Re: [hlds] Steam GameServer Account Logging Question
Sorry, those messages are a bit confusing. I'm assuming this is a TF game server, in which case the successfully logged in messages and the FAQ link refer to the TF gameserver account. It's totally separate to the Steam gameserver account, and totally unrelated. Perhaps you aren't specifying the login credentials early enough in the boot process? From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of pilger Sent: Wednesday, February 26, 2014 7:10 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Steam GameServer Account Logging Question Changed the sv_setsteamaccount to the autoexec file and it worked great. Someone should check if the failure message is being sent the way it was supposed to. Thanks Rudy! _pilger On 26 February 2014 12:00, pilger pilger...@gmail.commailto:pilger...@gmail.com wrote: Guess he was right then. It can't be on the server.cfg Strangely enough, I'm getting two messages. First one that goes: Assigned anonymous gameserver Steam ID [A-1:2176588802tel:2176588802(4095)]. And then two more that says: Successfully logged into gameserver account **. For more information about gameserver accounts, visit https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513. L 02/26/2014 - 09:54:54: Successfully logged into gameserver account **. For more information about gameserver accounts, visit https://support.steampowered.com /kb_article.php?ref=2825-AFGJ-3513. Still, when I send the status command, I get a: steamid : [A-1:2176588802tel:2176588802(4095)] (90089582615075842) So the message saying the account login is failing isn't quite working for me. That's what I was getting confused about. Isn't quite as clear as one would imagine. I'll go set it on the right place and then com back to tell the results. Thanks, Rudy! _pilger On 26 February 2014 11:41, Rudy Bleeker rblee...@gmail.commailto:rblee...@gmail.com wrote: Hi Pilger, as far as I know sv_setsteamaccount should be set before a map is loaded. That means you can either put it in the autoexec.cfg, a file that is called with +exec from the command line or on the commandline itself. Anywhere else, for example the file that you use as the +servercfgfile, is too late and won't work. The message you see in your log is quite clear isn't it? Logging in was succesfull, so you can safely assume you did it right. If it didn't work, for example when sv_setsteamaccount is called too late, you'll get the following error message: Warning: Game server already logged into steam. You need to use the sv_setsteamaccount command earlier. You can verify if the server is correctly logged in by typing status in the console and check the steamid line. If the steamid displayed there starts with A-1 it is an anonymous steam ID which means the server isn't logged in with it's proper steam ID. Those start with a G I believe. On Wed, Feb 26, 2014 at 3:26 PM, pilger pilger...@gmail.commailto:pilger...@gmail.com wrote: Hey guys, I've been talking to a friend about the new steam gameserver account logging system and he claims that the parameter sv_setsteamaccount should go on the command line, while I think it can go on the server.cfg or any other file that's executed the first time the server runs. With the server.cfg method, I'm getting the following messages on my log: Successfully logged into gameserver account **. L 02/26/2014 - 07:36:12: Successfully logged into gameserver account **. Does that mean it's all good!? Which one is the correct way? Thanks in advance, _pilger ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds -- Idleness is not doing nothing. Idleness is being free to do anything. - Floyd Dell ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Steam GameServer Account Logging Question
Also, remember that the command line string can be accessed by other processes running on the box. Be aware of that when deciding whether to specify your logon credential there. From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn Sent: Wednesday, February 26, 2014 8:10 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Steam GameServer Account Logging Question Sorry, those messages are a bit confusing. I'm assuming this is a TF game server, in which case the successfully logged in messages and the FAQ link refer to the TF gameserver account. It's totally separate to the Steam gameserver account, and totally unrelated. Perhaps you aren't specifying the login credentials early enough in the boot process? From: hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of pilger Sent: Wednesday, February 26, 2014 7:10 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Steam GameServer Account Logging Question Changed the sv_setsteamaccount to the autoexec file and it worked great. Someone should check if the failure message is being sent the way it was supposed to. Thanks Rudy! _pilger On 26 February 2014 12:00, pilger pilger...@gmail.commailto:pilger...@gmail.com wrote: Guess he was right then. It can't be on the server.cfg Strangely enough, I'm getting two messages. First one that goes: Assigned anonymous gameserver Steam ID [A-1:2176588802tel:2176588802(4095)]. And then two more that says: Successfully logged into gameserver account **. For more information about gameserver accounts, visit https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513. L 02/26/2014 - 09:54:54: Successfully logged into gameserver account **. For more information about gameserver accounts, visit https://support.steampowered.com /kb_article.php?ref=2825-AFGJ-3513. Still, when I send the status command, I get a: steamid : [A-1:2176588802tel:2176588802(4095)] (90089582615075842) So the message saying the account login is failing isn't quite working for me. That's what I was getting confused about. Isn't quite as clear as one would imagine. I'll go set it on the right place and then com back to tell the results. Thanks, Rudy! _pilger On 26 February 2014 11:41, Rudy Bleeker rblee...@gmail.commailto:rblee...@gmail.com wrote: Hi Pilger, as far as I know sv_setsteamaccount should be set before a map is loaded. That means you can either put it in the autoexec.cfg, a file that is called with +exec from the command line or on the commandline itself. Anywhere else, for example the file that you use as the +servercfgfile, is too late and won't work. The message you see in your log is quite clear isn't it? Logging in was succesfull, so you can safely assume you did it right. If it didn't work, for example when sv_setsteamaccount is called too late, you'll get the following error message: Warning: Game server already logged into steam. You need to use the sv_setsteamaccount command earlier. You can verify if the server is correctly logged in by typing status in the console and check the steamid line. If the steamid displayed there starts with A-1 it is an anonymous steam ID which means the server isn't logged in with it's proper steam ID. Those start with a G I believe. On Wed, Feb 26, 2014 at 3:26 PM, pilger pilger...@gmail.commailto:pilger...@gmail.com wrote: Hey guys, I've been talking to a friend about the new steam gameserver account logging system and he claims that the parameter sv_setsteamaccount should go on the command line, while I think it can go on the server.cfg or any other file that's executed the first time the server runs. With the server.cfg method, I'm getting the following messages on my log: Successfully logged into gameserver account **. L 02/26/2014 - 07:36:12: Successfully logged into gameserver account **. Does that mean it's all good!? Which one is the correct way? Thanks in advance, _pilger ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds -- Idleness is not doing nothing. Idleness is being free to do anything. - Floyd Dell ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Steam GameServer Account Logging Question
Yes, I am pretty sure that server.cfg is too late. I believe that autoexec.cfg is early enough and works. (Right? Others on this mailing list almost certainly know better than me.) I think you could also use something like +exec credentials.cfg. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of ics Sent: Wednesday, February 26, 2014 8:12 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Steam GameServer Account Logging Question Just because people are having issues, and to avoid further problems, could you elaborate where exactly you would put those? Some of us prefer autoexec.cfg but should they be in command line? If not, where then? Server.cfg seems too late. -ics Fletcher Dunn kirjoitti: Sorry, those messages are a bit confusing. I’m assuming this is a TF game server, in which case the “successfully logged in” messages and the FAQ link refer to the TF gameserver account. It’s totally separate to the Steam gameserver account, and totally unrelated. Perhaps you aren’t specifying the login credentials early enough in the boot process? *From:*hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of *pilger *Sent:* Wednesday, February 26, 2014 7:10 AM *To:* Half-Life dedicated Win32 server mailing list *Subject:* Re: [hlds] Steam GameServer Account Logging Question Changed the /sv_setsteamaccount/ to the autoexec file and it worked great. Someone should check if the failure message is being sent the way it was supposed to. Thanks Rudy! _pilger On 26 February 2014 12:00, pilger pilger...@gmail.com mailto:pilger...@gmail.com wrote: Guess he was right then. It can't be on the /server.cfg/ Strangely enough, I'm getting two messages. First one that goes: Assigned anonymous gameserver Steam ID [A-1:2176588802 tel:2176588802(4095)]. And then two more that says: Successfully logged into gameserver account **. For more information about gameserver accounts, visit https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513. L 02/26/2014 - 09:54:54: Successfully logged into gameserver account **. For more information about gameserver accounts, visit https://support.steampowered.com /kb_article.php?ref=2825-AFGJ-3513. Still, when I send the /status/ command, I get a: steamid : [A-1:2176588802 tel:2176588802(4095)] (90089582615075842) So the message saying the account login is failing isn't quite working for me. That's what I was getting confused about. Isn't quite as clear as one would imagine. I'll go set it on the right place and then com back to tell the results. Thanks, Rudy! _pilger On 26 February 2014 11:41, Rudy Bleeker rblee...@gmail.com mailto:rblee...@gmail.com wrote: Hi Pilger, as far as I know sv_setsteamaccount should be set before a map is loaded. That means you can either put it in the autoexec.cfg, a file that is called with +exec from the command line or on the commandline itself. Anywhere else, for example the file that you use as the +servercfgfile, is too late and won't work. The message you see in your log is quite clear isn't it? Logging in was succesfull, so you can safely assume you did it right. If it didn't work, for example when sv_setsteamaccount is called too late, you'll get the following error message: Warning: Game server already logged into steam. You need to use the sv_setsteamaccount command earlier. You can verify if the server is correctly logged in by typing status in the console and check the steamid line. If the steamid displayed there starts with A-1 it is an anonymous steam ID which means the server isn't logged in with it's proper steam ID. Those start with a G I believe. On Wed, Feb 26, 2014 at 3:26 PM, pilger pilger...@gmail.com mailto:pilger...@gmail.com wrote: Hey guys, I've been talking to a friend about the new steam gameserver account logging system and he claims that the parameter sv_setsteamaccount should go on the command line, while I think it can go on the server.cfg or any other file that's executed the first time the server runs. With the server.cfg method, I'm getting the following messages on my log: Successfully logged into gameserver account **. L 02/26/2014 - 07:36:12: Successfully logged into gameserver account **. Does that mean it's all good!? Which one is the correct way? Thanks in advance, _pilger ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds -- Idleness is not doing nothing. Idleness is being free to do anything. - Floyd Dell ___ To unsubscribe, edit your list preferences, or view the list archives
Re: [hlds] [hlds_linux] Valve Only Servers in Community Servers
This bug will be fixed in the next update. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Doctor McKay Sent: Sunday, February 16, 2014 1:30 AM To: Paul Lewis; Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] [hlds] Valve Only Servers in Community Servers If any other option has Don't care chosen, the Gameserver Host option will be interpreted as Don't care. I've already informed Valve and they are aware of this. Dr. McKay www.doctormckay.com On Sun, Feb 16, 2014 at 4:12 AM, Paul ubyu@gmail.com wrote: I agree, othrewise that kind of makes the whole idea unfair to communities and players if that's how they intended it to be (when opting to go to a community server). On 15 February 2014 19:06, Abdulrahman Abdulkawi abdulk...@live.co.uk wrote: Valve servers are showing up when searching for Community Servers. If this is how it's meant to be, then that needs to be changed - If we don't get listed in 'Valve servers' option, then Valve Servers shouldn't get listed for Community Servers. All other filters are 'default'. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] [hlds_linux] Important changes to TF2 coming soon
You’ll need one token per server. The logon only accepts the token, so the token serves as account+password. From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Gamers Exile Sent: Friday, February 07, 2014 1:40 PM To: hlds@list.valvesoftware.com Subject: Re: [hlds] [hlds_linux] Important changes to TF2 coming soon I'm unsure if this is a generate 1 token for upto 50 servers or 50 individual tokens? Anyone? Thanks GE Sent Via Pigeon From: Silencio Delgato Sent: Friday, February 7, 2014 2:32 PM To: Half-Life dedicated Win32 server mailing list Reply To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] [hlds_linux] Important changes to TF2 coming soon Thank you very much Ross, I'll be sure to use this when I finally get some time to myself later today. On Fri, Feb 7, 2014 at 1:13 PM, Ross Bemrose rbemr...@gmail.commailto:rbemr...@gmail.com wrote: er... registering a server using an API key for my last post. Whoops. On Wed, Feb 5, 2014 at 6:52 PM, Fletcher Dunn fletch...@valvesoftware.commailto:fletch...@valvesoftware.com wrote: There are some changes coming that TF2 server operators should know about. CHANGES TO QUICKPLAY --- The next TF2 update will make two changes to quickplay: * Show servers button. This runs the ordinary quickplay search, but instead of joining the server with the highest score, it presents the user with an ordered list of about 20 servers and lets them pick. This gives players much of the convenience of quickplay by finding servers with a good ping and players on them, but also an easy way to express a preference over the map, server community, etc. * We've added an advanced options page that allows players to opt into the most commonly-requested non-vanilla rules changes: nocrits, maxplayers, and instant respawn. There are no more scoring penalties for maxplayers or rule changes; your server either matches their search criteria or it doesn't. At this time, we are keeping the default quickplay option to Valve servers. However, note that if a player wants to find a server with any of the supported modifications, then they must land on a community server, since Valve servers do not run with these settings. We've updated the quickplay policy to more clearly specify what sorts of server modifications are allowed in quickplay: https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513 STEAM GAMESERVER ACCOUNTS - Gameserver accounts are now a Steam feature. The feature is currently in beta. Using a steam gameserver account provides one important advantage right now: client favorite lists are keyed by the Steam account if present. This means that you can move your server to another IP address, and clients who have your server in their favorites or history will follow you to your new location. CREATING AN ACCOUNT: Creating an account is currently only possible via WebAPI. (Remember, this feature is currently in beta. We'll add a nicer interface for this soon.) Make a HTTPS POST request to the following URL: https://api.steampowered.com/IGameServersService/CreateAccount/v0001/ The POST arguments should be: appid=440 (for Team Fortress) key=your WebAPIKey your WebAPIKey is the WebAPI key associated with the user account that will own the server accounts. See http://steamcommunity.com/dev for how to get one of these. (WARNING: Make sure and keep this key secret. This key is an authentication token in some respects and makes it possible to do certain actions on your behalf. Don't feed the key into anybody's nice convenient web page that automates this. With your WebAPI key they could impersonate you for some actions. If you don't want to go through the pain of making a WebAPI call, just wait until we have a nicer interface implemented.) The output of the WebAPI will be the (permanent) SteamID of your gameserver, and a login token. The login token is a random string of text that allows you to actually login to your account. You can view a list of the servers owned by a user account by making a HTTPS GET call to: https://api.steampowered.com/IGameServersService/GetAccountList/v0001/?key=yourkeyhttps://api.steampowered.com/IGameServersService/GetAccountList/v0001/?key=%3cyourkey LOGGING IN TO YOUR ACCOUNT (TF only for now): Once you have a gameserver login token, you can specify your login credentials on a Source engine server by executing this console command sometime before it loads the first map: sv_setsteamaccount login token The server output should make it clear when you are using a Steam gameserver account and when you are logging in anonymously. (The ordinary gameserver login that has always been used.) Remember, for now you will need to login to both your Steam gameserver account and also your TF account. The two accounts are not related. The TF account
Re: [hlds] [hlds_linux] Important changes to TF2 coming soon
It's possible that we might implement a mechanism to transfer ownership at some point, but I wouldn't do anything that depends on that. From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of John Irwin Sent: Friday, February 07, 2014 1:39 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] [hlds_linux] Important changes to TF2 coming soon Thanks Ross. Have bookmarked and will get back to you if issues found (not expecting any). Fletcher, what are the implications of linking to a single user? Should I register a new steam account for this? What if one of my admins creates the connection and it links to his account then he leaves our group a year later? What if I use my own account but later get hacked? John ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] [hlds_linux] Important changes to TF2 coming soon
Yes! The token is essentially login credentials (combination account and password). If you use the same token, you are asking all the servers to login to the same account. But only one server can be on an account at a time. From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Saint K. Sent: Friday, February 07, 2014 3:39 PM To: 'Half-Life dedicated Win32 server mailing list' Subject: Re: [hlds] [hlds_linux] Important changes to TF2 coming soon I’m confused. Do I need a unique key for each server for the sv_setsteamaccount value? Saint K. From: hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn Sent: Friday, February 07, 2014 10:42 PM To: hlds@list.valvesoftware.commailto:hlds@list.valvesoftware.com Subject: Re: [hlds] [hlds_linux] Important changes to TF2 coming soon You’ll need one token per server. The logon only accepts the token, so the token serves as account+password. From: hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Gamers Exile Sent: Friday, February 07, 2014 1:40 PM To: hlds@list.valvesoftware.commailto:hlds@list.valvesoftware.com Subject: Re: [hlds] [hlds_linux] Important changes to TF2 coming soon I'm unsure if this is a generate 1 token for upto 50 servers or 50 individual tokens? Anyone? Thanks GE Sent Via Pigeon From: Silencio Delgato Sent: Friday, February 7, 2014 2:32 PM To: Half-Life dedicated Win32 server mailing list Reply To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] [hlds_linux] Important changes to TF2 coming soon Thank you very much Ross, I'll be sure to use this when I finally get some time to myself later today. On Fri, Feb 7, 2014 at 1:13 PM, Ross Bemrose rbemr...@gmail.commailto:rbemr...@gmail.com wrote: er... registering a server using an API key for my last post. Whoops. On Wed, Feb 5, 2014 at 6:52 PM, Fletcher Dunn fletch...@valvesoftware.commailto:fletch...@valvesoftware.com wrote: There are some changes coming that TF2 server operators should know about. CHANGES TO QUICKPLAY --- The next TF2 update will make two changes to quickplay: * Show servers button. This runs the ordinary quickplay search, but instead of joining the server with the highest score, it presents the user with an ordered list of about 20 servers and lets them pick. This gives players much of the convenience of quickplay by finding servers with a good ping and players on them, but also an easy way to express a preference over the map, server community, etc. * We've added an advanced options page that allows players to opt into the most commonly-requested non-vanilla rules changes: nocrits, maxplayers, and instant respawn. There are no more scoring penalties for maxplayers or rule changes; your server either matches their search criteria or it doesn't. At this time, we are keeping the default quickplay option to Valve servers. However, note that if a player wants to find a server with any of the supported modifications, then they must land on a community server, since Valve servers do not run with these settings. We've updated the quickplay policy to more clearly specify what sorts of server modifications are allowed in quickplay: https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513 STEAM GAMESERVER ACCOUNTS - Gameserver accounts are now a Steam feature. The feature is currently in beta. Using a steam gameserver account provides one important advantage right now: client favorite lists are keyed by the Steam account if present. This means that you can move your server to another IP address, and clients who have your server in their favorites or history will follow you to your new location. CREATING AN ACCOUNT: Creating an account is currently only possible via WebAPI. (Remember, this feature is currently in beta. We'll add a nicer interface for this soon.) Make a HTTPS POST request to the following URL: https://api.steampowered.com/IGameServersService/CreateAccount/v0001/ The POST arguments should be: appid=440 (for Team Fortress) key=your WebAPIKey your WebAPIKey is the WebAPI key associated with the user account that will own the server accounts. See http://steamcommunity.com/dev for how to get one of these. (WARNING: Make sure and keep this key secret. This key is an authentication token in some respects and makes it possible to do certain actions on your behalf. Don't feed the key into anybody's nice convenient web page that automates this. With your WebAPI key they could impersonate you for some actions. If you don't want to go through the pain of making a WebAPI call, just wait until we have a nicer interface implemented.) The output of the WebAPI will be the (permanent) SteamID
Re: [hlds] Important changes to TF2 coming soon
Oops, sorry. That's a work in progress and shouldn't have blocked anybody. I'll fix that now. From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Chris Oryschak Sent: Thursday, February 06, 2014 10:50 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Important changes to TF2 coming soon account : not logged in (In order to log into your gameserver account, you need to confirm that you have ready the latest policy. See https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513 for more information.) How do i confirm? The new method isn't being pushed out till the next update? Also there is a typo ready. On Thu, Feb 6, 2014 at 12:04 PM, Valentin G. nextra...@gmail.commailto:nextra...@gmail.com wrote: That's how we have always done it, and Fletcher said this is pretty much how it should be done. Players don't get matched to a 24/24 server even if there are hidden slots. On Thu, Feb 6, 2014 at 5:50 PM, Peter Jerde peter-h...@jerde.netmailto:peter-h...@jerde.net wrote: Quickplay will still respect sv_visiblemaxplayers, right? So if we run a 32-slot server with visiblemaxplayers at 24, quickplay would never give us a 25th player? Thus, if we use SourceMods sm_reserve_type 0 -- which only kicks non-slot-holding-players AS THEY TRY TO JOIN into a full server via console -- that would meet the new criteria? Quickplay would never try to stuff a player into a reserved slot, and Sourcemod would never kick a player who's already playing, only those trying to join via console. As it has been mentioned by others, it sounds like this would be very hard to enforce, as someone from Valve would have to manually investigate reports of violators. We still want to play by the rules, though, and the more I think about it I agree with the rationale -- if you've been matched to a server which then seemingly at random kicks you for Slot Reservation that is indeed a bad player experience. (Though one which has certainly encouraged some of our players to donate to us). - Peter ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Important changes to TF2 coming soon
Max 50 steam gameserver accounts per user account. From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of 1nsane Sent: Thursday, February 06, 2014 11:13 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Important changes to TF2 coming soon Is the limit for registering servers in the new system going to be the same as with the current one (100 servers)? Also providing there is a limit at all will the limit be global (per account) or per game? On Thu, Feb 6, 2014 at 2:05 PM, Fletcher Dunn fletch...@valvesoftware.commailto:fletch...@valvesoftware.com wrote: Oops, sorry. That's a work in progress and shouldn't have blocked anybody. I'll fix that now. From: hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Chris Oryschak Sent: Thursday, February 06, 2014 10:50 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Important changes to TF2 coming soon account : not logged in (In order to log into your gameserver account, you need to confirm that you have ready the latest policy. See https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513 for more information.) How do i confirm? The new method isn't being pushed out till the next update? Also there is a typo ready. On Thu, Feb 6, 2014 at 12:04 PM, Valentin G. nextra...@gmail.commailto:nextra...@gmail.com wrote: That's how we have always done it, and Fletcher said this is pretty much how it should be done. Players don't get matched to a 24/24 server even if there are hidden slots. On Thu, Feb 6, 2014 at 5:50 PM, Peter Jerde peter-h...@jerde.netmailto:peter-h...@jerde.net wrote: Quickplay will still respect sv_visiblemaxplayers, right? So if we run a 32-slot server with visiblemaxplayers at 24, quickplay would never give us a 25th player? Thus, if we use SourceMods sm_reserve_type 0 -- which only kicks non-slot-holding-players AS THEY TRY TO JOIN into a full server via console -- that would meet the new criteria? Quickplay would never try to stuff a player into a reserved slot, and Sourcemod would never kick a player who's already playing, only those trying to join via console. As it has been mentioned by others, it sounds like this would be very hard to enforce, as someone from Valve would have to manually investigate reports of violators. We still want to play by the rules, though, and the more I think about it I agree with the rationale -- if you've been matched to a server which then seemingly at random kicks you for Slot Reservation that is indeed a bad player experience. (Though one which has certainly encouraged some of our players to donate to us). - Peter ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Important changes to TF2 coming soon
Resetting token is planned if not already implemented. We don't have anything planned to transfer server ownership at the moment. From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Denis Eliseev Sent: Thursday, February 06, 2014 11:25 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Important changes to TF2 coming soon Will here be a way to transfer servers between accounts? Also, will here be a way to re-generate access token for existing server? 06.02.2014, 23:16, Fletcher Dunn fletch...@valvesoftware.commailto:fletch...@valvesoftware.com: Max 50 steam gameserver accounts per user account. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Important changes to TF2 coming soon
We don't have an option to search for it explicitly, but there is a don't care option. I think that response was in regard to modified (but not instant) respawn times. The ability to search for more maps / game modes in quickplay has not changed. From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of 1nsane Sent: Thursday, February 06, 2014 11:43 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Important changes to TF2 coming soon At all? Or is what Fletcher said earlier regarding Arena still valid? We don't have an option to search for it explicitly, but there is a don't care option. On Thu, Feb 6, 2014 at 2:38 PM, Jacob Urman jac...@valvesoftware.commailto:jac...@valvesoftware.com wrote: The list has been updated and categorized. Arena, Degroot Keep and Hydro do not qualify for Quickplay. https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513#maps From: hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Doctor McKay Sent: Wednesday, February 05, 2014 9:30 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Important changes to TF2 coming soon Process, Snakewater, and Standin are listed in the mapcycle_quickplay_cp.txt that ships with the game, so it's safe to bet that they're Quickplay-eligible. Degroot Keep and Hydro are not eligible, nor are any Arena maps. Dr. McKay www.doctormckay.comhttp://www.doctormckay.com On Wed, Feb 5, 2014 at 11:50 PM, Yun Huang Yong gumby_li...@mooh.orgmailto:gumby_li...@mooh.org wrote: https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513#maps Is the omission of these maps deliberate? cp_degrootkeep cp_process_final cp_snakewater_final1 cp_standin_final tc_hydro We run a full rotation server so am wondering if I should remove these maps for Quickplay... Yarr! goosmurf http://steamcommunity.com/id/goosmurf/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
[hlds] Important changes to TF2 coming soon
