Re: [hlds] Team Fortress 2 Update Released

2011-08-02 Thread E. Olsen
WhoaI'm getting huge console logs here, with thousands of these kinds of entries: DataTable warning: player: Out-of-range value (359.00) in SendPropFloat 'm_angEyeAngles[0]', clamping. DataTable warning: player: Out-of-range value (359.00) in SendPropFloat 'm_angEyeAngles[0]',

Re: [hlds] TF2 server memory usage - need some answers

2011-08-15 Thread E. Olsen
I'm seeing intermittent server hangs on our Windows Server 2008 R2 servers. No crash, no crash dump, the server just hangs and needs a manual restart. On Mon, Aug 15, 2011 at 11:08 AM, Joeri van der Velden joerivdvel...@gmail.com wrote: Since I didn't mention it in my original email: our

Re: [hlds] Server crashes (E. Olsen)

2011-08-15 Thread E. Olsen
could be a bit more helpful to Valve in finding the problem? On Mon, Aug 15, 2011 at 1:54 PM, Hutch hu...@halsplayground.com wrote: ** Breaking your mail to the list out Olsen because this in particular caught my interest. *E. Olsen ceo.eol...@gmail.com ceo.eol...@gmail.com Wrote: I'm seeing

Re: [hlds] Server crashes (E. Olsen)

2011-08-15 Thread E. Olsen
clients are joining the game and selecting their teams. This is on Linux servers however, but we both seem to suffer the same bug. Saint K. From: hlds-boun...@list.valvesoftware.com [ hlds-boun...@list.valvesoftware.com] On Behalf Of E. Olsen [ ceo.eol

Re: [hlds] TF2 crashes fixed

2011-08-15 Thread E. Olsen
Common error. The content servers are heavily overloaded (especially the east coast). Keep trying. On Mon, Aug 15, 2011 at 7:39 PM, Bubka3 bub...@gmail.com wrote: I can't update any server. Command aborted? ___ To unsubscribe, edit your list

Re: [hlds] TF2 crashes fixed

2011-08-15 Thread E. Olsen
Not seeing a VAC connection on our Windows servers. Further - when looking in the console log, I'm seeing: * *Unable to load Steam support library.* *This server will operate in LAN mode only.*

Re: [hlds] [hlds_linux] TF2 crashes fixed

2011-08-15 Thread E. Olsen
Yep - these are dedicated windows 2008 r2 boxes without steam clients running. sv_lan 0 is set in the server config. I've run the update multiple times, and did a -verify all On Mon, Aug 15, 2011 at 8:02 PM, Fletcher Dunn fletch...@valvesoftware.comwrote: We'll investigate the CS:S Windows

Re: [hlds] [hlds_linux] TF2 crashes fixed

2011-08-15 Thread E. Olsen
is putting our servers in lan mode with sv_lan set to 0 On 8/15/2011 8:04 PM, E. Olsen wrote: Yep - these are dedicated windows 2008 r2 boxes without steam clients running. sv_lan 0 is set in the server config. I've run the update multiple times, and did a -verify all On Mon

Re: [hlds] Server crashes (E. Olsen)

2011-08-22 Thread E. Olsen
** ** *From:* hlds-boun...@list.valvesoftware.com [mailto: hlds-boun...@list.valvesoftware.com] *On Behalf Of *Lambda *Sent:* Monday, August 15, 2011 9:16 PM *To:* Half-Life dedicated Win32 server mailing list *Subject:* Re: [hlds] Server crashes (E. Olsen) ** ** Same here, i

Re: [hlds] Server crashes (E. Olsen) (E. Olsen)

2011-08-22 Thread E. Olsen
: [hlds] Server crashes (E. Olsen) (E. Olsen) ** ** One solution is to not go to sleep! ** ** Have you tried disabling addons or anything to see if it is related to something else? Also it doesn’t happen at the same map rotation does it?* *** ** ** *From:* hlds-boun

Re: [hlds] Server crashes (E. Olsen) (E. Olsen)

2011-08-23 Thread E. Olsen
-boun...@list.valvesoftware.com] On Behalf Of Ryan Kistner Sent: Monday, August 22, 2011 10:34 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Server crashes (E. Olsen) (E. Olsen) Since at least some of the issues reported in this thread are lock ups, one of my GMod

Re: [hlds] Server crashes (E. Olsen)

2011-08-24 Thread E. Olsen
. *E. Olsen ceo.eol...@gmail.com ceo.eol...@gmail.com Wrote: I'm seeing intermittent server hangs on our Windows Server 2008 R2 servers. No crash, no crash dump, the server just hangs and needs a manual restart... * Ditto, same OS have been seeing this for about 2 months now. Server instance

