Lag spikes here, and whole teams disconnected. Very odd. I was running fine
before the most recent update.
On Fri, Mar 6, 2009 at 11:43 PM, Clyde cide wrote:
> Mine are running crash free! The Lag spikes though.. is another story
>
> =(
> ___
> To u
Mine are running crash free! The Lag spikes though.. is another story
=(
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Na, I did an http download from firefox and it was pretty slow. Strange I
must say but wouldnt be surprised if its from the servers using up the
speed.
On Fri, Mar 6, 2009 at 7:25 PM, Patrick Shelley wrote:
> Isnt there a setting in steam settings where you chose your connection
> speed? If worn
Isnt there a setting in steam settings where you chose your connection
speed? If worng setting, maybe thats to blame?
On Sat, Mar 7, 2009 at 2:28 AM, DontWannaName! wrote:
> Turns out my download speed from my server is terrible, like 300 kb/s on a
> 30mb DL Line. It should be 1.1 mbps or so bu
My servers have been running crash free without using -NoQueuedUpdateThread
Don't use it.
-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Aaron Rapp
Sent: Friday, March 06, 2009 8:59 PM
To: 'Half-Life dedicated Win32 s
I am getting frequent freezes. Server freezes and doesn't shut down, keeping
TCAdmin from restarting it. Vanilla Server. I am using
-NoQueuedUpdateThread. I've restarted the server without it to see if it
helps, but there is something definitely wrong here.
Please fix this before the weekend.
A
With -NoQueuedUpdateThread, players are also frequently dropped with a
Net Buffer Overflow error.
Ryan
On Fri, Mar 6, 2009 at 6:51 PM, Ryan Mannion wrote:
> I can confirm EXTREME lag spikes with NoQueuedUpdateThread.
> Unfortunately, it's lag spikes or no gameplay at all.
>
> Ryan
>
> On Fri, Ma
I can confirm EXTREME lag spikes with NoQueuedUpdateThread.
Unfortunately, it's lag spikes or no gameplay at all.
Ryan
On Fri, Mar 6, 2009 at 6:30 PM, Tony Paloma wrote:
> NoQueuedUpdateThread makes large amounts of action incredibly laggy.
>
> -Original Message-
> From: hlds-boun...@lis
NoQueuedUpdateThread makes large amounts of action incredibly laggy.
-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jason Ruymen
Sent: Friday, March 06, 2009 5:50 PM
To: Half-Life dedicated Win32 server mailing list;
h
Engine Error:
GetDynamicBaseLine: FindStringIndex(101-CTeamplayRoundBaseRulesProxy)
failed.
What?
-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jason Ruymen
Sent: Friday, March 06, 2009 8:50 PM
To: Half-Life dedicat
Turns out my download speed from my server is terrible, like 300 kb/s on a
30mb DL Line. It should be 1.1 mbps or so but its not. I used apache.
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Thanks.
It's downloading really slow for me though.
On Fri, Mar 6, 2009 at 6:50 PM, Jason Ruymen wrote:
> The required update for Team Fortress 2 has been released. Please run
> hldsupdatetool to receive it. The specific changes include:
>
> - You can now duck twice in the air. Scout double j
The required update for Team Fortress 2 has been released. Please run
hldsupdatetool to receive it. The specific changes include:
- You can now duck twice in the air. Scout double jumps reset the in-air jump
counts
- Increased the jump velocity to account for the tuned bounding box sizes.
J
DogGunn, Ditto.
I love the change log as well. Very detailed.
On Fri, Mar 6, 2009 at 8:33 PM, DogGunn wrote:
> Let's hope this update was of the same quality as last.
>
> On Sat, Mar 7, 2009 at 12:14 PM, Jason Ruymen >wrote:
>
> > A required update for Team Fortress 2 is coming. It should be
Let's hope this update was of the same quality as last.
On Sat, Mar 7, 2009 at 12:14 PM, Jason Ruymen wrote:
> A required update for Team Fortress 2 is coming. It should be live within
> the hour.
