Re: [hlds] [TWI Serveradmins] Killing Floor 2 Beta Server Hosting Open For All

2015-04-16 Thread Steven Hartland

Normalise your CPU to a single core.

On 16/04/2015 14:37, Lane Eckley wrote:
Something doesn't add up as we aren't seeing CPU usage anywhere near 
that high.


I double-checked a full server (6 players) running on an E3-1245 V2 
and its using on average 1.2% CPU  740MB of RAM. Looking over the CPU 
graphs I am seeing a peak of no more than 3%.


If you are seeing upwards of 12% on an E3-1270 V3 I am guessing either 
something is misconfigured or you are running your servers widely 
different from ours (which I rather doubt there is too much different).


-Lane


On 4/15/2015 9:19:32 PM, John lists.va...@nuclearfallout.net wrote:

If he only has a 2-core VDS on an E5-2690, 10% (20% normalized) CPU 
is not that far off. This indicates that the game is running 
reasonably well when virtualized.


Normalized usage on an otherwise empty bare-metal E3-1270v3 (a much 
faster processor) is around 12% for a full server at peak.


The memory usage for this game is currently more of a limiting factor 
than CPU. Both have already improved significantly in the beta.


-John

On 4/15/2015 5:38 PM, Lane Eckley wrote:

Honestly, that CPU usage looks really high even for an older E5 CPU.

On E3-1240 V2/V3 we are seeing less than half that, closer to 4% 
with 6 players.


On Wed, Apr 15, 2015 at 8:00 PM, rd1...@cox.net 
mailto:rd1...@cox.net wrote:


http://x10.hosted.nfoservers.com/kf2.png
Xexon E5 2690 2.90GHz with 2Gb ram operating with 4 players I
cant test the server since I dont have the game I would assume
your doing an open beta before early access also.


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Re: [hlds] Unable script steamcmd due to output issues

2014-08-10 Thread Steven Hartland

Actually it can often stall and take ages to process so being able to
monitor progress is key.

   Regards
   Steve

- Original Message - 
From: Dominik Friedrichs d...@forlix.org
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com

Sent: Sunday, August 10, 2014 1:09 PM
Subject: Re: [hlds] Unable script steamcmd due to output issues


See also https://github.com/ValveSoftware/Source-1-Games/issues/352 as 
well as https://github.com/ValveSoftware/Source-1-Games/issues/1684


In my auto-update tool 
(http://forlix.org/gameaddons/srcds_manager.shtml) I use anonymous 
pipes to collect stdout and I simply gather everything steamcmd spits 
out, waiting for it to quit, then scan that string for Success!.
I really dont see any point in monitoring the progress as updates 
rarely take more than a couple of minutes.


On 2014/08/10 05:51, Steven Hartland wrote:

I'm trying to script updates using steamcmd but I'm failing to
get it working due to some very strange behavour in the output
from the tool.

If you run steamcmd in a command prompt everything appears normal,
updates run and the output appears as it makes progress i.e.
line by line.

The problem occurs then either redirecting or capturing the
output from steamcmd (windows version).

First off you don't get the output as it happens, its delayed
until the command finishes or until there has been significant
output, which means you can't monitor for progress.

Next the output is jumbled with output that would display
early on when run in the console being output at the end.

Here's an example:

== Console Version ==
steamcmd +login anonymous +force_install_dir testdl +app_update 740
validate +quit
Redirecting stderr to 'C:\games\steamcmd\logs\stderr.txt'
[ 0%] Checking for available updates...
[] Verifying installation...
Steam Console Client (c) Valve Corporation
-- type 'quit' to exit --
Loading Steam3...[HTTP Remote Control] HTTP server listening on port 
27037.

OK.

Connecting anonymously to Steam Public...Logged in OK
Waiting for license info...OK
Initial App state (0x4) installed
App state (0x20104) validating, progress: 0.01 (1048576 / 8325235728)
App state (0x20104) validating, progress: 0.25 (20700190 / 
8325235728)

...
App state (0x20104) validating, progress: 98.31 (8184364723 / 
8325235728)
App state (0x20104) validating, progress: 99.82 (8310014438 / 
8325235728)

Success! App '740' already up to date.

== Redirect to File ==
steamcmd +login anonymous +force_install_dir testdl +app_update 740
validate +quit  out.txt
== out.txt ===
Steam Console Client (c) Valve Corporation
-- type 'quit' to exit --
Loading Steam3...OK.

Connecting anonymously to Steam Public...Logged in OK
Waiting for license info...OK
Initial App state (0x4) installed
App state (0x20104) validating, progress: 0.02 (1441792 / 8325235728)
App state (0x20104) validating, progress: 0.44 (37029204 / 
8325235728)

...
App state (0x20104) validating, progress: 98.53 (8203239091 / 
8325235728)
App state (0x20104) validating, progress: 99.91 (8317981011 / 
8325235728)

Success! App '740' already up to date.
[HTTP Remote Control] HTTP server listening on port 27037.
Redirecting stderr to 'C:\games\steamcmd\logs\stderr.txt'
[ 0%] Checking for available updates...
[] Verifying installation...


I'm guessing steamcmd is doing something different when its not a 
console

output which is causing the issues, any ideas?

Regards
Steve

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Re: [hlds] Unable script steamcmd due to output issues

2014-08-10 Thread Steven Hartland

Digging around the issue could well be that stdout goes fully buffered
when stdout isn't a tty. When this happens the buffer size is apparently
1 page size so likely 4k, which ties in with what I've seen when piping
the output to a file for large downloads.

The fix could be as easy as adding the following to the code to enforce
line buffering of stdout:

setvbuf(stream, (char *)NULL, _IOLBF, 0);

This still doesn't explain the jumbled output.

   Regards
   Steve

- Original Message - 
From: Steven Hartland kill...@multiplay.co.uk
To: d...@forlix.org; Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com

Sent: Sunday, August 10, 2014 3:29 PM
Subject: Re: [hlds] Unable script steamcmd due to output issues



Actually it can often stall and take ages to process so being able to
monitor progress is key.

   Regards
   Steve

- Original Message - 
From: Dominik Friedrichs d...@forlix.org
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com

Sent: Sunday, August 10, 2014 1:09 PM
Subject: Re: [hlds] Unable script steamcmd due to output issues


See also https://github.com/ValveSoftware/Source-1-Games/issues/352 
as well as 
https://github.com/ValveSoftware/Source-1-Games/issues/1684


In my auto-update tool 
(http://forlix.org/gameaddons/srcds_manager.shtml) I use anonymous 
pipes to collect stdout and I simply gather everything steamcmd spits 
out, waiting for it to quit, then scan that string for Success!.
I really dont see any point in monitoring the progress as updates 
rarely take more than a couple of minutes.


On 2014/08/10 05:51, Steven Hartland wrote:

I'm trying to script updates using steamcmd but I'm failing to
get it working due to some very strange behavour in the output
from the tool.

If you run steamcmd in a command prompt everything appears normal,
updates run and the output appears as it makes progress i.e.
line by line.

The problem occurs then either redirecting or capturing the
output from steamcmd (windows version).

First off you don't get the output as it happens, its delayed
until the command finishes or until there has been significant
output, which means you can't monitor for progress.

Next the output is jumbled with output that would display
early on when run in the console being output at the end.

Here's an example:

== Console Version ==
steamcmd +login anonymous +force_install_dir testdl +app_update 740
validate +quit
Redirecting stderr to 'C:\games\steamcmd\logs\stderr.txt'
[ 0%] Checking for available updates...
[] Verifying installation...
Steam Console Client (c) Valve Corporation
-- type 'quit' to exit --
Loading Steam3...[HTTP Remote Control] HTTP server listening on port 
27037.

OK.

Connecting anonymously to Steam Public...Logged in OK
Waiting for license info...OK
Initial App state (0x4) installed
App state (0x20104) validating, progress: 0.01 (1048576 / 
8325235728)
App state (0x20104) validating, progress: 0.25 (20700190 / 
8325235728)

...
App state (0x20104) validating, progress: 98.31 (8184364723 / 
8325235728)
App state (0x20104) validating, progress: 99.82 (8310014438 / 
8325235728)

Success! App '740' already up to date.

== Redirect to File ==
steamcmd +login anonymous +force_install_dir testdl +app_update 740
validate +quit  out.txt
== out.txt ===
Steam Console Client (c) Valve Corporation
-- type 'quit' to exit --
Loading Steam3...OK.

Connecting anonymously to Steam Public...Logged in OK
Waiting for license info...OK
Initial App state (0x4) installed
App state (0x20104) validating, progress: 0.02 (1441792 / 
8325235728)
App state (0x20104) validating, progress: 0.44 (37029204 / 
8325235728)

...
App state (0x20104) validating, progress: 98.53 (8203239091 / 
8325235728)
App state (0x20104) validating, progress: 99.91 (8317981011 / 
8325235728)

Success! App '740' already up to date.
[HTTP Remote Control] HTTP server listening on port 27037.
Redirecting stderr to 'C:\games\steamcmd\logs\stderr.txt'
[ 0%] Checking for available updates...
[] Verifying installation...


I'm guessing steamcmd is doing something different when its not a 
console

output which is causing the issues, any ideas?

Regards
Steve

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[hlds] Unable script steamcmd due to output issues

2014-08-09 Thread Steven Hartland

I'm trying to script updates using steamcmd but I'm failing to
get it working due to some very strange behavour in the output
from the tool.

If you run steamcmd in a command prompt everything appears normal,
updates run and the output appears as it makes progress i.e.
line by line.

The problem occurs then either redirecting or capturing the
output from steamcmd (windows version).

First off you don't get the output as it happens, its delayed
until the command finishes or until there has been significant
output, which means you can't monitor for progress.

Next the output is jumbled with output that would display
early on when run in the console being output at the end.

Here's an example:

== Console Version ==
steamcmd +login anonymous +force_install_dir testdl +app_update 740 
validate +quit

Redirecting stderr to 'C:\games\steamcmd\logs\stderr.txt'
[  0%] Checking for available updates...
[] Verifying installation...
Steam Console Client (c) Valve Corporation
-- type 'quit' to exit --
Loading Steam3...[HTTP Remote Control] HTTP server listening on port 
27037.

OK.

Connecting anonymously to Steam Public...Logged in OK
Waiting for license info...OK
Initial App state (0x4) installed
App state (0x20104) validating, progress: 0.01 (1048576 / 8325235728)
App state (0x20104) validating, progress: 0.25 (20700190 / 8325235728)
...
App state (0x20104) validating, progress: 98.31 (8184364723 / 
8325235728)
App state (0x20104) validating, progress: 99.82 (8310014438 / 
8325235728)

Success! App '740' already up to date.

== Redirect to File ==
steamcmd +login anonymous +force_install_dir testdl +app_update 740 
validate +quit  out.txt

== out.txt ===
Steam Console Client (c) Valve Corporation
-- type 'quit' to exit --
Loading Steam3...OK.

Connecting anonymously to Steam Public...Logged in OK
Waiting for license info...OK
Initial App state (0x4) installed
App state (0x20104) validating, progress: 0.02 (1441792 / 8325235728)
App state (0x20104) validating, progress: 0.44 (37029204 / 8325235728)
...
App state (0x20104) validating, progress: 98.53 (8203239091 / 
8325235728)
App state (0x20104) validating, progress: 99.91 (8317981011 / 
8325235728)

Success! App '740' already up to date.
[HTTP Remote Control] HTTP server listening on port 27037.
Redirecting stderr to 'C:\games\steamcmd\logs\stderr.txt'
[  0%] Checking for available updates...
[] Verifying installation...


I'm guessing steamcmd is doing something different when its not a 
console

output which is causing the issues, any ideas?

   Regards
   Steve 



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Re: [hlds] [TWI Serveradmins] Rising Storm Full Game Launch Tomorrow, May 30th 2013

2013-05-30 Thread Steven Hartland

Thanks for the heads up John.

Took a few retries to persuad steam to connect and download the updates today,
but all looking good now :)

   Regards
   Steve

- Original Message - 
From: John Gibson j...@tripwireinteractive.com




Everyone,

We have now set the Rising Storm/RO2 merged servers live completely. So you
no longer need the beta flag. You can now update your servers normally with
the RO2 app ID of 212542.




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In the event of misdirection, illegible or incomplete transmission please 
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Re: [hlds] Who do we send netspike.txt log too?

2013-05-15 Thread Steven Hartland

If your considering a new compression algorithm, I would strongly suggest 
looking at lz4:-
https://code.google.com/p/lz4/

   Regards
   Steve
- Original Message - 
From: Fletcher Dunn fletch...@valvesoftware.com

To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Sent: Wednesday, May 15, 2013 5:51 PM
Subject: 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?

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Re: [hlds] [hlds_announce] Pre-release updates available for CS:S, DoD:S, and HL2:DM

2013-04-26 Thread Steven Hartland
This has been mentioned many many times before, but given your fixing cfg 
pathing its something I'll bring up a again ;-)

We really need a engine based command line option which sets the base directory 
for the where configs, logs, bans etc are stored.

Other engines / games have been providing this really useful feature for years, 
yet the source engine still doesn't have it making its titles much harder to 
support multiple servers from a single install :(

Adding a command like option such as -basepath directory which enabled all 
configs, logs etc to be read for a specific base directory would help immensely 
not only for the core game functionality but also for addons, mods etc.

This way you can have a single install of the game add the one option to the 
command line and everything works as expected for multiple servers e.g.
Server 1: hl2ds -basepath server1
Server 2: hl2ds -basepath server2

This would allow easy hosting of multiple servers without constantly worrying 
about conflicts between servers as they read configs or write state based 
information to a location that conflicts with other servers running from the 
same core game directory.

