Re: [hlds] Who do we send netspike.txt log too?
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? __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hldshttps://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
Re: [hlds] Question? for Valve SRCDS Network Team
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 ___ 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
Re: [hlds] [hlds_linux] TF2 server performance spikes
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 ___ 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
Re: [hlds] [hlds_linux] TF2 server performance spikes
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
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.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
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
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
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
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
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Massive lag (5-30 seconds) associated with Steam auth ticket has been canceled
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 ___ 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
Re: [hlds] Massive lag (5-30 seconds) associated with Steam auth ticket has been canceled
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 ___ 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 ___ 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
Re: [hlds] Massive lag (5-30 seconds) associated with Steam auth ticket has been canceled
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 ___ 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
Re: [hlds] Monthly bandwidth usage
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) --**--** __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hldshttps://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/**hldshttps://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/**hldshttps://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/**hldshttps://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/**hldshttps://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
Re: [hlds] TF2: mp_forceautoteam no longer working
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Monthly bandwidth usage
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) -- ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Server Crashs
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? ___ 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
Re: [hlds] TF2 MOTD Browser
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). ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] TF2 MOTD Browser
Incredibly annoying. I get the same issue, please fix. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] TF2 MOTD Browser
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. ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds -- Cheers Terry Wrennall ___ 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
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 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. ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds -- Cheers Terry Wrennall ___ 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 ___ 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
Re: [hlds] TF2 MOTD Browser
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
Hehe, this should be fun :) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Mandatory TF2, DoD:S, and HL2:DM updates released
Merasmus just spun the wheel for the crash card. Meeeasmus, CRSH CARD!!! *Evil Laughter* ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Quickplay settings for TF2 Halloween
Maybe his steam auth ticket got cancelled ;) Just kidding, no idea. Didn't experience that issue. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Another mandatory TF update coming in an hour or so
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. ___ 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 ___ 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
Re: [hlds] Another mandatory TF update coming in an hour or so
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. ___ 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 ___ 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
Re: [hlds] Another mandatory TF update coming in an hour or so
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. ___ 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 ___ 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
Re: [hlds] Replays and server crash on level change
Well, we have replays disabled and still have clients crashing on map change. Though, it kind of sounds like different issues. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Mandatory TF2, DoD:S, and HL2:DM updates released
Yeah, can you fill us in on a little details of what the performance improvements were? Thanks ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
[hlds] Connection to Steam servers lost. (Result = 3)
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Engine Error: Host_Error: Overflow... still present
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] [hlds_linux] Mandatory TF2 update coming later today
Does this resolve clients getting stuck when connecting with Retrieving Server Info and then a net_convar error? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Netchannel: failed reading message net_SetConVar
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Tying IP to hostname.
No one will ever have the same issue so it was a good idea not to include the solution. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Netchannel: failed reading message net_SetConVar
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Netchannel: failed reading message net_SetConVar
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*. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Clients getting Netchannel: failed reading message net_SetConVar from ip address
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] [hlds_linux] Full servers, but not?
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
[hlds] Quickplay broken?
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Quickplay broken?
And before anyone replies *affect. I know the difference. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Policy of Truth Still in effect? Fast Respawn without tags OK?
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Policy of Truth Still in effect? Fast Respawn without tags OK?
I think he was just saying the ones that do not modify the tags correctly are breaking the rules. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Policy of Truth Still in effect? Fast Respawn without tags OK?
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Policy of Truth Still in effect? Fast Respawn without tags OK?
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Policy of Truth Still in effect? Fast Respawn without tags OK?
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Policy of Truth Still in effect? Fast Respawn without tags OK?
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Policy of Truth Still in effect? Fast Respawn without tags OK?
Well, I'm too good to die 40 times in a row, so there would be no way for me to figure out. :) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Policy of Truth Still in effect? Fast Respawn without tags OK?
Should probably stop. This thread has a lot of valid complaints and some good thoughts. Let's not ruin it completely. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Policy of Truth Still in effect? Fast Respawn without tags OK?
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Policy of Truth Still in effect? Fast Respawn without tags OK?
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Handling server crashes the smart way
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 ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] TF2 Server with WordPress Sites Hacked Help
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] TF2 Server with WordPress Sites Hacked Help
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. ___ 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 -- Cheers, Damon --- Steam http://steamcommunity.com/id/demanrisu | Piki Geekhttp://geek.pikimal.com/author/demanrisu/| Twitter http://twitter.com/demanrisu --- ___ 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
Re: [hlds] TriggerBot/Prediction hack(Crit hack/No spread) detection plugin
Has Valve fixed the crit exploit yet? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] New TF quickplay in beta
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] TF2 Quickplay Issue
Anyway, still seems to be happening. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] TF2 Quickplay Issue
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 ___ 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 ___ 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 -- Cheers, Damon --- Steam http://steamcommunity.com/id/demanrisu http://steamcommunity.com/id/demanrisu%3E%A0; | Piki Geek http://geek.pikimal.com/author/demanrisu/ http://geek.pikimal.com/author/demanrisu/%3E%A0; | Twitter http://twitter.com/demanrisu; --- ___ 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
Re: [hlds] Is the policy of truth still going?
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. ___ 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
Re: [hlds] TF2 Quickplay Issue
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 __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hldshttps://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/**hldshttps://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/**hldshttps://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
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 __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hldshttps://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/**hldshttps://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/**hldshttps://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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds