Re: [hlds_linux] Is there any information we can provide to Valve to help resolve the recent server performance issues?

2012-10-29 Thread Erik-jan Riemers
Fletcher mentioned in one of the earlier e-mails that they are aware of
it.

We have it too, with net_graph increase hickup/higher times. The graph
isn't the same as before and multiple people on our servers are
complaining about lag too (but that's usually default, but now the
regulars are saying it)

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Essay Tew
Phaun
Sent: maandag 29 oktober 2012 3:26
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] Is there any information we can provide to Valve to
help resolve the recent server performance issues?

We've noticed our servers acting very poorly after the Halloween update.
Our servers were pretty smooth prior, now players are reporting a lot of
random freezing issues and I'm noticing a lot of gaps in my own net_graph
report. I did not observe any of this prior to the Halloween update. Both
of our systems run CentOS. One is 6.2 64bit and the other 6.3 32bit.

Are there any details we can further provide to help rectify this issue?

http://i.imgur.com/f7UnP.png
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Re: [hlds_linux] Is there any information we can provide to Valve to help resolve the recent server performance issues?

2012-10-29 Thread Kaspars
Getting the same freezing issues. Running gentoo, kernel 2.6.31 on a 
quad core Xeon X3460. 32 player server, tried with and without 
sourcemod, the same. There were no freezing issues before the update. 
The freezes occur every ~20-40 seconds and teleports you back a few 
meters...


On 2012.10.29. 4:26, Essay Tew Phaun wrote:

We've noticed our servers acting very poorly after the Halloween update.
Our servers were pretty smooth prior, now players are reporting a lot of
random freezing issues and I'm noticing a lot of gaps in my own net_graph
report. I did not observe any of this prior to the Halloween update. Both
of our systems run CentOS. One is 6.2 64bit and the other 6.3 32bit.

Are there any details we can further provide to help rectify this issue?

http://i.imgur.com/f7UnP.png
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Re: [hlds_linux] Trends

2012-10-29 Thread Yun Huang Yong

http://www.teamfortress.com/post.php?id=2338

cl_gameserver_list

You will see Standing  Trend.

Standing = Good/Bad
Trend = Downward Fast, Steady, Upward Fast

You obviously want your server to be in Good standing, and ideally 
trending Steady or Upward Fast.


On 29/10/2012 6:22 AM, Benedict Glover wrote:


What do the different trends mean? Steady, Downward Fast, Upward Fast - 
which is better, which will get more people?



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Re: [hlds_linux] Method To Increase Server Traffic

2012-10-29 Thread PAL-18

All of Cameron Munroe's suggestions have been implemented.

There is now a 256Bit SSL certificate protecting the entire website.

Server hosts can win prizes too now.  Refer the most players and you win the 
prize.

November's server prize is $250 USD.

More info at: http://www.capturetheprize.com/server-op.php

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Re: [hlds_linux] Trends

2012-10-29 Thread Rudy Bleeker
You can't always be going upwards fast of course. My server has a
Good standing and goes through an upwards - steady - downwards
trendcycle about every few days, depending on the amount of traffic
I'm getting. As long as your standing is Good and you're getting
quickplay traffic if your server is set to tf_mm_servermode 1 (or 2
for MvM) you shouldn't have to worry about anything.

On Linux you can grep your logfiles to see if you have the same cycle
of server trends as I do.

On Mon, Oct 29, 2012 at 8:16 AM, Yun Huang Yong gumby_li...@mooh.org wrote:
 http://www.teamfortress.com/post.php?id=2338

 cl_gameserver_list

 You will see Standing  Trend.

 Standing = Good/Bad
 Trend = Downward Fast, Steady, Upward Fast

 You obviously want your server to be in Good standing, and ideally trending
 Steady or Upward Fast.


 On 29/10/2012 6:22 AM, Benedict Glover wrote:


 What do the different trends mean? Steady, Downward Fast, Upward
 Fast - which is better, which will get more people?



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Re: [hlds_linux] Server Crashing / Freezing - DataTable warning console floods

2012-10-29 Thread Rudy Bleeker
I can confirm this on a vanilla 'eventmix' halloweenserver running on
Ubuntu server 10.04 LTS, and also some variations on the error:

DataTable warning: (class prop_dynamic): Out-of-range value
(-.x) in SendPropFloat 'm_vNormal', clamping.
DataTable warning: prop_dynamic: Out-of-range value (.x) in
SendPropFloat 'm_vNormal', clamping.

I've noticed that the first with (class prop_dynamic) always has a
negative value, the second slightly different error always has a
positive value. Hopefully this means anything to anyone at Valve.

It doesn't seem to affect my server in any noticable way though, so
for now I'm just treating it as console spam that I can ignore. It's
logged in my console.log though if anyone at Valve wants to see it.


On Mon, Oct 29, 2012 at 12:41 AM, Marco Padovan e...@evcz.tk wrote:
 This:

 DataTable warning: player: Out-of-range value (.x) in
 SendPropFloat 'm_flLastDamageTime', clamping.

 is still happening :/
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Re: [hlds_linux] Server Crashing / Freezing - DataTable warning console floods

2012-10-29 Thread Marco Padovan
In certain cases it reaches very high levels and make your server
hang/freeze.

