Re: [hlds] Who do we send netspike.txt log too?

2013-05-15 Thread Essay Tew Phaun
fletch...@valvesoftware.com I'm not sure if they're still wanting logs or
not. I think they've kind of found where the problem is. I don't know what
it would hurt though.


On Wed, May 15, 2013 at 1:59 AM, DragonLight ad...@ponyfortress2.comwrote:

 Been catching the spikes with the new commands, should we email them to
 someone?

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Re: [hlds] Question? for Valve SRCDS Network Team

2013-05-14 Thread Essay Tew Phaun
It would seem to me that a rate of 1 is too high for dialup and too low
for anything else, including slow broadband.


On Tue, May 14, 2013 at 8:21 AM, Peter Jerde peter-h...@jerde.net wrote:

 On our servers we set the minimums pretty low (1, 20, 20) to allow
 clients to set the rates that work best for them. I know as a player when
 I'm behind a slower internet connection, it REALLY helps to turn down all
 three (choke is better than latency spikes due to network congestion),
 whereas on a nice fast internet connection 20, 66, 66 is the smoothest.

  - Peter


 On May 14, 2013, at 6:57 AM, Supreet Sahni coachcrock...@gmail.com
 wrote:
  sv_minrate 10
  sv_maxrate 20 (just because I have 100mbit port, not enough
 bandwidth)
  sv_minupdaterate 47
  sv_maxupdaterate 66
  sv_mincmdrate 47
  sv_maxcmdrate 66
 
  Now I used to force a 66 update and 66 cmd rate on clients and it worked
 fine but because of the consistent loss bursts, I toned it down.
 
  What do you recommend the settings for rate be for 32 slot servers?
 
  Cheers,
  Supeeet
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Re: [hlds] [hlds_linux] TF2 server performance spikes

2013-05-13 Thread Essay Tew Phaun
Oh my god Valve, the spikes are 10x worse now, what have you done lol.


On Mon, May 13, 2013 at 1:38 PM, Bjorn Wielens uniac...@yahoo.ca wrote:

 I will attempt to get a few vprof dumps and post them here.

   --
  *From:* Fletcher Dunn fletch...@valvesoftware.com
 *To:* hlds_li...@list.valvesoftware.com 
 hlds_li...@list.valvesoftware.com; Half-Life dedicated Win32 server
 mailing list hlds@list.valvesoftware.com
 *Sent:* Monday, May 13, 2013 2:09:14 PM

 *Subject:* Re: [hlds] [hlds_linux] TF2 server performance spikes

 Has anybody used vprof spike mode?  This sort of problem is pretty much
 exactly what it was designed to investigate.

 E.g.

 vprof_on
 vprof_dump_spikes 20  // dump a vprof report if frame rate drops below
 20

 If the problem is caused by network traffic, using the -netspike command
 line argument can also be used to dig deeper into exactly what entity data
 is being sent.

 If you have a report and you don't know how to interpret it, you can email
 it to me or post it here, I'm sure there are some people who can help
 analyze it.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Bjorn Wielens
 Sent: Monday, May 13, 2013 9:42 AM
 To: Half-Life dedicated Win32 server mailing list;
 hlds_li...@list.valvesoftware.com
 Subject: Re: [hlds_linux] [hlds] TF2 server performance spikes

 Correct, I was one of the folks discussing this in the last round of
 messages and we run on Linux. Since my last message about having disabled
 replays I still get occasional hiccups in a full server, but nowhere near
 as bad as before, owing to the lack of replay overhead.

 I'd be happy to run diagnostics if they were available for Linux, but alas
 that's not the case.



 
 From: Alex Kowald abkow...@gmail.com
 To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 Sent: Monday, May 13, 2013 1:16:04 PM
 Subject: Re: [hlds] TF2 server performance spikes



 You are only accepting traces for windows servers correct? Some of the
 people that have complained are running linux. I have the issue myself on
 two independent servers. We get this new game studder after upgrading,
 leaving everything else the same.



 On Mon, May 13, 2013 at 12:11 PM, Fletcher Dunn 
 fletch...@valvesoftware.com wrote:

 I do have a theory about the cause of the CPU spikes.  I’ll release a
 build with the next mandatory update (which will probably be this
 afternoon) that I think could address the problem.  But since we are not
 reproducing the problem here, this is just a theory, not disciplined
 engineering.
 
 In order to conduct disciplined engineering, we need data from those who
 are able to reproduce it.  Judging by the amount of discussion this problem
 has generated and the relatively small amount of effort that is required in
 order to get the data to us,  I’m really surprised we haven’t received more
 traces.
 
 I have given out vtrace keys to every person who has asked for one.  So
 far we have received traces from exactly two (2) server operators.  One
 server operator had processor affinities set, the other was running a high
 number of instances per core, such that the average CPU utilization was
 high and there was no headroom for more than one process to spike.
 
 
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
 
 

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Re: [hlds] [hlds_linux] TF2 server performance spikes

2013-05-13 Thread Essay Tew Phaun
Yeah we've updated, it's just a lot worse than it was. It seems to be
happening much more frequently now. Attempting to get a vprof dump myself,
but we'll see.


On Mon, May 13, 2013 at 4:58 PM, Kyle Sanderson kyle.l...@gmail.com wrote:

 Did you update? for the past hour or so I've been getting complaints about
 spikes, I'm thinking it's something non-threaded using the Steam API. I
 noticed Avatars have been working since the change, but I'm just pulling at
 straws now. vprof hasn't rendered anything useful.

 Here's a vprof dump after a while (I wrote something to script most of the
 captures, my goodness vprof takes a long time to print).
 http://fpaste.org/11930/13684786/

 Thanks,
 Kyle.


 On Mon, May 13, 2013 at 1:47 PM, Essay Tew Phaun sc2p...@gmail.comwrote:

 Oh my god Valve, the spikes are 10x worse now, what have you done lol.


 On Mon, May 13, 2013 at 1:38 PM, Bjorn Wielens uniac...@yahoo.ca wrote:

 I will attempt to get a few vprof dumps and post them here.

   --
  *From:* Fletcher Dunn fletch...@valvesoftware.com
 *To:* hlds_li...@list.valvesoftware.com 
 hlds_li...@list.valvesoftware.com; Half-Life dedicated Win32 server
 mailing list hlds@list.valvesoftware.com
 *Sent:* Monday, May 13, 2013 2:09:14 PM

 *Subject:* Re: [hlds] [hlds_linux] TF2 server performance spikes

 Has anybody used vprof spike mode?  This sort of problem is pretty much
 exactly what it was designed to investigate.

 E.g.

 vprof_on
 vprof_dump_spikes 20  // dump a vprof report if frame rate drops
 below 20

 If the problem is caused by network traffic, using the -netspike command
 line argument can also be used to dig deeper into exactly what entity data
 is being sent.

 If you have a report and you don't know how to interpret it, you can
 email it to me or post it here, I'm sure there are some people who can help
 analyze it.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Bjorn Wielens
 Sent: Monday, May 13, 2013 9:42 AM
 To: Half-Life dedicated Win32 server mailing list;
 hlds_li...@list.valvesoftware.com
 Subject: Re: [hlds_linux] [hlds] TF2 server performance spikes

 Correct, I was one of the folks discussing this in the last round of
 messages and we run on Linux. Since my last message about having disabled
 replays I still get occasional hiccups in a full server, but nowhere near
 as bad as before, owing to the lack of replay overhead.

 I'd be happy to run diagnostics if they were available for Linux, but
 alas that's not the case.



 
 From: Alex Kowald abkow...@gmail.com
 To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 Sent: Monday, May 13, 2013 1:16:04 PM
 Subject: Re: [hlds] TF2 server performance spikes



 You are only accepting traces for windows servers correct? Some of the
 people that have complained are running linux. I have the issue myself on
 two independent servers. We get this new game studder after upgrading,
 leaving everything else the same.



 On Mon, May 13, 2013 at 12:11 PM, Fletcher Dunn 
 fletch...@valvesoftware.com wrote:

 I do have a theory about the cause of the CPU spikes.  I’ll release a
 build with the next mandatory update (which will probably be this
 afternoon) that I think could address the problem.  But since we are not
 reproducing the problem here, this is just a theory, not disciplined
 engineering.
 
 In order to conduct disciplined engineering, we need data from those
 who are able to reproduce it.  Judging by the amount of discussion this
 problem has generated and the relatively small amount of effort that is
 required in order to get the data to us,  I’m really surprised we haven’t
 received more traces.
 
 I have given out vtrace keys to every person who has asked for one.  So
 far we have received traces from exactly two (2) server operators.  One
 server operator had processor affinities set, the other was running a high
 number of instances per core, such that the average CPU utilization was
 high and there was no headroom for more than one process to spike.
 
 
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
 
 

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
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Re: [hlds] [hlds_linux] TF2 server performance spikes

2013-05-13 Thread Essay Tew Phaun
Can these both be enabled at any point during the server running or must
they be specified at startup? I've enabled both and seen 2 servers already
dip below and nothing has been generated.


On Mon, May 13, 2013 at 5:09 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:

  That trace doesn’t appear to be produced as a result of
 vprof_dump_spikes.  That is a profile of average performance over about an
 hour’s worth of uptime.

 ** **

 314391 frames sampled for 4718.71 seconds

 Average 66.63 fps, 15.01 ms per frame

 Peak 3131.67 ms frame

 99 pct of time accounted for

 ** **

 When spike mode is active, it will clear the profile data each frame, and
 then dump it if the frame time exceeds some threshold.  (You actually
 specify the reciprocal of the threshold, in hz.)

 ** **

 ** **

 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *Kyle Sanderson
 *Sent:* Monday, May 13, 2013 1:59 PM

 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] [hlds_linux] TF2 server performance spikes

 ** **

 Did you update? for the past hour or so I've been getting complaints about
 spikes, I'm thinking it's something non-threaded using the Steam API. I
 noticed Avatars have been working since the change, but I'm just pulling at
 straws now. vprof hasn't rendered anything useful.

 Here's a vprof dump after a while (I wrote something to script most of the
 captures, my goodness vprof takes a long time to print).
 http://fpaste.org/11930/13684786/


 Thanks,
 Kyle.

 ** **

 On Mon, May 13, 2013 at 1:47 PM, Essay Tew Phaun sc2p...@gmail.com
 wrote:

 Oh my god Valve, the spikes are 10x worse now, what have you done lol.

 ** **

 On Mon, May 13, 2013 at 1:38 PM, Bjorn Wielens uniac...@yahoo.ca wrote:*
 ***

 I will attempt to get a few vprof dumps and post them here.

 ** **
--

 *From:* Fletcher Dunn fletch...@valvesoftware.com
 *To:* hlds_li...@list.valvesoftware.com 
 hlds_li...@list.valvesoftware.com; Half-Life dedicated Win32 server
 mailing list hlds@list.valvesoftware.com
 *Sent:* Monday, May 13, 2013 2:09:14 PM


 *Subject:* Re: [hlds] [hlds_linux] TF2 server performance spikes


 Has anybody used vprof spike mode?  This sort of problem is pretty much
 exactly what it was designed to investigate.