Regards
Steve
  - Original Message - 
  From: Fletcher Dunn 
  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 
  Sent: Friday, April 26, 2013 6:48 PM
  Subject: [hlds_announce] 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.)

   



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Re: [hlds] CS:GO Map Voting?

2012-08-20 Thread Steven Hartland
CS:GO doesn't use maplist.txt
  - Original Message - 
  From: James Ives 
  To: Half-Life dedicated Win32 server mailing list 
  Sent: Monday, August 20, 2012 9:00 AM
  Subject: [hlds] CS:GO Map Voting?


  How do I add other maps to my servers vote menu in csgo? I have everything in 
the maplist.txt and mapcycle.txt but all it shows is the default defuse mission 
map. 


  ■ James Ives ■ ja...@jimo.co.uk






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

2012-08-18 Thread Steven Hartland

Indeed holding releases and scheduling them for a predetermined time in
the morning early in the week with plenty of warning would be much more
preferable.

There are quite periods and there are busy periods just like in IT where
everyone scheduled stuff for the quite times to minimise the number of
effected people and maximise the chances of GSP and admins being available
to perform the updates in a timely manor.

In addition to this it would help ease the load on the content servers
as not everyone would be online to update, hence the load wouldn't
suddenly spike causing issues for everyone.

All round a better solution for everyone. So please please consider it.

   Regards
   Steve

- Original Message - 
From: Todd Pettit pettit.t...@gmail.com

To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Sent: Saturday, August 18, 2012 2:26 PM
Subject: Re: [hlds] [hlds_linux] Full servers, but not?



You can keep defending them. The simple fact was this was completely avoidable 
in first case.
The fact other companies are even worse is also irrelevant.

If updates were rolled out a 10am on a Monday 80,000 players would not of been affected. If you work in IT you do rollouts in 
off hours. You don't wait till just before everyone comes to work cross your fingers and flip the switch.


The Christmas rollout introduced problems that continued into the weekend.
The Pyromania rollout introduced problems that continued into the weekend.
This MVM update introduced problems likely to continue into the weekend.

Regular updates are most common on Thursdays making mistakes likely to continue 
into the weekends.

This is not a fluke this is not even a trend at this point this is a practice 
of conducting business.

While I may be the only one speaking up about this while a few of you guys with one server want to pile on me and praise Valve I 
guarantee more people think this whole ordeal is an established pattern

and entirely avoidable.

We are the cashiers for valve and if I am going to ring their cash register bells several hundred thousand times a year. I think 
reasonably level of professionalism is to be expected.


If you worked and IT and crashed the email servers an hour before lunchtime the CEO isn't going to say oh well he is going to 
ask why didn't you do it at 2am then he is going to fire you cause there is no damn answer you could give that makes any sense.


Those of us who run 10 or more servers only to be shutdown on the busiest days of the week on a fairly regular basis due to a 
obviously untested update get a little tired of making excuses for it.


My community does not blame me either. They are well aware who is responsible. The update issues, the bug fixes that never come, 
item server disconnects, steam syncing issues and the complete lack of communication have been standard operating procedure for 
too long. But we have a store and hats, hats, hats, oh and hats.



Move the updates up 2 days and start a Quality Assurance program and a hundred thousand  gamers could blissfully be unaware any 
of this ever happened.




- Original Message -
From: E. Olsen ceo.eol...@gmail.com
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Sent: Saturday, August 18, 2012 8:16:37 AM
Subject: Re: [hlds] [hlds_linux] Full servers, but not?


A dose of civility goes a long way.


While I'm certainly not happy to be seeing the number/frequency of crashes on our servers (and I hope a few people at Valve are 
willing to give up their weekend to find a fix), I don't think hurling insults Valve's way is constructive in the least. Valve 
has a long history of learning from their mistakes (as any great company does), and I'm sure this will be no differentand 
the fact that they HAVE just released a new game mode for a 5 year old game that most of our players find incredibly fun and 
entertaining earns them alot of leeway in my book.



I'm confident it will get fixed - the sooner the better of course - but I'm not prepared to hurl insults at a company that has 
done everything it can to keep a game we love moving forward year after year. Unless you guys have experienced the kind of 
support (or lack thereof) that server operators get from other companies (DICE/EA, Activision, etc. etc.) you have no idea how 
good we've got it.



Give these guys a break. Keep feeding them crash reports/problems you find, and they'll fix it asap. If your communities are so 
fragile they can't handle a few days of server instability without your players heading for the exits, then I would submit that 
you have a bigger problem you may need to address.



Disagreement and debate are a healthy thing - but once insults start flying, 
then this list has lost its purpose.




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[hlds] Setting tf_mvm_missioncyclefile crashes the server

2012-08-16 Thread Steven Hartland
After you run it either in the console, server.cfg or command line you get following (manually typed in from screen shot so may 
have some typos)


threadtools.cpp (2644) : Assertion Failed: Illegal termination of worker thread 
'SteamFindServerThread'
Assert( Assertion Failed: Illegal termination of worker thread ' 
StreamFindServerThread' ):threadtools.cpp:2664

framefunction.cpp (120) : Assertion Failed: 
CFrameFunctionMgr::~CFrameFunctionMgr: non static FrameFunction still registered

   Regards
   Steve 




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[hlds] You must set maxplayers to 32 to host MvM console spam

2012-08-16 Thread Steven Hartland

If you start a server in MvM without -maxplayers 32 it spams
the console with the message:-
You must set maxplayers to 32 to host MvM

It would be much more preferable if it said the message then
exited instead of spamming the message hundreds of times a
second wasting machine resources.

   Regards
   Steve


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Re: [hlds] Multiple Servers From Same SRCDS Installation = Bad?

2012-08-05 Thread Steven Hartland

It doesn't save space compared with just using one install.

If you symlinked every file your making the OS do a lot more
work during normal operation hence the performance drop.

As there's no need to do it, then why do it?

   Regards
   Steve
- Original Message - 
From: Lord_Jeremy lord.jer...@gmail.com

To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Sent: Sunday, August 05, 2012 4:29 AM
Subject: Re: [hlds] Multiple Servers From Same SRCDS Installation = Bad?


What are you talking about? It most definitely SAVES space and in my experience has absolutely no noticeable effect on 
performance. With regard to taking time to set up, I personally created a simple script that will create the necessary links and 
install the game to a new directory. I'm planning on trying out a filesystem extension that allows overlapping hard links so I 
can make a new install by just linking to a common directory and create overrides for things like addons and cfg. As it is, with 
my current servers sharing all the game content updating is a much faster procedure.


-Jeremy

On Aug 4, 2012, at 10:09 PM, Steven Hartland kill...@multiplay.co.uk wrote:


This is a bad idea don't use symlinks it wastes time, space and reduces
performance.

  Regards
  Steve

- Original Message - From: Jevgenij Timosenko stinky...@gmail.com
To: hlds@list.valvesoftware.com
Sent: Saturday, August 04, 2012 11:18 AM
Subject: Re: [hlds] Multiple Servers From Same SRCDS Installation = Bad?



Sorry for insisting, but as pointed out in this wiki page:
If you are looking to save space or unify certain files that you know
will not change, use symlinks. I assume we are free to symlink
binaries, common plugins/*.smx . I agree that we should not symlink
directories - at least I never did and avoid doing this, I just go
through default installation and symlink files with some exceptions.
This is quite interesting topic for me at the moment as I am working on
automated symlink scripts and need to be certain what route will be
better. After all, needing to update SM once rather than 20 times is
amazing difference. Currently I have 2 gameservers running symlinks to
single SM instance. Nice point out of gamedata, I will add it to
exceptions but did not hit the issue with this yet.
On Sat, 2012-08-04 at 00:49 +0200, Valentin G. wrote:

It is officially advised against doing that:
http://wiki.alliedmods.net/Multiple_or_Forked_Servers_(SourceMod) On Fri, Aug 
3, 2012 at 11:49 PM, Jevgenij Timosenko
stinky...@gmail.com wrote:
   What is wrong with having Sourcemod symlinked?
   On Thu, Aug 2, 2012 at 12:59 PM, Valentin G.
   nextra...@gmail.com wrote:
We use symlinking to run a bunch of servers off of the same
   files. It works
like a charm and allows every instance to have it's own
   config and log
directories no problem.
This should work on Windows aswell.
   
Just as a heads-up: SourceMod needs it's own copy for every
   server you are
running (if you're planning to use it). Otherwise horrible
   things will
happen :)
   
   
On Thu, Aug 2, 2012 at 10:31 AM, Steven Hartland
   kill...@multiplay.co.uk
wrote:
   
- Original Message - From: PAL-18
   pal...@zombiegamer.net
To: hlds@list.valvesoftware.com
Sent: Thursday, August 02, 2012 9:20 AM
Subject: [hlds] Multiple Servers From Same SRCDS
   Installation = Bad?
   
   
   
I've read this on lots of forums but no one seems to have
   any concrete
reason why this is bad:
   
Is it true that running multiple servers from the same
   SRCDS installation
is bad?  Does it cause stability problems?  Performance
   problems? Lag? File
corruption?
   
   
No, you need to ensure that things are configured properly
   but you won't
get
any stabilty problems.
   
Performance should actually be better as it makes better
   use of filesystem
cache
and dll cache in the OS.
   
We use this to run hundreds of servers.
   
The only issue we have are:-
1. demo's don't allow you specify a location to save them
2. configs need prefixing manually unlike other games which
   have a base
path
command line option which makes everything very easy.
   
We've raised these enhancements a few times here before as
   it would things
so much easier if they where added :)
   
   Regards
   Steve
   

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   (UK) Ltd. and
the person or entity to whom it is addressed. In the event
   of misdirection,
the recipient is prohibited from using, copying

Re: [hlds] Multiple Servers From Same SRCDS Installation = Bad?

2012-08-05 Thread Steven Hartland


- Original Message - 
From: John lists.va...@nuclearfallout.net

To: hlds@list.valvesoftware.com
Sent: Sunday, August 05, 2012 4:51 AM
Subject: Re: [hlds] Multiple Servers From Same SRCDS Installation = Bad?



On 8/4/2012 7:09 PM, Steven Hartland wrote:

This is a bad idea don't use symlinks it wastes time, space and reduces
performance.


I haven't tried symlinks, but they should work fine. Hardlinks certainly 
save time, space, and increase performance (both on Windows and Linux) 
-- that's why we use them here.


Still not as good as using a single install with different command
line options as your still creating many many more FS entries which
aren't needed.

   Regards
   Steve


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Re: [hlds] Multiple Servers From Same SRCDS Installation = Bad?

2012-08-04 Thread Steven Hartland

This is a bad idea don't use symlinks it wastes time, space and reduces
performance.

   Regards
   Steve

- Original Message - 
From: Jevgenij Timosenko stinky...@gmail.com

To: hlds@list.valvesoftware.com
Sent: Saturday, August 04, 2012 11:18 AM
Subject: Re: [hlds] Multiple Servers From Same SRCDS Installation = Bad?



Sorry for insisting, but as pointed out in this wiki page:
If you are looking to save space or unify certain files that you know
will not change, use symlinks. I assume we are free to symlink
binaries, common plugins/*.smx . I agree that we should not symlink
directories - at least I never did and avoid doing this, I just go
through default installation and symlink files with some exceptions.

This is quite interesting topic for me at the moment as I am working on
automated symlink scripts and need to be certain what route will be
better. After all, needing to update SM once rather than 20 times is
amazing difference. Currently I have 2 gameservers running symlinks to
single SM instance. Nice point out of gamedata, I will add it to
exceptions but did not hit the issue with this yet.

On Sat, 2012-08-04 at 00:49 +0200, Valentin G. wrote:

It is officially advised against doing that:
http://wiki.alliedmods.net/Multiple_or_Forked_Servers_(SourceMod) 


On Fri, Aug 3, 2012 at 11:49 PM, Jevgenij Timosenko
stinky...@gmail.com wrote:
What is wrong with having Sourcemod symlinked?

On Thu, Aug 2, 2012 at 12:59 PM, Valentin G.

nextra...@gmail.com wrote:
 We use symlinking to run a bunch of servers off of the same
files. It works
 like a charm and allows every instance to have it's own
config and log
 directories no problem.
 This should work on Windows aswell.

 Just as a heads-up: SourceMod needs it's own copy for every
server you are
 running (if you're planning to use it). Otherwise horrible
things will
 happen :)


 On Thu, Aug 2, 2012 at 10:31 AM, Steven Hartland
kill...@multiplay.co.uk
 wrote:

 - Original Message - From: PAL-18
pal...@zombiegamer.net
 To: hlds@list.valvesoftware.com
 Sent: Thursday, August 02, 2012 9:20 AM
 Subject: [hlds] Multiple Servers From Same SRCDS
Installation = Bad?



 I've read this on lots of forums but no one seems to have
any concrete
 reason why this is bad:

 Is it true that running multiple servers from the same
SRCDS installation
 is bad?  Does it cause stability problems?  Performance
problems? Lag? File
 corruption?


 No, you need to ensure that things are configured properly
but you won't
 get
 any stabilty problems.

 Performance should actually be better as it makes better
use of filesystem
 cache
 and dll cache in the OS.

 We use this to run hundreds of servers.

 The only issue we have are:-
 1. demo's don't allow you specify a location to save them
 2. configs need prefixing manually unlike other games which
have a base
 path
 command line option which makes everything very easy.

 We've raised these enhancements a few times here before as
it would things
 so much easier if they where added :)

Regards
Steve

 
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 the person or entity to whom it is addressed. In the event
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 disseminating it or any information contained in it.
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Re: [hlds] Multiple Servers From Same SRCDS Installation = Bad?

