Re: [hlds_linux] Ang.: Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-10-14 Thread clad iron
or another alternative you can add to the command line.

+mapcyclefile custom_mapcycle.txt
and
+motdfile custom_motd.txt
and another you may like
-debug -debuglog custom_error.log




On Fri, Oct 14, 2011 at 1:43 AM, ics i...@ics-base.net wrote:

 Put this to server.cfg: mapcyclefile yourawesomemapscycle.txt
 Place the yourawesomemapcycle.txt into /tf folder.
 No more overwriting.

 -ics

 14.10.2011 7:57, Oskar Levin kirjoitti:

  Yes, I also had this.

 Regards
 Oskar Levin
 os...@dataviruset.com

 - Reply message -
 Från: Russell Smithvelsk@tinylittlerobots.**usve...@tinylittlerobots.us
 
 Till: Half-Life dedicated Linux server mailing listhlds_linux@list.**
 valvesoftware.com hlds_linux@list.valvesoftware.com
 Rubrik: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
 Defeat: Source and Half-Life 2: Deathmatch Updates Released
 Datum: fre, okt 14, 2011 00:27


 Anyone else have their mapcycle/maplist files overwritten with the
 patch?  Happened to me on 2 updated TF2 servers.

 Russell

 On 10/13/2011 1:41 PM, Jason Ruymen wrote:

 Required updates for Team Fortress 2, Counter-Strike: Source, Day of
 Defeat: Source and Half-Life 2: Deathmatch are now available.
  Counter-Strike: Source has also been moved to use its own engine and
 dedicated server depots.  Because of this, dedicated server files for
 Counter-Strike: Source will now be under a 'css' folder.

 The specific changes include:

 Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
 - Fixed an issue with the multi-threaded renderer which could cause a
 crash on map change
 - Adjusted whitespace to improve formatting in status command output
 - Changed stats output to show KB/s instead of bytes/sec, added a
 connections column, and changed the users column to Map changes
 - Fixed game servers not being able to execute the retry command due to
 the dependence on the connect command (which is not executable by game
 servers)
 - Made sndplaydelay executable by servers
 - Server frame rate is now based on the tickrate of the active Source
 mod, not the fps_max convar
 - Server processing delays have been reduced, especially for servers on
 modern Linux kernels
 - Entity processing logic has been optimized to significantly reduce CPU
 usage on full servers
 - Multi-threaded server code is now enabled by default under Linux
 (already enabled on Windows)
 - An exploit with non-printable characters causing lag on Windows servers
 has been fixed
 - CPU is fully yielded back to the system whenever the server is running
 faster than the tickrate
 - Dramatic increase in performance for low-level math libraries

 Day of Defeat: Source
 - Removed tickrate command line parameter
 - Updated the localization files

 Counter-Strike: Source
 - Prevent AWP cycle time exploit using quick switch
 - Fixed bug causing HUD History to display item pickups from nearby
 players
 - Increased sized of HUD History resource to prevent clipping
 - Changed grenade damage so that it always hits HITGROUP_GENERIC and
 takes into account armor for damage calculations
 - Reduced standing and moving accuracy for pistols
 - Decreased accuracy while moving with sniper rifles
 - Added additional legacy mode (3) to cl_dynamiccrosshair
 - Updated the localization files

 Team Fortress 2
 Manniversary:
 - Experimenting with a new store interface with a subset of players
 - Added several dozen community items in celebration of the Manniversary
 - Added loadout presets -- each class can now store four complete
 loadouts, including weapons and cosmetic items, and change between them with
 the press of a button.
 - Added a new item type that can accept user-applied decals. Take any
 image off your hard drive, put it on a stick, and then smash people with it!
 (See the Decal Tool in the store!)
 - Added new co-operative high five taunt
 - Class select menu now shows the active loadout for each class
 - Characters can now equip two misc-slot items at once
 - Added a new in-game abuse-reporting system (see Capture abuse report
 data under Miscellaneous controls)
 - Non-newly-released weapons in the store can now be tried out for free
 once per week! This will give you a fully-functional version of the weapon
 to be used in-game for no cost. If you decide you like it, you can purchase
 it for a discount during the trial period.
 - All items purchased in the store can be used for crafting and can be
 traded after a few days
 - Added a new startup music track from Meet The Medic
 - Integrated with the new Steam Workshop to enable the publication and
 management of community contributed content

 Maps:
 - Added new community control point map Gullywash. Stamps are available
 in the store to support community map authors!
 - Barnblitz is now available for offline practice
 - Frontier: various geometry fixes
 - Gorge/5Gorge: added team-specific func_nobuild brushes in elevated
 forward spawn areas

 Replay:
 - New camera shake functionality added for replays that are not
 sufficiently 

Re: [hlds_linux] FW: [hlds_announce] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-10-14 Thread Jesse Molina


Feedback here

Linux AMD64 Debian unstable, game is TF2.

CPU usage is relatively way down.  I will have to watch my aggregate 
graphs tomorrow, but brief inspection of htop and current graphs show 
CPU usage is down for the given player load.  Hard to tell if more cores 
are being used because I've got six cores and many different servers 
running.


Choke where I've got a client ping of about 70ms on a loaded 24 player 
server is also down.  This is a very positive change.


I don't even know what to say about the css files mess.  It's like 
mushroom community management.  Throw shit on em and let them figure it 
out on their own.




Kigen wrote:

The threading is designed to make the server more responsive.  Not
lowering CPU usage.

On Thu, Oct 13, 2011 at 8:37 PM, 1nsane1nsane...@gmail.com  wrote:

Could someone from Valve elaborate on the server threading?

I have at least 40% CPU free per core almost always. Would this threading
allow me to run more servers now, or is it for just a couple things like say
the queued packet thread?



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# Mail = je...@opendreams.net
# Page = page-je...@opendreams.net
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Re: [hlds_linux] Command aborted during TF2 update

2011-10-14 Thread Jesse Molina


What this guy said.  If you are sending clients a kiss-of-death packet, 
please at least acknowledge it on the client.




