Re: [hlds] Max FPS

2011-10-17 Thread Steven J. Sumichrast
Your hosting company is also pretty nips, amirite? /offtopic

Steven J. Sumichrast

On Oct 17, 2011, at 1:21 PM, mu...@anbservers.net wrote:

 This maybe useful to some people.
 
 I was running higher FPS servers (500 fps) 0n my win 2008R2 server with 
 sourcefpsbooster running.  After the update I noticed lots of lag but once I 
 disabled the fps booster the lag went away.  As there is no need for it when 
 the tick/fps is locked at 66.  So maybe that will help some of you.  I 
 personally now can't tell a difference.
 
 
 -Original message-
 From: Dominik Friedrichs d...@forlix.org
 Date: Mon, 17 Oct 2011 11:22:06 -0400
 To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com
 Subject: Re: [hlds] Max FPS
 
 I too couldn't care less about the raging nerds who try to squeeze the 
 last bit of performance out of their game, even if it gives them an 
 unfair advantage over the majority of other players. The game should be 
 fun and fair for everyone. Believe it or not, I'm still playing with a 
 PC dated 2005 and my client FPS drop below 20 quite often in TF2. I 
 highly doubt that anyone would notice any difference in server FPS 
 playing from such a machine, and I'm quite happy that Valve levels the 
 playing field in this regard. If - for some people - the in-game 
 experience isn't smooth enough, I recommend getting a life.
 
 On 2011/10/17 16:54, Drogen Viech wrote:
 Just one thing - keep going valve, i really appreciate the changes you
 guys are doing regarding fps and tickrate! I might even start playing
 css again because of this :)
 (Please don't start flaming me for spamming your inboxes, i'm just
 trying to give valve a heads up instead of raging about locked server
 side fps sucks :(
 
 
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Re: [hlds] Crash on mapchange

2011-06-17 Thread Steven J. Sumichrast
Got replay turned on?

After the last update my Linux severs would crash if -replay mycfgfile.cfg 
was in the startup and then I turned replay off in server.cfg on every round 
change.

I added replay_enable 0 to my replay cfg file and that fixed it. But of 
course replays are off. 

I have not tried using replay enabled since the last update. 

Steven J. Sumichrast

On Jun 17, 2011, at 2:52 PM, Jonah Hirsch crazydog...@gmail.com wrote:

 Not sure what's happened here.
 
 Got a notice from one of our admins that when they change the map to 
 pl_goldrush, the server crashes. After turning off all addons, and testing 
 some more. ANY mapchange crashes the server.
 
 In order to do a verify_all I have to send in a support ticket to my GSP, so 
 in the meantime, any ideas?
 ---
 Jonah Hirsch
 
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Re: [hlds] New update screwed SourceMod and MetaMod, how to rollback?

2010-12-18 Thread Steven J. Sumichrast
http://www.sourcemm.net/snapshots

The link to these snapshot pages is right on both of their home pages. 

Steven J. Sumichrast

On Dec 18, 2010, at 7:39 AM, clad iron cladi...@gmail.com wrote:

 try this.
 
 Update with these.
 Doing so should make anything with SM vers 1.37 and up to start.  (tested
 with Ver. 1.3.7)
 
 *1.9, development branch
 
 http://www.metamodsource.net/snapshots
 
 
 Windows
 http://www.metamodsource.net/mmsdrop/1.9/mmsource-1.9.0-hg739-windows.zip
 *
 *Linux*
 http://www.metamodsource.net/mmsdrop/1.9/mmsource-1.9.0-hg739-linux.tar.gz
 
 On Sat, Dec 18, 2010 at 8:28 AM, Arg! chillic...@gmail.com wrote:
 
 http://www.sourcemod.net/snapshots.php
 
 2010/12/19 Richárd Szalai whisper...@gmail.com
 
 Thank you for your reply.
 
 Could you please give me a link? Their sites only show the download I
 already have (and the one don't want to work).
 
 2010/12/18 Claudio Beretta beretta.clau...@gmail.com:
 you cannot roll back via hldsupdatetool and if you do by other means,
 players won't be able to connect to your server anyway.
 just upgrade MMS and SM to the latest snapshots of their stable branch
 
 2010/12/18 Richárd Szalai whisper...@gmail.com
 
 I saw that Counter-Strike: Source got updated on Steam News, and
 decided to update my server also. (to version 1.0.0.57)
 
 After the update, I started up the server to test it, only to realize
 that SourceMod and MetaMod is screwed up because of the update.
 (metamod tells that he couldn't verify engine version)
 
 Is there any parameter for HLDSUpdateTool to install an older revision
 of the content? (i.e to have 1.0.0.56 again)
 
 Thank you for any help you can give.
 
 ---
 On a side note: I know I should've created backups, but to err is a
 human...
 
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Re: [hlds] TF2 srcds infinite loops.

2010-01-14 Thread Steven J. Sumichrast
While I am running on Linux I've noticed the same thing. I've unloaded  
all plugins and still noticed that when a mapchange occurs it hangs at  
100% for a long time. If I leave it alone it eventually will respond.  
However it's not quick enough and it always kills my server (in terms  
of players). It just recently started doing it. Combatted it by trying  
to not have the map change anymore.

I had thought it was from the server flushing the logfile after being  
on a single map all day, but I disabled file logging and that didn't  
make a difference.

Steven J. Sumichrast

On Jan 14, 2010, at 7:08 AM, Spencer 'voogru' MacDonald voo...@voogru.com 
  wrote:

 Has anyone been experiencing an issue where their server will  
 experience an
 infinite loop, since the patch yesterday these just got kicked into  
 high
 gear, I used to get them maybe 2-3 times a week and I just now got  
 them
 twice in 12 hours.

 The symptoms are very simple, the server changes map, is on the  
 changed map
 for about 1-2 minutes, and then there is an infinite loop. CPU  
 spikes to
 100%, etc etc, the only reason why my server even restarts is  
 because of an
 external process that ensures the server is alive without that my  
 server
 would be down until I manually restart it.

 I have tried to rule out any plug-ins that may be causing them by  
 unloading
 my plug-ins before the map changes with no dice.

 Server is Windows.

 - voogru.


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Re: [hlds] FillingFloor - Not Connecting

2009-05-19 Thread Steven J. Sumichrast
Do you have multiple ip addresses on the server? If so, add  
multihome=ip_address.

There's only two possibilities here, that I can see:

1) the server isn't starting all the way up. Can you start the server  
and paste the output into an email?

2) the server isn't binding to the right ip address/ports aren't  
opened correctly.

Sounds like you know how to forward your ports so I guess i'm leaning  
towards multihome being the answer.


Do you run re server on the same network your client computer is on?  
Can you see the server from the LAN tab?

Steven J. Sumichrast

On May 19, 2009, at 7:17 AM, -=Acid=Rain=-  
acidr...@acidrain.com.br wrote:

 Hi F7,

 Thank you for your reply.
 No, it is all opened and no firewall.
 Regards,

 Rodrigo Acid Rain Kroehn
 -=Acid=Rain=- Games
 www.acidrain.com.br

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 2009/5/19 f7 f0rkz h...@f0rkznet.net

 Doesn't look like the ports are open:

 # telnet 201.47.59.50 7707
 Trying 201.47.59.50...
 telnet: Unable to connect to remote host: Connection refused

 # telnet 201.47.59.50 7708
 Trying 201.47.59.50...
 telnet: Unable to connect to remote host: Connection refused

 # telnet 201.47.59.50 7717
 Trying 201.47.59.50...
 telnet: Unable to connect to remote host: Connection refused

 # telnet 201.47.59.50 28852
 Trying 201.47.59.50...
 telnet: Unable to connect to remote host: Connection refused

 # telnet 201.47.59.50 8075
 Trying 201.47.59.50...
 telnet: Unable to connect to remote host: Connection refused

 # telnet 201.47.59.50 20560
 Trying 201.47.59.50...
 telnet: Unable to connect to remote host: Connection refused

 Are you running a firewall behind your router on the server itself?


 On Tue, May 19, 2009 at 7:37 AM, -=Acid=Rain=- acidr...@acidrain.com.br
 wrote:

 Hi F7,

 Thank you for your reply.
 Yes, I have opened the following ports:

 7707 UDP/IP
 7708 UDP/IP
 7717 UDP/IP
 28852 TCP/IP and UDP
 8075 TCP/IP
 20560 UDP/IP

 You can see it on the server browser (name:
 www.acidrain.com.br-=Acid=Rain=- Games)  or try to connect directly:
 201.47.59.50
 Regards,

 Rodrigo Acid Rain Kroehn
 -=Acid=Rain=- Games
 www.acidrain.com.br

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 2009/5/19 f7 f0rkz h...@f0rkznet.net

 Did you open the ports required?

 http://forums.tripwireinteractive.com/showthread.php?t=30634

 On Tue, May 19, 2009 at 7:10 AM, -=Acid=Rain=- 
 acidr...@acidrain.com.br
 wrote:

 Hi George,

 Thank you for you reply.
 I have already it working smooth with other servers. I run a L4D
 server
 and
 a CSS server on this same machine without any issues. This error  
 only
 hit
 the Killing Floor server.
 Regards,

 Rodrigo Acid Rain Kroehn
 -=Acid=Rain=- Games
 www.acidrain.com.br

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 2009/5/19 George Devgru Seal devgrus...@gmail.com

 Maybe this will help?
 https://support.steampowered.com

Re: [hlds] FillingFloor - Not Connecting

2009-05-19 Thread Steven J. Sumichrast
It shouldn't require having to be one the c: drive. My guess is  
something is with that batch script or a shortcut or something along  
those lines.