This extension cures it:

http://forums.alliedmods.net/showthread.php?p=1817962

but hope one day even vanilla servers without sourcemod can be cured
with an official fix ;)


Il 29/10/2012 09.35, Rudy Bleeker ha scritto:
 I can confirm this on a vanilla 'eventmix' halloweenserver running on
 Ubuntu server 10.04 LTS, and also some variations on the error:

 DataTable warning: (class prop_dynamic): Out-of-range value
 (-.x) in SendPropFloat 'm_vNormal', clamping.
 DataTable warning: prop_dynamic: Out-of-range value (.x) in
 SendPropFloat 'm_vNormal', clamping.

 I've noticed that the first with (class prop_dynamic) always has a
 negative value, the second slightly different error always has a
 positive value. Hopefully this means anything to anyone at Valve.

 It doesn't seem to affect my server in any noticable way though, so
 for now I'm just treating it as console spam that I can ignore. It's
 logged in my console.log though if anyone at Valve wants to see it.


 On Mon, Oct 29, 2012 at 12:41 AM, Marco Padovan e...@evcz.tk wrote:
 This:

 DataTable warning: player: Out-of-range value (.x) in
 SendPropFloat 'm_flLastDamageTime', clamping.

 is still happening :/
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Re: [hlds_linux] Optional Team Fortress 2 update released

2012-10-29 Thread Emil Larsson
It might not be, but just to rule it out... If you're getting lag, try
cleaning out /orangebox/tf/downloads. If you have replays enabled, also
clean out /orangebox/tf/replay/server/sessions and
/orangebox/tf/replay/server/blocks, as for some reason those folders
aren't cleaned up automatically. When there is too many files in one
folder, it seems to cause the server to lag whenever it writes to said
overfilled folder. :/

We already had a script to clean out the downloads folder, but overlooked
the sessions and blocks folder as we thought it was enough to clean out the
folder defined in replay_local_fileserver_path.

On Mon, Oct 29, 2012 at 12:26 PM, Peter Reinhold peter_va...@reinhold.dkwrote:

 On 28.10.2012 01:19, Essay Tew Phaun wrote:

  I'm having lag on PvP servers, I don't think it's just an MvM thing.


 Experiencing strange lag-spikes on both regular TF2 and MvM servers since
 the update


 /Peter


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Re: [hlds_linux] Optional Team Fortress 2 update released

2012-10-29 Thread Erik-jan Riemers
We actually run those scripts daily to clean out replays/downloads and
several log folders too. But indeed, before we did that we had lag spikes
also because of it. But thats now not the case.

2012/10/29 Emil Larsson ail...@gmail.com

 It might not be, but just to rule it out... If you're getting lag, try
 cleaning out /orangebox/tf/downloads. If you have replays enabled, also
 clean out /orangebox/tf/replay/server/sessions and
 /orangebox/tf/replay/server/blocks, as for some reason those folders
 aren't cleaned up automatically. When there is too many files in one
 folder, it seems to cause the server to lag whenever it writes to said
 overfilled folder. :/

 We already had a script to clean out the downloads folder, but overlooked
 the sessions and blocks folder as we thought it was enough to clean out the
 folder defined in replay_local_fileserver_path.

 On Mon, Oct 29, 2012 at 12:26 PM, Peter Reinhold peter_va...@reinhold.dk
 wrote:

  On 28.10.2012 01:19, Essay Tew Phaun wrote:
 
   I'm having lag on PvP servers, I don't think it's just an MvM thing.
 
 
  Experiencing strange lag-spikes on both regular TF2 and MvM servers since
  the update
 
 
  /Peter
 
 
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Re: [hlds_linux] Optional Team Fortress 2 update released

2012-10-29 Thread Peter Reinhold

On 29.10.2012 13:41, Erik-jan Riemers wrote:

We actually run those scripts daily to clean out replays/downloads 
and
several log folders too. But indeed, before we did that we had lag 
spikes

also because of it. But thats now not the case.


As do I, this was mentioned on this list some time ago, and I setup 
some scripts to do this maintenance daily ever since.



/Peter


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Re: [hlds_linux] Trends

2012-10-29 Thread ics
Especially if your server empties for the night, it might go downward fast and 
then upward fast every day. If server has players, you are doing fine. 

Some sort of stats will help you on identifying the players like hlxce. Are 
they coming back or are there just thousands of players that connect, play some 
and leave, never coming back.

-ics

- Alkuperäinen viesti -
 You can't always be going upwards fast of course. My server has a
 Good standing and goes through an upwards - steady - downwards
 trendcycle about every few days, depending on the amount of traffic
 I'm getting. As long as your standing is Good and you're getting
 quickplay traffic if your server is set to tf_mm_servermode 1 (or 2
 for MvM) you shouldn't have to worry about anything.
 
 On Linux you can grep your logfiles to see if you have the same cycle
 of server trends as I do.
 
 On Mon, Oct 29, 2012 at 8:16 AM, Yun Huang Yong gumby_li...@mooh.org
 wrote:
  http://www.teamfortress.com/post.php?id=2338
  
  cl_gameserver_list
  
  You will see Standing  Trend.
  
  Standing = Good/Bad
  Trend = Downward Fast, Steady, Upward Fast
  
  You obviously want your server to be in Good standing, and ideally
  trending Steady or Upward Fast.
  