David A. Parker wrote:

If Command aborted means the servers are full, then perhaps they
should reword that message.

Thanks.

- Dave

On 10/13/2011 05:15 PM, Andrew DeMerse wrote:

The servers are being hammered, just give it some time.

On Thu, Oct 13, 2011 at 5:14 PM, David A. Parkerdpar...@utica.edu
wrote:


Is anyone seeing this when they attempt to update TF2?

Checking bootstrapper version ...
Updating Installation
Command aborted
CAsyncIOManager: 0 threads terminating. 0 reads, 0 writes, 0 deferrals.
CAsyncIOManager: 15 single object sleeps, 0 multi object sleeps
CAsyncIOManager: 0 single object alertable sleeps, 0 multi object
alertable
sleeps

This happened when I restarted the server using _restart, so I
killed the
server and tried using steam on the command line but it did not help. I
deleted ~/.steam/ClientRegistry.blob and ~/Steam/ClientRegistry.blob but
this also did not help.

- Dave

--

Dave Parker
Systems Administrator
Utica College
Integrated Information Technology Services
(315) 792-3229
Registered Linux User #408177

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Re: [hlds_linux] FW: [hlds_announce] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-10-14 Thread Shin Ice
Hi,

uhmwhy was all (CS:S) moved from orangebox to css?
Is it now right to suppose that all my addons, maps has to be woved to
the new path?

On Fri, Oct 14, 2011 at 8:18 AM, Jesse Molina je...@opendreams.net wrote:

 Feedback here

 Linux AMD64 Debian unstable, game is TF2.

 CPU usage is relatively way down.  I will have to watch my aggregate graphs
 tomorrow, but brief inspection of htop and current graphs show CPU usage is
 down for the given player load.  Hard to tell if more cores are being used
 because I've got six cores and many different servers running.

 Choke where I've got a client ping of about 70ms on a loaded 24 player
 server is also down.  This is a very positive change.

 I don't even know what to say about the css files mess.  It's like mushroom
 community management.  Throw shit on em and let them figure it out on their
 own.



 Kigen wrote:

 The threading is designed to make the server more responsive.  Not
 lowering CPU usage.

 On Thu, Oct 13, 2011 at 8:37 PM, 1nsane1nsane...@gmail.com  wrote:

 Could someone from Valve elaborate on the server threading?

 I have at least 40% CPU free per core almost always. Would this threading
 allow me to run more servers now, or is it for just a couple things like
 say
 the queued packet thread?


 --
 # Jesse Molina
 # Mail = je...@opendreams.net
 # Page = page-je...@opendreams.net
 # Cell = 1.602.323.7608
 # Web  = http://www.opendreams.net/jesse/



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Re: [hlds_linux] Command aborted during TF2 update

2011-10-14 Thread DontWannaName!
Do you perhaps have verify all in your update command line? I removed that and 
it worked. Dunno if that could really  be it though.

Sent from my iPhone 4

On Oct 13, 2011, at 11:21 PM, Jesse Molina je...@opendreams.net wrote:

 
 What this guy said.  If you are sending clients a kiss-of-death packet, 
 please at least acknowledge it on the client.
 
 
 
 David A. Parker wrote:
 If Command aborted means the servers are full, then perhaps they
 should reword that message.
 
 Thanks.
 
 - Dave
 
 On 10/13/2011 05:15 PM, Andrew DeMerse wrote:
 The servers are being hammered, just give it some time.
 
 On Thu, Oct 13, 2011 at 5:14 PM, David A. Parkerdpar...@utica.edu
 wrote:
 
 Is anyone seeing this when they attempt to update TF2?
 
 Checking bootstrapper version ...
 Updating Installation
 Command aborted
 CAsyncIOManager: 0 threads terminating. 0 reads, 0 writes, 0 deferrals.
 CAsyncIOManager: 15 single object sleeps, 0 multi object sleeps
 CAsyncIOManager: 0 single object alertable sleeps, 0 multi object
 alertable
 sleeps
 
 This happened when I restarted the server using _restart, so I
 killed the
 server and tried using steam on the command line but it did not help. I
 deleted ~/.steam/ClientRegistry.blob and ~/Steam/ClientRegistry.blob but
 this also did not help.
 
 - Dave
 
 --
 
 Dave Parker
 Systems Administrator
 Utica College
 Integrated Information Technology Services
 (315) 792-3229
 Registered Linux User #408177
 
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 # Web  = http://www.opendreams.net/jesse/
 
 
 
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Re: [hlds_linux] steam.log file problem - crash on startup

2011-10-14 Thread fab han
Missing files ( vgui and sounds) for css replay

Envoyé de mon iPhone

Le 14 oct. 2011 à 02:39, Jason Ruymen jas...@valvesoftware.com a écrit :

 This fix is live now.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com 
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
 Sent: Thursday, October 13, 2011 5:10 PM
 To: 'hlds_linux@list.valvesoftware.com'
 Subject: [hlds_linux] steam.log file problem - crash on startup

 We have a fix for the steam.log file problem people are reporting.  It should 
 be released soon.

 -Eric

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[hlds_linux] Updating without verifying all files?

2011-10-14 Thread Peter Reinhold

Hi all,

Is it possible to run a game update (./steam -command update ..) that 
does not verify the entire gamefolder befores downloading?


Running a standard update, not specifying -verify_all results in a 
flurry of disc activity, and I would really like to avoid that.



/Peter

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Re: [hlds_linux] Updating without verifying all files?

2011-10-14 Thread brendan halley
If your server can't handle a basic update you have already got problems...

On Fri, Oct 14, 2011 at 9:34 PM, Peter Reinhold peter_va...@reinhold.dkwrote:

 Hi all,

 Is it possible to run a game update (./steam -command update ..) that does
 not verify the entire gamefolder befores downloading?