 E.g.

 vprof_on
 vprof_dump_spikes 20  // dump a vprof report if frame rate drops below
 20

 If the problem is caused by network traffic, using the -netspike command
 line argument can also be used to dig deeper into exactly what entity data
 is being sent.

 If you have a report and you don't know how to interpret it, you can email
 it to me or post it here, I'm sure there are some people who can help
 analyze it.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Bjorn Wielens
 Sent: Monday, May 13, 2013 9:42 AM
 To: Half-Life dedicated Win32 server mailing list;
 hlds_li...@list.valvesoftware.com
 Subject: Re: [hlds_linux] [hlds] TF2 server performance spikes

 Correct, I was one of the folks discussing this in the last round of
 messages and we run on Linux. Since my last message about having disabled
 replays I still get occasional hiccups in a full server, but nowhere near
 as bad as before, owing to the lack of replay overhead.

 I'd be happy to run diagnostics if they were available for Linux, but alas
 that's not the case.



 
 From: Alex Kowald abkow...@gmail.com
 To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 Sent: Monday, May 13, 2013 1:16:04 PM
 Subject: Re: [hlds] TF2 server performance spikes



 You are only accepting traces for windows servers correct? Some of the
 people that have complained are running linux. I have the issue myself on
 two independent servers. We get this new game studder after upgrading,
 leaving everything else the same.



 On Mon, May 13, 2013 at 12:11 PM, Fletcher Dunn 
 fletch...@valvesoftware.com wrote:

 I do have a theory about the cause of the CPU spikes.  I’ll release a
 build with the next mandatory update (which will probably be this
 afternoon) that I think could address the problem.  But since we are not
 reproducing the problem here, this is just a theory, not disciplined
 engineering.
 
 In order to conduct disciplined engineering, we need data from those who
 are able to reproduce it.  Judging by the amount of discussion this problem
 has generated and the relatively small amount of effort that is required in
 order to get the data to us,  I’m really surprised we haven’t received more
 traces.
 
 I have given out vtrace keys to every person who has asked for one.  So
 far we have received traces from exactly two (2) server operators.  One
 server operator had processor affinities set, the other was running a high
 number

Re: [hlds] [hlds_linux] TF2 server performance spikes

2013-05-13 Thread Essay Tew Phaun
cheat protected -_-. I do know that the server dropped down into the red
and nothing was generated. Are they stored in the vprof directory or within
the root of the game installation?


On Mon, May 13, 2013 at 5:19 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:

  You should be able to enable it at any time.

 ** **

 You can test if it’s working by executing the “spike” command, which just
 forces the server frame rate to stall for a second or so.

 ** **

 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *Essay Tew Phaun
 *Sent:* Monday, May 13, 2013 2:16 PM

 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] [hlds_linux] TF2 server performance spikes

 ** **

 Can these both be enabled at any point during the server running or must
 they be specified at startup? I've enabled both and seen 2 servers already
 dip below and nothing has been generated.

 ** **

 On Mon, May 13, 2013 at 5:09 PM, Fletcher Dunn 
 fletch...@valvesoftware.com wrote:

 That trace doesn’t appear to be produced as a result of
 vprof_dump_spikes.  That is a profile of average performance over about an
 hour’s worth of uptime.

  

 314391 frames sampled for 4718.71 seconds

 Average 66.63 fps, 15.01 ms per frame

 Peak 3131.67 ms frame

 99 pct of time accounted for

  

 When spike mode is active, it will clear the profile data each frame, and
 then dump it if the frame time exceeds some threshold.  (You actually
 specify the reciprocal of the threshold, in hz.)

  

  

 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *Kyle Sanderson
 *Sent:* Monday, May 13, 2013 1:59 PM


 *To:* Half-Life dedicated Win32 server mailing list

 *Subject:* Re: [hlds] [hlds_linux] TF2 server performance spikes

  

 Did you update? for the past hour or so I've been getting complaints about
 spikes, I'm thinking it's something non-threaded using the Steam API. I
 noticed Avatars have been working since the change, but I'm just pulling at
 straws now. vprof hasn't rendered anything useful.

 Here's a vprof dump after a while (I wrote something to script most of the
 captures, my goodness vprof takes a long time to print).
 http://fpaste.org/11930/13684786/


 Thanks,
 Kyle.

  

 On Mon, May 13, 2013 at 1:47 PM, Essay Tew Phaun sc2p...@gmail.com
 wrote:

 Oh my god Valve, the spikes are 10x worse now, what have you done lol.

  

 On Mon, May 13, 2013 at 1:38 PM, Bjorn Wielens uniac...@yahoo.ca wrote:*
 ***

 I will attempt to get a few vprof dumps and post them here.

  
--

 *From:* Fletcher Dunn fletch...@valvesoftware.com
 *To:* hlds_li...@list.valvesoftware.com 
 hlds_li...@list.valvesoftware.com; Half-Life dedicated Win32 server
 mailing list hlds@list.valvesoftware.com
 *Sent:* Monday, May 13, 2013 2:09:14 PM


 *Subject:* Re: [hlds] [hlds_linux] TF2 server performance spikes


 Has anybody used vprof spike mode?  This sort of problem is pretty much
 exactly what it was designed to investigate.

 E.g.

 vprof_on
 vprof_dump_spikes 20  // dump a vprof report if frame rate drops below
 20

 If the problem is caused by network traffic, using the -netspike command
 line argument can also be used to dig deeper into exactly what entity data
 is being sent.

 If you have a report and you don't know how to interpret it, you can email
 it to me or post it here, I'm sure there are some people who can help
 analyze it.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Bjorn Wielens
 Sent: Monday, May 13, 2013 9:42 AM
 To: Half-Life dedicated Win32 server mailing list;
 hlds_li...@list.valvesoftware.com
 Subject: Re: [hlds_linux] [hlds] TF2 server performance spikes

 Correct, I was one of the folks discussing this in the last round of
 messages and we run on Linux. Since my last message about having disabled
 replays I still get occasional hiccups in a full server, but nowhere near
 as bad as before, owing to the lack of replay overhead.

 I'd be happy to run diagnostics if they were available for Linux, but alas
 that's not the case.



 
 From: Alex Kowald abkow...@gmail.com
 To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 Sent: Monday, May 13, 2013 1:16:04 PM
 Subject: Re: [hlds] TF2 server performance spikes



 You are only accepting traces for windows servers correct? Some of the
 people that have complained are running linux. I have the issue myself on
 two independent servers. We get this new game studder after upgrading,
 leaving everything else the same.



 On Mon, May 13, 2013 at 12:11 PM, Fletcher Dunn 
 fletch...@valvesoftware.com wrote:

 I do have a theory about the cause of the CPU spikes

Re: [hlds] [hlds_linux] TF2 server performance spikes

2013-05-13 Thread Essay Tew Phaun
Wonderful... :/


On Mon, May 13, 2013 at 5:32 PM, Kyle Sanderson kyle.l...@gmail.com wrote:

 You need to watch your console for vprof messages flying by and capture
 the text some how. I think I saw one once, scrolled up to copy it, and it
 was gone in a flash. You can try using screen to log the message if you're
 on *nix, otherwise you can try your hand at using con_logfile, but be
 aware, it kills.

 Thanks,
 Kyle.


 On Mon, May 13, 2013 at 2:27 PM, Essay Tew Phaun sc2p...@gmail.comwrote:

 cheat protected -_-. I do know that the server dropped down into the red
 and nothing was generated. Are they stored in the vprof directory or within
 the root of the game installation?


 On Mon, May 13, 2013 at 5:19 PM, Fletcher Dunn 
 fletch...@valvesoftware.com wrote:

  You should be able to enable it at any time.

 ** **

 You can test if it’s working by executing the “spike” command, which
 just forces the server frame rate to stall for a second or so.

 ** **

 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *Essay Tew Phaun
 *Sent:* Monday, May 13, 2013 2:16 PM

 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] [hlds_linux] TF2 server performance spikes

 ** **

 Can these both be enabled at any point during the server running or must
 they be specified at startup? I've enabled both and seen 2 servers already
 dip below and nothing has been generated.

 ** **

 On Mon, May 13, 2013 at 5:09 PM, Fletcher Dunn 
 fletch...@valvesoftware.com wrote:

 That trace doesn’t appear to be produced as a result of
 vprof_dump_spikes.  That is a profile of average performance over about an
 hour’s worth of uptime.

  

 314391 frames sampled for 4718.71 seconds

 Average 66.63 fps, 15.01 ms per frame

 Peak 3131.67 ms frame

 99 pct of time accounted for

  

 When spike mode is active, it will clear the profile data each frame,
 and then dump it if the frame time exceeds some threshold.  (You actually
 specify the reciprocal of the threshold, in hz.)

  

  

 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *Kyle Sanderson
 *Sent:* Monday, May 13, 2013 1:59 PM


 *To:* Half-Life dedicated Win32 server mailing list

 *Subject:* Re: [hlds] [hlds_linux] TF2 server performance spikes

  

 Did you update? for the past hour or so I've been getting complaints
 about spikes, I'm thinking it's something non-threaded using the Steam API.
 I noticed Avatars have been working since the change, but I'm just pulling
 at straws now. vprof hasn't rendered anything useful.

 Here's a vprof dump after a while (I wrote something to script most of
 the captures, my goodness vprof takes a long time to print).
 http://fpaste.org/11930/13684786/


 Thanks,
 Kyle.

  

 On Mon, May 13, 2013 at 1:47 PM, Essay Tew Phaun sc2p...@gmail.com
 wrote:

 Oh my god Valve, the spikes are 10x worse now, what have you done lol.**
 **

  

 On Mon, May 13, 2013 at 1:38 PM, Bjorn Wielens uniac...@yahoo.ca
 wrote:

 I will attempt to get a few vprof dumps and post them here.

  
--

 *From:* Fletcher Dunn fletch...@valvesoftware.com
 *To:* hlds_li...@list.valvesoftware.com 
 hlds_li...@list.valvesoftware.com; Half-Life dedicated Win32 server
 mailing list hlds@list.valvesoftware.com
 *Sent:* Monday, May 13, 2013 2:09:14 PM


 *Subject:* Re: [hlds] [hlds_linux] TF2 server performance spikes


 Has anybody used vprof spike mode?  This sort of problem is pretty much
 exactly what it was designed to investigate.

 E.g.

 vprof_on
 vprof_dump_spikes 20  // dump a vprof report if frame rate drops
 below 20

 If the problem is caused by network traffic, using the -netspike command
 line argument can also be used to dig deeper into exactly what entity data
 is being sent.

 If you have a report and you don't know how to interpret it, you can
 email it to me or post it here, I'm sure there are some people who can help
 analyze it.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Bjorn Wielens
 Sent: Monday, May 13, 2013 9:42 AM
 To: Half-Life dedicated Win32 server mailing list;
 hlds_li...@list.valvesoftware.com
 Subject: Re: [hlds_linux] [hlds] TF2 server performance spikes

 Correct, I was one of the folks discussing this in the last round of
 messages and we run on Linux. Since my last message about having disabled
 replays I still get occasional hiccups in a full server, but nowhere near
 as bad as before, owing to the lack of replay overhead.