Oh well, as long as you're happy with it that's all that matters.

Steven J. Sumichrast

On May 19, 2009, at 7:37 AM, -=Acid=Rain=-  
acidr...@acidrain.com.br wrote:

 Hi guys,

 Thanks for the replys.
 I managed to fix it (at least, appears to be working).
 I have tested the ports with uTorrent and all worked fine, but no  
 connection
 to the game server.
 Reading this forum (
 http://forums.tripwireinteractive.com/showthread.php?t=30579) I  
 moved the
 server dir to C: and that's it...
 Strange, but worked.
 If someone like to test it: 200.146.44.219 (acidrain.ddns.com.br)
 Regards,


 Rodrigo Acid Rain Kroehn
 -=Acid=Rain=- Games
 www.acidrain.com.br

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 2009/5/19 Kitteny Berk b...@hairy-arse.com

 Try http://www.utorrent.com/testport.php?port=7707  from your  
 server as
 a test,  sounds very much like ports are closed to me.

 -=Acid=Rain=- wrote:
 Hi F7,

 Thank you for your reply.
 No, it is all opened and no firewall.
 Regards,

 Rodrigo Acid Rain Kroehn
 -=Acid=Rain=- Games
 www.acidrain.com.br

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 2009/5/19 f7 f0rkz h...@f0rkznet.net


 Doesn't look like the ports are open:

 # telnet 201.47.59.50 7707
 Trying 201.47.59.50...
 telnet: Unable to connect to remote host: Connection refused

 # telnet 201.47.59.50 7708
 Trying 201.47.59.50...
 telnet: Unable to connect to remote host: Connection refused

 # telnet 201.47.59.50 7717
 Trying 201.47.59.50...
 telnet: Unable to connect to remote host: Connection refused

 # telnet 201.47.59.50 28852
 Trying 201.47.59.50...
 telnet: Unable to connect to remote host: Connection refused

 # telnet 201.47.59.50 8075
 Trying 201.47.59.50...
 telnet: Unable to connect to remote host: Connection refused

 # telnet 201.47.59.50 20560
 Trying 201.47.59.50...
 telnet: Unable to connect to remote host: Connection refused

 Are you running a firewall behind your router on the server itself?


 On Tue, May 19, 2009 at 7:37 AM, -=Acid=Rain=- 
 acidr...@acidrain.com.br

 wrote:

 Hi F7,

 Thank you for your reply.
 Yes, I have opened the following ports:

 7707 UDP/IP
 7708 UDP/IP
 7717 UDP/IP
 28852 TCP/IP and UDP
 8075 TCP/IP
 20560 UDP/IP

 You can see it on the server browser (name:
 www.acidrain.com.br-=Acid=Rain=- Games)  or try to connect  
 directly:
 201.47.59.50
 Regards,

 Rodrigo Acid Rain Kroehn
 -=Acid=Rain=- Games
 www.acidrain.com.br

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 AVISO LEGAL: Esta mensagem e arquivo(s) podem conter informações
 confidenciais e/ou legalmente protegidas.
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 eliminá-la

 do seu sistema, não divulgando
 ou utilizando a totalidade ou parte desta mensagem ou dos  
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 ela

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 2009/5/19 f7 f0rkz h...@f0rkznet.net


 Did you open the ports required?

 http://forums.tripwireinteractive.com/showthread.php?t=30634

 On Tue, May 19, 2009 at 7:10 AM, -=Acid=Rain=- 

 acidr...@acidrain.com.br

 wrote:

 Hi George,

 Thank you for you

Re: [hlds] How do I make my server be 32 players instead of 24?

2009-05-19 Thread Steven J. Sumichrast
For tf2?  I believe you have to add +maxplayers 32 to the startup  
command.

Steven J. Sumichrast

On May 19, 2009, at 12:17 PM, David J. Ulbrich david_ulbr...@hotmail.com 
  wrote:

 hey all,

 I want to up my server from 24 to 32 slots.  I have done some  
 searching and
 can't find anything new for doing this.  Can anyone please help me  
 out?

 Thanks,

 VM


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Re: [hlds] Killing Floor server name and other commands

2009-05-16 Thread Steven J. Sumichrast
That's for srcds. For killingfloor modify killingfloor.ink, change  
servername.

Steven J. Sumichrast

On May 16, 2009, at 3:39 PM, Nightbox alexandrualexa...@gmail.com  
wrote:

 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?

 lol i am not the admin

 Teh_spartan
 ad...@firestormpcs.net

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Re: [hlds] L4D server admins - how do people find your server?