>
> We're still investigating the problem where clients are unable to join a
> team or maintain a c
A required update for Team Fortress 2 is coming. It should be live within the
hour.
We're still investigating the problem where clients are unable to join a team
or maintain a connection to the server. If your server is experiencing this,
can you try running your server with "-NoQueuedPacketTh
octet-stream always works :)
-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of DontWannaName!
Sent: Friday, March 06, 2009 2:14 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] how does sv_downloa
"We want you to still be able to jump sentryguns".
I'd opt for just about anything that reduces the sentry-humping lameness.
> From: gamead...@127001.org
> To: hlds@list.valvesoftware.com
> Date: Fri, 6 Mar 2009 21:42:08 +
> Subject: Re: [hlds] Duck in Midair "Fix" Needs to be Reverted or R
What I love is how, despite the OP in that forum thread quoting the thing
that says it's to do with the hitbox changes, not the midair duck changes,
so so many of the replies are about how they "didn't test the midair thing"
or "need to let you duck twice in midair" or something equally unrelated.
I personally cannot confirm its fixed. I still got mapchanges which took
> 60 seconds and the overall mapchange
time was drastically increased.
NephDSU seems to have that fixed once again.
And seriously, I don't care about their stats if they break my server...
Nephyrin Zey schrieb:
> Since a
The actual resources used by IIS to serve a full server of 20 players a
large bzippedfile is negligible. What DOES get hit is your bandwidth. If
you don't have a solid uplink and NIC, you're going to get lag. CPU wise,
no problem at all.
The mime types for the bz2 archives can be set as applica
I run everything off the one box and it's fine. The slow download speeds
without external webserver aren't because the server box's connection is
being overwhelmed, but because downloads from the gameserver are limited by
the client's rate and the server's sv_maxrate settings, which are tuned for
I've always kept them seperate just so I could rule out high disk activity
(from the web server) as a source of lag, although I've never tried to
measure if it'd have an impact or not I figure the less cpu cycles and disk
hits
from other programs the better it is for the game servers.
On Fri,
I dont run the fast dl source on the same box - i cant tell you if its not
wise to run them both on the same box, but i would imagine its not
recommended.
I use the follwoing mime types for windows. I do this in my Helm control
panel rather than in IIS
.bsp / application
.bz2 / application
On Fr
Is it bad to run fast DL on the actual box of the server using either IIS or
apache, I know apache would probably use more resources but I cant figure
out the MIME types for IIS. Wouldnt it also add a security risk? Im looking
to get the fastest download times. :D
On Thu, Mar 5, 2009 at 5:08 PM, A
i hope thats ok
also: hello cack, remember me ?
2009/3/6 Robert Whelan
> I've seen a few comment on this error, I'm still seeing it after the
> update.
>
> win2k3-64x
>
> steamservice.cpp (275) : Assertion Failed: Failed to start in-process Steam
> Service
>
>
> Is your vanilla server a windows
I've seen a few comment on this error, I'm still seeing it after the update.
win2k3-64x
steamservice.cpp (275) : Assertion Failed: Failed to start in-process Steam
Service
Is your vanilla server a windows machine? This bug seems isolated to
linux servers, with or without plugins present.
Ro
all fixed with verfify all thanks..seems like the update caused some
windows memory collisions .
From:
To:
Sent: Friday, March 06, 2009 5:56 PM
Subject: hlds Digest, Vol 13, Issue 31
> Send hlds mailing list submissions to
> hlds@list.valvesoftware.com
>
> To subscribe or unsubscribe via the
Since a lot of people are asking me:
The latest patch appears to have fixed the map change timeouts, as well
as the string table overflows. It should be safe to get rid of both
NephDSU and Tony's STB plugin for now. I've been running with them both
disabled and haven't experienced either issue
My server is running on Debian Lenny fully updated on an Intel Q6600.
> Is your vanilla server a windows machine? This bug seems isolated to
> linux servers, with or without plugins present.
>
> Ronny Schedel wrote:
>> My vanilla server is running without any problems, so what?
>>
>>
>>
>>> Unin
Is your vanilla server a windows machine? This bug seems isolated to
linux servers, with or without plugins present.
