Ook wrote:
Ook wrote:
What would be better, and what would be more likely to get the
attention of
Valve, is periodic memory consumption readings. Take a reading every
hour
for a few days and see what the trend is. Does it eventually
stabalize? Does
it keep going up? How high does it get before
Heads up when running a campaign server make sure
your starting map is L_MP3.
Steve
This e.mail is private and confidential between Multiplay (UK) Ltd. and the
person or entity to whom it is addressed. In the event of misdirection, the
Frazer wrote:
mp_gametype [0|1|2]
0 = Deathmatch
1 = Team Deathmatch
2 = Campaign
cvarlist will give you all the settings.
Steve
There seems to be 3 game types for a dedicated server: Crusade,
Deathmatch
and Team Deathmatch.
Can someone explain how the game type is selected, presumably
Ian mu wrote:
--
[ Picked text/plain from multipart/alternative ]
Hiya, nope don't have anything like that. Just have the servers and
perl scripts managing them (which I don't think could do anything
like that). We're rebuilding a win2k3 box in the near future, so I'll
try and do a css server
Bart King wrote:
Does anyone know anything about multiplayer servers for the
forthcoming game Dark Messiah on Steam? It seems details about the
server side of things are a little sketchy.
And yes, I tried searching the Steam forums, but all I got was a white
page (don't you just love PHP
Bart King wrote:
Interesting - you say you are running them, but using hldsupdatetool
-command list, there's not a word about it. Do you know something I
don't? :)
Ah sorry I dont believe the server is currently available for
download. We are running the servers for UBISoft / Kuju and
they
If you found a trogan dont mess around, take the box offline now
format and reinstall from scratch.
Steve
Valdimar Kristjánsson wrote:
I found a trojan that I read was something that allowed remote admin
on my server . I killed it but I don't know how long it's been there or
if someone has
Good move NOT!!
If you have had a trogan you dont know what they have touched.
You remove the initial trogan and they may have installed any
number of things on timers to trigger on a certain action or
time what ever.
Reinstall is the only way to be sure and its not like it
takes long. Wait and
I've now tried 8 times to download the dedicated server for
The ship every time it gets part way down and quits with:
Connection Reset, WinSock Error 10054 Connection reset by peer
All usual tricks tried i.e. deleting ClientRegistry.blob and
InstallRecord.blob all no go.
Gets a few more files
Yep your still here eric :)
Steve
This e.mail is private and confidential between Multiplay (UK) Ltd. and the
person or entity to whom it is addressed. In the event of misdirection, the
recipient is prohibited from using, copying, printing
Alfred Reynolds wrote:
We have a Beta in progress for the Source Dedicated Server. This Beta
applies to all Source Engine based mods and games and is available for
both Win32 and Linux.
What are the changes in here Alfred?
Steve
This
Roman Hatsiev wrote:
Could you please provide vendor name and model?
On 17/05/06, Ilya Oboznyy [EMAIL PROTECTED] wrote:
just get a hardware which have lower timings with windows..
Guys there is no point in running at such ridiculously high
fps. So instead of wasting your time and others
Oh come on, this is not a simple thing to solve. If you think it is then
go start you own company, create some great games like Valve and
then support them as well and for as long as they have. Think you'll
find that not everything is quite a easy as you think it is.
- Original Message -
I think the problem is took them by surprise as well. From what Alfred
has said it was a fix for VAC so I suspect that affinity was set on a
thread dedicated to VAC and the unexpected side effect was that the
entire server then has affinity set.
Not 100% but that's how I read it. Yes this is a
Fact is if you can come up with something static, I'll give you
and example where it falls flat on its face making totally the
wrong decision.
This is NOT a problem which has a static solution, any attempt
to do so would be a huge waste of time.
Steve
- Original Message -
From:
LOL you really dont get it do you :( All these things a variable,
not fixed, changeable so a decision made at point X in time will
not be correct for point X + Y in time.
- Original Message -
From: Whisper [EMAIL PROTECTED]
Well I guess if you don't know what servers you are running,
- Original Message -
From: Whisper [EMAIL PROTECTED]
[ Picked text/plain from multipart/alternative ]
And you seem to think we have to cover every possibility no matter how
ridiculous it may be, just because it is not impossible.
