I'm trying to setup a mission cycle that rotates between 3 custom MvM maps.
http://pastebin.com/C560g7QU
I have in my config tf_mvm_missioncyclefile mvm_custom.res
The server starts up with +map mvm_degrootkeep_b1 and it plays fine
but when we finish the mission it plays the moving on to
On 18/09/2012 3:52 AM, Christer Solskogen wrote:
On Mon, Sep 17, 2012 at 4:28 PM, Yun Huang Yong gumby_li...@mooh.org wrote:
I have in my config tf_mvm_missioncyclefile mvm_custom.res
What does that mean? :-) server.cfg or autoexec.cfg
This is in my server.cfg.
It tells the server what
I haven't changed the definition at the
top and it works just fine.
Here's my custom missioncycle file:
http://pastebin.com/2Tk6ZmUb
Dimitrios Zarras (feugatos)
CEID Warfare | TF2, CS:GO, ZPS | ceidwarfare.net
On 09/17/2012 05:28 PM, Yun Huang Yong wrote:
I'm trying to setup a mission cycle
I'd like to monitor my servers to ensure that players are getting an
optimal experience, at least in terms of the server CPU.
Is there a server side value I could probe that would be the equivalent
of the sv figure that shows up client side via net_graph 4?
Or other ways to ensure that the
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Yun Huang
Yong
Sent: dinsdag 16 oktober 2012 7:09
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] Monitoring server fps
I'd like to monitor my servers to ensure that players are getting an
optimal experience, at least
I think the MvM crash on player join only affects Linux servers.
If others are adding reports, please note your server OS.
On 27/10/2012 1:11 PM, Dave Rosca wrote:
My MvM server is running with the newest metamod snapshot and SM disabled
on mvm_coaltown, and hasn't crashed.
On Fri, Oct 26,
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
The way I see it player killing during Merasmus Monoculus serves no
purpose except to deny other players their achievement hats. Maybe
Valve intended it this way to make them progressively harder to get
(players may start off co-operating but as each player gets their hats
achievements
I'm running 3 x 24p servers inside a OpenVZ VPS which has 4 virtual
cores and have not done any fiddling of the scheduling. Servers run
perfectly fine with the defaults, constant sv_fps of 66.x all the time,
even when all servers are full.
Not sure what the underlying hardware is,
When players do a scramble vote (the in-built one, not any mod) the
timer rounds reset.
Is there a setting to not reset these when a scramble vote is successful?
TIA,
Yun
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I'm trying to run koth_sawmill with tf_medieval 1.
When I set tf_medieval 1 the console says it applies on next map change.
Problem is on every map change the server sets tf_medieval 0 before it
runs server.cfg and map.cfg.
Is there any way to make tf_medieval 1 work?
cheers,
yun
attempts to set it at #2 and #3.
On 14/11/2012 12:29 AM, Joe Davison wrote:
Set `tf_medieval 1` in map.cfg?
On 13 November 2012 13:13, Yun Huang Yong gumby_li...@mooh.org wrote:
I'm trying to run koth_sawmill with tf_medieval 1.
When I set tf_medieval 1 the console says it applies on next map
On 14/11/2012 12:50 AM, Rudy Bleeker wrote:
On Tue, Nov 13, 2012 at 2:39 PM, Yun Huang Yong gumby_li...@mooh.org wrote:
1. resets a bunch of cvars to default, including tf_medieval 0
You will need to find out why this happens. The tf_medieval cvar
should not be reset to 0 on a mapchange, so
There's two vote types I'd like to discuss: team scramble vote
kicking. I am talking here about the built-in TF2 voting, NOT any
SourceMod voting though I do have SM installed.
VOTE KICKING - has anyone encountered a bug where ALL votekicks
automatically succeed?
We have seen several
Definitions first:
- matching mission: map name = popfile name
e.g. mvm_hangtown_v1_3.bsp
mvm_hangtown_v1_3.pop
- non-matching mission: map name != popfile name
e.g. mvm_coaltown.bsp
mvm_coaltown_sleepy.pop
When transitioning to any *non-matching mission* the
I've been trying to introduce some community made maps to one of my
servers and pl_boundary_final and pl_waste_v2 both cause most (often
all) of the clients to crash to desktop at the end of the map. I don't
see any errors in the logs, only everyone disconnecting due to timeout.
It seems odd
Just setup a TF2 bball server in Sydney, Australia. Am hoping for some
tips (pointers to plugins perhaps) to config it well.