 I'd be happy to run diagnostics if they were available for Linux, but
 alas that's not the case.



 
 From: Alex Kowald abkow...@gmail.com
 To: Half-Life dedicated Win32 server mailing list 
 hlds

Re: [hlds] Massive lag (5-30 seconds) associated with Steam auth ticket has been canceled

2013-01-25 Thread Essay Tew Phaun
Nope!

On Fri, Jan 25, 2013 at 6:35 AM, Lambda lambdace...@gmail.com wrote:

 Let me guess, you got replays enabled with FTP offload ...


 2013/1/25 List User l...@redspeedservers.com

  Alright, that's in NY, USA, and while it uses Cogent as well, it has
 plenty of other carriers, so you can strike that off that list. I just need
 to figure out why this doesn't happen to me in TX, USA...

 I know for a fact Steam has servers around the NY region.


 On 1/24/2013 11:35 PM, Essay Tew Phaun wrote:

 Test IP: 69.147.224.122

  On Thu, Jan 24, 2013 at 11:24 PM, List User l...@redspeedservers.comwrote:

  Essay, Are you located in the US or elsewhere? Test IP?

 Pilger, It might be the network. I've looked over the network carriers
 and the only non-Brazilian carrier is Cogent, which is known for terrible
 connections. If VALVe doesn't have any Steam servers in Steam, that may
 happen because Cogent is crap. So basically, my theory is, lost connection
 to steam for a bit = forget about other network connections and start
 dropping steam users to protect it from spoofing. Of course this all can be
 a coincidence and we will find out from Essay's setup whether it is
 providing he gives us the location of the servers and a test IP.


 On 1/24/2013 11:20 PM, Essay Tew Phaun wrote:

 We had the issue on one host and switched providers entirely. Now we're
 starting to have reports of the exact same thing as before. Different
 network entirely, brand new install and doesn't matter whether we're
 running MM:SM or not.

 On Thu, Jan 24, 2013 at 10:20 PM, List User l...@redspeedservers.comwrote:

  I checked a couple of TF2 servers we host for people and I don't see
 that, and these are pretty full servers.
 It may be the network, can you provide an IP so I can lookup the
 network?


 On 1/24/2013 10:16 PM, Essay Tew Phaun wrote:

 Yep.

 On Thu, Jan 24, 2013 at 10:12 PM, List User 
 l...@redspeedservers.comwrote:

  What game are you seeing this on, TF2?


 On 1/24/2013 10:08 PM, Essay Tew Phaun wrote:

 This is very, very, VERY interesting to me. We have been battling
 small lag spikes on our server and clients timing out in bunches. Just
 yesterday everyone on our server timed out all at once. I submitted a
 ticket to support who said there was absolutely nothing wrong with the
 network. Nothing on the system points to a specific problem. We have also
 had players reporting the connection loss error randomly appearing in the
 upper right. I'm not sure if this would help matters or not but could you
 provide your provider and system specs/OS?

 On Thu, Jan 24, 2013 at 9:28 PM, pilger pilger...@gmail.com wrote:

 Hey guys,


 I know his has been discussed before on the thread
 http://www.mail-archive.com/hlds@list.valvesoftware.com/msg47828.html,
 but my server has been plaged with massive lag spikes once every hour or
 so. Sometimes the lag is just a prolonged freeze and sometimes the 
 server
 remains inacessible for 30 seconds.

 I've monitored the server's network during the events and it shows no
 problem whatsoever. I've also tried disabling metamod and sourcemod
 altogether but the problem sill occours.

 My host administrator told me that he hasn't noticed anything unusual
 with memory or CPU usage during the events either.

 The only thing associated with the problem is the solid occourence of
 a log entry about auth tickets everytime the server freezes or everybody
 see the red timeout timer on the upper right corner. The auth problem 
 looks
 as following:

 *L 01/24/2013 - 20:16:15: STEAMAUTH: Client HunterBR received
 failure code 6
 L 01/24/2013 - 20:16:15:
 HunterBR88STEAM_0:0:*Red disconnected (reason 
 Client
 left game (Steam auth ticket has been canceled))

 L 01/24/2013 - 17:46:15: STEAMAUTH: Client Dessa 50.cal received
 failure code 6
 L 01/24/2013 - 17:46:15: Dessa
 50.cal442STEAM_0:1:*Blue disconnected (reason Client
 left game (Steam auth ticket has been canceled))
 L 01/24/2013 - 17:46:15: STEAMAUTH: Client Firagonaut received
 failure code 6
 L 01/24/2013 - 17:46:15:
 Firagonaut438STEAM_0:1:*Red disconnected (reason
 Client left game (Steam auth ticket has been canceled))

 L 01/24/2013 - 23:23:33: STEAMAUTH: Client polar received failure
 code 6
 L 01/24/2013 - 23:23:33: polar244STEAM_0:0:*Red
 disconnected (reason Client left game (Steam auth ticket has been
 canceled))*


 Since it has nothing to do with network or plugins, I can't help but
 wonder the same thing people were wondering on
 http://www.mail-archive.com/hlds@list.valvesoftware.com/msg47828.html.
 What could be causing this? Can an auth ticket issue cause massive lag 
 on a
 server? If not, what could be causing the lag and the auth ticket 
 problem?

 Any help on this would be muchly appreciated since it has been
 drawing players out of the server since the beggining of the year 
 already.


 Thanks in advance.

 _pilger

Re: [hlds] Massive lag (5-30 seconds) associated with Steam auth ticket has been canceled

2013-01-25 Thread Essay Tew Phaun
It stumped me, too. I have posted about it in several places and have come
up empty. Even switching hosts hasn't helped the matter as players are
still reporting random loss of connection. I initially thought it was
entirely fixed because it no longer happened to me but it's still happening
to others. On one occasion it appeared we lost network connectivity to our
machine entirely as every player dropped at once. Even viewing the
bandwidth graphs with my host it looked like everything died at once but
there was still a small bit of traffic. I later found out that traffic was
all TS3 related, so we never did lose connectivity, our servers just got
killed off instantly somehow.

On Fri, Jan 25, 2013 at 9:50 AM, pilger pilger...@gmail.com wrote:

 Pilger, It might be the network. I've looked over the network carriers and
 the only non-Brazilian carrier is Cogent, which is known for terrible
 connections. If VALVe doesn't have any Steam servers in Steam, that may
 happen because Cogent is crap. So basically, my theory is, lost connection
 to steam for a bit = forget about other network connections and start
 dropping steam users to protect it from spoofing. Of course this all can be
 a coincidence and we will find out from Essay's setup whether it is
 providing he gives us the location of the servers and a test IP.


 Okey. The auth ticket might be caused by a loss of connection between the
 server and the Steam server, but it does not explain the massive lag to
 everybody. I'm 100% sure that the network was working just fine during the
 episodes. I was monitoring it using a program called Ping Plotter. In
 addition, no other client of the same host complained about problems during
 that time.

 It's the freeze and massive lag episodes that intrigue me. No idea where
 it's coming from.


 On 25 January 2013 11:03, Essay Tew Phaun sc2p...@gmail.com wrote:

 Nope!


 On Fri, Jan 25, 2013 at 6:35 AM, Lambda lambdace...@gmail.com wrote:

 Let me guess, you got replays enabled with FTP offload ...


 2013/1/25 List User l...@redspeedservers.com

  Alright, that's in NY, USA, and while it uses Cogent as well, it has
 plenty of other carriers, so you can strike that off that list. I just need
 to figure out why this doesn't happen to me in TX, USA...

 I know for a fact Steam has servers around the NY region.


 On 1/24/2013 11:35 PM, Essay Tew Phaun wrote:

 Test IP: 69.147.224.122

  On Thu, Jan 24, 2013 at 11:24 PM, List User 
 l...@redspeedservers.comwrote:

  Essay, Are you located in the US or elsewhere? Test IP?

 Pilger, It might be the network. I've looked over the network carriers
 and the only non-Brazilian carrier is Cogent, which is known for terrible
 connections. If VALVe doesn't have any Steam servers in Steam, that may
 happen because Cogent is crap. So basically, my theory is, lost connection
 to steam for a bit = forget about other network connections and start
 dropping steam users to protect it from spoofing. Of course this all can 
 be
 a coincidence and we will find out from Essay's setup whether it is
 providing he gives us the location of the servers and a test IP.


 On 1/24/2013 11:20 PM, Essay Tew Phaun wrote:

 We had the issue on one host and switched providers entirely. Now
 we're starting to have reports of the exact same thing as before. 
 Different
 network entirely, brand new install and doesn't matter whether we're
 running MM:SM or not.

 On Thu, Jan 24, 2013 at 10:20 PM, List User 
 l...@redspeedservers.comwrote:

  I checked a couple of TF2 servers we host for people and I don't see
 that, and these are pretty full servers.
 It may be the network, can you provide an IP so I can lookup the
 network?


 On 1/24/2013 10:16 PM, Essay Tew Phaun wrote:

 Yep.

 On Thu, Jan 24, 2013 at 10:12 PM, List User l...@redspeedservers.com
  wrote:

  What game are you seeing this on, TF2?


 On 1/24/2013 10:08 PM, Essay Tew Phaun wrote:

 This is very, very, VERY interesting to me. We have been battling
 small lag spikes on our server and clients timing out in bunches. Just
 yesterday everyone on our server timed out all at once. I submitted a
 ticket to support who said there was absolutely nothing wrong with the
 network. Nothing on the system points to a specific problem. We have 
 also
 had players reporting the connection loss error randomly appearing in 
 the
 upper right. I'm not sure if this would help matters or not but could 
 you
 provide your provider and system specs/OS?

 On Thu, Jan 24, 2013 at 9:28 PM, pilger pilger...@gmail.com wrote:

 Hey guys,


 I know his has been discussed before on the thread
 http://www.mail-archive.com/hlds@list.valvesoftware.com/msg47828.html,
 but my server has been plaged with massive lag spikes once every hour 
 or
 so. Sometimes the lag is just a prolonged freeze and sometimes the 
 server
 remains inacessible for 30 seconds.

 I've monitored the server's network during the events and it shows
 no problem whatsoever. I've also tried disabling

Re: [hlds] Massive lag (5-30 seconds) associated with Steam auth ticket has been canceled

2013-01-24 Thread Essay Tew Phaun
This is very, very, VERY interesting to me. We have been battling small lag
spikes on our server and clients timing out in bunches. Just yesterday
everyone on our server timed out all at once. I submitted a ticket to
support who said there was absolutely nothing wrong with the network.
Nothing on the system points to a specific problem. We have also had
players reporting the connection loss error randomly appearing in the upper
right. I'm not sure if this would help matters or not but could you provide
your provider and system specs/OS?

