I was getting huge amounts of garbage printed to console on "round finish" and massive lag spikes... Very unhappy players.

This only seemed to stop when:

mp_maxrounds 0
mp_autoteambalance 0
Sudden Death OFF / No Cvar
mp_allowspectators 0

Hope this helps if anyone else was getting this behaviour.




On 17/08/12 01:44, [email protected] wrote:
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Today's Topics:

    1. Another MvM bug? (Ross Bemrose)
    2. Re: srcds vhosting (Agro)
    3. Re: TF2 Engine Error: Host_Error: Overflow ... (Eric Smith)


----------------------------------------------------------------------

Message: 1
Date: Thu, 16 Aug 2012 20:14:59 -0400
From: Ross Bemrose <[email protected]>
To: Half-Life Linux dedicated server mailing list
        <[email protected]>,      Half-Life Windows dedicated
        server mailing <[email protected]>
Subject: [hlds] Another MvM bug?
Message-ID: <[email protected]>
Content-Type: text/plain; charset=ISO-8859-1; format=flowed

I don't know if this one was mentioned yet, but I just noticed that my
stock (no addons folder) MvM server reported having 0/6 players on it,
but wasn't letting me join.

Since it has sv_visiblemaxplayers 6, I decided to check the server
console... it reported 22 bots on the server and no players.

Why are the bots sitting there if all the players left?



------------------------------

Message: 2
Date: Fri, 17 Aug 2012 01:30:41 +0100
From: "Agro" <[email protected]>
To:
        
"=?utf-8?B?SGFsZi1MaWZlIGRlZGljYXRlZCBXaW4zMiBzZXJ2ZXIgbWFpbGluZyBsaXN0?="    
        <[email protected]>
Subject: Re: [hlds] srcds vhosting
Message-ID:
        <[email protected]>
Content-Type: text/plain; charset="utf-8"

T.
I believe it's a technical limitation that has no solution. The best you can hope for is 
to separate out the port addresses each server uses by a fixed number. 20715, 20735, 
20755, 20775 etc. Just don't make that number "5" since I seem to remember the 
default stv port is 20720.
It's not such a huge ask to get your community to remember ports. You can social engineer 
them to remember by adding the port to the motd, having "two-o-seven 55" nights.
What I do mind is the lack of DNS resolution in the Steam Community. If you 
post a game address that depends on DNS no-one will be able to join the event 
by clicking the link. Must be IP only to generate a link.

John

----- Reply message -----
From: [email protected]
To: <[email protected]>, "Half-Life dedicated Win32 server mailing list" 
<[email protected]>, "T Marler" <[email protected]>
Subject: [hlds] srcds vhosting
Date: Fri, Aug 17, 2012 00:31


As far as I know, Source doesn't use DNS at all, it's completely 
IPv4-address-based. Lookups are done at connect time or adding-to-favourites 
time, completely by the client. There's no official or unofficial way to do 
HTTP-style vhosting as far as I am aware.

On 17/08/2012, at 9:19 AM, T Marler <[email protected]> wrote:

Why would I want to vhost the default port?

I want to vhost so I can host multiple servers on the same IP without people 
having to memorize ports.

----- Original Message -----
From: Kyle Sanderson <[email protected]>
Date: Thursday, August 16, 2012 4:26 pm
Subject: Re: [hlds] srcds vhosting
To: Half-Life dedicated Win32 server mailing list <[email protected]>

Host A records map hostnames to IP Addresses. I don't believe
you can
specify ports.

What you'd probably end up doing is subdomain.lanified.com:65535
. If
you're using the default port (27015) your clients could just
type in
`connect subdomain.lanified.com`.

Thanks,
Kyle.

On Thu, Aug 16, 2012 at 2:59 PM, T Marler
<[email protected]> wrote:
So if I make an A record for a subdomain, example:

subdomain.lanified.com -> record type A -> 255.255.255.255:65535

it will direct traffic accessing that (sub)domain to that
specific port?

----- Original Message -----
From: Dan Offord <[email protected]>
Date: Thursday, August 16, 2012 3:29 pm
Subject: Re: [hlds] srcds vhosting
To: [email protected], Half-Life dedicated Win32 server mailing list
<[email protected]>

As in, subdomains or domains resolving to specific ports.
You mean SRV support? (
http://en.wikipedia.org/wiki/SRV_record )

I don't think srcds/goldsrc engine currently support it, it's a
would be
nice feature :)

One thing you could do, is set an A record on the domain and do:
tf2.mygameserver.com:27015

Regards,

Dan Offord

Technical Systems Administrator

Multiplay (UK) Ltd, Unit 7 Whitefield, Lepe Road, Blackfield
Southampton, Hampshire, SO45 1XR

Registered in England & Wales No. 3370594

Phone: +44 (0) 845 868 1337 | Direct: +44 (0) 56 000 36985
Twitter: @liv3d | Skype: mpukliv3d



On 16 August 2012 19:53, T Marler <[email protected]> wrote:

Has anyone figured out a nice way to vhost srcds? Preferably
in Linux of
course.

As in, subdomains or domains resolving to specific ports.

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Message: 3
Date: Fri, 17 Aug 2012 00:44:22 +0000
From: Eric Smith <[email protected]>
To: Half-Life dedicated Win32 server mailing list
        <[email protected]>,    Half-Life dedicated Linux server
        mailing list    <[email protected]>
Subject: Re: [hlds] TF2 Engine Error: Host_Error: Overflow ...
Message-ID:
        
<658b12c5536f2f4b93f4aa52a16ad8bb011eba6...@exchange10.valvesoftware.com>
        
Content-Type: text/plain; charset="us-ascii"

Update:  We're still gathering fixes and testing. The update won't be out until 
early tomorrow.

-Eric


From: [email protected] 
[mailto:[email protected]] On Behalf Of Eric Smith
Sent: Thursday, August 16, 2012 11:53 AM
To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux 
server mailing list
Subject: Re: [hlds] TF2 Engine Error: Host_Error: Overflow ...

We're fixing this for a release later today.

Also, we've found an issue with MvM servers that have a value set for 
mp_timelimit.  When the timelimit hits the server gets into a state that it 
can't recover from.  For now, you should set mp_timelimit 0 on MvM dedicated 
servers.  We're working on a fix for this, too.

-Eric



From: [email protected] 
[mailto:[email protected]] On Behalf Of AeroliteGaming.com
Sent: Thursday, August 16, 2012 11:50 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF2 Engine Error: Host_Error: Overflow ...

This needs fixing immediately. Crashing too many times and it requires someone 
to go and press OK.


On 16/08/2012 18:30, Game-Over wrote:

And again the same here, also Windows 2008(R2) - all servers - same errors.
On 16/08/2012 17:21, E. Olsen wrote:
Yep - I'm getting crashes on Windows 2008R2 (PVP) servers every hour or two with "Sys_Error( 
Host_Error: Overflow error writing string table baseline ServerMapCycle" or "Engine 
error: Host_Error: Overflow error writing string table baseline GameRulesCreation" in the 
crash dumps.

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End of hlds Digest, Vol 17, Issue 142
*************************************


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