Re: [hlds] Optional TF2 update coming soon

2011-09-02 Thread E. Olsen
Any chance this is to address the server hang issue(s)? On Fri, Sep 2, 2011 at 5:41 PM, Eric Smith er...@valvesoftware.com wrote: We're going to release an optional (for servers) TF2 update in a little while. This is just a heads-up that it's coming. -Eric

Re: [hlds] Optional TF2 update coming soon

2011-09-03 Thread E. Olsen
-boun...@list.valvesoftware.com] *On Behalf Of *E. Olsen *Sent:* Friday, September 02, 2011 2:53 PM *To:* Half-Life dedicated Win32 server mailing list *Subject:* Re: [hlds] Optional TF2 update coming soon Any chance this is to address the server hang issue(s)? On Fri, Sep 2

Re: [hlds] Optional TF2 update coming soon

2011-09-06 Thread E. Olsen
[mailto: hlds-boun...@list.valvesoftware.com] *On Behalf Of *E. Olsen *Sent:* Friday, September 02, 2011 2:53 PM *To:* Half-Life dedicated Win32 server mailing list *Subject:* Re: [hlds] Optional TF2 update coming soon Any chance this is to address the server hang issue(s

Re: [hlds] TF2 No steam Logon errors!

2011-09-08 Thread E. Olsen
I've seen this intermittently ever since the last optional update. Several servers dumpling players with a unable to connect to the VAC servers type of client message. On Thu, Sep 8, 2011 at 5:23 PM, Cc2iscooL cc2isc...@gmail.com wrote: The hat server went down. On Sep 8, 2011 4:19 PM, Dominik

Re: [hlds] [TF2] ERROR: pulish timed out after 60 seconds

2011-09-13 Thread E. Olsen
TF2 server hangs have been an ongoing issue for months. As far as I know, Valve is looking into it, but no word yet on a fix. Hopefully, it will come soon, as we have several of these per day as well. On Tue, Sep 13, 2011 at 6:49 PM, pilger pilger...@gmail.com wrote: Hey guys, My server is

Re: [hlds] [TF2] ERROR: pulish timed out after 60 seconds

2011-09-13 Thread E. Olsen
of them, indeed. I was wondering if it had anything to do with the replay system. The publish part got me pointed towards it. Have with replay disabled been suffering from the hangs? On Tue, Sep 13, 2011 at 7:56 PM, E. Olsen ceo.eol...@gmail.com wrote: TF2 server hangs have been an ongoing

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

2011-09-15 Thread E. Olsen
- Added a server command line option called -dumplongticks which will generate minidumps when there are long server frames Is that to assist in diagnosing the server hang issues? On Thu, Sep 15, 2011 at 4:40 PM, Bruno Garcia garcia.bru...@gmail.comwrote: No longer causes the wielder to take

Re: [hlds] Team Fortress 2 Update Released

2011-09-20 Thread E. Olsen
Oh, how I long to read - Fixed Server Hangs causing servers to need a manual reboot ;-) On Tue, Sep 20, 2011 at 6:34 PM, Jason Ruymen jas...@valvesoftware.comwrote: Required updates for Team Fortress 2 are now available. The specific changes include: - Updated the Pilotka so it can be

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

2011-10-13 Thread E. Olsen
I seem to recall a few months ago Valve mentioning they were working on a new content delivery system. I don't think this is it. On Thu, Oct 13, 2011 at 5:38 PM, RSS List User li...@redspeedservers.comwrote: Well, actually they seem not to care. We always wait until around 4 hours before

Re: [hlds] Frequent synchronized client crashes

2011-10-14 Thread E. Olsen
Happening alot today as well. Every time we get a server full, 6-12 players will get dumped with a No Steam Logon error. Methinks the backend improvements are not quite ready for prime time. On Fri, Oct 14, 2011 at 10:35 AM, Jesse Porter reacherg...@gmail.comwrote: This happened on my servers

Re: [hlds] (FPS Related) Core limit, returns fps drop.