On Thu, Jan 24, 2013 at 9:28 PM, pilger pilger...@gmail.com wrote:

 Hey guys,


 I know his has been discussed before on the thread
 http://www.mail-archive.com/hlds@list.valvesoftware.com/msg47828.html,
 but my server has been plaged with massive lag spikes once every hour or
 so. Sometimes the lag is just a prolonged freeze and sometimes the server
 remains inacessible for 30 seconds.

 I've monitored the server's network during the events and it shows no
 problem whatsoever. I've also tried disabling metamod and sourcemod
 altogether but the problem sill occours.

 My host administrator told me that he hasn't noticed anything unusual with
 memory or CPU usage during the events either.

 The only thing associated with the problem is the solid occourence of a
 log entry about auth tickets everytime the server freezes or everybody see
 the red timeout timer on the upper right corner. The auth problem looks as
 following:

 *L 01/24/2013 - 20:16:15: STEAMAUTH: Client HunterBR received failure
 code 6
 L 01/24/2013 - 20:16:15: HunterBR88STEAM_0:0:*Red
 disconnected (reason Client left game (Steam auth ticket has been
 canceled))

 L 01/24/2013 - 17:46:15: STEAMAUTH: Client Dessa 50.cal received failure
 code 6
 L 01/24/2013 - 17:46:15: Dessa
 50.cal442STEAM_0:1:*Blue disconnected (reason Client
 left game (Steam auth ticket has been canceled))
 L 01/24/2013 - 17:46:15: STEAMAUTH: Client Firagonaut received failure
 code 6
 L 01/24/2013 - 17:46:15: Firagonaut438STEAM_0:1:*Red
 disconnected (reason Client left game (Steam auth ticket has been
 canceled))

 L 01/24/2013 - 23:23:33: STEAMAUTH: Client polar received failure code 6
 L 01/24/2013 - 23:23:33: polar244STEAM_0:0:*Red
 disconnected (reason Client left game (Steam auth ticket has been
 canceled))*


 Since it has nothing to do with network or plugins, I can't help but
 wonder the same thing people were wondering on
 http://www.mail-archive.com/hlds@list.valvesoftware.com/msg47828.html.
 What could be causing this? Can an auth ticket issue cause massive lag on a
 server? If not, what could be causing the lag and the auth ticket problem?

 Any help on this would be muchly appreciated since it has been drawing
 players out of the server since the beggining of the year already.


 Thanks in advance.

 _pilger


 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds


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Re: [hlds] Massive lag (5-30 seconds) associated with Steam auth ticket has been canceled

2013-01-24 Thread Essay Tew Phaun
Yep.

On Thu, Jan 24, 2013 at 10:12 PM, List User l...@redspeedservers.comwrote:

  What game are you seeing this on, TF2?


 On 1/24/2013 10:08 PM, Essay Tew Phaun wrote:

 This is very, very, VERY interesting to me. We have been battling small
 lag spikes on our server and clients timing out in bunches. Just yesterday
 everyone on our server timed out all at once. I submitted a ticket to
 support who said there was absolutely nothing wrong with the network.
 Nothing on the system points to a specific problem. We have also had
 players reporting the connection loss error randomly appearing in the upper
 right. I'm not sure if this would help matters or not but could you provide
 your provider and system specs/OS?

 On Thu, Jan 24, 2013 at 9:28 PM, pilger pilger...@gmail.com wrote:

 Hey guys,


 I know his has been discussed before on the thread
 http://www.mail-archive.com/hlds@list.valvesoftware.com/msg47828.html,
 but my server has been plaged with massive lag spikes once every hour or
 so. Sometimes the lag is just a prolonged freeze and sometimes the server
 remains inacessible for 30 seconds.

 I've monitored the server's network during the events and it shows no
 problem whatsoever. I've also tried disabling metamod and sourcemod
 altogether but the problem sill occours.

 My host administrator told me that he hasn't noticed anything unusual
 with memory or CPU usage during the events either.

 The only thing associated with the problem is the solid occourence of a
 log entry about auth tickets everytime the server freezes or everybody see
 the red timeout timer on the upper right corner. The auth problem looks as
 following:

 *L 01/24/2013 - 20:16:15: STEAMAUTH: Client HunterBR received failure
 code 6
 L 01/24/2013 - 20:16:15: HunterBR88STEAM_0:0:*Red
 disconnected (reason Client left game (Steam auth ticket has been
 canceled))

 L 01/24/2013 - 17:46:15: STEAMAUTH: Client Dessa 50.cal received failure
 code 6
 L 01/24/2013 - 17:46:15: Dessa
 50.cal442STEAM_0:1:*Blue disconnected (reason Client
 left game (Steam auth ticket has been canceled))
 L 01/24/2013 - 17:46:15: STEAMAUTH: Client Firagonaut received failure
 code 6
 L 01/24/2013 - 17:46:15: Firagonaut438STEAM_0:1:*Red
 disconnected (reason Client left game (Steam auth ticket has been
 canceled))

 L 01/24/2013 - 23:23:33: STEAMAUTH: Client polar received failure code 6
 L 01/24/2013 - 23:23:33: polar244STEAM_0:0:*Red
 disconnected (reason Client left game (Steam auth ticket has been
 canceled))*


 Since it has nothing to do with network or plugins, I can't help but
 wonder the same thing people were wondering on
 http://www.mail-archive.com/hlds@list.valvesoftware.com/msg47828.html.
 What could be causing this? Can an auth ticket issue cause massive lag on a
 server? If not, what could be causing the lag and the auth ticket problem?

 Any help on this would be muchly appreciated since it has been drawing
 players out of the server since the beggining of the year already.


 Thanks in advance.

 _pilger


 ___
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 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds




 ___
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Re: [hlds] Massive lag (5-30 seconds) associated with Steam auth ticket has been canceled

2013-01-24 Thread Essay Tew Phaun
We had the issue on one host and switched providers entirely. Now we're
starting to have reports of the exact same thing as before. Different
network entirely, brand new install and doesn't matter whether we're
running MM:SM or not.

On Thu, Jan 24, 2013 at 10:20 PM, List User l...@redspeedservers.comwrote:

  I checked a couple of TF2 servers we host for people and I don't see
 that, and these are pretty full servers.
 It may be the network, can you provide an IP so I can lookup the network?


 On 1/24/2013 10:16 PM, Essay Tew Phaun wrote:

 Yep.

 On Thu, Jan 24, 2013 at 10:12 PM, List User l...@redspeedservers.comwrote:

  What game are you seeing this on, TF2?


 On 1/24/2013 10:08 PM, Essay Tew Phaun wrote:

 This is very, very, VERY interesting to me. We have been battling small
 lag spikes on our server and clients timing out in bunches. Just yesterday
 everyone on our server timed out all at once. I submitted a ticket to
 support who said there was absolutely nothing wrong with the network.
 Nothing on the system points to a specific problem. We have also had
 players reporting the connection loss error randomly appearing in the upper
 right. I'm not sure if this would help matters or not but could you provide
 your provider and system specs/OS?

 On Thu, Jan 24, 2013 at 9:28 PM, pilger pilger...@gmail.com wrote:

 Hey guys,


 I know his has been discussed before on the thread
 http://www.mail-archive.com/hlds@list.valvesoftware.com/msg47828.html,
 but my server has been plaged with massive lag spikes once every hour or
 so. Sometimes the lag is just a prolonged freeze and sometimes the server
 remains inacessible for 30 seconds.

 I've monitored the server's network during the events and it shows no
 problem whatsoever. I've also tried disabling metamod and sourcemod
 altogether but the problem sill occours.

 My host administrator told me that he hasn't noticed anything unusual
 with memory or CPU usage during the events either.

 The only thing associated with the problem is the solid occourence of a
 log entry about auth tickets everytime the server freezes or everybody see
 the red timeout timer on the upper right corner. The auth problem looks as
 following:

 *L 01/24/2013 - 20:16:15: STEAMAUTH: Client HunterBR received failure
 code 6
 L 01/24/2013 - 20:16:15: HunterBR88STEAM_0:0:*Red
 disconnected (reason Client left game (Steam auth ticket has been
 canceled))

 L 01/24/2013 - 17:46:15: STEAMAUTH: Client Dessa 50.cal received
 failure code 6
 L 01/24/2013 - 17:46:15: Dessa
 50.cal442STEAM_0:1:*Blue disconnected (reason Client
 left game (Steam auth ticket has been canceled))
 L 01/24/2013 - 17:46:15: STEAMAUTH: Client Firagonaut received failure
 code 6
 L 01/24/2013 - 17:46:15:
 Firagonaut438STEAM_0:1:*Red disconnected (reason
 Client left game (Steam auth ticket has been canceled))

 L 01/24/2013 - 23:23:33: STEAMAUTH: Client polar received failure code 6
 L 01/24/2013 - 23:23:33: polar244STEAM_0:0:*Red
 disconnected (reason Client left game (Steam auth ticket has been
 canceled))*


 Since it has nothing to do with network or plugins, I can't help but
 wonder the same thing people were wondering on
 http://www.mail-archive.com/hlds@list.valvesoftware.com/msg47828.html.
 What could be causing this? Can an auth ticket issue cause massive lag on a
 server? If not, what could be causing the lag and the auth ticket problem?

 Any help on this would be muchly appreciated since it has been drawing
 players out of the server since the beggining of the year already.


 Thanks in advance.

 _pilger


 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds




 ___
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 please visit:https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds



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Re: [hlds] Massive lag (5-30 seconds) associated with Steam auth ticket has been canceled

2013-01-24 Thread Essay Tew Phaun
Test IP: 69.147.224.122

On Thu, Jan 24, 2013 at 11:24 PM, List User l...@redspeedservers.comwrote:

  Essay, Are you located in the US or elsewhere? Test IP?

 Pilger, It might be the network. I've looked over the network carriers and
 the only non-Brazilian carrier is Cogent, which is known for terrible
 connections. If VALVe doesn't have any Steam servers in Steam, that may
 happen because Cogent is crap. So basically, my theory is, lost connection
 to steam for a bit = forget about other network connections and start
 dropping steam users to protect it from spoofing. Of course this all can be
 a coincidence and we will find out from Essay's setup whether it is
 providing he gives us the location of the servers and a test IP.


 On 1/24/2013 11:20 PM, Essay Tew Phaun wrote:

 We had the issue on one host and switched providers entirely. Now we're
 starting to have reports of the exact same thing as before. Different
 network entirely, brand new install and doesn't matter whether we're
 running MM:SM or not.

 On Thu, Jan 24, 2013 at 10:20 PM, List User l...@redspeedservers.comwrote:

  I checked a couple of TF2 servers we host for people and I don't see
 that, and these are pretty full servers.
 It may be the network, can you provide an IP so I can lookup the network?


 On 1/24/2013 10:16 PM, Essay Tew Phaun wrote:

 Yep.

 On Thu, Jan 24, 2013 at 10:12 PM, List User l...@redspeedservers.comwrote:

  What game are you seeing this on, TF2?