2009-05-07 Thread Steven J. Sumichrast
Lobby with steam group specified, not set for exclusive, and a search  
key set for half of them. Ties all our servers to our group, holds a  
few of them in reserve for group members to connect to.  Best of what  
I have available to me and most amount of flexibility with minimal  
configuration and training required

Steven J. Sumichrast

On May 7, 2009, at 8:01 PM, Ook ooksser...@zootal.com wrote:

 So how do people find your server? It seems like we no longer have the
 ability to choose servers unless you go to the console and
 openserverbrowser, which how many people actually do? I hope this  
 isn't some
 nasty can of worms I'm opening, but with the ability to choose a  
 server
 removed, how do people find your server? Or am I missing something and
 people actually can choose a server?


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Re: [hlds] Any official HLDS Material?

2009-05-06 Thread Steven J. Sumichrast
Try using sourcemod or another plugin's cvar function. Bet those don't  
get blocked by the console.

Steven J. Sumichrast

On May 6, 2009, at 11:58 AM, Brent Veal naslund.fan...@gmail.com  
wrote:

 Whenever I try switching mp_gamemode after joining from a lobby, it  
 gives me
 a message saying that mp_gamemode is locked due to lobby  
 reservation. I've
 tried changing it and switching maps, but it only works when everyone
 connects without a lobby. That's my experience with it so far, at  
 least.



 On Wed, May 6, 2009 at 9:50 AM, Mike Zimmermann rem...@remmiz.com  
 wrote:

 This is because the gamemode used to be determined by the map name  
 l4d_
 or
 l4d_vs_. Now it is determined by a cvar (mp_gamemode). This is  
 because
 many Survival maps are just the co-op or versus maps with added  
 entities to
 block off hallways and stuff. I've found that changing mp_gamemode  
 and then
 reloading or switching to the new maps works fine. For instance, if  
 I was
 playing on l4d_hospital01_apartment in Coop and I wanted to switch  
 to Death
 Toll on VS, I would issue:

 mp_gamemode versus
 changelevel l4d_vs_smalltown01_caves

 In essence you could play Versus on any map but I wouldn't suggest  
 it as
 not
 all maps are built for it.

 -Mike


 On Wed, May 6, 2009 at 11:42 AM, Brent Veal naslund.fan...@gmail.com
 wrote:

 the Game mode didnt used to be locked when joining through the  
 lobby. You
 used to be able to change between coop/versus easily any time. I  
 dont
 know
 if it's a bug, or if this is how they intended the game to be, but  
 the
 gamemode gets locked through the lobby ever since Survival was
 introduced.

 On Wed, May 6, 2009 at 9:33 AM, gamead...@127001.org wrote:

 I'd say #1 is a genuine bug, #4 is by design but maybe should be  
 looked
 at
 (the idea is it's a lobby that's the primary unit, not the server  
 - and
 the
 people maybe want to see if there's a better server after the  
 current
 campaign has finished), #3 if implemented should be
 per-lobby/playervote,
 and no idea if #2 is a bug or not...

 but if you're not sure if the url is correct try checking the  
 access
 logs
 for your webserver if it's a url problem the 404's should be
 self-evident,
 if it's not supported you'll just see nothing at all (if you  
 don't have
 access to log files you could use wireshark or similar on your  
 client)

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com [mailto:hlds-
 boun...@list.valvesoftware.com] On Behalf Of Dan Sorenson
 Sent: 06 May 2009 11:20
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Any official HLDS Material?

 At 10:37 AM 5/6/2009 -0500, Brandon Sharpe wrote:

 the one thing that really drives me insane is the lack of  
 official
 documentation for the HLDS server or more specifically the  
 Left4Dead
 variant.

 You're not the only one.  I manage about a half-dozen clan  
 servers,
 and the teamwork needed in L4D has siphoned off probably 80% of  
 our
 former core DoD:S players.  There's a real demand for this game,
 and I'm in the unenviable position of having to admit I have no
 idea what the heck I'm doing with the servers.

 Some issues I've found no resolution for (and I freely admit I've
 only spent perhaps five hours of looking, since I've that whole
 real job thing staring me in the face during the day):

 1) switching game-mode and maps.  If you're playing versus and the
 server
 was started on a co-op or survival map, the maps lose the areas  
 where
 infected can climb the sides of buildings.  Likewise, a survival  
 map
 can be changed
 to but the server remains in coop mode, thus the dreaded hordes  
 never
 come.

 2) Map downloads.  I've not spent enough time on this debugging,  
 but
 there
 has to be a way to get custom maps out to the players dynamically.
 The
 standard sv_downloadurl doesn't appear to be the way, or maybe  
 I've
 just
 pooched the URL as I cribbed it from the DoDS server.