 Running a standard update, not specifying -verify_all results in a flurry
 of disc activity, and I would really like to avoid that.


 /Peter

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Re: [hlds_linux] Updating without verifying all files?

2011-10-14 Thread ics
What he wants to avoid is having hdd go read bonanza while people play on other 
servers on games that did not update. It causes lag. I also have the same issue 
and i think it's just working as intended.

-ics

- Alkuperäinen viesti -
 If your server can't handle a basic update you have already got
 problems...
 
 On Fri, Oct 14, 2011 at 9:34 PM, Peter Reinhold
 peter_va...@reinhold.dkwrote:
 
  Hi all,
  
  Is it possible to run a game update (./steam -command update ..) that
  does not verify the entire gamefolder befores downloading?
  
  Running a standard update, not specifying -verify_all results in a
  flurry of disc activity, and I would really like to avoid that.
  
  
  /Peter
  
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Re: [hlds_linux] Updating without verifying all files?

2011-10-14 Thread brendan halley
Sorry for being so obnoxiousness, I have never had a problem with my HDD
bandwidth is all.

On Fri, Oct 14, 2011 at 9:47 PM, ics i...@ics-base.net wrote:

 What he wants to avoid is having hdd go read bonanza while people play on
 other servers on games that did not update. It causes lag. I also have the
 same issue and i think it's just working as intended.

 -ics

 - Alkuperäinen viesti -
  If your server can't handle a basic update you have already got
  problems...
 
  On Fri, Oct 14, 2011 at 9:34 PM, Peter Reinhold
  peter_va...@reinhold.dkwrote:
 
   Hi all,
  
   Is it possible to run a game update (./steam -command update ..) that
   does not verify the entire gamefolder befores downloading?
  
   Running a standard update, not specifying -verify_all results in a
   flurry of disc activity, and I would really like to avoid that.
  
  
   /Peter
  
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 http://list.valvesoftware.com/mailman/listinfo/hlds_linux
  
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[hlds_linux] After CS:S update - Unable to load steam library

2011-10-14 Thread Christoffer Pedersen
Hi,

After this night's CS:S update, i am not able to get my servers online. It 
returns in a unable to load steam library, server operation in lan only etc.

Any other with this issue..?

Thanks,

Chris

Sent from my iPhone 4
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[hlds_linux] Re : steam.log file problem - crash on startup

2011-10-14 Thread balkeyser
Did you updated All games ? Orangebox / css ? Idk if it is already used or if 
its depreciated w/ the new update

Envoyé depuis mon HTC

- Reply message -
De : fab han janp...@gmail.com
Pour : Half-Life dedicated Linux server mailing list 
hlds_linux@list.valvesoftware.com
Objet : [hlds_linux] steam.log file problem - crash on startup
Date : ven., oct. 14, 2011 12:14


Missing files ( vgui and sounds) for css replay

Envoyé de mon iPhone

Le 14 oct. 2011 à 02:39, Jason Ruymen jas...@valvesoftware.com a écrit :

 This fix is live now.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com 
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
 Sent: Thursday, October 13, 2011 5:10 PM
 To: 'hlds_linux@list.valvesoftware.com'
 Subject: [hlds_linux] steam.log file problem - crash on startup

 We have a fix for the steam.log file problem people are reporting.  It should 
 be released soon.

 -Eric

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Re: [hlds_linux] Updating without verifying all files?

2011-10-14 Thread Peter Reinhold

On Fri, 14 Oct 2011 13:47:08 +0300, ics wrote:

That is exactly what I want, yes :)

I thought the -verify_all function was to validate all files, but a 
regular update seems to do that as well?




What he wants to avoid is having hdd go read bonanza while people
play on other servers on games that did not update. It causes lag. I
also have the same issue and i think it's just working as intended.

-ics

- Alkuperäinen viesti -

If your server can't handle a basic update you have already got
problems...

On Fri, Oct 14, 2011 at 9:34 PM, Peter Reinhold
peter_va...@reinhold.dkwrote:

 Hi all,

 Is it possible to run a game update (./steam -command update ..) 
that

 does not verify the entire gamefolder befores downloading?

 Running a standard update, not specifying -verify_all results in a
 flurry of disc activity, and I would really like to avoid that.


 /Peter

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[hlds_linux] Newest TF2 update breaking bash

2011-10-14 Thread Harry Strongburg
Does anyone else get this? After I run srcds, when I kill it, I must 
also kill my current bash to type into the terminal again. So to speak, 
my text goes in just fine, however it doesn't update on my side, so I 
can't tell what's being written. It occurs after running srcds_run, and 
stopping it whenever. I haven't tried with any other shell, but I would 
expect the same thing happens. This is a clean new TF2 install.

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Re: [hlds_linux] Updating without verifying all files?

2011-10-14 Thread Loïc PERY
hi peter,

execing banned_user.cfg cause

Can't ban users on a LAN
Can't ban users on a LAN
Can't ban users on a LAN
Can't ban users on a LAN
Can't ban users on a LAN
Can't ban users on a LAN

where the server is not on lan ...

:/

2011/10/14 Peter Reinhold peter_va...@reinhold.dk

 On Fri, 14 Oct 2011 13:47:08 +0300, ics wrote:

 That is exactly what I want, yes :)

 I thought the -verify_all function was to validate all files, but a regular
 update seems to do that as well?


 What he wants to avoid is having hdd go read bonanza while people
 play on other servers on games that did not update. It causes lag. I
 also have the same issue and i think it's just working as intended.

 -ics

 - Alkuperäinen viesti -

 If your server can't handle a basic update you have already got
 problems...

 On Fri, Oct 14, 2011 at 9:34 PM, Peter Reinhold
 peter_va...@reinhold.dk**wrote:

  Hi all,
 
  Is it possible to run a game update (./steam -command update ..) that
  does not verify the entire gamefolder befores downloading?
 