 On 1/24/2013 10:08 PM, Essay Tew Phaun wrote:

 This is very, very, VERY interesting to me. We have been battling small
 lag spikes on our server and clients timing out in bunches. Just yesterday
 everyone on our server timed out all at once. I submitted a ticket to
 support who said there was absolutely nothing wrong with the network.
 Nothing on the system points to a specific problem. We have also had
 players reporting the connection loss error randomly appearing in the upper
 right. I'm not sure if this would help matters or not but could you provide
 your provider and system specs/OS?

 On Thu, Jan 24, 2013 at 9:28 PM, pilger pilger...@gmail.com wrote:

 Hey guys,


 I know his has been discussed before on the thread
 http://www.mail-archive.com/hlds@list.valvesoftware.com/msg47828.html,
 but my server has been plaged with massive lag spikes once every hour or
 so. Sometimes the lag is just a prolonged freeze and sometimes the server
 remains inacessible for 30 seconds.

 I've monitored the server's network during the events and it shows no
 problem whatsoever. I've also tried disabling metamod and sourcemod
 altogether but the problem sill occours.

 My host administrator told me that he hasn't noticed anything unusual
 with memory or CPU usage during the events either.

 The only thing associated with the problem is the solid occourence of a
 log entry about auth tickets everytime the server freezes or everybody see
 the red timeout timer on the upper right corner. The auth problem looks as
 following:

 *L 01/24/2013 - 20:16:15: STEAMAUTH: Client HunterBR received failure
 code 6
 L 01/24/2013 - 20:16:15: HunterBR88STEAM_0:0:*Red
 disconnected (reason Client left game (Steam auth ticket has been
 canceled))

 L 01/24/2013 - 17:46:15: STEAMAUTH: Client Dessa 50.cal received
 failure code 6
 L 01/24/2013 - 17:46:15: Dessa
 50.cal442STEAM_0:1:*Blue disconnected (reason Client
 left game (Steam auth ticket has been canceled))
 L 01/24/2013 - 17:46:15: STEAMAUTH: Client Firagonaut received failure
 code 6
 L 01/24/2013 - 17:46:15:
 Firagonaut438STEAM_0:1:*Red disconnected (reason
 Client left game (Steam auth ticket has been canceled))

 L 01/24/2013 - 23:23:33: STEAMAUTH: Client polar received failure code
 6
 L 01/24/2013 - 23:23:33: polar244STEAM_0:0:*Red
 disconnected (reason Client left game (Steam auth ticket has been
 canceled))*


 Since it has nothing to do with network or plugins, I can't help but
 wonder the same thing people were wondering on
 http://www.mail-archive.com/hlds@list.valvesoftware.com/msg47828.html.
 What could be causing this? Can an auth ticket issue cause massive lag on a
 server? If not, what could be causing the lag and the auth ticket problem?

 Any help on this would be muchly appreciated since it has been drawing
 players out of the server since the beggining of the year already.


 Thanks in advance.

 _pilger


 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds




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Re: [hlds] Monthly bandwidth usage

2013-01-07 Thread Essay Tew Phaun
Once again, people have to really adjust these numbers. I am pretty sure
that the average server is not staying full 12-15 hours a day.

On Sun, Jan 6, 2013 at 9:53 PM, Yun Huang Yong gumby_li...@mooh.org wrote:

 My 24p servers:
   sv_minrate 3
   sv_minupdaterate 20
   sv_maxrate 8
   sv_maxupdaterate 66
   replays disabled

 I picked the min[update]rates based on settings I think are sensible and
 reasonable for my (Australian) player base.

 Average around 160kB/s when full.
 Min bandwidth 80kbps, max ~500kbps.

 160kB/s x 3600 seconds/hour x 12 hours/day x 30 days/month
   = 200GB/mo/server

 Full 15 hours/day =~ 260GB/mo.

 In practice for 2 servers which are on average full about 12-15 hours/day
 they use combined 550GB/month.

 I tend to budget 350GB/mo per 24p server because I don't want to go over,
 and I don't want to waste time fiddling with rate limits for the sake of a
 few $/mo.

 Despite earlier assertions regarding gameME it's not a significant
 contributor.  Logging barely uses 500MB/month if that.  All gameME does is
 use the UDP logger to export your log files (so you can look at your log
 file size for a rough idea), and then uses a bunch of RCON commands to do
 its announcements.  Even if you assumed gameME put an announcement for
 every single log line you might xfer double your log data size.  All up,
 less than 1% vs your player traffic.


 On 7/01/2013 1:19 PM, Essay Tew Phaun wrote:

 I don't think replays are enabled by default, are they? I figure the
 most accurate representation should be that of the default settings.
 It's like saying I could suck up 20 TB of bandwidth running a custom
 maps server with tons of maps. Of course users will have to account for
 extra bandwidth they intend to use.

 On Sun, Jan 6, 2013 at 7:43 PM, E. Olsen ceo.eol...@gmail.com
 mailto:ceo.eol...@gmail.com wrote:

 That is probably true if you don't plan to enable replays via FTP -
 but I run 21 servers with replay, and routinely see 12-14TB's of
 bandwidth usage per month.


 On Sun, Jan 6, 2013 at 7:18 PM, Doctor McKay li...@doctormckay.com
 mailto:li...@doctormckay.com** wrote:

 When did anyone mention ten servers? We’re only talking about
 one here.
 Even so, you most certainly don’t need 5-10 TB for ten 32-player
 servers. I work with someone who is running 4 32-slot servers
 (with fairly high rates), and only uses ~705 GB monthly. So
 you’ll need about 2 TB per 10 servers.
 Dr. McKay
 http://www.doctormckay.com
 *From:* HLDS Digest mailto:h...@wonkagaming.com
 *Sent:* Saturday, January 05, 2013 11:41 AM
 *To:* hlds@list.valvesoftware.com
 mailto:hlds@list.**valvesoftware.comhlds@list.valvesoftware.com
 
 *Subject:* [hlds] Monthly bandwidth usage

 5-10TB needed (you need 10 if your servers are filling you will
 be pushing roughly 189GB a day per each 10 32 person servers)

 --**--**
 

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Re: [hlds] TF2: mp_forceautoteam no longer working

2013-01-06 Thread Essay Tew Phaun
When he posted about his problem he didn't know what was causing the issue
so there was no way to know when he asked the question that it was due to
his custom plugin and therefore would relate nor affect anyone else.
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Re: [hlds] Monthly bandwidth usage

2013-01-06 Thread Essay Tew Phaun
I don't think replays are enabled by default, are they? I figure the most
accurate representation should be that of the default settings. It's like
saying I could suck up 20 TB of bandwidth running a custom maps server with
tons of maps. Of course users will have to account for extra bandwidth they
intend to use.

On Sun, Jan 6, 2013 at 7:43 PM, E. Olsen ceo.eol...@gmail.com wrote:

 That is probably true if you don't plan to enable replays via FTP - but I
 run 21 servers with replay, and routinely see 12-14TB's of bandwidth usage
 per month.


 On Sun, Jan 6, 2013 at 7:18 PM, Doctor McKay li...@doctormckay.comwrote:

   When did anyone mention ten servers? We’re only talking about one here.

 Even so, you most certainly don’t need 5-10 TB for ten 32-player servers.
 I work with someone who is running 4 32-slot servers (with fairly high
 rates), and only uses ~705 GB monthly. So you’ll need about 2 TB per 10
 servers.

 Dr. McKay
 http://www.doctormckay.com


  *From:* HLDS Digest h...@wonkagaming.com
 *Sent:* Saturday, January 05, 2013 11:41 AM
 *To:* hlds@list.valvesoftware.com
 *Subject:* [hlds] Monthly bandwidth usage

 5-10TB needed (you need 10 if your servers are filling you will be
 pushing roughly 189GB a day per each 10 32 person servers)

 --
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Re: [hlds] Server Crashs

2013-01-03 Thread Essay Tew Phaun
Replying to this older topic because now clients are reporting that they're
getting this on our servers and I believe it is the cause of some lag
issues.

On Sun, Dec 23, 2012 at 9:36 PM, David Unreal unre...@usegaming.com wrote:

 Is anybody getting

 Particles: maximum verts exceeded:

 Errors after the xmas update?


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Re: [hlds] TF2 MOTD Browser

2012-12-20 Thread Essay Tew Phaun
Pizza,

We started out using Pinion and have used it for several months. Guess how
highly our most popular server is ranked? Top 25 :) on GameTracker. I do
tend to agree that Pinion is now excessive but don't try and paint everyone
the same way. Pinion helped to get us off the ground and now we have a
reliable amount of regulars and donors so we could afford to remove Pinion
if we had to (Which we ultimately did).
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Re: [hlds] TF2 MOTD Browser

2012-12-19 Thread Essay Tew Phaun
Incredibly annoying. I get the same issue, please fix.
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Re: [hlds] TF2 MOTD Browser

2012-12-19 Thread Essay Tew Phaun
Then expect to not get paid anything. Pick your poison.

On Wed, Dec 19, 2012 at 5:35 PM, AeroliteGaming.com 
ad...@aerolitegaming.co.uk wrote:

  I am using Pinion but there is no way in hell I'll be using their plugin
 to do that.


 On 19/12/2012 22:34, [BT]Black V wrote:

 Agreed


 On Thu, Dec 20, 2012 at 11:25 AM, ics i...@ics-base.net wrote:

  Go ahead and put that advertisement crap running and see how your
 players flee to servers that do not force that thing to players screen.
 Leaves more players for the rest of us running servers.

 -ics

 20.12.2012 0:04, David Unreal kirjoitti:

 Yeah I noticed that sometime it just takes a few sec to load. However, in
 terms of pinion ads, there will be a new system for them enforced that may
 cause server owners to force you to want the whole ad. The idea is that
 they will only pay for ads that have been completely watched. Anyways, what
 is the URL you are trying to McKay? Maybe its an error with the page?
 On Dec 19, 2012 4:59 PM, byteframe bytefr...@gmail.com wrote:

 I might add that sometimes if you wait (several) seconds, it _might_
 appear. I tend to click as fast as I can so as not to see the pinion ads.
 Client side issue for sure, though.

 On Wed, Dec 19, 2012 at 7:16 AM, Essay Tew Phaun sc2p...@gmail.comwrote:

 Incredibly annoying. I get the same issue, please fix.

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 Cheers

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Re: [hlds] TF2 MOTD Browser

2012-12-19 Thread Essay Tew Phaun
Yeah we had to drop Pinion with the recent changes. If you don't force your
players to watch 85% of the ads you can bet your last dollar that they
won't elect to watch them. I doubt many communities are going to meet that
60% requirement and won't be purchased at all. Would really suck to show
ads and not even make a nickel off of it. Glad I bailed.

On Wed, Dec 19, 2012 at 5:55 PM, ics i...@ics-base.net wrote:

  Been running servers 7+ years without getting paid for anything. Doing
 just fine without adds and donations too.

 To David: I'm perfectly calm. The message was supposed to cause a bit
 discussion as i was sure some will bite on it. But it's the same for me
 what others do and run on their servers. It was just a friendly warning
 that adds will cause players to leave if they are too noisy.

 -ics

 20.12.2012 0:36, Essay Tew Phaun kirjoitti:

 Then expect to not get paid anything. Pick your poison.

