when I send the status
Thanks Saint.
Is the Steam client syncing this or do they need to actually open their TF2
clients to get the server updated?
_pilger
On 20 March 2014 10:44, Saint K. sai...@specialattack.net wrote:
Afaik clients only sync their favo data with the id's once every 12 or 24
hours.
pilger
processing power per core, but I doubt that would be possible.
Many thanks for the feedbacks and hope this conversation can help someone
in the future.
_pilger
On 15 March 2014 18:56, dan needa...@ntlworld.com wrote:
On 14/03/2014 15:01, pilger wrote:
Hey guys,
I need some guidance to see what
Hey guys,
I need some guidance to see what can I get from a server like this one:
vendor_id : GenuineIntel
cpu family : 6
model : 15
model name : Intel(R) Xeon(R) CPU E5645 @ 2.40GHz
stepping: 1
cpu MHz : 2400.085
cache size :
will be the limiting factor here, I re-read and 4Mb/s
will only get you 1 ~20 slot server if it isn't deathmatch.
On 3/14/2014 11:28 AM, Marco Padovan wrote:
sounds like a virtual machine.
My guess is 0 players with just 1gb of ram
On Fri, Mar 14, 2014 at 4:01 PM, pilger pilger
in this screenshot... I just took it by
logging into one of our randome machines... no way you can fit a tf2 server
(that too has just sourcemod) into a 1gb VPS...
http://i.imgur.com/i2rOl5e.png
On Fri, Mar 14, 2014 at 5:20 PM, pilger pilger...@gmail.com wrote:
Yes virtualized. I'm aware it isn't
? Could we push it a little further? We were expecting to
get at least 24 players stable with replays and sourcemod.
_pilger
On 14 March 2014 13:42, pilger pilger...@gmail.com wrote:
Have you been restarting those lately!? Or are they running non-stop for
days?
We're not getting such high
not surprised. If you are
seeing 100% CPU I would not push it any further. Sourcemod doesn't take
much CPU and shouldn't impact performance.
On 3/14/2014 7:51 PM, pilger wrote:
Tried to run the vanilla server today and we get quite a lot fps drops
when
it gets to 23~24 players. Completely
Hey guys,
Ever since the update that implemmented steam accounts for servers (and
many others) keep phasing in and out of the server browser. The sabe
happens on HLSW, where I see them fine and then I get timeouts when they're
working perfectly fine and then they get back on again.
I've checked
Hey guys,
I've been talking to a friend about the new steam gameserver account
logging system and he claims that the parameter *sv_setsteamaccount* should
go on the command line, while I think it can go on the server.cfg or any
other file that's executed the first time the server runs.
With the
being used is Windows Server 2008. I'll try to get more
info about firewalls and OS specs with my host.
Thanks for the help!
_pilger
On 24 July 2013 12:12, dan needa...@ntlworld.com wrote:
On 24/07/2013 05:05, pilger wrote:
Reminding that this problem is not related to network issues
Reminding that this problem is not related to network issues, since we're
monitoring the network simultaneously and no packet has been lost. It's
also not affecting other srcds.exe servers running on the same server.
Any ideas? Any ideas at all!?
_pilger
On 16 July 2013 11:55, pilger pilger
reseting them to default values
and the problem persisted.
Any ideas?
_pilger
On 16 July 2013 02:00, bl4nk bl4n...@gmail.com wrote:
Try increasing the value of net_splitpacket_maxrate to something like
100k. The default of 15k isn't enough sometimes.
On Mon, Jul 15, 2013 at 6:53 PM, pilger
Hey guys,
Recently my server started to show a lot of loss ingame (detected through
net_graph 4) while a ping and other programs to analyze the connection show
no problem whatsoever.
Does anyone have any idea on what could be causing this loss of packets
only for the game server!?
Thanks in
I support this feature. I've tried installing a windows distribution on a
linux environment before with no success. The intention was to make a
server to recieve updates and pass them through FTP to the correct platform.
_pilger
On 12 July 2013 18:16, SLUGSoc Tech Admin sl...@sheffield.ac.uk
Many thanks for the interp fix, guys. Good job! :)
_pilger
On 5 June 2013 21:11, Eric Smith er...@valvesoftware.com wrote:
Yes, the other games will be sync'd soon.
-Eric
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com [mailto:
Fletcher,
How should we procceed to generate and send you the windows traces?