No just the fact that there a huge amount of basic
Can you say quad? Yes our current baseline box is a Dual AMD 275
so 4 * 2.2Ghz of CPU power.
If you cant see the variables after what's been said then I'm sorry
I cant help you.
Steve
- Original Message -
From: Whisper [EMAIL PROTECTED]
When exactly are you running more than 4-6
Ah so your saying we need to bind them to other CPU's, and not
to allow them to use the available CPU's.
Unfortunately I dont think that's going to be an option as we're
not just talking CS on a machine here and the fact that servers
are dynamically created and moved around machines means
its
Grr, that one thanks for letting us know :)
Laggy servers or unstable VAC, nasty choice! Think I'd go
for unstable VAC but totally understand your reasons to not
make it generally available. Possibility for a -beta noaffinity?
Out of interest how does this affect linux? Does it affect it at
If you know how to statically determine a dynamic process then please
let us all know as Im sure that would be a great breakthrough in computer
science.
Your basic solution of round robin would be unworkable as there are
too many dynamic variants. You may be running your two servers quite
So you augment it to change the cpu affinity based on the cpu's load
at the instant the server is started, really what use is that? Its a single
snapshot in time of a rapidly changing environment so its almost
guaranteed to make the wrong decision.
You could build static load metrics based on
This is a massive issue for hosters who rely on multi servers taking full
advantage or multi core / multi CPU performance. It would explain the
increase in complaints about lag we have had recently.
For us its critical that this is fixed for next week or we will be unable
to run our CS comp
Surely that has the same effect as removing the binding to a single
processor which would be a quick fix?
Steve
- Original Message -
From: Alfred Reynolds [EMAIL PROTECTED]
Use one of the many programs mentioned on this list to work around the
problem for now. The full fix requires
Any news / info on the RedOrchestra server release as time is now
running out to get things setup before the client release tomorrow.
Steve
This e.mail is private and confidential between Multiplay (UK) Ltd. and the
person or entity to whom
Not what I wanted to here but thanks for the info Alfred.
Can you tell us what the game string will be please?
Steve
- Original Message -
From: Alfred Reynolds [EMAIL PROTECTED]
The server will become available at the same time as the client. The
install process is the same as any
Not been following the thread but do you run with auto update enabled?
If so try disabling it and running manual updates that you verify that's
what we do and I cant say we've seen this problem ever.
Steve / K
This e.mail is private and
Common theme so far is mani anyone seeing this not running
mani?
Steve / K
- Original Message -
From: Ghost [EMAIL PROTECTED]
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
I have this memory problem with my Linux Source server as
That's the bad case ( no affinity )
- Original Message -
From: Affordablegameservers.com [EMAIL PROTECTED]
what happens when you allow the os to chose where to send the servers?
This e.mail is private and confidential between
Did this not get released? I dont see any changes here to the dedicated
server only to DOD.
Steve / K
- Original Message -
From: Alfred Reynolds [EMAIL PROTECTED]
A Source dedicated server update will be happening in the next few
hours. This update is for both Counter-Strike:
If you want to run a 64 player BF2 server you would need a 248,
246 wouldn't quite cut it.
- Original Message -
From: Marc-Berco Fuhr [EMAIL PROTECTED]
Yes, we were planning on running at least 2 instances of 16 slot CS:S
servers and possibly up to 4 instances of 16 slot CS servers.
Can we get this fixed in the next update please its becoming
a right pain.
Steve / K
This e.mail is private and confidential between Multiplay (UK) Ltd. and the
person or entity to whom it is addressed. In the event of misdirection, the
Not sure if I understand you correctly there. The problem is
with a hard coded path only one server can be run from an install;
this is quite obviously not the way things happen.
With the current hardcoded path for this file each server overwrites
the next with the obvious consequences.
Dont
- Original Message -
From: Marcelo Bezerra [EMAIL PROTECTED]
On befalf of KISS, http://mosca.yi.org/~mosca/serverplugin_mosca/
It lacks many of mani features, but has the usefull stuff :)
kick/ban delegation and reserved slots access :)
Thanks for that, /me notes down to install on
Just that there doesn't seem to be a way to set the ban file path used
by CSS, it always uses:
./cstrike/cfg/banned_ip.cfg
./cstrike/cfg/banned_user.cfg
So for multiple servers running from the same install, admins keep
loosing their bans when another server admin issues a writeip or
writeid.