 On Wed, Dec 19, 2012 at 5:35 PM, AeroliteGaming.com 
 ad...@aerolitegaming.co.uk wrote:

  I am using Pinion but there is no way in hell I'll be using their
 plugin to do that.


 On 19/12/2012 22:34, [BT]Black V wrote:

 Agreed


 On Thu, Dec 20, 2012 at 11:25 AM, ics i...@ics-base.net wrote:

  Go ahead and put that advertisement crap running and see how your
 players flee to servers that do not force that thing to players screen.
 Leaves more players for the rest of us running servers.

 -ics

 20.12.2012 0:04, David Unreal kirjoitti:

 Yeah I noticed that sometime it just takes a few sec to load. However,
 in terms of pinion ads, there will be a new system for them enforced that
 may cause server owners to force you to want the whole ad. The idea is that
 they will only pay for ads that have been completely watched. Anyways, what
 is the URL you are trying to McKay? Maybe its an error with the page?
 On Dec 19, 2012 4:59 PM, byteframe bytefr...@gmail.com wrote:

 I might add that sometimes if you wait (several) seconds, it _might_
 appear. I tend to click as fast as I can so as not to see the pinion ads.
 Client side issue for sure, though.

 On Wed, Dec 19, 2012 at 7:16 AM, Essay Tew Phaun sc2p...@gmail.comwrote:

 Incredibly annoying. I get the same issue, please fix.

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 Cheers

 Terry Wrennall


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Re: [hlds] TF2 MOTD Browser

2012-12-19 Thread Essay Tew Phaun
Yeah these are some good points. Dedicated players won't really mind doing
this. Another thing is that if you run 24/7 map servers (Like we do) we
rotate less often, which is every 3 hours just to keep things running
decently. I think if you have a well established community the
advertisements from Pinion could still work. We get a lot of Quickplay
traffic and have built our regulars from Quickplay almost entirely. Most
are just passer-bys but we've gotten some great members from it.

On Wed, Dec 19, 2012 at 6:24 PM, BOOM! Gaming Support 
supp...@boomgaming.net wrote:

 After running Valve game servers for 8 years and NEVER receiving enough
 donations to cover all my expenses, I started using Pinion 3 months ago.
 The ads now allow me to break even and save the $150.00/mo I've always paid
 out of pocket. 

 ** **

 When I saw that Pinion wanted to raise the minimum ad viewing time for
 players, I initially responded as many of you are and said That does it! I
 knew it wouldn't last. But this feeling ended up being very premature. The
 first thing I did was to announce to our community that this change was
 coming and that I needed their support to make it successful. I explained
 to them that by viewing 15 seconds of ads every time the map rotated (in
 essence about once about every 30-45 mins),  they were in effect supporting
 their servers and their community in the form of a donation that they could
 otherwise not afford. In return, I did not receive a single negative
 response from anyone, in fact, the support and understanding of this was
 terrific. Many people actually told me that had they known a longer view of
 the ads draws more money for support, they would have viewed the entire ad
 to help even more, every time it's played. So in esssence, by putting ads
 on my servers, I was actually giving players a way to donate where they
 never could afford it before, I love that.

 ** **

 I decided to give it a try and thankfully my servers have remained full
 just as they always have been. So asking people to view a 15-second ad is
 not big deal to your faithful players, especially if it helps relieve the
 finanical strain many of us burdon alone. 

 ** **

 Transient (Quickplay and the like) gamers have always been notoriously
 disloyal to servers. Would-be complainers aren't really important to me
 because they never do shit to help the community anyway, they just suck off
 the community and expect everything to be paid for by the money and sweat
 of other people like all of you Admins. So if they leave, who cares.

 ** **

 Just my two cents,

 Mike Vail

 ** **

 ** **

 ** **

 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *Essay Tew Phaun
 *Sent:* Wednesday, December 19, 2012 2:58 PM
 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] TF2 MOTD Browser

 ** **

 Yeah we had to drop Pinion with the recent changes. If you don't force
 your players to watch 85% of the ads you can bet your last dollar that they
 won't elect to watch them. I doubt many communities are going to meet that
 60% requirement and won't be purchased at all. Would really suck to show
 ads and not even make a nickel off of it. Glad I bailed.

 On Wed, Dec 19, 2012 at 5:55 PM, ics i...@ics-base.net wrote:

 Been running servers 7+ years without getting paid for anything. Doing
 just fine without adds and donations too.

 To David: I'm perfectly calm. The message was supposed to cause a bit
 discussion as i was sure some will bite on it. But it's the same for me
 what others do and run on their servers. It was just a friendly warning
 that adds will cause players to leave if they are too noisy.

 -ics

 20.12.2012 0:36, Essay Tew Phaun kirjoitti:

 Then expect to not get paid anything. Pick your poison.

 On Wed, Dec 19, 2012 at 5:35 PM, AeroliteGaming.com 
 ad...@aerolitegaming.co.uk wrote:

 I am using Pinion but there is no way in hell I'll be using their plugin
 to do that. 



 On 19/12/2012 22:34, [BT]Black V wrote:

 Agreed

 ** **

 On Thu, Dec 20, 2012 at 11:25 AM, ics i...@ics-base.net wrote:

 Go ahead and put that advertisement crap running and see how your players
 flee to servers that do not force that thing to players screen. Leaves more
 players for the rest of us running servers.

 -ics

 20.12.2012 0:04, David Unreal kirjoitti:

 Yeah I noticed that sometime it just takes a few sec to load. However, in
 terms of pinion ads, there will be a new system for them enforced that may
 cause server owners to force you to want the whole ad. The idea is that
 they will only pay for ads that have been completely watched. Anyways, what
 is the URL you are trying to McKay? Maybe its an error with the page?

 On Dec 19, 2012 4:59 PM, byteframe bytefr...@gmail.com wrote:

 I might add that sometimes if you wait (several) seconds, it _might_
 appear. I tend to click

Re: [hlds] Quickplay settings for TF2 Halloween

2012-10-26 Thread Essay Tew Phaun
Hehe, this should be fun :)
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Re: [hlds] Mandatory TF2, DoD:S, and HL2:DM updates released

2012-10-26 Thread Essay Tew Phaun
Merasmus just spun the wheel for the crash card.

Meeeasmus, CRSH CARD!!! *Evil Laughter*
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Re: [hlds] Quickplay settings for TF2 Halloween

2012-10-26 Thread Essay Tew Phaun
Maybe his steam auth ticket got cancelled ;)

Just kidding, no idea. Didn't experience that issue.
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Re: [hlds] Another mandatory TF update coming in an hour or so

2012-09-21 Thread Essay Tew Phaun
Anyone had any crashing issue? All my servers are up but 2 went down right
at the same time, weird.

On Fri, Sep 21, 2012 at 7:19 PM, Daniel Barreiro 
smelly.feet.you.h...@gmail.com wrote:

 Yeah, the server's beta quickplay.


 On Fri, Sep 21, 2012 at 7:18 PM, 1nsane 1nsane...@gmail.com wrote:

 Probably depends on which quickplay. There's 2. Beta and old. In Beta
 quickplay I can not get into a game because they are all full :P.

 On Fri, Sep 21, 2012 at 7:14 PM, Daniel Barreiro 
 smelly.feet.you.h...@gmail.com wrote:

 My server that's always empty is full.  It was filled by quickplay, so
 are you sure it affects all?

 On Fri, Sep 21, 2012 at 6:42 PM, Fletcher Dunn 
 fletch...@valvesoftware.com wrote:

  There is a bug causing all gameservers to report that they are
 “full”, preventing them from receiving matchmaking traffic.

 ** **

 It should be a small patch, and will be available in about an hour or
 so.

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Re: [hlds] Another mandatory TF update coming in an hour or so

2012-09-21 Thread Essay Tew Phaun
I'd like to add that they're actually just hanging and not full out
crashing so nemrun isn't restarting them.

On Fri, Sep 21, 2012 at 7:19 PM, Essay Tew Phaun sc2p...@gmail.com wrote:

 Anyone had any crashing issue? All my servers are up but 2 went down right
 at the same time, weird.


 On Fri, Sep 21, 2012 at 7:19 PM, Daniel Barreiro 
 smelly.feet.you.h...@gmail.com wrote:

 Yeah, the server's beta quickplay.


 On Fri, Sep 21, 2012 at 7:18 PM, 1nsane 1nsane...@gmail.com wrote:

 Probably depends on which quickplay. There's 2. Beta and old. In Beta
 quickplay I can not get into a game because they are all full :P.

 On Fri, Sep 21, 2012 at 7:14 PM, Daniel Barreiro 
 smelly.feet.you.h...@gmail.com wrote:

 My server that's always empty is full.  It was filled by quickplay, so
 are you sure it affects all?

 On Fri, Sep 21, 2012 at 6:42 PM, Fletcher Dunn 
 fletch...@valvesoftware.com wrote:

  There is a bug causing all gameservers to report that they are
 “full”, preventing them from receiving matchmaking traffic.

 ** **

 It should be a small patch, and will be available in about an hour or
 so.

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Re: [hlds] Another mandatory TF update coming in an hour or so

2012-09-21 Thread Essay Tew Phaun
Ah, yes, woops.

On Fri, Sep 21, 2012 at 7:20 PM, Essay Tew Phaun sc2p...@gmail.com wrote:

 I'd like to add that they're actually just hanging and not full out
 crashing so nemrun isn't restarting them.


 On Fri, Sep 21, 2012 at 7:19 PM, Essay Tew Phaun sc2p...@gmail.comwrote:

 Anyone had any crashing issue? All my servers are up but 2 went down
 right at the same time, weird.


 On Fri, Sep 21, 2012 at 7:19 PM, Daniel Barreiro 
 smelly.feet.you.h...@gmail.com wrote:

 Yeah, the server's beta quickplay.


 On Fri, Sep 21, 2012 at 7:18 PM, 1nsane 1nsane...@gmail.com wrote:

 Probably depends on which quickplay. There's 2. Beta and old. In Beta
 quickplay I can not get into a game because they are all full :P.

 On Fri, Sep 21, 2012 at 7:14 PM, Daniel Barreiro 
 smelly.feet.you.h...@gmail.com wrote:

 My server that's always empty is full.  It was filled by quickplay, so
 are you sure it affects all?

 On Fri, Sep 21, 2012 at 6:42 PM, Fletcher Dunn 
 fletch...@valvesoftware.com wrote:

  There is a bug causing all gameservers to report that they are
 “full”, preventing them from receiving matchmaking traffic.

 ** **

 It should be a small patch, and will be available in about an hour or
 so.

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Re: [hlds] Replays and server crash on level change

2012-09-07 Thread Essay Tew Phaun
Well, we have replays disabled and still have clients crashing on map
change. Though, it kind of sounds like different issues.
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Re: [hlds] Mandatory TF2, DoD:S, and HL2:DM updates released

2012-09-06 Thread Essay Tew Phaun
Yeah, can you fill us in on a little details of what the performance
improvements were?

