Mr. Sumichrast speaks the truth.
Virtualization itself doesn't cause problems, as virtualizing actually
works quite well when done correctly nowadays. However, overcommitted
machines, slow hardware, and poorly configured software setups can cause
issues, just as they can for regular game
Hi,
some of my users are complaining the same thing, but the only
difference is that we are playing CS:S
On Sun, Jul 3, 2011 at 8:44 PM, ics i...@ics-base.net wrote:
Only lagspikes ive seen lately come from multiple connects to the server
from the players. For some reason, the authentication
Indeed. I didn't say anything because this was seemed to be related to
TF2... but we're having the same issue.
Kyle.
On Mon, Jul 4, 2011 at 1:16 AM, Shin Ice shin@gmail.com wrote:
Hi,
some of my users are complaining the same thing, but the only
difference is that we are playing CS:S
I've had users on our Windows TF2 saying there's lag in our sever since the
update as well. They've described it as delays when they shoot their
weapons, especially not hitscan ones.
---
Jonah Hirsch
On Mon, Jul 4, 2011 at 1:18 AM, Kyle Sanderson kyle.l...@gmail.com wrote:
After updating steam all source servers crashed. I`ve noticed that +port
is now -port, but after fixing this parameter servers crash when someone
connects:
VAC secure mode is activated.
*Client kadzbi connected (193.59.121.100:6489).
PreMinidumpCallback: updating dump comment
Uploading
Same here.
clean install - crash
my default install - crash
different install with mods - crash
but ONLY with a quit.
I don't have any crash on mapchange neither on connects, only with a quit.
On Mon, Jul 4, 2011 at 11:45 AM, Kacper Nowak kno...@gameranger.pl wrote:
After updating steam all
you have to replace vphysics.so
http://tf2.ian-justman.com/fixes/vphysics.so
http://tf2.ian-justman.com/fixes/
Same here.
clean install - crash
my default install - crash
different install with mods - crash
but ONLY with a quit.
I don't have any crash on mapchange neither on connects, only
Thx Andreas, but i did it saturday ;)
Still have crashes on quit.
L 07/04/2011 - 12:34:56: server_message: quit
configstore.cpp (1324) : Assertion Failed: Saving local config store
failed during shutdown
/home/VALVE/rackadmin/buildslave/steam_rel_client_linux/build/src/clientdll/configstore.cpp
Hi,
we have the same issue.
Anyone have another suggestion?
-Ursprüngliche Nachricht-
Von: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] Im Auftrag von Shin Ice
Gesendet: Montag, 4. Juli 2011 12:36
An: Half-Life dedicated Linux server mailing
Hello,
Quit will always stop or restart the server...
Not a crash or anything. And why the F would you do a quit?
2011/7/4 Philipp Reddigau phil...@gkserver.de
Hi,
we have the same issue.
Anyone have another suggestion?
-Ursprüngliche Nachricht-
Von:
I've just had the same problem as well on my server. Player count is shown
as 24/24 in Steam server browser and HLSW. If I do a rcon status, it's
23/24. HLSW shows a ghost player which is connected since 30 min.
2011/7/2 Ronny Schedel i...@ronny-schedel.de
The problem with
The question isn't why someone do a quit but why is there a seg fault
for a quit ;)
Quit is part of the engine, so this problem is a bug that should be
fixed, or even better, it should be found out why quit causes a seg
fault
On Mon, Jul 4, 2011 at 3:08 PM, Johan Hempel Bengtson
Thanks for the hwinfo output Ryan, that confirms what I thought and your lag
issues are likely the result of a weak CPU. Source (Especially on Linux) is
VERY poorly optimized, it will eat CPU's like candy.
shameless plug
I Rent a (single core) VDS from NFO, and depending on what I'm feeling the
Indeed. This was most certainly not fixed by the last update.
On Mon, Jul 4, 2011 at 6:23 AM, AnAkIn . anakin...@gmail.com wrote:
I've just had the same problem as well on my server. Player count is shown
as 24/24 in Steam server browser and HLSW. If I do a rcon status, it's
23/24. HLSW shows
I got in touch with Linode support last night (and on the record, major
kudos to them) - within 5 minutes I got a response, within 30 minutes we
determined that it was an issue with disk I/O and within 1 hour I was up and
running on a different host with less overall disk I/O.