Instead it will get you locked up, way to go.
Get all the details of these idiots to the relevant authorities and
see how funny they think it is.
Steve / K
- Original Message -
From: sKel [EMAIL PROTECTED]
i think its just sad that people have to have porn sprays.. let a lone child
- Original Message -
From: scott brown [EMAIL PROTECTED]
It showed up about 3 patches ago. Its valve/steam using and old protocol for
server inquires. Your just allowing the quires.
Rule #1 before giving advice be aware of the implications
of said advice :p
Rule #2 Know what your talking
But dont use its as its BAD and can mean ur server is using
in a DDoS..
Rule #1 before giving advice be aware of the implications
of said advice :p
Steve / K
- Original Message -
From: scott brown [EMAIL PROTECTED]
You mean a Bad Challenge?
sv_enableoldqueries 1
That should fix it.
The caps lock key is in the mid left of your keyboard btw.
- Original Message -
From: [xxx] clan [EMAIL PROTECTED]
I AGREE, WITH FPSBOOSTER I PULL DOWN AS MANY AS 80 FPS MORE,AND I SEE THE
DIFFERENCE IN GAME AND IT REDUCES STRESS ON MY CPU
Well we cant even start a server with za just spam all across the console
then crashes:
http://www.mani-admin-plugin.com/forums/viewtopic.php?p=90443
Steve / K
- Original Message -
From: Sgt.Rock -=GOM=- [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Monday, September 26,
Our baseline test box is FreeBSD never even got to test on win32.
From reading the mani home page it gave the impression that the stats
issue was fixed in version az did I get the wrong end of the stick
and this still requires disabling?
N.B. I used the full update just in case.
Steve / K
That and they may well be still a sleep. We are all itching to go but
bitching about it ever 30 seconds is not gonna help. Everything
that needs to be said has been said so please guys give it a break
and just wait for the announcement.
The people in the know will be aware that if they release
We have just found the solution. The problem was with skin support
and an old chicken.txt so my colleague tells me.
Steve / K
- Original Message -
From: Ian mu [EMAIL PROTECTED]
We're running mani fine on linux and windows (all did crash on update, and
just used the patch file not
2k3 has buffer overrun protection so if there is a memory issue
it will die more often than on linux which lacks this facility.
Steve / K
- Original Message -
From: Sgt.Rock -=GOM=- [EMAIL PROTECTED]
I have a feeling that Windows are more bugged in relation to the
update..
And that
Yer cheers Rock u where bang on there :)
- Original Message -
From: Sgt.Rock -=GOM=- [EMAIL PROTECTED]
I have made an answer in the thread at mani's..
Regarding disabling parameters in the mani_server.cfg... Hope it helps
you..
This
We maintain one combined image for both windows and linux
the latest update has broken this in that when we now run an
update on the linux side we get the following:
***Checking 'Counter-Strike Source'***
Checking bootstrapper version ...
Updating Installation
Logging in as ''
This game
Can you confirm the current versions I'm seeing:
Checking/Installing 'Counter-Strike Source Shared Content' version 41
Checking/Installing 'Half-Life 2 Deathmatch' version 11
Checking/Installing 'Base Source Shared Materials' version 7
Checking/Installing 'Base Source Shared Models' version 3
Checkout:
http://www.fileshack.com/browse.x?cat=578
and similar.
Steve / K
- Original Message -
From: [EMAIL PROTECTED]
Searching for Windows dedicated files for an initial install of Source files
has led me in a roundabout. Several thread talk of it but I can't find any
links or
That's a simple one don't use it.
Steve / K
- Original Message -
From: Sgt.Rock -=GOM=- [EMAIL PROTECTED]
Thank you, Alfred, for correcting me in my misleading.. ;)
While at it, can you comment on my experience with the
sv_enableoldqueries?
You will need the version of qstat from the CVS tree on sourceforge
and NOT 2.8 or other currently precompiled version.
Steve / K
- Original Message -
From: Ruiner [EMAIL PROTECTED]
I'm pretty sure I got the correct switches...
-hls still works with hltv
-a2s and -hls don't work
Is this really so important or a cry wolf situation? AKA drop
the important flag on ur emails Edson.