Thanks
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[hlds] Connection to Steam servers lost. (Result = 3)

2012-08-31 Thread Essay Tew Phaun
Just got this on all 8 of our servers and every single player on every
server got disconnected. Can anyone else confirm this as happening to them?
Happened at about 3:30 PM EST.
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Re: [hlds] Engine Error: Host_Error: Overflow... still present

2012-08-20 Thread Essay Tew Phaun
The coffee pot in their offices shouldn not even drip the first drop before
they post in response to what they've left us to deal with the past few
days.
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Re: [hlds] [hlds_linux] Mandatory TF2 update coming later today

2012-08-20 Thread Essay Tew Phaun
Does this resolve clients getting stuck when connecting with Retrieving
Server Info and then a net_convar error?
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Re: [hlds] Netchannel: failed reading message net_SetConVar

2012-08-19 Thread Essay Tew Phaun
Nothing you can do but wait I guess. It goes away I've heard on map change
or server reload and then comes back. Seems like it could be brutal on our
server scores but I bet they won't be rolled back at all or anything done
to compensate for it.
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Re: [hlds] Tying IP to hostname.

2012-08-19 Thread Essay Tew Phaun
No one will ever have the same issue so it was a good idea not to include
the solution.
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Re: [hlds] Netchannel: failed reading message net_SetConVar

2012-08-19 Thread Essay Tew Phaun
On Sun, Aug 19, 2012 at 10:21 PM, E. Olsen ceo.eol...@gmail.com wrote:

 Quite a few are having that problem since the last update - we are waiting
 on a patch *Monday.*



Fixed.
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Re: [hlds] Netchannel: failed reading message net_SetConVar

2012-08-19 Thread Essay Tew Phaun
Frankly, I do. Our servers have been insufferable these past few days and
the constant reporting of crashing issues we can't resolve have been too.
I'll take that chance, *again*.
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Re: [hlds] Clients getting Netchannel: failed reading message net_SetConVar from ip address

2012-08-18 Thread Essay Tew Phaun
Getting it as well. I and several other members can't even connect to our
own servers. Hopefully we don't have to wait all weekend for a fix for this.
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Re: [hlds] [hlds_linux] Full servers, but not?

2012-08-18 Thread Essay Tew Phaun
I'm more concerned about the specific days they like to launch big updates
on. It seems to me it would be easier to tease updates with blog posts on
the weekends and release on Monday than it is to start teasing on Monday,
release on Wednesday/Thursday/Friday and wind up having to stay around on
the weekend to fix the issues anyway.

Releasing earlier in the week gives them more of a chance to fix the issues
before the weekend hits.
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[hlds] Quickplay broken?

2012-08-01 Thread Essay Tew Phaun
10 people playing on a server with a good standing, upward fast and a good
quickplay score. We played together for 30 minutes, no surge of quickplay
players?

Steam update effect it or something?
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Re: [hlds] Quickplay broken?

2012-08-01 Thread Essay Tew Phaun
And before anyone replies *affect. I know the difference.
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Re: [hlds] Policy of Truth Still in effect? Fast Respawn without tags OK?

2012-07-31 Thread Essay Tew Phaun
Yeah this kind of thing I consider a 'minor' violation. Similar to someone
winding up on a Saxton Hale server and it's on a stock map. It'd be really
hard for them to actively monitor for this. Fake players on the other hand..

I've sent several reports to Fletcher about some servers and he has
acknowledged that they're indeed looking in to it, but I've got to wonder
if they are, because I have no idea how a community can violate this policy
with such active highly ranked servers for so long and get away with it.

Not to derail the thread though, but I guess what I'm getting at is if Fake
Players takes as long as it does to be acted upon then you can guarantee
yourself that a spawn modification will take that much longer. I don't
really fault valve for it as they have so many reports to act on, but
popular communities who have grown to such a level and have been reported
so many times shouldn't be allowed to continue doing what they've been
doing.
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Re: [hlds] Policy of Truth Still in effect? Fast Respawn without tags OK?

2012-07-31 Thread Essay Tew Phaun
I think he was just saying the ones that do not modify the tags correctly
are breaking the rules.



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Re: [hlds] Policy of Truth Still in effect? Fast Respawn without tags OK?

2012-07-31 Thread Essay Tew Phaun
I'd generally agree with you on everything other than fake players that are
specifically designed to FOOL the system that decides whether players
should be sent to it in the first place. No players? No problem, we'll load
Fake Players. If no one reports those servers for breaking a policy,
nothing gets done about it. People are perfectly within their rights to
focus on servers abusing the system. Admins are perfectly within their
rights to report other communities for abusing it. Everyone being
indifferent to the problems doesn't help matters.

Like I said, I agree about the whole 'let the experience and users dictate
the server popularity'. I do not agree that owners of servers should ignore
other server owners abusing the policy.
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Re: [hlds] Policy of Truth Still in effect? Fast Respawn without tags OK?

2012-07-31 Thread Essay Tew Phaun
Olsen, it sounds more to me like you've been building your community for a
while, possibly even before Quickplay and have a very solid group of
players. Nowadays, most veteran TF2 players have their own community
servers they visit. I'd wager a guess to say it's nearly impossible to
build a server from the ground up at this point in TF2's lifetime without
Quickplay.

I'm not sure what you mean when you say it's not impossible as modifying
the respawn times with Quickplay disqualifies you from it completely. So
yes, it is impossible. I think that's the problem he has with servers being
able to modify Quickplay tag with WoZers plugin (That doesn't modify the
tag) and his servers. He's saying he'd like to just be Quickplay capable
and modify the respawn timers without a plugin.



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Re: [hlds] Policy of Truth Still in effect? Fast Respawn without tags OK?

2012-07-31 Thread Essay Tew Phaun
Yeah I kind of feel like an outright ban for the spawn timing thing is
slightly overkill. But, at the same time, this policy has been in place
long enough to where you would think there aren't any Admins/Owners who
aren't aware of it. That seems to make it more of a foul in my opinion.

What I'm really against are the servers who benefit from Quickplay by
utilizing Fake Clients that trick the system in to thinking humans are
actually playing. SteamIDs, Avatars, Pings, the works. This is the kind of
offense that should have a no tolerance policy.

Most other settings, I feel, should be fair game (I know it's not that way,
and while it isn't, servers should adhere) but I am with Olsen in that the
community will dictate what they want to play. I think Valve just doesn't
want players to get the wrong idea by joining some server with instant
respawns, etc. But does it really matter? They're already being throw in to
Saxton Hale servers and the like. I think it's about time to relax those
policies and let the community decide what they like to play.
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Re: [hlds] Policy of Truth Still in effect? Fast Respawn without tags OK?

2012-07-31 Thread Essay Tew Phaun
You're making the assumption that because people are here complaining about
servers and communities breaking a policy that we have servers dead 24/7.

It's just quite annoying having communities outright breaking the policy,
getting reported (multiple times) and still nothing is done about it. I
know things like spawn timings and all might be a lot more difficult to
handle and I'm sure has a ton more violators, but a big community abusing
the heck out of fake clients shouldn't be hard to see. Jump on, watch the
botty behavior, check status. It shouldn't take months to happen. At least,
not in my opinion.
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Re: [hlds] Policy of Truth Still in effect? Fast Respawn without tags OK?

2012-07-31 Thread Essay Tew Phaun
Well, I'm too good to die 40 times in a row, so there would be no way for
me to figure out.

:)
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Re: [hlds] Policy of Truth Still in effect? Fast Respawn without tags OK?

2012-07-31 Thread Essay Tew Phaun
Should probably stop. This thread has a lot of valid complaints and some
good thoughts. Let's not ruin it completely.
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Re: [hlds] Policy of Truth Still in effect? Fast Respawn without tags OK?

2012-07-31 Thread Essay Tew Phaun
There are reports of it. I think I googled it some time ago and it's been a
bug for a few years now. It happens if you set the bots to join the server
without humans. Let me see if I can find it.

http://forum.i3d.net/hlds-valve-windows-newsletter/153873-hlds-bug-bots-attack-defense-respawn-times.html

Back from 2010.
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Re: [hlds] Policy of Truth Still in effect? Fast Respawn without tags OK?

2012-07-31 Thread Essay Tew Phaun
Lotus and Skial both run clean servers. I can personally vouch for Lotus as
I not long ago played there all the time. Some other communities though, on
the other hand..

Let's just hope Fletcher and Co do something about the reports I and others
have made sooner rather than later.
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Re: [hlds] Handling server crashes the smart way

2012-07-30 Thread Essay Tew Phaun
Interesting. I'm running SRCDS on RT in Linux and occasionally props will
be missing on a map, doors won't open and the cart will sometimes stop
moving. Could this be the cause of it (Not trying to hijack the thread,
just curious)

On Mon, Jul 30, 2012 at 5:23 AM, Lorne Mock blyte_sc...@hotmail.com wrote:

  correction


 Setting on high can cause all kinds of strange things to happen

 should read

  Setting on real-time can cause all kinds of strange things to happen

 need to proof read my posts a little better ...  sorry

 --
 From: blyte_sc...@hotmail.com
 To: hlds@list.valvesoftware.com
 Date: Mon, 30 Jul 2012 07:17:34 -0500
 Subject: Re: [hlds] Handling server crashes the smart way


  The only thing I notice is the cpu process priority. It should be set
 no greater than high.
 If set on real-time priority the process will be competing for CPU time
 with the system/hardware drivers

 Setting on high can cause all kinds of strange things to happen, like
 driver corruption and HDD faults to name a few.
 This is most likely the reason  Windows becomes unstable.

  Set it above-normal or high never on real-time priority.

 Hope this helps clear things up for you.

 Lorne M.
  aka Blyte

 --
 Date: Sun, 29 Jul 2012 16:19:22 -0300
 From: garcia.bru...@gmail.com
 To: hlds@list.valvesoftware.com
 Subject: [hlds] Handling server crashes the smart way

 Hello,

 I'm running a CS: S server on a windows 2003 server computer. I know that
 it's outdated, and windows is highly unstable at times, but I've been
 getting a lot of server crashes for the last two weeks and with each crash
 comes a dump file. These dump files don't appear to hold many information
 about the crash, pretty useless to me.
 But they must be there for a reason. So I was wondering if there's a
 'smart' way to pin-point at what instance the srcds crashed.

 I'll leave some dox about the server that I'm running, maybe you'll find
 something 'un-usual'


 Windows 2003 Server
 Counter-Strike: Source dedicated server
 Running process with all cpus (process affinity)
 Running on RealTime priority (might change it to High)

 Addons:
 Mani Admin System
 Mattie's Eventscripts
 DAF DoS Fix (Blocks flood of server queries to the server)

 Any help is appreciated



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Re: [hlds] TF2 Server with WordPress Sites Hacked Help

2012-07-23 Thread Essay Tew Phaun
Was Wordpress fully up to date? Did you have a lot of 3rd party mods
installed? How many people did you give Administrator to? Did you setup
htaccess rules for the sensitive directories?
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Re: [hlds] TF2 Server with WordPress Sites Hacked Help

2012-07-22 Thread Essay Tew Phaun
I had a site few months ago that had Wordpress. It got hacked, I stopped
using Wordpress.