 3) Game variables.  Respawn time for the infected are horrendous,
 given
 it's 30 seconds to respawn then another minute of running ahead of
 the
 survivors to find a spot to rejoin.  We'd like a more immediate
 return
 to the action.  It would also be kind of nice if we could limit
 ammunition
 or otherwise muck with things in versus mode to give the  
 infected a
 shot at winning if there's not a tank on the level.

 4) Booted at the end of the round.  Campaign ends, everybody's
 disconnected.  Be kind of nice if we could stick around for the  
 next
 campaign.

 You're on-target, these are simple, simple issues that could  
 easily
 be
 taken care of if we pooled our knowledge and placed it in a
 convenient
 spot.  Looking through this mailing list and google-fu takes  
 hours to
 uncover, well, not much.

  - Dan

 * Dan Sorenson  DoD #1066  A.H.M.C. #35 vik...@svtv.com 
 *
 * Vikings?  There ain't no vikings here.  Just us honest  
 farmers.   *
 * The town was burning, the villagers were dead

Re: [hlds] Quick question about sv_search_key

2009-04-27 Thread Steven J. Sumichrast
This is very false. I have many forms using the same search key. This  
let's my users not have to worry about ip or port. Just the search key.

Steven J. Sumichrast

On Apr 27, 2009, at 3:56 PM, MjrNuT mjr...@gmail.com wrote:

 It must be unique for each server.  So, no you can't.  Unless there  
 is some
 variation that I don't know about that someone else can clarify.


 [FLASH] MjrNuT
 Arise from Flames and Ash, Behold Immortality

 www.flamesandash.com

 Message: 6
 Date: Mon, 27 Apr 2009 15:44:01 -0500
 From: Zach Tate z...@tomballtech.com
 Subject: Re: [hlds] Quick question about sv_search_key
 To: hlds@list.valvesoftware.com
 Message-ID:

 L8B9DFDE542E44f26A49C7FA97E2AE3F8.1240865021.scalix.rentadmin.nethttp://l8b9dfde542e44f26a49c7fa97e2ae3f8.1240865021.scalix.rentadmin.net/
  
 
 @MHS

 Content-Type: text/plain;   charset=US-ASCII

 I have a question, if I were to setup a search key would I be able to
 setup 5 servers with the same search key and just randomly connect to
 one that doesn't have players in it?  Or do you have to have a  
 different
 search key for every server?

 Thanks,
 Zach Tate
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Re: [hlds] Quick question about sv_search_key

2009-04-27 Thread Steven J. Sumichrast
Have you tried setting the search key AFTER setting your steamgroup?

Steven J. Sumichrast

On Apr 27, 2009, at 2:09 PM, Jonah Hirsch crazydog...@gmail.com wrote:

 That worked with my search key set, I'll let you all know if anyone  
 else
 is able to join from a lobby..

 Also: When I have a steamgroup set, it does NOT work. I have
 sv_steamgroup_exclusive set to 0, but as long as sv_steamgroup is  
 set to
 something other than nothing, I can't find my server with  
 sv_search_key

 Mike Zimmermann wrote:
 sv_search_key = 1013,key:customkey

 -Mike


 On Mon, Apr 27, 2009 at 11:25 AM, Jonah Hirsch  
 crazydog...@gmail.comwrote:


 Ditto.

 Can someone just show an example of an sv_search_key with both a
 custom key and the default key in it?

 On 4/27/09, Philip Bembridge philipbembri...@gmail.com wrote:

 wait, I'm confused now, what?

 2009/4/27 Adam Nowacki no...@xpam.de


 The complete tag should be:
 key: + your key + 1013 (its the game version, 1.0.1.3) and  
 , is
 the tag separator
 sv_search_key only takes care of the first key: and last version

 string

 similarly sv_steamgroup is just a grp: + group + i tag:
 sv_steamgroup 123i,grp:456

 Jonah Hirsch wrote:

 So, I have my sv_search_key on my server set to this:

 sv_search_key = MYKEYHERELOL,key:SEARCHKEY

 I have my ingame search key set to this:

 sv_search_key = MYKEYHERELOL ( def.  )

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 Jonah Hirsch
 ---
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Re: [hlds] symlink multiple servers

2009-03-09 Thread Steven J. Sumichrast
I beleive right now on my game server i'm symlinking the bin and hl2  
folder. I also went into tf2 and symlinked out maps, so all the  
servers can share that. Also did sounds, materials and some of the  
other folders in there.  I'm not running a massive amount of tf2 boxes  
right now, but it is working for what I am.

Sent from my iPhone

On Mar 9, 2009, at 4:27 AM, Midnight mido...@gmail.com wrote:

 Actually you would have a use for symlink because you can't host
 multiple games out of one folder install unless they are all owned by
 the same user.  Which for GSP's is not the case.  You can't give FTP
 access to the folder to more than one user.

