Having the same problem of the public IP still.. Two ports are being used
whereas only one was given... Any possible fix? Or is it a server cvar we
are missing?


On Thu, Jul 28, 2011 at 7:45 PM,
<[email protected]>wrote:

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> Today's Topics:
>
>   1. Re: Unstable steam backend (Kyle Sanderson)
>   2. Re: Unstable steam backend (Drogen Viech)
>   3. Re: Unstable steam backend (Saint K.)
>   4. Re: How can I set the public IP? (Martin Kolb)
>   5. Re: [hlds_announce] Team Fortress 2 Update Released
>      (Bajdechi "Nightbox" Alexandru)
>
>
> ----------------------------------------------------------------------
>
> Message: 1
> Date: Thu, 28 Jul 2011 04:31:38 -0700
> From: Kyle Sanderson <[email protected]>
> To: Half-Life dedicated Linux server mailing list
>        <[email protected]>
> Subject: Re: [hlds_linux] Unstable steam backend
> Message-ID:
>        <cacsavzkcskfukwthmcufjq7qedw-vzx2dvsd5d6bbpipob-...@mail.gmail.com
> >
> Content-Type: text/plain; charset=UTF-8
>
> Every Source product (Minus TF2 player wise, Steam wise it's the same
> boat) has been suffering from this for ages.
>
> While it would be nice to officially hear something. It's the same as
> the gross download congestion. All flash, no substance.
> Kyle.
>
> On Thu, Jul 28, 2011 at 4:01 AM, Saint K. <[email protected]>
> wrote:
> > Maybe an interesting thing to think about. People who know the game
> League of Legends know what a free2play system can mean to your network
> load. Now I imagine VALVe's/steams network being massively larger, but still
> the influx of people seems to have a very negative effect on the steam
> backend stability. I am uncertain of course what's causing this, but perhaps
> this can be a tip. On LoL (afaik) paying players are being prioritized.
> Perhaps this is something to think of for TF2 as well - cause from what it
> looks like (specifically for loadsouts in peak hours) we're either getting
> queued or some general connection limit is set to prevent it from
> overloading.
> >
> > Saint K.
> > ________________________________________
> > From: [email protected] [
> [email protected]] On Behalf Of Peter Reinhold [
> [email protected]]
> > Sent: 28 July 2011 12:55
> > To: Half-Life dedicated Linux server mailing list
> > Subject: Re: [hlds_linux] Unstable steam backend
> >
> > On Thu, 28 Jul 2011 10:07:20 +0200, Saint K. wrote:
> >> From last night on the steam network has been incredibly unstable.
> >> Servers dropping off quickplay, clients getting booted because either
> >> no steam logon or VAC connection possible, load outs either not
> >> available or taking ages to load.
> >>
> >> Anything up?
> >
> > I could post hundreds of lines of chatlog from users complaining, it
> > would be nice to get an official statement of some sort.
> >
> >
> > /Peter
> >
> >
> >
> > _______________________________________________
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> please visit:
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>
>
>
> ------------------------------
>
> Message: 2
> Date: Thu, 28 Jul 2011 13:32:34 +0200
> From: Drogen Viech <[email protected]>
> To: Half-Life dedicated Linux server mailing list
>        <[email protected]>
> Subject: Re: [hlds_linux] Unstable steam backend
> Message-ID:
>        <caavtmseuvbm3ob07wfvs08g_n4isekyi83jmykyqs3uvhrz...@mail.gmail.com
> >
> Content-Type: text/plain; charset=ISO-8859-1
>
> Leage of legends uses p2p to distribute game content, and the game
> servers are directly hosted by them -  no comparison to what valve
> does (having their own content servers, using no p2p at all, just
> providing a serverlist and some additional servers)
>
> 2011/7/28 Saint K. <[email protected]>:
> > Maybe an interesting thing to think about. People who know the game
> League of Legends know what a free2play system can mean to your network
> load. Now I imagine VALVe's/steams network being massively larger, but still
> the influx of people seems to have a very negative effect on the steam
> backend stability. I am uncertain of course what's causing this, but perhaps
> this can be a tip. On LoL (afaik) paying players are being prioritized.
> Perhaps this is something to think of for TF2 as well - cause from what it
> looks like (specifically for loadsouts in peak hours) we're either getting
> queued or some general connection limit is set to prevent it from
> overloading.
> >
> > Saint K.
> > ________________________________________
> > From: [email protected] [
> [email protected]] On Behalf Of Peter Reinhold [
> [email protected]]
> > Sent: 28 July 2011 12:55
> > To: Half-Life dedicated Linux server mailing list
> > Subject: Re: [hlds_linux] Unstable steam backend
> >
> > On Thu, 28 Jul 2011 10:07:20 +0200, Saint K. wrote:
> >> From last night on the steam network has been incredibly unstable.
