[hlds] TF2 Replays

2014-05-11 Thread Yun Huang Yong
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 may timeout/disconnect.


Turning off Replays appears to fix this but I'm unable to reliably 
reproduce the problem so have been unable to determine if this problem 
is due solely to Replays, or Replays + some SourceMod/plugin 
interaction. We can only tell that this problem appears to be related to 
Replays by disabling Replays for a full week and noting that the problem 
went away.


Another problem with Replays is that when mp_scrambleteams_auto is used, 
Replays are somewhat randomly recorded/deleted.


In one instance, Replays were recorded correctly before the 
auto-scramble but not after -- as in there are no .dmx or block files 
for the rounds post-scramble.


In another instance, Replays were recorded correctly before and after 
the auto-scramble but it would appear that the Replay system then 
*deleted* the rounds before auto-scramble. I noticed this because I had 
copied the files elsewhere whilst the match was in progress, and hence 
was able to realise that the files I had copied were removed from the 
server. I can say with 100% certainty that no other process would have 
removed the files in question.


Questions:

1. Is anyone else running Replays, and have you encountered these bugs?

2. It seems that very few people run Replays, not even Valve, so these 
bugs tend not to be noticed. I've spent many hours debugging the first 
problem and still can not isolate the problem sufficiently to report it. 
Does anyone know what Valve's view is of Replays -- were I to invest 
many more hours to isolate the problem, is there any likelihood of 
getting it fixed?


3. What other alternatives would folks recommend?

STV seems like an option -- preserving all POVs -- but would be much 
harder for our casual user base to make use of. 3rd party client-side 
recorders such as OBS/Bandicam/etc and even ShadowPlay require that 
client hardware be reasonably powerful/modern. Are there any viable 
alternatives?


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Re: [hlds] Need more dedicated server for Fistful-of-Frags (FoF)!

2014-05-11 Thread Kim Sønderup - SpeedGaming . pro

status report

we are running test servers on last new server CPU Intel Quad-Core Xeon 
E3-1270 and Intel Quad-Core Xeon E5-1650.


they all running the same with 20 players  50% cpu LOAD +/- 5 % (one core) 
and  150-165 mb ram.


i have no lag at all and seems stabil on Debian 7.2.x

Best Regards
Kim- SpeedGaming.pro


- Original Message - 
From: Weasels Lair
To: Half-Life dedicated Linux server mailing list ; Half-Life dedicated 
Win32 server mailing list

Sent: Sunday, May 11, 2014 7:57 AM
Subject: Re: [hlds] Need more dedicated server for Fistful-of-Frags (FoF)!


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Re: [hlds] Need more dedicated server for Fistful-of-Frags (FoF)!

2014-05-11 Thread Jim Fountain
This warning is spamming my server console. Any ideas?

sv_maxusrcmdprocessticks_warning at server tick x: Ignored client x
usrcmd (0.00  0.015000) !

In-game everything is working well. The server has been full since I put it
up yesterday.



On Sun, May 11, 2014 at 8:31 AM, Kim Sønderup - SpeedGaming.pro 
k...@speedgaming.pro wrote:

 status report

 we are running test servers on last new server CPU Intel Quad-Core Xeon
 E3-1270 and Intel Quad-Core Xeon E5-1650.

 they all running the same with 20 players  50% cpu LOAD +/- 5 % (one core)
 and  150-165 mb ram.

 i have no lag at all and seems stabil on Debian 7.2.x

 Best Regards
 Kim- SpeedGaming.pro


 - Original Message - From: Weasels Lair
 To: Half-Life dedicated Linux server mailing list ; Half-Life dedicated
 Win32 server mailing list
 Sent: Sunday, May 11, 2014 7:57 AM
 Subject: Re: [hlds] Need more dedicated server for Fistful-of-Frags
 (FoF)!



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Re: [hlds] TF2 Replays

2014-05-11 Thread Damon Reece
There's a client side demo recording solution called PREC, which
automatically saves POV demos for each TF2 game played. It's not the most
elegant solution but it might help your users.
On 11 May 2014 15:44, Yun Huang Yong gumby_li...@mooh.org wrote:

 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 may timeout/disconnect.

 Turning off Replays appears to fix this but I'm unable to reliably
 reproduce the problem so have been unable to determine if this problem is
 due solely to Replays, or Replays + some SourceMod/plugin interaction. We
 can only tell that this problem appears to be related to Replays by
 disabling Replays for a full week and noting that the problem went away.

 Another problem with Replays is that when mp_scrambleteams_auto is used,
 Replays are somewhat randomly recorded/deleted.

 In one instance, Replays were recorded correctly before the auto-scramble
 but not after -- as in there are no .dmx or block files for the rounds
 post-scramble.