 -Mid

 Andrew Armstrong wrote:
 You don't actually need to use any of this - You can run multiple  
 servers
 out of the same install already.

 The only real gotcha is that addons are auto-loaded when each  
 server starts,
 so you need to explicitly unload them if you want them disabled,  
 which
 doesn't always work.

 - Andrew

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Midnight
 Sent: Monday, 9 March 2009 4:51 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] symlink multiple servers

 Yes but they are more limited.  I think it doesn't support it on  
 folders
 the way you might expect, ie. it is more like an alias and not a  
 symlink
 like you might think about it in linux.

 Ook wrote:

 Does XP/2003/2000 have symlink equivalents? Never actually tried  
 it under
 Winbloze.

 - Original Message -
 From: Midnight mido...@gmail.com
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
 Sent: Sunday, March 08, 2009 9:23 PM
 Subject: Re: [hlds] symlink multiple servers




 Vista has much better symlink support.  I haven't tried it for game
 servers myself.  Would be nice if TCAdmin will support this in  
 version
 2.0.

 Ook wrote:


 Good point. I once ran an OP4 server from a network share. The  
 server

 was

 an
 old PIII/800 box with an old 5400rpm 20GB Maxtor. It ran fine.  
 At least
 there was no noticable lag due to file i/o. I assumed that file  
 i/o

 would

 not be steller running it across the network like that. I watched
 bandwidth,
 and it never really used that much.

 A better reason to symlink some of your directories might to be  
 if you
 have
 multiple servers using same map set and you don't want multiple  
 copies

 of

 your maps and resources. It would be nice if we could do this with
 Windows.
 Hmm...anyone old enough to remember the old DOS append command?  
 And all
 the
 trouble it caused? Yeah,yeah - not quite the same as using a  
 symbolic
 link.

 - Original Message -
 From: Ian Watts iwatt...@hotmail.com
 To: 'Half-Life dedicated Win32 server mailing list'
 hlds@list.valvesoftware.com
 Sent: Sunday, March 08, 2009 8:55 PM
 Subject: Re: [hlds] symlink multiple servers





 I won't point out the finer detail of this being a Win32 server  
 mailing
 list... oops.. :P  Google windows junctions to get info on  
 how to use
 junction points.

 You have found where you would need to link the shared content.

 Because

 you
 would want cfg and addons separated (yes, I suppose you could  
 pass an
 exec
 for custom autoexec.. but come on..), it means you would want,  
 then, to
 link
 the other folders at that level (materials, models, maps.. etc).

 However, compared to many other things to look at, I don't  
 believe you
 would
 gain all too much.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Ook
 Sent: Thursday, March 05, 2009 2:55 PM

 Having multiple servers accessing the same files would actually  
 be
 faster.
 The files will be in the cache, reducing reads to the hard  
 drive. The
 disk
 i/o block scheduler may or may not be faster depending on what  
 else is
 being

 read. If more then one process tries to read the same sector  
 such that
 both
 requests go into the same head scan, then it will come out  
 faster, but
 that
 probably isn't too likely. I would count on the cache to increase
 performance, but not the i/o scheduler.


 - Original Message -
 From: Arg! chillic...@gmail.com
 Sent: Thursday, March 05, 2009 2:29 PM




 im a bit of a linux noob, but wouldnt there be some potential  
 latency
 involved with multiple server accessing the same files?

 i wonder if this would work with windows junction points as  
 well :P

 On Fri, Mar 6, 2009 at 5:09 AM, f0rkz h...@f0rkznet.net wrote:




 You could share the source shared content as a single symlink  
 point.
 Getting any deeper into sharing content may get tricky, but its
 possible.

 For instance, you set up something like /home/serverfiles/hl2
 You could then symlink that in your server's directory..
 /home/myuser/mygameserver/
 ln -s /home/serverfiles/hl2 /home/myuser/mygameserver/hl2

 Further than that 

Re: [hlds] [TF2] No Crashes....yet

2009-02-26 Thread Steven J. Sumichrast
Sourcemod released 1.1.1 today which should help with some crashes.

My server was crashing until last nights patch from valve. My server  
ran vanilla for about 45 to 60 minutes after patch came out. I shut it  
down and put last nights 1.2 snapshot on and server has been up for  
over 14 hours now. I brought it down just a bit ago to put the newest  
sourcemod build on and metamod source 1.7.1.

I don't want to jinx the box but I've had much luck since last night.



On Feb 26, 2009, at 11:48 AM, Major NuT mjr...@gmail.com wrote:

 Folks,

 Wanted to provided a data point here with regards to the crashing  
 issues out
 there.