  
  On 29/10/2012 6:22 AM, Benedict Glover wrote:
   
   
   What do the different trends mean? Steady, Downward Fast, Upward
   Fast - which is better, which will get more people?
  
  
  
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 -- 
 Idleness is not doing nothing. Idleness is being free to do anything.
     - Floyd Dell
 
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Re: [hlds_linux] Sourcemod STILL not working for me but it is for everyone else

2012-10-29 Thread Nicholas Hastings
Loading via gameinfo.txt should still work, but you'll have to copy or 
symlink addons/metamod/bin/server.so to addons/metamod/bin/server_srv.so


On 10/28/2012 1:11 AM, ics wrote:

Do you load metamod via gameinfo.txt or vdf? You need vdf since gameinfo style 
wont load metamod snapshot.

-ics

- Alkuperäinen viesti -

Not working for me. Mm wont load. Ill provide versions soon. I have a
linux centos rental and i can relay shtuff to my host if need be.

Sincerely,
Aaron
On Oct 27, 2012 9:32 PM, martin v velt...@gmail.com wrote:


If it is working for EVERYONE just fine but not for you it seems that
it something on your end.
You have a thread on allied forums with an istruction how to fix this.
If you can't do this maybe you should delete your server?

2012/10/28 Benedict Glover neobened...@hotmail.co.uk


Ugh, I feel unbelievably dumb right now. Forgotten I had only
temporarily disabled SELinux and had since rebooted my system when
Halloween came around.
Ugh. Thank you very much.


From: neobened...@hotmail.co.uk
To: hlds_linux@list.valvesoftware.com
Date: Sun, 28 Oct 2012 00:37:35 +0100
Subject: Re: [hlds_linux] Sourcemod STILL not working for me but
it is

for everyone else


I'll try completely disabling this piece of swear word...


From: asher...@gmail.com
Date: Sun, 28 Oct 2012 00:35:32 +0100
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Sourcemod STILL not working for me but
it

is

for everyone else

Freezes on plugin loading is caused by SELinux being enabled and
srcds_linux not being granted execstack and execheap.

~
Their heads are green, and their hands are blue,
And they went to sea in a Sieve. - Edward Lear


On Sun, Oct 28, 2012 at 12:34 AM, Anders Olsson
bran...@hotmail.com

wrote:

Use latest and it will work!

Metamod   1.10.0-devV
Sourcemod 1.5.0-dev+3675





-Ursprungligt meddelande- From: Giovanni Harting
Sent: Sunday, October 28, 2012 1:31 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Sourcemod STILL not working for me
but it

is for

everyone else


Witch version do you use? Working is latest sm dev snapshot and

metamod

1.10 dev snapshot

2012/10/28 Benedict Glover neobened...@hotmail.co.uk


Since Alliedmodders isn't giving me any responce, I'd like
to know

how

everyone has managed to get sourcemod working but me. I've
tried everything, but it will always lock up whenever it
tries to load

any

plugin
(and all I want atm is the ones that come with it). I've
tried

recompiling

the plugins from the scripting folder, tried the windows
plugins,

but it

keeps hanging on:
L 10/28/2012 - 01:27:48:  Mapchange to
koth_lakeside_event 

Sourcemod loads fine with no plugins in the plugins folder,

however

as

soon as I put one in and try to load it it just freezes.


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--
Nicholas Hastings
AlliedMods.net http://www.alliedmods.net
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Re: [hlds_linux] Optional Team Fortress 2 update released

2012-10-29 Thread ics
One of my servers is having awful lag spikes, the one that runs 
eventmix. The other that runs event247 on same machine seems to be ok so 
i guess it's some more random bug or related to some other maps.


-ics

29.10.2012 15:13, Peter Reinhold kirjoitti:

On 29.10.2012 13:41, Erik-jan Riemers wrote:


We actually run those scripts daily to clean out replays/downloads and
several log folders too. But indeed, before we did that we had lag 
spikes

also because of it. But thats now not the case.


As do I, this was mentioned on this list some time ago, and I setup 
some scripts to do this maintenance daily ever since.



/Peter


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Re: [hlds_linux] Optional Team Fortress 2 update released

2012-10-29 Thread Peter Reinhold

On 29.10.2012 17:05, ics wrote:

One of my servers is having awful lag spikes, the one that runs
eventmix. The other that runs event247 on same machine seems to be ok
so i guess it's some more random bug or related to some other maps.


We're experiencing the lag on both koth_lakeside_event, badwater and 
MvM maps



/Peter

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Re: [hlds_linux] Optional Team Fortress 2 update released

2012-10-29 Thread Lord_Jeremy
I've noticed occasional lag spikes on precisely the same maps on two of my 
servers.

-J


On Oct 29, 2012, at 12:15 PM, Peter Reinhold peter_va...@reinhold.dk wrote:

 On 29.10.2012 17:05, ics wrote:
 One of my servers is having awful lag spikes, the one that runs
 eventmix. The other that runs event247 on same machine seems to be ok
 so i guess it's some more random bug or related to some other maps.
 
