Hi,
I have a question about L4D. The fact is the match are player 4 vs 4 and I
was a unable to find a solution to be able to have more than 8 slots.
Actually, we would need at least one more slot (for spec) but it didn't work
increasing the maxplayers.
I also give a try to launch a sourceTV on
I agree.
L4D isn't as much of an issue as it appears to restart itself frequently
when it goes from in-use to hibernating. But for other games like TF2,
CSS etc. chucking a 0 5 * * * killall srcds_i486 into the crontab of
the user running your games servers is useful, as long as the startup
thank you both. I saw on
http://wiki.fragaholics.de/index.php/EN:Linux_Kernel_Optimization (which
is linked from http://www.howto-cs16-root.de/) that last good kernel
is 2.6.26.8, which you're using (and I'm going to use it too :).
Also I've read both instructions how to configure a good
Like ics said, you can't necessarily go by the amount of memory the OS
says is used. Once a process is given some amount of memory, Linux
earmarks that memory as used. However, if it's not actually being
used and another process needs it, it will get reallocated.
The following is the output
Unfortunately I've never found a way to do this.
SourceTV doesn't work (and if you do get it working it leaks memory so fast
you'd have to put a new stick in every half hour.)
Can't really increase slots, though I have seen a few L4D's with 32 slots.
On Mon, Apr 20, 2009 at 6:49 AM, Marc.B
Dont think about using realtime patch, it will kill your CPU in notime (or, og
ahead and try it, but expect loaaad)
HRTS = On
IRQ balancing wouldnt do that much difference afaik. I dont change it from
default value of whatever kernel i am using.
Just remember to set the HZ to 1000 :---)
For those that are interested (I had a number of folks ping me off
list about this) the powerpoint and the video of the talk can be found
here:
http://www.nomoose.org/?p=114
It's probably not groundbreaking material to the more seasoned on
these lists, but maybe interesting nonetheless.
Hello,
I was wondering if anyone has any experience running HLDS and/or SRCDS
on a Sun Fire x4200 server. The x4200 is an AMD Opteron-based server
and so far I have only run our gaming servers on Intel boxes. I'm
curious about the x4200's because we have a few already and they have
been
To get a good picture of the servers use of memory we have to look at more
then top as ics say.
If I look at top on our servers I se 15% mem is used by one instance of
srcds, the other 3 is using less then 4%.
If I then does a ps aux then non of srcds is using more then 3-4% mem.
Please check
I just updated my server to the latest beta, and there is a really strange
bug(?). When you're crouching or standing still while jumping, it's making this
jump sound - as you're running. You can't hear the sound yourself when you're
jumping.
Is this a bug or a new wanted feature?
-
We've had discussions on the list about this already, but I'm curious
if anyone has found a method (either with a sourcemod plugin or
otherwise) to handle setting alltalk appropriate across map changes?
Right now when my server loads, I do not set sv_alltalk anywhere --
it's using the engine
I'm a developer at Valve who is working on the Left 4 Dead Survival pack
update. We've made several changes to server operation that we'd like to give
our server operators a heads up on.
Since Left 4 Dead will now support three different game modes, we removed the
console variable
Exciting!
The big question, when is this oh so wonderful date?
--
From: Zoid Kirsch z...@valvesoftware.com
Sent: Tuesday, April 21, 2009 8:14 AM
To: Half-Life dedicated Win32 server mailing list
h...@list.valvesoftware.com; Half-Life dedicated
I thought it was supposed to be tomorrow (in theory, lol).
On Apr 20, 2009 4:50 PM, Ian Rumble rede...@redevil.o-bot.com wrote:
Exciting!
The big question, when is this oh so wonderful date?
--
From: Zoid Kirsch z...@valvesoftware.com
Sent:
Out of personal curiosity, what is the reason for the value of sv_tags
being limited to 63 characters? Was it a limit on the number of bytes
assigned for it in the heartbeat packet to the master server? I'm just
curious because sv_tags is provided as a string with no fixed size limit
in the
At 11:25 AM 4/20/2009, Steffen Tronstad wrote:
Dont think about using realtime patch, it will
kill your CPU in notime (or, og ahead and try it, but expect loaaad)
HRTS = On
IRQ balancing wouldnt do that much difference
afaik. I dont change it from default value of whatever kernel i am using.
At 11:25 AM 4/20/2009, Steffen Tronstad wrote:
Dont think about using realtime patch, it will
kill your CPU in notime (or, og ahead and try it, but expect loaaad)
HRTS = On
IRQ balancing wouldnt do that much difference
afaik. I dont change it from default value of whatever kernel i am using.
Yeah, I came across a countdown somewhere on the Interwebz where the
target date/time was the 21st @ 8:00 am PST. I'm not sure where that
time came from, though.
~ Eric
On 4/20/2009 4:54 PM, pennsta...@gmail.com wrote:
I thought it was supposed to be tomorrow (in theory, lol).
On Apr 20,
I can confirm there is a slow leak in the L4D dedicated servers. I have
informed the L4D team of the issue. Hopefully someone will be able to find it
before the next update.
Just FYI. I am monitoring the servers via Munin. I am using the standard memory
graph to show when the servers are going
Is this leak specific to L4D? I have noticed this happening in TF2 as well.
Thanks,
Dave
Milton Ngan wrote:
I can confirm there is a slow leak in the L4D dedicated servers. I have
informed the L4D team of the issue. Hopefully someone will be able to find it
before the next
I also notice leaking in TF2. I have a plugin restart my servers after ~2000
uptime if empty or else it gets to the point where it lags the server down.