2012-08-02 Thread Steven Hartland
- Original Message - 
From: PAL-18 pal...@zombiegamer.net

To: hlds@list.valvesoftware.com
Sent: Thursday, August 02, 2012 9:20 AM
Subject: [hlds] Multiple Servers From Same SRCDS Installation = Bad?


I've read this on lots of forums but no one seems to have any concrete reason 
why this is bad:


Is it true that running multiple servers from the same SRCDS installation is 
bad?  Does it cause stability problems?  Performance problems? Lag? File corruption?


No, you need to ensure that things are configured properly but you won't get
any stabilty problems.

Performance should actually be better as it makes better use of filesystem cache
and dll cache in the OS.

We use this to run hundreds of servers.

The only issue we have are:-
1. demo's don't allow you specify a location to save them
2. configs need prefixing manually unlike other games which have a base path
command line option which makes everything very easy.

We've raised these enhancements a few times here before as it would things
so much easier if they where added :)

   Regards
   Steve


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Re: [hlds] Multiple Servers From Same SRCDS Installation = Bad?

2012-08-02 Thread Steven Hartland
Oh yes and avoid auto running addons, remove the auto run option and have them 
configured manually else every server will end up with all the random addon's 
installed running.

Regards
Steve
  - Original Message - 
  From: Valentin G. 
  To: Half-Life dedicated Win32 server mailing list 
  Sent: Thursday, August 02, 2012 12:59 PM
  Subject: Re: [hlds] Multiple Servers From Same SRCDS Installation = Bad?


  We use symlinking to run a bunch of servers off of the same files. It works 
like a charm and allows every instance to have it's own config and log 
directories no problem.
  This should work on Windows aswell.



  Just as a heads-up: SourceMod needs it's own copy for every server you are 
running (if you're planning to use it). Otherwise horrible things will happen :)


  On Thu, Aug 2, 2012 at 10:31 AM, Steven Hartland kill...@multiplay.co.uk 
wrote:

- Original Message - From: PAL-18 pal...@zombiegamer.net
To: hlds@list.valvesoftware.com
Sent: Thursday, August 02, 2012 9:20 AM
Subject: [hlds] Multiple Servers From Same SRCDS Installation = Bad?




  I've read this on lots of forums but no one seems to have any concrete 
reason why this is bad:

  Is it true that running multiple servers from the same SRCDS installation 
is bad?  Does it cause stability problems?  Performance problems? Lag? File 
corruption?



No, you need to ensure that things are configured properly but you won't get
any stabilty problems.

Performance should actually be better as it makes better use of filesystem 
cache
and dll cache in the OS.

We use this to run hundreds of servers.

The only issue we have are:-
1. demo's don't allow you specify a location to save them
2. configs need prefixing manually unlike other games which have a base 
path
command line option which makes everything very easy.

We've raised these enhancements a few times here before as it would things
so much easier if they where added :)

   Regards
   Steve


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Re: [hlds] [OT] Modern Warfare 3 server package broken or masters not up yet?

2011-11-08 Thread Steven Hartland
just set sv_config to the relevant file and place it in the correct directory.

Issues tips and problems and workarounds can be found here:-
http://community.callofduty.com/thread/100568363?tstart=0

Regards
Steve
  - Original Message - 
  From: William Balkcom 
  To: hlds@list.valvesoftware.com 
  Sent: Wednesday, November 09, 2011 12:53 AM
  Subject: Re: [hlds] [OT] Modern Warfare 3 server package broken or masters 
not up yet?


Hi Lane, I seem to be having the same issue, did you ever get this working? 
Thanks -Original Message 

Hey Steve, May I ask how you got it to read your server.cfg? I can't for the 
life of me get it to read or if it is reading  to have thesettings take effect. 
I also have the lan only issue. Lane EckleyHypernia Hosting CorpDesk: 
1.305.390.2124Toll Free: 1.800.284.6978 ext. 600http://www.hypernia.comLane at 
hypernia.com  Confidentiality Note:  The information contained in this 
transmission islegally privileged and confidential, intended only for the use 
of theindividual or entity named above. If the reader of this message is not 
theintended recipient, you are hereby notified that any 
dissemination,distribution, or copying of this communication is strictly 
prohibited. Thank you.   



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Re: [hlds] Forum vs. email list

2011-10-25 Thread Steven Hartland


- Original Message - 
From: Fletcher Dunn fletch...@valvesoftware.com

To: Half-Life dedicated Linux server mailing list 
hlds_li...@list.valvesoftware.com; hlds@list.valvesoftware.com
Sent: Tuesday, October 25, 2011 1:34 AM
Subject: [hlds] Forum vs. email list



I am honestly astounded by the amount of people who complain when

people ask for help on help forums or mailing lists. Not everyone
signs up and instantly reads everything, goes through all the
archives, or spends hours researching.


I'd like to use this comment as a springboard for a discussion about
the format of this list.

I hear that a few years ago the idea of migrating the email list to a
forum was kicked around.  However, at the time (is this still true today?)
the users of the list didn't like the idea.  it is my understanding that
most server admins prefer:

1.) Receiving push notifications.
2.) Viewing the list in their email client

#1 seems like a really compelling advantage (especially for announcements),
while #2 seems like a personal preference, and many people have the opposite
preference.

A forum has several compelling advantages:

1.) Easier to search and find answers to previously asked questions


Only if the search is good, most forums search fail to find answers as
their search methods are:
1. poor
2. slow


2.) Easier to follow a thread of conversation.  (I personally find any email
distribution list to become unreadable pretty much instantly, with all the
's and broken line breaks that everybody's mail clients and put everywhere.)


It is easier to follow if your new to the conversation, but if your following
the a topic its actually slower, as you need to constantly load lots of old
content and scroll past it.

3.) Easier to modify your post if you notice a mistake or want to clarify
something, rather than making a new post.


This can actually be a down side as it means that its impossible for people to
know that you've changed something.


4.) Easier to delete or move posts if they are spam, rude, inappropriate,
belong in the general TF2 SPUF forum, etc.


Just ban users who abuse, tbh forums attract this behavour much more than
a mailing list.


5.) Easier to ignore an entire thread that you are not interested in.


Not really, when your looking for new posts it will still contantly pop
up, which is not the case in a good mailing list email client.


Could there be some sort of forum + push notification that would satisfy
what everybody wants?  This list exists to serve you guys, so I'm curious
what everything thinks.  I *believe* most of the guys would find a forum
format (perhaps with some push notification) more convenient.


forums don't work for me as they are too much overhead, I don't have time
to constantly check a forum, where as I do get chance to skim through
the emails from a mailing list and pick out those topics where are
important to me. Even with an email feed a forum has some notable
disadvantages:-
1. Its more time consuming to reply, so you would need to add email reply
submission.
2. It attracts more spam and useless comments, email lists are older and
keep the usual forum trolls out. You get a much higher noise to useful
content ratio on forums.
3. Without push I can only read your news in that location, as a GSP with
30+ similar lists across the industry we need it to be accessible in
one place which an email list provides.

If the list where to migrate to a forum, I would be highly unlikely to
use it which would mean missing out on important announcements and
good content, which would be shame; so my vote would be to keep it
how it is which works well for what we use it for.

   Regards
   Steve


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Re: [hlds] Small Required Update for RO2 Dedicated Serverreleased-final update before launch

2011-09-14 Thread Steven Hartland

That will only work if you have only one server ;-)

   Regards
   Steve
- Original Message - 
From: mu...@anbservers.net



Don't delete the ini just change the settings in the defaultweb.ini .  When ever the server overwrites the roweb.ini  it will be 
pull the settings from the defaultweb.ini.




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Re: [hlds] Small Required Update for RO2 Dedicated Server released- final update before launch

2011-09-13 Thread Steven Hartland
Doesn't here, deleting defaultweb.ini and creating an roweb.ini with the wanted 
settings works just fine.

Regards
Steve
  - Original Message - 
  From: Bobby 
  To: 'Half-Life dedicated Win32 server mailing list' 
  Sent: Tuesday, September 13, 2011 11:15 PM
  Subject: Re: [hlds] Small Required Update for RO2 Dedicated Server released- 
final update before launch


  If you rename defaultweb.ini it will still generate a new one and turn off 
web.

  -bobby

   



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Re: [hlds] upcoming orange box framerate changes

2011-07-20 Thread Steven Hartland
Thanks for the heads up.

Does this mean your not doing fixed periods frame sleeps, instead using a 
dynamic interframe sleep to ensure an actual constant frame rate unlike the 
current code which sleeps for a fixed period meaning the fps varies under load? 
Hope so :)

Regards
Steve
  - Original Message - 
  From: Henry Goffin 
  To: hlds_li...@list.valvesoftware.com ; 'hlds@list.valvesoftware.com' 
  Sent: Wednesday, July 20, 2011 11:56 PM
  Subject: [hlds] upcoming orange box framerate changes


  Hi all, a heads up to TF2 and CS:S server operators -

   

  A near-future update (not necessarily the next one) will change the way that 
framerate is handled in the dedicated server. All users, especially those with 
very low pings, should receive a smoother gameplay experience with less jitter 
and more consistent-feeling latency.

   

  Another effect of these changes is that all Orange Box (TF2, CS:S, etc) 
dedicated servers will run with a locked framerate, similar to L4D/L4D2. The 
fps_max convar will not have any effect on servers. (It remains as a client 
option since limiting your FPS can reduce GPU heat and overall power 
consumption.)

   

  Although we don't normally give notice before updates, this is a potentially 
disruptive change for the server rental market, so those who currently charge 
premiums for higher framerates should probably start considering their 
options now.

   

  Henry G.



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Re: [hlds] [hlds_linux] Required Update For Killing Floor Coming Soon

2011-07-02 Thread Steven Hartland

Don't know about apologies, I think the dedication to release a patch on
Saturday deserves a thank you :)

   Regards
   Steve

- Original Message - 
From: Dayle Flowers da...@tripwireinteractive.com


We apologize for this, but there was a very ugly bug that was causing 
players to not be able to unlock some of the new achievements. 
Normally, achievements would not be a big deal, but this is the only way 
for players to unlock the Steampunk Mr. Foster character.  Again, we are 
very sorry about this, but this is definitely necessary.




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Re: [hlds] BRINK Dedicated Server Update

2011-06-23 Thread Steven Hartland
Do you have a change list there Will?

Regards
Steve
  - Original Message - 
  From: William 'Smooth' Richens 
  To: 'hlds@list.valvesoftware.com' 
  Sent: Thursday, June 23, 2011 5:41 PM
  Subject: [hlds] BRINK Dedicated Server Update


  Hey,

   

  Just a quick heads-up for all those running BRINK servers; we'll be pushing 
out a large update in the next hour.

   

  This will be a full dedicated server download, but we're now down to using 
500MB instead of the previous 1.2GB.

   

  A full change list will be posted on our website and on Steam when it arrives.

   

  William 'Smooth' Richens

  Associate Producer | Splash Damage Ltd

   



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Re: [hlds] BRINK Dedicated Server Update

2011-06-06 Thread Steven Hartland
Thanks for the heads-up Will :)
  - Original Message - 
  From: William 'Smooth' Richens 
  To: 'hlds@list.valvesoftware.com' 
  Sent: Monday, June 06, 2011 7:39 PM
  Subject: [hlds] BRINK Dedicated Server Update


  Hey,

   

  Just a quick heads-up for all those running BRINK servers; we'll be pushing 
out a large update in the next 1-2 hours.

   

  This will be the last update requiring a download of this magnitude, future 
updates will be much more condensed.

   

  William 'Smooth' Richens

  Associate Producer | Splash Damage Ltd

   



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Re: [hlds] Brink dedicated server 1.3.3 update

2011-05-24 Thread Steven Hartland
There are, its good please continue :)
  - Original Message - 
  From: Matt 'Anti' Lowe 
  To: Half-Life dedicated Win32 server mailing list ; tmar...@shaw.ca 
  Sent: Tuesday, May 24, 2011 10:37 AM
  Subject: Re: [hlds] Brink dedicated server 1.3.3 update


  Hey Tristan,

   

  I was told this list was often used for updates on all manner of Steamworks 
dedicated servers that use srcdsupdate, and that GSPs and hosts appreciate 
getting notification ahead of the update, so I thought it'd be a good 
communication channel for us to use. 

   

  If this list is reserved for the use of HL based games only then apologies, I 
can definitely avoid posting here in future and setup our own list.

   



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Re: [hlds] Brink dedicated server 1.3.3 update

2011-05-24 Thread Steven Hartland

They still announce here as well though :)

Personally I like having all the steam server updates announced in
one place.

- Original Message - 
From: msleeper mslee...@ismsleeperwrong.com



For what it's worth, Tripwire has setup their own mailing list and
they use both the hlds/hlds_linux lists, as well as their own, for
update announcements and server op support. I'm pretty sure at least 1
other developer uses it for non-Source/non-hlds update announcements.



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Re: [hlds] Brink dedicated server update shortly

2011-05-13 Thread Steven Hartland
Thanks Matt, if you could give us a heads up when the client update goes live, 
so we can roll out the update, that would be appreciated.

Regards
Steve
  - Original Message - 
  From: Matt 'Anti' Lowe 
  To: 'hlds@list.valvesoftware.com' 
  Sent: Friday, May 13, 2011 4:46 PM
  Subject: [hlds] Brink dedicated server update shortly


  Hey folks,

   

  We'll be sending out a new version of the Brink dedicated server on Steam 
within the next hour, ahead of a client patch about an hour later than that. 
This update will fix the net_ip issue that has been preventing some of you from 
hosting.