 We're experiencing the lag on both koth_lakeside_event, badwater and MvM maps
 
 
 /Peter
 
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Re: [hlds_linux] Optional Team Fortress 2 update released

2012-10-29 Thread ics
There has been some spikes on others too but nothing major. Usually they 
are related to events where players join to the server and something 
happens at the same time that requires more cpu. I'm not sayin there 
isn't a problem since so many are experiencing it, just thinking out 
loud what might be the cause.


-ics

29.10.2012 18:15, Peter Reinhold kirjoitti:

On 29.10.2012 17:05, ics wrote:

One of my servers is having awful lag spikes, the one that runs
eventmix. The other that runs event247 on same machine seems to be ok
so i guess it's some more random bug or related to some other maps.


We're experiencing the lag on both koth_lakeside_event, badwater and 
MvM maps



/Peter

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[hlds_linux] TF2: map not changing once mp_timelimit is reached

2012-10-29 Thread Marco Padovan
We are running some public servers with just 1 single map specified.

mp_timelimit is set to 60
mp_winlimit is set to 0

when issuing timeleft in console we getthis is the last round... but
the map never changes anyway.

Is there something Imissed?
Basically I want the map to change once 60minutes are passed... even if
nobody is connected or playing.
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Re: [hlds_linux] Optional Team Fortress 2 update released

2012-10-29 Thread Essay Tew Phaun
Our Dustbowl server is experiencing some spikes and lag that we never
experienced before this update. It seems all of them are, but I mostly play
on that server. Our KOTH server is also doing it. I'm not even sure it's
map specific. I just think something about the update has borked something.
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Re: [hlds_linux] Optional Team Fortress 2 update released

2012-10-29 Thread Cameron Munroe
If you look at your console you will see the servers spewing out missing 
files and other errors. It is a wall of red text. Missing X particle, 
Missing this action. etc. I don't think it is the servers, rather the 
clients having a hard time trying to process all the effects.


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Re: [hlds_linux] Optional Team Fortress 2 update released

2012-10-29 Thread Lord_Jeremy
I noticed one MVM server was lagging terribly with the new coaltown_event map 
so I took it out of the list and tested it with a few maps. All the MVM maps 
were practically unplayable, stuttering every few seconds or so. I tried 
badwater and still got stuttering, albeit significantly less. On turbine and 
2fort I didn't notice any issue. I've left that server shut down for the moment.

-J


On Oct 29, 2012, at 12:25 PM, Essay Tew Phaun sc2p...@gmail.com wrote:

 Our Dustbowl server is experiencing some spikes and lag that we never
 experienced before this update. It seems all of them are, but I mostly play
 on that server. Our KOTH server is also doing it. I'm not even sure it's
 map specific. I just think something about the update has borked something.
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[hlds_linux] Sharing Server Files with Unionfs

2012-10-29 Thread Lord_Jeremy
Hey all. For a while I've been operating multiple TF2 servers off the same data 
files, where all each instance has is a separate /cfg and /addons directory. 
I'm using a program called Unionfs-fuse, which allows you to mount directories 
in layers over each other. (I'm using the FUSE variant for simplicities sake. 
The kernelspace version would theoretically have better performance but I 
haven't noticed any issues that would necessitate it.)

The way I've set up my directory mounts, I start with a common data files 
folder that is essentially a complete source game install. For each server 
instance, I create a config folder that contains just the server-specific 
files. So for a tf2 server that would be along the lines of 
tf-config-1/orangebox/tf/addons and tf-config-1/orangebox/tf/cfg. Then I create 
an empty directory for the actual server instance. Now I use Unionfs to mount 
the common directory as readonly and the corresponding config directory as 
readwrite for each specific instance directory. The way Unionfs works, if the 
top level directory (config) doesn't contain a file, it will look in the bottom 
level common directory for it. When the server writes files back to the 
instance directory that it's run from, they're actually put in the config 
directory. So after running the server, the config directory will get populated 
with a bunch of caching and log files and the like.

Unionfs-fuse is a filesystem type as recognized by mount, though the package I 
use also has an actual unionfs-fuse command which is effectively an alias to 
mount. I use the copy on write option which means that if the server tries to 
write back to a file which is in the readonly common location, it will first 
copy it to the readwrite config location.

For the purposes of updating, I also created another directory that I use the 
steam updater on. This directory has the common directory mounted as readwrite 
initially. I also mount two dummy directories over the addons and cfg paths so 
that if the updater writes anything to those locations it doesn't get put back 
into common.

For ease of configuration, I put several base configuration files in the common 
directory's cfg location. For example, I've got a standard-server.cfg file 
which sets up all the options for my standard servers. I've also got 
mvm-server.cfg which sets up an MvM server. Then in each server-specific 
config's cfg directory I've got a server.cfg that execs one of the common cfgs 
and then sets up that particular server's specific options. In practice, that's 
usually just the quickplay identity and the hostname. Although it makes it easy 
for me to just tweak a couple small options. E.g. for the halloween event I 
changed the map rotation for a couple of my servers in their specific cfgs. I 
also have a maplists directory in the common tree that just has a bunch of text 
files with maplists that can be loaded both via the mapcycle cvar and in the 
sourcemod plugin configurations.