2011-10-19 Thread E. Olsen
There's not doubt in my mind that as Valve continues with each new iteration of the Soruce engine, we'll eventually see more and more mutli-threaded functionality built into it. This is actually a problem with almost all engines at the moment - they really do nto take advantage of all the

Re: [hlds] About the TF2 in-game abuse reporting tool

2011-10-28 Thread E. Olsen
That's a valid question - an abuse reporting system has been put in place, without telling the users what consittutes abuse (which I think would lead to many more false reports than not). Some guidelines (both for users and server operators) might be beneficial, both to keep down the number of

Re: [hlds] TF2 Player Count Drop After Halloween

2011-11-04 Thread E. Olsen
Actually, if you'll look at the Steam stats, it's pretty obvious that overall TF2 traffic has taken a downturn. Add to that all the additional servers that went up after F2P went live, along with a pretty cluttered release schedule of new PC games (BF3, etc.), and I think what most operators are

Re: [hlds] TF2 servers hanging after mapchange

2011-11-07 Thread E. Olsen
Server hangs are a long-standing bug that (to my knowledge) has never been addressed. We've been discussing it on the list for months. On Mon, Nov 7, 2011 at 3:38 PM, Dominik Friedrichs d...@forlix.org wrote: Anyone else having this issue? Seems to happen at random right after loading a map

Re: [hlds] Let's be honest

2011-12-08 Thread E. Olsen
I wonder if perhaps an easier solution (and one which would give the player's mroe input/control) would be to include check box/settings in the quickplay interface that allowed a player to set what kind of servers they would be willing to be placed in, For example: [X] Stock and Modified [ ]

Re: [hlds] Let's be honest

2011-12-08 Thread E. Olsen
I think you missed my point. It should be all about player choice, and trying to deliver what they're looking for. By giving the player the OPTION of being placed in a modified server, they would (IMO) be helping the TF2 community in the long run by showing the players the variety that's out

Re: [hlds] Cheat Engine Report

2011-12-24 Thread E. Olsen
I honestly think the major issue here is the fact that people seem to be able to make unlimited multiple accounts without any sort of oversight (either automated or manual). we have one particular nasty case of a player who loves to sexually harass female players, and is able to create a new

Re: [hlds] [hlds_linux] Policy of truth

2012-01-04 Thread E. Olsen
Hello, I certainly understand the reason for the penalties, and running fake clients/bots as humans is certainly under-handed, but I think the root of the problem (i.e. server operators wanting some of the quickplay traffic) can certainly be fixed very easily simply by giving players more CHOICE

Re: [hlds] Quickplay Frustration

2012-01-07 Thread E. Olsen
Actually, I think the issue is more that with Quickplay, Valve has effectively split TF2's traffic, and long-established servers are suffering as a result. Think about it - with the quickplay button, they are conditioning a whole new group of players to not even bother using the server browser.

Re: [hlds] Losing connection to load-outs increasing

2012-01-07 Thread E. Olsen
Could be the huge amounts of new servers that have been added since F2P have bogged down the system - I know the browser certainly seems alot slower to me. I wonder what the actual count of Valve server is - it's got to be in the high 3 figures. On Sat, Jan 7, 2012 at 8:28 PM, Jason

Re: [hlds] Replay Download Error

2012-01-11 Thread E. Olsen
I think you'd be surprised. We have a HUGE amount of bandwidth sucked up by replay every month. On my (windows) servers, the replay cleanup system has never worked. I ended up using a 3rd party system run on a regular basis using task scheduler to clean up the old files. I just set it to delete

Re: [hlds] [hlds_linux] Policy of truth

2012-01-14 Thread E. Olsen
It takes alot more than 4 people to get a server going these days, with or without quickplay. Get 8-10 active players on there, and it should fill up. If you have to rely on quickplay to fill any server, you're already behind the 8-ball. On Sat, Jan 14, 2012 at 4:22 PM, Jason pctool...@gmail.com

Re: [hlds] Replay icon bug

2012-01-27 Thread E. Olsen
Noticed that myself. I'm sure the TF2 team noticed that - it's on every server with replay, so it's hard to miss. I expect another patch soon (hopefully just client-side). On Fri, Jan 27, 2012 at 8:32 AM, pilger pilger...@gmail.com wrote: I've been getting a lot of reports of the replay

Re: [hlds] Map Change CPU 100%

2012-01-28 Thread E. Olsen
Honestly, as a rule never run more than one server instance per physical core. If you have the capacity on your box, I would set the affinity for each instance to its own core and see if that solves the problem. On Sat, Jan 28, 2012 at 9:33 AM, Aerolite Gaming ad...@aerolitegaming.co.uk wrote:

Re: [hlds] Dealing with persistent cheaters

2012-02-07 Thread E. Olsen
I would honestly just like to hear why there does not seem to be any limit on new accounts these clowns can create. When F2P was announced, all the server operators voiced their concerns about this very issue, and we were assured that there were already mechanisms in place to prevent abuse. I've

Re: [hlds] Mandatory Team Fortress 2 Update Released

2012-03-01 Thread E. Olsen
Agreedalthough, wasn't there supposed to be some kind of content-serving system upgrade that was supposed to solve these kinds of bottlenecks? On Thu, Mar 1, 2012 at 8:47 PM, DarthNinja hlds...@darthninja.com wrote: Why is it every update people go Command aborted??? is something wrong???