There are some changes coming that TF2 server operators should know about. CHANGES TO QUICKPLAY --- The next TF2 update will make two changes to quickplay: * Show servers button. This runs the ordinary quickplay search, but instead of joining the server with the highest score, it presents the user with an ordered list of about 20 servers and lets them pick. This gives players much of the convenience of quickplay by finding servers with a good ping and players on them, but also an easy way to express a preference over the map, server community, etc. * We've added an advanced options page that allows players to opt into the most commonly-requested non-vanilla rules changes: nocrits, maxplayers, and instant respawn. There are no more scoring penalties for maxplayers or rule changes; your server either matches their search criteria or it doesn't. At this time, we are keeping the default quickplay option to Valve servers. However, note that if a player wants to find a server with any of the supported modifications, then they must land on a community server, since Valve servers do not run with these settings. We've updated the quickplay policy to more clearly specify what sorts of server modifications are allowed in quickplay: https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513 STEAM GAMESERVER ACCOUNTS - Gameserver accounts are now a Steam feature. The feature is currently in beta. Using a steam gameserver account provides one important advantage right now: client favorite lists are keyed by the Steam account if present. This means that you can move your server to another IP address, and clients who have your server in their favorites or history will follow you to your new location. CREATING AN ACCOUNT: Creating an account is currently only possible via WebAPI. (Remember, this feature is currently in beta. We'll add a nicer interface for this soon.) Make a HTTPS POST request to the following URL: https://api.steampowered.com/IGameServersService/CreateAccount/v0001/ The POST arguments should be: appid=440 (for Team Fortress) key=your WebAPIKey your WebAPIKey is the WebAPI key associated with the user account that will own the server accounts. See http://steamcommunity.com/dev for how to get one of these. (WARNING: Make sure and keep this key secret. This key is an authentication token in some respects and makes it possible to do certain actions on your behalf. Don't feed the key into anybody's nice convenient web page that automates this. With your WebAPI key they could impersonate you for some actions. If you don't want to go through the pain of making a WebAPI call, just wait until we have a nicer interface implemented.) The output of the WebAPI will be the (permanent) SteamID of your gameserver, and a login token. The login token is a random string of text that allows you to actually login to your account. You can view a list of the servers owned by a user account by making a HTTPS GET call to: https://api.steampowered.com/IGameServersService/GetAccountList/v0001/?key=yourkeyhttps://api.steampowered.com/IGameServersService/GetAccountList/v0001/?key=%3cyourkey LOGGING IN TO YOUR ACCOUNT (TF only for now): Once you have a gameserver login token, you can specify your login credentials on a Source engine server by executing this console command sometime before it loads the first map: sv_setsteamaccount login token The server output should make it clear when you are using a Steam gameserver account and when you are logging in anonymously. (The ordinary gameserver login that has always been used.) Remember, for now you will need to login to both your Steam gameserver account and also your TF account. The two accounts are not related. The TF account is the one that determines quickplay eligibility, and the Steam one does favorites migration. Eventually we will remove the TF accounts and only use Steam gameserver accounts. HOW FAVORITES MIGRATION WORKS: In the next few days we will release an updated Steam Client beta that knows how to migrate favorites. On the client, each favorite has an IP:port and a gameserver account. The account might be empty --- that will of course be the case for all previously existing favorites. Periodically, a client will try to sync up the favorites list IP:port addresses and accounts. If there is an IP:port without an associated account, it will ask the master server for information about that address. If a server is running on that address and logged into an account, the client will record the account. Once the client has an account associated with the favorite, the account becomes the primary key and will not change. Instead, we will periodically try to refresh the address from the account. (Again, this is done by querying the master server, and it depends on your server bring logged into the account and
Re: [hlds] Important changes to TF2 coming soon
TF quickplay changes: next TF update. Ability to create gameserver accounts via WebAPI: Available now. Ability to login TF server to your account: next TF update. Steam client beta capable of storing favorites keyed by account and migrating favorites: within a week or so. All steam clients are capable of storing favorites keyed by account: No ETA. (Probably a few weeks at most.) We are expecting the next TF update to be tomorrow. Hopefully everybody who has been a TF server operator for any length of time knows that this is a hope, not a promise. From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Mtvnoob Sent: Wednesday, February 05, 2014 3:56 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Important changes to TF2 coming soon Can we expect these features to be implemented within the next 48 hours? On Wed, Feb 5, 2014 at 3:52 PM, Fletcher Dunn fletch...@valvesoftware.commailto:fletch...@valvesoftware.com wrote: There are some changes coming that TF2 server operators should know about. CHANGES TO QUICKPLAY --- The next TF2 update will make two changes to quickplay: * Show servers button. This runs the ordinary quickplay search, but instead of joining the server with the highest score, it presents the user with an ordered list of about 20 servers and lets them pick. This gives players much of the convenience of quickplay by finding servers with a good ping and players on them, but also an easy way to express a preference over the map, server community, etc. * We've added an advanced options page that allows players to opt into the most commonly-requested non-vanilla rules changes: nocrits, maxplayers, and instant respawn. There are no more scoring penalties for maxplayers or rule changes; your server either matches their search criteria or it doesn't. At this time, we are keeping the default quickplay option to Valve servers. However, note that if a player wants to find a server with any of the supported modifications, then they must land on a community server, since Valve servers do not run with these settings. We've updated the quickplay policy to more clearly specify what sorts of server modifications are allowed in quickplay: https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513 STEAM GAMESERVER ACCOUNTS - Gameserver accounts are now a Steam feature. The feature is currently in beta. Using a steam gameserver account provides one important advantage right now: client favorite lists are keyed by the Steam account if present. This means that you can move your server to another IP address, and clients who have your server in their favorites or history will follow you to your new location. CREATING AN ACCOUNT: Creating an account is currently only possible via WebAPI. (Remember, this feature is currently in beta. We'll add a nicer interface for this soon.) Make a HTTPS POST request to the following URL: https://api.steampowered.com/IGameServersService/CreateAccount/v0001/ The POST arguments should be: appid=440 (for Team Fortress) key=your WebAPIKey your WebAPIKey is the WebAPI key associated with the user account that will own the server accounts. See http://steamcommunity.com/dev for how to get one of these. (WARNING: Make sure and keep this key secret. This key is an authentication token in some respects and makes it possible to do certain actions on your behalf. Don't feed the key into anybody's nice convenient web page that automates this. With your WebAPI key they could impersonate you for some actions. If you don't want to go through the pain of making a WebAPI call, just wait until we have a nicer interface implemented.) The output of the WebAPI will be the (permanent) SteamID of your gameserver, and a login token. The login token is a random string of text that allows you to actually login to your account. You can view a list of the servers owned by a user account by making a HTTPS GET call to: https://api.steampowered.com/IGameServersService/GetAccountList/v0001/?key=yourkeyhttps://api.steampowered.com/IGameServersService/GetAccountList/v0001/?key=%3cyourkey LOGGING IN TO YOUR ACCOUNT (TF only for now): Once you have a gameserver login token, you can specify your login credentials on a Source engine server by executing this console command sometime before it loads the first map: sv_setsteamaccount login token The server output should make it clear when you are using a Steam gameserver account and when you are logging in anonymously. (The ordinary gameserver login that has always been used.) Remember, for now you will need to login to both your Steam gameserver account and also your TF account. The two accounts are not related. The TF account is the one that determines quickplay eligibility, and the Steam one does favorites migration. Eventually we will remove
Re: [hlds] [hlds_announce] Important changes to TF2 coming soon
We don't have an option to search for it explicitly, but there is a don't care option. From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of E. Olsen Sent: Wednesday, February 05, 2014 4:25 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] [hlds_announce] Important changes to TF2 coming soon Hiya Fletcher, You mentioned: * We've added an advanced options page that allows players to opt into the most commonly-requested non-vanilla rules changes: nocrits, maxplayers, and instant respawn. Will you include fast respawn (i.e. respawntimes) in that as well? On Wed, Feb 5, 2014 at 7:22 PM, Weasels Lair wea...@weaselslair.commailto:wea...@weaselslair.com wrote: Holy almost-name-resolution Batman! Gameserver accounts are now a Steam feature. The feature is currently in beta. Using a steam gameserver account provides one important advantage right now: client favorite lists are keyed by the Steam account if present. This means that you can move your server to another IP address, and clients who have your server in their favorites or history will follow you to your new location. Been waiting from something like this (for years). Thanks! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] [hlds_announce] [hlds_linux] Important changes to TF2 coming soon
This change is not related to SteamCMD in any way. It's when the gameserver process logs in to Steam. Does it sign on anonymously, or does it offer the key and sign into the account? The game needs to expose a method for you to specify which credentials to use. And yes, I suspect we will probably add a feature for GoldSrc engine games to signin to accounts at some point. -Original Message- From: Weasels Lair [mailto:wea...@weaselslair.com] Sent: Wednesday, February 05, 2014 5:03 PM To: Half-Life dedicated Linux server mailing list; Half-Life dedicated Win32 server mailing list; Fletcher Dunn Subject: [hlds_announce] [hlds_linux] [hlds] Important changes to TF2 coming soon Again thanks for this feature. Another question though. I understand this will be only TF2 initially, and so only Source-engine games at least initialy (which all seem to use the Anonymous logon for the server in SteamCMD). Is this something that will eventually come-over to the older GoldSrc games as well? at least the Valve titles like HL1, CS, TFC, DMC, etc.? I believe we currently log onto SteamCMD as separate Steam account? or are we talking about logging-on anonymously to something other than SteamCMD? LOGGING IN TO YOUR ACCOUNT (TF only for now): Once you have a gameserver login token, you can specify your login credentials on a Source engine server by executing this console command sometime before it loads the first map: sv_setsteamaccount login token The server output should make it clear when you are using a Steam gameserver account and when you are logging in anonymously. (The ordinary gameserver login that has always been used.) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] GetServersAtAddress Steam API broken
The UpToDateCheck webapi is served directly by the same server that sends out-of-date info to the gameservers. Can you clarify exactly what problems you have seen? From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Andre Müller Sent: Thursday, January 30, 2014 10:20 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] GetServersAtAddress Steam API broken Is there also a plan to synchronize UpToDateCheck with your masterserver? Sometimes the version is updated a little bit late. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] GetServersAtAddress Steam API broken
There definitely could be a problem, but I'll need some more specific details in order to investigate. Like I say, the WebAPI is served by the very same servers that maintain the version numbers and send the in-game out-of-date message notifications, so I don't think the version numbers are out of sync. I can see how in-game notifications might be a bit delayed compared to the WebAPI, for a given servers. I'm not understanding how the in-game notifications would be significantly ahead of the WebAPI, though. Could there be some HTTP caching going on somewhere? From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Andre Müller Sent: Thursday, January 30, 2014 10:40 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] GetServersAtAddress Steam API broken The last year I had two times (could not remind exactly) issues with the version numbers. I think it was 5 minutes after an update and the UpToDateCheck said that the server was up-to-date. Is UpToDateCheck with every mod/server synchronized? 2014-01-30 Fletcher Dunn fletch...@valvesoftware.commailto:fletch...@valvesoftware.com: The UpToDateCheck webapi is served directly by the same server that sends out-of-date info to the gameservers. Can you clarify exactly what problems you have seen? From: hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Andre Müller Sent: Thursday, January 30, 2014 10:20 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] GetServersAtAddress Steam API broken Is there also a plan to synchronize UpToDateCheck with your masterserver? Sometimes the version is updated a little bit late. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] GetServersAtAddress Steam API broken
Correct, that WebAPI will not report out-of-date for optional updates. From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson Sent: Thursday, January 30, 2014 11:50 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] GetServersAtAddress Steam API broken It's done by hand to prevent the message from hitting servers on optional updates. There haven't been many, which is probably why this is forgotten. Kyle. On 30 Jan 2014 11:41, Andre Müller gbs.dead...@gmail.commailto:gbs.dead...@gmail.com wrote: The last year I had two times (could not remind exactly) issues with the version numbers. I think it was 5 minutes after an update and the UpToDateCheck said that the server was up-to-date. Is UpToDateCheck with every mod/server synchronized? 2014-01-30 Fletcher Dunn fletch...@valvesoftware.commailto:fletch...@valvesoftware.com: The UpToDateCheck webapi is served directly by the same server that sends out-of-date info to the gameservers. Can you clarify exactly what problems you have seen? From: hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Andre Müller Sent: Thursday, January 30, 2014 10:20 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] GetServersAtAddress Steam API broken Is there also a plan to synchronize UpToDateCheck with your masterserver? Sometimes the version is updated a little bit late. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] GetServersAtAddress Steam API broken
This will be fixed later today. From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose Sent: Wednesday, January 29, 2014 8:07 AM To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux server mailing list Subject: [hlds] GetServersAtAddress Steam API broken The GetServersAtAddress WebAPI (http://api.steampowered.com/ISteamApps/GetServersAtAddress/v0001?addr=IP HEREformat=json) is currently returning false for all servers. I'm not sure when this started, but it's been doing this for at least the last 24 hours. This is the API given to us by Fletcher Dunn in August 2012 for checking if a server is in the master server list. All servers get this response even if they're showing in the master server list: { response: { success: false, message: true } } -- Powerlord ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] [hlds_linux] [Regression] Horribly inaccurate player counts from Steam.
The server browser queries the server and then checks the numbers from the ping against authenticated player counts from Steam. If there is a difference, then it performs a reconciliation according to some logic that is not totally brain-dead. For example, one of the heuristics it uses is that if the server reports that it is full, then it will trust the server, no matter what Steam says. (Because of the exact problem you describe.) So I'm not sure that the problem is that Steam service is intermittent. I think the problem is that the server is not reporting itself as full? When you use a tool such as HLSW, which doesn't talk to Steam at all, does the data in the ping show the server as full? -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson Sent: Thursday, December 26, 2013 3:33 PM To: Half-Life dedicated Linux server mailing list; Half-Life dedicated Win32 server mailing list Cc: Eric Smith Subject: [hlds_linux] [Regression] Horribly inaccurate player counts from Steam. So a few weeks (probably months now, actually) ago all of the in-game client tabs were moved to rely on data from Steam, instead of querying the actual server. Which is fine, this most likely hurt fake players users quite significantly. However, from what started off as a few players incorrect (4~) has greatly increased. We're up to 14~ phantom slots, as the players clients are broken, or Steam is having trouble keeping up. This results in an actually full server (64/64) showing as 50/64. Client's are now unable to externally queue to join the server, it's actually pretty horrible. If servers are given an unverified leeway of 15% of their verified players, it might be enough to span the gap for those broken steam clients. We run some pretty large servers, so this doesn't impact us as much. Well, besides an endless amount of player reports, which is starting to take it's toll. However, if you're running a TF server with 24 slots, and 10 of them are empty... that's quite the thing. Alternatively, if the max-player defines are increased, that would work as an interim solution. A revert, or fix would be much appreciated. I don't believe this is easily fixable, as Steam's actual up time is around 80%. Kyle. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] [hlds_linux] [Regression] Horribly inaccurate player counts from Steam.
full should mean that the player count in the ping = the max player count in the ping. -Original Message- From: Kyle Sanderson [mailto:kyle.l...@gmail.com] Sent: Thursday, December 26, 2013 5:14 PM To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux server mailing list; Fletcher Dunn Cc: Eric Smith Subject: Re: [hlds] [hlds_linux] [Regression] Horribly inaccurate player counts from Steam. There may be logic missing from cstrike if being full is the case (or missing from the GMS, if it's implemented there). My C++ classes, CheckValve, and the collection of PHP querying classes from xPaw all show the server as being full from the old masters. It may also not be staying full (just under, from our AFK Manager), and players are thinking they shouldn't encounter it as the GMS is returning 10+ free slots. The human element may be wrecking the full implementation. Maybe we'd be better off faking being full if we've passed a threshold? Client's that return true from IsClientFullyAuthenticated should be part of the list; right? Kyle. On Thu, Dec 26, 2013 at 4:56 PM, Fletcher Dunn fletch...@valvesoftware.com wrote: The server browser queries the server and then checks the numbers from the ping against authenticated player counts from Steam. If there is a difference, then it performs a reconciliation according to some logic that is not totally brain-dead. For example, one of the heuristics it uses is that if the server reports that it is full, then it will trust the server, no matter what Steam says. (Because of the exact problem you describe.) So I'm not sure that the problem is that Steam service is intermittent. I think the problem is that the server is not reporting itself as full? When you use a tool such as HLSW, which doesn't talk to Steam at all, does the data in the ping show the server as full? -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson Sent: Thursday, December 26, 2013 3:33 PM To: Half-Life dedicated Linux server mailing list; Half-Life dedicated Win32 server mailing list Cc: Eric Smith Subject: [hlds_linux] [Regression] Horribly inaccurate player counts from Steam. So a few weeks (probably months now, actually) ago all of the in-game client tabs were moved to rely on data from Steam, instead of querying the actual server. Which is fine, this most likely hurt fake players users quite significantly. However, from what started off as a few players incorrect (4~) has greatly increased. We're up to 14~ phantom slots, as the players clients are broken, or Steam is having trouble keeping up. This results in an actually full server (64/64) showing as 50/64. Client's are now unable to externally queue to join the server, it's actually pretty horrible. If servers are given an unverified leeway of 15% of their verified players, it might be enough to span the gap for those broken steam clients. We run some pretty large servers, so this doesn't impact us as much. Well, besides an endless amount of player reports, which is starting to take it's toll. However, if you're running a TF server with 24 slots, and 10 of them are empty... that's quite the thing. Alternatively, if the max-player defines are increased, that would work as an interim solution. A revert, or fix would be much appreciated. I don't believe this is easily fixable, as Steam's actual up time is around 80%. Kyle. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] [hlds_linux] [Regression] Horribly inaccurate player counts from Steam.
That logic is the same for any game. There may be some weird edge case if the max player count is less than the total number of currently connected players (humans + bots) and your server contains bots. -Original Message- From: Fletcher Dunn Sent: Thursday, December 26, 2013 5:16 PM To: Kyle Sanderson; Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux server mailing list Cc: Eric Smith Subject: RE: [hlds] [hlds_linux] [Regression] Horribly inaccurate player counts from Steam. full should mean that the player count in the ping = the max player count in the ping. -Original Message- From: Kyle Sanderson [mailto:kyle.l...@gmail.com] Sent: Thursday, December 26, 2013 5:14 PM To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux server mailing list; Fletcher Dunn Cc: Eric Smith Subject: Re: [hlds] [hlds_linux] [Regression] Horribly inaccurate player counts from Steam. There may be logic missing from cstrike if being full is the case (or missing from the GMS, if it's implemented there). My C++ classes, CheckValve, and the collection of PHP querying classes from xPaw all show the server as being full from the old masters. It may also not be staying full (just under, from our AFK Manager), and players are thinking they shouldn't encounter it as the GMS is returning 10+ free slots. The human element may be wrecking the full implementation. Maybe we'd be better off faking being full if we've passed a threshold? Client's that return true from IsClientFullyAuthenticated should be part of the list; right? Kyle. On Thu, Dec 26, 2013 at 4:56 PM, Fletcher Dunn fletch...@valvesoftware.com wrote: The server browser queries the server and then checks the numbers from the ping against authenticated player counts from Steam. If there is a difference, then it performs a reconciliation according to some logic that is not totally brain-dead. For example, one of the heuristics it uses is that if the server reports that it is full, then it will trust the server, no matter what Steam says. (Because of the exact problem you describe.) So I'm not sure that the problem is that Steam service is intermittent. I think the problem is that the server is not reporting itself as full? When you use a tool such as HLSW, which doesn't talk to Steam at all, does the data in the ping show the server as full? -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson Sent: Thursday, December 26, 2013 3:33 PM To: Half-Life dedicated Linux server mailing list; Half-Life dedicated Win32 server mailing list Cc: Eric Smith Subject: [hlds_linux] [Regression] Horribly inaccurate player counts from Steam. So a few weeks (probably months now, actually) ago all of the in-game client tabs were moved to rely on data from Steam, instead of querying the actual server. Which is fine, this most likely hurt fake players users quite significantly. However, from what started off as a few players incorrect (4~) has greatly increased. We're up to 14~ phantom slots, as the players clients are broken, or Steam is having trouble keeping up. This results in an actually full server (64/64) showing as 50/64. Client's are now unable to externally queue to join the server, it's actually pretty horrible. If servers are given an unverified leeway of 15% of their verified players, it might be enough to span the gap for those broken steam clients. We run some pretty large servers, so this doesn't impact us as much. Well, besides an endless amount of player reports, which is starting to take it's toll. However, if you're running a TF server with 24 slots, and 10 of them are empty... that's quite the thing. Alternatively, if the max-player defines are increased, that would work as an interim solution. A revert, or fix would be much appreciated. I don't believe this is easily fixable, as Steam's actual up time is around 80%. Kyle. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] [hlds_linux] [Regression] Horribly inaccurate player counts from Steam.
The server browser doesn't know anything about the actual max, it is totally based on the visible max. -Original Message- From: Kyle Sanderson [mailto:kyle.l...@gmail.com] Sent: Thursday, December 26, 2013 5:19 PM To: Fletcher Dunn; Half-Life dedicated Linux server mailing list; Half-Life dedicated Win32 server mailing list Cc: Eric Smith Subject: Re: [hlds] [hlds_linux] [Regression] Horribly inaccurate player counts from Steam. Is that the visible max, or the actual max? We only recently removed sv_visiblemaxplayers as a result from this about a week and a half ago; no improvement. Kyle. On Thu, Dec 26, 2013 at 5:15 PM, Fletcher Dunn fletch...@valvesoftware.com wrote: full should mean that the player count in the ping = the max player count in the ping. -Original Message- From: Kyle Sanderson [mailto:kyle.l...@gmail.com] Sent: Thursday, December 26, 2013 5:14 PM To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux server mailing list; Fletcher Dunn Cc: Eric Smith Subject: Re: [hlds] [hlds_linux] [Regression] Horribly inaccurate player counts from Steam. There may be logic missing from cstrike if being full is the case (or missing from the GMS, if it's implemented there). My C++ classes, CheckValve, and the collection of PHP querying classes from xPaw all show the server as being full from the old masters. It may also not be staying full (just under, from our AFK Manager), and players are thinking they shouldn't encounter it as the GMS is returning 10+ free slots. The human element may be wrecking the full implementation. Maybe we'd be better off faking being full if we've passed a threshold? Client's that return true from IsClientFullyAuthenticated should be part of the list; right? Kyle. On Thu, Dec 26, 2013 at 4:56 PM, Fletcher Dunn fletch...@valvesoftware.com wrote: The server browser queries the server and then checks the numbers from the ping against authenticated player counts from Steam. If there is a difference, then it performs a reconciliation according to some logic that is not totally brain-dead. For example, one of the heuristics it uses is that if the server reports that it is full, then it will trust the server, no matter what Steam says. (Because of the exact problem you describe.) So I'm not sure that the problem is that Steam service is intermittent. I think the problem is that the server is not reporting itself as full? When you use a tool such as HLSW, which doesn't talk to Steam at all, does the data in the ping show the server as full? -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson Sent: Thursday, December 26, 2013 3:33 PM To: Half-Life dedicated Linux server mailing list; Half-Life dedicated Win32 server mailing list Cc: Eric Smith Subject: [hlds_linux] [Regression] Horribly inaccurate player counts from Steam. So a few weeks (probably months now, actually) ago all of the in-game client tabs were moved to rely on data from Steam, instead of querying the actual server. Which is fine, this most likely hurt fake players users quite significantly. However, from what started off as a few players incorrect (4~) has greatly increased. We're up to 14~ phantom slots, as the players clients are broken, or Steam is having trouble keeping up. This results in an actually full server (64/64) showing as 50/64. Client's are now unable to externally queue to join the server, it's actually pretty horrible. If servers are given an unverified leeway of 15% of their verified players, it might be enough to span the gap for those broken steam clients. We run some pretty large servers, so this doesn't impact us as much. Well, besides an endless amount of player reports, which is starting to take it's toll. However, if you're running a TF server with 24 slots, and 10 of them are empty... that's quite the thing. Alternatively, if the max-player defines are increased, that would work as an interim solution. A revert, or fix would be much appreciated. I don't believe this is easily fixable, as Steam's actual up time is around 80%. Kyle. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] [hlds_linux] [Regression] Horribly inaccurate player counts from Steam.