  Running a standard update, not specifying -verify_all results in a
  flurry of disc activity, and I would really like to avoid that.
 
 
  /Peter
 
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Re: [hlds_linux] Updating without verifying all files?

2011-10-14 Thread Loïc PERY
ok this probleme appeear when there is not connection to steam

does it really not add ban ? or we need internet connection ?

2011/10/14 Loïc PERY louloubi...@gmail.com

 hi peter,

 execing banned_user.cfg cause

 Can't ban users on a LAN
 Can't ban users on a LAN
 Can't ban users on a LAN
 Can't ban users on a LAN
 Can't ban users on a LAN
 Can't ban users on a LAN

 where the server is not on lan ...

 :/

   2011/10/14 Peter Reinhold peter_va...@reinhold.dk

 On Fri, 14 Oct 2011 13:47:08 +0300, ics wrote:

 That is exactly what I want, yes :)

 I thought the -verify_all function was to validate all files, but a
 regular update seems to do that as well?


 What he wants to avoid is having hdd go read bonanza while people
 play on other servers on games that did not update. It causes lag. I
 also have the same issue and i think it's just working as intended.

 -ics

 - Alkuperäinen viesti -

 If your server can't handle a basic update you have already got
 problems...

 On Fri, Oct 14, 2011 at 9:34 PM, Peter Reinhold
 peter_va...@reinhold.dk**wrote:

  Hi all,
 
  Is it possible to run a game update (./steam -command update ..) that
  does not verify the entire gamefolder befores downloading?
 
  Running a standard update, not specifying -verify_all results in a
  flurry of disc activity, and I would really like to avoid that.
 
 
  /Peter
 
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[hlds_linux] Closing pack file with open files! (new update)

2011-10-14 Thread Loïc PERY
hi valve,

i have made a plugin which load map one by one to test if there is a problem
or not for futur map change and with that i precache map too.

the problem is with a lot of number of maps (tried with 37 in tf2) server
crash at 17/37 with: engine error, Closing pack file with open files!

this error appear with the last updat
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Re: [hlds_linux] After CS:S update - Unable to load steam library

2011-10-14 Thread timur 'grammaton' celikkesen


Try to delete the config.vdf



...Steam/config/config.vdf



From: Christoffer Pedersen
Sent: Friday, October 14, 2011 1:06 PM
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] After CS:S update - Unable to load steam library

Hi,

After this night's CS:S update, i am not able to get my servers online. It 
returns in a unable to load steam library, server operation in lan only 
etc.


Any other with this issue..?

Thanks,

Chris

Sent from my iPhone 4
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Re: [hlds_linux] Newest TF2 update breaking bash

2011-10-14 Thread Joonas Lehtolahti
This is nothing new. I have had this kind of situation loads of times if  
the server crashes for some reason. The simple cure is to use command  
'reset' on the bash console so that all the terminal parameters are reset  
to their initial values, fixing whatever srcds changed to take control of  
the stream.


On Fri, 14 Oct 2011 14:47:46 +0300, Harry Strongburg harry.h...@harry.lu  
wrote:



Does anyone else get this? After I run srcds, when I kill it, I must
also kill my current bash to type into the terminal again. So to speak,
my text goes in just fine, however it doesn't update on my side, so I
can't tell what's being written. It occurs after running srcds_run, and
stopping it whenever. I haven't tried with any other shell, but I would
expect the same thing happens. This is a clean new TF2 install.

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Re: [hlds_linux] Command aborted during TF2 update

2011-10-14 Thread David A. Parker
I was using -verify_all in the update command line when I received this 
error.  I left the server down over night and then tried the update 
again this morning, and it worked.


Command aborted just sounds so dire.  A message like that makes me 
think something went seriously wrong.  It seems to me that something 
like All content servers are full would be more appropriate in this case.


Thanks,
Dave

On 10/14/2011 04:17 AM, DontWannaName! wrote:

Do you perhaps have verify all in your update command line? I removed that and 
it worked. Dunno if that could really  be it though.

Sent from my iPhone 4

On Oct 13, 2011, at 11:21 PM, Jesse Molinaje...@opendreams.net  wrote:



What this guy said.  If you are sending clients a kiss-of-death packet, please 
at least acknowledge it on the client.



David A. Parker wrote:

If Command aborted means the servers are full, then perhaps they
should reword that message.

Thanks.

- Dave

On 10/13/2011 05:15 PM, Andrew DeMerse wrote:

The servers are being hammered, just give it some time.

On Thu, Oct 13, 2011 at 5:14 PM, David A. Parkerdpar...@utica.edu
wrote:


Is anyone seeing this when they attempt to update TF2?

Checking bootstrapper version ...
Updating Installation
Command aborted
CAsyncIOManager: 0 threads terminating. 0 reads, 0 writes, 0 deferrals.
CAsyncIOManager: 15 single object sleeps, 0 multi object sleeps
CAsyncIOManager: 0 single object alertable sleeps, 0 multi object
alertable
sleeps

This happened when I restarted the server using _restart, so I
killed the
server and tried using steam on the command line but it did not help. I
deleted ~/.steam/ClientRegistry.blob and ~/Steam/ClientRegistry.blob but
this also did not help.

- Dave

--

Dave Parker
Systems Administrator
Utica College
Integrated Information Technology Services
(315) 792-3229
Registered Linux User #408177

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Re: [hlds_linux] FW: [hlds_announce] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-10-14 Thread Zaretti Steve
Since the update of the SDK, Hammer doesn't start for CSS

2011/10/14 Shin Ice shin@gmail.com

 Hi,

 uhmwhy was all (CS:S) moved from orangebox to css?
 Is it now right to suppose that all my addons, maps has to be woved to
 the new path?

 On Fri, Oct 14, 2011 at 8:18 AM, Jesse Molina je...@opendreams.net
 wrote:
 
  Feedback here
 
  Linux AMD64 Debian unstable, game is TF2.
 