_pilger
On 15 May 2013 13:24, Fletcher Dunn fletch...@valvesoftware.com wrote:
No need to send any netspike files. We have enough good data and further
netspike files or vprof files are not likely to help right
Can anyone confirm if what's seen on this video I recorded (
http://www.youtube.com/watch?v=nMJ5dsAVZKI ) is the same problem everyone
is having!?
It's disrupting gameplay and the server never gets full since the SteamPipe
convertion.
_pilger
___
To
but I
suggest if anyone else has the requested data they send it too.
On Tue, May 14, 2013 at 8:07 PM, pilger pilger...@gmail.com wrote:
Can anyone confirm if what's seen on this video I recorded (
http://www.youtube.com/watch?v=nMJ5dsAVZKI ) is the same problem
everyone
is having!?
It's
Oh boy.
Any ETA on the time of the day!?
_pilger
On 13 May 2013 14:22, Fletcher Dunn fletch...@valvesoftware.com wrote:
Today's the day.
Put it out to pasture.
___
To unsubscribe, edit your list preferences, or view the list archives,
please
Worked like a charm. Thanks man.
_pilger
On 30 April 2013 23:15, Netshroud netshr...@gmail.com wrote:
You can get Steam's install path from the Registry, then read
PATH_TO_STEAM\config\config.vdf to get TF2's installation directory.
On 01/05/2013, at 12:03 PM, pilger pilger...@gmail.com
Okey, so I'm changing my server's map installer to put the maps on the
right folder inside the clients. Where should I set it to insert the maps!?
It appears to me that all the previously downloaded maps are now inside the
%programfiles%\Steam\steamapps\common\Team Fortress 2\tf\download\maps\.
...@list.valvesoftware.com [mailto:
hlds_linux-boun...@list.valvesoftware.com] On Behalf Of pilger
Sent: Tuesday, April 30, 2013 6:51 PM
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] Question about custom maps
Okey, so I'm changing my server's map installer to put the maps
I'm gettin the Older version error here while trying to connect a
standart client to a SteamPipe server. Any tips on how to solve it!? I've
already tried verifying the client integrity with no luck.
_pilger
On 25 April 2013 10:15, Andre Müller gbs.dead...@gmail.com wrote:
I'm using symlinks
232250
quit
Any thoughts!?
_pilger
On 29 April 2013 12:10, pilger pilger...@gmail.com wrote:
I'm gettin the Older version error here while trying to connect a
standart client to a SteamPipe server. Any tips on how to solve it!? I've
already tried verifying the client integrity with no luck
.
Go figure.
Now it's crashing when someone joins but It seems to be related to
Sourcemod, so I'll seek help there.
Thanks for the time!
_pilger
On 29 April 2013 12:58, Doctor McKay mc...@doctormckay.com wrote:
Is the server up to date?
Dr. McKay
On Monday, April 29, 2013, pilger wrote
MM and SM
before the move then letting game data auto update to avoid crashes on
start.
Sent from my iPhone 5
On Apr 29, 2013, at 9:13 AM, pilger pilger...@gmail.com wrote:
It was, indeed. I've ran the SteamCMD a couple of times and it said
everything was up to date.
Oddly enough
Ah, still no luck.
Getting a crash when the plugins do stuff like this:
SetEntData(GetPlayerWeaponSlot(p, i), clipOffset, 200);
SetEntData(p, ammoOffset + (i * 4), 200);
_pilger
On 29 April 2013 15:01, Ondřej Hošek ondra.ho...@gmail.com wrote:
On Mon, Apr 29, 2013 at 7:22 PM, pilger
interoperable with regular game
Is there any specific reason why you can't use something safer like
SetEntProp?
Thanks,
Kyle.
On 29 Apr 2013 11:18, pilger pilger...@gmail.com wrote:
Ah, still no luck.
Getting a crash when the plugins do stuff like this:
SetEntData(GetPlayerWeaponSlot(p, i
I've tried doing it through Wine with no success, Ryan.
Which third-party tools are you refering here, Ondra?
On 16 April 2013 17:56, Ondřej Hošek ondra.ho...@gmail.com wrote:
On Tue, Apr 16, 2013 at 9:49 PM, Ook ooksser...@zootal.com wrote:
Is it possible to install windows server files
2013 22:43, pilger pilger...@gmail.com wrote:
I've tried doing it through Wine with no success, Ryan.
Which third-party tools are you refering here, Ondra?