I've written up a few shell scripts that make my server management easier. One 
of them can either mount or unmount all of the layered filesystems all at once. 
I call this script from an init script so that the mounts are automatically 
performed when the system boots.
http://pastebin.com/dw6FLhB8

This script is just a shortcut for using steam to update servers. I created it 
before I was using the shared data mounts as it meant I could just chain all 
the server folders as parameters and it would update them one at a time.
http://pastebin.com/VV6WcmHs

This script is a shortcut for updating sourcemod. Due to limitations of 
sourcemod itself there has to be a separate addons folder for each server. 
Therefore I created this script to untar the downloaded package and copy some 
of the contents to a game server's addons directory. It leaves the configs 
directory alone.
http://pastebin.com/tBzqwZQW

So I've been using this system for several months with as many as 10 servers 
sharing one common data directory. It saves a TON of disk space (each config 
folder ends up being about 500 MB with all the cached files) and I'm 
considering replacing the physical disk in one of my servers with an SSD to see 
how it performs. I also only have to run the updater once to get all the 
servers on a box up to date. Adding a new server is just a matter of making a 
new config and instance directory and adding its name to the mount script. Feel 
free to ask me any questions. Cheers!

-Jeremy
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Re: [hlds_linux] Optional Team Fortress 2 update released

2012-10-29 Thread Russell Smith
Are those of you with lag issues watching your CPU utilization? I had similar 
symptoms on my servers after the pyro update (which lasted for months). The in 
game lag spikes I saw coincided with srcds CPU spikes.

Lord_Jeremy lord.jer...@gmail.com wrote:I noticed one MVM server was lagging 
terribly with the new coaltown_event map so I took it out of the list and 
tested it with a few maps. All the MVM maps were practically unplayable, 
stuttering every few seconds or so. I tried badwater and still got stuttering, 
albeit significantly less. On turbine and 2fort I didn't notice any issue. I've 
left that server shut down for the moment.

-J


On Oct 29, 2012, at 12:25 PM, Essay Tew Phaun sc2p...@gmail.com wrote:

 Our Dustbowl server is experiencing some spikes and lag that we never
 experienced before this update. It seems all of them are, but I mostly play
 on that server. Our KOTH server is also doing it. I'm not even sure it's
 map specific. I just think something about the update has borked something.
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Re: [hlds_linux] Sharing Server Files with Unionfs

2012-10-29 Thread Erik-jan Riemers
Nice, thanks for the story. Always good to hear sollutions from people just
for the sake of what else is out there

Instead of using a uninionfs we use symbolic links, i only share the maps
folder because that is one of the biggest ones. I just dump all maps in
there regardless if it needs to be there and keep that up to date. Only i
use unison to sync from our bigbox to several other servers (physical) ,
its a bit more space but all the boxes have enough anyways (and the bigbox
is ssd only)

We link all our plugins to 1 big shared folder (which is synced via unison
again) so basicly i can update on any of the servers a plugin in my shared
folder and when the sync comes (its in cron) it gets picked up and all the
servers using that plugin will be updated too. Updating tf2 itself goes via
the SSMS tool (see AM/github),  it just sends out a _restart to the server
and the srcds script will update because of that when a update comes out.
Nothing fancy but it does a good job. Maintenance with 10+ servers is just
a horror if you have different mods and such too.

Overall its still a lot of work, getting the right people to do the job is
even harder. So good idea's are always welcome.

2012/10/29 Lord_Jeremy lord.jer...@gmail.com

 Hey all. For a while I've been operating multiple TF2 servers off the same
 data files, where all each instance has is a separate /cfg and /addons
 directory. I'm using a program called Unionfs-fuse, which allows you to
 mount directories in layers over each other. (I'm using the FUSE variant
 for simplicities sake. The kernelspace version would theoretically have
 better performance but I haven't noticed any issues that would necessitate
 it.)

 The way I've set up my directory mounts, I start with a common data
 files folder that is essentially a complete source game install. For each
 server instance, I create a config folder that contains just the
 server-specific files. So for a tf2 server that would be along the lines of
 tf-config-1/orangebox/tf/addons and tf-config-1/orangebox/tf/cfg. Then I
 create an empty directory for the actual server instance. Now I use
 Unionfs to mount the common directory as readonly and the corresponding
 config directory as readwrite for each specific instance directory. The way
 Unionfs works, if the top level directory (config) doesn't contain a file,
 it will look in the bottom level common directory for it. When the server
 writes files back to the instance directory that it's run from, they're
 actually put in the config directory. So after running the server, the
 config directory will get populated with a bunch of caching and log files
 and the like.

 Unionfs-fuse is a filesystem type as recognized by mount, though the
 package I use also has an actual unionfs-fuse command which is effectively
 an alias to mount. I use the copy on write option which means that if the
 server tries to write back to a file which is in the readonly common
 location, it will first copy it to the readwrite config location.

 For the purposes of updating, I also created another directory that I use
 the steam updater on. This directory has the common directory mounted as
 readwrite initially. I also mount two dummy directories over the addons and
 cfg paths so that if the updater writes anything to those locations it
 doesn't get put back into common.