Re: [hlds] Possible cause and fix for the recent group crashes

2012-03-05 Thread E. Olsen
Yep - been seeing this more lately. 12-15 players all crash at once, with no discernible cause. At this point, I think it's an engine/steam issue, but who knows - there could very well be another exploit in the wild. Hopefully, the TF2 team is aware and tracking down a cause. On Mon, Mar 5, 2012

Re: [hlds] Possible cause and fix for the recent group crashes

2012-03-05 Thread E. Olsen
All of my servers are windows 2008 R2 64bit, and the problem persists on them, so I don't think it's an OS issue. On Mon, Mar 5, 2012 at 2:45 PM, m33crob ad...@m33crob.com wrote: For what it's worth, if this helps... I have noticed that my Linux servers have this crashing issue whereas my

Re: [hlds] Mandatory Team Fortress 2 Update Released

2012-03-25 Thread E. Olsen
Delete the InstallRecord.blob file and re-run the update manually. On Sun, Mar 25, 2012 at 2:33 PM, Brian br...@doublejump.eu wrote: My server is still refusing to update. I have tried both ./steam -command update (due to apparent bugs the launch option) and the -autopdate launch option when

Re: [hlds] Server often hangs

2012-04-06 Thread E. Olsen
That's a problem we've been complaining about for months. It happens on both Linux and Windows boxes, with Sourcemod and without, etc. The only thing I've personally seen that triggers it myself is when a lot of people (8-10) leave a server at once, it will sometimes cause it to hang. Out of 22

Re: [hlds] Server often hangs

2012-04-06 Thread E. Olsen
We are - although it was happening before replay came along. On Fri, Apr 6, 2012 at 4:42 PM, DarthNinja hlds...@darthninja.com wrote: I highly doubt tf2items would crash your server. Are you running replay? ___ To unsubscribe, edit your list

Re: [hlds] Server often hangs

2012-04-06 Thread E. Olsen
place, instead is a loop that involves multiple functions). ** ** *From:* hlds-boun...@list.valvesoftware.com [mailto: hlds-boun...@list.valvesoftware.com] *On Behalf Of *E. Olsen *Sent:* Friday, April 06, 2012 11:36 PM *To:* Half-Life dedicated Win32 server mailing list *Subject:* Re

Re: [hlds] [hlds_linux] Suddenly very low server population

2012-04-27 Thread E. Olsen
I suppose my disappointment with the quickplay system simply lies in the fact that it is a left-handed way of adding the custom server tab back onto the server browser (I'm sure every server operator out there remembers the effect that had on traffic - if your server was anything but 100% vanilla,

Re: [hlds] Policy of Truth??

2012-05-04 Thread E. Olsen
I'm really not sure why people act surprised when they get penalized for these things. Fletcher was pretty clear what kinds of things they would be penalizing for: Fake clients, making bots look like real players, and failing to set the correct tags when you have fast respawn enabled. We were

Re: [hlds] Policy of Truth??

2012-05-04 Thread E. Olsen
but ProTF2 is also using credit mod which i thought was against Valve's TOS. On Fri, May 4, 2012 at 12:52 PM, E. Olsen ceo.eol...@gmail.com wrote: I'm really not sure why people act surprised when they get penalized for these things. Fletcher was pretty clear what kinds of things they would

Re: [hlds] Policy of Truth??

2012-05-04 Thread E. Olsen
Yeah - let's not paint communities whose members donate to support their servers as something negative. Community supported servers are as old as pc gaming itself. Not all communities that are member-supported are pay to win. We sure as hell aren't. On Fri, May 4, 2012 at 5:05 PM, ics

Re: [hlds] Policy of Truth??

2012-05-04 Thread E. Olsen
in their case is “pay to play” instead “pay to win”. ** ** *From:* hlds-boun...@list.valvesoftware.com [mailto: hlds-boun...@list.valvesoftware.com] *On Behalf Of *E. Olsen *Sent:* Saturday, May 05, 2012 12:59 AM *To:* Half-Life dedicated Win32 server mailing list *Subject:* Re: [hlds] Policy

Re: [hlds] Policy of Truth??

