On 31.10.2012 21:54, Saint K. wrote:
Anyone else experiencing a great deal of lag on their servers after
the last update?
Yes, its been posted about earlier, and I think acknowledged by Eric as
well, so hoping for that the next update will at least lessen the
impact.
It is pretty
Note that I am a Linux-only server admin. I know nothing about the
Windows variant. Sorry, I forget to look at which mailing list I am
talking to. My info may not be applicable to yourself.
One thing to note on the Linux side is that the srcds_run script, unless
-norestart is specified,
Let me also say that this doesn't just appear to be network lag only.
Something else seems to be going on.
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Hi,
With the launch of GOTV I saw a srcds instance using 3000MB RAM, and a
message spamming the console:
CUtlLinkedList overflow! (exhausted memory allocator)
CUtlLinkedList overflow! (exhausted memory allocator)
CUtlLinkedList overflow! (exhausted memory allocator)
CUtlLinkedList overflow!
Subject says everything. When do we get IPv6 support for the srcds?
Andre Müller
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This discussion started nearly a year ago and still no answer.
Sent from my android device.
-Original Message-
From: Andre Müller gbs.dead...@gmail.com
To: Half-Life dedicated Linux server mailing list
hlds_linux@list.valvesoftware.com
Sent: Thu, 01 Nov 2012 11:29 AM
Subject:
Give it time lads, it's only a 12 year old protocol :)
On 2/11/2012 7:37 AM, Cameron Munroe cmun...@cameronmunroe.com wrote:
This discussion started nearly a year ago and still no answer.
Sent from my android device.
-Original Message-
From: Andre Müller gbs.dead...@gmail.com
To:
Same here...
Jan Faika
Dne 1.11.2012 17:52, Rodrigo Peña napsal(a):
Hi,
With the launch of GOTV I saw a srcds instance using 3000MB RAM, and
a message spamming the console:
CUtlLinkedList overflow! (exhausted memory allocator)
CUtlLinkedList overflow! (exhausted memory allocator)
Htop shows one server process having 2 threads that each chew 20-60% of
cpu at the same time on a single server. This causes a peak that makes
the server lag due to it eating it's own cpu out. I'm assuming this is
the cause for everyone else too who is seeing lag. This only affects one
For the time being there is this sourcemod plugin:
https://forums.alliedmods.net/showthread.php?t=199390
I haven't had the chance to try it so can't comment on how good it is.
-Chris
On Thu, Nov 1, 2012 at 3:33 PM, ics i...@ics-base.net wrote:
Can we please get a cvar to disable killing
Shouldn't you bind each srcds instance to its own core if you are running
more than 1 server on a box?
On Thu, Nov 1, 2012 at 3:07 PM, ics i...@ics-base.net wrote:
Htop shows one server process having 2 threads that each chew 20-60% of
cpu at the same time on a single server. This causes a
Someone on my server suggested we do something similar but we didn't. We
figured this would be considered abuse of the halloween system.
What's Valve position on this matter?
On 1 November 2012 17:37, Chris Oryschak ch...@oryschak.com wrote:
For the time being there is this sourcemod plugin:
I set the core affinity for all of my srcds instances when the Pyromania
update hit and I was having a lot of CPU spike issues. It seemed to
exacerbate the problem.
On 11/1/2012 12:45 PM, ics wrote:
No, i've found they run better without doing so. It's just this one
particular gameserver
I find that instead of a not-always-noticeable small twitch when it jumps
cores, setting affinity causes a periodic significant spike instead. Mind you,
we haven't retested since, and this was over a year ago
Chris Oryschak ch...@oryschak.com wrote:
Shouldn't you bind each srcds instance to
Interesting! (sorry to semi hijack this thread).
I'll defiantly have to try this out. My dedicated server with 8 cores has
each srcds instance (8 servers on it) bound to a core each. My
understanding was that they would overlap onto the same core and tax that
cpu core if they wern't taskset'd
If it was abuse they would have made it like mann-up, there are plugins
that make him glow too. But if you are on a pub, that normally doesn't
help much either :)
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On
Previously i was experiencing the same issue but that's long ago. I
haven't had the servers tied to single core like for a year.
-ics
1.11.2012 21:51, Russell Smith kirjoitti:
I set the core affinity for all of my srcds instances when the
Pyromania update hit and I was having a lot of CPU
This doesn't seem important enough to warrant adding a cvar and disabling
killing and such. This is all anecdotal but on my server there doesn't seem
to be a huge issue about killing the boss and getting into the book. There
will always be cases of people greifing and such but if it's that
No -threads option currently in use. I've tried -threads 1 and -threads
3 in the past but didn't see any positive effects.