On Sun, Jul 22, 2012 at 10:14 PM, Damon Reece deman.r...@gmail.com wrote:

 A password would be a good start.


 On Mon, Jul 23, 2012 at 2:31 PM, ozgamingdot...@gmail.com 
 ozgamingdot...@gmail.com wrote:

  Recently my TF2 server was hacked. It had a few sites on it, WordPress
 sites, need I say more..

 Can anyone recommend an inexpensive but secure solution to install on
 this TF2/WordPress server that can prevent someone from installing
 Malware/JavaScripts and Re-Directs again?

 Since It's a little on the time consuming side to download the entire
 public_html, scan it clean and restore it. Please don't school me on
 WordPress, already been there.

 I appreciate any urls or suggestions anyone may have on free or
 in-expensive security software for a web host/game server.

 Thanks,
 Oz | pc.

 On 7/22/2012 11:51 PM, Cc2iscooL wrote:

 Try downloading a default server, run it as default with default configs
 (change name or something). See if server shows. If server shows, issue is
 with plugin/configuration/installation. We would have had a lot more
 complaints already on the boards if servers weren't showing up on the
 listing, even on DoD:S.

 On Sun, Jul 22, 2012 at 9:45 PM, PAL-18 pal...@zombiegamer.net wrote:

 I noticed something else that is odd; only my windows servers are
 suffering from this.  I have 5 servers on my Linux box and none of them
 have this happening.

 Could a valve employee comment on this?  Maybe something is messed up in
 the windows code.


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Re: [hlds] TriggerBot/Prediction hack(Crit hack/No spread) detection plugin

2012-07-21 Thread Essay Tew Phaun
Has Valve fixed the crit exploit yet?
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Re: [hlds] New TF quickplay in beta

2012-07-20 Thread Essay Tew Phaun
So just to be 100% clear, if the first player joins the server from a
non-beta matchmaking source (Browser or current Quickplay) ONLY the beta
matchmaking will not send new players, correct? Regular Quickplay will not
treat the server as full? I read it as this, but I want to be extra sure
before I enable it.
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Re: [hlds] TF2 Quickplay Issue

2012-07-16 Thread Essay Tew Phaun
Anyway, still seems to be happening.
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Re: [hlds] TF2 Quickplay Issue

2012-07-15 Thread Essay Tew Phaun
 Hunter l...@ozzyfurocity.net
  wrote:
 
  Forgive me for sounding naive, but how do you know your server is highly
  ranked? Last I checked you could only check server standing and the rank
  trend (up or down).
 
 
 
  I also understand that the ranks are scores and scores are comparative
  not absolute, so you'd personally need to know the position of every
  other server to know your own.
 
 
 
  -Leon
 
 
 
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.comhlds-boun...@list.valvesoftware.com]
 On Behalf Of Essay Tew Phaun
  Sent: Sunday, 15 July 2012 11:15 AM
 
 
  To: Half-Life dedicated Win32 server mailing list
 
  Subject: Re: [hlds] TF2 Quickplay Issue
 
 
 
  Always possible, but we have a very highly ranked server experiencing
  this issue.
 
  On Sat, Jul 14, 2012 at 6:40 PM, Cc2iscooL cc2isc...@gmail.com wrote:
 
  May sound silly but with the pyro update I bet there are an over
  saturation of servers and the update hype has died down meaning more
  empty or not quite full servers. Happens near every major update.
 
  On Jul 14, 2012 9:31 PM, Essay Tew Phaun sc2p...@gmail.com wrote:
 
  Same issue here. It is topping out in the mid teens on all of our
  servers.
 
  On Sat, Jul 14, 2012 at 3:40 PM, AeroliteGaming.com
  ad...@aerolitegaming.co.uk wrote:
 
  You lot are lucky you can even get yours to fill. We have about 16
  people on and quizkplay still doesnt kick in.
 
 
 
  On 14/07/2012 23:37, Dominik Friedrichs wrote:
 
  My servers also wouldnt fill at some points during the last few days,
  without any obvious reason. Restarting seemed to fix this, and my
  feeling is that its quickplay related, even though the login and
  everything seems to be ok according to the logs...
 
  On 2012/07/15 00:08, Devin O'Malley wrote:
 
  Hey all,
 
  I don't often post here, but this time I felt it was important. I help
  managed some TF2 servers, but I notice that as of late Quickplay has
  become less reliable. It disconnects more often, and sometimes even
  requires a server reboot to fix. More importantly, since the most recent
  updates on the 11th and 13th of July, Quickplay no longer fills the
  server. It works up until around 16-19 players, and then it dies out
  without helping the server reach 21-24 (the server maximums). Has anyone
  else noticed this?
 
  Is there any way to check if it is actually working?
 
 
  Thank you for your time,
  Devin O'Malley
 
 
 
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  ---
 
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  http://steamcommunity.com/id/demanrisu%3E%A0;
 | Piki Geek
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Re: [hlds] Is the policy of truth still going?

2012-07-15 Thread Essay Tew Phaun
It's still the same. If you don't create a unique enough or engaging
experience, people won't favorite you and instead click Play Now again
next time and on to the next server they go. It just made the game more
easily accessible to newer players and does the work of the server browser
more elegantly.

On Sun, Jul 15, 2012 at 10:28 AM, E. Olsen ceo.eol...@gmail.com wrote:

 Personally, I think quickplay has caused more problems than it has solved
 - primarily causing some server operators to rely on it almost exclusively
 to get their servers going every day. The only true long-term way to build
 consistent traffic is by having a group of like-minded people who are
 interested in the success of your community/servers who will seed those
 servers (i.e. play on low-population servers to get them going) each and
 every day. Without that, you will always be at the mercy of both a system,
 and an anonymous/fickle traffic pool over which you have zero control. It's
 almost ridicuous to me to read complaints about how quickplay isn't
 filling my servers anymore!! when those of us who have been doing this for
 years actually had to work to provide something of value to get players to
 take note of our servers, favorite them, and keep them coming back.

 How many people complaining about quicklplay have held special events, ran
 tournaments, or created custom game modes/plugins/services not available
 anywhere else to make your servers stand out? If your only complaint is *I've
 made my servers as plain as possible, yet quickplay still won't fill them*.
 , then I suppose I have to ask what exactly you have to offer than Valve's
 hundreds of servers do not?

 I would actually prefer quickplay's settings to be more weighted towards
 established, seasoned servers that maintain a high server score, as opposed
 to randomly throwing players at servers that meet vanilla specs. That
 would both reward server operators that maintain high-quality servers that
 attract long-term players, AND force new server operators to actually do
 some traffic building, as opposed just to throwing up a dozen vanilla boxes
 and pressing the quickplay easy button to try and fill them.

 Don't get me wrong, I'm not looking down my nose at new server operators,
 or those that prefer vanilla-style gameplay. My point is - quickplay is a
 crutch, not a solution. If you can't fill your servers without it, then you
 are probably wasting your time.


 On Sun, Jul 15, 2012 at 12:56 PM, gamead...@127001.org wrote:

 I’m sorry, but you’re talking mince.  Hat effects are not and never have
 been an issue.  The issue is falsely representing servers, especially by
 making gameplay changes without the corresponding tag change.  i.e.
 changing the respawn times, gravity, random crits etc. and also not
 changing the tags, especially for tags which affect quickplay eligibility.
 Valve don’t give a shit about hat effects.

 ** **

 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *Cameron Munroe
 *Sent:* 15 July 2012 02:00
 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] Is the policy of truth still going?

 ** **

 Eventually people will learn and just blacklist your server. The biggest
 thing is that valve will eventually realize that players are just leaving
 before 15 minutes and throw your server into the deep hole that you will
 never come out of, but yes I do understand where you are coming from.

 Valve wont do anything to most of the servers that are hacking as they
 are too important to be removed, i.e. lotusclan. They run still to this
 day with the hat effects that if I tried to run would get a big no no from
 Valve.

 So yeah, valve is picking favorites and I understand why as well.

 

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Re: [hlds] TF2 Quickplay Issue

2012-07-14 Thread Essay Tew Phaun
Same issue here. It is topping out in the mid teens on all of our servers.

On Sat, Jul 14, 2012 at 3:40 PM, AeroliteGaming.com 
ad...@aerolitegaming.co.uk wrote:

 You lot are lucky you can even get yours to fill. We have about 16 people
 on and quizkplay still doesnt kick in.


 On 14/07/2012 23:37, Dominik Friedrichs wrote:

 My servers also wouldnt fill at some points during the last few days,
 without any obvious reason. Restarting seemed to fix this, and my feeling
 is that its quickplay related, even though the login and everything seems
 to be ok according to the logs...

 On 2012/07/15 00:08, Devin O'Malley wrote:

 Hey all,

 I don't often post here, but this time I felt it was important. I help
 managed some TF2 servers, but I notice that as of late Quickplay has
 become less reliable. It disconnects more often, and sometimes even
 requires a server reboot to fix. More importantly, since the most recent
 updates on the 11th and 13th of July, Quickplay no longer fills the
 server. It works up until around 16-19 players, and then it dies out
 without helping the server reach 21-24 (the server maximums). Has anyone
 else noticed this?

 Is there any way to check if it is actually working?


 Thank you for your time,
 Devin O'Malley



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Re: [hlds] TF2 Quickplay Issue

2012-07-14 Thread Essay Tew Phaun
Always possible, but we have a very highly ranked server experiencing this
issue.

On Sat, Jul 14, 2012 at 6:40 PM, Cc2iscooL cc2isc...@gmail.com wrote:

 May sound silly but with the pyro update I bet there are an over
 saturation of servers and the update hype has died down meaning more empty
 or not quite full servers. Happens near every major update.
 On Jul 14, 2012 9:31 PM, Essay Tew Phaun sc2p...@gmail.com wrote:

 Same issue here. It is topping out in the mid teens on all of our servers.

 On Sat, Jul 14, 2012 at 3:40 PM, AeroliteGaming.com 
 ad...@aerolitegaming.co.uk wrote:

 You lot are lucky you can even get yours to fill. We have about 16
 people on and quizkplay still doesnt kick in.


 On 14/07/2012 23:37, Dominik Friedrichs wrote:

 My servers also wouldnt fill at some points during the last few days,
 without any obvious reason. Restarting seemed to fix this, and my feeling
 is that its quickplay related, even though the login and everything seems
 to be ok according to the logs...

 On 2012/07/15 00:08, Devin O'Malley wrote:

 Hey all,

 I don't often post here, but this time I felt it was important. I help
 managed some TF2 servers, but I notice that as of late Quickplay has
 become less reliable. It disconnects more often, and sometimes even
 requires a server reboot to fix. More importantly, since the most
 recent
 updates on the 11th and 13th of July, Quickplay no longer fills the
 server. It works up until around 16-19 players, and then it dies out
 without helping the server reach 21-24 (the server maximums). Has
 anyone
 else noticed this?

 Is there any way to check if it is actually working?


 Thank you for your time,
 Devin O'Malley



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