 In another instance, Replays were recorded correctly before and after the
 auto-scramble but it would appear that the Replay system then *deleted* the
 rounds before auto-scramble. I noticed this because I had copied the files
 elsewhere whilst the match was in progress, and hence was able to realise
 that the files I had copied were removed from the server. I can say with
 100% certainty that no other process would have removed the files in
 question.

 Questions:

 1. Is anyone else running Replays, and have you encountered these bugs?

 2. It seems that very few people run Replays, not even Valve, so these
 bugs tend not to be noticed. I've spent many hours debugging the first
 problem and still can not isolate the problem sufficiently to report it.
 Does anyone know what Valve's view is of Replays -- were I to invest many
 more hours to isolate the problem, is there any likelihood of getting it
 fixed?

 3. What other alternatives would folks recommend?

 STV seems like an option -- preserving all POVs -- but would be much
 harder for our casual user base to make use of. 3rd party client-side
 recorders such as OBS/Bandicam/etc and even ShadowPlay require that client
 hardware be reasonably powerful/modern. Are there any viable alternatives?

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[hlds] FYI: Fistful of Frags, steam_appid.txt problems

2014-05-11 Thread Jesse Molina


I tried to set up a FoF server last night and was having problems.

I was getting these errors, and was unable to connect to the server from 
my client.


Client:
STEAM validation rejected

Console:
S3: Client connected with ticket for the wrong game: UserID: 2
S3: Client connected with ticket for the wrong game: UserID: 2



This appears to be some nonsense with the default steam_appid.txt 
(server APPID) in the root of the installation.  There is also a 
fof/steam_appid.txt (client APPID) file, but that file is fine.


fof/steam_appid.txt has no end-of-line, and the server steam_appid.txt 
has a DOS end-of-line.


I simply deleted the default steam_appid.txt file and replaced it with a 
new one and it works fine. I guess the DOS line feed/end is a problem.


This may only be a problem on Linux, but I'm sending it out anyway as an 
FYI.




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Re: [hlds] Need more dedicated server for Fistful-of-Frags (FoF)!

2014-05-11 Thread Kevin

On 5/10/2014 2:51 PM, Weasels Lair wrote:
Any server-operators out there looking for another Source-based game 
to play (and more importantly HOST)?


Fistful of Frags could use your help.  FoF launched (for FREE) on 
Steam yesterday, and the response has been overwhelming.


The down-side to that, is frankly there just are not enough dedicated 
servers to keep-up with the demand.  There are over 200 player-slots 
of dedicated servers - but that apparently just is not enough!


FoF is basically a reboot of the older FoF sourcemod - moved over 
to Steam.  The Steam version of FoF is kind-of stripped-down right now 
to just death-match and team-based death-match.


Even so, it is very fun to play (especially four-team DM).

However, being a free game (put-together by unpaid volunteers), the 
FoF dev team simply can not afford to bring-up enough servers to keep 
up with demand. I have personally helped-out by hosting 8 servers 
instances myself (up from my planned 3).


Obviously, it runs on SRCDS and uses SteamCMD/SteamPipe for 
installation/content delivery.  So, it essentially installs just like 
any SRCDS game, and is compatible with SourceMod, etc.


Steam store page (where to get client to install):
http://store.steampowered.com/app/265630

Steam community hub for FoF (discussion groups, etc.):
http://steamcommunity.com/app/265630

Steam official group page (update history, etc.):
http://steamcommunity.com/games/fof

Any help appreciated!


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Anyone else getting (D)DoS attacked hosting this game? I just got an 
email, and my US servers were just hit with an attack. My EU servers 
were attacked the same day I put them up. Luckily my US server has 
mitigation, but I had to leave my EU servers down for now. How can 
someone try to attack servers on a free mod, it isn't like we have pay 
to win, ads, or even reserved slots on our servers.
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Re: [hlds] FYI: Fistful of Frags, steam_appid.txt problems

2014-05-11 Thread big john
It's because your using the wrong appid the server appid is 295230
On May 11, 2014 8:36 PM, Jesse Molina je...@opendreams.net wrote:


 I tried to set up a FoF server last night and was having problems.

 I was getting these errors, and was unable to connect to the server from
 my client.

 Client:
 STEAM validation rejected

 Console:
 S3: Client connected with ticket for the wrong game: UserID: 2
 S3: Client connected with ticket for the wrong game: UserID: 2



 This appears to be some nonsense with the default steam_appid.txt (server
 APPID) in the root of the installation.  There is also a
 fof/steam_appid.txt (client APPID) file, but that file is fine.

 fof/steam_appid.txt has no end-of-line, and the server steam_appid.txt has
 a DOS end-of-line.

 I simply deleted the default steam_appid.txt file and replaced it with a
 new one and it works fine. I guess the DOS line feed/end is a problem.

 This may only be a problem on Linux, but I'm sending it out anyway as an
 FYI.