On Mon, Apr 20, 2009 at 5:11 PM, David A. Parker dpar...@utica.edu wrote:
Is this leak specific to L4D? I have noticed this happening in TF2
Is that a sourcemod plugin you're using or something else? Could you
share? (Sorry I can't search the sourcemod list from where I'm at)
On Mon, Apr 20, 2009 at 4:28 PM, 1nsane 1nsane...@gmail.com wrote:
I also notice leaking in TF2. I have a plugin restart my servers after ~2000
uptime if
I think there's a cron sourcemod plugin, that I assume could be used to just
issue commands to the server, ala quit - I don't use it but I'm pretty sure
that's what he's referring to.
-mauirixxx
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
Jumping way, way OT, just wanted to say thanks for the glory that is/was
quakeworld CTF and everything that followed. If my buddies and I had to
pay you in dimes for every hour spent playing your CTF mods, you'd be a
rich, rich man.
Now I'm wondering if your presence at Valve might portend
This is intended to prevent russian walking exploits.
- Alfred
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
boun...@list.valvesoftware.com] On Behalf Of Joakim
Sent: Monday, April 20, 2009 11:39 AM
To: Half-Life dedicated Linux server
I'm a bit confused by the part of the talk where you state that giving
people rcon is essentially giving them shell access to the server. I'm
not aware of any built in way of executing commands on the system. Yes,
you can write config and demo files, but there's not much you can do
with those.
An optional update for Counter-Strike 1.6 and Condition Zero has been released.
Please run hldsupdatetool to receive it. The specific changes include:
Counter-Strike/CZ:
- Prevent Russian Walking exploit
Server changes:
- Fixed players being kicked from servers with an INVALID_STEAM_TICKET
A required update for Team Fortress 2 will be released later today. Probably
in the next 30 minutes or so.
Jason
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visit:
Whos stupid idea was it to put a jump-sound when a player is jumping while
standing still?..
Everytime you do some good you put in a very bad thing, why is that? :S
_
Vi vet vem du passar ihop med! Klicka här för att få
A required update for Team Fortress 2 is now available. Please run
hldsupdatetool to receive. The specific changes include:
Game Changes:
- Reworked the character loadout screens to support future features.
- Added the ability for players to permanently delete items from their
inventory using
Hello,
Was this update just an official release of the HLDS beta update? My CS 1.6
and CS:CZ servers were up-to-date with the beta patches, and when I went to
update them tonight they didn't get any new files (except that the CZ server
got the stock motd.txt as always).
$ ./steam -game
Yes, this was just setting public the files that were previously in the beta.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
boun...@list.valvesoftware.com] On Behalf Of David Parker
Sent: Monday, April 20, 2009 5:59 PM
To: Half-Life dedicated
Thanks,
Everything is working fine :)
Could you explain how you fixed russian walking?
It is only one more sound while ducking/jumping?
2009/4/21 Alfred Reynolds alf...@valvesoftware.com
Yes, this was just setting public the files that were previously in the
beta.
-Original
It was a bug in the pm_shared logic (goldsrc mod developers would know what
this is), you could exploit it with the right timing to cause a jump sound to
not be played. The intent was everytime you hit jump you got a noise, so that
is what it does.
-Original Message-
From:
It's sort of giving them shell access to the server itself, since you can
modify any var you want. You may not be able to save it for next boot/map,
but you can really mess some settings up with it.
On Mon, Apr 20, 2009 at 5:59 PM, Brian Rak d...@devicenull.org wrote:
I'm a bit confused by the
Do you guys have an indication as to how much Survival mode is going to
impact on the CPU resource usage of Left 4 Dead servers?
As it currently stands, Campaign and Versus mode servers seem to use
pretty close to the same amount of CPU. But with the way Survival mode
will differ, if teams
Thanks for info : - )
W dniu 21 kwietnia 2009 03:30 użytkownik Alfred Reynolds
alf...@valvesoftware.com napisał:
It was a bug in the pm_shared logic (goldsrc mod developers would know what
this is), you could exploit it with the right timing to cause a jump sound
to not be played. The intent
On Mon, Apr 20, 2009 at 05:33:10PM -0700, Jason Ruymen wrote:
- Added a player_teleported game event that is sent when a player is
teleported
could you guys add the 'owner' of the TP to this event?
And It'd be very cool if when a building was upgraded you could fire an event
where
That is correct, but the talk says you shouldn't run game servers as
root, since it would give anyone with rcon root access. While you
shouldn't be running the server as root just as a general principle, I'm
not convinced that this is the case.
___
To
Tonight I banned a user for some language that was against the MOTD.
I'm using Sourcebans with Sourcemod and MySQL backend. I know how the
ban system for Sourceban works (user connects, we get steam ID, check
database, kick if they're banned). The problem is he kept doing retry
in console,
Ban the IP address, too.
Then you don't see the connect messages anymore.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Steven
Sumichrast
Sent: Tuesday, April 21, 2009 6:12 AM
To: Half-Life dedicated
I know that's an option, but sourcebans' plugin just handles that
automatically -- it grabs the IP and steam id and puts it in the mysql
database. When users connect sourcebans does the checking, not the
srcds engine itself. Therein lies the problem.
Having to ban everyone a second time through
Would be trivial to modify the sourcebans sourcemod plugin to add an IP ban
automatically through the engine when kicking someone, and if you don't
write those bans to a file they will only last until the server is
restarted. Although, it may be better to add an ID ban through the engine,
that may
Have you seen the Message Suppression plugin?
https://forums.alliedmods.net/showthread.php?t=80794
Also, I don't use SourceBans, but I seem to remember that the people
behind it were working on using predcrab's CBaseServer hooks to
process bans before a client actually connects. You might want
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