I'd start my investigation by confirming that the raw ping from your server is correct and what you want it to be (using hlsw or something similar). Original message From: Kyle Sanderson Date:2013/12/26 5:25 PM (GMT-08:00) To: Fletcher Dunn ,Half-Life dedicated Linux server mailing list ,Half-Life dedicated Win32 server mailing list Cc: Eric Smith Subject: Re: [hlds] [hlds_linux] [Regression] Horribly inaccurate player counts from Steam. and your server contains bots. No bots (not even STV). totally based on the visible max. Ah, so I'm presuming that's the case too with the GMS (the actual field is ignored)? I'll try gaming our queries to Steam and see if that declines in user reports. Thanks, Kyle. On Thu, Dec 26, 2013 at 5:20 PM, Fletcher Dunn fletch...@valvesoftware.com wrote: The server browser doesn't know anything about the actual max, it is totally based on the visible max. -Original Message- From: Kyle Sanderson [mailto:kyle.l...@gmail.com] Sent: Thursday, December 26, 2013 5:19 PM To: Fletcher Dunn; Half-Life dedicated Linux server mailing list; Half-Life dedicated Win32 server mailing list Cc: Eric Smith Subject: Re: [hlds] [hlds_linux] [Regression] Horribly inaccurate player counts from Steam. Is that the visible max, or the actual max? We only recently removed sv_visiblemaxplayers as a result from this about a week and a half ago; no improvement. Kyle. On Thu, Dec 26, 2013 at 5:15 PM, Fletcher Dunn fletch...@valvesoftware.com wrote: full should mean that the player count in the ping = the max player count in the ping. -Original Message- From: Kyle Sanderson [mailto:kyle.l...@gmail.com] Sent: Thursday, December 26, 2013 5:14 PM To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux server mailing list; Fletcher Dunn Cc: Eric Smith Subject: Re: [hlds] [hlds_linux] [Regression] Horribly inaccurate player counts from Steam. There may be logic missing from cstrike if being full is the case (or missing from the GMS, if it's implemented there). My C++ classes, CheckValve, and the collection of PHP querying classes from xPaw all show the server as being full from the old masters. It may also not be staying full (just under, from our AFK Manager), and players are thinking they shouldn't encounter it as the GMS is returning 10+ free slots. The human element may be wrecking the full implementation. Maybe we'd be better off faking being full if we've passed a threshold? Client's that return true from IsClientFullyAuthenticated should be part of the list; right? Kyle. On Thu, Dec 26, 2013 at 4:56 PM, Fletcher Dunn fletch...@valvesoftware.com wrote: The server browser queries the server and then checks the numbers from the ping against authenticated player counts from Steam. If there is a difference, then it performs a reconciliation according to some logic that is not totally brain-dead. For example, one of the heuristics it uses is that if the server reports that it is full, then it will trust the server, no matter what Steam says. (Because of the exact problem you describe.) So I'm not sure that the problem is that Steam service is intermittent. I think the problem is that the server is not reporting itself as full? When you use a tool such as HLSW, which doesn't talk to Steam at all, does the data in the ping show the server as full? -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson Sent: Thursday, December 26, 2013 3:33 PM To: Half-Life dedicated Linux server mailing list; Half-Life dedicated Win32 server mailing list Cc: Eric Smith Subject: [hlds_linux] [Regression] Horribly inaccurate player counts from Steam. So a few weeks (probably months now, actually) ago all of the in-game client tabs were moved to rely on data from Steam, instead of querying the actual server. Which is fine, this most likely hurt fake players users quite significantly. However, from what started off as a few players incorrect (4~) has greatly increased. We're up to 14~ phantom slots, as the players clients are broken, or Steam is having trouble keeping up. This results in an actually full server (64/64) showing as 50/64. Client's are now unable to externally queue to join the server, it's actually pretty horrible. If servers are given an unverified leeway of 15% of their verified players, it might be enough to span the gap for those broken steam clients. We run some pretty large servers, so this doesn't impact us as much. Well, besides an endless amount of player reports, which is starting to take it's toll. However, if you're running a TF server with 24 slots, and 10 of them are empty... that's quite the thing. Alternatively, if the max-player defines are increased, that would work as an interim solution. A revert, or fix
[hlds] Test message
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Re: [hlds] [hlds_linux] Where is my traffic coming from?
Quickplay numbers should probably be stripped. It means which quickplay attempt this client is on, since they booted. Useful for us, probably not useful for you guys. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics Sent: Thursday, November 14, 2013 8:20 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Where is my traffic coming from? I assume quickplay numbers mean cp, pl, ctf, attack defence, plr, sd, all modes etc gamemode, basically all the quikcplay options. Coaching is connection method too. -ics Lambda kirjoitti: Anyone knows what the number in quickplay_# means? I've got numbers as big as 62, i've also got coaching as connection method which isn't listed in the list provided earlier. 2013/11/14 Chris Oryschak ch...@oryschak.com Yup this is really good to know how your community is doing. Defiantly a awesome feature.. can't wait for some sql logging and analytic pages made to make per server/date/time frame stats displayed... I'm getting some users that aren't returning a value though: 11:09:08 [SM] Displaying connection method for all players... - 507 iL Cappo!!serverbrowser_history - NovaesThnGr8 serverbrowser_history - sic serverbrowser_history - sleepyserverbrowser_internet - Friz serverbrowser_history - HeSnakeHeroofEternisen - YYZ serverbrowser_history - Sombreserverbrowser_history - Ash 2.0 serverbrowser_internet - [WCE] Monty serverbrowser_favorites - shadowlerks serverbrowser_history - Pinhead{EMC} serverbrowser_favorites - Skorchy serverbrowser_internet - BUMSPAM serverbrowser_history - =(eGO)=Tango v1.0 serverbrowser_history - Hernii55338 serverbrowser_favorites - Spaceman serverbrowser_favorites - supp0rt - Aminal Parade serverbrowser_history - Jizz_Syrupserverbrowser_history - DRAK?serverbrowser_favorites - Peppermiz serverbrowser_favorites - Jake steam - fan951126 serverbrowser_history - Pwel serverbrowser_internet - Princess Juggsserverbrowser_favorites - SGTBrutus serverbrowser_favorites - Paco Ernesto serverbrowser_history - Machiavellian Spork serverbrowser_favorites - Kbeezey serverbrowser_history On Thu, Nov 14, 2013 at 10:39 AM, ics i...@ics-base.net wrote: Quite surprising results. Well not really. I just assumed quikcplay connected players count would be higher but it does seems that ~70% of our players join through favorites. Thanks for the plug-in! -ics Doctor McKay kirjoitti: Here is a plugin that simply displays how all in-game players connected to the server after running a command: https://forums.alliedmods.net/showthread.php?t=229731 More full-featured stats will be released soon. Dr. McKay www.doctormckay.com On Tue, Nov 12, 2013 at 3:13 PM, ics i...@ics-base.net wrote: I'd settle for a command that lists where current players of the server came from, for example addition into status command field along with ping and such. -ics DontWannaName! kirjoitti: Grab the client value using sourcemod? Sent from my iPhone 5 On Nov 12, 2013, at 12:01 PM, Todd Pettit pettit.t...@gmail.com wrote: cl_connectmethod = serverbrowser_favorites Ok, it works for myself but I know how I connected how do you see how others connected? - Original Message - From: Fletcher Dunn fletch...@valvesoftware.com To: Half-Life dedicated Linux server mailing list hlds_linux@list. valvesoftware.com Cc: Half-Life dedicated Win32 server mailing list ( hlds@list.valvesoftware.com) hlds@list.valvesoftware.com Sent: Tuesday, November 12, 2013 2:45:44 PM Subject: Re: [hlds_linux] Where is my traffic coming from? It tells you what tab they used. So you know whether they used the favorites tab versus the main server list. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto: hlds_linux
Re: [hlds] [hlds_linux] Where is my traffic coming from?
Yes, it should be there in the next multiplayer SDK update. (I don't have any time frame for when that will be.) From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jesse Oak Sent: Wednesday, November 13, 2013 9:39 AM To: d...@forlix.org; Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] [hlds_linux] Where is my traffic coming from? Will this update be making it's way into sdk base 2013 multiplayer as well? On Tue, Nov 12, 2013 at 4:05 PM, Dominik Friedrichs d...@forlix.orgmailto:d...@forlix.org wrote: This is great and the cherry on top would be to add that string to the player connect log line - something like this: L 11/12/2013 - 21:52:16: Jimmy288STEAM_0:1:12345 connected, address 1.2.3.4:27005http://1.2.3.4:27005, method serverbrowser_favorites On 2013/11/12 20:45, Fletcher Dunn wrote: It tells you what tab they used. So you know whether they used the favorites tab versus the main server list. -Original Message- From: hlds_linux-boun...@list.valvesoftware.commailto:hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.commailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ElitePowered . Sent: Tuesday, November 12, 2013 11:25 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Where is my traffic coming from? What's the point of having this feature on the other games if the only way to connect is via the server browser? On Nov 12, 2013 2:09 PM, DontWannaName!ad...@topnotchclan.commailto:ad...@topnotchclan.com wrote: Is it able to tell if they connect from their favorites? Sent from my iPhone 5 On Nov 12, 2013, at 11:02 AM, Fletcher Dunn fletch...@valvesoftware.commailto:fletch...@valvesoftware.com wrote: Several server operators have requested the ability to know how their clients are connecting to their server. The latest TF update added a new client convar, cl_connectmethod, that contains a string value that indicates how the client connected to your server. It's sent in the same way as cl_rate and others, and a plugin should be able to access this information. It will be empty if joined directly through a console connect command. I apologize that I don't have the list of values at hand, but I'm sure some helpful server operator or plugin author will post the list of codes that are sent. Please be aware that the field is not secure, and the work required to secure it is not trivial. Without too much effort a client could send you pretty much any string they want. So this is best used for general reporting purposes and understanding where your players are coming from, not to treat players differently based on how they connect. This is a Source engine change, so it will be available in CS:S, DoD:S, and HL2:DM in the next update for those games. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
[hlds] Where is my traffic coming from?
Several server operators have requested the ability to know how their clients are connecting to their server. The latest TF update added a new client convar, cl_connectmethod, that contains a string value that indicates how the client connected to your server. It's sent in the same way as cl_rate and others, and a plugin should be able to access this information. It will be empty if joined directly through a console connect command. I apologize that I don't have the list of values at hand, but I'm sure some helpful server operator or plugin author will post the list of codes that are sent. Please be aware that the field is not secure, and the work required to secure it is not trivial. Without too much effort a client could send you pretty much any string they want. So this is best used for general reporting purposes and understanding where your players are coming from, not to treat players differently based on how they connect. This is a Source engine change, so it will be available in CS:S, DoD:S, and HL2:DM in the next update for those games. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] [hlds_linux] Where is my traffic coming from?
It tells you what tab they used. So you know whether they used the favorites tab versus the main server list. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ElitePowered . Sent: Tuesday, November 12, 2013 11:25 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Where is my traffic coming from? What's the point of having this feature on the other games if the only way to connect is via the server browser? On Nov 12, 2013 2:09 PM, DontWannaName! ad...@topnotchclan.com wrote: Is it able to tell if they connect from their favorites? Sent from my iPhone 5 On Nov 12, 2013, at 11:02 AM, Fletcher Dunn fletch...@valvesoftware.com wrote: Several server operators have requested the ability to know how their clients are connecting to their server. The latest TF update added a new client convar, cl_connectmethod, that contains a string value that indicates how the client connected to your server. It's sent in the same way as cl_rate and others, and a plugin should be able to access this information. It will be empty if joined directly through a console connect command. I apologize that I don't have the list of values at hand, but I'm sure some helpful server operator or plugin author will post the list of codes that are sent. Please be aware that the field is not secure, and the work required to secure it is not trivial. Without too much effort a client could send you pretty much any string they want. So this is best used for general reporting purposes and understanding where your players are coming from, not to treat players differently based on how they connect. This is a Source engine change, so it will be available in CS:S, DoD:S, and HL2:DM in the next update for those games. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
[hlds] Coming soon: changes to TF HTML MOTD support
We're making two changes to TF HTML MOTD support that server operators should be aware of: 1.)HTML MOTD's will no longer be shown by clients that connect via quickplay. Those clients will show the plaintext message instead. (The file identified by the convar motdfile_text, which defaults to motd_text.txt.) 2.)When sending a URL to the info panel by name, the URL must begin with 'http://' or 'https://'. Note that this change does not affect putting a URL in motd.txt directly, which has always required a protocol prefix in order for the file contents to be interpreted as a URL. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] [hlds_linux] Is sv_tags event247 broken after the update?
We recently fixed a bug that has been giving servers running bots an unfair and unintended quickplay scoring advantage. This could change traffic patterns. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Marco Padovan Sent: Thursday, October 31, 2013 8:52 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Is sv_tags event247 broken after the update? Same here... seeing the same issue on 12servers all where full yesterday :) On Thu, Oct 31, 2013 at 4:43 PM, Padraig Fahy padraig.f...@gmail.comwrote: Server was full last night before update..but no one has been on since the update. Thankfully I am not the only one with this issue! On Thu, Oct 31, 2013 at 3:41 PM, thesupremecommander thesupremec...@gmail.com wrote: Seeing problems on my end as well. A server holding at 24/24 constant before the update has seen all of its traffic vanish even with a few players to seed QuickPlay traffic. On Thu, Oct 31, 2013 at 11:36 AM, Calvin Judy evo...@gmail.com wrote: VAC secure mode is activated. Connection to game coordinator established. Current item schema is up-to-date with version 553324E3. Received auth challenge; signing into gameserver account... L 10/31/2013 - 06:01:08: Received auth challenge; signing into gameserver account... L 10/31/2013 - 06:01:08: Loading map plr_hightower_event Game server authentication: SUCCESS! Standing: Good. Trend: Upward Fast L 10/31/2013 - 06:01:08: Game server authentication: SUCCESS! Standing: Good. Trend: Upward Fast I'm not seeing any bad ratings on mine, but quickplay traffic just vanished. - Original Message - From: Lambda lambdace...@gmail.com To: Half-Life dedicated Linux server mailing list hlds_linux@list. ** valvesoftware.com hlds_li...@list.valvesoftware.com Sent: Thursday, October 31, 2013 11:29 AM Subject: Re: [hlds_linux] Is sv_tags event247 broken after the update? Same here, i checked the quickplay status and it went from Good to Bad out of a sudden, funny thing is that the client command to list the identities and the status says that they're all good but upon server launch it says that its Bad 2013/10/31 Calvin Judy evo...@gmail.com http://i.imgur.com/bejbG1m.png There has been a significant drop in quickplay traffic on our servers as well. - Original Message - From: Todd Pettit pettit.t...@gmail.com To: Half-Life dedicated Linux server mailing list hlds_linux@list. ** valvesoftware.com hlds_linux@list.**valvesoftware.com hlds_li...@list.valvesoftware.com Sent: Thursday, October 31, 2013 11:13 AM Subject: [hlds_linux] Is sv_tags event247 broken after the update? I noticed Halloween servers running plr_hightower_event are no longer receiving quickplay traffic after the last update. Is anyone else having the same issue? Normal servers seem unaffected. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/*** *hlds_linuxhttps://list.**valvesoftware.com/cgi-bin/** mailman/listinfo/hlds_linux https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/*** *hlds_linuxhttps://list.**valvesoftware.com/cgi-bin/** mailman/listinfo/hlds_linux https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware. **com/cgi-bin/mailman/listinfo/**hlds_linux https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware. **com/cgi-bin/mailman/listinfo/**hlds_linux https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux -- thesupremecommander (Steam http://steamcommunity.com/id/thesupremecommander ) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux -- Padraig Fahy. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:
Re: [hlds] [hlds_linux] Is sv_tags event247 broken after the update?
There were no Valve event servers running until last night. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Daniel Barreiro Sent: Thursday, October 31, 2013 10:13 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Is sv_tags event247 broken after the update? Never run any bots, all of my servers were full yesterday and are completely dead last night until now. Only change was the update. One of the servers wasn't registered until this event (converted it from a custom server temporarily just to get a 24/7 helltower server for the week), so it was a brand new ID. On Thu, Oct 31, 2013 at 1:08 PM, Calvin Judy evo...@gmail.com wrote: None of my servers are running any sort of bots, and they all dropped quickplay traffic completely last night. Can you double check to verify this update didn't create an additional issue, as it sure does look like something is wrong. ~6000 players in 24h to 0 in 12h, doesn't really make any sense. - Original Message - From: Fletcher Dunn fletch...@valvesoftware.com To: Half-Life dedicated Linux server mailing list hlds_linux@list.** valvesoftware.com hlds_li...@list.valvesoftware.com Cc: hlds@list.valvesoftware.com Sent: Thursday, October 31, 2013 12:32 PM Subject: Re: [hlds_linux] Is sv_tags event247 broken after the update? We recently fixed a bug that has been giving servers running bots an unfair and unintended quickplay scoring advantage. This could change traffic patterns. -Original Message- From: hlds_linux-bounces@list.**valvesoftware.comhlds_linux-boun...@list.valvesoftware.com[mailto: hlds_linux-bounces@**list.valvesoftware.comhlds_linux-bounces@list.v alvesoftware.com] On Behalf Of Marco Padovan Sent: Thursday, October 31, 2013 8:52 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Is sv_tags event247 broken after the update? Same here... seeing the same issue on 12servers all where full yesterday :) On Thu, Oct 31, 2013 at 4:43 PM, Padraig Fahy padraig.f...@gmail.com wrote: Server was full last night before update..but no one has been on since the update. Thankfully I am not the only one with this issue! On Thu, Oct 31, 2013 at 3:41 PM, thesupremecommander thesupremec...@gmail.com wrote: Seeing problems on my end as well. A server holding at 24/24 constant before the update has seen all of its traffic vanish even with a few players to seed QuickPlay traffic. On Thu, Oct 31, 2013 at 11:36 AM, Calvin Judy evo...@gmail.com wrote: VAC secure mode is activated. Connection to game coordinator established. Current item schema is up-to-date with version 553324E3. Received auth challenge; signing into gameserver account... L 10/31/2013 - 06:01:08: Received auth challenge; signing into gameserver account... L 10/31/2013 - 06:01:08: Loading map plr_hightower_event Game server authentication: SUCCESS! Standing: Good. Trend: Upward Fast L 10/31/2013 - 06:01:08: Game server authentication: SUCCESS! Standing: Good. Trend: Upward Fast I'm not seeing any bad ratings on mine, but quickplay traffic just vanished. - Original Message - From: Lambda lambdace...@gmail.com To: Half-Life dedicated Linux server mailing list hlds_linux@list. ** valvesoftware.com hlds_linux@list.**valvesoftware.comhlds_linux@list.valvesoftwa re.com Sent: Thursday, October 31, 2013 11:29 AM Subject: Re: [hlds_linux] Is sv_tags event247 broken after the update? Same here, i checked the quickplay status and it went from Good to Bad out of a sudden, funny thing is that the client command to list the identities and the status says that they're all good but upon server launch it says that its Bad 2013/10/31 Calvin Judy evo...@gmail.com http://i.imgur.com/bejbG1m.png There has been a significant drop in quickplay traffic on our servers as well. - Original Message - From: Todd Pettit pettit.t...@gmail.com To: Half-Life dedicated Linux server mailing list hlds_linux@list. ** valvesoftware.com hlds_linux@list.**valvesoftwa**re.comhttp://valvesoftware.co m hlds_linux@list.valvesoftware.**comhlds_linux@list.valvesoftware. com Sent: Thursday, October 31, 2013 11:13 AM Subject: [hlds_linux] Is sv_tags event247 broken after the update? I noticed Halloween servers running plr_hightower_event are no longer receiving quickplay traffic after the last update. Is anyone else having the same issue? Normal servers seem unaffected. __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin
Re: [hlds] Mandatory TF2 update released
This update will be the last time that happens. We're getting rid of all instances where we encourage people to modify shipping files. For all such customizations in the future, thingsa re setup to encourage people to copy it to a new file and modify that one. From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Brady Osborne Sent: Monday, June 03, 2013 7:22 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Mandatory TF2 update released Hey all, Is it normal for SteamCMD to delete files during the conversion process from HLDSUpdateTool? I kept seeing files vanish, so I put SteamCMD on the left side of my screen with my 'cfg' folder on the right, and after a few seconds of running SteamCMD on a directory that was previously updated by HLDSUpdateTool, the cfg files disappeared as if they were deleted. According to this articlehttps://support.steampowered.com/kb_article.php?ref=7388-QPFN-2491 it says files will only be moved, not deleted, but I have not found this to be true. I have had several other users ask me about this issue, too. I did some research with Process Monitor and found that SteamCMD does in fact overwrite the cfg files in addition to several others. Note the highlighted line here (SetRenameInformationFile): http://tinypic.com/r/9zn38m/5 So in the article's question My XYZ file got deleted. Where did it go? The conversion process does not delete any user files. - this is technically true, however, the conversion process does overwrite files. User files outside of a specific set are not modified, like the 'addons' folder or 'server.cfg'. Thoughts? Thank you, Brady Osborne m...@bradyosborne.commailto:m...@bradyosborne.com On Mon, Jun 3, 2013 at 5:50 PM, AeroliteGaming.com ad...@aerolitegaming.co.ukmailto:ad...@aerolitegaming.co.uk wrote: Thank you very much for that, it worked. On 03/06/2013 23:46, Nicholas Hastings wrote: If you have the Steam client installed on your server, launch it and check for updates. That error can happen when they update the shipped steam_api (they did) and you have an older steamclient installed on the machine. -- Nicholas Hastings AlliedMods.nethttp://www.alliedmods.net [cid:image001.jpg@01CE61C7.6C882150] AeroliteGaming.commailto:ad...@aerolitegaming.co.uk Monday, June 03, 2013 6:43 PM Having troubles after this update: ** * ** * * Unable to load Steam support library. * * Unable to load Steam support library. * * This server will operate in LAN mode only. * * This server will operate in LAN mode only. * ** * ** * Tried validating and still no luck. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds inline: image001.jpg___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Mandatory updates for CS:S, HL2:DM, and DoD:S released
That's because I made the build available but forgot to force the out-of-date message. Sorry. I just did it and your servers should update automatically now. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Dominik Friedrichs Sent: Monday, May 20, 2013 10:53 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Mandatory updates for CS:S, HL2:DM, and DoD:S released For some reason up to now none of my servers received an out of date message. However the update is down-loadable just fine. On 2013/05/20 18:48, Fletcher Dunn wrote: The prerelease build released last Friday has been set live as the official version. The PatchVersion for all the games is 1765266. Here are the change notes: Source engine: * Synced engine with latest changes from TF2. * Improved network compression to reduce impact of network spikes. * Added sv_netspike, sv_netspike_output, sv_netspike_sendtime_ms * Fixed listen server creation dialog not showing maps in custom or downloads folder. https://github.com/ValveSoftware/Source-1-Games/issues/252 * SDK tools are now shipped by default with the client. (There is no need to opt into the sdktools_beta branch.) HL2:DM: * Added VR support for Oculus Rift ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Optional update for TF2 released
Hi, Big. You'll need to be more specific. What is the problem you're seeing? Has it been reported before? - Fletch From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of big john Sent: Monday, May 20, 2013 4:00 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Optional update for TF2 released Did you fix hammer? On May 20, 2013 6:59 PM, Eric Smith er...@valvesoftware.commailto:er...@valvesoftware.com wrote: We've released an optional update for TF2 that all clients will receive when they restart. You may update your dedicated servers, but it's not required. The notes for the update are below. -Eric --- - Added support for VR mode on OSX - Fixed a bad material on the HDMI Patch - Fixed a server crash on changelevel when the Replay system has been initialized but is not currently running - Fixed the Soldier's grenades being hidden when equipping the Full Metal Drill Hat and the Soldier's Sparkplug - Removed replay.cfg from depot and added replay_example.cfg to avoid clobbering user's replay.cfg ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Optional update for TF2 released
Is it still happening with this update? There was a hammer fix, it didn't make it into the release notes. There's no need to opt into the sdk beta branch anymore. The tools are just shipping with the game. Opt out of all betas, sync the latest, and run the hammer.bat. Does it work. From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of big john Sent: Monday, May 20, 2013 4:16 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Optional update for TF2 released Hey fletcher, on the tf2 sdk beta the compilers are broken, they are showing tool brushes as regular brushes and compiling full bright. Some people are using the old sdk to compile and the beta to map. Unfortunately the workaround needed to compile with the old sdk doesn't work for everyone. On May 20, 2013 7:06 PM, Fletcher Dunn fletch...@valvesoftware.commailto:fletch...@valvesoftware.com wrote: Hi, Big. You'll need to be more specific. What is the problem you're seeing? Has it been reported before? - Fletch From: hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com] On Behalf Of big john Sent: Monday, May 20, 2013 4:00 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Optional update for TF2 released Did you fix hammer? On May 20, 2013 6:59 PM, Eric Smith er...@valvesoftware.commailto:er...@valvesoftware.com wrote: We've released an optional update for TF2 that all clients will receive when they restart. You may update your dedicated servers, but it's not required. The notes for the update are below. -Eric --- - Added support for VR mode on OSX - Fixed a bad material on the HDMI Patch - Fixed a server crash on changelevel when the Replay system has been initialized but is not currently running - Fixed the Soldier's grenades being hidden when equipping the Full Metal Drill Hat and the Soldier's Sparkplug - Removed replay.cfg from depot and added replay_example.cfg to avoid clobbering user's replay.cfg ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Mandatory TF2 update released
A note regarding the CPU spikes: I would encourage server operators to revert any changes made to disable compression, set all such convars to their default values, and re-evaluate performance and bandwidth. I believe that the switch to a realtime compression library will fix the CPU spikes while getting the reduction in bandwidth that the compression was intended to achieve. The sv_compressfragments convar has been removed. You can get the same functionality simply by setting net_compresspackets_minsize to a large value. You might experiment with net_compresspackets_minsize to see if a larger or smaller value drastically effects performance and bandwidth. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Smith Sent: Friday, May 17, 2013 11:09 AM To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux server mailing list; 'hlds_annou...@list.valvesoftware.com' Subject: [hlds_linux] Mandatory TF2 update released We've released a mandatory update for Team Fortress 2. The notes for the update are below. -Eric == Source Engine Changes - Fixed server CPU spikes caused by compression of string tables and packets. - Added sv_netspike, sv_netspike_sendtime_ms, and sv_netspike_output convars for investigating server performance - net_compresspackets_minsize default value increased to 1024. This convar now also determines the threshold to determine when a fragment (logical game network message, before being broken up into network packets) is compressed. - Added vprof_vtrace and vprof_report_oninterval convars, and tweaked vprof_dump_spikes and vprof_dump_oninterval to reduce output Team Fortress 2 - Added the Robotic Boogaloo community update: http://www.teamfortress.com/roboticboogaloo/ - Fixed a chat exploit that would cause other clients to timeout from dedicated servers - Updated the Mann Co. Store - Added RoboCrate Keys - Added A Random RoboKey Gift - Added Pile of RoboKey Gifts - Backpack Expanders on sale at 80% off - Updated the localization files ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Mandatory TF2 update released
sv_compressstringtablebaselines should still be present in this build, and it is defaulted to false. The baselines are not compressed at that stage, instead we just compress them if desired like any other network data at either the fragment or packet stage. You might try adjusting this convar and see if it makes any difference. In my tests it did not, but I would be interested in any real world data on that question. From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Ryan Stecker Sent: Friday, May 17, 2013 11:25 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Mandatory TF2 update released Great, thanks Fletch! Will definitely be on the lookout for any perf issues with these changes. On Fri, May 17, 2013 at 1:22 PM, Fletcher Dunn fletch...@valvesoftware.commailto:fletch...@valvesoftware.com wrote: A note regarding the CPU spikes: I would encourage server operators to revert any changes made to disable compression, set all such convars to their default values, and re-evaluate performance and bandwidth. I believe that the switch to a realtime compression library will fix the CPU spikes while getting the reduction in bandwidth that the compression was intended to achieve. The sv_compressfragments convar has been removed. You can get the same functionality simply by setting net_compresspackets_minsize to a large value. You might experiment with net_compresspackets_minsize to see if a larger or smaller value drastically effects performance and bandwidth. -Original Message- From: hlds_linux-boun...@list.valvesoftware.commailto:hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.commailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Smith Sent: Friday, May 17, 2013 11:09 AM To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux server mailing list; 'hlds_annou...@list.valvesoftware.commailto:hlds_annou...@list.valvesoftware.com' Subject: [hlds_linux] Mandatory TF2 update released We've released a mandatory update for Team Fortress 2. The notes for the update are below. -Eric == Source Engine Changes - Fixed server CPU spikes caused by compression of string tables and packets. - Added sv_netspike, sv_netspike_sendtime_ms, and sv_netspike_output convars for investigating server performance - net_compresspackets_minsize default value increased to 1024. This convar now also determines the threshold to determine when a fragment (logical game network message, before being broken up into network packets) is compressed. - Added vprof_vtrace and vprof_report_oninterval convars, and tweaked vprof_dump_spikes and vprof_dump_oninterval to reduce output Team Fortress 2 - Added the Robotic Boogaloo community update: http://www.teamfortress.com/roboticboogaloo/ - Fixed a chat exploit that would cause other clients to timeout from dedicated servers - Updated the Mann Co. Store - Added RoboCrate Keys - Added A Random RoboKey Gift - Added Pile of RoboKey Gifts - Backpack Expanders on sale at 80% off - Updated the localization files ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
[hlds] Server crash bug in latest build
There is a bug in the update we just released. Setting net_compresspackets to 0 is a workaround. We'll have a new update released shortly. Apologies. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] [hlds_linux] Server crash bug in latest build
Buffer overflow if packet size is in a certain range, leading to server crash. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of DontWannaName! Sent: Friday, May 17, 2013 11:46 AM To: Half-Life dedicated Linux server mailing list Cc: Half-Life dedicated Win32 server mailing list (hlds@list.valvesoftware.com); Half-Life dedicated Linux server mailing list (hlds_li...@list.valvesoftware.com) Subject: Re: [hlds] [hlds_linux] Server crash bug in latest build How bad is the bug? Sent from my iPhone 5 On May 17, 2013, at 11:42 AM, Fletcher Dunn fletch...@valvesoftware.com wrote: There is a bug in the update we just released. Setting net_compresspackets to 0 is a workaround. We'll have a new update released shortly. Apologies. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] [hlds_linux] Server crash bug in latest build
I wouldn’t risk it. Set net_compresspackets 0 now, and get the update when it becomes available in an hour or so. From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of DontWannaName! Sent: Friday, May 17, 2013 11:53 AM To: Half-Life dedicated Win32 server mailing list Cc: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] [hlds_linux] Server crash bug in latest build Ah Linux only? Sent from my iPhone 5 On May 17, 2013, at 11:51 AM, Cody Woodson xxwoodyman123...@sbcglobal.netmailto:xxwoodyman123...@sbcglobal.net wrote: Eh its not right away. Mine was full 24/24 and crashed about 5 minutes after start up Sent from my iPhone On May 17, 2013, at 11:48 AM, Kyle Sanderson kyle.l...@gmail.commailto:kyle.l...@gmail.com wrote: You will most likely crash the moment you have a player join... Thanks, Kyle. On 17 May 2013 11:46, DontWannaName! ad...@topnotchclan.commailto:ad...@topnotchclan.com wrote: How bad is the bug? Sent from my iPhone 5 On May 17, 2013, at 11:42 AM, Fletcher Dunn fletch...@valvesoftware.commailto:fletch...@valvesoftware.com wrote: There is a bug in the update we just released. Setting net_compresspackets to 0 is a workaround. We'll have a new update released shortly. Apologies. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
[hlds] Prerelease updates available for HL2:DM, DoD:S, and CS:S
Updates are available in the prerelease betas of HL2:DM, DoD:S, and CS:S. These changes bring the Source engine up-to-date date with the latest TF2 release. In particular, it includes the optimization to the network compression. Because of the change to the compression algorithm, the PatchVersion was updated (this will be a mandatory update), and the prerelease server and client are not compatible with the main branch server and client. The client also includes all the SDK tools. (It will no longer be necessary to opt into the sdktools_beta branch.) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Who do we send netspike.txt log too?