   

  The update will increment the game version, so the servers will have to be 
updated if they are to support the newer client version that will be released 
later.

   

  Thanks,

  Matt 

  Matt 'Anti' Lowe | Associate Producer

  Splash Damage Ltd | http://www.splashdamage.com
  PO Box 830 | Bromley BR1 9WZ

   



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Re: [hlds] Massive TF2 Server Crashing

2010-09-20 Thread Steven Hartland

Thanks for the update Joe appreciated.

Would be nice in the future if someone could also drop a note to
say problem X is being investigated, as that would prevent all the
speculation and heartache about our poor little servers :)

Apologies if there was one and I missed it, thanks again!

   Regards
   Steve
- Original Message - 
From: Joe Ludwig j...@valvesoftware.com

To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Sent: Monday, September 20, 2010 9:56 PM
Subject: Re: [hlds] Massive TF2 Server Crashing


We think we have this fixed now. The gameservers were getting into a state where restarting part of the Steam service would 
cause them to crash. In fact, the second crash on Sunday morning (10:58am PDT) was caused by pushing the fix live. We restarted 
that part of Steam this morning at 10:40am PDT and there were no reports of servers crashing en mass around that time, so we 
should be good.


From this point forward, if you see any more instances of many servers crashing at once, please send me callstacks or crash dump 
files and I'll take a look.



Joe Ludwig
j...@valvesoftware.com
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Re: [hlds] 32 Player TF2 Hardware

2010-09-03 Thread Steven Hartland

Try one of our match servers, they are designed to run solid 1000fps up to
18players. Now we haven't tried above that, but if you want to test we
can set something up for you.
http://www.multiplaygameservers.com/game-servers/team-fortress-2-1000-fps/

   Regards
   Steve

- Original Message - 
From: Jeremy D. Pavleck jer...@pavleck.net




Actually, I'd be interested in this as well - especially if you can maintain
1000 server fps at all times. Seems like I haven't found a provider yet that
can do 1000fps solid beyond 12 players (I'm using AI atm). May just roll my
own server and do it that way. 



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Re: [hlds] [hlds_announce] Team Fortress 2/Counter-Strike: Source and Day of Defeat: Source Update Released

2010-08-17 Thread Steven Hartland

Thanks for the update and thanks for the early heads up.

Appreciate timings never gonna  be perfect for everyone but this is much
better for a good portion of EU, so from us to you thanks :)

If you could just enable the server download 30mins and hour before the
client releases so we can all be ready to throw the switch that would
be great :)

   Regards
   Steve

- Original Message - 
From: Jason Ruymen jas...@valvesoftware.com
To: 'Half-Life dedicated Linux server mailing list' hlds_li...@list.valvesoftware.com; hlds@list.valvesoftware.com; 
hlds_annou...@list.valvesoftware.com

Sent: Tuesday, August 17, 2010 8:01 PM
Subject: [hlds_announce] Team Fortress 2/Counter-Strike: Source and Day of 
Defeat: Source Update Released



Required updates to TF2/CSS and DODS are up now.  The specific changes include:

Source Engine Changes (CS:S, DoD:S, TF2)
- The mat_hdr_level, r_rootlod, and r_waterforceexpensive settings are now 
saved in the user's config file.
- Fixed clients being able to connect to servers with spoofed SteamIDs.
- Fixed a bug where some video configurations could get reset by restarting the 
engine.
- Fixed materials compiled into a map not being loaded correctly if they're in 
the root materials folder.
- Fixed a case of uneven performance on multicore machines.
- Fixed point contents not respecting detail brushes. This fixes a bullet 
penetration bug in some community maps.
- Fixed clients being able to spam servers using the 
ai_set_move_height_epsilon, mission_show, and sv_querycache_stats commands.
- Audio fixes:
  - Reduced overlap in the sound timing code.
  - Fixed a case where audio could skip.
  - Fixed voice communication getting corrupted while playing on a Mac.
- sv_pure 2 now protects the game_sounds files in the scripts directory.

Counter-Strike Source
- Fixed prediction errors that were causing greater weapon inaccuracy (bullet 
spread) on client than server.
- Made the bomb the primary target of a +USE command.  This fixes a problem with objects placed around the bombsite interrupting 
defuse attempts.
- Fixed the 'skating' behavior that could occur when a bomb planting attempt was aborted.  Also fixes the resulting out of sync 
hit boxes.

- Fixed bug in which a player who crouched rapidly and repeatedly was seen as 
stationery by other players.
- Fixed problem in which the sound of a reload that was occurring when a player was killed persisted into spectator mode, making 
it sound like a reload was taking place near the spectated player.

- Gave chat interface priority over scoreboard to reduce conflict between the 
two.
- Increased size of HUD icons.
- Fixed bug with env_hudhint that caused problems when its value was greater 
than 255 characters.
- Made the message of the day screen dismissible by hitting ENTER.
- Fixed servers not being able to set sv_hudhint_sound.
- Gun sounds now match up with the framerate dependent sound timing, and fixed 
the framerate dependent jittering bugs.
- Stats:
  - Fixed an issue that could cause loss of player stats if network connectivity was lost briefly, just after launching the 
game.
  - Fixed an issue that caused the favorite weapon to display incorrectly on the stats summary page when a player achieves the 
most kills with a knife or grenade.
  - Made newly-earned achievements and stats immediately update in the achievements and stats panels instead of showing stale 
data.

  - Improved the font on the achievement toast.
- Community Requests:
  - Added cvar sv_enablebunnyhopping, defaulted to 0. ( A value of 1 autotags the server 
with bunnyhop )
  - De_dust and De_dust2 updated.
 - Fixed several exploits.
 - Fixed collisions on crenellation and domes.
 - Fixed minor visual glitches.
 - Adjusted HDR settings.
 - Removed dust clouds.
  - Added console variable cl_hudhint_sound.

Team Fortress 2
- Added server ConVar sv_max_usercmd_future_ticks which prevents clients from 
running usercmds too far in the future.
- Added missing Mac intro movie for cp_coldfront.
- Fixed Hit '%disguiseteam%' to Toggle Team string and code so they're not 
hard coded to 'e' and '-'.
- Fixed servers trying to validate backpack positions in inventories.
- Fixed clients validating inventories other than their own.
- Fixed item selection HUD elements showing un-acknowledged items, which 
resulted in items in invalid backpack positions.
- Fixed players not always getting recent damager credit for player suicides.
- Fixed the weapon selection menu not displaying properly when using 
hud_fastswitch and lastinv at the same time.
- Updated Engineer startup music.
- Updated localization files.
- Updated Pl_ThunderMountain
  - Clipped off sticky outcrops for smoother movement
  - Clipped various exploit ledges
  - Increased environment ambient exterior light level
  - Stage 1
 - Fixed hole in respawn room brushes in RED spawn
 - Shifted respawn times to favor BLU by two seconds
  - Stage 3
 - Clipped rocks off by BLU's 

Re: [hlds] Massive TF2 server cpu hike caused by 2010-07-20 update/ -threads results part 1

2010-08-02 Thread Steven Hartland

Our results show threads 1 produces slightly lower load than threads 3
but that may be a sudo effect. The figures for those interested show:-

threads 3 cpu usage is 52% with an stdev or 15% resulting in 95th pctl of 67%
threads 1 cpu usage is 48% with an stdev of 15% resulting in 95th pctl of 62%

Both measured using over 1,700 samples at 24 players on 2fort of a L5520

   Regards
   Steve

- Original Message - 
From: M33CROB ad...@phoenixrisingtf2.com

To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Sent: Thursday, July 29, 2010 9:17 PM
Subject: Re: [hlds] Massive TF2 server cpu hike caused by 2010-07-20 update/ 
-threads results part 1



Have you been able to complete your analysis with this Steven? I have had my
GSP add -threads 1 to the command start up line and things seem to be
weird. Since adding this I have noticed that my server fps (according to net
graph 4) is always at 30. Previous to this command my server fps would
fluctuate wildly between 64 and 512. Before this TF2 update my fps would
fluctuate between 400  512 but never ever drop below 400.

Since I dont host my own server (due to lack of upload bandwidth) I cant be
certain if this is an issue with my GSP or with the game itself. It seemed
to coincide with everyone else having issues.

On Mon, Jul 26, 2010 at 7:23 AM, Steven Hartland kill...@multiplay.co.ukwrote:


The results for Windows are in and using both -threads 1 and -threads 3
has produced a definite improvement see the following graphs:-
http://www.multiplaygameservers.com/dropzone/13295_week-threads1.png
http://www.multiplaygameservers.com/dropzone/12609_week-thread3.png

I've now switched one of our popular 2fort servers to -threads 3 from
-threads 2 so we can verify which is better threads 1 or threads 3 as
comparing two different maps cant confirm that.

Our Linux results unfortunately have been invalidated by a change in
measurement method, so can't comment there :(

  Regards
  Steve


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Re: [hlds] Massive TF2 server cpu hike caused by 2010-07-20 update / -threads results part 1

2010-07-26 Thread Steven Hartland

The results for Windows are in and using both -threads 1 and -threads 3
has produced a definite improvement see the following graphs:-
http://www.multiplaygameservers.com/dropzone/13295_week-threads1.png
http://www.multiplaygameservers.com/dropzone/12609_week-thread3.png

I've now switched one of our popular 2fort servers to -threads 3 from
-threads 2 so we can verify which is better threads 1 or threads 3 as
comparing two different maps cant confirm that.

Our Linux results unfortunately have been invalidated by a change in
measurement method, so can't comment there :(

   Regards
   Steve


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Re: [hlds] Massive TF2 server cpu hike caused by 2010-07-20 update/ -threads results part 1

2010-07-26 Thread Steven Hartland

Working here, what are you seeing? 404, 500?

   Regards
   Steve

- Original Message - 
From: Mike Stiehm mikesti...@gmail.com

To: 'Half-Life dedicated Win32 server mailing list' 
hlds@list.valvesoftware.com
Sent: Monday, July 26, 2010 4:13 PM
Subject: Re: [hlds] Massive TF2 server cpu hike caused by 2010-07-20 update/ 
-threads results part 1



I think your links are broken. (Maybe it's just me)

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Steven Hartland
Sent: Monday, July 26, 2010 9:23 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Massive TF2 server cpu hike caused by 2010-07-20 update
/ -threads results part 1

The results for Windows are in and using both -threads 1 and -threads 3
has produced a definite improvement see the following graphs:-
http://www.multiplaygameservers.com/dropzone/13295_week-threads1.png
http://www.multiplaygameservers.com/dropzone/12609_week-thread3.png

I've now switched one of our popular 2fort servers to -threads 3 from
-threads 2 so we can verify which is better threads 1 or threads 3 as
comparing two different maps cant confirm that.

Our Linux results unfortunately have been invalidated by a change in
measurement method, so can't comment there :(

   Regards
   Steve


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Re: [hlds] Massive TF2 server cpu hike caused by 2010-07-20 update/-threads results part 1

2010-07-26 Thread Steven Hartland

I would be careful there you may have a virus or something else
hijacking your dns.

I would definitely run a scan to be sure.

   Regards
   Steve

- Original Message - 
From: Mike Stiehm mikesti...@gmail.com




Looks like its something with my DNS server. Its working on another
connection.




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[hlds] CounterStrike: Source update breaks box / wall stopping power on custom maps

2010-07-23 Thread Steven Hartland

In one of the recent CSS updates the stopping power of boxes has been
significantly changed, this breaks a large number of popular custom
maps as it makes it possible to kill people behind big / multiple
boxes as well as being able to shoot through walls.

Examples of effected maps are: de_tuscan, de_cpl_fire, de_cpl_mill.

However de_contra is which appears to use the same style box is not
effected.

Obviously this is a serious issue as the maps above are popular
tournament maps and with this bug they can't be used.

If there is any more info required to fix this, lmk and we'll provide.

   Regards
   Steve


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Re: [hlds] CounterStrike: Source update breaks box / wall stoppingpower on custom maps

2010-07-23 Thread Steven Hartland

Yes.

You can now shoot through double boxes, large boxes and walls with anything
desert eagle and above on these maps :(
   
   Regards

   Steve

- Original Message - 
From: Josh Bost dislexs...@dislexsick.com

To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Sent: Friday, July 23, 2010 3:14 PM
Subject: Re: [hlds] CounterStrike: Source update breaks box / wall 
stoppingpower on custom maps



I'm not fully understanding.

You are saying the bullet penetration has changed (and thus broken certain
maps)?




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Re: [hlds] Massive TF2 server cpu hike caused by 2010-07-20 update

2010-07-23 Thread Steven Hartland

Its a little early to tell just yet but initial results seem to indicate
this MAY have helped on windows but not on Linux.

   Regards
   Steve

- Original Message - 
From: Shizzle Nizzle infl...@gmail.com

To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Sent: Friday, July 23, 2010 3:55 PM
Subject: Re: [hlds] Massive TF2 server cpu hike caused by 2010-07-20 update



since i tried valve's method of adding thread 3 and 1 that didn't seem to
work, i think it actually made it worst lol.

mike, since i run 8 core servers as well, I figure I would try your method
out, since you said you had some success with it. how do you set permanent
CPU affinity by commandline.. do you just add something like /CPU1 or /CPU2
to the end of the commandline? thanks




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Re: [hlds] Massive TF2 server cpu hike caused by 2010-07-20 update

2010-07-23 Thread Steven Hartland

We're running a combination, across servers. Will post full results when
we have enough stats to make a well informed opinion.