> >> Servers dropping off quickplay, clients getting booted because either
> >> no steam logon or VAC connection possible, load outs either not
> >> available or taking ages to load.
> >>
> >> Anything up?
> >
> > I could post hundreds of lines of chatlog from users complaining, it
> > would be nice to get an official statement of some sort.
> >
> >
> > /Peter
> >
> >
> >
> > _______________________________________________
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >
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> please visit:
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>
>
>
> ------------------------------
>
> Message: 3
> Date: Thu, 28 Jul 2011 13:42:48 +0200
> From: Saint K. <[email protected]>
> To: Half-Life dedicated Linux server mailing list
>        <[email protected]>
> Subject: Re: [hlds_linux] Unstable steam backend
> Message-ID:
>        <
> 3bb3f0c67382914185a7001efd5a0ace40905fd...@mrgreen.specialattack.net>
> Content-Type: text/plain; charset="us-ascii"
>
> Well, I was more referring to the login queue system, I don't have much
> problems with the entire file downloading off steam. My client does a good
> 6-7MBps, servers just tend to take a long time when an update hits, but with
> everything on autoupdate I can't really be bothered by that.
>
> Was is annoying however is that you can't play your game properly without
> being kicked, without loadout etc.
>
> Saint K.
> ________________________________________
> From: [email protected] [
> [email protected]] On Behalf Of Drogen Viech [
> [email protected]]
> Sent: 28 July 2011 13:32
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Unstable steam backend
>
> Leage of legends uses p2p to distribute game content, and the game
> servers are directly hosted by them -  no comparison to what valve
> does (having their own content servers, using no p2p at all, just
> providing a serverlist and some additional servers)
>
> 2011/7/28 Saint K. <[email protected]>:
> > Maybe an interesting thing to think about. People who know the game
> League of Legends know what a free2play system can mean to your network
> load. Now I imagine VALVe's/steams network being massively larger, but still
> the influx of people seems to have a very negative effect on the steam
> backend stability. I am uncertain of course what's causing this, but perhaps
> this can be a tip. On LoL (afaik) paying players are being prioritized.
> Perhaps this is something to think of for TF2 as well - cause from what it
> looks like (specifically for loadsouts in peak hours) we're either getting
> queued or some general connection limit is set to prevent it from
> overloading.
> >
> > Saint K.
> > ________________________________________
> > From: [email protected] [
> [email protected]] On Behalf Of Peter Reinhold [
> [email protected]]
> > Sent: 28 July 2011 12:55
> > To: Half-Life dedicated Linux server mailing list
> > Subject: Re: [hlds_linux] Unstable steam backend
> >
> > On Thu, 28 Jul 2011 10:07:20 +0200, Saint K. wrote:
> >> From last night on the steam network has been incredibly unstable.
> >> Servers dropping off quickplay, clients getting booted because either
> >> no steam logon or VAC connection possible, load outs either not
> >> available or taking ages to load.
> >>
> >> Anything up?
> >
> > I could post hundreds of lines of chatlog from users complaining, it
> > would be nice to get an official statement of some sort.
> >
> >
> > /Peter
> >
> >
> >
> > _______________________________________________
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >
> > _______________________________________________
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >
>
> _______________________________________________
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>
>
> ------------------------------
>
> Message: 4
> Date: Thu, 28 Jul 2011 15:35:01 +0200
> From: Martin Kolb <[email protected]>
> To: Half-Life dedicated Linux server mailing list
>        <[email protected]>
> Subject: Re: [hlds_linux] How can I set the public IP?
> Message-ID:
>        <cae3zfhdp-2icab9ue57uylnjqimwecnlpqprrbxcqsadyze...@mail.gmail.com
> >
> Content-Type: text/plain; charset=ISO-8859-1
>
> Did you find something to work around that??
>
> I think the IP got filled after a connection to VAC servers has been
> established.
> status before VAC connection displays the public IP as n/a,
> after the connection the public IP is set to this wrong IP.
>
>
>
> 2011/7/27 <[email protected]>
>
> > We had a similar issue trying to run L4D2 servers on the second IP on our
> > Linux server... they would bind to the second IP, but outgoing
> connections
> > (like, say, to steam master server) were still going via the default IP,
> > and
> > what I'm assuming is code for the benefit of people behind NAT kicks in
> and
> > decides our "real" IP is the first one.  And then, of course, no one can
> > connect, since the server is actually listening on the second.