-ics
1.11.2012 21:53, Chris Oryschak kirjoitti:
Interesting! (sorry to semi hijack this thread).
I'll defiantly have to try this out. My dedicated server with 8 cores
My concern goes to the regulars who play on a server and try to get it
while the random joiners go on and kill everyone despite everybody
saying don't do it, just for this one round. If not nearly everyone
isn't participating, killing it without a lot of huntsman snipers is too
hard to
It is a game play mechanic decision that unfortunately results in a
large amount of rancor and recrimination among the players (as a player
I've avoided koth_lakeside_event for this reason.) TF2 otherwise is
brilliant in sidestepping these kinds of friction-causing griefing
opportunities. Hoping
Not the best sollution.. but you can always just force everyone in 1 team
color. All still works, then it is just all against him without people
being able to kill.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On
But that ruins gameplay when the boss is not around.
I know there is no perfect solution, but the suggestiones here were usefull.
-ics
1.11.2012 22:33, Erik-jan Riemers kirjoitti:
Not the best sollution.. but you can always just force everyone in 1 team
color. All still works, then it is just
I played a game on one of the machines earlier, a brand new machine previously
doing fine, and at the time of playing was pretty much nothing but hosting the
game of 8 players I was with, we still had these lag/freezes.
Saint K.
From:
Not to sound urgent, but I remember reading somewhere about the last block of
IPv4 addresses being allocated.
Sure we still have time but not much time is left.
*Sent from my phone, please excuse any typos
-Original Message-
From: Kyle Sanderson
Sent: 01/11/2012 12:15 PM
To:
Not to sound urgent, but I remember reading somewhere about the last block of
IPv4 addresses being allocated.
Sure we still have time but not much time is left.
*Sent from my phone, please excuse any typos
-Original Message-
From: Kyle Sanderson
Sent: 01/11/2012 12:15 PM
To:
Yes in Europe. I tried to talk about this issue in January but everyone blew me
off stating ipv4 will be here for a long time.
Sent from my android device.
-Original Message-
From: Maavrik maav...@maavrik.com
To: Half-Life dedicated Linux server mailing list
Well IPv4 is going away, but it's hard to call it imminent because so few
people actually understand how the internet works. I don't think we'll see
any real IPv6 traction until one of the big companies DOES run into a
problem. I'd love to see Valve/Steam out ahead in IPv6 adoption.*
*If and
We should already be there, I have my fastdl server on IPv6 and already
see lots of people downloading with it. Not only that, but IPv6 is
coming like it or not, better to be prepared rather then not.
On 11/1/2012 3:11 PM, doc wrote:
Well IPv4 is going away, but it's hard to call it imminent
On the plus side, even if a big company won't run into adoption issues, a lot
of big companies are already preparing for it.
Comcast, for example, has managed to bring support for it to 50% of it's
network, and plans to bring support to the remaining 50% by mid-2013. On the
flip side, I
The way I see it player killing during Merasmus Monoculus serves no
purpose except to deny other players their achievement hats. Maybe
Valve intended it this way to make them progressively harder to get
(players may start off co-operating but as each player gets their hats
achievements
What is the reason for this - its only happening on my Linux servers I have
to reset the map. I've not seen one single answer from Valve yet.
disconnected (reason Server info data overflow)
This is the error
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Most likely a misconfigured server.
Sent from my android device.
-Original Message-
From: Frank ad...@gamerscrib.net
To: Half-Life dedicated Linux server mailing list
hlds_linux@list.valvesoftware.com
Sent: Thu, 01 Nov 2012 6:57 PM
Subject: [hlds_linux] Server info data overflow
What
Yeah I would say it would be but not when its two servers and it happened
right after this halloween update came out.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Cameron
Munroe
Sent: Thursday, November
Thus valve has made the server do more. I haven't had on any of my Linux
servers and I run 19 of them.
Sent from my android device.
-Original Message-
From: Frank ad...@gamerscrib.net
To: 'Half-Life dedicated Linux server mailing list'
hlds_linux@list.valvesoftware.com
Sent: Thu, 01
Watch your console - what happens is clients are getting this error and
can't join.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Cameron
Munroe
Sent: Thursday, November 01, 2012 10:39 PM
To: Half-Life
okay then
Date: Thu, 1 Nov 2012 20:32:29 -0600
From: zellers.shi...@gmail.com
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] (no subject)
*h*elp
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