On 16 April 2013 17:56, Ondřej Hošek ondra.ho...@gmail.com
wrote:
On Tue, Apr 16, 2013 at 9:49 PM, Ook
and peaks
I'm not too experienced HL hosting, but what type of server are we
talking about?
Virtual or physical?
Multi-Core?
Ram?
Shared?
On Wed, Feb 27, 2013 at 10:28 AM, pilger pilger...@gmail.com wrote:
Is this Win32 list still being used?
I only see people discussing on the linux one
Got the same issue here. Gmail didn't retrieve me the announcement e-mail
'til now and it says it was sent yesterday.
I usually recieve the heads up for new update e-mail at the same time I
get the update released one. I'm not sure if there's something wrong with
gmail or the list, but this has
I'm curious if it will be possible to download a Windows version on a Linux
environment. Is that possible now with other games that already use the
SteamCMD? Will it be possible with TF2 and other games?
On 20 February 2013 00:52, Kyle Sanderson kyle.l...@gmail.com wrote:
Was the pure not
Those videos were recorded by me on our old server. It was hosted on an
online server hosting company and I don't recall the specs of the machine.
I can't confirm, right now, if they're still happening. As soon as I get
the time I'll procceed to do so and post here my results. Expect it to be
by
in the
Advanced Setting for example to disable HTML MOTD's (which I have
turned on by default I might add).
On Sun, Dec 2, 2012 at 11:08 PM, Peter Reinhold peter_va...@reinhold.dk
wrote:
On 02.12.2012 21:50, pilger wrote:
I'm getting this on my TF2 server. I'm not sure this is a server or
client
I'm getting this on my TF2 server. I'm not sure this is a server or client
related issue, though. I have several people who claimed it's working
perfectly for them.
On 2 December 2012 17:46, Stephan Jauernick i...@stephan-jauernick.dewrote:
Hi,
We got the Problem that our MOTD is only shown
This has been around for quite a while.
I had to set my server to local HTTP in order to avoid the constant crashes.
On 29 November 2012 01:36, hlds mailing h...@mitchellhuang.net wrote:
Apparently if your remote replay server goes offline (due to network or
whatever), the entire main TF2
Do I need to block port 27017 to 27019 despite of the port I have assigned
for the servers?
I, for instance, have a server running on port 27027.
On 20 October 2012 23:21, Chris Oryschak ch...@oryschak.com wrote:
Thank you so much for the iptables rules.
Ever since implementing them I haven't
of the port your srcds instances are on.
On Sat, Nov 3, 2012 at 8:34 PM, pilger pilger...@gmail.com wrote:
Do I need to block port 27017 to 27019 despite of the port I have
assigned
for the servers?
I, for instance, have a server running on port 27027.
On 20 October 2012 23:21, Chris
Someone on my server suggested we do something similar but we didn't. We
figured this would be considered abuse of the halloween system.
What's Valve position on this matter?
On 1 November 2012 17:37, Chris Oryschak ch...@oryschak.com wrote:
For the time being there is this sourcemod plugin:
Sweet!
Any news on implemmenting a feature so one SO could download the version
respective to another one? I'm eager to be able to get the windows version
of the tf2 server on my linux VPS. :)
Keep up with the good work!
On 25 August 2012 19:54, Didrole didr...@gmail.com wrote:
I don't plan
Is it possible to use the SteamCMD for TF2, though? As an alternative?
On 21 August 2012 20:41, Fletcher Dunn fletch...@valvesoftware.com wrote:
TF2 still uses the old hldsupdate tool.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com [mailto:
I'm more wondering if it's possible than intenting to use it. It might come
in handy.
On 21 August 2012 20:56, Russell Smith ve...@tinylittlerobots.us wrote:
I think you're the first person I've seen who willingly wants to use it. :)
On 21.08.2012 16:52, pilger wrote:
Is it possible to use
Seems that my Sourcemod on Windows isn't broken at all. Checked on my
personal dedicated server without much testing, though, so I could be
mistaken.
On 15 August 2012 23:37, Cameron Munroe cmun...@cameronmunroe.com wrote:
Any idea other then sourcemod what needs to be updated to get the
I use the img solution on my servers and it has been working great so
far. I usually opt for a 8bit PNG with some smart dithering to make it all
smooth and keep the low size.
Recently I've been thinking about switching to a div based layout with
some independant PNGs to make the job of updating
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