 For ease of configuration, I put several base configuration files in the
 common directory's cfg location. For example, I've got a
 standard-server.cfg file which sets up all the options for my standard
 servers. I've also got mvm-server.cfg which sets up an MvM server. Then
 in each server-specific config's cfg directory I've got a server.cfg that
 execs one of the common cfgs and then sets up that particular server's
 specific options. In practice, that's usually just the quickplay identity
 and the hostname. Although it makes it easy for me to just tweak a couple
 small options. E.g. for the halloween event I changed the map rotation for
 a couple of my servers in their specific cfgs. I also have a maplists
 directory in the common tree that just has a bunch of text files with
 maplists that can be loaded both via the mapcycle cvar and in the sourcemod
 plugin configurations.

 I've written up a few shell scripts that make my server management easier.
 One of them can either mount or unmount all of the layered filesystems all
 at once. I call this script from an init script so that the mounts are
 automatically performed when the system boots.
 http://pastebin.com/dw6FLhB8

 This script is just a shortcut for using steam to update servers. I
 created it before I was using the shared data mounts as it meant I could
 just chain all the server folders as parameters and it would update them
 one at a time.
 http://pastebin.com/VV6WcmHs

 This script is a shortcut for updating sourcemod. Due to limitations of
 sourcemod itself there has to be a separate addons folder for each server.
 Therefore I created this script 

[hlds_linux] Hanging on mapchange (changelevel)

2012-10-29 Thread Michael Johansen

Hi 
I'm running these versions of SM and MMS: http://pastebin.com/0sM4p22q 
My problem is that the server hangs upon mapchange, this is random and I do not 
know why it happens. I have a stacktrace of it which can be found here: 
http://pastebin.com/raw.php?i=fLebMQLS
Any ideas/suggestions on what to do?
  
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Re: [hlds_linux] Sharing Server Files with Unionfs

2012-10-29 Thread Kaspars
Thank you for this tutorial, I am using hard-links, but there are some 
issues because of server writing to files therefore I had to change the 
owner of base files to root, but that makes more problems :) I will 
definitely look at the unionfs.


On 2012.10.29. 19:17, Lord_Jeremy wrote:

Hey all. For a while I've been operating multiple TF2 servers off the same data 
files, where all each instance has is a separate /cfg and /addons directory. 
I'm using a program called Unionfs-fuse, which allows you to mount directories 
in layers over each other. (I'm using the FUSE variant for simplicities sake. 
The kernelspace version would theoretically have better performance but I 
haven't noticed any issues that would necessitate it.)

The way I've set up my directory mounts, I start with a common data files folder that is 
essentially a complete source game install. For each server instance, I create a config folder 
that contains just the server-specific files. So for a tf2 server that would be along the lines of 
tf-config-1/orangebox/tf/addons and tf-config-1/orangebox/tf/cfg. Then I create an empty directory for the 
actual server instance. Now I use Unionfs to mount the common directory as readonly and the 
corresponding config directory as readwrite for each specific instance directory. The way Unionfs works, if 
the top level directory (config) doesn't contain a file, it will look in the bottom level common directory 
for it. When the server writes files back to the instance directory that it's run from, they're actually put 
in the config directory. So after running the server, the config directory will get populated with a bunch of 
caching and log files and the like.

Unionfs-fuse is a filesystem type as recognized by mount, though the package I use also 
has an actual unionfs-fuse command which is effectively an alias to mount. I use the 
copy on write option which means that if the server tries to write back to a 
file which is in the readonly common location, it will first copy it to the readwrite 
config location.

For the purposes of updating, I also created another directory that I use the 
steam updater on. This directory has the common directory mounted as readwrite 
initially. I also mount two dummy directories over the addons and cfg paths so 
that if the updater writes anything to those locations it doesn't get put back 
into common.

For ease of configuration, I put several base configuration files in the common directory's cfg 
location. For example, I've got a standard-server.cfg file which sets up all the 
options for my standard servers. I've also got mvm-server.cfg which sets up an MvM 
server. Then in each server-specific config's cfg directory I've got a server.cfg that execs one of 
the common cfgs and then sets up that particular server's specific options. In practice, that's 
usually just the quickplay identity and the hostname. Although it makes it easy for me to just 
tweak a couple small options. E.g. for the halloween event I changed the map rotation for a couple 
of my servers in their specific cfgs. I also have a maplists directory in the common tree that just 
has a bunch of text files with maplists that can be loaded both via the mapcycle cvar and in the 
sourcemod plugin configurations.

I've written up a few shell scripts that make my server management easier. One 
of them can either mount or unmount all of the layered filesystems all at once. 
I call this script from an init script so that the mounts are automatically 
performed when the system boots.
http://pastebin.com/dw6FLhB8

This script is just a shortcut for using steam to update servers. I created it 
before I was using the shared data mounts as it meant I could just chain all 
the server folders as parameters and it would update them one at a time.
http://pastebin.com/VV6WcmHs

This script is a shortcut for updating sourcemod. Due to limitations of 
sourcemod itself there has to be a separate addons folder for each server. 
Therefore I created this script to untar the downloaded package and copy some 
of the contents to a game server's addons directory. It leaves the configs 
directory alone.
http://pastebin.com/tBzqwZQW

So I've been using this system for several months with as many as 10 servers 
sharing one common data directory. It saves a TON of disk space (each config 
folder ends up being about 500 MB with all the cached files) and I'm 
considering replacing the physical disk in one of my servers with an SSD to see 
how it performs. I also only have to run the updater once to get all the 
servers on a box up to date. Adding a new server is just a matter of making a 
new config and instance directory and adding its name to the mount script. Feel 
free to ask me any questions. Cheers!