No need to send any netspike files. We have enough good data and further netspike files or vprof files are not likely to help right now. It anybody wants to send in more windows traces, however, feel free to do so. For some reason the servers are spending huge amounts of time in compression code. The data from the traces and vprof is very consistent. Specifically, compressing string tables and fragments can sometimes take a very large amount of time. The LZSS compression code has not changed in ages. The contents of the string tables, as far as I can tell, did not change significantly in the SteamPipe update. I am still at a loss to explain what changed in the SteamPipe update. There are also occasionally mini-spikes when a player spawns, but I don't think that's new. I have a new prerelease beta that adds two convars that can be used to totally disable compression: sv_compressfragments - defaults ON (existing behavior to try to compress all fragments by default) sv_compressstringtablebaselines - default OFF (new beahvior to turn off compression by default) You can switch these at any time, but sv_compressfragments is sticky --- it takes effect on a per-client basis, at the time when a client connects. You might try turning both of those off and see how performance changes or if any problems occur. Of course, this will increase bandwidth. But it would help to confirm that this is indeed the problem. If anybody wants to do their own data gathering to see where the time is going, without the data gathering itself causing spikes that might not have otherwise occurred, I'd recommend the following netspike / vprof settings: vprof_on vprof_dump_spikes 20 sv_netspike 0 sv_netspike_sendtime_ms 2 sv_netspike_output 2 From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Essay Tew Phaun Sent: Wednesday, May 15, 2013 12:15 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Who do we send netspike.txt log too? fletch...@valvesoftware.commailto:fletch...@valvesoftware.com I'm not sure if they're still wanting logs or not. I think they've kind of found where the problem is. I don't know what it would hurt though. On Wed, May 15, 2013 at 1:59 AM, DragonLight ad...@ponyfortress2.commailto:ad...@ponyfortress2.com wrote: Been catching the spikes with the new commands, should we email them to someone? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Who do we send netspike.txt log too?
These are temporary measures to help diagnose and workaround the problem. Once we confirm that this is the issue, we'll switch to Snappy or some other fast compression library. Our own hand-rolled LZSS compressor is known to be slow. From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of D Bauhmz Sent: Wednesday, May 15, 2013 9:51 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Who do we send netspike.txt log too? I forgot to ask you Fletcher. Will sv_compressfragments and sv_compressstringtablebaselines serve as a permanent fix for this issue or is there more optimizations and a different fix for this on the way? Are player spawns causing a spike (Which I've always thought was normal, heh) something that is planned to be fixed/optimized as well? Thanks On Wed, May 15, 2013 at 12:24 PM, Fletcher Dunn fletch...@valvesoftware.commailto:fletch...@valvesoftware.com wrote: No need to send any netspike files. We have enough good data and further netspike files or vprof files are not likely to help right now. It anybody wants to send in more windows traces, however, feel free to do so. For some reason the servers are spending huge amounts of time in compression code. The data from the traces and vprof is very consistent. Specifically, compressing string tables and fragments can sometimes take a very large amount of time. The LZSS compression code has not changed in ages. The contents of the string tables, as far as I can tell, did not change significantly in the SteamPipe update. I am still at a loss to explain what changed in the SteamPipe update. There are also occasionally mini-spikes when a player spawns, but I don't think that's new. I have a new prerelease beta that adds two convars that can be used to totally disable compression: sv_compressfragments - defaults ON (existing behavior to try to compress all fragments by default) sv_compressstringtablebaselines - default OFF (new beahvior to turn off compression by default) You can switch these at any time, but sv_compressfragments is sticky --- it takes effect on a per-client basis, at the time when a client connects. You might try turning both of those off and see how performance changes or if any problems occur. Of course, this will increase bandwidth. But it would help to confirm that this is indeed the problem. If anybody wants to do their own data gathering to see where the time is going, without the data gathering itself causing spikes that might not have otherwise occurred, I'd recommend the following netspike / vprof settings: vprof_on vprof_dump_spikes 20 sv_netspike 0 sv_netspike_sendtime_ms 2 sv_netspike_output 2 From: hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Essay Tew Phaun Sent: Wednesday, May 15, 2013 12:15 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Who do we send netspike.txt log too? fletch...@valvesoftware.commailto:fletch...@valvesoftware.com I'm not sure if they're still wanting logs or not. I think they've kind of found where the problem is. I don't know what it would hurt though. On Wed, May 15, 2013 at 1:59 AM, DragonLight ad...@ponyfortress2.commailto:ad...@ponyfortress2.com wrote: Been catching the spikes with the new commands, should we email them to someone? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] [hlds_linux] Who do we send netspike.txt log too?
This is the general FAQ. https://support.steampowered.com/kb_article.php?ref=3059-RTXB-2672 However, I think for the moment there's no need for further data gathering into the frame rate spikes. I might not be able to release an update today, but it will be soon. The update will have to be a mandatory one if we change the compression scheme. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of pilger Sent: Wednesday, May 15, 2013 10:39 AM To: Half-Life dedicated Linux server mailing list Cc: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds_linux] [hlds] Who do we send netspike.txt log too? Fletcher, How should we procceed to generate and send you the windows traces? _pilger On 15 May 2013 13:24, Fletcher Dunn fletch...@valvesoftware.com wrote: No need to send any netspike files. We have enough good data and further netspike files or vprof files are not likely to help right now. It anybody wants to send in more windows traces, however, feel free to do so. For some reason the servers are spending huge amounts of time in compression code. The data from the traces and vprof is very consistent. Specifically, compressing string tables and fragments can sometimes take a very large amount of time. The LZSS compression code has not changed in ages. The contents of the string tables, as far as I can tell, did not change significantly in the SteamPipe update. I am still at a loss to explain what changed in the SteamPipe update. There are also occasionally mini-spikes when a player spawns, but I don't think that's new. I have a new prerelease beta that adds two convars that can be used to totally disable compression: sv_compressfragments - defaults ON (existing behavior to try to compress all fragments by default) sv_compressstringtablebaselines - default OFF (new beahvior to turn off compression by default) You can switch these at any time, but sv_compressfragments is sticky --- it takes effect on a per-client basis, at the time when a client connects. You might try turning both of those off and see how performance changes or if any problems occur. Of course, this will increase bandwidth. But it would help to confirm that this is indeed the problem. If anybody wants to do their own data gathering to see where the time is going, without the data gathering itself causing spikes that might not have otherwise occurred, I'd recommend the following netspike / vprof settings: vprof_on vprof_dump_spikes 20 sv_netspike 0 sv_netspike_sendtime_ms 2 sv_netspike_output 2 From: hlds-boun...@list.valvesoftware.com [mailto: hlds-boun...@list.valvesoftware.com] On Behalf Of Essay Tew Phaun Sent: Wednesday, May 15, 2013 12:15 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Who do we send netspike.txt log too? fletch...@valvesoftware.commailto:fletch...@valvesoftware.com I'm not sure if they're still wanting logs or not. I think they've kind of found where the problem is. I don't know what it would hurt though. On Wed, May 15, 2013 at 1:59 AM, DragonLight ad...@ponyfortress2.com mailto:ad...@ponyfortress2.com wrote: Been catching the spikes with the new commands, should we email them to someone? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Who do we send netspike.txt log too?
We’ll confirm the fix in TF2. Then release with the other games soon after. From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jeff Sugar Sent: Wednesday, May 15, 2013 11:45 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Who do we send netspike.txt log too? I'm relatively sure it is just TF2 right now. I'm sure it'll make its way to the other games once the fix is confirmed to work, but whether it's brought sooner (in its current workaround-y form /w these cvars) or later (once the issue itself is genuinely fixed) is anybody's guess. On May 15, 2013 11:40 AM, Charlie sprayp...@gmail.commailto:sprayp...@gmail.com wrote: Was this prerelease just pushed for TF2 or all Steampipe converted Source games? Will the new compression scheme (if switched) be rolled out to all? On Wed, May 15, 2013 at 11:26 AM, Jeff Sugar jeffsu...@gmail.commailto:jeffsu...@gmail.com wrote: I just updated mine, and both commands are showing up fine. Try doing a validate on the server you updated to make sure it didn't miss anything Also, I'm not sure how many other people are trying out this prerelease, but if I find anything out from my regulars before others get some idea whether this works/helps or not, I'll definitely contribute the info. On Wed, May 15, 2013 at 11:12 AM, DragonLight ad...@ponyfortress2.commailto:ad...@ponyfortress2.com wrote: Updated one of my servers to the prerelease beta version but its not recognizing the new sv_ commands. Quoting Fletcher Dunn fletch...@valvesoftware.commailto:fletch...@valvesoftware.com: These are temporary measures to help diagnose and workaround the problem. Once we confirm that this is the issue, we'll switch to Snappy or some other fast compression library. Our own hand-rolled LZSS compressor is known to be slow. From: hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com] On Behalf Of D Bauhmz Sent: Wednesday, May 15, 2013 9:51 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Who do we send netspike.txt log too? I forgot to ask you Fletcher. Will sv_compressfragments and sv_compressstringtablebaselines serve as a permanent fix for this issue or is there more optimizations and a different fix for this on the way? Are player spawns causing a spike (Which I've always thought was normal, heh) something that is planned to be fixed/optimized as well? Thanks On Wed, May 15, 2013 at 12:24 PM, Fletcher Dunn fletch...@valvesoftware.commailto:fletch...@valvesoftware.commailto:fletch...@valvesoftware.commailto:fletch...@valvesoftware.com wrote: No need to send any netspike files. We have enough good data and further netspike files or vprof files are not likely to help right now. It anybody wants to send in more windows traces, however, feel free to do so. For some reason the servers are spending huge amounts of time in compression code. The data from the traces and vprof is very consistent. Specifically, compressing string tables and fragments can sometimes take a very large amount of time. The LZSS compression code has not changed in ages. The contents of the string tables, as far as I can tell, did not change significantly in the SteamPipe update. I am still at a loss to explain what changed in the SteamPipe update. There are also occasionally mini-spikes when a player spawns, but I don't think that's new. I have a new prerelease beta that adds two convars that can be used to totally disable compression: sv_compressfragments - defaults ON (existing behavior to try to compress all fragments by default) sv_compressstringtablebaselines - default OFF (new beahvior to turn off compression by default) You can switch these at any time, but sv_compressfragments is sticky --- it takes effect on a per-client basis, at the time when a client connects. You might try turning both of those off and see how performance changes or if any problems occur. Of course, this will increase bandwidth. But it would help to confirm that this is indeed the problem. If anybody wants to do their own data gathering to see where the time is going, without the data gathering itself causing spikes that might not have otherwise occurred, I'd recommend the following netspike / vprof settings: vprof_on vprof_dump_spikes 20 sv_netspike 0 sv_netspike_sendtime_ms 2 sv_netspike_output 2 From: hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Essay Tew Phaun Sent: Wednesday, May 15, 2013 12:15 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds
Re: [hlds] Who do we send netspike.txt log too?
That command line isn't syncing to the beta. The -beta switch is being interpreted as a switch to steamcmd, and not to the app_update command. It needs to be quoted. Using a script avoids this complication. From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of scott biszmaier Sent: Wednesday, May 15, 2013 2:43 PM To: hlds@list.valvesoftware.com Subject: Re: [hlds] Who do we send netspike.txt log too? so i've updated my server to the pre-release version and i'm getting this when i try to test the new commands; Unknown command sv_compressfragments Unknown command sv_compressstringtablebaselines i get this when i run the version command; Protocol version 24 Exe version 1756932 (tf) Exe build: 10:36:54 May 14 2013 (5287) (440) which is the pre-release version according to Peter this in the command line i used to update the tf2 server; steamcmd.exe +login anonymous +force_install_dir c:\games\tf2\test\SRCDS\orangebox +app_update 232250 -beta prerelease +quit suggestions? scott biszmaier -Original Message- From: Peter Jerde peter-h...@jerde.netmailto:peter-h...@jerde.net To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.commailto:hlds@list.valvesoftware.com Sent: Wed, May 15, 2013 11:26 am Subject: Re: [hlds] Who do we send netspike.txt log too? Are you sure you actually updated it? cvarlist comp should show you the two variables if you have the prerelease version. Use the version command to make sure you're actually running the prerelease version. My Windows test server shows this on the pre-release version: Protocol version 24 Exe version 1756932 (tf) Exe build: 10:36:54 May 14 2013 (5287) (440) whereas my production servers show: Protocol version 24 Exe version 1756932 (tf) Exe build: 12:02:13 May 7 2013 (5287) (440) If you used the all-on-one-line method of invoking steamcmd, maybe you didn't quote the beta flag properly? The command line I used was: steamcmd +login anonymous +force_install_dir c:\path +app_update 232250 -beta prerelease +quit - Peter On May 15, 2013, at 13:12 PM, DragonLight ad...@ponyfortress2.commailto:ad...@ponyfortress2.com wrote: Updated one of my servers to the prerelease beta version but its not recognizing the new sv_ commands. Quoting Fletcher Dunn fletch...@valvesoftware.commailto:fletch...@valvesoftware.com: These are temporary measures to help diagnose and workaround the problem. Once we confirm that this is the issue, we'll switch to Snappy or some other fast compression library. Our own hand-rolled LZSS compressor is known to be slow. From: hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com?] On Behalf Of D Bauhmz Sent: Wednesday, May 15, 2013 9:51 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Who do we send netspike.txt log too? I forgot to ask you Fletcher. Will sv_compressfragments and sv_compressstringtablebaselines serve as a permanent fix for this issue or is there more optimizations and a different fix for this on the way? Are player spawns causing a spike (Which I've always thought was normal, heh) something that is planned to be fixed/optimized as well? Thanks On Wed, May 15, 2013 at 12:24 PM, Fletcher Dunn fletch...@valvesoftware.commailto:fletch...@valvesoftware.commailto:fletch...@valvesoftware.commailto:fletch...@valvesoftware.com? wrote: No need to send any netspike files. We have enough good data and further netspike files or vprof files are not likely to help right now. It anybody wants to send in more windows traces, however, feel free to do so. For some reason the servers are spending huge amounts of time in compression code. The data from the traces and vprof is very consistent. Specifically, compressing string tables and fragments can sometimes take a very large amount of time. The LZSS compression code has not changed in ages. The contents of the string tables, as far as I can tell, did not change significantly in the SteamPipe update. I am still at a loss to explain what changed in the SteamPipe update. There are also occasionally mini-spikes when a player spawns, but I don't think that's new. I have a new prerelease beta that adds two convars that can be used to totally disable compression: sv_compressfragments - defaults ON (existing behavior to try to compress all fragments by default) sv_compressstringtablebaselines - default OFF (new beahvior to turn off compression by default) You can switch these at any time, but sv_compressfragments is sticky --- it takes effect on a per-client basis, at the time when a client connects. You might try turning both of those off
[hlds] steamcmd problems
We're looking into the steamcmd problems. From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of bl4nk Sent: Tuesday, May 14, 2013 7:55 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Mandatory TF2 update coming Having problems updating my servers. I've ran the validate command multiple times now, and SteamCMD keeps saying it's up to date. After starting up the server, it says it's out of date. The 'version' command shows the server as being at 1734532 (newest is 1756932 according to the UpToDateCheck WebAPI script). The script I'm using to validate: @ShutdownOnFailedCommand 1 @NoPromptForPassword 1 login anonymous force_install_dir /home/source/steamcmd/tf2 app_update 232250 validate quit And the output of the script (trimmed out the app info out of sync messages and other garbage): http://pastebin.com/yM9PBSbM On Tue, May 14, 2013 at 7:33 AM, Jason pctool...@gmail.commailto:pctool...@gmail.com wrote: 2 Server reboots and still getting: Error! App '232250' state is 0x606 after update job. Don't know what I can do other than reinstalling my server. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] [hlds_linux] TF2 server performance spikes
This is being actively investigated with high priority right now. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of martin v Sent: Tuesday, May 14, 2013 10:08 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] [hlds] TF2 server performance spikes I've noticed that too. HUGE spikes causing waprs/lags to clients. Yellow lerp and ping rising up to 200 (sometimes more) for about 1-2sec. This keeps happening about every 1 minute. Players are fully raged by this. 2013/5/14 Kyle Sanderson kyle.l...@gmail.com http://pastie.org/private/0nehujv54iw2lwtndcyopw http://pastie.org/private/hhwl7eougryhiin7n8ma http://pastie.org/private/t8sdtvfxuh9aigylqdc6w http://pastie.org/private/d4q26os0usxa4ofvd04uaw http://pastie.org/private/ns6sfnkp59avunqk0lkhpq The spikes seem to happen every minute. If you need more vprof spikes I can now provide them. We're running with the parallel convars enabled that are known to crash. Nothing has changed besides updating to Steam|. Thanks, Kyle. On Mon, May 13, 2013 at 7:24 PM, Kyle Sanderson kyle.l...@gmail.com wrote: It's highly possible you're running on a supported game. I had a vprof1.txt in that directory once, and it said no samples. I had thought I created the file, but it's highly possible it does work. If it doesn't work for you, I have a horrible, horrible SM extension available. What it does is capture VProf output text and will write it to a file. What it isn't is portable across platforms, good, or even not a cat killer. But if you're after trying the vprof approach, you're welcome to try it. I can probably fix it up (and make it a MM:S plugin, un-hardcode things) if there's any interest, but I'm hoping Valve fixes VProf before that happens. I probably won't compile/support a Windows version as VTrace / Telemetry is probably a better way forward. The files will be dumped in the directory that Peter Jerde mentioned (vprof/). If the directory doesn't exist, you'll probably have to create it by hand. http://stuff.plaguefest.com/kyle/vprof.tar.xz ( tar xJvf vprof.tar.xz ) There's only TF and CS:S binaries in there. The extension can probably be independent, but this isn't intended as a fix, rather a stopgap. If you've never used a lone extension before, you either need to manually load it, or create a .autoload file alongside the extension (VProfExt.autoload). Hope this helps, Kyle. PS: If your cat does die, it was this. On Mon, May 13, 2013 at 3:54 PM, Peter Jerde peter-h...@jerde.net wrote: On May 13, 2013, at 12:20 PM, Kyle Sanderson kyle.l...@gmail.com wrote: There's no clean way to capture the output from vprof at the time of this writing. Huh? I put in: vprof_on vprof_dump_spikes 20 // dump a vprof report if frame rate drops below 20 ... on one of my servers, and it created /tf/vprof/vprof1.txt the first time it hit a long frame. That seems pretty clean to me. - Peter ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
[hlds] TF2 server performance spikes
I do have a theory about the cause of the CPU spikes. I'll release a build with the next mandatory update (which will probably be this afternoon) that I think could address the problem. But since we are not reproducing the problem here, this is just a theory, not disciplined engineering. In order to conduct disciplined engineering, we need data from those who are able to reproduce it. Judging by the amount of discussion this problem has generated and the relatively small amount of effort that is required in order to get the data to us, I'm really surprised we haven't received more traces. I have given out vtrace keys to every person who has asked for one. So far we have received traces from exactly two (2) server operators. One server operator had processor affinities set, the other was running a high number of instances per core, such that the average CPU utilization was high and there was no headroom for more than one process to spike. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] TF2 server performance spikes
To repeat, I haven't found a solution. I have found a theory. If you're still experiencing the problem after having eliminated that confounding factor, then send another trace! If you can reproduce the problem with a single instance running, it is almost certain that there will be a smoking gun in there. From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of AeroliteGaming.com Sent: Monday, May 13, 2013 9:19 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] TF2 server performance spikes Hello Fletcher, I am the server operator who had the affinities set, but even after removing them I am still suffering insane lag spikes at times so that cannot be the problem. I am very pleased to hear that you may have found a solution and I can't wait to try it out. I am able to send in more traces if that will help. Thanks! n 13/05/2013 17:11, Fletcher Dunn wrote: I do have a theory about the cause of the CPU spikes. I'll release a build with the next mandatory update (which will probably be this afternoon) that I think could address the problem. But since we are not reproducing the problem here, this is just a theory, not disciplined engineering. In order to conduct disciplined engineering, we need data from those who are able to reproduce it. Judging by the amount of discussion this problem has generated and the relatively small amount of effort that is required in order to get the data to us, I'm really surprised we haven't received more traces. I have given out vtrace keys to every person who has asked for one. So far we have received traces from exactly two (2) server operators. One server operator had processor affinities set, the other was running a high number of instances per core, such that the average CPU utilization was high and there was no headroom for more than one process to spike. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] [hlds_linux] TF2 server performance spikes
Has anybody used vprof spike mode? This sort of problem is pretty much exactly what it was designed to investigate. E.g. vprof_on vprof_dump_spikes 20 // dump a vprof report if frame rate drops below 20 If the problem is caused by network traffic, using the -netspike command line argument can also be used to dig deeper into exactly what entity data is being sent. If you have a report and you don't know how to interpret it, you can email it to me or post it here, I'm sure there are some people who can help analyze it. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Bjorn Wielens Sent: Monday, May 13, 2013 9:42 AM To: Half-Life dedicated Win32 server mailing list; hlds_li...@list.valvesoftware.com Subject: Re: [hlds_linux] [hlds] TF2 server performance spikes Correct, I was one of the folks discussing this in the last round of messages and we run on Linux. Since my last message about having disabled replays I still get occasional hiccups in a full server, but nowhere near as bad as before, owing to the lack of replay overhead. I'd be happy to run diagnostics if they were available for Linux, but alas that's not the case. From: Alex Kowald abkow...@gmail.com To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Sent: Monday, May 13, 2013 1:16:04 PM Subject: Re: [hlds] TF2 server performance spikes You are only accepting traces for windows servers correct? Some of the people that have complained are running linux. I have the issue myself on two independent servers. We get this new game studder after upgrading, leaving everything else the same. On Mon, May 13, 2013 at 12:11 PM, Fletcher Dunn fletch...@valvesoftware.com wrote: I do have a theory about the cause of the CPU spikes. I’ll release a build with the next mandatory update (which will probably be this afternoon) that I think could address the problem. But since we are not reproducing the problem here, this is just a theory, not disciplined engineering. In order to conduct disciplined engineering, we need data from those who are able to reproduce it. Judging by the amount of discussion this problem has generated and the relatively small amount of effort that is required in order to get the data to us, I’m really surprised we haven’t received more traces. I have given out vtrace keys to every person who has asked for one. So far we have received traces from exactly two (2) server operators. One server operator had processor affinities set, the other was running a high number of instances per core, such that the average CPU utilization was high and there was no headroom for more than one process to spike. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] [hlds_linux] TF2 server performance spikes
I’m not understanding how vprof is related to the console problems you described. Would you mind clarifying? If you’re reliably able to reproduce a spike, would it not be possible to turn on vprof spike mode, get a report, and then turn vprof off. If the spikes are really huge, then just set the threshold really low. From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson Sent: Monday, May 13, 2013 10:14 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] [hlds_linux] TF2 server performance spikes The problem with vprof is SRCDS has become very verbose with bogus data table warnings and clients flooding server messages by running commands without args. There's con_logfile, but once that starts, it cannot be stopped. I had a 90MB~ log file after a couple hours, which isn't fun on an SSD. vprof needs to write files/dumps automatically to disk in order to become useful for servers. Thanks, Kyle. On 13 May 2013 10:09, Fletcher Dunn fletch...@valvesoftware.commailto:fletch...@valvesoftware.com wrote: Has anybody used vprof spike mode? This sort of problem is pretty much exactly what it was designed to investigate. E.g. vprof_on vprof_dump_spikes 20 // dump a vprof report if frame rate drops below 20 If the problem is caused by network traffic, using the -netspike command line argument can also be used to dig deeper into exactly what entity data is being sent. If you have a report and you don't know how to interpret it, you can email it to me or post it here, I'm sure there are some people who can help analyze it. -Original Message- From: hlds_linux-boun...@list.valvesoftware.commailto:hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.commailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Bjorn Wielens Sent: Monday, May 13, 2013 9:42 AM To: Half-Life dedicated Win32 server mailing list; hlds_li...@list.valvesoftware.commailto:hlds_li...@list.valvesoftware.com Subject: Re: [hlds_linux] [hlds] TF2 server performance spikes Correct, I was one of the folks discussing this in the last round of messages and we run on Linux. Since my last message about having disabled replays I still get occasional hiccups in a full server, but nowhere near as bad as before, owing to the lack of replay overhead. I'd be happy to run diagnostics if they were available for Linux, but alas that's not the case. From: Alex Kowald abkow...@gmail.commailto:abkow...@gmail.com To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.commailto:hlds@list.valvesoftware.com Sent: Monday, May 13, 2013 1:16:04 PM Subject: Re: [hlds] TF2 server performance spikes You are only accepting traces for windows servers correct? Some of the people that have complained are running linux. I have the issue myself on two independent servers. We get this new game studder after upgrading, leaving everything else the same. On Mon, May 13, 2013 at 12:11 PM, Fletcher Dunn fletch...@valvesoftware.commailto:fletch...@valvesoftware.com wrote: I do have a theory about the cause of the CPU spikes. I’ll release a build with the next mandatory update (which will probably be this afternoon) that I think could address the problem. But since we are not reproducing the problem here, this is just a theory, not disciplined engineering. In order to conduct disciplined engineering, we need data from those who are able to reproduce it. Judging by the amount of discussion this problem has generated and the relatively small amount of effort that is required in order to get the data to us, I’m really surprised we haven’t received more traces. I have given out vtrace keys to every person who has asked for one. So far we have received traces from exactly two (2) server operators. One server operator had processor affinities set, the other was running a high number of instances per core, such that the average CPU utilization was high and there was no headroom for more than one process to spike. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
[hlds] TF2 Mandatory update coming today: HLDSUpdateTool grace period is over
Today's the day. Put it out to pasture. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Mandatory TF2 update coming