2012-05-04 Thread E. Olsen
on the client side. You can simulate a queue on the server side easily enough, but clients will timeout fast on a connection that stalls. On Fri, May 4, 2012 at 4:40 PM, E. Olsen ceo.eol...@gmail.com wrote: There are pro and cons to running member-supported communities. While I agree

Re: [hlds] Hostnames on favourite list

2012-06-11 Thread E. Olsen
This is actually something I wrote to Robin/Fletcher about a year ago next month. Attaching the IP address to favorites locks you into staying with those IP addresses (unless you want to start building traffic all over again), which prevents server moves to new/better hardware (unless your host

Re: [hlds] Is the policy of truth still going?

2012-07-15 Thread E. Olsen
Personally, I think quickplay has caused more problems than it has solved - primarily causing some server operators to rely on it almost exclusively to get their servers going every day. The only true long-term way to build consistent traffic is by having a group of like-minded people who are

Re: [hlds] Policy of Truth Still in effect? Fast Respawn without tags OK?

2012-07-31 Thread E. Olsen
Yeah - let's not start saying that simply using that plugin is in violation of the rules, bud. We run it, but we have modified it to insure the respawn_times is added to the server browser when it is enabled (we also add the noquickplay tag for good measure). Running that plugin is NOT a violation

Re: [hlds] Policy of Truth Still in effect? Fast Respawn without tags OK?

2012-07-31 Thread E. Olsen
That's what the server score system is for. If player's constantly leave a server as soon as they are placed in it, that server's score will rapidly decline, and it will get less and less traffic - which is the best way to do it. Valve has had the wisdom to (for the most part) allow the players to

Re: [hlds] Policy of Truth Still in effect? Fast Respawn without tags OK?

2012-07-31 Thread E. Olsen
Of course I agree that rules should apply to everyone equally. However, saying that a *a 32 player server using mp_respawnwavetimes has no chance against violators of the policy.* isn't even remotely true. I'm looking at 10 of my servers that are full (32-players) right now that have the

Re: [hlds] Policy of Truth Still in effect? Fast Respawn without tags OK?

2012-07-31 Thread E. Olsen
The point is - that's impossible to do fairly. We DO run that plugin, but on the maps where it is disabled (i.e. sm_respawn_time_enabled 0) that plugin is technically still RUNNING, but since fast respawn is disabled, the sv_tag is not set. See my point - you can't just poll a bunch of servers

Re: [hlds] Policy of Truth Still in effect? Fast Respawn without tags OK?

2012-07-31 Thread E. Olsen
Meh - I think delisting/banning servers for merely altered spawn times is killing a mosquito with a sledgehammer. Remove them from quickplay? Sure - why not...but if their only violation (which, I would guess, many server operators are ignorant of) is changing spawn times, then the thing that

Re: [hlds] Policy of Truth Still in effect? Fast Respawn without tags OK?

2012-07-31 Thread E. Olsen
I just think people have to be careful in thinking that everything comes down to back white. I'll give you a specific example: A few months ago when I had the fast respawn plugin we use re-written by a Sorucemod coder to insure it added the proper sv_tags, an error was introduced that went

Re: [hlds] Server Delisting, does it need some changes?

2012-08-10 Thread E. Olsen
Off topic: I really wish we would create a separate mailing list for all the quickplay/tattle-tale BS. These discussions never used to clog up the list before quickplay existed. On topic: As far as the original topic- servers being delisted yet still being playable by their memberswhy not?

Re: [hlds] Server Delisting, does it need some changes?

2012-08-10 Thread E. Olsen
The time-tested way - by small donations from a member base that care about the servers. We're on our 5th year, and we've never run a single ad on our site or our servers. On Fri, Aug 10, 2012 at 6:35 PM, Cameron Munroe cmun...@cameronmunroe.comwrote: Then how do you pay for your servers?

Re: [hlds] Server Delisting, does it need some changes?

2012-08-10 Thread E. Olsen
So, essentially what some of you are asking for is that is a server operator gets delisted for any reason - even if it is a temporary punishment - they should pretty much have their community killed off as well? Seems pretty drastic, folks. While I'm all for delisting the folks Valve has in the

Re: [hlds] Server Delisting, does it need some changes?

2012-08-11 Thread E. Olsen
I think that everyone has already overlooked the fact that Valve already has in place the best method possible for weeding out poor servers - the server score. If a player leaves a server quickly (which I have to think they will with a bunch of fake clients, etc.) the score will decline over time,

Re: [hlds] Mvm Bug

2012-08-15 Thread E. Olsen
Bugs I've found (on a private server): - Rounds continued after we lost (the bomb was delivered) on the first wave - At the start of each round (after losing on the first wave), it let us know we failed, but the wave continued anyway On Wed, Aug 15, 2012 at 11:54 PM, Daniel Barreiro

Re: [hlds] TF2 Engine Error: Host_Error: Overflow ...