  CPU usage is relatively way down.  I will have to watch my aggregate
 graphs
  tomorrow, but brief inspection of htop and current graphs show CPU usage
 is
  down for the given player load.  Hard to tell if more cores are being
 used
  because I've got six cores and many different servers running.
 
  Choke where I've got a client ping of about 70ms on a loaded 24 player
  server is also down.  This is a very positive change.
 
  I don't even know what to say about the css files mess.  It's like
 mushroom
  community management.  Throw shit on em and let them figure it out on
 their
  own.
 
 
 
  Kigen wrote:
 
  The threading is designed to make the server more responsive.  Not
  lowering CPU usage.
 
  On Thu, Oct 13, 2011 at 8:37 PM, 1nsane1nsane...@gmail.com  wrote:
 
  Could someone from Valve elaborate on the server threading?
 
  I have at least 40% CPU free per core almost always. Would this
 threading
  allow me to run more servers now, or is it for just a couple things
 like
  say
  the queued packet thread?
 
 
  --
  # Jesse Molina
  # Mail = je...@opendreams.net
  # Page = page-je...@opendreams.net
  # Cell = 1.602.323.7608
  # Web  = http://www.opendreams.net/jesse/
 
 
 
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[hlds_linux] steam services down

2011-10-14 Thread Mart-Jan Reeuwijk
All I really think is: why can anything take down other steam services? 

http://store.steampowered.com/stats/

This included tf2 items systems and w/e (which at moment of me writing is still 
not working for me or others I hear). 

Maybe they should do some re-design or w/e, but really, with
 near all 2.44 million active users losing connection there, taking ~2:30 
hours... one would make services clustered etc, and offsite backup sites where 
services can be taken over within a fraction of a second after main goes down.

The small dip on okt 12 18:00h
 alone is around 200.000 users 

Don't get me wrong, I do LOVE this latest update on TF2, so many things done 
which improve stuff, a BIG thanks for that. 

I just hope Valve will now start looking at Steam and other services back-end 
and improve it
 such that any of the services aren't affected by other services, and that some 
clustering systems are in place that automatically take over. Even to off-site 
if need be.

Yes, I've seen all messages about it, but still...
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Re: [hlds_linux] steam services down

2011-10-14 Thread Hugo R .

I don't know, but all Steam downloads are sloow as hell.

---
Hugo

 Date: Fri, 14 Oct 2011 12:12:58 -0700
 From: mreeu...@yahoo.com
 To: hlds_linux@list.valvesoftware.com
 Subject: [hlds_linux] steam services down
 
 All I really think is: why can anything take down other steam services? 
 
 http://store.steampowered.com/stats/
 
 This included tf2 items systems and w/e (which at moment of me writing is 
 still not working for me or others I hear). 
 
 Maybe they should do some re-design or w/e, but really, with
 near all 2.44 million active users losing connection there, taking ~2:30 
 hours... one would make services clustered etc, and offsite backup sites 
 where services can be taken over within a fraction of a second after main 
 goes down.
 
 The small dip on okt 12 18:00h
 alone is around 200.000 users 
 
 Don't get me wrong, I do LOVE this latest update on TF2, so many things done 
 which improve stuff, a BIG thanks for that. 
 
 I just hope Valve will now start looking at Steam and other services back-end 
 and improve it
 such that any of the services aren't affected by other services, and that 
 some clustering systems are in place that automatically take over. Even to 
 off-site if need be.
 
 Yes, I've seen all messages about it, but still...
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Re: [hlds_linux] steam services down

2011-10-14 Thread Rick Payton
I disagree. Just did a fresh install of CS:S and it took maybe  45 minutes 
to download everything. My TF2 server update this morning took all of 5 minutes 
 things seem peppy over here in Hawaii at least ...

--mauirixxx

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Hugo R.
Sent: Friday, October 14, 2011 9:17 AM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] steam services down


I don't know, but all Steam downloads are sloow as hell.

---
Hugo

 Date: Fri, 14 Oct 2011 12:12:58 -0700
 From: mreeu...@yahoo.com
 To: hlds_linux@list.valvesoftware.com
 Subject: [hlds_linux] steam services down
 
 All I really think is: why can anything take down other steam services? 
 
 http://store.steampowered.com/stats/
 
 This included tf2 items systems and w/e (which at moment of me writing is 
 still not working for me or others I hear). 
 
 Maybe they should do some re-design or w/e, but really, with near all 
 2.44 million active users losing connection there, taking ~2:30 hours... one 
 would make services clustered etc, and offsite backup sites where services 
 can be taken over within a fraction of a second after main goes down.
 
 The small dip on okt 12 18:00h
 alone is around 200.000 users 
 
 Don't get me wrong, I do LOVE this latest update on TF2, so many things done 
 which improve stuff, a BIG thanks for that. 
 
 I just hope Valve will now start looking at Steam and other services 
 back-end and improve it such that any of the services aren't affected by 
 other services, and that some clustering systems are in place that 
 automatically take over. Even to off-site if need be.
 
 Yes, I've seen all messages about it, but still...
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Re: [hlds_linux] After CS:S update - Unable to load steam library

2011-10-14 Thread Rick Payton
Oh and this worked for me as well. Thanks for posting it timur.

Aloha, 

--mauirixxx

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of timur 
'grammaton' celikkesen
Sent: Friday, October 14, 2011 4:03 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] After CS:S update - Unable to load steam library


Try to delete the config.vdf



...Steam/config/config.vdf



From: Christoffer Pedersen
Sent: Friday, October 14, 2011 1:06 PM
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] After CS:S update - Unable to load steam library

Hi,

After this night's CS:S update, i am not able to get my servers online. It 
returns in a unable to load steam library, server operation in lan only 
etc.

Any other with this issue..?

Thanks,

Chris

Sent from my iPhone 4
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Re: [hlds_linux] Updating without verifying all files?