If your auto update process is waiting for the notification from the master server that a new version is available, everything will work the same as before. If you are using the WebAPI to poll for out of date, it will also work the same as before. We're just making the next version available a little in advance of the client. Many members of the distribution list have been asking for us to do this for quite some time. The email is currently the only way we have to let people know that it's available for download. From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Albert Davis Sent: Monday, May 13, 2013 1:27 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Mandatory TF2 update coming How you update it without rebooting? MY GSP reboots during the update. On Mon, May 13, 2013 at 4:24 PM, ics i...@ics-base.netmailto:i...@ics-base.net wrote: No. That's why you update the server but reboot it only when it is time to do so. -ics Albert Davis kirjoitti: Will the clients still be able to join the updated server until the clients been updated? On Mon, May 13, 2013 at 4:06 PM, John lists.va...@nuclearfallout.netmailto:lists.va...@nuclearfallout.net mailto:lists.va...@nuclearfallout.netmailto:lists.va...@nuclearfallout.net wrote: Eric, We're working a mandatory update for Team Fortress 2. The dedicated server update is now available for you to download ahead of time... For those of us that have automated systems that look at these announcements and check for updates, this sort of pre-release can cause servers to be upgraded too soon and kick a lot of clients who then cannot reconnect. It may be better to send out pre-releases under the optional update channel, or with some sort of other special tag. -John ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
[hlds] New feature: -insert_search_path
I didn't get a chance to get this note added into the release notes: Source engine: * Added -insert_search_path command line argument. This inserts a search path to the front of the list. (Taking priority over the custom directories.) It's intended to make it easier to run multiple instances from the same directory. (No more need to symlink or copy files around.) e.g. srcds -game tf -insert_search_path c:\ tf_server\instance01 You can use any valid local filesystem path or VPK filename. Relative paths work just like the other paths in gameinfo.txt. If you need to insert more than one, separate them by semicolons. If you type path at the command line, you should be able to see the search paths in effect. If anybody gives it a shot, I'd be interested to know how it works for you. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Smith Sent: Monday, May 13, 2013 1:00 PM To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux server mailing list; 'hlds_annou...@list.valvesoftware.com' Subject: [hlds_linux] Mandatory TF2 update coming We're working a mandatory update for Team Fortress 2. The dedicated server update is now available for you to download ahead of time. The client update will be released in about 30 minutes. The notes for the update are below. The new version number after the update will be: 1756932 -Eric == Team Fortress 2 - Added UGC Highlander Season 9 and UGC 6vs6 Season 11 medals - Fixed the Botkiller Sniper Rifle, Rocket Launcher and Spy Knife weapons using incorrect team materials for the arms - Fixed a bug that allowed level 3 mini-sentries in Mann Vs. Machine mode - Fixed a problem where underwater explosions would cause graphics corruption - Fixed an issue with HDR rendering where auto-exposure would vary incorrectly in some areas - Fixed an issue where objects underwater would not render properly - Fixed incorrect ellipsizing of text in some cases for the Mac version - Updated the Phlogistinator to reduce the rate for gaining MMMPH when attacking tanks and robots in Mann Vs. Machine mode - Updated the Tuxxy tuxedo so it can be crafted - Updated The Wilson Weave and The Ham Shank so they can be crafted, traded and gift-wrapped - Updated the console so it can be accessed from the terminal that was used to run the game for the Linux and Mac versions - Updated the Linux version - Fixed triggers never registering as released on certain game controllers - Fixed clipboard issues on some window managers, most notably KDE - Fixed a bug where the map list would be reversed - Made loading custom fonts for third party HUDs work on certain fonts ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Mandatory TF2 update coming
We're still working out the kinks. It is a bit odd to sync a server and the find it immediately not be compatible with the latest released client, even if that window of time when they are out of sync is small. Perhaps we could release the new server on a different branch. (Perhaps prerelease?) That way, syncing to the default branch would always sync to whatever server is compatible with the latest client. If you don't want to download your server ahead of time, you don't have to mess with any of this. Switching an installation between branches on steampipe is not a complicated thing, it is exactly the same as doing an update. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of ics Sent: Monday, May 13, 2013 1:38 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Mandatory TF2 update coming Actually in the past many server owners wanted server updates in advance so that they were able to have a server online ready for players and not to update at the same time when update hits to players. That was due to content servers being too busy at those times and we were unable to update servers. Personally i like the new way so far. -ics Mike Vail kirjoitti: Eric, I'm sorry, but I don't like this at all. Why are you changing the way releases are done? Please don't release future updates like this. It worked just fine before and after years of doing client and server updates at the same time, people know how to deal with them and this will create more confusion when it just isn't needed. And Lord help us if the Client update is delayed after the server update is released. People won't be able to play on a ton of updated servers. Thank you for your consideration. *From:*hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of *fiveofeight *Sent:* Monday, May 13, 2013 1:22 PM *To:* Half-Life dedicated Win32 server mailing list *Subject:* Re: [hlds] Mandatory TF2 update coming I'm pretty sure it will say The server is running a newer version of the software., since this is a mandatory update. On Mon, May 13, 2013 at 4:18 PM, Albert Davis davis.alb...@gmail.com mailto:davis.alb...@gmail.com wrote: Will the clients still be able to join the updated server until the clients been updated? On Mon, May 13, 2013 at 4:06 PM, John lists.va...@nuclearfallout.net mailto:lists.va...@nuclearfallout.net wrote: Eric, We're working a mandatory update for Team Fortress 2. The dedicated server update is now available for you to download ahead of time... For those of us that have automated systems that look at these announcements and check for updates, this sort of pre-release can cause servers to be upgraded too soon and kick a lot of clients who then cannot reconnect. It may be better to send out pre-releases under the optional update channel, or with some sort of other special tag. -John ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds -- Sent from my Asus G53 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Mandatory TF2 update coming
The fact that the new server/client are not compatible with the previous version is what makes the update a mandatory update. If they are compatible, the update is optional. From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Albert Davis Sent: Monday, May 13, 2013 1:48 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Mandatory TF2 update coming Why not let the clients connect to an updated server even if the client hasn't been? Is there some technical reason this couldn't happen? On Mon, May 13, 2013 at 4:46 PM, Fletcher Dunn fletch...@valvesoftware.commailto:fletch...@valvesoftware.com wrote: We're still working out the kinks. It is a bit odd to sync a server and the find it immediately not be compatible with the latest released client, even if that window of time when they are out of sync is small. Perhaps we could release the new server on a different branch. (Perhaps prerelease?) That way, syncing to the default branch would always sync to whatever server is compatible with the latest client. If you don't want to download your server ahead of time, you don't have to mess with any of this. Switching an installation between branches on steampipe is not a complicated thing, it is exactly the same as doing an update. -Original Message- From: hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com] On Behalf Of ics Sent: Monday, May 13, 2013 1:38 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Mandatory TF2 update coming Actually in the past many server owners wanted server updates in advance so that they were able to have a server online ready for players and not to update at the same time when update hits to players. That was due to content servers being too busy at those times and we were unable to update servers. Personally i like the new way so far. -ics Mike Vail kirjoitti: Eric, I'm sorry, but I don't like this at all. Why are you changing the way releases are done? Please don't release future updates like this. It worked just fine before and after years of doing client and server updates at the same time, people know how to deal with them and this will create more confusion when it just isn't needed. And Lord help us if the Client update is delayed after the server update is released. People won't be able to play on a ton of updated servers. Thank you for your consideration. *From:*hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of *fiveofeight *Sent:* Monday, May 13, 2013 1:22 PM *To:* Half-Life dedicated Win32 server mailing list *Subject:* Re: [hlds] Mandatory TF2 update coming I'm pretty sure it will say The server is running a newer version of the software., since this is a mandatory update. On Mon, May 13, 2013 at 4:18 PM, Albert Davis davis.alb...@gmail.commailto:davis.alb...@gmail.com mailto:davis.alb...@gmail.commailto:davis.alb...@gmail.com wrote: Will the clients still be able to join the updated server until the clients been updated? On Mon, May 13, 2013 at 4:06 PM, John lists.va...@nuclearfallout.netmailto:lists.va...@nuclearfallout.net mailto:lists.va...@nuclearfallout.netmailto:lists.va...@nuclearfallout.net wrote: Eric, We're working a mandatory update for Team Fortress 2. The dedicated server update is now available for you to download ahead of time... For those of us that have automated systems that look at these announcements and check for updates, this sort of pre-release can cause servers to be upgraded too soon and kick a lot of clients who then cannot reconnect. It may be better to send out pre-releases under the optional update channel, or with some sort of other special tag. -John ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds -- Sent from my Asus G53 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com
Re: [hlds] [hlds_linux] New feature: -insert_search_path
Yeah, it inserts another directory in front. So I think a common usage pattern might be to use the tf/custom folder for stuff common to all the instances, and the -insert_search_path path for instance-specific files. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Erik-jan Riemers Sent: Monday, May 13, 2013 1:48 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] New feature: -insert_search_path It takes priority over the custom directories, but it still loads them too right? Because now I have a custom directory in the custom folder for each server. But now it loads everything on every server. The insert_search_path would only fix this issue if I make the folder outside of the custom folder then correct? -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn Sent: maandag 13 mei 2013 22:41 To: Half-Life dedicated Linux server mailing list; Half-Life dedicated Win32 server mailing list Subject: [hlds_linux] New feature: -insert_search_path I didn't get a chance to get this note added into the release notes: Source engine: * Added -insert_search_path command line argument. This inserts a search path to the front of the list. (Taking priority over the custom directories.) It's intended to make it easier to run multiple instances from the same directory. (No more need to symlink or copy files around.) e.g. srcds -game tf -insert_search_path c:\ tf_server\instance01 You can use any valid local filesystem path or VPK filename. Relative paths work just like the other paths in gameinfo.txt. If you need to insert more than one, separate them by semicolons. If you type path at the command line, you should be able to see the search paths in effect. If anybody gives it a shot, I'd be interested to know how it works for you. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Smith Sent: Monday, May 13, 2013 1:00 PM To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux server mailing list; 'hlds_annou...@list.valvesoftware.com' Subject: [hlds_linux] Mandatory TF2 update coming We're working a mandatory update for Team Fortress 2. The dedicated server update is now available for you to download ahead of time. The client update will be released in about 30 minutes. The notes for the update are below. The new version number after the update will be: 1756932 -Eric == Team Fortress 2 - Added UGC Highlander Season 9 and UGC 6vs6 Season 11 medals - Fixed the Botkiller Sniper Rifle, Rocket Launcher and Spy Knife weapons using incorrect team materials for the arms - Fixed a bug that allowed level 3 mini-sentries in Mann Vs. Machine mode - Fixed a problem where underwater explosions would cause graphics corruption - Fixed an issue with HDR rendering where auto-exposure would vary incorrectly in some areas - Fixed an issue where objects underwater would not render properly - Fixed incorrect ellipsizing of text in some cases for the Mac version - Updated the Phlogistinator to reduce the rate for gaining MMMPH when attacking tanks and robots in Mann Vs. Machine mode - Updated the Tuxxy tuxedo so it can be crafted - Updated The Wilson Weave and The Ham Shank so they can be crafted, traded and gift-wrapped - Updated the console so it can be accessed from the terminal that was used to run the game for the Linux and Mac versions - Updated the Linux version - Fixed triggers never registering as released on certain game controllers - Fixed clipboard issues on some window managers, most notably KDE - Fixed a bug where the map list would be reversed - Made loading custom fonts for third party HUDs work on certain fonts ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Mandatory TF2 update coming
Yes, we’re going to add a mechanism to get automatic notifications when a new build is available, but before version switch is mandatory. From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Charlie Sent: Monday, May 13, 2013 1:59 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Mandatory TF2 update coming Fletcher, would it be feasible to add a prerelease_version to the API call, for any server operators who want to automate checking of that branch? On Mon, May 13, 2013 at 1:54 PM, E. Olsen ceo.eol...@gmail.commailto:ceo.eol...@gmail.com wrote: 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 4:50 PM, Fletcher Dunn fletch...@valvesoftware.commailto:fletch...@valvesoftware.com wrote: The fact that the new server/client are not compatible with the previous version is what makes the update a “mandatory” update. If they are compatible, the update is “optional.” From: hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Albert Davis Sent: Monday, May 13, 2013 1:48 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Mandatory TF2 update coming Why not let the clients connect to an updated server even if the client hasn't been? Is there some technical reason this couldn't happen? On Mon, May 13, 2013 at 4:46 PM, Fletcher Dunn fletch...@valvesoftware.commailto:fletch...@valvesoftware.com wrote: We're still working out the kinks. It is a bit odd to sync a server and the find it immediately not be compatible with the latest released client, even if that window of time when they are out of sync is small. Perhaps we could release the new server on a different branch. (Perhaps prerelease?) That way, syncing to the default branch would always sync to whatever server is compatible with the latest client. If you don't want to download your server ahead of time, you don't have to mess with any of this. Switching an installation between branches on steampipe is not a complicated thing, it is exactly the same as doing an update. -Original Message- From: hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com] On Behalf Of ics Sent: Monday, May 13, 2013 1:38 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Mandatory TF2 update coming Actually in the past many server owners wanted server updates in advance so that they were able to have a server online ready for players and not to update at the same time when update hits to players. That was due to content servers being too busy at those times and we were unable to update servers. Personally i like the new way so far. -ics Mike Vail kirjoitti: Eric, I'm sorry, but I don't like this at all. Why are you changing the way releases are done? Please don't release future updates like this. It worked just fine before and after years of doing client and server updates at the same time, people know how to deal with them and this will create more confusion when it just isn't needed. And Lord help us if the Client update is delayed after the server update is released. People won't be able to play on a ton of updated servers. Thank you for your consideration. *From:*hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of *fiveofeight *Sent:* Monday, May 13, 2013 1:22 PM *To:* Half-Life dedicated Win32 server mailing list *Subject:* Re: [hlds] Mandatory TF2 update coming I'm pretty sure it will say The server is running a newer version of the software., since this is a mandatory update. On Mon, May 13, 2013 at 4:18 PM, Albert Davis davis.alb...@gmail.commailto:davis.alb...@gmail.com mailto:davis.alb...@gmail.commailto:davis.alb...@gmail.com wrote: Will the clients still be able to join the updated server until the clients been updated? On Mon, May 13, 2013 at 4:06 PM, John lists.va...@nuclearfallout.netmailto:lists.va...@nuclearfallout.net mailto:lists.va...@nuclearfallout.netmailto:lists.va...@nuclearfallout.net wrote: Eric, We're working a mandatory update for Team Fortress 2. The dedicated server update is now available for you to download ahead of time... For those of us that have automated systems that look at these announcements and check for updates, this sort of pre-release can cause servers to be upgraded too soon and kick a lot of clients who then cannot reconnect. It may
Re: [hlds] [hlds_linux] TF2 server performance spikes
That trace doesn’t appear to be produced as a result of vprof_dump_spikes. That is a profile of average performance over about an hour’s worth of uptime. 314391 frames sampled for 4718.71 seconds Average 66.63 fps, 15.01 ms per frame Peak 3131.67 ms frame 99 pct of time accounted for When spike mode is active, it will clear the profile data each frame, and then dump it if the frame time exceeds some threshold. (You actually specify the reciprocal of the threshold, in hz.) From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson Sent: Monday, May 13, 2013 1:59 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] [hlds_linux] TF2 server performance spikes Did you update? for the past hour or so I've been getting complaints about spikes, I'm thinking it's something non-threaded using the Steam API. I noticed Avatars have been working since the change, but I'm just pulling at straws now. vprof hasn't rendered anything useful. Here's a vprof dump after a while (I wrote something to script most of the captures, my goodness vprof takes a long time to print). http://fpaste.org/11930/13684786/ Thanks, Kyle. On Mon, May 13, 2013 at 1:47 PM, Essay Tew Phaun sc2p...@gmail.commailto:sc2p...@gmail.com wrote: Oh my god Valve, the spikes are 10x worse now, what have you done lol. On Mon, May 13, 2013 at 1:38 PM, Bjorn Wielens uniac...@yahoo.camailto:uniac...@yahoo.ca wrote: I will attempt to get a few vprof dumps and post them here. From: Fletcher Dunn fletch...@valvesoftware.commailto:fletch...@valvesoftware.com To: hlds_li...@list.valvesoftware.commailto:hlds_li...@list.valvesoftware.com hlds_li...@list.valvesoftware.commailto:hlds_li...@list.valvesoftware.com; Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.commailto:hlds@list.valvesoftware.com Sent: Monday, May 13, 2013 2:09:14 PM Subject: Re: [hlds] [hlds_linux] TF2 server performance spikes Has anybody used vprof spike mode? This sort of problem is pretty much exactly what it was designed to investigate. E.g. vprof_on vprof_dump_spikes 20 // dump a vprof report if frame rate drops below 20 If the problem is caused by network traffic, using the -netspike command line argument can also be used to dig deeper into exactly what entity data is being sent. If you have a report and you don't know how to interpret it, you can email it to me or post it here, I'm sure there are some people who can help analyze it. -Original Message- From: hlds_linux-boun...@list.valvesoftware.commailto:hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.commailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Bjorn Wielens Sent: Monday, May 13, 2013 9:42 AM To: Half-Life dedicated Win32 server mailing list; hlds_li...@list.valvesoftware.commailto:hlds_li...@list.valvesoftware.com Subject: Re: [hlds_linux] [hlds] TF2 server performance spikes Correct, I was one of the folks discussing this in the last round of messages and we run on Linux. Since my last message about having disabled replays I still get occasional hiccups in a full server, but nowhere near as bad as before, owing to the lack of replay overhead. I'd be happy to run diagnostics if they were available for Linux, but alas that's not the case. From: Alex Kowald abkow...@gmail.commailto:abkow...@gmail.com To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.commailto:hlds@list.valvesoftware.com Sent: Monday, May 13, 2013 1:16:04 PM Subject: Re: [hlds] TF2 server performance spikes You are only accepting traces for windows servers correct? Some of the people that have complained are running linux. I have the issue myself on two independent servers. We get this new game studder after upgrading, leaving everything else the same. On Mon, May 13, 2013 at 12:11 PM, Fletcher Dunn fletch...@valvesoftware.commailto:fletch...@valvesoftware.com wrote: I do have a theory about the cause of the CPU spikes. I’ll release a build with the next mandatory update (which will probably be this afternoon) that I think could address the problem. But since we are not reproducing the problem here, this is just a theory, not disciplined engineering. In order to conduct disciplined engineering, we need data from those who are able to reproduce it. Judging by the amount of discussion this problem has generated and the relatively small amount of effort that is required in order to get the data to us, I’m really surprised we haven’t received more traces. I have given out vtrace keys to every person who has asked for one. So far we have received traces from exactly two (2) server operators. One server operator had processor affinities set, the other was running a high number of instances per core, such that the average CPU utilization was high
Re: [hlds] [hlds_linux] TF2 server performance spikes
You should be able to enable it at any time. You can test if it's working by executing the spike command, which just forces the server frame rate to stall for a second or so. From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Essay Tew Phaun Sent: Monday, May 13, 2013 2:16 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] [hlds_linux] TF2 server performance spikes Can these both be enabled at any point during the server running or must they be specified at startup? I've enabled both and seen 2 servers already dip below and nothing has been generated. On Mon, May 13, 2013 at 5:09 PM, Fletcher Dunn fletch...@valvesoftware.commailto:fletch...@valvesoftware.com wrote: That trace doesn't appear to be produced as a result of vprof_dump_spikes. That is a profile of average performance over about an hour's worth of uptime. 314391 frames sampled for 4718.71 seconds Average 66.63 fps, 15.01 ms per frame Peak 3131.67 ms frame 99 pct of time accounted for When spike mode is active, it will clear the profile data each frame, and then dump it if the frame time exceeds some threshold. (You actually specify the reciprocal of the threshold, in hz.) From: hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson Sent: Monday, May 13, 2013 1:59 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] [hlds_linux] TF2 server performance spikes Did you update? for the past hour or so I've been getting complaints about spikes, I'm thinking it's something non-threaded using the Steam API. I noticed Avatars have been working since the change, but I'm just pulling at straws now. vprof hasn't rendered anything useful. Here's a vprof dump after a while (I wrote something to script most of the captures, my goodness vprof takes a long time to print). http://fpaste.org/11930/13684786/ Thanks, Kyle. On Mon, May 13, 2013 at 1:47 PM, Essay Tew Phaun sc2p...@gmail.commailto:sc2p...@gmail.com wrote: Oh my god Valve, the spikes are 10x worse now, what have you done lol. On Mon, May 13, 2013 at 1:38 PM, Bjorn Wielens uniac...@yahoo.camailto:uniac...@yahoo.ca wrote: I will attempt to get a few vprof dumps and post them here. From: Fletcher Dunn fletch...@valvesoftware.commailto:fletch...@valvesoftware.com To: hlds_li...@list.valvesoftware.commailto:hlds_li...@list.valvesoftware.com hlds_li...@list.valvesoftware.commailto:hlds_li...@list.valvesoftware.com; Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.commailto:hlds@list.valvesoftware.com Sent: Monday, May 13, 2013 2:09:14 PM Subject: Re: [hlds] [hlds_linux] TF2 server performance spikes Has anybody used vprof spike mode? This sort of problem is pretty much exactly what it was designed to investigate. E.g. vprof_on vprof_dump_spikes 20 // dump a vprof report if frame rate drops below 20 If the problem is caused by network traffic, using the -netspike command line argument can also be used to dig deeper into exactly what entity data is being sent. If you have a report and you don't know how to interpret it, you can email it to me or post it here, I'm sure there are some people who can help analyze it. -Original Message- From: hlds_linux-boun...@list.valvesoftware.commailto:hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.commailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Bjorn Wielens Sent: Monday, May 13, 2013 9:42 AM To: Half-Life dedicated Win32 server mailing list; hlds_li...@list.valvesoftware.commailto:hlds_li...@list.valvesoftware.com Subject: Re: [hlds_linux] [hlds] TF2 server performance spikes Correct, I was one of the folks discussing this in the last round of messages and we run on Linux. Since my last message about having disabled replays I still get occasional hiccups in a full server, but nowhere near as bad as before, owing to the lack of replay overhead. I'd be happy to run diagnostics if they were available for Linux, but alas that's not the case. From: Alex Kowald abkow...@gmail.commailto:abkow...@gmail.com To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.commailto:hlds@list.valvesoftware.com Sent: Monday, May 13, 2013 1:16:04 PM Subject: Re: [hlds] TF2 server performance spikes You are only accepting traces for windows servers correct? Some of the people that have complained are running linux. I have the issue myself on two independent servers. We get this new game studder after upgrading, leaving everything else the same. On Mon, May 13, 2013 at 12:11 PM, Fletcher Dunn fletch...@valvesoftware.commailto:fletch...@valvesoftware.com wrote: I do have a theory about the cause of the CPU spikes. I'll
Re: [hlds] Mandatory TF2 update coming
Do you have any files in use, zombie processes, etc? From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jason Sent: Monday, May 13, 2013 4:54 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Mandatory TF2 update coming I have updated 4 of my 5 servers. With the 5th one, I keep getting the following error -- and I know I have my install directory correct.it went through the update, got to 100% then continually gives out the following error: [ 0%] Checking for available updates... [] Verifying installation... Steam Console Client (c) Valve Corporation -- type 'quit' to exit -- Loading Steam3...OK. Loading Steam2...OK. Steam@ShutdownOnFailedCommand 1 @ShutdownOnFailedCommand = 1 Steam@NoPromptForPassword 1 @NoPromptForPassword = 1 Steamlogin anonymous Connecting anonymously to Steam Public...Success. Steamforce_install_dir tf2 Steamapp_update 232250 verify Initial App state (0x406) installed App state (0x10506) reconfiguring, progress: 0.00 (0 / 0) Error! App '232250' state is 0x606 after update job. I tried with and without verify and it's the same result. Also, I am on Ubuntu 12.04 and don't know how to get past this.any help would be appreciated. On Mon, May 13, 2013 at 6:57 PM, Albert Davis davis.alb...@gmail.commailto:davis.alb...@gmail.com wrote: I am using the update option through my GPS On Mon, May 13, 2013 at 6:50 PM, Ross Bemrose rbemr...@gmail.commailto:rbemr...@gmail.com wrote: They don't anymore. Instead, they push out cfg/mapcycle_default.txt Having said that, a few config files are overwritten if you use validate, specifically all the replay configs and config_arena.cfg You are updating through SteamCMD, RIGHT? On 5/13/2013 6:46 PM, Albert Davis wrote: WHY when you guys put an update out, you insist on causing files such as MOTD/MAPCYCLE to default? I find that stupidly annoying. It just happened again. wtf? On Mon, May 13, 2013 at 6:36 PM, Valentin G. nextra...@gmail.commailto:nextra...@gmail.com wrote: It does happen. Updates take a while to distribute through the CDN. On Tue, May 14, 2013 at 12:12 AM, Peter Jerde peter-h...@jerde.netmailto:peter-h...@jerde.net wrote: Did today's different procedure somehow affect how the update was pushed out to clients? It took me several tries and restarting steam before my own client got updated, and I'm getting reports of other people unable to connect to our servers because their clients are out of date. I don't recall that ever happening before pre-steampipe. - Peter ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Steampipe Quickplay
You should be able to reuse the account. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Mark Edwards Sent: Wednesday, May 08, 2013 2:51 PM To: hlds@list.valvesoftware.com Subject: [hlds] Steampipe Quickplay Do I need to re-register my steampipe TF2 server for quickplay, after updating from a hlds version? Or can I use the quickplay account from my previous (identical) hlds install of TF2? Reason I ask is that I have had a steampipe version of a (previously) popular server which had a fair amount of quickplay traffic, but since moving to steampipe the player numbers have fallen dramatically. Today, as an experiment, I re-enabled the pre-steampipe (hlds) version of the server and player numbers immediately picked up. So it seems to me there must be something wrong with my steampipe/quickplay setup, even though all the setup of the server is identical to the previous hlds install. Anyone else experiencing a similar issue to me? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] [hlds_linux] Huge sv drops and var spikes in net_graph 4.