2012-08-16 Thread E. Olsen
Yep - I'm getting crashes on Windows 2008R2 (PVP) servers every hour or two with Sys_Error( Host_Error: Overflow error writing string table baseline ServerMapCycle or Engine error: Host_Error: Overflow error writing string table baseline GameRulesCreation in the crash dumps. On Thu, Aug 16,

Re: [hlds] Clients getting Netchannel: failed reading message net_SetConVar from ip address

2012-08-17 Thread E. Olsen
I've also received a large number of complaints about this - but I assumed it would be fixed with the next patch. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlds] Mandatory TF2 update released

2012-08-17 Thread E. Olsen
Still getting crashes on regular PVP servers (Windows 2008 R2): *Sys_Error( Host_Error: Overflow error writing string table baseline Scenes )* * * On Fri, Aug 17, 2012 at 7:52 PM, wickedplayer494 . wickedplayer...@gmail.com wrote: I imagine this is quite nightmarish for Valve. I don't believe

Re: [hlds] Mandatory TF2 update released

2012-08-17 Thread E. Olsen
Yep - I hate to say it, but it appears that the String Table crashes are actually occurring faster now - I've had two dozen (PVP server) crashes since patching our servers, all with things like: Engine error: Host_Error: Overflow error writing string table baseline ServerMapCycleMvM Sys_Error

Re: [hlds] Optional updates for TF2, DoD:S, and HL2:DM released

2012-08-17 Thread E. Olsen
I take it we're out of luck getting all the String Table crashes fixed before next week? On Fri, Aug 17, 2012 at 9:24 PM, Eric Smith er...@valvesoftware.com wrote: We've released optional (for servers) updates to TF2, DoD:S, and HL2:DM. The notes for the updates are below. -Eric

Re: [hlds] [hlds_linux] Full servers, but not?

2012-08-18 Thread E. Olsen
A dose of civility goes a long way. While I'm certainly not happy to be seeing the number/frequency of crashes on our servers (and I hope a few people at Valve are willing to give up their weekend to find a fix), I don't think hurling insults Valve's way is constructive in the least. Valve has a

Re: [hlds] [hlds_linux] Full servers, but not?

2012-08-18 Thread E. Olsen
, hats, oh and hats. Move the updates up 2 days and start a Quality Assurance program and a hundred thousand gamers could blissfully be unaware any of this ever happened. - Original Message - From: E. Olsen ceo.eol...@gmail.com To: Half-Life dedicated Win32 server mailing list

Re: [hlds] Netchannel: failed reading message net_SetConVar

2012-08-19 Thread E. Olsen
Quite a few are having that problem since the last update - we are waiting on a patch next week. On Sun, Aug 19, 2012 at 10:16 PM, Mohammed Khalik mohammed_kha...@hotmail.com wrote: I get the same error as well. -- Date: Sun, 19 Aug 2012 19:13:28 -0400 From:

Re: [hlds] Engine Error: Host_Error: Overflow... still present

2012-08-20 Thread E. Olsen
It's only 4am or so at Valve HQ at the moment - so it will probably be another 12-14 hours at least. Honestly, I'm doubtful we'll see a fix until tomorrow considering they thought they had already fixed these issues in the last patch. It's kind of comedic at this point - we've had more crashes in

Re: [hlds] Server Crashes Since Yesterday's Update

2012-09-08 Thread E. Olsen
Yep - this is definitely related to the performance increase update, as a ton of our custom payload maps that were completely stable prior to the update are now crashing. On Sat, Sep 8, 2012 at 3:59 PM, 1nsane 1nsane...@gmail.com wrote: I'm getting the no free edict crashes as well. On Sat,

Re: [hlds] Drop in users

2012-09-13 Thread E. Olsen
Pretty typical this time of year, though. School's starting up, summer ending, big new games (Guild Wars 2, Borderlands 2) being released. It will pick back up going into the holidays. On Thu, Sep 13, 2012 at 7:14 AM, Lambda lambdace...@gmail.com wrote: We all did

Re: [hlds] Quickplay settings for TF2 Halloween

2012-10-26 Thread E. Olsen
Just to be clear (it's been long time since I used custom sv_tags) is the command: sv_tags event247 or sv_tags event247 On Fri, Oct 26, 2012 at 3:44 PM, Fletcher Dunn fletch...@valvesoftware.comwrote: If your server doesn't have the tags, it won't get quickplay traffic. This applies for

Re: [hlds] Quickplay settings for TF2 Halloween

2012-10-27 Thread E. Olsen
Can someone point me to how to properly setup the MVM servers for JUST the event map? I've got it set as the only map in the maplist/mapcycle, but I'm sure I've got the tf_mvm_missioncycle.res setup wrong, as it keeps chaning to the wrong mission, etc. On Sat, Oct 27, 2012 at 3:25 PM, Fletcher