> >
> > > -----Original Message-----
> > > From: [email protected] [mailto:hlds_linux-
> > > [email protected]] On Behalf Of
> > > [email protected]
> > > Sent: 27 July 2011 14:33
> > > To: Half-Life dedicated Linux server mailing list
> > > Subject: Re: [hlds_linux] How can I set the public IP?
> > >
> > > gna... didn't read the whole mail :/ sorry.
> > >
> > > +ip works for me.. strange
> > >
> > > > Hi,
> > > >
> > > > i guess you are looking for the ip option.
> > > > ./srcds_run -game left4dead2 +ip MY.IP.ADDRESS.HERE
> > > >
> > > > Sincerely,
> > > > Marius
> > > >
> > > >> The first displayed IP 178.63.18.188 would be correct by the way,
> > > it's a
> > > >> public IP address and so far users had no problems to connect to the
> > > >> servers.
> > > >>
> > > >> 2011/7/27 Martin Kolb <[email protected]>
> > > >>
> > > >>> Hi all,
> > > >>>
> > > >>> might be a stupid question, but until now that thing worked and I
> > > >>> couldn't
> > > >>> find a solution yet.
> > > >>> When I type status in the console of the L4D2 server I get the
> > > >>> following:
> > > >>>
> > > >>> udp/ip  : 178.63.18.188:27018 [ public 178.63.18.136:27018 ]
> > > >>>
> > > >>> The public IP is not correct at all and I wonder even where the
> > > servers
> > > >>> gets this information from, as I didn't set the ip in any way.
> > > >>> Because of this Steam Group members can't connect (the servers
> > > don't
> > > >>> get
> > > >>> listed) and lobby matchmaking doesn't fill them.
> > > >>>
> > > >>> I tried now around with +ip but with no success. Any ideas on how I
> > > can
> > > >>> set
> > > >>> the public IP?
> > > >>>
> > > >>> Regards
> > > >>>
> > > >> _______________________________________________
> > > >> To unsubscribe, edit your list preferences, or view the list
> > > archives,
> > > >> please visit:
> > > >> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> > > >>
> > > >
> > > >
> > > >
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> > > > please visit:
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> > > >
> > >
> > >
> > >
> > > _______________________________________________
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> >
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>
>
> ------------------------------
>
> Message: 5
> Date: Thu, 28 Jul 2011 17:15:51 +0300
> From: "Bajdechi \"Nightbox\" Alexandru" <[email protected]>
> To: [email protected], Half-Life dedicated Linux server mailing
>        list    <[email protected]>
> Subject: Re: [hlds_linux] [hlds_announce] Team Fortress 2 Update
>        Released
> Message-ID:
>        <caet_hr9gz6ym5hsumc7o+xoupiihj0moavsgnk-rcmt-uqw...@mail.gmail.com
> >
> Content-Type: text/plain; charset=ISO-8859-1
>
> I've blocked new weapons and for ~6 hours I report no crashes.
>
> Valve you've got the solution, disable new weapons until you finally fix
> them :)
>
> 2011/7/28 steve grout <[email protected]>
>
> > ok so it appears i failed at disabling replay :(
> >
> > even though -replay was on the command line i though replay_enable 0
> would
> > stop it from failing, apparently not so i removed-replay from the command
> > line. All looks good so far :)
> >
> >
> > On 28/07/2011 01:14, Jesse Molina wrote:
> >
> >>
> >> For me it hangs my tmux session and I have to tmux kill-session the
> whole
> >> thing.  Maybe sigquit would work, but this is just easier from my
> script.
> >>
> >>
> >>
> >> Evan wrote:
> >>
> >>> I am having the same problem.  Its no big deal as the server is
> >>> restarting
> >>> anyways....
> >>> On Jul 27, 2011 4:28 PM, "Jesse Molina"<[email protected]>  wrote:
> >>>
> >>>> >
> >>>> >  This did not fix what I thought it did. My servers are still
> crashing
> >>>> >  when quit/exit is sent to the console;
> >>>> >
> >>>> >  quit
> >>>> >  PreMinidumpCallback: updating dump comment
> >>>> >  Uploading dump (in-process) [proxy '']
> >>>> >  /tmp/dumps/crash_**20110727130354_1.dmp
> >>>> >
> >>>> >
> >>>> >  Servers had seen full use over the last 24 hours, but were empty at
> >>>> the
> >>>> >  time quit was issued. Uptime for both was about 18 hours.
> >>>> >
> >>>> >  I've got dumps. See next message.
> >>>>
> >>>
> >>
> > ______________________________**_________________
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>
> ------------------------------
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>
> End of hlds_linux Digest, Vol 41, Issue 241
> *******************************************
>
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