I was able to get a trace from a Windows server operator that was experiencing a similar problem. The problem in that case was that it was spending all of its time compressing snapshots. The problem was exacerbated by some process affinity settings which were counterproductive and putting all the threads on the same core, while other cores were idle. Tracking the overall CPU usage can be quite deceiving when investigating lag. Lower CPU usage is not necessarily better! For example, in this case if the process affinity were not set and more cores were allowed to be used, then the CPU usage on this 4-core system would have gone above 25% for a shorter burst, which would have been preferable to it being pegged at 25% (a single core saturated for a longer period of time). I think it is a reasonable guess that his problem is similar to the one you guys are seeing. (Of course they could be totally unrelated, so take all this with a grain of salt.) But assuming that they are similar problems, there are two things to investigate. First, did something change that is doing something subtly different with process affinity that it wasn't doing before, or is the process affinity thing totally a config issue with one server? (Or if anybody else is tweaking processor affinities, do you fully understand the implications of it?) When you are looking at the CPU usage, is the process pegging a single CPU, or is it pegging at some round fraction like 1/4 or 1/8? The second thing to investigate is, what is happening at the high level that is causing the snapshot data to be so big? Do network activity spikes correlates with the CPU spikes? If that is the case, then we can use -netspike or other tools that you guys are probably more familiar with than I am to track down what the entity data is that is causing all the busywork. We have very powerful performance analysis tools we can use on Windows to track these problems down. I only wish more windows server operators users would get setup with them! Please help us help you! It's not that difficult to get set up. Email me directly and I can get you a CD key. https://support.steampowered.com/kb_article.php?ref=3059-RTXB-2672 -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Essay Tew Phaun Sent: Saturday, May 04, 2013 11:54 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Huge sv drops and var spikes in net_graph 4. Hmm. We didn't have this problem before Steampipe though. We just use the STV with a couple of slots open on it so that an admin can connect and watch for reported players. On Sat, May 4, 2013 at 2:44 PM, ics i...@ics-base.net wrote: STV is known to cause issues and hogs a lot of memory. That's why rarely no one uses it on public servers. -ics Essay Tew Phaun kirjoitti: Interesting. We're not hosting a replay, but we do have STV. On Sat, May 4, 2013 at 12:06 PM, Bjorn Wielens uniac...@yahoo.ca wrote: Sounds like the same problem I'm having (see last few posts in 'CPU Increase' thread). __**__ From: Michael Johansen michs...@live.no To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.**com hlds_li...@list.valvesoftware.com Sent: Saturday, May 4, 2013 12:43:59 PM Subject: Re: [hlds_linux] Huge sv drops and var spikes in net_graph 4. We've noticed this as well, no complaints though as the players does not seem to notice it very much. Date: Sat, 4 May 2013 11:40:54 -0400 From: sc2p...@gmail.com To: hlds_linux@list.valvesoftware.**comhlds_linux@list.valvesoftware.c om Subject: [hlds_linux] Huge sv drops and var spikes in net_graph 4. We never had this issue prior to Steampipe, but we're dealing with these very random and rare spikes of lag where the server framerate will suddenly drop from 66 to below 20 and var will spike to 20+. We're hosting 6 24 slot servers on the following: E3-1230v2 16GB CentOS 6.4 64bit I was able to capture a screenshot of one of the drops but they're very hard to catch since they appear very very briefly. http://i.imgur.com/wxp8P3N.png server.cfg sv_minrate 35000 sv_maxrate 20 sv_maxupdaterate 67 sv_minupdaterate 66 sv_mincmdrate 66 sv_maxcmdrate 67 sv_client_cmdrate_difference 100 Thanks __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_li nuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_li nux __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_lin
Re: [hlds] ETA on the fix for hammer?
We should have a beta build ready on Monday or Tuesday or next week. From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson Sent: Friday, May 03, 2013 6:28 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] ETA on the fix for hammer? fletcherdvalvehttps://github.com/fletcherdvalve commented https://github.com/ValveSoftware/Source-1-Games/issues/287#issuecomment-16612478 15 days agohttps://github.com/ValveSoftware/Source-1-Games/issues/287#issuecomment-16612478 Hi all. Just to confirm: we are going to fix the SDK. Just give us a couple of days. Hope this helps, Kyle. On Fri, May 3, 2013 at 5:15 AM, scott biszmaier sc...@aol.jpmailto:sc...@aol.jp wrote: i second this request. ive personally heard a couple different rumors so if someone knew the answer to this id love to know. scott biszmaier -Original Message- From: The Mighty Gerbil themightyger...@agapegraphics.commailto:themightyger...@agapegraphics.com To: hlds hlds@list.valvesoftware.commailto:hlds@list.valvesoftware.com Sent: Thu, May 2, 2013 10:49 pm Subject: [hlds] ETA on the fix for hammer? Hi I tried the mapping mailing list first but didn't get a response so I was wondered if you guys know. Is if there an ETA on the fix for hammer and the SDK tools after Steampipe broke them? I just want to know so I can decide if I should go through the trouble of hunting for a workaround which may or may not exist or just wait a few days for the official fix. Thank you. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] ETA on the fix for hammer?
That’s Monday or Tuesday *OF* next week From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn Sent: Friday, May 03, 2013 9:01 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] ETA on the fix for hammer? We should have a beta build ready on Monday or Tuesday or next week. From: hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson Sent: Friday, May 03, 2013 6:28 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] ETA on the fix for hammer? fletcherdvalvehttps://github.com/fletcherdvalve commented https://github.com/ValveSoftware/Source-1-Games/issues/287#issuecomment-16612478 15 days agohttps://github.com/ValveSoftware/Source-1-Games/issues/287#issuecomment-16612478 Hi all. Just to confirm: we are going to fix the SDK. Just give us a couple of days. Hope this helps, Kyle. On Fri, May 3, 2013 at 5:15 AM, scott biszmaier sc...@aol.jpmailto:sc...@aol.jp wrote: i second this request. ive personally heard a couple different rumors so if someone knew the answer to this id love to know. scott biszmaier -Original Message- From: The Mighty Gerbil themightyger...@agapegraphics.commailto:themightyger...@agapegraphics.com To: hlds hlds@list.valvesoftware.commailto:hlds@list.valvesoftware.com Sent: Thu, May 2, 2013 10:49 pm Subject: [hlds] ETA on the fix for hammer? Hi I tried the mapping mailing list first but didn't get a response so I was wondered if you guys know. Is if there an ETA on the fix for hammer and the SDK tools after Steampipe broke them? I just want to know so I can decide if I should go through the trouble of hunting for a workaround which may or may not exist or just wait a few days for the official fix. Thank you. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] ETA on the fix for hammer?
Eventually. But more urgently we need to fix the tools. From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Nicholas Hastings Sent: Friday, May 03, 2013 9:05 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] ETA on the fix for hammer? good one -- Nicholas Hastings AlliedMods.nethttp://www.alliedmods.net [cid:image001.jpg@01CE47DE.C8064910] AnAkInmailto:anakin...@gmail.com Friday, May 03, 2013 12:03 PM Is the SDK source code getting updated as well? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds [cid:image001.jpg@01CE47DE.C8064910] Fletcher Dunnmailto:fletch...@valvesoftware.com Friday, May 03, 2013 12:01 PM That's Monday or Tuesday *OF* next week From: hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn Sent: Friday, May 03, 2013 9:01 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] ETA on the fix for hammer? We should have a beta build ready on Monday or Tuesday or next week. From: hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson Sent: Friday, May 03, 2013 6:28 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] ETA on the fix for hammer? fletcherdvalvehttps://github.com/fletcherdvalve commented https://github.com/ValveSoftware/Source-1-Games/issues/287#issuecomment-16612478 15 days agohttps://github.com/ValveSoftware/Source-1-Games/issues/287#issuecomment-16612478 Hi all. Just to confirm: we are going to fix the SDK. Just give us a couple of days. Hope this helps, Kyle. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds [cid:image001.jpg@01CE47DE.C8064910] Fletcher Dunnmailto:fletch...@valvesoftware.com Friday, May 03, 2013 12:01 PM We should have a beta build ready on Monday or Tuesday or next week. From: hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson Sent: Friday, May 03, 2013 6:28 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] ETA on the fix for hammer? fletcherdvalvehttps://github.com/fletcherdvalve commented https://github.com/ValveSoftware/Source-1-Games/issues/287#issuecomment-16612478 15 days agohttps://github.com/ValveSoftware/Source-1-Games/issues/287#issuecomment-16612478 Hi all. Just to confirm: we are going to fix the SDK. Just give us a couple of days. Hope this helps, Kyle. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds [cid:image001.jpg@01CE47DE.C8064910] Kyle Sandersonmailto:kyle.l...@gmail.com Friday, May 03, 2013 9:27 AM fletcherdvalvehttps://github.com/fletcherdvalve commented https://github.com/ValveSoftware/Source-1-Games/issues/287#issuecomment-16612478 15 days agohttps://github.com/ValveSoftware/Source-1-Games/issues/287#issuecomment-16612478 Hi all. Just to confirm: we are going to fix the SDK. Just give us a couple of days. Hope this helps, Kyle. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds [cid:image001.jpg@01CE47DE.C8064910] scott biszmaiermailto:sc...@aol.jp Friday, May 03, 2013 8:15 AM i second this request. ive personally heard a couple different rumors so if someone knew the answer to this id love to know. scott biszmaier ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds inline: image001.jpg___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] [hlds_linux] Optional updates available for TF2, CS:S, DoD:S, and HL2:MP
SteamPipe did remove the functionality of allowing users to edit shipping files. (Hippocrates and his oath notwithstanding.) This was never really a good design in the first place, so we've been just removing any instances where users are encouraged to edit a shipping file. We haven't done this for replay yet but will. In the meantime, putting it in custom is the workaround. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of ics Sent: Friday, May 03, 2013 11:16 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] [hlds_linux] Optional updates available for TF2, CS:S, DoD:S, and HL2:MP However, it would be a whole lot of better if certain things that were configurable by anyone and had been configured previously, would not be overwritten by each update. A lot of server operators aren't not his list and aware of these things as things used to be different before the change. -ics DontWannaName! kirjoitti: Yeah this is what I'm doing. It works just like the client. If replay is enabled but not configured the server will crash on map change. Sent from my iPhone 5 On May 2, 2013, at 5:04 PM, Gamers Exile gamersex...@shaw.ca mailto:gamersex...@shaw.ca wrote: Just add your replay configs to /custom/mystuff/cfg Sent Via Pigeon *From: *Flubber *Sent: *Thursday, May 2, 2013 6:02 PM *To: *Half-Life dedicated Win32 server mailing list *Reply To: *Half-Life dedicated Win32 server mailing list *Subject: *Re: [hlds] [hlds_linux] Optional updates available for TF2, CS:S, DoD:S, and HL2:MP As the previous one, this update keep overwriting the 3 replay related cfg file in /cfg. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
[hlds] Very early betas of Source engine SDK tools released
This is not really gameserver admin related, but several people on this list were asking, so I am posting here. We've released some very early betas of the SDK tools that have been broken by the SteamPipe filesystem changes. They are now going to go in the same folder as the game. The separate Source SDK app is not used for these tools. Please see this bug in github: https://github.com/ValveSoftware/Source-1-Games/issues/8 That bug has the instructions for how to install the tools, and comments about what may or may not work. (There are probably also some problems getting hammer to figure out where the .FGD files are.) That bug will also serve as the location where you can give feedback. Thanks for your patience. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Steampipe Lag
I notice that you are emailing the Win32 mailing list, so I assume you are running servers on Windows. If so, and you want to install some performance analysis tools and submit a trace that might help us understand what's going on, email me back privately and I can get you setup. This same invitation applies to anybody running Windows servers who is having performance problems. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of AeroliteGaming.com Sent: Thursday, May 02, 2013 8:05 AM To: Half-Life dedicated Win32 server mailing list Subject: [hlds] Steampipe Lag After upgrading my TF2 servers to Steampipe they seem to be using more CPU usage and causing the odd bit of lag here and there. Is there a reason for this and has anyone noticed the same issue? Is it possible sourcemod could be causing this? Thanks. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] [hlds_linux] Optional updates available for TF2, CS:S, DoD:S, and HL2:MP
If the plugins are tightly coupled with particular builds, then they probably should be versioned. The ServerVersion field found in steam.inf uniquely identifies a build. It will change every update, even if the PatchVersion does not. (This field is currently only in TF, but if this is useful, we can easily add it to the other games.) I believe that somehow associating any tightly-coupled plugin data with that identifier is the best solution to this problem. Also, I think this problem is not really exclusive to optional updates. Clients now only find servers with the matching version in the server browser. So the urgency to delist out of date servers is greatly reduced. In fact, the only real remaining reason we still do it is because it is the only mechanism we have by which to signal automatic updates! Once we've improved that channel of communication, we will be in a position to make the transition across an update that requires changing the Patch Version much more graceful. We have had feedback on many occasions from this mailing list that the harsh transition that currently happens, including the scramble to be the first to get your server up, was not a desirable situation. It's definitely not a good experience for clients to be dumped from server and start downloading the update in unison. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose Sent: Thursday, May 02, 2013 1:17 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Optional updates available for TF2, CS:S, DoD:S, and HL2:MP Well, I'm glad something is being done so that we can tell when optional updates are pushed, because traditionally optional updates don't show up However, there's still one problem: The last two optional TF2 updates have both required changes to mods (SourceMod and EventScripts to name two major ones). However, since they're optional updates, we now need 3 different sets of configurations for servers for these mods depending on which optional updates they have. Oh, and there are 2 (or more?) different configurations for the other three games depending on which optional updates they have. This becomes a serious problem very quickly. On Thu, May 2, 2013 at 2:57 PM, Fletcher Dunn fletch...@valvesoftware.comwrote: In general, I think our general policy is going to be to make all updates optional unless they need to be mandatory. Unless we know that a server crash is really widespread, we probably will not release it as mandatory and impose the attending disruption on the whole community. We are working on some mechanisms so that you can tell (and gracefully roll over to) a new version when an optional update is released. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto: hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose Sent: Thursday, May 02, 2013 11:54 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Optional updates available for TF2, CS:S, DoD:S, and HL2:MP And on that note, can we please get server crash fixes as required updates rather than optional updates? Clients already auto-update to the optional updates, but servers *don't*. On Thu, May 2, 2013 at 2:50 PM, Kyle Sanderson kyle.l...@gmail.com wrote: Just a warning to those who update. There's a good chance due to the class changes in this update your server will not function properly with SourceMod and other addons that utilize static offsets. Until the majority of servers update to this (3rd) optional update, I don't believe there will be 3rd party support as there's no way to discern versions (yet?). Thanks, Kyle. On 2 May 2013 11:24, Fletcher Dunn fletch...@valvesoftware.com wrote: These updates have now been released in the main branch for all games. The prerelease beta is now the same build as the main build. From: hlds-boun...@list.valvesoftware.com [mailto: hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn Sent: Wednesday, May 01, 2013 3:11 PM To: Half-Life dedicated Linux server mailing list ( hlds_li...@list.valvesoftware.com); Half-Life dedicated Win32 server mailing list (hlds@list.valvesoftware.com); hlds_annou...@list.valvesoftware.com Subject: [hlds] Prerelease updates available for TF2, CS:S, DoD:S, and HL2:MP Updates are available for the prerelease betas of TF2, CS:S, DoD:S, and HL2:MP. The update does not change the PatchVersion and will not be mandatory for servers. For CS:S, DoD:S, and HL2:MP, this syncs the engine with the latest TF2 release. Here are the github issues addressed by this build: Bugs with sv_pure, especially after second map change: https://github.com/ValveSoftware/Source-1-Games/issues/259 https://github.com/ValveSoftware
Re: [hlds] [hlds_linux] Optional updates available for TF2, CS:S, DoD:S, and HL2:MP
It doesn't now. We're working on a new executive script in Python. From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of big john Sent: Thursday, May 02, 2013 2:19 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] [hlds_linux] Optional updates available for TF2, CS:S, DoD:S, and HL2:MP How does the auto update work with windows? On May 2, 2013 5:16 PM, Fletcher Dunn fletch...@valvesoftware.commailto:fletch...@valvesoftware.com wrote: If the plugins are tightly coupled with particular builds, then they probably should be versioned. The ServerVersion field found in steam.inf uniquely identifies a build. It will change every update, even if the PatchVersion does not. (This field is currently only in TF, but if this is useful, we can easily add it to the other games.) I believe that somehow associating any tightly-coupled plugin data with that identifier is the best solution to this problem. Also, I think this problem is not really exclusive to optional updates. Clients now only find servers with the matching version in the server browser. So the urgency to delist out of date servers is greatly reduced. In fact, the only real remaining reason we still do it is because it is the only mechanism we have by which to signal automatic updates! Once we've improved that channel of communication, we will be in a position to make the transition across an update that requires changing the Patch Version much more graceful. We have had feedback on many occasions from this mailing list that the harsh transition that currently happens, including the scramble to be the first to get your server up, was not a desirable situation. It's definitely not a good experience for clients to be dumped from server and start downloading the update in unison. -Original Message- From: hlds_linux-boun...@list.valvesoftware.commailto:hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.commailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose Sent: Thursday, May 02, 2013 1:17 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Optional updates available for TF2, CS:S, DoD:S, and HL2:MP Well, I'm glad something is being done so that we can tell when optional updates are pushed, because traditionally optional updates don't show up However, there's still one problem: The last two optional TF2 updates have both required changes to mods (SourceMod and EventScripts to name two major ones). However, since they're optional updates, we now need 3 different sets of configurations for servers for these mods depending on which optional updates they have. Oh, and there are 2 (or more?) different configurations for the other three games depending on which optional updates they have. This becomes a serious problem very quickly. On Thu, May 2, 2013 at 2:57 PM, Fletcher Dunn fletch...@valvesoftware.commailto:fletch...@valvesoftware.comwrote: In general, I think our general policy is going to be to make all updates optional unless they need to be mandatory. Unless we know that a server crash is really widespread, we probably will not release it as mandatory and impose the attending disruption on the whole community. We are working on some mechanisms so that you can tell (and gracefully roll over to) a new version when an optional update is released. -Original Message- From: hlds_linux-boun...@list.valvesoftware.commailto:hlds_linux-boun...@list.valvesoftware.com [mailto: hlds_linux-boun...@list.valvesoftware.commailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose Sent: Thursday, May 02, 2013 11:54 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Optional updates available for TF2, CS:S, DoD:S, and HL2:MP And on that note, can we please get server crash fixes as required updates rather than optional updates? Clients already auto-update to the optional updates, but servers *don't*. On Thu, May 2, 2013 at 2:50 PM, Kyle Sanderson kyle.l...@gmail.commailto:kyle.l...@gmail.com wrote: Just a warning to those who update. There's a good chance due to the class changes in this update your server will not function properly with SourceMod and other addons that utilize static offsets. Until the majority of servers update to this (3rd) optional update, I don't believe there will be 3rd party support as there's no way to discern versions (yet?). Thanks, Kyle. On 2 May 2013 11:24, Fletcher Dunn fletch...@valvesoftware.commailto:fletch...@valvesoftware.com wrote: These updates have now been released in the main branch for all games. The prerelease beta is now the same build as the main build. From: hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com [mailto: hlds-boun
Re: [hlds] [hlds_announce] TF2 SteamPipe beta update released. Forcing all clients to convert soon.