I'd like to limit the teams to 2v2 or 3v3 and have anyone else who joins
the server automatically be pushed to spectator so people can watch
whilst they wait for a
-jan Riemers wrote:
Visit forums.alliedmods.net (google what you want) it surely has limiter +
weapon restriction plugins (sourcemod)
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Yun Huang
Yong
Sent
is finding 10 million references to Qs that are
apparently never answered. I hope not to contribute to that mess.
[2] https://forums.alliedmods.net/showthread.php?p=1881508
On 26/01/2013 11:57 PM, Yun Huang Yong wrote:
Yeah I posted here as a last resort after Googling for ages.
I did manage to find
: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Yun Huang
Yong
Sent: zondag 27 januari 2013 13:49
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Tips for TF2 bball server config?
For anyone landing on the list
You need to add:
tf_mm_servermode 1
On top of changing your rcon_password you should also
cl_gameserver_reset_identity 264082 to change the identity token for
your server.
To help minimise the risk of exposing such secrets in future you may
want to put these settings into a different file
https://developer.valvesoftware.com/wiki/SourceTV
tv_port port
Set the SourceTV host port (default 27020). Must be set as srcds start
parameter.
On 10/02/2013 4:06 PM, Nomaan Ahmad wrote:
You can put it in the startup like: +tv_port 27021
On 10 February 2013 04:49, Sam White
I used to get this quite regularly so I do this before attempting to
restart the server:
# ensure port is free
SERVER_PORT=$(grep hostport tf/cfg/autoexec_${SERVER}.cfg | cut -d' '
-f 2)
netstat -n -a -u | grep -q $SERVER_PORT
while [ $? -eq 0 ]; do
echo Port $SERVER_PORT is
I solve this by doing:
./srcds_run +ip ${IP} -game tf +exec autoexec_${SERVER}.cfg
+mm_pluginsfile addons/metamod/metaplugins_${SERVER}.ini +sm_basepath
addons/sourcemod_${SERVER} +map $map
Fake autoexec per server by forcing it to +exec at startup.
autoexec_server.cfg sets sv_logsdir to
sure you keep them in-sync version wise).
On Wed, Feb 20, 2013 at 10:01 PM, Yun Huang Yong gumby_li...@mooh.org wrote:
I solve this by doing:
./srcds_run +ip ${IP} -game tf +exec autoexec_${SERVER}.cfg +mm_pluginsfile
addons/metamod/metaplugins_${SERVER}.ini +sm_basepath
addons/sourcemod_${SERVER
mp_scrambleteams 2 was introduced in the June 8, 2011 patch[1]:
---
Updated mp_scrambleteams to support a parameter of 2, which prevents
resetting the number of rounds that have been played
---
I've been testing this out and on a vanilla server (no mods) and it
always resets both the rounds
On 6/03/2013 9:56 AM, Weasel wrote:
Sorry to ask, but is there REALLY another TF2 update coming going-on right now?
Or is this just the (delayed/stuck) announcement e-mail for last-night's update?
For future reference you can definitively tell the current version by
hitting this URL:
On 4/04/2013 10:08 AM, Eric Smith wrote:
- Improved performance of Linux dedicated server binaries
Has anyone seen an *increase* in CPU usage since the most recent
(3rd/4th April) update?
My players have been complaining of lag and upon investigation the
network is fine and it appears to
. These were not there
before the update and they occur on 2 different machines.
-ics
Yun Huang Yong kirjoitti:
On 4/04/2013 10:08 AM, Eric Smith wrote:
- Improved performance of Linux dedicated server binaries
Has anyone seen an *increase* in CPU usage since the most recent
(3rd/4th April
vprof_on to start the profiler, let the game run
for a while, then vprof_off. You'll then run vprof_generate_report
for a data dump of frame time usage, as well as peaks.
You and others may want to run the vprof
On 4/11/2013 6:21 AM, Yun Huang Yong wrote:
Looking at another machine I have that also
I tried the vprof tools but have no idea what the profile is supposed to
look like.
Should we be posting profiler output to this list (or to GitHub issues)?
On 26/04/2013 9:21 AM, Fletcher Dunn wrote:
Are all of these problems peculiar to Linux?
Has anybody tried using the engine's vprof
:45 PM, Yun Huang Yong gumby_li...@mooh.orgwrote:
I tried the vprof tools but have no idea what the profile is supposed to
look like.
Should we be posting profiler output to this list (or to GitHub issues)?