- Original Message -
From: Edson Sossai [EMAIL PROTECTED]
I did try the - and + and still I got a empty console. Nothing really
happens. Task manager says HLDS is running but nothing
Play on a normal tick rate server :P
- Original Message -
From: Morten Trydal [EMAIL PROTECTED]
yeah our tickrate 100 server feels like cr*p after the update. Feels like we
are playing with lag(yet with low ping), and the choke is very high. Also
the server CPU use is up by 20-30%.
You can find the info here:
http://www.valve-erc.com/srcsdk/Code/Networking/serverqueries.html
NOTE: HL1 supports multi packet responses which isnt currently
documented in the above.
[quote=Alfred Reynolds]
0xfeff (int value -2) indicates a split packet, with the following C
structure using
The only way I see currently available to you to solve this one
is to create incremental images of the main install. We do this so
we can update on one machine and them push out to others. Each
image is versioned and therefore if you stored the version the image
was recorded with you could
They are know bunch of cheaters / hackers.
Steve / K
- Original Message -
From: Sweaty Balls [EMAIL PROTECTED]
Not to sound like an admin n00b, but what is myg0t? And why is this instaban
for everyone?
This e.mail is private and
Top posting vs quoting vs bottom posting:
There's arguments for them all and they all work well
as long as people trim and cut responsibly, including only
the information relevant to make the response
comprehendible.
Although 95% of the time top posting is quicker to deal
with especially if you
I must say I agree that the limit is too small. Took me ages to find out what
the problem was on ours its not like it just cuts it off it just doesn't display
any of it which is most annoying. I did find out what the limit was but cant
remember something more reasonable like 20K would be good.
And that would mean everyone else does. Fix the cause don't workaround
unless you absolutely have too is my motto.
Steve / K
- Original Message -
From: Andrew Armstrong [EMAIL PROTECTED]
I dont want to go the extra mile to try and fix something that could be
fixed by Valve in 10
Don't be an silly, yes he could have knocked up a fudge but its still
broken for everyone else isn't it.
Steve / K
- Original Message -
From: Clayton Macleod [EMAIL PROTECTED]
could've been fixed by you already.
On 5/24/05, Andrew Armstrong [EMAIL PROTECTED] wrote:
I dont want to
Wake up smell the roses the limit is too small, end of discussion.
There are always ways to work around things but do you want
to when we have the option of getting it fixed.
Think of average Joe that uploads a MOTD to their server and
it doesn't display. They wont know its because the file is
- Original Message -
From: Clayton Macleod [EMAIL PROTECTED]
why do you think valve added the capability of loading pages from
other servers in the first place? heh.
As far as Im aware they didn't its a freebee from the control
they are using ( IE ).
Steve / K
, Steven Hartland [EMAIL PROTECTED] wrote:
- Original Message -
As far as Im aware they didn't its a freebee from the control
they are using ( IE ).
Steve / K
This e.mail is private and confidential between Multiplay (UK) Ltd
Its more likely people that just haven't updated their
query tools like ASE, gamespy etc. All of which will
get the server list from the master then query the servers
will the old protocol. It even looks like some of the
masters have yet to be updated ( no surprise after ASE
was purchased by Yahoo
- Original Message -
From: m0gely [EMAIL PROTECTED]
So wouldn't we be able to trigger this message ourself then by using
-hl2s in qstat? When I emailed you off list about this I noticed that
using the old protocol there did not cause the Bad Challenge/No
Challenge message to be echoed on
- Original Message -
From: Alfred Reynolds [EMAIL PROTECTED]
That message is printed when a server query is received by the server
with the incorrect (or missing) challenge value in the packet. Right now
this means clients (i.e running older serverbrowser tools) querying your
server.
The messages in the console:
No challenge from ip:port
Bad challenge from ip:port
are just a warnings about someone using an old query method
to test your server. Once all tools are updated this will go away.
Until then just ignore them they are not causing any harm.
Steve / K
- Original Message -
From: List Keeper [EMAIL PROTECTED]
Anyone have Visual C++ that could compile the latest bzip2 for us?