2011-10-14 Thread Jesse Molina


I don't know of any documentation out there about Steam -update or 
-verify-all, so I am just guessing here based on observation.  I could 
be wrong.


The Steam updater uses file hashes/signatures of some kind.  Date and 
file size are not used in any way.


This hashing can cause a lot of disk IO wait.

In order to provide any update, the files in the update must be first 
hashed, then the hashes compared, then files with differences are updated.


If the updater is smart, then it compares the installation versions 
(where is this even stored?) and discovers all updates between here and 
there, stacks the changed files, and would only hash and compare those 
files involved.


If it's dumb, it just hashes everything in the installation and only 
compares the changed files between versions.


So, what's the difference between -verify-all and a regular -update?

The app itself says Verify all HLDS files are up to date.

I am guessing that it does what it says and hashes all files, diffs the 
hashes, and updates any that do not match.


Unfortunately, there isn't something like rsync's --delete, which will 
also delete extra junk on the target and give you an exact mirror of the 
source.


If Valve just used rsync, they could probably save a lot of bandwidth. 
Not to mention CPU and diskIO time on host systems.




In summary, the larger the update, the more hashing, and thus disk IO wait.

Use nice to raise the prio of your running games, and lower the prio of 
the updates.




Peter Reinhold wrote:

Hi all,

Is it possible to run a game update (./steam -command update ..) that
does not verify the entire gamefolder befores downloading?

Running a standard update, not specifying -verify_all results in a
flurry of disc activity, and I would really like to avoid that.


/Peter

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Re: [hlds_linux] FW: [hlds_announce] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-10-14 Thread Magnus
Hi,
I just updated our source server to 117.

Is there no more gameinfo.txt in css/cstrike?
And is the orangebox dir not gonna be used anymore in favour for css dir?

Kind Regards
M

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Zaretti
Steve
Sent: den 14 oktober 2011 18:45
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] FW: [hlds_announce] Team Fortress 2,
Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch
Updates Released

Since the update of the SDK, Hammer doesn't start for CSS

2011/10/14 Shin Ice shin@gmail.com

 Hi,

 uhmwhy was all (CS:S) moved from orangebox to css?
 Is it now right to suppose that all my addons, maps has to be woved to 
 the new path?

 On Fri, Oct 14, 2011 at 8:18 AM, Jesse Molina je...@opendreams.net
 wrote:
 
  Feedback here
 
  Linux AMD64 Debian unstable, game is TF2.
 
  CPU usage is relatively way down.  I will have to watch my aggregate
 graphs
  tomorrow, but brief inspection of htop and current graphs show CPU 
  usage
 is
  down for the given player load.  Hard to tell if more cores are 
  being
 used
  because I've got six cores and many different servers running.
 
  Choke where I've got a client ping of about 70ms on a loaded 24 
  player server is also down.  This is a very positive change.
 
  I don't even know what to say about the css files mess.  It's like
 mushroom
  community management.  Throw shit on em and let them figure it out 
  on
 their
  own.
 
 
 
  Kigen wrote:
 
  The threading is designed to make the server more responsive.  Not 
  lowering CPU usage.
 
  On Thu, Oct 13, 2011 at 8:37 PM, 1nsane1nsane...@gmail.com  wrote:
 
  Could someone from Valve elaborate on the server threading?
 
  I have at least 40% CPU free per core almost always. Would this
 threading
  allow me to run more servers now, or is it for just a couple 
  things
 like
  say
  the queued packet thread?
 
 
  --
  # Jesse Molina
  # Mail = je...@opendreams.net
  # Page = page-je...@opendreams.net
  # Cell = 1.602.323.7608
  # Web  = http://www.opendreams.net/jesse/
 
 
 
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Re: [hlds_linux] Updating without verifying all files?

2011-10-14 Thread gameadmin
The issue isn't bandwidth, it's seek times.  Because the HDD is checking
every file, J random normal read/write might be delayed.

Basically, it doesn't _verify_ all files, but it does check for their
existence.  I know because my (overly-complicated, but we won't go into
that) config system results in the mapcycle file being missing at the start
of any update process, and during my servers' daily
restart-and-check-for-updates script it will always notice this and put it
back.

The only way I know of the avoid this would be to delete the directory and
start afresh, but that may not be the most constructive advice ever ;)

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
 boun...@list.valvesoftware.com] On Behalf Of brendan halley
 Sent: 14 October 2011 11:44
 To: ics; Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Updating without verifying all files?
 
 Sorry for being so obnoxiousness, I have never had a problem with my
 HDD
 bandwidth is all.
 
 On Fri, Oct 14, 2011 at 9:47 PM, ics i...@ics-base.net wrote:
 
  What he wants to avoid is having hdd go read bonanza while people
 play on
  other servers on games that did not update. It causes lag. I also
 have the
  same issue and i think it's just working as intended.
 
  -ics
 
  - Alkuperäinen viesti -
   If your server can't handle a basic update you have already got
   problems...
  
   On Fri, Oct 14, 2011 at 9:34 PM, Peter Reinhold
   peter_va...@reinhold.dkwrote:
  
Hi all,
   
Is it possible to run a game update (./steam -command update ..)
 that
does not verify the entire gamefolder befores downloading?
   
Running a standard update, not specifying -verify_all results in
 a
flurry of disc activity, and I would really like to avoid that.
   
   
/Peter
   
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[hlds_linux] Mysterious server crashes

2011-10-14 Thread Emil Larsson
Anyone else get those? Server runs fine for about 30-90 minutes (usually
averages less than a hour), then crashes... usually when it's full of
players too. Only happens on our Linux servers too. Sourcemod does not seem
to be the culprit (Gamedata is up to date as far I know), though I'm
currently testing to run one of the Linux server with Sourcemod off.