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Re: [hlds] Need more dedicated server for Fistful-of-Frags (FoF)!

2014-05-11 Thread Jesse Molina


I really don't know a lot about the history behind this mod, but I 
immediately noticed that it has a built-in hard-coded global ban system 
which can't be disabled by the local admin.  Very disturbing.


http://www.fistful-of-frags.com/bbs/viewtopic.php?f=19t=1471

Other things I've read on their forum and elsewhere lead me to believe 
some of the devs on this mod are rather juvenile. It seems likely they 
have attracted some amount of negative publicity.




On 5/11/14, 18:11, Kevin wrote:
Anyone else getting (D)DoS attacked hosting this game? I just got an 
email, and my US servers were just hit with an attack. My EU servers 
were attacked the same day I put them up. Luckily my US server has 
mitigation, but I had to leave my EU servers down for now. How can 
someone try to attack servers on a free mod, it isn't like we have pay 
to win, ads, or even reserved slots on our servers.



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Re: [hlds] Need more dedicated server for Fistful-of-Frags (FoF)!

2014-05-11 Thread Weasels Lair
Funny (or maybe not funny) you should mention that.  My VPS got shut-down
last-night by my hosting provider because there was Traffic size:[627
Mbit/sec].  I am not certain if it was an actual DDoS attack, or just
the fact that there was so much demand for FoF servers.  I had 8 FoF
servers running, and all were PACKED (0 slots available) most of the time
they were on-line.  Since there are way more servers for FoF available now,
I backed my hosting down to just 3 FoF game-server instances. So far the
traffic has not been a problem.

I think most hosting providers see a large amount of traffic using UDP and
ports they do not recognize, and assume it is a DDoS.

We shall see if my problem recurs.



On Sun, May 11, 2014 at 6:11 PM, Kevin s...@serveredirect.com wrote:

  On 5/10/2014 2:51 PM, Weasels Lair wrote:

  Any server-operators out there looking for another Source-based game to
 play (and more importantly HOST)?

  Fistful of Frags could use your help.  FoF launched (for FREE) on
 Steam yesterday, and the response has been overwhelming.

  The down-side to that, is frankly there just are not enough dedicated
 servers to keep-up with the demand.  There are over 200 player-slots of
 dedicated servers - but that apparently just is not enough!

  FoF is basically a reboot of the older FoF sourcemod - moved over to
 Steam.  The Steam version of FoF is kind-of stripped-down right now to just
 death-match and team-based death-match.

  Even so, it is very fun to play (especially four-team DM).

  However, being a free game (put-together by unpaid volunteers), the FoF
 dev team simply can not afford to bring-up enough servers to keep up with
 demand. I have personally helped-out by hosting 8 servers instances myself
 (up from my planned 3).

  Obviously, it runs on SRCDS and uses SteamCMD/SteamPipe for
 installation/content delivery.  So, it essentially installs just like any
 SRCDS game, and is compatible with SourceMod, etc.

  Steam store page (where to get client to install):
 http://store.steampowered.com/app/265630

  Steam community hub for FoF (discussion groups, etc.):
 http://steamcommunity.com/app/265630

  Steam official group page (update history, etc.):
 http://steamcommunity.com/games/fof

  Any help appreciated!


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  Anyone else getting (D)DoS attacked hosting this game? I just got an
 email, and my US servers were just hit with an attack. My EU servers were
 attacked the same day I put them up. Luckily my US server has mitigation,
 but I had to leave my EU servers down for now. How can someone try to
 attack servers on a free mod, it isn't like we have pay to win, ads, or
 even reserved slots on our servers.

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Re: [hlds] Need more dedicated server for Fistful-of-Frags (FoF)!

2014-05-11 Thread Kevin

On 5/11/2014 10:04 PM, Weasels Lair wrote:
Funny (or maybe not funny) you should mention that.  My VPS got 
shut-down last-night by my hosting provider because there was Traffic 
size:[627 Mbit/sec].  I am not certain if it was an actual DDoS 
attack, or just the fact that there was so much demand for FoF 
servers.  I had 8 FoF servers running, and all were PACKED (0 slots 
available) most of the time they were on-line.  Since there are way 
more servers for FoF available now, I backed my hosting down to just 3 
FoF game-server instances. So far the traffic has not been a problem.


I think most hosting providers see a large amount of traffic using UDP 
and ports they do not recognize, and assume it is a DDoS.


We shall see if my problem recurs.



On Sun, May 11, 2014 at 6:11 PM, Kevin s...@serveredirect.com 
mailto:s...@serveredirect.com wrote:


On 5/10/2014 2:51 PM, Weasels Lair wrote:

Any server-operators out there looking for another Source-based
game to play (and more importantly HOST)?