Pretty please. ;)
http://www.bzip.org/1.0.3/html/win-dll.html
The current version is 1.0.3, released 15 February 2005.
http://www.bzip.org/downloads.html (has up to
That is the case Ian is surprising the amount of people who don't
know how to interpret taskman results, ive had many an argument
about CPU usage due to this :P
Steve / K
- Original Message -
From: Ian mu [EMAIL PROTECTED]
Just wondering as a 40 player server will naturally take a fair
Why would it be its been a feature in other games for as long as I can
remember and is really useful for publics etc. Its not too much to ask
that someone reads the MOTD as it often contains important info as
well as advertising.
Steve / K
- Original Message -
From: Jesper Sørensen
Your opinion is your own of course but I think the large majority
of server admins will disagree with you. If players cant be arsed to
see a message on connect for a few seconds then tbh they will go
play else where. If they like the server the quality etc they will
read / wait for the message.
I thought this was the reason for banner.gif on the redirect or have
I been given duff info?
Steve / K
- Original Message -
From: Jack [EMAIL PROTECTED]
Can you share the reason for that decision Alfred please?
HL Mods have the popularity they have due to the supporting communities
Me too
Steve / K
- Original Message -
From: Steve Wright [EMAIL PROTECTED]
Personally, I appreciate the advance notice...
Steve
This e.mail is private and confidential between Multiplay (UK) Ltd. and the
person or entity to whom it is
I suspect he means stats gives 21 players where as he is seeing
22 players.
I would lay money on this diff being either:
1. A bot
2. SrcTV
Steve / K
- Original Message -
From: Ian mu [EMAIL PROTECTED]
Looks fine to me, just align the columns correctly. Or am I missing
what you think is
You must have been on a diff list from me all this time then :P
Steve / K
- Original Message -
From: Ook [EMAIL PROTECTED]
I get this impressions from having been on this and the linux list for the
last several years.
- Original Message -
From: Steven Hartland [EMAIL PROTECTED
Not seeing any updates here, content servers not updated yet?
- Original Message -
From: Alfred Reynolds [EMAIL PROTECTED]
We have released an update to the Source Dedicated server. To get this
update run the hldsupdatetool.
This update fixes the +ip command line parameter not working.
Nice doc that can I request a feature or two? Well I will anyway cant hurt :P
1. td_demodir specifies the directory to store the demos as they can be large
this would be very useful
2. td_demomask specifies a file mask for recording the demos
e.g. server1-%P-%Y-%M-%D-%h-%m-%s.dem
%P = map (
What about udp forwarding the broadcast ports to your servers?
Thats a trick we use at our LAN's as they are to big to be supported
natively.
Steve / K
This e.mail is private and confidential between Multiplay (UK) Ltd. and the
person or entity
kill the pid stored in the pid file ( the server process ), can be specified
with
-pidfile file
and start with -norestart if that's applicable.
Steve / K
- Original Message -
From: Andrew Armstrong [EMAIL PROTECTED]
Is there a method to kill a linux srcs dedicated server via process
I do have to agree although valve don't always get it right first time.
They do care but as everyone have limited resources so they have
to priorities things. Credit where credit is due and against what a
lot of people may say valve, Alfred et al do a bang up job.
If there's an issue let them
Please trim your mails bottom posting is bad enough :P
but when 90% of the content is sigs its takes the piss a bit.
Steve / K
- Original Message -
From: Kerry Dorsey [EMAIL PROTECTED]
[quote]
sigs
..
sigs
...
and a little bit of content
[/quote]
Oops! My machine specs are for my pub
- Original Message -
From: Ian mu [EMAIL PROTECTED]
2.4 kernels seems to max out at 50fps, haven't found any way to get it
higher anyway, be interested if anyone has found a way.
Is that with a 100HZ kernel if so try 1000HZ ( same as 2.6 ) and see
if that makes a difference?
Steve / K
- Original Message -
From: wArgOd [EMAIL PROTECTED]
I have 60 players online right now and the CPU is averaging 25%.
I must have an unusually capable server given the consensus
here that what I run on the server is not possible.
Why does this smell like the age old I'm using a Xeon / P4
I'm sure I've seen http redirect download mentioned somewhere for custom
maps but I cant find any info on it for the life of me.
Anyone got an pointers?
Steve / K
This e.mail is private and confidential between Multiplay (UK) Ltd. and the
person
Thanks for all the replies got the basics sorted now
can anyone confirm the size of gfx some say 340x56
some 240x56?