   Regards
   Steve
- Original Message - 
From: Shizzle Nizzle infl...@gmail.com

To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Sent: Friday, July 23, 2010 4:43 PM
Subject: Re: [hlds] Massive TF2 server cpu hike caused by 2010-07-20 update



which one for you? threads 1 or 3 or both? oO




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[hlds] Improving the update procedure

2010-07-23 Thread Steven Hartland

I must say the updates are becoming a pain. More and more regular and more
often than not they break things :(

We all appreciate the work being done, don't think for a minute we don't,
but I do think that there could be some definite improvements to how things
are done atm.

First off don't release updates a absolute PEAK gaming time for the week.

Week after week we get updates released at 10pm on a Friday during peak
gaming hours, by all means prepare a weekly update and release it but
pick a sensible day / time. Tuesday / Wednesday would be much better, it
means people are more likely to be about and if there are any issues
they can be fixed in time for the weekend sessions.

Please please let us know in advance! Is there any harm in getting an
update ready then delaying its release for 24 hours or so during which
time admins can download the updates to prepare for the release. Then
at a pre-published time the client releases, server admins flick the switch
their end and everyone's happy.

The benefits of this:-
1. Admins can prepare
2. Lower load on the Content Servers as admins aren't downloading at the
same time as the Clients
3. Clients are happier as their servers are updated quickly instead of
having to wait while admins struggle to get the servers update.
4. Admins can pre test with their server up and raise issues before
all hell breaks loose.

All in all everyone wins.

Please consider reviewing your release engineering to incorporate some
or all of the ideas above, it will make everyone's life so much easier.

   Regards
   Steve

- Original Message - 
From: e...@ccgaming.com

To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Sent: Saturday, July 24, 2010 1:42 AM
Subject: Re: [hlds] Counter-Strike: Source Update Available


Releasing a required update without the capacity to handle everyone updating at once is a problem -- expecting people to leave 
their servers broken to reduce Valve's load isn't an acceptable solution.


Valve should either invest in the infrastructure to handle it or work with a service such as Akamai to handle the load from 
updates.


If TF2 is any indication, don't expect advance notification or beta releases (Valve even released an update they knew would 
break almost all management plugins without giving notification or a beta for the plugin developers to work with).




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Re: [hlds] Improving the update procedure

2010-07-23 Thread Steven Hartland

I would have to disagree, Friday is the worst day and for those in
Europe the worst time as well.

No time will every be perfect, but atm it couldn't be worse if your
in Europe as its both Friday ( bad in general ) and peak gaming hours
as well.

Ask anyone doing release management, and they will tell you not to
do releases on a Friday when everyone's about to have 2 days off. It
just doesn't make sense, as if you have problems there's not much you
can do till Monday to get it fixed.

The key thing here is improvement, nothing is ever perfect but it
could so easily be improved.

   Regards
   Steve

- Original Message - 
From: DKA-MUG brown dugan...@hotmail.com



Week after week we get updates released at 10pm on a Friday during peak gaming 
hours

In what country? updates are distributed all over the world in many timezones, I will admit getting some updates at crap times 
in Australia, but I would imagine that updates will be in peak time for some server admin in some part of the world.



a pre-published time


Major releases like TF2 Character upgrades are generally pre-published, other 
updates are coders responding to bug fix's.


All in all no time would suit all countries and I really don't understand why Valve should be expected to restructure for lazy 
server administration.




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Re: [hlds] Improving the update procedure

2010-07-23 Thread Steven Hartland

Quite well aware of where Valve are based, but consideration for a not
insignificant number of their customers, here in Europe wouldn't go a
miss ;-)

Everyone on this list works hard to promote, configure and manage their
servers, which is one part of the big machine that enables these games
to flourish.

All, I'm suggesting is some easy ways to make the update process run
smoother for everyone, which I hope will be considered.

   Regards
   Steve

- Original Message - 
From: msleeper mslee...@ismsleeperwrong.com

To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Sent: Saturday, July 24, 2010 2:37 AM
Subject: Re: [hlds] Improving the update procedure



There's really no pattern to it. And despite what some naysayers and
those outside of the US are saying, Friday updates aren't really the
norm.

To those of you in merry old Britland, keep in mind that Valve is based
on the west coast, USA so that's the timetable they run. If that's a
problem for you then either move to the West Coast so you'll be on their
schedule, or deal_with_it_gaben.jpg



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Re: [hlds] Massive TF2 server cpu hike caused by 2010-07-20 update

2010-07-22 Thread Steven Hartland

Yes Windows here, assigning cores wont solve high cpu load it will just limit 
it :(

- Original Message - 
From: Mike Stiehm mikesti...@gmail.com

To: 'Half-Life dedicated Win32 server mailing list' 
hlds@list.valvesoftware.com
Sent: Thursday, July 22, 2010 1:11 AM
Subject: Re: [hlds] Massive TF2 server cpu hike caused by 2010-07-20 update



any of  you guys on windows? I seemed to have completely fixed this on my
system.

I was letting windows assign the SRCDS treads to CPU cores (Generally it
windows does a great job at this) hover when I manually assigned the SRCDS
treads to cpu cores all lag/cpu spikes stopped completely.. I also believe
the overall CPU usage dropped in 1/2 for me... Maybe we have a bug with the
multi treading and didn't valve update that code a few updates ago also?




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Re: [hlds] Massive TF2 server cpu hike caused by 2010-07-20 update

2010-07-22 Thread Steven Hartland

Thanks for the suggestion Eric, I've restarted a selection of our
most popular publics with a mixture of -threads 1 and -threads 3
and will monitor the results.

It will take ~24 hours to get enough stats to be able to formulate a
meaningful conclusion from, so will report back some time tomorrow.

   Regards
   Steve

- Original Message - 
From: Eric Smith er...@valvesoftware.com

To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Sent: Thursday, July 22, 2010 7:29 PM
Subject: Re: [hlds] Massive TF2 server cpu hike caused by 2010-07-20 update


Can you try starting your server(s) with -threads 3 or -threads 1 in the command line to see if that fixes the CPU spikes you're 
seeing?




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[hlds] Massive TF2 server cpu hike caused by 2010-07-20 update

2010-07-21 Thread Steven Hartland
We've been seeing a large number of complaints about lag over the last few days for our TF2 servers and upon investigation it 
seems that the update released yesterday morning has caused a MASSIVE CPU hike for servers.


Prior to this update our 95th CPU usage on was 39% on cp_orange_x3_t, since the update this has jumped to 108%, maps seem to be 
affected to a different degree to all are seeing an very large increase.


These figures are normalised for a single core on an Intel L5520 so not a slow 
machine by any means.

Here's a few stats graphs which make it very clear:
http://www.multiplaygameservers.com/dropzone/12609_week-cpu-jump.png
http://www.multiplaygameservers.com/dropzone/13295_week-cpu-jump.png

This is not a sustainable change, so I hope we can get a fix for this ASAP.

   Regards
   Steve 




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[hlds] TF2 servers reporting players via Query when empty

2010-05-18 Thread Steven Hartland
Seems TF2 servers are reporting players via the query protocol
even though the console says 0 players and the server is using
0 CPU.

Like most GSP's we use the query results to monitor performance
and perform restarts when idle so its important that this
information is correct.

So really could do with this being fixed.

Regards
Steve


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Re: [hlds] TF2 servers reporting players via Query when empty

2010-05-18 Thread Steven Hartland
Nope cant find any, seems like they are players that had been on
the server but have left, a restart fixed it for now.

Regards
Steve

- Original Message - 
From: Ronny Schedel i...@ronny-schedel.de
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Sent: Tuesday, May 18, 2010 4:35 PM
Subject: Re: [hlds] TF2 servers reporting players via Query when empty


 Check for fake player plugins.
 
 
 Seems TF2 servers are reporting players via the query protocol
 even though the console says 0 players and the server is using
 0 CPU.

 Like most GSP's we use the query results to monitor performance
 and perform restarts when idle so its important that this
 information is correct.

 So really could do with this being fixed.

Regards
Steve

 
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[hlds] Conflict between TF2 cp_badlands and Source TV

2010-05-09 Thread Steven Hartland
If you load cp_badlands while Source TV is running you get
massive amounts of console / log spam showing:-

DataTable warning: player: Out-of-range value (359.00) in SendPropFloat 
'm_angEyeAngles[0]', clamping.

This sends CPU high and causes quite a bit of lag.

Regards
Steve


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Re: [hlds] -verify_all causes Connection Reset, WinSock Error 10054 Connection reset by peer

2010-04-25 Thread Steven Hartland
Nope but that doesn't mean it should error, that's the point of verify_all.

Regards
Steve

- Original Message - 
From: jimbomcb jimbo...@gmail.com
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Sent: Saturday, April 24, 2010 5:52 PM
Subject: Re: [hlds] -verify_all causes Connection Reset,WinSock Error 10054 
Connection reset by peer


Are you sure it's actually missing out files? The only occasion I've
had this happen on is when it's already downloaded all the files it
needed and was finished.

On 24 April 2010 15:51, Steven Hartland kill...@multiplay.co.uk wrote:
 Would be really nice if this issue was fixed at some point
 its been around years now but its getting worse with the
 amount of files the update tool has to check when doing
 a verify all.

 The only workaround atm is to delete a few official files
 so the update has to download something, which I assume
 resets the timeout counter.

 Regards
 Steve

 
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[hlds] Recent l4d2 update breaks based on install location

2010-04-25 Thread Steven Hartland
First off the error we are getting even on a totally clean
install is:
Error
Could not load library matchmaking
OK

This is because the server is never looking in the right
place for the dll i.e. currentdir/left4dead2/bin

We've been chasing this since for a few days now and have
finally tracked it down to the location on the disk.

I know this doesn't make any sense at all, but seems like
recent updates contains some code which looks at the install
path and does something conditionally based on this which
causes it to fail to load the matchmaking DLL.

Failure case:
C:\games\hl2ds\left4dead
srcds.exe  -console -game left4dead2 +map c5m1_waterfront

Success case:
C:\games\al2ds\left4dead
srcds.exe  -console -game left4dead2 +map c5m1_waterfront

It seems that if one of the path elements starts with hl2
then the server breaks. I can only guess that there is
shared code between l4d2 and another mod which is now
determining which version of the code it should use based
on its location, which is a REALLY bad idea.

Hopefully this can be fixed ASAP as all our servers are
currently down due to this issue :(

Now some might suggest to relocate the install but not only
is this a major undertaking but we don't know what other
effects this might have on say TF2 so not an option
unfortunately.

Regards
Steve



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[hlds] -verify_all causes Connection Reset, WinSock Error 10054 Connection reset by peer

2010-04-24 Thread Steven Hartland
Would be really nice if this issue was fixed at some point
its been around years now but its getting worse with the
amount of files the update tool has to check when doing
a verify all.

The only workaround atm is to delete a few official files
so the update has to download something, which I assume
resets the timeout counter.

Regards
Steve


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Re: [hlds] ST3Gaming.com using 100mbitconnection to DoS rival servers

2010-01-24 Thread Steven Hartland
Which any serious hoster would either do, if they aren't an ISP in
their own right so don't have to bother they just JFDI ;-)

Regards
Steve
- Original Message - 
From: Blood Letter bw_bloodlet...@hotmail.com


 
 Uh, null routing is simply a routing rule that indicates that packet should 
 be dropped without any further processing.
 
 The suggestion was to  just null route the source and enjoy the weekend.
 You can't do it at the ISP level unless you talk to your ISP.



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Re: [hlds] Team Fortress 2 Update Available

2009-12-18 Thread Steven Hartland
Checking 'hl2ds/orangebox/tf' on 'localhost'.. CHANGES

**Added**
hl2ds/orangebox/tf/materials/backpack/crafting/token_pda.vmt
hl2ds/orangebox/tf/materials/backpack/crafting/token_pda_large.vmt
**Different**
hl2ds/orangebox/tf/bin/server.dll
hl2ds/orangebox/tf/bin/server_i486.so
hl2ds/orangebox/tf/resource/modevents.res
hl2ds/orangebox/tf/resource/tf_english.txt
hl2ds/orangebox/tf/scripts/items/items_game.ctx
hl2ds/orangebox/tf/steam.inf

- Original Message - 
From: Tony Paloma drunkenf...@hotmail.com


 Anybody have the list of changed files? I usually save it, but I goofed this
 time.



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Re: [hlds] L4D2 Update?

2009-11-27 Thread Steven Hartland
Jason on holiday?

Regards
Steve

- Original Message - 
From: -xL-Trinidad trini...@extreme-losers.org


 would have been nice if it would have been anounced...



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[hlds] OT: Is Valve aware of the client not attempting to decrypt pre-loads?

2009-10-30 Thread Steven Hartland
I know this more a forums issue but, so much noise on there its
not worth the bother.

Wondered if the guys at Valve where aware that steam more often
than not isn't attempting to decrypt preloads. Instead it just
tries to run the encrypted exe after unlock, which not surprisingly
doesn't work. You just get a black dos box which disappears after
a second.

The fix is to delete clientregistry.blob but this should really
be fixed as its happened to me now four times, once on each of
my machines for both Borderlands and L4D2 demo and to three other
people in the office,who joined to by the four pack for these
games.

Regards
Steve


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Re: [hlds] Required Killing Floor Update release

2009-10-29 Thread Steven Hartland
Sweet, that's a good idea :)

- Original Message - 
From: John Gibson j...@tripwireinteractive.com
 Additionally, per the suggestion
 of one of the server admins on HLDS, we have created a mailing list
 specifically for dedicated server administration for Tripwire Interactive's
 games. If you would like to subscribe please head here:
 



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Re: [hlds] [hlds_announce] Left 4 Dead 2 Demo Dedicated Server Available

2009-10-27 Thread Steven Hartland
Dedicated server before client, your our hero!!!