There is no automated conversion process for servers. However, the install size is significantly smaller because we've removed all the texture and audio data. Each Source Engine game is now totally independent; there is no shared content. Everything the TF (or cstrike, hl2mp, dod) server needs is in a single install. Srcds.exe and hlds_linux go in the root, and there are tf (or cstrike, hl2mp, dod) folder underneath, and a hl2 folder for the shared content that is now duplicated for each game. From: David Neilsen [mailto:b4...@iinet.net.au] Sent: Wednesday, May 01, 2013 5:28 AM To: Fletcher Dunn; 'Half-Life dedicated Win32 server mailing list'; 'Half-Life dedicated Linux server mailing list'; hlds_annou...@list.valvesoftware.com Subject: RE: [hlds_announce] TF2 SteamPipe beta update released. Forcing all clients to convert soon. Is there ever going to be an automated conversion process for servers, as this is turning into a big mess for my hosting company. Pretty much all customers have to reinstall their servers which just isn't feasible or we spend hours moving files around for each and every single customer. What is confusing me also is I notice new files under Tf2server1/Orangebox/tf and tf2server1/tf. What I like to know is, do we have to move everything back up a level to continue receiving updates to the right folders. Some clarification would be appreciated, as the game operators FAQ is lacking. Thanks Some_Thing From: hlds_announce-boun...@list.valvesoftware.commailto:hlds_announce-boun...@list.valvesoftware.com [mailto:hlds_announce-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn Sent: Wednesday, 1 May 2013 3:08 AM To: Half-Life dedicated Win32 server mailing list (hlds@list.valvesoftware.commailto:hlds@list.valvesoftware.com); Half-Life dedicated Linux server mailing list (hlds_li...@list.valvesoftware.commailto:hlds_li...@list.valvesoftware.com); hlds_annou...@list.valvesoftware.commailto:hlds_annou...@list.valvesoftware.com Subject: [hlds_announce] TF2 SteamPipe beta update released. Forcing all clients to convert soon. We've released an optional update to the TF2 SteamPipe beta. Here are the change notes (since the last SteamPipe beta): Team Fortress 2: * Fixed network incompatibility causing custom names and descriptions to not display on client Source engine: * Fix sprays trying to load from the wrong directory * Restored VPK file cache, with tuned size to reduce memory usage and improve client boot and map load times This server is compatible with all currently running clients. (SteamPipe and non-SteamPipe.) We expect to flip the switch to force all clients to convert to SteamPipe in a few hours. (Approx 2:00 PM Seattle time.) At this time, the Steampipe beta server which has just been released will become the official server. There will not be another update. If you were waiting for the right time to start flipping your servers to SteamPipe, now is it. Thanks, Fletch ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] [hlds_linux] steamcmd loop
Is everybody who is experiencing the problem running Linux? Any Windows users experiencing steamcmd updating itself repeatedly? We know that it can happen immediately after an update, if you are talking to different web hosts that are hosting the manifests and content, the different web hosts can be temporarily out of sync while the update propagates. But it should not persist this long after an update has been released. Those of you having the problem, do you have anything custom in your config that might be exposing the bug? (using http proxy, forcing Steam to talk to particular servers, etc) -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Doctor McKay Sent: Wednesday, May 01, 2013 6:35 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] steamcmd loop Same thing happened to me. CentOS 32-bit. Dr. McKay On Wednesday, May 1, 2013, Erik-jan Riemers wrote: I've seen some other people mentioning it, but now it is just getting silly. Sometimes it downloads steamcmd for more than 5 times, if not more before it finally starts the server. This is on a tf server, standard options with auto update. As far as I can tell, its downloading the client each time over and over.. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux -- Doctor McKay http://www.doctormckay.com mc...@doctormckay.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Prerelease updates available for TF2, CS:S, DoD:S, and HL2:MP
It can take a bit of time for the app config changes to get propagated to clients. And Steam just propped. Restarting your client or accessing the url “steam://flushconfig” might help kick it. CS:S does currently have a betas tab and a prerelease branch different from the default branch. From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson Sent: Wednesday, May 01, 2013 4:04 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Prerelease updates available for TF2, CS:S, DoD:S, and HL2:MP I think these are server only betas and the client has already shipped. The only game with a Beta's tab is TF. Thanks, Kyle. On Wed, May 1, 2013 at 3:58 PM, List User l...@redspeedservers.commailto:l...@redspeedservers.com wrote: Is it just me or is everyone missing the beta tab under CSS properties in the steam client? On 5/1/2013 6:11 PM, Fletcher Dunn wrote: Updates are available for the “prerelease” betas of TF2, CS:S, DoD:S, and HL2:MP. The update does not change the PatchVersion and will not be mandatory for servers. For CS:S, DoD:S, and HL2:MP, this syncs the engine with the latest TF2 release. Here are the github issues addressed by this build: Bugs with sv_pure, especially after second map change: https://github.com/ValveSoftware/Source-1-Games/issues/259 https://github.com/ValveSoftware/Source-1-Games/issues/341 https://github.com/ValveSoftware/Source-1-Games/issues/343 https://github.com/ValveSoftware/Source-1-Games/issues/345 User sprays not working: https://github.com/ValveSoftware/Source-1-Games/issues/127 [HL2DM] Game keeps forcing the combine_soldier model after the SteamPipe update https://github.com/ValveSoftware/Source-1-Games/issues/263 If no major problems are detected, we will release these builds as the official builds tomorrow. Most of the recent changes have been client-side fixes. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Prerelease updates available for TF2, CS:S, DoD:S, and HL2:MP
Thanks. I am told that there is a bug in the current Steam Client beta (so many different betas!). I made a kludge on the backend which works around this bug, so you should be able to see the beta tab. The bug should be fixed in an update to the steam client beta this week. From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Robert Whelan Sent: Wednesday, May 01, 2013 5:22 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Prerelease updates available for TF2, CS:S, DoD:S, and HL2:MP What I was told: Quote: Subject: Re: [hlds] Pre-release updates available for CS:S, DoD:S, and HL2:DM The betas tab only shows existing public beta branches that aren't at the same revision as the public/default branch. Right now the prerelease branch of those matches the actual release, so it has no beta branches to show, and thus, no tab. /Quote My CSS, DODS and HL2DM at one time had the tab and permitted me to set the prerelease option. Then a day later after restarting steam the betas tab for these 3 games went away. Now with a new beta out the tab still isn't visible for these 3 games. The only game showing the beta tab is TF2. So TBH, I'm not sure how it's really supposed to work, lol. I'm opt'd in for all 4 games though. Without having a tab for CSS, DODS and HL2DM... how is it possible to opt out? From: Fletcher Dunn fletch...@valvesoftware.commailto:fletch...@valvesoftware.com To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.commailto:hlds@list.valvesoftware.com Sent: Wednesday, May 1, 2013 6:07 PM Subject: Re: [hlds] Prerelease updates available for TF2, CS:S, DoD:S, and HL2:MP It can take a bit of time for the app config changes to get propagated to clients. And Steam just propped. Restarting your client or accessing the url “steam://flushconfig” might help kick it. CS:S does currently have a betas tab and a prerelease branch different from the default branch. From: hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson Sent: Wednesday, May 01, 2013 4:04 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Prerelease updates available for TF2, CS:S, DoD:S, and HL2:MP I think these are server only betas and the client has already shipped. The only game with a Beta's tab is TF. Thanks, Kyle. On Wed, May 1, 2013 at 3:58 PM, List User l...@redspeedservers.commailto:l...@redspeedservers.com wrote: Is it just me or is everyone missing the beta tab under CSS properties in the steam client? On 5/1/2013 6:11 PM, Fletcher Dunn wrote: Updates are available for the “prerelease” betas of TF2, CS:S, DoD:S, and HL2:MP. The update does not change the PatchVersion and will not be mandatory for servers. For CS:S, DoD:S, and HL2:MP, this syncs the engine with the latest TF2 release. Here are the github issues addressed by this build: Bugs with sv_pure, especially after second map change: https://github.com/ValveSoftware/Source-1-Games/issues/259 https://github.com/ValveSoftware/Source-1-Games/issues/341 https://github.com/ValveSoftware/Source-1-Games/issues/343 https://github.com/ValveSoftware/Source-1-Games/issues/345 User sprays not working: https://github.com/ValveSoftware/Source-1-Games/issues/127 [HL2DM] Game keeps forcing the combine_soldier model after the SteamPipe update https://github.com/ValveSoftware/Source-1-Games/issues/263 If no major problems are detected, we will release these builds as the official builds tomorrow. Most of the recent changes have been client-side fixes. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] [hlds_announce] TF2 SteamPipe beta update released. Forcing all clients to convert soon.
Two quick clarifications: This update to the Steampipe beta is optional for servers. Compared to the previous Steampipe beta build, it primarily contains client-side fixes. So it is not necessary to update. The HLDS server should continue to be able to successfully host clients, even after the flip. So if you need a bit more breathing room, you have it. HOWEVER: I would definitely not delay switching to SteamPipe. At this point the HLDS version of the server is no longer supported. We also cannot promise that we might need to make a mandatory update, perhaps as soon as tomorrow, which would make the HLDSUpdateTool server obsolete. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] [hlds_linux] TF2 SteamPipe beta update released. Forcing all clients to convert soon.
Yes, it's possible. We're going through and getting rid of any places where we expect users to edit a shipping file. I'll add the replay config files to the list of files to fix. In the meantime, you *should* be able to put your custom//cfg folder, which avoids the problem. (I have not personally tested this.) -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose Sent: Tuesday, April 30, 2013 12:22 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] TF2 SteamPipe beta update released. Forcing all clients to convert soon. I just found out the hard way that validating TF2's files causes the steamcmd to overwrite replay.cfg, replay_ftp.cfg, and replay_local_http.cfg Or at least I hope it's because I validated, because just updating shouldn't be messing with those files. Is this intended? On Tue, Apr 30, 2013 at 3:16 PM, Saint K. sai...@specialattack.net wrote: I have kind off missed the entire discussion on SteamPipe. Will instructions etc. be posted along with the coming update/switch? Saint K. From: hlds_linux-boun...@list.valvesoftware.com [ hlds_linux-boun...@list.valvesoftware.com] on behalf of Fletcher Dunn [ fletch...@valvesoftware.com] Sent: 30 April 2013 21:07 To: Half-Life dedicated Win32 server mailing list ( hlds@list.valvesoftware.com); Half-Life dedicated Linux server mailing list (hlds_li...@list.valvesoftware.com); hlds_annou...@list.valvesoftware.com Subject: [hlds_linux] TF2 SteamPipe beta update released. Forcing all clients to convert soon. We've released an optional update to the TF2 SteamPipe beta. Here are the change notes (since the last SteamPipe beta): Team Fortress 2: * Fixed network incompatibility causing custom names and descriptions to not display on client Source engine: * Fix sprays trying to load from the wrong directory * Restored VPK file cache, with tuned size to reduce memory usage and improve client boot and map load times This server is compatible with all currently running clients. (SteamPipe and non-SteamPipe.) We expect to flip the switch to force all clients to convert to SteamPipe in a few hours. (Approx 2:00 PM Seattle time.) At this time, the Steampipe beta server which has just been released will become the official server. There will not be another update. If you were waiting for the right time to start flipping your servers to SteamPipe, now is it. Thanks, Fletch ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux -- Ross Bemrose ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] [hlds_linux] [hlds_announce] TF2 SteamPipe beta update released. Forcing all clients to convert soon.
Yes. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Invalid Protocol Sent: Tuesday, April 30, 2013 12:33 PM To: 'Half-Life dedicated Linux server mailing list' Subject: Re: [hlds_linux] [hlds_announce] TF2 SteamPipe beta update released. Forcing all clients to convert soon. A HLDS server will still be visible in servers list until next mandatory update? -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn Sent: Tuesday, April 30, 2013 10:22 PM To: Half-Life dedicated Win32 server mailing list (hlds@list.valvesoftware.com); Half-Life dedicated Linux server mailing list (hlds_li...@list.valvesoftware.com) Subject: Re: [hlds_linux] [hlds_announce] TF2 SteamPipe beta update released. Forcing all clients to convert soon. Two quick clarifications: This update to the Steampipe beta is optional for servers. Compared to the previous Steampipe beta build, it primarily contains client-side fixes. So it is not necessary to update. The HLDS server should continue to be able to successfully host clients, even after the flip. So if you need a bit more breathing room, you have it. HOWEVER: I would definitely not delay switching to SteamPipe. At this point the HLDS version of the server is no longer supported. We also cannot promise that we might need to make a mandatory update, perhaps as soon as tomorrow, which would make the HLDSUpdateTool server obsolete. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
[hlds] Optional updates available for CS:S, DoD:S, and HL2:DM
The updates released on Friday in the prerelease branch have now shipped in the main branch. The updates did not change the PatchVersion, so they are optional for servers. Patch notes are below. Please note that there are some bugs in github tagged for next release which unfortunately were not merged over for this release. We'll have another update soon that pushes these fixes out. The prerelease branch is still active; it is currently the same build as the main branch. From: Fletcher Dunn Sent: Friday, April 26, 2013 10:49 AM To: Half-Life dedicated Linux server mailing list (hlds_li...@list.valvesoftware.com); Half-Life dedicated Win32 server mailing list (hlds@list.valvesoftware.com); hlds_annou...@list.valvesoftware.com Subject: Pre-release updates available for CS:S, DoD:S, and HL2:DM We're trying out different way to release updates that will hopefully reduce disruption to your communities. New builds are now available for the client and dedicated server for CS:S, DoD:S, and HL2:DM. These builds have the same PatchVersion and are network compatible with the current build. (It's an optional update for servers.) To obtain these builds, you need to opt into the prerelease beta. To opt into the prerelease beta on the client, right click on the game in the game list and select Properties, select the Betas tab, and select the prerelease beta. (This is a public beta and does not require a password.) To select which branch to sync the dedicated server to using steamcmd, you need to pass -beta prerelease to the app_update command. For example, if you are using a SteamCmd script file, you might have something like this: login anonymous force_install_dir cstrike app_update 232330 -beta prerelease quit (I am told that it is possible to pass the -beta switch on the steamcmd command line, through some magic combination of quoting, so you can avoid having to create a script file. Hopefully some kind soul will figure out how to do that and share it.) Switching between two steampipe branches is really fast and easy, so if there's a problem, you can switch back quickly. (Opting out of the steampipe beta was really painful because it was switching between two entirely different content distribution systems --- that will never apply again.) If no big problems are detected, we'll make these builds the official build on Monday. Our current plan is to always keep the prerelease branch active, even if it is the same build as the main branch. This way you can stay opted in. In other words, prerelease actually means the latest available build. We're not sure if every update we release needs to go out as a prerelease first. Here are the change notes for the builds we are releasing today: Source engine games: * mapcycle and motd files now reside in the cfg folder by default, or in the root as a fallback. * Default mapcycle and motd files are now shipped as cfg/xxx_default.txt, and will be used if the filename convar is at the default value and no custom file is found in the cfg folder or the root. * mapcycle file can contain blank lines and //-style comments * mapcycle file loaded from the custom folder. * Greatly reduced memory usage on the client and server * Added some hardcoded rules to the end of sv_pure rule list. * Fixed some filesystem calls not properly obeying pure server rules. * Fixed model bounds and simple materials consistency checking rules. (Fixed Counter-Strike server spew.) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Optional updates available for CS:S, DoD:S, and HL2:DM
This would be a Steam feature, not an engine feature. As you mention, in some cases the two branches are shipping identical builds, so there isn't anything that could be in the build image itself to distinguish which branch it came from. If you have your own update script, it wouldn't take too much work to have the script write out a text or something file containing the name of the branch that was synced. That seems like the best place to do it. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Asher Baker Sent: Monday, April 29, 2013 11:55 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Optional updates available for CS:S, DoD:S, and HL2:DM This is a really welcome change to the release process, thanks. Is there a trivial way for a server plugin (C++) to get the current beta branch name, any chance it could be exposed somewhere if not (although I guess the engine itself doesn't really care, but a function on IVEngineServer or a simple text file in the root would be really handy)? On Mon, Apr 29, 2013 at 5:31 PM, Fletcher Dunn fletch...@valvesoftware.com wrote: The updates released on Friday in the prerelease branch have now shipped in the main branch. The updates did not change the PatchVersion, so they are optional for servers. Patch notes are below. Please note that there are some bugs in github tagged for next release which unfortunately were not merged over for this release. We'll have another update soon that pushes these fixes out. The prerelease branch is still active; it is currently the same build as the main branch. From: Fletcher Dunn Sent: Friday, April 26, 2013 10:49 AM To: Half-Life dedicated Linux server mailing list (hlds_li...@list.valvesoftware.com); Half-Life dedicated Win32 server mailing list (hlds@list.valvesoftware.com); hlds_annou...@list.valvesoftware.com Subject: Pre-release updates available for CS:S, DoD:S, and HL2:DM We're trying out different way to release updates that will hopefully reduce disruption to your communities. New builds are now available for the client and dedicated server for CS:S, DoD:S, and HL2:DM. These builds have the same PatchVersion and are network compatible with the current build. (It's an optional update for servers.) To obtain these builds, you need to opt into the prerelease beta. To opt into the prerelease beta on the client, right click on the game in the game list and select Properties, select the Betas tab, and select the prerelease beta. (This is a public beta and does not require a password.) To select which branch to sync the dedicated server to using steamcmd, you need to pass -beta prerelease to the app_update command. For example, if you are using a SteamCmd script file, you might have something like this: login anonymous force_install_dir cstrike app_update 232330 -beta prerelease quit (I am told that it is possible to pass the -beta switch on the steamcmd command line, through some magic combination of quoting, so you can avoid having to create a script file. Hopefully some kind soul will figure out how to do that and share it.) Switching between two steampipe branches is really fast and easy, so if there's a problem, you can switch back quickly. (Opting out of the steampipe beta was really painful because it was switching between two entirely different content distribution systems --- that will never apply again.) If no big problems are detected, we'll make these builds the official build on Monday. Our current plan is to always keep the prerelease branch active, even if it is the same build as the main branch. This way you can stay opted in. In other words, prerelease actually means the latest available build. We're not sure if every update we release needs to go out as a prerelease first. Here are the change notes for the builds we are releasing today: Source engine games: * mapcycle and motd files now reside in the cfg folder by default, or in the root as a fallback. * Default mapcycle and motd files are now shipped as cfg/xxx_default.txt, and will be used if the filename convar is at the default value and no custom file is found in the cfg folder or the root. * mapcycle file can contain blank lines and //-style comments * mapcycle file loaded from the custom folder. * Greatly reduced memory usage on the client and server * Added some hardcoded rules to the end of sv_pure rule list. * Fixed some filesystem calls not properly obeying pure server rules. * Fixed model bounds and simple materials consistency checking rules. (Fixed Counter-Strike server spew.) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo
[hlds] Pre-release updates available for CS:S, DoD:S, and HL2:DM
We're trying out different way to release updates that will hopefully reduce disruption to your communities. New builds are now available for the client and dedicated server for CS:S, DoD:S, and HL2:DM. These builds have the same PatchVersion and are network compatible with the current build. (It's an optional update for servers.) To obtain these builds, you need to opt into the prerelease beta. To opt into the prerelease beta on the client, right click on the game in the game list and select Properties, select the Betas tab, and select the prerelease beta. (This is a public beta and does not require a password.) To select which branch to sync the dedicated server to using steamcmd, you need to pass -beta prerelease to the app_update command. For example, if you are using a SteamCmd script file, you might have something like this: login anonymous force_install_dir cstrike app_update 232330 -beta prerelease quit (I am told that it is possible to pass the -beta switch on the steamcmd command line, through some magic combination of quoting, so you can avoid having to create a script file. Hopefully some kind soul will figure out how to do that and share it.) Switching between two steampipe branches is really fast and easy, so if there's a problem, you can switch back quickly. (Opting out of the steampipe beta was really painful because it was switching between two entirely different content distribution systems --- that will never apply again.) If no big problems are detected, we'll make these builds the official build on Monday. Our current plan is to always keep the prerelease branch active, even if it is the same build as the main branch. This way you can stay opted in. In other words, prerelease actually means the latest available build. We're not sure if every update we release needs to go out as a prerelease first. Here are the change notes for the builds we are releasing today: Source engine games: * mapcycle and motd files now reside in the cfg folder by default, or in the root as a fallback. * Default mapcycle and motd files are now shipped as cfg/xxx_default.txt, and will be used if the filename convar is at the default value and no custom file is found in the cfg folder or the root. * mapcycle file can contain blank lines and //-style comments * mapcycle file loaded from the custom folder. * Greatly reduced memory usage on the client and server * Added some hardcoded rules to the end of sv_pure rule list. * Fixed some filesystem calls not properly obeying pure server rules. * Fixed model bounds and simple materials consistency checking rules. (Fixed Counter-Strike server spew.) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Pre-release updates available for CS:S, DoD:S, and HL2:DM
I'm not sure what the question is. Does this not answer it? Our current plan is to always keep the prerelease branch active, even if it is the same build as the main branch. This way you can stay opted in. In other words, prerelease actually means the latest available build. From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of List User Sent: Friday, April 26, 2013 12:04 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Pre-release updates available for CS:S, DoD:S, and HL2:DM So will this pre-release build be updated all the time and then you will do a single update on let's say Monday? On 4/26/2013 1:48 PM, Fletcher Dunn wrote: We're trying out different way to release updates that will hopefully reduce disruption to your communities. New builds are now available for the client and dedicated server for CS:S, DoD:S, and HL2:DM. These builds have the same PatchVersion and are network compatible with the current build. (It's an optional update for servers.) To obtain these builds, you need to opt into the prerelease beta. To opt into the prerelease beta on the client, right click on the game in the game list and select Properties, select the Betas tab, and select the prerelease beta. (This is a public beta and does not require a password.) To select which branch to sync the dedicated server to using steamcmd, you need to pass -beta prerelease to the app_update command. For example, if you are using a SteamCmd script file, you might have something like this: login anonymous force_install_dir cstrike app_update 232330 -beta prerelease quit (I am told that it is possible to pass the -beta switch on the steamcmd command line, through some magic combination of quoting, so you can avoid having to create a script file. Hopefully some kind soul will figure out how to do that and share it.) Switching between two steampipe branches is really fast and easy, so if there's a problem, you can switch back quickly. (Opting out of the steampipe beta was really painful because it was switching between two entirely different content distribution systems --- that will never apply again.) If no big problems are detected, we'll make these builds the official build on Monday. Our current plan is to always keep the prerelease branch active, even if it is the same build as the main branch. This way you can stay opted in. In other words, prerelease actually means the latest available build. We're not sure if every update we release needs to go out as a prerelease first. Here are the change notes for the builds we are releasing today: Source engine games: * mapcycle and motd files now reside in the cfg folder by default, or in the root as a fallback. * Default mapcycle and motd files are now shipped as cfg/xxx_default.txt, and will be used if the filename convar is at the default value and no custom file is found in the cfg folder or the root. * mapcycle file can contain blank lines and //-style comments * mapcycle file loaded from the custom folder. * Greatly reduced memory usage on the client and server * Added some hardcoded rules to the end of sv_pure rule list. * Fixed some filesystem calls not properly obeying pure server rules. * Fixed model bounds and simple materials consistency checking rules. (Fixed Counter-Strike server spew.) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Pre-release updates available for CS:S, DoD:S, and HL2:DM
We're actually not sure what will end up being the best use of this feature. However, I think right now our goal is for prerelease builds to be more like release candidates rather than nightly builds. So ideally, we would release just one prerelease before the real update, and we'll send an announcement with what's changed, so you can decide whether to be in or out. From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of List User Sent: Friday, April 26, 2013 12:09 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Pre-release updates available for CS:S, DoD:S, and HL2:DM My specific question is how often would this build be updated compared to the official build? Should I expect multiple updates per day? On 4/26/2013 3:07 PM, Fletcher Dunn wrote: I'm not sure what the question is. Does this not answer it? Our current plan is to always keep the prerelease branch active, even if it is the same build as the main branch. This way you can stay opted in. In other words, prerelease actually means the latest available build. From: hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of List User Sent: Friday, April 26, 2013 12:04 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Pre-release updates available for CS:S, DoD:S, and HL2:DM So will this pre-release build be updated all the time and then you will do a single update on let's say Monday? On 4/26/2013 1:48 PM, Fletcher Dunn wrote: We're trying out different way to release updates that will hopefully reduce disruption to your communities. New builds are now available for the client and dedicated server for CS:S, DoD:S, and HL2:DM. These builds have the same PatchVersion and are network compatible with the current build. (It's an optional update for servers.) To obtain these builds, you need to opt into the prerelease beta. To opt into the prerelease beta on the client, right click on the game in the game list and select Properties, select the Betas tab, and select the prerelease beta. (This is a public beta and does not require a password.) To select which branch to sync the dedicated server to using steamcmd, you need to pass -beta prerelease to the app_update command. For example, if you are using a SteamCmd script file, you might have something like this: login anonymous force_install_dir cstrike app_update 232330 -beta prerelease quit (I am told that it is possible to pass the -beta switch on the steamcmd command line, through some magic combination of quoting, so you can avoid having to create a script file. Hopefully some kind soul will figure out how to do that and share it.) Switching between two steampipe branches is really fast and easy, so if there's a problem, you can switch back quickly. (Opting out of the steampipe beta was really painful because it was switching between two entirely different content distribution systems --- that will never apply again.) If no big problems are detected, we'll make these builds the official build on Monday. Our current plan is to always keep the prerelease branch active, even if it is the same build as the main branch. This way you can stay opted in. In other words, prerelease actually means the latest available build. We're not sure if every update we release needs to go out as a prerelease first. Here are the change notes for the builds we are releasing today: Source engine games: * mapcycle and motd files now reside in the cfg folder by default, or in the root as a fallback. * Default mapcycle and motd files are now shipped as cfg/xxx_default.txt, and will be used if the filename convar is at the default value and no custom file is found in the cfg folder or the root. * mapcycle file can contain blank lines and //-style comments * mapcycle file loaded from the custom folder. * Greatly reduced memory usage on the client and server * Added some hardcoded rules to the end of sv_pure rule list. * Fixed some filesystem calls not properly obeying pure server rules. * Fixed model bounds and simple materials consistency checking rules. (Fixed Counter-Strike server spew.) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] [hlds_linux] FPS issues on Steampipe