Ronny Schedel wrote:
> My vanilla server is running without any problems, so what?
>
>
>
>> Uninstall TF2! omg guise, that would totally work.
>>
>> -Matt
>>
>> On Fri, Mar 6, 2
My vanilla server is running without any problems, so what?
> Uninstall TF2! omg guise, that would totally work.
>
> -Matt
>
> On Fri, Mar 6, 2009 at 11:45 AM, Ronny Schedel
> wrote:
>
>>
>> Remove all plugins.
>>
>>
>>
> ___
> To unsubscribe, edit you
Uninstall TF2! omg guise, that would totally work.
-Matt
On Fri, Mar 6, 2009 at 11:45 AM, Ronny Schedel wrote:
>
> Remove all plugins.
>
>
>
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Remove all plugins.
> updated my linux server--greatall smooth. updated my windsstart
> then
> crash constantly.this is with nephs plugin...arghhh
> - Original Message -
> From:
> To:
> Sent: Friday, March 06, 2009 1:31 PM
> Subject: hlds Digest, Vol 13, Issue 28
>
>
>> S
Did you double check the update with -verify_all ? I had the same problem on
one of my windows machine but that fixed it.
On Fri, Mar 06, 2009 at 05:30:41PM -, cacksteve wrote:
> updated my linux server--greatall smooth. updated my windsstart then
> crash constantly.this is with neph
updated my linux server--greatall smooth. updated my windsstart then
crash constantly.this is with nephs plugin...arghhh
- Original Message -
From:
To:
Sent: Friday, March 06, 2009 1:31 PM
Subject: hlds Digest, Vol 13, Issue 28
> Send hlds mailing list submissions to
> hld
Hey msleeper, It sure is good to see a helpful post I thought for sure you
would be busy banning people for getting achievements and making more
plugins.
It's nice to see a familiar name once in awhile.
Thanks for the update, Ryan. :-)
-Matt
On Thu, Mar 5, 2009 at 8:22 PM, msleeper wrote:
> F
I've also noticed long startup times but the map timeouts seemed to have
stopped. I usually get two a week, so the jury is still out, but so far it
looks to be OK.
No valve, when are you guys going to get this fixed for L4D? It's much more
of a pain in the ass when people time out between map ch
I can only suggest to use NephDSU still.
Fixed my issues.
Saul Rennison schrieb:
> This is the asyncronous game stats screwing up for you. Threading was
> never very portable...
>
> Sent from my iPhone
>
> On 6 Mar 2009, at 09:00, Kaspars wrote:
>
>
>> i'm getting very long startup which
I don't use high priority flag very often but wanted to make sure people
aware that this change appears to mean for those of us who use update
scripts to manage their updates need to ensure that -game orangebox is
NOT present.
With the announcement last night we couldn't figure our why when after
This is the asyncronous game stats screwing up for you. Threading was
never very portable...
Sent from my iPhone
On 6 Mar 2009, at 09:00, Kaspars wrote:
> i'm getting very long startup which freezes for about 30 seconds
> on:
>
> Console initialized.
> Game.dll loaded for "Team Fortress
damn, i thought this was the update to fix jumping.
On Fri, Mar 6, 2009 at 8:09 PM, Saint K. wrote:
> We're getting the same issue's at Linux
>
>
>
> Van: hlds-boun...@list.valvesoftware.com namens Kaspars
> Verzonden: vr 6-3-2009 10:00
> Aan: Half-Life dedicated
We're getting the same issue's at Linux
Van: hlds-boun...@list.valvesoftware.com namens Kaspars
Verzonden: vr 6-3-2009 10:00
Aan: Half-Life dedicated Win32 server mailing list
Onderwerp: Re: [hlds] Team Fortress 2 Update Available
i'm getting very long star
i'm getting very long startup which freezes for about 30 seconds on:
Console initialized.
Game.dll loaded for "Team Fortress"
then outputs:
Thread failed to initialize
and continues normal loading
2009/3/6 Richard Eid
> That happens when updates end sometimes. Really, as long as you see
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