The server simple freezes and/or crashes. One of the crashes we had earlier
seemed to be related to the item servers screwing up.
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Re: [hlds_linux] Mysterious server crashes

2011-10-14 Thread Andrew Fischer
I am seeing the same behaviour over here. Runs about an hour when
full, then down it goes. I run a minimal set of sourcemod plugins. Was
going to try vanilla without anything next time it crashed to see what
happened.

Let us know what you find!

On Fri, Oct 14, 2011 at 5:31 PM, Emil Larsson ail...@gmail.com wrote:
 Anyone else get those? Server runs fine for about 30-90 minutes (usually
 averages less than a hour), then crashes... usually when it's full of
 players too. Only happens on our Linux servers too. Sourcemod does not seem
 to be the culprit (Gamedata is up to date as far I know), though I'm
 currently testing to run one of the Linux server with Sourcemod off.

 The server simple freezes and/or crashes. One of the crashes we had earlier
 seemed to be related to the item servers screwing up.
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Re: [hlds_linux] Mysterious server crashes

2011-10-14 Thread hlds
8 crashes so far since the update and counting :))

 Spent few hours already debugging the core files to find what is going on. The 
server was OK before this update...

 Do you have some backtraces?

- Original Message -
From: Emil Larsson
Sent: 10/15/11 01:31 AM
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] Mysterious server crashes

 Anyone else get those? Server runs fine for about 30-90 minutes (usually 
averages less than a hour), then crashes... usually when it's full of players 
too. Only happens on our Linux servers too. Sourcemod does not seem to be the 
culprit (Gamedata is up to date as far I know), though I'm currently testing to 
run one of the Linux server with Sourcemod off. The server simple freezes 
and/or crashes. One of the crashes we had earlier seemed to be related to the 
item servers screwing up. ___ To 
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Re: [hlds_linux] Mysterious server crashes

2011-10-14 Thread hlds
Try this instead of vanilla.

 a) install gdb
 b) start the server with -nobreakpad and -debug arguments: ./srcds_run -game 
tf -nobreakpad -debug +ip ...
 c) Add ulimit -c 2097152 to startup script.

 A file named debug.log will be created when the error occurs.

- Original Message -
From: Andrew Fischer
Sent: 10/15/11 01:34 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Mysterious server crashes

 I am seeing the same behaviour over here. Runs about an hour when full, then 
down it goes. I run a minimal set of sourcemod plugins. Was going to try 
vanilla without anything next time it crashed to see what happened. Let us know 
what you find! On Fri, Oct 14, 2011 at 5:31 PM, Emil Larsson ail...@gmail.com 
wrote:  Anyone else get those? Server runs fine for about 30-90 minutes 
(usually  averages less than a hour), then crashes... usually when it's full 
of  players too. Only happens on our Linux servers too. Sourcemod does not 
seem  to be the culprit (Gamedata is up to date as far I know), though I'm  
currently testing to run one of the Linux server with Sourcemod off.   The 
server simple freezes and/or crashes. One of the crashes we had earlier  
seemed to be related to the item servers screwing up.  
___  To unsubscribe, edit your 
list preferences, or view the list archives, please visit:  
http://list.valvesoftware.com/mailman/listinfo/hlds_linux  -- Andrew Fischer 
Lightning Toads Productions, LLC www.lightningtoads.com 
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Re: [hlds_linux] Mysterious server crashes

2011-10-14 Thread Kyle Sanderson
Which game? I haven't had any servers crash since I brought them up last
night (All CS:S).

Kyle.

On Fri, Oct 14, 2011 at 4:53 PM, h...@gmx.com wrote:

 Try this instead of vanilla.

  a) install gdb
  b) start the server with -nobreakpad and -debug arguments: ./srcds_run
 -game tf -nobreakpad -debug +ip ...
  c) Add ulimit -c 2097152 to startup script.

  A file named debug.log will be created when the error occurs.

 - Original Message -
 From: Andrew Fischer
 Sent: 10/15/11 01:34 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Mysterious server crashes

  I am seeing the same behaviour over here. Runs about an hour when full,
 then down it goes. I run a minimal set of sourcemod plugins. Was going to
 try vanilla without anything next time it crashed to see what happened. Let
 us know what you find! On Fri, Oct 14, 2011 at 5:31 PM, Emil Larsson 
 ail...@gmail.com wrote:  Anyone else get those? Server runs fine for
 about 30-90 minutes (usually  averages less than a hour), then crashes...
 usually when it's full of  players too. Only happens on our Linux servers
 too. Sourcemod does not seem  to be the culprit (Gamedata is up to date as
 far I know), though I'm  currently testing to run one of the Linux server
 with Sourcemod off.   The server simple freezes and/or crashes. One of the
 crashes we had earlier  seemed to be related to the item servers screwing
 up.  ___  To unsubscribe, edit
 your list preferences, or view the list archives, please visit: 
 http://list.valvesoftware.com/mailman/listinfo/hlds_linux  -- Andrew
 Fischer Lightning Toads Productions, LLC 
 www.lightningtoads.com___ To 
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 list preferences, or view the list archives, please visit:
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 ___
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Re: [hlds_linux] Mysterious server crashes

2011-10-14 Thread hlds
Hat Fortress 2
- Original Message -
From: Kyle Sanderson
Sent: 10/15/11 03:07 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Mysterious server crashes