On 26/04/2013 9:21 AM, Fletcher Dunn wrote:
Are all of these problems peculiar to Linux
I don't know why it does that but just keep trying, it'll eventually work.
For ease of up-arrow goodness:
./steamcmd.sh +@ShutdownOnFailedCommand 1 +login anonymous
+force_install_dir ./tf2/ +app_update 232250 validate +quit
On 1/05/2013 3:53 PM, Steven Haigh wrote:
So with the upcoming
https://github.com/ValveSoftware/Source-1-Games/issues/216
On 1/05/2013 11:19 PM, Rudy Bleeker wrote:
my TF2 server is now running the steampipe version, but I've noticed
something different in the sv_pure setting. I used to set sv_pure 1 in
the autoexec.cfg as one of the first options and this
there.
Yun Huang Yong wrote:
pl_waste_v2 both cause most (often all) of the clients to crash
to desktop at the end of the map.
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Sounds like this bug:
https://github.com/ValveSoftware/Source-1-Games/issues/301
I guess it's not Wave666 specific and I saw it there only because it's
our busiest MvM server.
I haven't had a chance to see if the stuck bots are actually in the
game/map.
On 10/06/2013 3:49 AM, 1nsane wrote:
the server impossible to
enter, except for one person. Whenever someone leaves, bots fill in.
-ics
Yun Huang Yong kirjoitti:
Sounds like this bug:
https://github.com/ValveSoftware/Source-1-Games/issues/301
I guess it's not Wave666 specific and I saw it there only because it's
our busiest MvM
Is everyone quoting VM size or RSS (resident)?
http://i.imgur.com/zDoPk0r.png
7 day RSS (blue) vs VM (green) for a busy-during-peak-hours 24p with
MM+SM; the big cliff every 24 hours is due to restart @ 5am each morning.
Unless you're running under OpenVZ you only need to be concerned about
in game but
will appear on the next spawn or something like that.
On 23/07/2013 8:30 PM, Brian wrote:
Where is this 'datacachesize'? Could you link to some documentation on it?
Thanks
On Tue, Jul 23, 2013 at 2:37 AM, Yun Huang Yong gumby_li...@mooh.orgwrote:
Is everyone quoting VM size or RSS
When I last had to change server IPs I used this plugin on the old
server: https://forums.alliedmods.net/showthread.php?p=1440970
Left it running for about 2 weeks on the old server. We did lose a few
players but the vast majority migrated over, enough that the new server
continued to be full
Suggest you read this:
http://jarate-chop.mooh.org/reference/tf2-server-or-network-lag.html
As your server is fine with a few people but gets progressively laggier
with more players it suggests you're likely CPU bound, or network bound.
More likely CPU, check the sv: figure and also look at
+1
I don't understand what seems to be a general stance of we have a few
bad actors therefore we should change feature X to the detriment of
everyone.
First it was the MOTD.
Now it's Quickplay.
Why is the approach not to identify specifically punish bad actors?
On 24/01/2014 12:24 PM,
Pay a small army of players Steam bucks to review the reports of
nefarious servers.
Quite seriously, there's a small army of players who find it
profitable to mine metal, farm Mann Up tours etc. Save them the time --
just give them what they want, and instead of wasting their time
I got that 4 times before it finally worked. Just keep retrying.
On 12/02/2014 11:28 AM, louloubizou wrote:
we cant update in anonymous now
Redirecting stderr to '/root/Steam/logs/stderr.txt'
[ 0%] Checking for available updates...
[] Verifying installation...
Steam Console Client
If you have access to a full core of that E5645 you should have no
problem with 24p.
Check for CPU steal (top and htop both show steal, htop shows it as
yellow bars by default). If you're seeing steal then you're pretty much
out of luck - the host is probably overselling the CPU and you have
Sometimes when one of my servers is changing rounds within a map the
entire server freezes for 5-15 seconds. During this time all players see
the red server disconnection message in the top right corner.
Eventually the server wakes up again and everything is fine. If there
are votes happening
to digest the whole information. I'll also have to
produce another server to host the monitor, which I don't have available
right now, so I guess collectd will be postponed for a while, despite of it
being a good method to see what the hell is going on.
_pilger
On 7 April 2014 21:55, Yun Huang Yong
+1
SSD might help, but only might.
If you think about the underlying machines they are limited on the
dimensions of CPU, RAM, and disk. If the provider uses SSD that would
generally improve the disk performance but if that means they then cram
more customers onto the box because they have
sure
how is that converted to latency. I know it isn't a direct relation, but I
think it might depend on the hardware specs.