Regards
Steve

- Original Message - 
From: Jason Ruymen jas...@valvesoftware.com


 As you've already seen, the dedicated server files for the Left 4 Dead 2 Demo 
 are now available.  The game name is 
 left4dead2_demo.  We're still doing some final checks for the client, but 
 that should be going live soon.



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Re: [hlds] No dedi files CoD MW2

2009-10-24 Thread Steven Hartland
It is actually Valve related as its being launched on the steam
platform, which on the sales page has nothing about this critical
flaw. So letting potential server admins for this game know, who
will be on this list, that there is going to be no server is a
relevant point.

Anyone not aware of this could buy the game, from steam, rightly 
assuming it works in the same manor as any other well designed
FPS, especially given its heritage. The result being a total
waste of their money, so the more people that are aware of this
retarded decision by IW the better IMO.

That's before you consider the fact that if IW are allowed to get
away with this then others like Valve etc may think its also a
good idea; and your next iteration of CS may also ditch the ability
to run quality dedicated servers. I don't think anyone at Value
would be quite that stupid, but 1 week ago I would have said the 
same thing about IW, and now look where we are!

All gamers, both PC and console, need stick together and support
each other, that means spreading the word about this utter failure.

Hit IW the only place that will make them look up and think, their
wallet! This needs as many customers as possible to be are aware of
the facts, so they can avoid buying what will be one of the worst
online FPS experience ever released on the PC platform :(

Regards
Steve

- Original Message - 
From: Shane Arnold clontar...@iinet.net.au


 It's neither HLDS, SRCDS or VALVe related.



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[hlds] Impractical l4d download solution ( was: l4d sv_downloadurl )

2009-06-26 Thread Steven Hartland
That really is a majorly stupid way of doing it, what happens when:-
1. In a few months when siteX that the mapper included as the source
expires or gets shutdown?
2. A good campaign gets popular and the people downloading it overload
the origin server?

Why not use the tried an tested redirect system like every other game?

Seriously Valve you need to revisit this and make a workable solution.

Regards
Steve

- Original Message - 
From: Jonah Hirsch crazydog...@gmail.com
To: Half-Life dedicated Linux server mailing list 
hlds_li...@list.valvesoftware.com
Sent: Friday, June 26, 2009 6:02 PM
Subject: Re: [hlds_linux] l4d sv_downloadurl


 It will not work. Here's how the VPK system works.
 
 When a mapmaker packages their VPK file, they have to make a missions.txt
 file. This contains information such as campaign name, version, author,
 which maps are for which type of game, and the images.
 
 It also includes a download url. (Remember this!)


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Re: [hlds] Darkest Hour Server Update Released

2009-06-23 Thread Steven Hartland
I was referring to the steam_appid.txt problem running two different
mods. Valve put the appid in mod/gameinfo.txt if that's of help.

Running two different instances off the same install has never been
an issue for Unreal Engine games, we run hundreds of servers this
way. I don't know where you got the impression that you should never
run two servers from the same dir as that's simply not the case when
configured correctly.

Regards
Steve

- Original Message - 
From: John Gibson j...@tripwireinteractive.com

 Which problem are you referring to, the steam_appid.txt problem or
 running two instances of a server off the same install? For running two
 instances of a server off of the same install, that is standard Unreal
 functionality and doesn't have anything to do with Steam, Source, (or
 its mods). If you are talking about the steam_appid.txt problem I'm not
 sure how Valve handle's that for their games. 
 
 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 There must be an easy solution to this otherwise valves own games which
 are mods using the same exe wouldn't work.
 
 
 - Original Message - 
 From: John Gibson j...@tripwireinteractive.com
 
 You should never run two servers out of the same dir on the same host
 anyway. It is like that in RO or any of its mods. Every server instance
 of RO should be it's own install. Additionally having the
 steam_appid.txt is not our requirement, but rather a Steamworks
 requirement. We hope to work with Valve to come up with an alternate
 solution for this as the RO install is conflicting with the DH install
 of this file.  



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Re: [hlds] Darkest Hour Server Update Released

2009-06-22 Thread Steven Hartland
There must be an easy solution to this otherwise valves own games which
are mods using the same exe wouldn't work.

Regards
Steve

- Original Message - 
From: John Gibson j...@tripwireinteractive.com


 You should never run two servers out of the same dir on the same host
 anyway. It is like that in RO or any of its mods. Every server instance
 of RO should be it's own install. Additionally having the
 steam_appid.txt is not our requirement, but rather a Steamworks
 requirement. We hope to work with Valve to come up with an alternate
 solution for this as the RO install is conflicting with the DH install
 of this file.  



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[hlds] Americas Army 3 dedicated server not listed on hlds tool

2009-06-17 Thread Steven Hartland
Seems the dedicated server isn't listed as an option
under the hlds tool as yet. It available under tools
on the main steam client.

Does anyone know the name of the game to use with
the dedicated server tool?

Regards
Steve


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Re: [hlds] Americas Army 3 dedicated server not listed on hlds tool

2009-06-17 Thread Steven Hartland
That will likely be the case but talking about the windows
server here not the linux one.

- Original Message - 
From: Adam Nowacki no...@xpam.de
 
 With 2.x linux server usually lagged behind windows version, I guess its 
 going to be the same with 3.x if they'll even release linux version :D


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Re: [hlds] Killing Floor and Qstats

2009-05-16 Thread Steven Hartland
-ut2s works
- Original Message - 
From: Matthew Bancroft hldsl...@apeximages.org
To: Half-Life dedicated Linux server mailing list 
hlds_li...@list.valvesoftware.com; Half-Life dedicated Win32 server mailing 
list hlds@list.valvesoftware.com
Sent: Saturday, May 16, 2009 5:37 AM
Subject: [hlds] Killing Floor and Qstats


 G'day,

 I have setup 6 Killing Floor servers, and have been trying to retrieve basic
 player stats and names with Qstats, i have tried all the UT options, plus a
 few of the generics, and it does not pull any stats from any of the query
 ports.

 Has anyone successfully retrieved client stats using qstats for Killing
 Floor?

 Kind regards
 Matthew
 hldsl...@apeximages.org
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Re: [hlds] Killing Floor server name and other commands

2009-05-16 Thread Steven Hartland
Please read the question before answering as this clearly targeted
at a game which doesn't even have a server.cfg.

Regards
Steve

- Original Message - 
From: Nightbox alexandrualexa...@gmail.com


 for hostname you put hostname in server.cfg
 
 2009/5/16 admin ad...@firestormpcs.net
 
 Three Questions.

 1. How do i set up the hostname for my server so its not Killing
 Floor Server?
 2. If you know can you include some other comands?
 3. How do i change difficulty?



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Re: [hlds] Required Killing Floor Server Update Released

2009-05-16 Thread Steven Hartland
- Original Message - 
From: John Gibson j...@tripwireinteractive.com

 Thanks for the feedback. The general changes were included in the e-mail
 below actually. Specifically pertaining to servers, there were some
 issues with the wrong default settings being set in the first version of
 the default ini files that were released. KillingFloor.ini gets
 generated based off of that default.ini. The server side settings we
 changed were setting default difficulty to Normal, setting the default
 game length to Medium, and setting the time the server waits before
 changing maps to ten seconds (which was incorrectly set to 30 seconds,
 having players getting bored waiting for the map to change). This should
 be the last (and only) time we'll ever force update the KillingFloor.ini
 from now on unless something is completely broken.   

Yer changing things like that is a very bad idea. Not only does it
upgrade the settings, but it force overrides previously customised
settings as well. This is also incompatible with GSP's systems that
store configs in a database uploading as needed, resulting in the
user being unable to change these settings as the server resets to
these updated defaults every time.

We've already had complaints from customers and wasted hours chasing
this issue, please don't do it again!

For those that don't want their configs messed with in this way there
is a workaround set the following:
[ROFirstRun]
ROFirstRun=

If you want to update or add something in the future please just document
it, doing it this way saves a lot of pain.

Obviously ideal solution to use an inherited config set so that only
customised settings need to be in the end user facing .ini. Doing
this would mean defaults could be easily updated without affecting
anyone who had explicitly set these settings.

Should also remove all the lines which have absolutely no reason being there
any more as well, like reference to Red Orchesta and UT2k4 maps etc ;-)

Regards
Steve


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Re: [hlds] Windows TF2 CPU Core Usage

2009-05-09 Thread Steven Hartland
If this is a dual quad core machine and your using taskmanager to determine
the CPU% then that may be right as what you actually seeing is 8 * 5
so 40% of a core, add to that using a low frequency kernel on a modern
CPU and its possible that may be correct.

On a high frequency kernel 2.4Ghz Intel Core 2 for a full 32 player TF2
server you'll be looking at an average of 60-65% of a single core,
spiking up to ~90% fairly regularly though.

Regards
Steve

- Original Message - 
From: Ben B d3_brutal...@yahoo.com
To: hlds@list.valvesoftware.com
Sent: Friday, May 08, 2009 11:26 PM
Subject: [hlds] Windows TF2 CPU Core Usage


I've noticed a few people insisting that a full 32 slot tf2 server will only 
use at most 5% of a cpu core. How is this 
possible I use linux servers, and they always use 60-80% when 32 slots are 
full?

Is there something terribly wrong with the linux version, or is something wrong 
in the way they're interpreting their usage?




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Re: [hlds] L4D Client Update

2009-03-15 Thread Steven Hartland
You mean just like the custom tags debarcle?

Players dont choose to do this, they just dont know there's an option
to choose otherwise hence kill servers which would otherwise provide
potentially a better experience :(

Come on just read what your wrote here:
Lobby leaders can now specify in lobby settings whether to search
for an official dedicated server or for the best available dedicated
server. If the official dedicated search fails it will then default
to the best available dedicated server automatically

You have better dedicated server available yet your choosing to
connect the player to an official server instead? Why would anyone
want that? At the very least you should be using the better
dedicated if it has no altered settings.

Your making third party servers second class servers. How do you
think that makes people feel when they spend good money to run
it and large amounts of time to admin it?

I understand the concept behind ensuring new players get a consitent
play experience but yet again this is the wrong way of achieving it.

Regards
Steve
- Original Message - 
From: Richard Eid richard@gmail.com


 http://store.steampowered.com/news/2349/
 
 That's what is going on.  Left 4 Dead players are now going to official
 servers by default.  Since the nature of the lobby system would allow for
 people to end up on any random server out there, the Left 4 Dead experience
 was being ruined by modded servers.  If you create a lobby and look under
 Game Settings, you now have the options of Official Dedicated(default), Best
 Available Dedicated and Local Server.  It's now up to the player to decide
 which type of server he or she wants to end up on.
 
 My guess, which can't be all that far off just by noticing what's been
 mentioned here on HLDS, is that players are using the default of Official
 Dedicated because it guarantees them the cleanest experience possible.


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[hlds] Urgent fix required for no query response for passworded servers!

2009-03-12 Thread Steven Hartland
The update last night broke query responses for servers with
a password set.

This urgently needs fixing as it means that servers fail up
checks at GSP and hence get constantly restarted until they
are determined failed and then shutdown.

Regards
Steve


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Re: [hlds] Urgent fix required for no query response for passwordedservers!

2009-03-12 Thread Steven Hartland
Yes it does, can you tell we are a company of gamers ;-)

- Original Message - 
From: matan nov tanktun...@gmail.com


 Does your phone number actually end with 1337? Because that is awesome.



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Re: [hlds] Left 4 Dead Update Available

2009-03-11 Thread Steven Hartland
sv_gametype yey!!!

- Original Message - 
From: Jason Ruymen jas...@valvesoftware.com
 Server Changes
 - Added convar sv_gametype that allows server operators to limit the types of 
 games that will start on their server. Default 
 value is 'coop,versus'. Can be changed to just 'coop' or just 'versus' to 
 limit to those game types



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Re: [hlds] Orangebox Dedicated Server files

2009-03-06 Thread Steven Hartland
I don't use high priority flag very often but wanted to make sure people
aware that this change appears to mean for those of us who use update
scripts to manage their updates need to ensure that -game orangebox is
NOT present.

With the announcement last night we couldn't figure our why when after
we ran the update from last night no one could join our servers.

Seems the orangebox option now totally breaks tf2 if its used as it
downloads old OB dedicated files which prevent tf2 and I suspect
dods working.

So be careful guys!

Regards
Steve

- Original Message - 
From: Jason Ruymen jas...@valvesoftware.com
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com; hlds_li...@list.valvesoftware.com
Sent: Thursday, March 05, 2009 2:31 AM
Subject: [hlds] Orangebox Dedicated Server files


 Since Team Fortress 2 and Day of Defeat: Source are on a separate Orangebox 
 engine depot that is incompatible with MODs, we've 
 added a new hldsupdatetool entry to sync to the old files.  So if your 
 running a MOD and need to use the old TF 2 engine and 
 dedicated server depots, use the game name orangebox.  There is also an 
 entry named episode1, in case you need to download 
 the engine and dedicated server files for an EP1 MOD.

 Jason

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Re: [hlds] The overloaded Steam Forums were not an issue anymore?

2009-02-24 Thread Steven Hartland
I seriously hope they have changed their minds. I for one
wont be moving to the forums. They drop the list I stop
partaking in server admin simple as that.

Regards
Steve

- Original Message - 
From: Matthew Gottlieb matthew.j.gottl...@gmail.com


 The list really moved to the steam forums?



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Re: [hlds] Please VALVe, keep the STEAM_1 now

2009-02-17 Thread Steven Hartland
If you need to change 26000 text files due to this change I respectfully
suggest you need to look at the design of you system.

Regards
Steve

- Original Message - 
From: Jarno Veuger h...@mr-green.nl


 So you're saying because you don't got problems with it. Valve should 
 keep it?
 