Fistful of Frags could use your help.  FoF launched (for FREE)
on Steam yesterday, and the response has been overwhelming.

The down-side to that, is frankly there just are not enough
dedicated servers to keep-up with the demand.  There are over 200
player-slots of dedicated servers - but that apparently just is
not enough!

FoF is basically a reboot of the older FoF sourcemod - moved
over to Steam.  The Steam version of FoF is kind-of stripped-down
right now to just death-match and team-based death-match.

Even so, it is very fun to play (especially four-team DM).

However, being a free game (put-together by unpaid volunteers),
the FoF dev team simply can not afford to bring-up enough servers
to keep up with demand. I have personally helped-out by hosting 8
servers instances myself (up from my planned 3).

Obviously, it runs on SRCDS and uses SteamCMD/SteamPipe for
installation/content delivery.  So, it essentially installs just
like any SRCDS game, and is compatible with SourceMod, etc.

Steam store page (where to get client to install):
http://store.steampowered.com/app/265630

Steam community hub for FoF (discussion groups, etc.):
http://steamcommunity.com/app/265630

Steam official group page (update history, etc.):
http://steamcommunity.com/games/fof

Any help appreciated!


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Anyone else getting (D)DoS attacked hosting this game? I just got
an email, and my US servers were just hit with an attack. My EU
servers were attacked the same day I put them up. Luckily my US
server has mitigation, but I had to leave my EU servers down for
now. How can someone try to attack servers on a free mod, it isn't
like we have pay to win, ads, or even reserved slots on our servers.

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our full 7 FoF servers were only utilizing 30Mbit(with rates allowing as 
much bandwidth as possible). Sounds like an attack to me.
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Re: [hlds] Need more dedicated server for Fistful-of-Frags (FoF)!

2014-05-11 Thread Weasels Lair
I am not sure that game/mod-specific ban system is still in place in the
new Steam version.  But, I will double-check with the developer (R_Yell) on
that.

PS: I didn't like that much either, and was able to block it by just
preventing that domain name from resolving on my server with a hosts file.
 But again, I do not think that is necessary any more.


On Sun, May 11, 2014 at 7:03 PM, Jesse Molina je...@opendreams.net wrote:


 I really don't know a lot about the history behind this mod, but I
 immediately noticed that it has a built-in hard-coded global ban system
 which can't be disabled by the local admin.  Very disturbing.

 http://www.fistful-of-frags.com/bbs/viewtopic.php?f=19t=1471

 Other things I've read on their forum and elsewhere lead me to believe
 some of the devs on this mod are rather juvenile. It seems likely they have
 attracted some amount of negative publicity.


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Re: [hlds] FYI: Fistful of Frags, steam_appid.txt problems

2014-05-11 Thread Jesse Molina


Hi, thanks for bringing this back to my attention.

So, I was sorta wrong. It's not the format of the file. It actually is 
the wrong AppID in the file, but it wasn't a problem of my doing. You 
were correct that the wrong APPID was in the wrong file.


FoF Client APPID = 265630
FoF Server AppID = 295230

The default steam_appid.txt files as distributed with SteamCMD are as 
follows:


--cat ~/srcds/fof-MASTER/steam_appid.txt
295230
--cat ~/srcds/fof-MASTER/fof/steam_appid.txt
265630

This seems to make sense, but it's wrong and will prevent a server from 
serving clients.


If you start a normal server installation, it appears to immediately 
overwrite the steam_appid.txt in the root of the installation with the 
Client APPID, so both files end up having APPID 265630 in them.


However, I use a symlinked installation type server (my wrench script), 
and the master installation files are read-only, to prevent servers from 
modifying the files. Because the server can't change this master file 
when it starts, client authorization fails.


The solution is to delete the steam_appid.txt symlink and replace it 
with a real file.


The file needs to be fixed upstream.



On 5/11/14, 18:58, big john wrote:


It's because your using the wrong appid the server appid is 295230

On May 11, 2014 8:36 PM, Jesse Molina je...@opendreams.net 
mailto:je...@opendreams.net wrote:



I tried to set up a FoF server last night and was having problems.

I was getting these errors, and was unable to connect to the
server from my client.

Client:
STEAM validation rejected

Console:
S3: Client connected with ticket for the wrong game: UserID: 2
S3: Client connected with ticket for the wrong game: UserID: 2



This appears to be some nonsense with the default steam_appid.txt
(server APPID) in the root of the installation.  There is also a
fof/steam_appid.txt (client APPID) file, but that file is fine.

fof/steam_appid.txt has no end-of-line, and the server
steam_appid.txt has a DOS end-of-line.

I simply deleted the default steam_appid.txt file and replaced it
with a new one and it works fine. I guess the DOS line feed/end is
a problem.

This may only be a problem on Linux, but I'm sending it out anyway
as an FYI.



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