Re: [hlds] Monthly bandwidth usage

2013-01-06 Thread E. Olsen
That is probably true if you don't plan to enable replays via FTP - but I run 21 servers with replay, and routinely see 12-14TB's of bandwidth usage per month. On Sun, Jan 6, 2013 at 7:18 PM, Doctor McKay li...@doctormckay.com wrote: When did anyone mention ten servers? We’re only talking

Re: [hlds] SteamPipe is coming. Download the TF beta

2013-02-19 Thread E. Olsen
Hello, What is the time frame we have to prepare for this change? I'm assuming the Sourcemod team is already aware, since this will most likely break everything - but are we going to get a few days warning order before this drops - i.e. will we know the exact day this change will go into

Re: [hlds] SteamPipe is coming. Download the TF beta

2013-02-20 Thread E. Olsen
Again, does Valve have a rough time-frame of when they want to roll SteamPipe out? In other words - roughly how long do we have to get everything ready on our end? Please keep in mind that for those of us with large server fleets (15+ TF2 servers), this is going to be an incredibly time-consuming

Re: [hlds] [hlds_linux] SteamPipe is coming. Download the TF beta

2013-02-20 Thread E. Olsen
Does it really matter if custom maps go into the same tf/maps folder like they always have? I just tried it, and fast download worked just fine - and it would be the least time consuming method of dealing with that part of the change (I run over 30 custom maps in total). On Wed, Feb 20, 2013

Re: [hlds] SteamPipe is coming. Download the TF beta

2013-02-20 Thread E. Olsen
Meh - seems simple enough to me. Setup a batch file for each server, and off you go. On Wed, Feb 20, 2013 at 6:01 PM, Andre Müller gbs.dead...@gmail.com wrote: Your Partners don't have any choice. We have. Look at the tool grom didrole. It is so difficult to make a good command line tool. I

Re: [hlds] CS:S Server Favorites Deleted

2013-04-19 Thread E. Olsen
I had actually sent Valve a suggestions a couple of years ago that they tie the server favorites to the server ID, as opposed to the server's IP address, so as to allow server operators to upgrade/move their servers without losing all the regulars we had worked so hard to build. At the time, they

Re: [hlds] Mandatory TF2 update coming

2013-05-13 Thread E. Olsen
Yeah - hmmm, didn't read this close enough to realize that applying the update would keep out the players until the client update drops. One to grow on, I guess. On Mon, May 13, 2013 at 4:06 PM, John lists.va...@nuclearfallout.netwrote: Eric, We're working a mandatory update for Team

Re: [hlds] Mandatory TF2 update coming

2013-05-13 Thread E. Olsen
Just tried to run the update on a running windows server. It appeared to work fine, but ended with an error message. Upon rebooting the server, it would not startup until I ran the update again, and steampipe downloaded one more file. Server then rebooted, etc. On Mon, May 13, 2013 at 4:31 PM,

Re: [hlds] Mandatory TF2 update coming

2013-05-13 Thread E. Olsen
Not to worry, Fletcher - it's much adoo about nothing. It's a small change, folks. Adapt. Hell, I was able to update 15 servers in under 5 minutes. I would still be waiting for updates to finish an hour later in most cases on the old system. I'm sold. Steampipe rocks. On Mon, May 13, 2013 at

Re: [hlds] Question on the legality of this (Idling Spectators)

2013-05-21 Thread E. Olsen
Yeah - seeding servers by having people join and play a round or two (or even go AFK for a bit) has been around as long as TF2 (and much longer than quickplay). The fact is, no one likes to join an empty server, and unless you;'re lucky enough to be full 24/7 (which these days, only vanilla server

Re: [hlds] Mandatory TF2 update released

2013-06-03 Thread E. Olsen
Does this fix the Taunt exploit that is currently crashing servers, or do we still need to use a plugin to block it? On Mon, Jun 3, 2013 at 5:42 PM, Eric Smith er...@valvesoftware.com wrote: We've released a mandatory update for TF2. The notes for the update are below. The new version is

Re: [hlds] Mandatory TF2 update released

2013-06-03 Thread E. Olsen
Also - you guys are still overwriting (actually, deleting) the replay.cfg file. On Mon, Jun 3, 2013 at 5:47 PM, E. Olsen ceo.eol...@gmail.com wrote: Does this fix the Taunt exploit that is currently crashing servers, or do we still need to use a plugin to block it? On Mon, Jun 3, 2013 at 5