 It's not TF2 and DoD:S that are affected. Even GMod is affected by it 
 and our achievement system in there works with SteamIDs and uniqueIDs. I 
 need to program myself an application that changes 26000 text files. 
 It's just that Valve doesn't do any communication about this. They could 
 atleast announced it. But no, Valve sucks so much they just do what they 
 want.



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Re: [hlds] VMware Advise

2009-02-09 Thread Steven Hartland
lol @ NTP that's no good for accurate timing require on a frame by frame
basis.

Try running any code which will report time going backwards errors and
you will see it happening, doesn't even have to be under load.

Regards
Steve

- Original Message - 
From: Karl Weckstrom k...@weckstrom.com


 This isn't an issue under ESX or ESXI - at least if you enable NTP on the 
 host, enable vmware tools on the guest, and disable 
 built in NTP on the guests as well.

 It's part of VMW's best practices. Clock Skew under ESX/ESXI is a newbie 
 mistake.

 Also - instructions in vmware are not emulated. Virtualization is NOT 
 emulation. This is another common misconception that's 
 nowhere near true.

 TrashedGamers runs completely on ESXI and Openfiler, and it's fine. No clock 
 skew. No lag spikes. No timing issues. In fact, we 
 can pack things far more densely under ESXI than we can under Native 2008.



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Re: [hlds] VMware Advise

2009-02-09 Thread Steven Hartland
Any why would trading apps care if time went backwards they are
not running world simulations they are simply doing processing,
its done when its done.

Forget NTP has nothing to do with this.

You might want to have a look at VMware's documentation on the
subject:
http://www.vmware.com/pdf/vmware_timekeeping.pdf

Regards
Steve

- Original Message - 
From: Karl Weckstrom k...@weckstrom.com
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Sent: Monday, February 09, 2009 1:13 PM
Subject: Re: [hlds] VMware Advise


 Right, like the sub-millisecond trading apps we have running on ESX at work 
 in our production VMWare farm.

 Again. It's fine. It works. The hypervisor does its job, and it does it well, 
 as long as you do all the reasonable things 
 required to keep your clock from having more than one source for its time. 
 The #1 source of clock skew in a VMware environment 
 is forgetting about the internal hypervisor's timing threads and relying on 
 built-in NTP clients.

 By default, Windows has its own internal NTP client. You have to disable that.

 In a windows domain, by default you're doing NTP between the client and the 
 domain controllers to keep Kerberos ticketing in 
 check. So on your DC's, you have to do the same thing.

 In an ESX farm, the server hosts should have a single source for pulling 
 time, which is why they build an NTP client and server 
 into the host hypervisor.

 There is no frame-by-frame timing requirements by HLDS, or whatever it is 
 you're talking about. Everything in HLDS is spammed 
 via UDP which can't even guarantee delivery, much less make any time 
 requirements.

 So again, even 100 tick CS:S servers are absolutely fine in VMWare provided 
 you disable all other NTP sources within the guest 
 OS, and you rely on the VMWare tools to do the job, since that's the process 
 that syncs with the hypervisor. If you do that, you 
 will not see any clock skew, even at 100% cpu load.


 
 From: hlds-boun...@list.valvesoftware.com 
 [hlds-boun...@list.valvesoftware.com] On Behalf Of Steven Hartland 
 [kill...@multiplay.co.uk]
 Sent: Monday, February 09, 2009 5:05 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] VMware Advise

 lol @ NTP that's no good for accurate timing require on a frame by frame
 basis.

 Try running any code which will report time going backwards errors and
 you will see it happening, doesn't even have to be under load.

Regards
Steve

 - Original Message -
 From: Karl Weckstrom k...@weckstrom.com


 This isn't an issue under ESX or ESXI - at least if you enable NTP on the 
 host, enable vmware tools on the guest, and disable
 built in NTP on the guests as well.

 It's part of VMW's best practices. Clock Skew under ESX/ESXI is a newbie 
 mistake.

 Also - instructions in vmware are not emulated. Virtualization is NOT 
 emulation. This is another common misconception that's
 nowhere near true.

 TrashedGamers runs completely on ESXI and Openfiler, and it's fine. No clock 
 skew. No lag spikes. No timing issues. In fact, we
 can pack things far more densely under ESXI than we can under Native 2008.


 
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Re: [hlds] VMware Advise

2009-02-09 Thread Steven Hartland
My must say I haven't tried SRC itself but have tried others and
they lag badly due, which I assume is due to use of comparison
in timestamps and / or inaccurate sleep periods.

With regards trading apps do they really require events to happen
with ms accuracy? I cant picture a scenario for FD which would cause
an issue if it happened +-a few ms.

In contrast I would personally be very surprised if there was any
game server that wouldn't see at least some detrimental effect from
having inaccurate timing. You would only have to be doing any sort
of time difference calculations in a simulation for an clock
frequency variations / sleep variations to show noticeable issues.

Its very similar to how game servers present issues when run on
hardware with any sort of power saving, that makes use of variable
clock frequencies, enabled.

Would be great if some from Valve could comment on the potential
issues for timestamps going backwards or inaccurate sleep intervals
on a regular basis would be for HLDS / SRC based games?

Regards
Steve

- Original Message - 
From: Karl Weckstrom k...@weckstrom.com
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Sent: Monday, February 09, 2009 6:12 PM
Subject: Re: [hlds] VMware Advise


 I'm well aware of the doc. I had to know it backwards and forwards for the 
 VCDX.

 Trading apps care because of timed trade executions that have to happen at 
 very specific times/intervals or when triggered by a 
 market event.

 What you're talking about Batch processing. That's not what capital markets 
 trading apps do.

 HLDS/SRCDS is not a time sensitive app, meaning it does not require 
 sub-second accuracy (much less single-digit ms accuracy), 
 which makes it an excellent candidate for virtualization. You won't see any 
 problems with HLDS/SRCDS under ESX/ESXI. Apparent 
 time is more than enough for the app since the app seems to only care about 
 time for one thing. Timestamps on logs :)



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Re: [hlds] VMware Advise

2009-02-08 Thread Steven Hartland
The timing under VM's is not reliable enough for games. Basically time
can and DOES go backwards as the hardware timer is also virtualised.

This is much less apparent in single core VM's but in multi core VM's
its a major problem.

Regards
Steve
- Original Message - 
From: Chad Austin c...@pcchemical.com
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Sent: Saturday, February 07, 2009 11:32 PM
Subject: [hlds] VMware Advise


 Does anyone have experience using VMware with source engine game 
 servers? I have heard it has timing issues and would not be acceptable 
 for scrim servers due to lag spikes, is this true?
 
 -Chad
 
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Re: [hlds] L4D SourceTV?

2009-01-31 Thread Steven Hartland
Nope its got the biggest memory leak in the world so totally unusable ATM :(

Regards
Steve

- Original Message - 
From: Cc2iscooL cc2isc...@gmail.com
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com; Half-Life dedicated Linux server mailing list 
hlds_li...@list.valvesoftware.com
Sent: Saturday, January 31, 2009 8:55 AM
Subject: [hlds] L4D SourceTV?


 Is there a way to actually use SourceTV in L4D yet? I seem to have...planned
 something that I need it for...but SourceTV doesn't work worth a damn.
 Setting it up yields no results...put the convars in server.cfg as well as
 autoexec but it doesn't take.

 Or is there a way we can get a client to join the server as a spectator
 (force) even though the server is 8/8 or 4/4 or whatever so we can get one
 player watching the match, so we can broadcast it?

 -Cc2iscooL
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[hlds] L4D Source TV MASSIVE memory leak ( unusable )

2008-12-08 Thread Steven Hartland
Picture paints a thousand words so:-
http://clanservers.multiplay.co.uk/dropzone/20414_hour.png

Regards
Steve


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[hlds] l4d missing key cvars: servercfgfile, mapcyclefile and bannedcfgfile

2008-11-18 Thread Steven Hartland
Seems l4d is missing servercfgfile and mapcyclefile cvars so how are
we meant to set these for l4d servers?

Obviously +exec sort of works for server.cfg but its not quite the
same as it doesn't exec on each map change.

Also in the other games bannedcfgfile was added to prevent the issue
of bans being lost in multi server installs this is also missing in
l4d.

Any chance of getting these back in or are there alternatives?

The most important one being mapcyclefile as I cant see any other
way of doing this in the current implementation :(

Regards
Steve


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Re: [hlds] Vs. servers are automatic

2008-11-18 Thread Steven Hartland
Quite the option to limit the number of player shouldn't have been taken
out. Same with servercfgfile, maplistfile, bancfgfile...
Really need these basic features back :(

Regards
Steve

- Original Message - 
From: Rick Payton [EMAIL PROTECTED]


 Imagine you're a GSP, and you have a customer who buys a 4 slot L4D
 server - since most GSP's charge per player slot, this would be the
 norm. Now, since the VS. mode is automatic, as a GSP you're going to
 potentially lose money (yes, 4 slots isn't much, but that's not the
 point) by giving away - uncontrollably at this time - 4 free slots.
 
 Unless you just charge everyone for 8 slots.
 
 Aside from THAT point, I too can't really see the point of making VS.
 and Co-Op only servers, since the players currently dictate what they're
 going to play via the voting system.



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Re: [hlds] Left 4 Dead Demo Update Available

2008-11-17 Thread Steven Hartland
Interesting you say that, yes seen that here.

Regards
Steve

- Original Message - 
From: Alec Sanger [EMAIL PROTECTED]



 Don't know what it is, but it seems like a couple updates ago made it so only 
 3 people max can join my servers. I just checked 
 my graphs and it's a solid line at 3 players all the way across. Any idea as 
 to what could be causing this?



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[hlds] L4D No Server Browser = No Server Support

2008-11-06 Thread Steven Hartland
Following the announcement last night that there will be no
server browser for the highly anticipated Left 4 Dead, we
have been thinking long and hard about the impact this has
on the hosting of the game.

With no server browser how are people supposed to join a
server they have rented?  Will there at least be a direct
to join IP feature? 

Without these there is no incentive for either the purchase
of servers by customers or the provision of free-to-play
publics by gaming communities, as people have no choice over
what server they join. 

This kills the rental, hosting and community market for the
game outright. Do Valve really intend to host all the servers
themselves for the game or has the importance of these features
and their impact been overlooked?

As it stands right now we (Multiplay) see no benefit in
supporting this game at all and unless this situation changes
we do not intend to host any servers for it.

We hope other GSP's will support us in this action. The MOTD
ad block is of minor significance in comparison to the building
a community around servers. This is the start of a slippery
slope which once started down it will be hard to turn back.
The community goodwill and hard work must not be taken for
granted and pushed too far.

Valve's success is in no small part due to the widespread
availability of servers for it's games, the majority of which
are funded and run by the community at large. To take away the
community's ability to continue to run servers that they can
build solid regular player bases around, will simply destroy
the communities around the game and also significantly dent
faith and goodwill in Valve as a company.

While we wish Valve success with this game; their decision
leaves us with no choice but to take this action in the hope
that it will highlight how strongly we feel about the removal
of direct join options from any game.

Regards
Steve


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Re: [hlds] [hlds_linux] Left 4 Dead -Matchmaking - please bring back the server list

2008-11-06 Thread Steven Hartland
Why oh why drop the server browser?

Forgive me, but that sounds like a console port which is a massive
step back. It eliminates any incentive GSP's like ourselves have to
run servers as there is no promotion point.

Yes there's MOTD with a banner, but that only displays to players
joining the server, and as we have no control or even influence over
the joining process, it makes it almost pointless.

An analogy to this would be to start a new TV channel that you
couldn't advertise and there was no channel list, only if a viewer
happened to switch to your channel would they watch. On one
would create channels if this where the case would they?

Match making systems by their very design prevent real communities,
and will never have the flexibility provided by a standard server
list. Look at the longevity of Sven Coop, do you think that would
have lasted this long had their been no community, absolutely not!

Add a match making component to complement the server list yes,
but remove it absolutely not! You simply loose too many key features:-
* Joining communities you know from existing games due to recognising
them by their server name in the list
* Custom server identification
* Brand promotion for GSP's, Companies and Clans
* Removes GSP's incentive to run servers, no promotion point
* Match making doesn't suite everyone, picks unsuitable servers.

Regards
Steve

- Original Message - 
From: Eric Smith [EMAIL PROTECTED]


 Left 4 Dead will use the new matchmaking system we've been working on.

 The new matchmaking system replaces the traditional server browser.  By 
 running a public dedicated server your server will be 
 added to a list of servers available for clients to use when playing.  Games 
 are started from a Game Lobby by clients, who are 
 then connected to a dedicated server when they start the game.  When they're 
 done, your server is added back to the list of 
 available servers.  Clients will be able to Quick Match, Play Online, and 
 Play With Friends when they want to play a game.

 You will still have access to the traditional Message of the Day for your 
 server.  For Left 4 Dead, we've added a banner ad you 
 can create that will be displayed to clients when they're playing on your 
 server.  There is also a ranking system to show the 
 popularity of your server.

 This is the first version of what we've been working on, and we're going to 
 want feedback from all of you once things start 
 turning up tomorrow.

 -Eric



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Re: [hlds] Counter-Strike 1.6 Beta Updated

2008-09-30 Thread Steven Hartland
Yey, thanks for bannedcfgfile that was much needed, just hope it will make an
appearance in source as well :)

- Original Message - 
From: Jason Ruymen [EMAIL PROTECTED]


A required update for the Counter-Strike 1.6 Beta has been released.
 Please run hldsupdatetool to receive it.  The specific changes include:
 
 - Fixed Steam validation rejected error on connect
 - Added bannedcfgfile cvar so you can control the file written to by
 the writeid command



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Re: [hlds] Server Bandwidth Help?