-Jeremy
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Re: [hlds_linux] Running a Halloween Server

2012-10-29 Thread doc
You seem to be upset with TF2 for requiring a certain amount of people to
take on certain tasks. You want to be able to experience 100% of the
content regardless of it's intention, delivery, or challenge. This seems
like you just want more free stuff for your free game, this is good, it's a
sign that you really like this game and you're frustrated you cannot
experience everything about it because you must rely on the public to help
you. I can understand that's... sometimes unfortunate, but at the same time
you cannot hold this against Valve/TF2.

I'm not sure what exactly you're expecting for TF2 anymore. I mean think
about what you've gotten and how it stacks up to any other multiplayer game
you've ever played:

- TF2 came out in 2007 (you cite Borderlands 2, when the first Borderlands
came out in 2009)
In this time there have been: a lot of -free- updates. Over 5 years of
constant support, new game modes, new maps, new voice actor lines, new
models, new weapons, new hats (hooray??), more features, different entire
game modes. All of these things have been provided for free, because some
people really like those $100 rings.

- TF2 is now -free-, 100% free
THERE ARE STILL CONTENT UPDATES. This is what really blows me away. This
game is 100% free, this entire event was 100% free. Sure you can say the
event sucks but why have any events... ever really? CoD doesn't have
Halloween events and it seems to be quite fine without them. I'm not sure
Halo has any kind of achievements unlocking new weapons, or new maps coming
out (for free).

- Not everyone wants to play by themselves.
I think the fact that you need at least x players to do something is kind
of neat - it's not something you see in a lot of other video games, and I
mean is this really a big deal? It's ONE map during ONE week of TF2,
and unless you've been sucked into the trading meta-game (that is
cheapening TF2) there isn't anything you 'get' out of this. Then again when
I started playing TF2 5 years ago, there wasn't anything to get at anytime.
You say that 32 man servers show you can take an idea too far, but what is
to stop that argument from being flipped on it's head. Why does VALVE get
to tell me how many players I should max out on? If one can say 32+ is too
many, I'm comfortable in saying you need 6 to do MvM, unless you regularly
are able to 1-man MMORPG bosses or L4D runs I don't see why this is such a
strange restraint.
(Also side note: what is the challenge in hitting the tank? The challenge
comes in splitting your attention, the tank itself is easy but it REQUIRES
time, REQUIRES damage. If you  have to concentrate on stopping a tank or
stopping bomb progress what do you do? That question is the reason tanks
exist. They are not difficult on normal, but then again the Normal
difficulties are pretty easy.)

- Perhaps TF2 is reaching the end of it's idea threshold
So MvM isn't some perfect MAN VERSUS MACHINE SHOWDOWN, it's more of a
really fancy set of maps and AI logic and hacked up missions. I explain MvM
as a super polished SourceMod plugin - and that's a blast. It's a shame it
takes up a literal 32 man server, but expecting them to completely change
bots/AI behavior within their game at this point in it's lifetime just
doesn't many any sense - there is no financial motive unless they plan on
re-releasing it as some paid addition. You can't just edit SoldierBot.cs
and set useRocketJumps = true.
After 5 years perhaps TF2 should just be enjoyed for what it is, instead of
being reliant on every holiday update bringing with it more fun. Remember
how fun cp_dustbowl was on launch day? It's still that fun, you've just
come to expect more, a lot more.


My advice is: don't cater to quickplayer. They are users that just mashed
PLAY NOW and most times have no loyalty to the place they show up at.
Take your server off quickplay - get a community of players together that
still like TF2 for what it is. If you cannot get those people together,
then perhaps your community has moved on from TF2 and Quickplay users were
just the band-aid hiding this wound.

TF2 is a bunch of fun but it has become a very different game over its
lifetime. I agree with your sentiment that the updates now don't feel as
fun as they used to, but I also see that I have around 2,000 hours of
game time in TF2, and I think that's just a lot of time to spend on one
thing in general.

On Sun, Oct 28, 2012 at 1:43 AM, dan needa...@ntlworld.com wrote:

 On 28/10/2012 07:38, Maavrik wrote:

 I always felt that TF2 was meant to be silly.  For instance, the Scout
 knows he's in a video game, not very serious if you ask me


 It doesn't follow that in order for the content of the game not to be
 serious that it doesn't
 matter what that content of the game is or how the mechanics of it work.

 If any old crap worked because It's not serious then Splash Damage could
 be successful PC game developers :)

 As I said, I think it would be more fun had this particular update
 considered 

Re: [hlds_linux] Running a Halloween Server

2012-10-29 Thread [BT]Black V
Eloquent.
On 30/10/2012 7:58 AM, doc drga...@gmail.com wrote:

 You seem to be upset with TF2 for requiring a certain amount of people to
 take on certain tasks. You want to be able to experience 100% of the
 content regardless of it's intention, delivery, or challenge. This seems
 like you just want more free stuff for your free game, this is good, it's a
 sign that you really like this game and you're frustrated you cannot
 experience everything about it because you must rely on the public to help
 you. I can understand that's... sometimes unfortunate, but at the same time
 you cannot hold this against Valve/TF2.