Steve / K
This e.mail is private and confidential between Multiplay (UK) Ltd. and the
person or entity to whom it is addressed.
Stop laughing at the monkey in the cage now boys and girls :D
Steve / K
- Original Message -
From: Deadman Standing [EMAIL PROTECTED]
Why don't most providers shove in a 64 bit amd and shove all their css
servers on them and chuck away their dual xeons?
Good question, why don't they.
Couldn't tell which was the player line there. Is anyone actually playing
in the server?
For comparison here's a graph from one of our larger servers:
http://gaming.multiplay.co.uk/stats/server_3881_hour.png
Its not running on AMD hardware, but it is a dual proc Xeon 2.8Ghz
so gives a good frame
lol well said Ian I couldn't be arsed to say anything myself seen it too
many times before and its getting tiresome.
Steve / K
- Original Message -
From: Ian mu [EMAIL PROTECTED]
Tbh if you use 0% cpu on a 24 slot full single cpu server, my first
instinct as someone I consider relative
believe the report as opposed to you if that makes sense?
Ian
On Sat, 19 Mar 2005 00:34:36 -, Steven Hartland
[EMAIL PROTECTED] wrote:
lol well said Ian I couldn't be arsed to say anything myself seen it too
many times before and its getting tiresome.
Steve / K
- Original Message -
From
iirc your summary is correct there Ian there is no way to
disable it which is of course quite a concern for GSP's
A user can currently totally overload the machine they
are running on :(
Flagging the variable as read only on startup with a
command line option, seems like it would present an
easy
Exiting the server doesn't usually present a problem if they do
that its their own dam fault. The GSP's concern is ensuring
they cant easily do things that can affect other servers on the
same machine.
Thanks for the news of the -nohltv option that's really useful.
My only concern is that as I
You don't ask u don't get I was always told, so I thought I'd ask :P
The Source engine is certainly an up and coming engine tech and
I'm sure we would all like to see it continue to improve and this
is one feature which all other engines have missed so lets hope
Valve can take the bull by the
I think where Ray's leading is even the best AI ( or should I say
especially the best ) uses a significant amount of CPU and hence
where as a 20 player CS:S server would use 15% CPU playing
2 players and 18 bots would use a significant amount more.
Making it hard to allocate resources to server
No apologies needed. If you have problems with any of our servers
please please come see us #mpukhosting on Quakenet IRC or email
[EMAIL PROTECTED]
Steve / K
- Original Message -
From: Ian mu [EMAIL PROTECTED]
Yeah fair point actually, apologies not tactfully put and offtopic,
and
NTFS has the ability to create symlinks but only to directorys
they are called junctions or more recently reparse points.
The following link contains a link to a util that can create / delete them.
http://www.sysinternals.com/ntw2k/source/misc.shtml#junction
Might be of some help. I'm not aware of
Some final words as this is obviously leading no where:
- Original Message -
From: Chance Sullivan [EMAIL PROTECTED]
A white paper would be a good idea, Also a nice white paper on why
XP is better than 2003 for running game servers would be good as well.
No one is saying XP is better it is
Sorry to continue but there are two many issues left unanswered:
- Original Message -
From: Chance Sullivan [EMAIL PROTECTED]
So why not just minimise them this would produce the same
effect according to your logic.
It would not because doing it that way, your still using the GDI and User
- Original Message -
From: Ian mu [EMAIL PROTECTED]
So why are multiplay windows servers so intermittently yet frequently
laggy as well known by all (linux servers are nice btw..so whats the
difference) ?
No ones reported an issue, if there is one please let us know.
We dont run windows
Curious to read up on the details on the scheduler optimisations,
Chance do you have a link to the relevant tech articles.
I know NUMA has no effect for 9%% of machines read its only
commonly available on Multi processor Opterons and other high
end configurations that I'm aware of. This is due to
There's nothing friction about it. It all information about running
servers. If you don't want to be educated then don't read its quite
simple.
I for one like to find out new things and there are definitely people
on this list which can teach me that. Conversely there are things I
know that others
Curious there Chance why would running it as a service have any effect
on its resource allocation / scheduling apart from the effect that the good
old background / foreground setting in windows does. I cant see any logic
in MS coding in something like that and then only letting services benefit
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