2008-08-26 Thread Steven Hartland
I spent quite a while looking at this and unfortunately they have made
some quite unfortunate design decisions with the project, which make
it mostly unsuitable for standard hosting.

This is mainly due to its reliance on dbus which is a Local only
protocol meaning that remote management without additional services
isn't possible.

This is really unfortunate and I hope they change their architecture
to use a more suitable framework in the future.

Regards
Steve
- Original Message - 
From: Donnie Newlove [EMAIL PROTECTED]


Can you only choose between teamspeak and ventrillo?
There is a open souce, free alternative that I think deserves more
attention than it has gotten; mumble. You could try that, it will only
cost you some time.

http://mumble.sourceforge.net/



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Re: [hlds] Server Bandwidth Help?

2008-08-26 Thread Steven Hartland
Oh I hope they do! I really don't want to be bogging the voice comms hosting
boxes down running local control panels due to the inadequacies of dbus.

Regards
Steve
- Original Message - 
From: Lee Gardiner [EMAIL PROTECTED]

 Re: Mumble
 
 Last I heard they where ditching Dbus, and there's some fairly nice FREE 
 control panels out there for mumble hosting.
 
 I intend to start hosting mumble servers as soon as they've ditched dbus :-)



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Re: [hlds] Multiple servers, same configs

2008-08-21 Thread Steven Hartland
A hard link to a file is indistinguishable from the original directory entry;
any changes to a file are effectively independent of the name used to reference
the file.  Hard links may not normally refer to directories and may not span
file systems.

A symbolic link contains the name of the file to which it is linked.  The
referenced file is used when an open(2) operation is performed on the
link.  A stat(2) on a symbolic link will return the linked-to file; an
lstat(2) must be done to obtain information about the link.  The
readlink(2) call may be used to read the contents of a symbolic link.
Symbolic links may span file systems and may refer to directories.

Junctions, the closest thing windows prior to 2008 has to links, is more
like a hardlink than a soft link but is only valid for directories.

Regards
Steve

- Original Message - 
From: James McKenna [EMAIL PROTECTED]


What's a hardlink?

I'm using Windows.


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Re: [hlds] valve, some feedback?

2008-07-24 Thread Steven Hartland
Then you would be an idiot and deserve to be removed from the gene pool ;-)

- Original Message - 
From: chillicane [EMAIL PROTECTED]


I dont see whats wrong with that warning, im allergic to peanuts, and you
 never know, i might pick up a bag of peanuts and not realise that peanuts
 have peanuts in them and when i check for the warning label, its not there!



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Re: [hlds] valve, some feedback?

2008-07-24 Thread Steven Hartland
Very well said Voogru, especially like the menu analogy.

I also hope Valve does fix this, ditches the Custom Tab and adds tag searching
to the out of game server list, otherwise as you said its pointless no one
will use it and all that dev time will have gone to waste.

Regard
Steve
- Original Message - 
From: Spencer 'voogru' MacDonald [EMAIL PROTECTED]

 The custom tab has to be scratched, all servers should be displayed by
 default. Players should then be allowed to filter tags they like or do not
 like.
 
 If a player learns to use tags, great. If they don't, they see all options.
 This is what's important, if you by default HIDE 'custom' servers, the
 majority of the players who don't care will never see the so called custom
 servers.
 
 The whole tag system is flawed, let's say I run a 24 server without fast
 respawn. No tags are added by valve without any kind of mods manipulating
 the tags.
 
 But I add a grapple hook for all players.
 
 What server operator in their right mind would voluntarily add a tag that
 results in their server effectively being delisted?
 
 NOBODY.
 
 And then what is valve going to do about that? Are they going to come tell
 server ops hey you HAVE to list tags.
 
 Is valve going to hire a bunch of people to look for servers to make sure
 they aren't modded? Doubtful.
 
 In its current implementation server operators have an incentive to avoid
 tags, if all servers are shown by default with their respective tags, server
 operators would have an incentive to SHOW their tags. It's basically saying
 hey! Look what we got!, but if players don't see this by default, it will
 be worthless.
 
 How hard is it to understand this?
 
 Valve probably realized their mistake and might be correcting it. At least I
 hope so. The custom tab will be an eternal cat and mouse game between server
 operators and valve. Valve can very easily solve the problem and make
 everyone happy just by having the servers all visible by default. 
 
 Players who want custom, can find it.
 Players who want vanilla, can find it.
 Players who don't care or don't know what they want, or don't know how to
 use the filters, have all options shown to them so they can make their mind
 on the fly.
 
 If you go to a restaurant and the waiter gives you a menu, and without you
 knowing, there is two different menus, but they give you the standard
 menu, chances are, very few people will ever ask hey what's on the other
 menu
 
 Also, increased_maxplayers is probably one of the stupidest tags ever. It's
 like a bag of peanuts with the warning: Warning: contains peanuts. Like
 players can't tell it's a 32 player server without reading the tags.



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Re: [hlds] Memory leaks still after update

2008-07-08 Thread Steven Hartland
Sorry but the more likely cause in the discrepancy is on your side.

- Original Message - 
From: William Stillwell - KI4SWY [EMAIL PROTECTED]

I am running two Win2K3 Servers with only beetlesmod, Memory usuage on restart 
is 54mb.. I don't understand how you have be using 
200mb on your server, unless its sourcemod doing it.



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Re: [hlds] memory leak

2008-07-05 Thread Steven Hartland
It has actually made a marked improvement here, but still another similar
sized leak to nail by the looks:-
http://clanservers.multiplay.co.uk/dropzone/12561_week.png

Regards
Steve

- Original Message - 
From: Saint K. [EMAIL PROTECTED]
To: 'Half-Life dedicated Win32 server mailing list' 
hlds@list.valvesoftware.com
Sent: Saturday, July 05, 2008 2:18 AM
Subject: Re: [hlds] memory leak


 The memory leak even looks worse then before;
 
 http://www.specialattack.net/downloads/memleak.JPG



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Re: [hlds] TF2/OB memory leak

2008-07-01 Thread Steven Hartland
You can see it here too:-
http://clanservers.multiplay.co.uk/dropzone/16076_day.png
http://clanservers.multiplay.co.uk/dropzone/16076_week.png

N.B. Our system caps the memory to 400MB.

Regards
Steve

- Original Message - 
From: 1nsane [EMAIL PROTECTED]
To: [EMAIL PROTECTED]; Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Sent: Monday, June 30, 2008 11:04 PM
Subject: Re: [hlds] TF2/OB memory leak


I do believe our rotation server is experiencing a slight memory leak:
 http://img253.imageshack.us/img253/1721/leakpb4.png



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Re: [hlds] TF2/OB memory leak

2008-06-27 Thread Steven Hartland
Depending on the OS this could be just the fact your not reading it right.

Regards
Steve

- Original Message - 
From: JDoc0512 [EMAIL PROTECTED]
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Sent: Thursday, June 26, 2008 10:07 PM
Subject: Re: [hlds] TF2/OB memory leak


 but this doesn't happen to everyone and certainly not me so it's very 
 myserious



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Re: [hlds] TF2/OB memory leak

2008-06-27 Thread Steven Hartland
lol, there's someone looking at the wrong figure :P

Regards
Steve

- Original Message - 
From: Keeper [EMAIL PROTECTED]


 Mine is operating just fine.  After 24 hours it was at 55MB after moderate
 play.



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Re: [hlds] TF2/OB memory leak

2008-06-27 Thread Steven Hartland
A base line TF2 server starts here at 64MB after full
startup. Grab yourself a copy of Process Explorer from
MS's site and enable Private Bytes, Virtual Size and
Working Set.

Private Bytes is the generally the key figure but
Working Set and Virtual Size can also come into play
depending on the situation.

Regards
Steve

- Original Message - 
From: Keeper [EMAIL PROTECTED]


 Orly?  What figure am I supposed to be looking at?
 
 Mine is currently showing 20,408K on the mem usage, and 202,012K on the peak
 mem usage.  Been running for 48 hours now without a restart.
 
 Keeper
 -Original Message-
 From: Steven Hartland [mailto:[EMAIL PROTECTED] 
 Sent: Friday, June 27, 2008 9:11 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] TF2/OB memory leak
 
 lol, there's someone looking at the wrong figure :P
 
Regards
Steve
 
 
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Re: [hlds] TF2/OB memory leak

2008-06-25 Thread Steven Hartland
The man speaks the truth. Valve really needs to get a handle on this
and sort it out especially when combined with HLTV which causes stupid
memory requirements.

Regards
Steve

- Original Message - 
From: Serge Baranov [EMAIL PROTECTED]
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Sent: Wednesday, June 25, 2008 3:08 PM
Subject: Re: [hlds] TF2/OB memory leak


 By the way, how do you guys find out the server memory usage? You
 should use the Private Bytes column, not the Working Set (on Windows
 I'd recommend Process Explorer).
 
 While Working Set may remain low, the Private Bytes grows because of
 some leak.
 
 
 Wednesday, June 25, 2008, 5:43:43 PM, you wrote:
 
 R Running win2k3sp2 and 1 app of tf2 @ 24 slots 66tic, been up since
 R last update 292,328k. Started yesterday preparing a new beast: Dual
 R 5405 Quad Xeons though I don't have any server running yet, we'll see.
 
 
 
 -- 
 Best regards,
 Serge
 
 
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Re: [hlds] Scrap the custome server tab

2008-05-25 Thread Steven Hartland
Actually there have been some perfectly good suggestions on how
to fix the problem some less drastic than others but I'm sure no
one will disagree that even the basic naming of the tabs is
confusing.

We are not looking at LAN, Internet, Favourites here which everyone
understands. We have Internet and Custom which to the average Joe
means if he wants to play on the Internet he will pick that tab
without a second thought for the strange Custom tab.

The introduction of tags was a fantastic idea but its being totally
ruined by the fact that anyone who goes to use this great new
functionality is banished to the backroom Custom tab where,
lets face facts, they are guaranteed to get less players. 

But of course its not even that simple, as there is nothing to
stop admins using addons which prevent their low grav, big head,
instagib server appearing on the Internet tab. Where all
servers are meant to be, so called standard servers, hence totally
defeating the objective of it anyway.

Quick fix imo: Rename the tabs so they describe what is listed
under them, so something like Standard and Custom would be
good move.

Even better ditch the Custom tab totally and make use of the
great new tags system to clearly display what custom servers
are running. This will encourage admins to advertise their
funky new options instead of forcing them to hide it from
players until they join.

All in all a great new feature is being totally devalued by
a poor implementation and needs to be fixed. I just really hope
that someone is listening to these concerns and acts on it so
we can all benefit from it at the end of the day.

Regards
Steve


- Original Message - 
From: Nephyrin Zey [EMAIL PROTECTED]
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Sent: Sunday, May 25, 2008 11:10 AM
Subject: Re: [hlds] Scrap the custome server tab


 Impeccable logic. Sure people may SEEM to be 10/1 against it, but look
 at how that internet petition failed!
 
 You're not suggesting any solutions or even arguments for why it's
 still a good or feasible idea. The only impression i get from reading
 your posts is that you run a vanilla server and think any
 modifications are insipid and deserved to be shunned to another tab
 where you couldn't care less if players don't find them, more traffic
 for you and the version of the game you support, yes? Or was that
 horribly bias? I'm sorry, I'm just assuming things based on flimsy
 evidence, but it seems to be working quite well for you.
 
 Not that any of that are anti-custom-tab are any less guilty of just
 putting forth flimsy reasons for your case that arn't helping
 anything. I personally think alltalk is retarded in a game highly
 based on strategic teamwork. And that anyone running a gravity mod
 shouldn't be hard to distinguish from a serious damn server. So maybe
 you ALL should look at both sides of the argument and try to discuss
 what you think the solution should be in more detail. There *IS* a
 problem with a bunch of non-game-representative crazy servers being on
 the list. There *are* issues with implementing a good single-tab
 filter (think: custom hidden by default? same issues if it is or
 isn't?).
 
 Going 'learn to work with it!' (it's horribly broken and unfixable) or
 'single tab, it's easy!' (i'm more in favor of this, but still major
 issues) isn't helping shit guys. You're destroying (or have destroyed)
 any chance that valve cares about what is said on this list about the
 subject, they probably regard these lists as a bunch of kids angry
 about their servers standings (and they're mostly right)
 
 tl;dr: It's just a damn game. Talk about it if you have a good idea or
 solution, or just let Valve do what they will about it. If you want to
 keep the discussion going so valve hears you, at least think of
 something to bring to it. All of you.


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Re: [hlds] Single Tab w/filter options Petition

2008-05-24 Thread Steven Hartland
That would definitely be my preference the Internet  Custom is
just confusing and prevents the natural flow of players.

Why anyone would think presenting all the filter options using a
consistent format and in one place is a bad idea is beyond me.


- Original Message - 
From: Timothy L Havener [EMAIL PROTECTED]


 Please reply to this if you support a single tab with filter options 
 rather than the current custom tab system.



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Re: [hlds] TF2 server memory leak ( was: srcds memory leak )

2008-05-23 Thread Steven Hartland
This is definitely a big issue! We are getting complaints left right and
centre about servers due to this issue see the following for an example:-
http://clanservers.multiplay.co.uk/dropzone/17102_hour.png
http://clanservers.multiplay.co.uk/dropzone/17102_day.png

This is the worst server leak since BF2 v1.3 patch which is famous to
all BF admins and players a like as it nearly killed the game.

I'm sure Valve dont want that reputation.

Regards
Steve


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