 1 TF2 24 slot
 SM 1.1.0/ MM:S 1.7.0
 Nephs SM Stat plugin to block stats
 Removed Spy CriticalKnife Code of SM Gamedata file

 Win2K3 SP2
 No random or unknown crashes of any kind on any map since 2/25 update.

 Update on 2/24 - Server would not Start due to RunTeamLogic Plugin.   
 Updated
 gamedata file did not resolve as of 2/25 afternoon.  For now it is  
 left off.

 Server runs stock and many custom maps, including arena.

 Again, this is just a datapoint amongst the many of you experiencing  
 issues
 that I wish I could help with.

 Sidenote: Nephs SM Stat Plugin is also on our 2 L4D servers and not  
 a single
 timeout since implementation, which is about 4 days.  This after  
 obtaining
 the r1 version.

 Thanks,

 [FLASH] MjrNuT
 Arise from Flames and Ash, Behold Immortality

 www.flamesandash.com
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Re: [hlds] Scout update release

2009-02-24 Thread Steven J. Sumichrast
Sure that wasn't the optional updates from a few days ago?  They only  
changes a few files for that, and it wasn't mandatory.

Sent from my iPhone

On Feb 24, 2009, at 8:25 PM, CLAN RCR clan...@gmail.com wrote:

 I just ran updates, and there were a few to grab.. Namely server.dll  
 and
 server_i486.so  ..among a few others. I wonder what the fixes were..

 -Matt

 On Tue, Feb 24, 2009 at 2:13 PM, ServerAlex servera...@gmail.com  
 wrote:

 You mean it's in 2010? :D

 2009/2/24 Spencer 'voogru' MacDonald voo...@voogru.com:
 12PM VST

 (Valve Standard Time)

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Alec  
 Sanger
 Sent: Tuesday, February 24, 2009 7:58 AM
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Scout update release


 probably late afternoon. I don't think there's an official time  
 for this
 one
 (even if there was, it probably wouldn't be released then)

 Thank you,
 Alec Sanger
 P: 248.941.3813
 F: 313.286.8945



 From: sai...@specialattack.net
 To: hlds@list.valvesoftware.com
 Date: Tue, 24 Feb 2009 13:48:53 +0100
 Subject: [hlds] Scout update release

 Does anyone know when to expect the scout update? Will this be  
 today
 after
 the last new info will be added, or will the update be  
 tomorrow(or any
 time
 after)?

 Cheers,


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 Windows LiveT HotmailR:.more than just e-mail.

 http://windowslive.com/explore?ocid=TXT_TAGLM_WL_t2_hm_justgotbetter_explore
 _022009
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Re: [hlds] was spam and stuff but now is Routers

2009-02-16 Thread Steven J. Sumichrast
I wouldn't dare try to do what you are with a netgear. At a place I  
worked for a couple years ago I recommended a procurve for our 1Gbps  
network. They opted for the relatively low cost netgear. Now the thing  
is under performinging. It can't handle transferring from one port to  
the other anywhere near 95% without slowing down the rest of the  
switch ports. The tagging in it has some serious bugs.

I would avoid netgear managed switches like the plague. Dell makes  
some good cheaper managed switches. I'll personally buy used procurve  
stuff from eBay for my home networks. More reliable, free support and  
it's just darn easy to use. Oh, and you get console access instead of  
web based only like netgear (yuck).


On Feb 16, 2009, at 1:02 AM, Chad Austin c...@pcchemical.com wrote:

 Yes, I still avoid ANYTHING with the netgear logo on it.

 Ook wrote:
 What model of a Netgear? Historically, Netgear routers have been  
 for low
 volume browse-the-web home users because of the limited size of their
 routing table, and not really very usefull for anything that  
 requires a lot
 of connections. I once tried to run an open-nap server through one,  
 and my
 user count would ramp up to about 1000 or so, and then everything  
 started
 timing out. Connections all over my network would fail, and I finally
 realized it was the router. After going back and forth with Netgear's
 braindead support reps, I finally found someone at Netgear that  
 admitted
 that the routing table in the router was like 1024 in size, and  
 they really
 intended them to be used for AOL level users that just wanted to  
 browse and
 IM. That was a few years ago...maybe they finally got the idea and  
 increased
 it?

 Anyone been here long enough to remember my adventures in crap low  
 end
 routers several years ago? Netgear was towards the top of the list of
 routers (and hardware in general) to avoid.

 Oh, and my butt itches...