 Which game? I haven't had any servers crash since I brought them up last night 
(All CS:S). Kyle. On Fri, Oct 14, 2011 at 4:53 PM, h...@gmx.com wrote:  Try 
this instead of vanilla.   a) install gdb  b) start the server with 
-nobreakpad and -debug arguments: ./srcds_run  -game tf -nobreakpad -debug +ip 
...  c) Add ulimit -c 2097152 to startup script.   A file named debug.log 
will be created when the error occurs.   - Original Message -  From: 
Andrew Fischer  Sent: 10/15/11 01:34 AM  To: Half-Life dedicated Linux server 
mailing list  Subject: Re: [hlds_linux] Mysterious server crashes   I am 
seeing the same behaviour over here. Runs about an hour when full,  then down 
it goes. I run a minimal set of sourcemod plugins. Was going to  try vanilla 
without anything next time it crashed to see what happened. Let  us know what 
you find! On Fri, Oct 14, 2011 at 5:31 PM, Emil Larsson   ail...@gmail.com 
wrote:  Anyone else get those? Server runs fine for  about 30-90 minutes 
(usually  averages less than a hour), then crashes...  usually when it's full 
of  players too. Only happens on our Linux servers  too. Sourcemod does not 
seem  to be the culprit (Gamedata is up to date as  far I know), though I'm  
currently testing to run one of the Linux server  with Sourcemod off.   The 
server simple freezes and/or crashes. One of the  crashes we had earlier  
seemed to be related to the item servers screwing  up.  
___  To unsubscribe, edit  your 
list preferences, or view the list archives, please visit:   
http://list.valvesoftware.com/mailman/listinfo/hlds_linux  -- Andrew  Fischer 
Lightning Toads Productions, LLC 
www.lightningtoads.com___ To 
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Re: [hlds_linux] Command aborted during TF2 update

2011-10-14 Thread DontWannaName!
From my understanding, the tool should keep retrying when it gets that error
using the -retry command prompt, however it is not.

On Fri, Oct 14, 2011 at 7:54 AM, David A. Parker dpar...@utica.edu wrote:

 I was using -verify_all in the update command line when I received this
 error.  I left the server down over night and then tried the update again
 this morning, and it worked.

 Command aborted just sounds so dire.  A message like that makes me think
 something went seriously wrong.  It seems to me that something like All
 content servers are full would be more appropriate in this case.

Thanks,
Dave


 On 10/14/2011 04:17 AM, DontWannaName! wrote:

 Do you perhaps have verify all in your update command line? I removed that
 and it worked. Dunno if that could really  be it though.

 Sent from my iPhone 4

 On Oct 13, 2011, at 11:21 PM, Jesse Molinaje...@opendreams.net  wrote:


 What this guy said.  If you are sending clients a kiss-of-death packet,
 please at least acknowledge it on the client.



 David A. Parker wrote:

 If Command aborted means the servers are full, then perhaps they
 should reword that message.

 Thanks.

 - Dave

 On 10/13/2011 05:15 PM, Andrew DeMerse wrote:

 The servers are being hammered, just give it some time.

 On Thu, Oct 13, 2011 at 5:14 PM, David A. Parkerdpar...@utica.edu
 wrote:

  Is anyone seeing this when they attempt to update TF2?

 Checking bootstrapper version ...
 Updating Installation
 Command aborted
 CAsyncIOManager: 0 threads terminating. 0 reads, 0 writes, 0
 deferrals.
 CAsyncIOManager: 15 single object sleeps, 0 multi object sleeps
 CAsyncIOManager: 0 single object alertable sleeps, 0 multi object
 alertable
 sleeps

 This happened when I restarted the server using _restart, so I
 killed the
 server and tried using steam on the command line but it did not help.
 I
 deleted ~/.steam/ClientRegistry.blob and ~/Steam/ClientRegistry.blob
 but
 this also did not help.

 - Dave

 --

 Dave Parker
 Systems Administrator
 Utica College
 Integrated Information Technology Services
 (315) 792-3229
 Registered Linux User #408177

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 # Page = page-je...@opendreams.net
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 # Web  = 
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 Utica College
 Integrated Information Technology Services
 (315) 792-3229
 Registered Linux User #408177

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[hlds_linux] Starts and crashes after recent TF2 Update

2011-10-14 Thread E3pO
Initializing Steam libraries for secure Internet server
Failed to load Steam Service
ServiceStart: failed to start
Looking up breakpad interfaces from steamclient
Calling BreakpadMiniDumpSystemInit
PreMinidumpCallback: updating dump comment
Uploading dump (in-process) [proxy '']
/tmp/dumps/crash_20111014212753_1.dmp
Segmentation fault
Add -debug to the ./srcds_run command line to generate a debug.log
to help with solving this problem
Fri Oct 14 21:27:53 EDT 2011: Server restart in 10 seconds

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Re: [hlds_linux] Starts and crashes after recent TF2 Update

2011-10-14 Thread ics
Our servers crashed perhaps once each for the past 24 hours or so. Some 
lasted 3 hours untill crash, some 12 before going down. I haven't looked 
into them much as i've been working  sleeping and i have not updated SM 
yet so that might be it.


Anyways, reading all these complaints and such, no one didn't mention 
the decreased cpu usage yet. 10-30% here at 30 slot server depending on 
a map (thundermountain eating way more than dustbowl for example) and 
it's clearly noticeable on daily graphs compared to previous. This is a 
shot from one core: http://ics-base.net/crap/cpu_pp.jpg


-ics

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Re: [hlds_linux] Starts and crashes after recent TF2 Update

2011-10-14 Thread Eli Witt
1.3.9-dev was causing evil lockups for us if certain commands are used, like
slay. upgrading to 1.4.0-dev fixed it. That's at least one problem/fix
combo.

On Sat, Oct 15, 2011 at 12:54 AM, ics i...@ics-base.net wrote:

 Our servers crashed perhaps once each for the past 24 hours or so. Some
 lasted 3 hours untill crash, some 12 before going down. I haven't looked
 into them much as i've been working  sleeping and i have not updated SM yet
 so that might be it.

 Anyways, reading all these complaints and such, no one didn't mention the
 decreased cpu usage yet. 10-30% here at 30 slot server depending on a map
 (thundermountain eating way more than dustbowl for example) and it's clearly
 noticeable on daily graphs compared to previous. This is a shot from one
 core: 
 http://ics-base.net/crap/cpu_**pp.jpghttp://ics-base.net/crap/cpu_pp.jpg

 -ics


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