 I'm not sure what exactly you're expecting for TF2 anymore. I mean think
 about what you've gotten and how it stacks up to any other multiplayer game
 you've ever played:

 - TF2 came out in 2007 (you cite Borderlands 2, when the first Borderlands
 came out in 2009)
 In this time there have been: a lot of -free- updates. Over 5 years of
 constant support, new game modes, new maps, new voice actor lines, new
 models, new weapons, new hats (hooray??), more features, different entire
 game modes. All of these things have been provided for free, because some
 people really like those $100 rings.

 - TF2 is now -free-, 100% free
 THERE ARE STILL CONTENT UPDATES. This is what really blows me away. This
 game is 100% free, this entire event was 100% free. Sure you can say the
 event sucks but why have any events... ever really? CoD doesn't have
 Halloween events and it seems to be quite fine without them. I'm not sure
 Halo has any kind of achievements unlocking new weapons, or new maps coming
 out (for free).

 - Not everyone wants to play by themselves.
 I think the fact that you need at least x players to do something is kind
 of neat - it's not something you see in a lot of other video games, and I
 mean is this really a big deal? It's ONE map during ONE week of TF2,
 and unless you've been sucked into the trading meta-game (that is
 cheapening TF2) there isn't anything you 'get' out of this. Then again when
 I started playing TF2 5 years ago, there wasn't anything to get at anytime.
 You say that 32 man servers show you can take an idea too far, but what is
 to stop that argument from being flipped on it's head. Why does VALVE get
 to tell me how many players I should max out on? If one can say 32+ is too
 many, I'm comfortable in saying you need 6 to do MvM, unless you regularly
 are able to 1-man MMORPG bosses or L4D runs I don't see why this is such a
 strange restraint.
 (Also side note: what is the challenge in hitting the tank? The challenge
 comes in splitting your attention, the tank itself is easy but it REQUIRES
 time, REQUIRES damage. If you  have to concentrate on stopping a tank or
 stopping bomb progress what do you do? That question is the reason tanks
 exist. They are not difficult on normal, but then again the Normal
 difficulties are pretty easy.)

 - Perhaps TF2 is reaching the end of it's idea threshold
 So MvM isn't some perfect MAN VERSUS MACHINE SHOWDOWN, it's more of a
 really fancy set of maps and AI logic and hacked up missions. I explain MvM
 as a super polished SourceMod plugin - and that's a blast. It's a shame it
 takes up a literal 32 man server, but expecting them to completely change
 bots/AI behavior within their game at this point in it's lifetime just
 doesn't many any sense - there is no financial motive unless they plan on
 re-releasing it as some paid addition. You can't just edit SoldierBot.cs
 and set useRocketJumps = true.
 After 5 years perhaps TF2 should just be enjoyed for what it is, instead of
 being reliant on every holiday update bringing with it more fun. Remember
 how fun cp_dustbowl was on launch day? It's still that fun, you've just
 come to expect more, a lot more.


 My advice is: don't cater to quickplayer. They are users that just mashed
 PLAY NOW and most times have no loyalty to the place they show up at.
 Take your server off quickplay - get a community of players together that
 still like TF2 for what it is. If you cannot get those people together,
 then perhaps your community has moved on from TF2 and Quickplay users were
 just the band-aid hiding this wound.

 TF2 is a bunch of fun but it has become a very different game over its
 lifetime. I agree with your sentiment that the updates now don't feel as
 fun as they used to, but I also see that I have around 2,000 hours of
 game time in TF2, and I think that's just a lot of time to spend on one
 thing in general.

 On Sun, Oct 28, 2012 at 1:43 AM, dan needa...@ntlworld.com wrote:

  On 28/10/2012 07:38, Maavrik wrote:
 
  I always felt that TF2 was meant to be silly.  For instance, the Scout
  knows he's in a video game, not very serious if you ask me
 
 
  It doesn't follow that in order for the content of the game not to be
  serious that it doesn't
  matter what that content of the game is or how the mechanics of it work.
 
  If any old crap worked because It's not serious 

Re: [hlds_linux] TF2: map not changing once mp_timelimit is reached

2012-10-29 Thread Marco Padovan
Looks like it was just a matter of:

mp_match_end_at_timelimit

:)

Il 29/10/2012 17.18, Marco Padovan ha scritto:
 We are running some public servers with just 1 single map specified.

 mp_timelimit is set to 60
 mp_winlimit is set to 0

 when issuing timeleft in console we getthis is the last round...
 but the map never changes anyway.

 Is there something Imissed?
 Basically I want the map to change once 60minutes are passed... even
 if nobody is connected or playing.

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Re: [hlds_linux] Invalid STEAM userID ticket, STEAMAUTH Client NAME received failure code 7

2012-10-29 Thread doc
Steam hiccup from what I've been told. Nothing you can do about it.

On Mon, Oct 29, 2012 at 4:14 PM, bottige...@gmail.com
bottige...@gmail.comwrote:

 Is anyone getting entire servers disconnected with this message in the
 console:

 STEAMAUTH Client NAME received failure code 7

 And this message on the client?

 Invalid STEAM userID ticket

 http://i.imgur.com/6E9OQ.jpg

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