Seemed to have
It's fixed if they say it's fixed ;)
However, i restarted 2 servers this morning. One being 24 slot and
having 2 ghosts over 24 hours of time and one being 30 slot, having 1
ghost over 11 hours.
-ics
4.7.2011 18:02, Kyle Sanderson kirjoitti:
Indeed. This was most certainly not fixed by the
The default CS Source installation is indeed broken due to faulty
vphysics.so. The optional update where it was shipped was for TF2 only
but as the engine files are the same, everyone who updates their server
or installs a fresh server with hldsupdatetool, will receive the faulty
vphysics.so
Hi all,
After some initial problem with installing TF2, I now have the server
running.
Still face the occasional crash, which I'm still investigating.
However, there is one thing which we saw when we checked the overall health
of the server.
This one is running Payload maps only.
Played on
Hello all.
This email is about the inaccurate player counts showing up in the server
browser. There are have been three distinct problems that we know about.
--
ZERO PLAYER COUNT
--
First, if your server always shows a ZERO player count, the
On 7/4/2011 3:07 PM, Fletcher Dunn wrote:
Hello all.
This email is about the inaccurate player counts showing up in the server
browser. There are have been three distinct problems that we know about.
--
SOURCE TV AND REPLAY
--
Finally,
I agree - if sv_visiblemaxplayers is not set and the count increases to 25,
the increased_maxplayers tag is applied which many blacklist and it
penalizes your server incorrectly in the quick play system.
On Mon, Jul 4, 2011 at 3:22 PM, Ross Bemrose rbemr...@vgmusic.com wrote:
On 7/4/2011 3:07
It's worth noting that many MANY Linux admins will not be running the latest
update, because it's crashing on startup for just about everyone who's
tried. You need to rollback the vphysics.so to the previous version to
prevent this.
-Original Message-
From:
So... 3 days has passed since the last pre-weekend update that broke all
of our servers!
tf2 crashing on changelevel (all the tf2 servers, not just mine) and css
crashing even while starting.
What is going on?
How can hope to have a decent amount of servers online to take care of
the massive
You have done the vphysics.so patch, right?
On 4 Jul 2011, at 21:00, Marco Padovan e...@evcz.tk wrote:
So... 3 days has passed since the last pre-weekend update that broke all
of our servers!
tf2 crashing on changelevel (all the tf2 servers, not just mine) and css
crashing even while
I do...
I'm not discussing about the workaround...
I'm just asking if they are aware of the problem and if we should expect
similar downtimes again in future :|
Il 04/07/2011 22:03, James Botting ha scritto:
You have done the vphysics.so patch, right?
On 4 Jul 2011, at 21:00, Marco Padovan
No problems here!
Have you updated to the latest sourcemod and metamod source?
--
//Rikard 'Zapy' Bremark
ComHem AB - http://www.comhem.se
Warzone.nu - http://www.warzone.nu
Warzone Short Valley
rikard.brem...@warzone.nu
z...@warzone.nu
On 2011-07-04 21:59, Marco Padovan wrote:
So... 3
My bad.
I'm sure at this point that Valve are aware of the issue. Let's just
hope for some better testing next time. And a quick fix for those who
don't know about the workaround.
On 4 Jul 2011, at 21:10, Marco Padovan e...@evcz.tk wrote:
I do...
I'm not discussing about the workaround...
Personally, I've shut down my servers for the week end and I'll resume
trying to get them working once the patch is out, or maybe I won't. I
don't know if users on Windows are having as much problems as we do
but this is not acceptable. I'm used to working with stable server
applications
Probably off-topic, but Valve needs better testing overall. Every second
patch breaks TF2 on Mac OS X (maps crashing on load, game crashing on load,
etc). It's clear Valve doesn't test anything before release.
Whoever does QA for Valve needs their job evaluated.
On Mon, Jul 4, 2011 at 4:13 PM,
Psh. That's not too bad. I've seen servers (legit servers) full at
54/54 when there are only 9 clients ingame.
At the time of this writing I have 7 ghost clients (which isn't too
bad, they come and they go).
Kyle.
On Mon, Jul 4, 2011 at 9:10 AM, ics i...@ics-base.net wrote:
It's fixed if they
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