 - Original Message -
 From: Karl Weckstrom k...@weckstrom.com
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
 Sent: Sunday, February 15, 2009 4:06 PM
 Subject: Re: [hlds] [SPAM] RE: [SPAM] Re: [SPAM] RE: VMware Advise



 Yeah, I ordered a Netgear that does 1Q tagging and 10k jumbo  
 frames (24
 ports total). I figure I can do 2 vlan's for VM's (one for  
 gameserver
 traffic, the other for web), 1 for vmotion, 1 for iSCSI.  Should  
 work
 nicely.
 $235 at newegg.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Chad  
 Austin
 Sent: Sunday, February 15, 2009 1:57 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] [SPAM] RE: [SPAM] Re: [SPAM] RE: VMware Advise

 Wow.

 Personally I use a Cisco 6500 switch at home. It can handle a ton of
 traffic.

 Rick Payton wrote:

 The [SPAM] thing was my fault actually - I rearranged the ESXi  
 letters
 to to say secksi only spelled with the 4 letters - and my company
 firewall picked it up and labeled it spam.

 --mauirixxx

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Chad  
 Austin
 Sent: Saturday, February 14, 2009 11:03 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: [SPAM] Re: [hlds] [SPAM] RE: VMware Advise

 I like this [SPAM] tag, but I don't think people will tag their   
 'OMG
 VALVE IS EVILL!!11!!1!1' threads with it, maybe a [CHAT] tag or
 something else would be better for things not directly related to
 running dedicated servers.

 J T wrote:


 1Q is awesome.

 On Fri, Feb 13, 2009 at 5:36 AM, Karl Weckstrom k...@weckstrom.com 
 


 wrote:



 Yeah, I may actually replace all my little home-based switches  
 and


 get one


 decent managed switch and just do 1Q myself.
 



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Re: [hlds] [SPAM] RE: VMware Advise

2009-02-13 Thread Steven J. Sumichrast
Vmware's datacenter products are phenominal. I manage a full  
infrastructure of esx servers, certified vcp, and gosh this stuff  
saves our rear. Cranking machines out is a breeze with vcenter. When I  
move to a Chicago datacenter from Dallas I am going esxi for game/web  
hosting. Can host a crapload of game servers and other stuff then.  
Great products.

On Feb 13, 2009, at 2:36 AM, J T jtr...@gmail.com wrote:

 I was setting up ESXi at work. Its pretty kick ass, I love that fact  
 that it
 supports 802.1Q VLAN Tagging.

 On Thu, Feb 12, 2009 at 3:16 PM, Rick Payton r...@mai-hawaii.com  
 wrote:

 While I hardly do anything really intense, on one host I run separate
 VM's for:

 Microsoft Search Server w/ SQL Server 2005 (off topic: this product  
 is
 GREAT)
 Symantec Endpoint Protection (off topic: this product SUCKS - we're
 moving to NOD32 soon)
 Exchange 2003
 Realtime backup server
 1 of 2 Active Directory servers

 Ok, the AD server doesn't really count but it's just one more thing  
 on
 there. There's no way I could've ran all this on the same box under
 vmware server.

 /me pets his esxi boxes. Again, srcds/hlds runs awesome in an esx/ 
 esxi
 vm, at least under linux. I've yet to run it under Windows.

 OT: re-arrange ESXi and you get .. SEXi ... Which it is.

 -mauirixxx

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Chad Austin
 Sent: Thursday, February 12, 2009 1:05 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] VMware Advise

 I managed to get it set up under ESXI and while running an  
 application
 on another VM that previously severly degraded the game servers,  
 there
 is no longer any negative affect. The servers run great.

 Karl Weckstrom wrote:
 [Snip]

 PS: Karl, I actually found your instructions on setting up ESXi with
 FreeNAS and iSCSI last week when I tackled that very subject here at
 work - it was a very interesting read. I really think you can expand
 on it that though, if you ever get time :P

 [/Snip]

 Mauirixxx,

 Sorry, I missed this the first time around until someone else  
 asked me
 about FreeNAS/ESX/ESXi and iSCSI and mentioned your post.

 Anyway, sure - i'm always down for nerdspeak, Grab me via email or  
 via
 IM sometime... But for what it's worth, FreeNAS is a dog compared to
 OpenFiler for Cheap iSCSI :) Our entire infrastructure at
 TrashedGamers.com is built on ESXI  VI3, and we can do pretty much
 everything with openfiler twice as fast than with FreeNAS (even the
 exotic stuff like vmotion/storage vmotion).

 The only reason I kept plugging away at FreeNAS and ESXI was because
 everywhere I read, people said it couldn't be done because of how  
 it was
 implemented in bsd. While i'm an aging Unix guy at heart, there's no
 question that Openfiler (which is based on rpath linux) is way  
 faster.

 As for anyone else on this list, if you've ever considered doing a
 full bare-metal esxi + iscsi implementation , I'll be more than  
 happy
 to help anyone out. It's pretty amazing how much stuff you can do  
 with

 the lowly q6600 CPU :)

 -Karl



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 -- 
 -
 jtr...@gmail.com
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