Re: [hlds] Mandatory TF2 update released

2013-06-05 Thread E. Olsen
Most likely a custom hud issue. On Wed, Jun 5, 2013 at 8:53 PM, Mitch Navetta mitch.nave...@gmail.comwrote: It might just be me, but now whenever I try to access any of my loadouts the game crashes. Something to do with the particle effects changes there maybe? On Wednesday, June 5, 2013,

Re: [hlds] TF2: New exploit in today's update

2013-07-11 Thread E. Olsen
I'm also see alot of random crashes on previously stable (fully patched) Windows 2008R2 32-player servers with the following error in the crash dumps: Engine error: ED_Alloc: no free edicts On Thu, Jul 11, 2013 at 11:08 AM, Rory King rory_k...@hotmail.co.uk wrote: I have a fix up for the

Re: [hlds] TF2: New exploit in today's update

2013-07-11 Thread E. Olsen
are the first to go over the dynamic entity limit 2047 and then crash. -ics E. Olsen kirjoitti: I'm also see alot of random crashes on previously stable (fully patched) Windows 2008R2 32-player servers with the following error in the crash dumps: Engine error: ED_Alloc: no free edicts

[hlds] Windows Server 2008R2 crashing issues since update

2013-07-11 Thread E. Olsen
Hello, My servers are somewhat more stable than yesterday, but I am still seeing *Engine error: ED_Alloc: no free edicts* crashes on 32 player servers (to include 2Fort, badwater, dustbowl, and more). I've removed any and all plugins that can spawn entities, yet the intermittent crashes persist -

Re: [hlds] Windows Server 2008R2 crashing issues since update

2013-07-11 Thread E. Olsen
wrote: I'm having the same issue with my 2fort server. Before the update it was stable with up times of 10+ days. Now the server runs out of edicts every few hours. Sent from my iPhone On Jul 11, 2013, at 9:01 PM, E. Olsen ceo.eol...@gmail.com wrote: Hello, My servers are somewhat more

Re: [hlds] Windows Server 2008R2 crashing issues since update

2013-07-11 Thread E. Olsen
to server console and see if they suddenly start climing. That way you can see if something odd is going on there and if entities suddenly peak. -ics E. Olsen kirjoitti: Yep - same behavior here. Funny thing is, my custom map servers haven't crashed at all today, but all the (32-player

Re: [hlds] Windows Server 2008R2 crashing issues since update

2013-07-12 Thread E. Olsen
Subject: Re: [hlds] Windows Server 2008R2 crashing issues since update Yep same behavior here. My orange server hasn't had one issue. I removed a few plugins on my 2fort that were spawning some entities, hopefully that helps for now. Sent from my iPhone On Jul 11, 2013, at 9:44 PM, E. Olsen

Re: [hlds] Blocked non-valve server in hosts file causes TF2 to hang

2013-08-20 Thread E. Olsen
No kicking for reserved slots is a non-starter. You can't ask for servers that don't allow advertising to then also make the people who pay the bills (through donations) stand in line to play on the server they are paying for. I really don't understand Valve's thinking on this one - it's such an

Re: [hlds] Mandatory TF2 update released

2013-10-30 Thread E. Olsen
Still seeing intermittent crashes on the new Halloween map - with and without Sourcemod running (24-slot servers, Windows 2008R2). On Wed, Oct 30, 2013 at 10:32 PM, Asher Baker asher...@gmail.com wrote: The crashes I've encountered/seen are in bool CEngineTrace::ClipRayToVPhysics( const

Re: [hlds] Mandatory TF2 update released

2013-10-31 Thread E. Olsen
' to exit -- Loading Steam3...net_misc.cpp (113) : Assertion Failed: g_cnIPThisBox k_nMaxIPThisBox Loading Steam2...OK. Connecting anonymously to Steam Public...Success. On 2013-10-30 20:37, E. Olsen wrote: Still seeing intermittent crashes on the new Halloween map

Re: [hlds] Coming soon: changes to TF HTML MOTD support

2013-11-07 Thread E. Olsen
That's not even remotely true. The vast majority of players don't alter a single setting on their client. On Thu, Nov 7, 2013 at 10:48 AM, James Haikin jfrra...@gmail.com wrote: Not sure why people are kvetching about this, considering most people turn off HTML MOTD client-side anyway.

Re: [hlds] Mandatory TF2 update released

2014-01-24 Thread E. Olsen
Agreed. It's one thing to make such a drastic change, it's another to re-route 40-50% of all TF2 traffic away from every non-valve server on the planet in one fell swoop. If this change stands as-is, there's not a single server operator on the planet that will be able to launch a new vanilla

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