Anyways, I just wonder if 100 IOPS is bad, regular or good.
_pilger
On 10 April 2014 11:34, Yun Huang Yong gumby_li...@mooh.org wrote:
+1
SSD might help, but only might
On 11/04/2014 11:30 AM, pilger wrote:
@yun
What if they guarantee *my VPS* will have the 100 IOPS?
You've reached the limits of my knowledge :]
BTW I neglected the read ops before. I don't have useful data for a
single TF2 instance (I typically run ~4 TF2 servers per VPS) but one of
my VPS
A while back I posted about some strange start-of-round pauses. The
symptom is that at the start of each round the server pauses for 15-20
seconds during which time players get the red disconnection message in
the top right corner. The server always recovers but during that time
some players
but
randomly. 1 server on the same machine is fine, the other has these huge
lags occasionally.
-ics
Yun Huang Yong kirjoitti:
A while back I posted about some strange start-of-round pauses. The
symptom is that at the start of each round the server pauses for
15-20 seconds during which time players get
if there are not strange additions to it,
highly doubt there could be anything in there that would screw it up... but
again just throwing it out there.
2014-05-11 9:36 GMT+02:00 Yun Huang Yong gumby_li...@mooh.org:
Oh wow. For us it's happening across both of our 24p servers (we only have
2).
And over
happens at bad time. This could explain the random lags on
roud starts we've been having.
I do clear up replay dirs occasionally manually but not recently. I will
disable replay if this keeps up.
-ics
Yun Huang Yong kirjoitti:
Further info -- I observe that the two problems in the OP
I run a variety of TF2 servers (24p PvP and MvM) and since the last
update all servers have been experiencing periods of 100% CPU usage
where nothing seems to be really going on in game but the SRCDS process
chews 100% of a single core for up to 2 minutes then goes back to normal
as if nothing
.
Running latest builds of sm and mm.
Von meinem iPhone gesendet
Am 17.06.2014 um 10:04 schrieb Yun Huang Yong gumby_li...@mooh.org:
I run a variety of TF2 servers (24p PvP and MvM) and since the
last
update all servers have been experiencing periods of 100% CPU usage
where nothing seems
TimePath has been working on a bunch of libraries for Java. This might
be of interest:
https://github.com/TimePath/hl2-toolkit/tree/master/src/main/java/com/timepath/hl2/io/demo
On 15/07/2014 4:59 AM, Ryan Kistner wrote:
From what I understand, replays contain occasional full updates, but it
Has anyone else found that rd_asteroid won't respect
mp_match_end_at_timelimit?
I have:
mp_timelimit 30
mp_match_end_at_timelimit 1
The server refuses to change maps after 30 minutes unless one of the
teams wins the round. Which means rd_asteroid can stay stuck for hours...
yun
I run our servers under screen and don't have this issue.
Could this be related to the ncurses and tinfo5 dependencies introduced
in last week's update?
Quoting Ross Bemrose:
On Debian/Ubuntu, these are provided by lib32ncurses5 and lib32tinfo5.
On 14/08/2014 1:52 PM, Weasels Lair wrote:
Hi,
Since the update on 10 September it seems that our servers stutter every
time a player connects.
Are others experiencing this?
cheers,
Yarr! goosmurf
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visit:
We run on a variety of VPS including one where the underlying host is an
E5-2620.
Compared to our other hosts that run 3.4Ghz CPUs we do see higher sv FPS
variance but it's not really gameplay affecting (players don't complain).
(I believe the 3.4Ghz cores are E3-12xx v3 but I can't be
MOTD has to be set before a map loads.
i.e. if you wanted to put it in a config file it belongs in autoexec.cfg
rather than server.cfg.
autoexec.cfg is executed only once at startup, server.cfg is executed on
every map change.
+commands on the command line are also only executed once at
. It is not a very
well behaved bit of software.
On 6/14/15 1:15, Yun Huang Yong wrote:
Since the most recent update it seems that the server crashes (and hangs)
on quit.
This is on a stock (no MetaMod, no SourceMod) server:
quit
L 06/14/2015 - 18:12:07: server_message: quit
L 06/14/2015 - 18:12
Since the most recent update it seems that the server crashes (and
hangs) on quit.
This is on a stock (no MetaMod, no SourceMod) server:
quit
L 06/14/2015 - 18:12:07: server_message: quit
L 06/14/2015 - 18:12:07: Log file closed.
L 06/14/2015 - 18:12:07: server_message: restart
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