Are all of these problems peculiar to Linux? Has anybody tried using the engine's vprof tools (i.e. vprof_dump_spikes) to investigate where the time is going? If anybody is having these problems on Linux, we have some really powerful tools we can use to capture performance data and track down issues like this. The process to get setup is a bit involved and requires installing some software on the server. If anybody is having performance problems of any kind and is willing to do a little work to investigate them, send me an email and I'll get you setup. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of AXVOID Sent: Thursday, April 25, 2013 4:16 PM To: hlds_li...@list.valvesoftware.com Subject: Re: [hlds_linux] FPS issues on Steampipe I'm in the client steampipe had problems with the game speed, when I created a server via console e.g.: map cp_dustbowl. Sometimes everything was incredible fast, like move speed etc. Am 26.04.2013 01:10, schrieb Kyle Sanderson: We've had our server FPS surpass 66~ (up to 300), and go down to 9~. We also get freezes for about a second at a time (which is when the 9 happens). There's definitely something wrong that was introduced into the engine, as you're seeing it as well with TF2 (well, I'm assuming you're talking about TF2). Thanks, Kyle. On Thu, Apr 25, 2013 at 3:43 PM, Daniel Barreiro smelly.feet.you.h...@gmail.com wrote: Is anyone else FPS issues with steampipe servers? I had one that ran at 66.67 constantly and it keeps dropping to 10 now that i upgraded it to Steampipe. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] [hlds_linux] FPS issues on Steampipe
Oops. Fixed. I mean we have good performance investigation tools on **windows**. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn Sent: Thursday, April 25, 2013 4:22 PM To: hlds_li...@list.valvesoftware.com Cc: Half-Life dedicated Win32 server mailing list (hlds@list.valvesoftware.com) Subject: Re: [hlds] [hlds_linux] FPS issues on Steampipe Are all of these problems peculiar to Linux? Has anybody tried using the engine's vprof tools (i.e. vprof_dump_spikes) to investigate where the time is going? If anybody is having these problems on **WINDOWS**, we have some really powerful tools we can use to capture performance data and track down issues like this. The process to get setup is a bit involved and requires installing some software on the server. If anybody is having performance problems of any kind and is willing to do a little work to investigate them, send me an email and I'll get you setup. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of AXVOID Sent: Thursday, April 25, 2013 4:16 PM To: hlds_li...@list.valvesoftware.com Subject: Re: [hlds_linux] FPS issues on Steampipe I'm in the client steampipe had problems with the game speed, when I created a server via console e.g.: map cp_dustbowl. Sometimes everything was incredible fast, like move speed etc. Am 26.04.2013 01:10, schrieb Kyle Sanderson: We've had our server FPS surpass 66~ (up to 300), and go down to 9~. We also get freezes for about a second at a time (which is when the 9 happens). There's definitely something wrong that was introduced into the engine, as you're seeing it as well with TF2 (well, I'm assuming you're talking about TF2). Thanks, Kyle. On Thu, Apr 25, 2013 at 3:43 PM, Daniel Barreiro smelly.feet.you.h...@gmail.com wrote: Is anyone else FPS issues with steampipe servers? I had one that ran at 66.67 constantly and it keeps dropping to 10 now that i upgraded it to Steampipe. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] [hlds_linux] FPS issues on Steampipe
Thanks. It looks like AI / physics is taking a really long time for some reason. If anybody Windows users want to get setup with some performance tracing software, I can dig into the problem in more detail. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Daniel Barreiro Sent: Thursday, April 25, 2013 5:06 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] FPS issues on Steampipe I should probably note I was using bots as the fps only drops once I hit 10+ players On Thu, Apr 25, 2013 at 8:04 PM, Daniel Barreiro smelly.feet.you.h...@gmail.com wrote: Works now. Where should I post what I got? http://pastebin.com/kkVGcuzc On Thu, Apr 25, 2013 at 7:53 PM, Yun Huang Yong gumby_li...@mooh.orgwrote: vprof toggles profiling on/off. That triggers the built-in profiler to start/stop collecting data. You can also use vprof_on and vprof_off. vprof_generate_report will dump the report to console. I guess you can use condump to save it to a file. There's a whole bunch of vprof_* commands but I don't know what most of them do... https://developer.**valvesoftware.com/wiki/List_** of_TF2_console_commands_and_**variableshttps://developer.valvesoftwa re.com/wiki/List_of_TF2_console_commands_and_variables On 26/04/2013 9:45 AM, Daniel Barreiro wrote: I tried that command you supplied but it doesn't seem to be doing anything. Am I missing a step? On Thu, Apr 25, 2013 at 7:45 PM, Yun Huang Yong gumby_li...@mooh.org wrote: I tried the vprof tools but have no idea what the profile is supposed to look like. Should we be posting profiler output to this list (or to GitHub issues)? On 26/04/2013 9:21 AM, Fletcher Dunn wrote: Are all of these problems peculiar to Linux? Has anybody tried using the engine's vprof tools (i.e. vprof_dump_spikes) to investigate where the time is going? If anybody is having these problems on Linux, we have some really powerful tools we can use to capture performance data and track down issues like this. The process to get setup is a bit involved and requires installing some software on the server. If anybody is having performance problems of any kind and is willing to do a little work to investigate them, send me an email and I'll get you setup. -Original Message- From: hlds_linux-bounces@list.**valv**esoftware.comhttp://valvesoftware .com hlds_linux-**boun...@list.valvesoftware.comhlds_linux-bounces@li st.valvesoftware.com **[mailto: hlds_linux-bounces@**list.**valvesoftware.comhttp://list.valvesof tware.com hlds_linux-**boun...@list.valvesoftware.comhlds_linux-bounces@li st.valvesoftware.com **] On Behalf Of AXVOID Sent: Thursday, April 25, 2013 4:16 PM To: hlds_linux@list.valvesoftware.comhlds_linux@list.** valvesoftware.com hlds_li...@list.valvesoftware.com Subject: Re: [hlds_linux] FPS issues on Steampipe I'm in the client steampipe had problems with the game speed, when I created a server via console e.g.: map cp_dustbowl. Sometimes everything was incredible fast, like move speed etc. Am 26.04.2013 01:10, schrieb Kyle Sanderson: We've had our server FPS surpass 66~ (up to 300), and go down to 9~. We also get freezes for about a second at a time (which is when the 9 happens). There's definitely something wrong that was introduced into the engine, as you're seeing it as well with TF2 (well, I'm assuming you're talking about TF2). Thanks, Kyle. On Thu, Apr 25, 2013 at 3:43 PM, Daniel Barreiro smelly.feet.you.h...@gmail.com wrote: Is anyone else FPS issues with steampipe servers? I had one that ran at 66.67 constantly and it keeps dropping to 10 now that i upgraded it to Steampipe. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/*** *hlds_linuxhttps://list.**valvesoftware.com/cgi-bin/** mailman/listinfo/hlds_linuxhttps://list.valvesoftware.com/cgi-b in/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/*** *hlds_linuxhttps://list.**valvesoftware.com/cgi-bin/** mailman/listinfo/hlds_linuxhttps://list.valvesoftware.com/cgi-bi n/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/*** *hlds_linuxhttps://list.**valvesoftware.com/cgi-bin/** mailman/listinfo/hlds_linuxhttps://list.valvesoftware.com/cgi-bin /mailman/listinfo/hlds_linux ___ To unsubscribe, edit
Re: [hlds] [hlds_linux] FPS issues on Steampipe
Is your system under any memory pressure? If we added a bunch of memory usage, and it starts paging, of course that could cause really spiky behavior. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn Sent: Thursday, April 25, 2013 5:16 PM To: Half-Life dedicated Linux server mailing list Cc: Half-Life dedicated Win32 server mailing list (hlds@list.valvesoftware.com) Subject: Re: [hlds] [hlds_linux] FPS issues on Steampipe Thanks. It looks like AI / physics is taking a really long time for some reason. If anybody Windows users want to get setup with some performance tracing software, I can dig into the problem in more detail. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Daniel Barreiro Sent: Thursday, April 25, 2013 5:06 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] FPS issues on Steampipe I should probably note I was using bots as the fps only drops once I hit 10+ players On Thu, Apr 25, 2013 at 8:04 PM, Daniel Barreiro smelly.feet.you.h...@gmail.com wrote: Works now. Where should I post what I got? http://pastebin.com/kkVGcuzc On Thu, Apr 25, 2013 at 7:53 PM, Yun Huang Yong gumby_li...@mooh.orgwrote: vprof toggles profiling on/off. That triggers the built-in profiler to start/stop collecting data. You can also use vprof_on and vprof_off. vprof_generate_report will dump the report to console. I guess you can use condump to save it to a file. There's a whole bunch of vprof_* commands but I don't know what most of them do... https://developer.**valvesoftware.com/wiki/List_** of_TF2_console_commands_and_**variableshttps://developer.valvesoftwa re.com/wiki/List_of_TF2_console_commands_and_variables On 26/04/2013 9:45 AM, Daniel Barreiro wrote: I tried that command you supplied but it doesn't seem to be doing anything. Am I missing a step? On Thu, Apr 25, 2013 at 7:45 PM, Yun Huang Yong gumby_li...@mooh.org wrote: I tried the vprof tools but have no idea what the profile is supposed to look like. Should we be posting profiler output to this list (or to GitHub issues)? On 26/04/2013 9:21 AM, Fletcher Dunn wrote: Are all of these problems peculiar to Linux? Has anybody tried using the engine's vprof tools (i.e. vprof_dump_spikes) to investigate where the time is going? If anybody is having these problems on Linux, we have some really powerful tools we can use to capture performance data and track down issues like this. The process to get setup is a bit involved and requires installing some software on the server. If anybody is having performance problems of any kind and is willing to do a little work to investigate them, send me an email and I'll get you setup. -Original Message- From: hlds_linux-bounces@list.**valv**esoftware.comhttp://valvesoftware .com hlds_linux-**boun...@list.valvesoftware.comhlds_linux-bounces@li st.valvesoftware.com **[mailto: hlds_linux-bounces@**list.**valvesoftware.comhttp://list.valvesof tware.com hlds_linux-**boun...@list.valvesoftware.comhlds_linux-bounces@li st.valvesoftware.com **] On Behalf Of AXVOID Sent: Thursday, April 25, 2013 4:16 PM To: hlds_linux@list.valvesoftware.comhlds_linux@list.** valvesoftware.com hlds_li...@list.valvesoftware.com Subject: Re: [hlds_linux] FPS issues on Steampipe I'm in the client steampipe had problems with the game speed, when I created a server via console e.g.: map cp_dustbowl. Sometimes everything was incredible fast, like move speed etc. Am 26.04.2013 01:10, schrieb Kyle Sanderson: We've had our server FPS surpass 66~ (up to 300), and go down to 9~. We also get freezes for about a second at a time (which is when the 9 happens). There's definitely something wrong that was introduced into the engine, as you're seeing it as well with TF2 (well, I'm assuming you're talking about TF2). Thanks, Kyle. On Thu, Apr 25, 2013 at 3:43 PM, Daniel Barreiro smelly.feet.you.h...@gmail.com wrote: Is anyone else FPS issues with steampipe servers? I had one that ran at 66.67 constantly and it keeps dropping to 10 now that i upgraded it to Steampipe. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/*** *hlds_linuxhttps://list.**valvesoftware.com/cgi-bin/** mailman/listinfo/hlds_linuxhttps://list.valvesoftware.com/cgi-b in/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/*** *hlds_linuxhttps://list.**valvesoftware.com/cgi-bin/** mailman/listinfo
Re: [hlds] [hlds_linux] Optional updates to TF2 SteamPipe beta released
Yes, very soon. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson Sent: Thursday, April 25, 2013 8:51 PM To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] [hlds] Optional updates to TF2 SteamPipe beta released Any chance at an optional (or required, if required) CS:S sync? We're still having particle/spray/memory issues that have all been fixed in tip, and in TF. Thanks, Kyle. On Thu, Apr 25, 2013 at 8:46 PM, Fletcher Dunn fletch...@valvesoftware.comwrote: We’ve released optional updates to the SteamPipe beta client and dedicated server: ** ** Source engine: * motd file(s) changed to work like the mapcycle file. It goes in the cfg folder by default, but will fallback to the root folder if not found in the cfg folder. Motd.txt and motd_text.txt files are no longer shipped. Instead, we ship xxx_default.txt files. * Greatly reduced memory usage * Implicitly hardcode several rules to the end of the sv_pure rule list. (These rules will eventually be visible by typing sv_pure, so you can see exactoly the effective rules that are in effect --- but there is a bug preventing the proper display that will be fixed soon.) * Fix bugs causing some file system queries to ignore pure server rules.** ** * Added dummy sv_consistency convar to client to prevent auto banning by old versions of SMAC. (Note: this kludge will be removed soon. Please update your servers to avoid angering your players.) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] [hlds_linux] Optional updates to TF2 SteamPipe beta released
For servers, approximately 120MB, depending on which VPK files got accessed and much from each VPK was accessed. For clients, it will be even more. From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Ryan Stecker Sent: Thursday, April 25, 2013 8:59 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] [hlds_linux] Optional updates to TF2 SteamPipe beta released Hi Fletch, What kind of improvement are we looking at in terms of memory usage? Any measurements to go off? On Thu, Apr 25, 2013 at 10:55 PM, Fletcher Dunn fletch...@valvesoftware.commailto:fletch...@valvesoftware.com wrote: Yes, very soon. -Original Message- From: hlds_linux-boun...@list.valvesoftware.commailto:hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.commailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson Sent: Thursday, April 25, 2013 8:51 PM To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] [hlds] Optional updates to TF2 SteamPipe beta released Any chance at an optional (or required, if required) CS:S sync? We're still having particle/spray/memory issues that have all been fixed in tip, and in TF. Thanks, Kyle. On Thu, Apr 25, 2013 at 8:46 PM, Fletcher Dunn fletch...@valvesoftware.commailto:fletch...@valvesoftware.comwrote: We’ve released optional updates to the SteamPipe beta client and dedicated server: ** ** Source engine: * motd file(s) changed to work like the mapcycle file. It goes in the cfg folder by default, but will fallback to the root folder if not found in the cfg folder. Motd.txt and motd_text.txt files are no longer shipped. Instead, we ship xxx_default.txt files. * Greatly reduced memory usage * Implicitly hardcode several rules to the end of the sv_pure rule list. (These rules will eventually be visible by typing sv_pure, so you can see exactoly the effective rules that are in effect --- but there is a bug preventing the proper display that will be fixed soon.) * Fix bugs causing some file system queries to ignore pure server rules.** ** * Added dummy sv_consistency convar to client to prevent auto banning by old versions of SMAC. (Note: this kludge will be removed soon. Please update your servers to avoid angering your players.) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] [CS:S] Server locking up after Steam| (VPK) change
I have a fix for this ready to ship. I’ll try to get that released tomorrow. From: Kyle Sanderson [mailto:kyle.l...@gmail.com] Sent: Thursday, April 25, 2013 9:18 PM To: Dominik Friedrichs; Half-Life dedicated Win32 server mailing list; Fletcher Dunn; Half-Life dedicated Linux server mailing list Subject: Re: [hlds] [CS:S] Server locking up after Steam| (VPK) change Found it, it's already partially reported and totally visible. Whenever the ForceModelBounds/ForceSimpleMaterial spam is encountered the server skips. Since we have Deathmatch essentially (clients get their default skin, before being assigned to a zombie one), this happens frequently. I have some vprof minidumps if anyone's interested, but I don't think the dumps are from this event. The behaviour is new with the VPK update, so I believe this is the cause. http://pastie.org/private/fhomzcpoq011xrele6uhw Thanks, Kyle. On Mon, Apr 22, 2013 at 2:35 PM, Dominik Friedrichs d...@forlix.orgmailto:d...@forlix.org wrote: I can only confirm an indefinite locking up of the server that - if it happens - happens after a mapchange, when a player has entered the game, more precisely the last log line is the triggered clantag line. On 2013/04/22 23:06, Kyle Sanderson wrote: It appears after the VPK change our servers have been freezing for about a second at a time, which throws mods into a bit of a frenzy. There was some speculation that it was client side, however it's starting to look like it isn't. Has anyone else noticed this? Thanks, Kyle. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Server 'jitter' / studder
You're gonna have to tell us which game you're talking about. :) Also, if you are running Windows, we have some good performance tools we can get you hooked up with that will help identify the causes of those issues. If you are willing to install and run some software and perform a reasonably disciplined investigating of the problem, email me back directly and I can get you hooked up. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Flickshot Tech Sent: Thursday, April 25, 2013 9:50 PM To: hlds@list.valvesoftware.com Subject: [hlds] Server 'jitter' / studder Hi All. Sorry if this topic has been covered lately. Just rejoined this mailing list. Wondering if any others out there have had players complaining of 'jitter' or studder ingame. It's becoming a huge problem and only kicked in after the steampipe update. Weirdly though, only some players have this problem and others do not. Often the players that have the problem, will not have issues on any other servers. Has anyone else had this problem? Is there a fix? Thanks heaps! 4square www.flickshot.co.nz ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Mandatory Team Fortress 2 update released
Just to clarify: the TF2 Beta app (client app id 520, dedicated server app id 229830), has been deactivated until a need arises to use it again. It is not the AppID you are looking for. 232250 is currently the dedicated server for the SteamPipe beta, but when we convert the clients to SteamPipe, it will no longer be beta, it will be the official server. From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Andre Müller Sent: Wednesday, April 24, 2013 7:35 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Mandatory Team Fortress 2 update released Thanks for information. Nice, it's only 1.96GiB. 2013/4/24 ics i...@ics-base.netmailto:i...@ics-base.net https://developer.valvesoftware.com/wiki/SteamCMD Team Fortress 2 dedicated server232250 Team Fortress 2 *Beta* dedicated server 229830 Beta is for TF2 beta, so you want 232250 through steampipe, which is the successor of current hldsupdatetool tf. -ics Andre Müller kirjoitti: Ok, I saw this update is for the normal release, which we get over hldsupdatetool. So it is good to know which appid is for tf2-non-beta-steampipe and if the content from tf2-beta-steampipe can used for conversion. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
[hlds] Mandatory update released for TF2 SteamPipe beta; now interoperable with regular game
We've released a mandatory update to the SteamPipe beta. Please note that your server will NOT automatically detect that it is out of date and restart; you will need to manually update it. (This should be the last such manual restart.) We've also released an optional update to the non-SteamPipe version of TF2. If you restart your server you may get an update to engine.dll/.so, but there are no relevant changes to the dedicated server so updating is not necessary. These changes make the SteamPipe server and client interoperable with the non-SteamPipe server and client. (Any client can connect with any server.) We expect many more clients to opt into the beta after this change. (And remember, we are planning on flipping the switch next Tuesday which forces all clients to convert.) - Fletch ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Mandatory update released for TF2 SteamPipe beta; now interoperable with regular game
You can run multiple instances out of the same folder. I would not recommend trying to update a server while it is running. From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Mike Vail Sent: Wednesday, April 24, 2013 12:05 PM To: 'Half-Life dedicated Win32 server mailing list' Subject: Re: [hlds] Mandatory update released for TF2 SteamPipe beta; now interoperable with regular game It's wonderful to know that I can build all my servers in advance to the public release. Thanks SO MUCH to Valve for setting it up this way! Awesome job Fletcher and Gang! One quick question, and please forgive me if I missed this previously... Are we ok to run muliple servers under Windows on a single set of server files using custom configs for each server or are we now required to have a separate set of server files installed for each TF2 server? I have 20 MvMs and would like them to share the core files if possible to save update time.I jJust need to know before I set them all up. Thanks in advance for the help. Have a great day! From: hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn Sent: Wednesday, April 24, 2013 11:47 AM To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux server mailing list (hlds_li...@list.valvesoftware.commailto:hlds_li...@list.valvesoftware.com) Subject: Re: [hlds] Mandatory update released for TF2 SteamPipe beta; now interoperable with regular game So, if you were to switch your non-steampipe server over to steampipe now, the client wouldn't know the difference? Yes! Well, yes, in theory. And yes to the best of our knowledge. There could be some bug we don't know about yet. So, I'd definitely recommend switching your server to SteamPipe now, so that you will be ready for next Tuesday and can start working out the kinks. At the same time, it's probably a good idea to keep the HLDS version of your server on hand, in case there's some problem we don't know about with your particular config, you can take down the SteamPipe one and put the HLDSUpdateOne back up. To be clear: if you update your server now to SteamPipe, then you will not only be able to host any client now, you will be able to host all the clients after the switchover. If you wait to update your server, you will be in a scramble on Tuesday. Seriously, everybody really should download the server now and get it configured, even if you don't switch all of your installations now. We didn't bump the required version in the GMS, which is want causes servers to delist and signals the out-of-date message, because SteamPipe and HLDSUpdateTool were running different PatchVersions. Now that they are using the same PatchVersion, they will both have the same out-of-date notification support. On Windows, we don't have an executive script to do the update automatically. (As an aside, I have been in contact with the author of nemrun. We are planning to ship his script as the official script, as a replacement to srcds_run, and are working to make the Windows server have all the same functionality. He's also working on the update-in-the-background functionality.) The App ID's haven't changed, however there is some confusion because the SteamPipe Beta is not related to the TF2 beta app, which has been discontinued. (I've updated the wiki to make this more clear.) 232250 is the AppID you want to use. Remember that you need to use anonymous login. From: hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Andrew Donshik Sent: Wednesday, April 24, 2013 11:25 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Mandatory update released for TF2 SteamPipe beta; now interoperable with regular game Will the steampipe beta now be updated alongside the release at the same time? -Andrew On Apr 24, 2013, at 2:03 PM, Fletcher Dunn fletch...@valvesoftware.commailto:fletch...@valvesoftware.com wrote: We've released a mandatory update to the SteamPipe beta. Please note that your server will NOT automatically detect that it is out of date and restart; you will need to manually update it. (This should be the last such manual restart.) We've also released an optional update to the non-SteamPipe version of TF2. If you restart your server you may get an update to engine.dll/.so, but there are no relevant changes to the dedicated server so updating is not necessary. These changes make the SteamPipe server and client interoperable with the non-SteamPipe server and client. (Any client can connect with any server.) We expect many more clients to opt into the beta after this change. (And remember, we are planning on flipping the switch next Tuesday which forces all clients to convert.) - Fletch
Re: [hlds] sv_pure custom hitsound scrambled?
Ah rats. That is due to a difference in how the pure server rules are processed between the two versions. Looking at the code, I thought they were 100% compatible, but it looks like it might be more strict than necessary in some cases. This should be fixed when everybody is converted to SteamPipe. If, however, you get the same problem connecting a SteamPipe client to SteamPipe server, that's something we need to know about and fix. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Peter Jerde Sent: Wednesday, April 24, 2013 12:57 PM To: Half-Life dedicated Win32 server mailing list Subject: [hlds] sv_pure custom hitsound scrambled? I'm using the opt-in TF2 client on OS X, connected to an HLDSUpdate server. The server runs sv_pure 1, and has sound/ui/hitsound.wav any in its whitelist. My custom dingaling is installed in: SteamApps/common/Team Fortress 2/tf/custom/peter/sound/ui/hitsound.wav and works fine in a listen server or connected to an sv_pure 0 server. But on my sv_pure 1 server, I hear the default hitsound. - Peter ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
[hlds] SMAC is banning SteamPipe beta clients
Just a heads up, SMAC is banning SteamPipe clients. http://forums.steampowered.com/forums/showpost.php?p=34328428postcount=32 The functionality of sv_consistency has been combined with sv_pure as part of the SteamPipe change. - Fletch ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] SMAC is banning SteamPipe beta clients
Thanks for that info. Please clarify for the mailing list: you are saying that if any server is kicking SteamPipe beta clients, they are probably not running the most recent version of SMAC? And if you could please help me understand exactly what is happening. Does this message ( SMAC: ConVar sv_consistency violation (bad query result) ) mean that there is some problem checking the sv_consistency convar itself? Or does it mean that there is some problem with the file CRC's being sent, i.e. part of the consistency enforcement? From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose Sent: Wednesday, April 24, 2013 4:01 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] SMAC is banning SteamPipe beta clients SMAC's convar checking module was updated several weeks ago to remove the consistency check. On 4/24/2013 6:52 PM, Fletcher Dunn wrote: Just a heads up, SMAC is banning SteamPipe clients. http://forums.steampowered.com/forums/showpost.php?p=34328428postcount=32 The functionality of sv_consistency has been combined with sv_pure as part of the SteamPipe change. - Fletch ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
[hlds] Mandatory update to TF2 SteamPipe beta released
A mandatory update to the TF2 SteamPipe beta has been released. Although the update is mandatory (the PatchVersion has been bumped so you will need to upgrade your server in order to host clients running the latest version), your server will not automatically restart. Team Fortress 2: * Synced with release version of game Source engine: * VPK tool: Fixed bug with drag-and-drop creating bogus VPK files that could not be located by the engine. * Default mapcycle file moved to cstrike/cfg/mapcyclefile_default.txt. It will be loaded if no mapcycle.txt file can be found and convar is set to default name. * Mapcycle file will be loaded from cstrike/cfg directory if it exists, falling back to root cstrike directory otherwise. * Mapcycle file can be loaded from cstrike/custom/xxx/cfg directory * Mapcycle file parsing allows C-style comments and blank lines ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds