Re: [hlds_linux] MOTD chalkboard how-to (TF2)

2008-06-25 Thread gameadmin
Any particular reason you don't just serve up the webpage as normal html rather than as an image? http://games.127001.org/tf2/motd.php and yes I _know_ it's minimalist, that's coz I haven't had time to do anything to it, not because of html limitations -Original Message- From: [EMAIL

Re: [hlds_linux] DODS: crc error with maps larger than 64 MB

2008-07-29 Thread gameadmin
Afaik net_maxfilesize is the maximum size of file a game server will send to a client ie it's for when you _aren't_ using webserver download. Try downloading the bzip2 file to the game server, uncompressing it, and comparing it to the original map. If there are any differences, that's your

Re: [hlds_linux] [hlds] srcds CPU usage, again.

2008-08-28 Thread gameadmin
AMD Athlon(tm) 64 X2 Dual Core Processor 3800+, SourceTV demo recording, no players connected arena_badlands uname -a: Linux orion 2.6.20-16-generic #2 SMP Fri Aug 31 00:55:27 UTC 2007 i686 GNU/Linux Running ubuntu feisty 32-bit 11:28:02 stats 11:28:02 CPU InOut Uptime Users FPS

Re: [hlds_linux] cp_dustbowl issues

2008-09-01 Thread gameadmin
Haven't seen this personally. At the risk of sounding boring and obvious, have you checked you don't have a server mod interfering? Phil -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Arg! Sent: 01 September 2008 06:36 To: Half-Life dedicated Linux

Re: [hlds_linux] [hlds] Counter-Strike 1.6 Beta updated

2008-09-16 Thread gameadmin
At one time we only had one busy server running on a dual-core machine. I could see from the cpu graphs that it would jump core randomly, but around once every 5 minutes. We tried forcing it to one core. This worked, but around every 5 minutes - ie around when the scheduler had wanted to jump

Re: [hlds_linux] TF2 arena_lumberyard medkit problem

2008-09-26 Thread gameadmin
It might be worth deleting the map and letting the updater download it again, but my suspicion is that if it was that kind of issue it would be noticeable (clients would complain I think) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Kveri Sent:

Re: [hlds_linux] Proposal: Change rcon_password so it cannot be changed while server is running

2008-10-16 Thread gameadmin
Steam ID auth wouldn't always work, because rcon goes over a separate channel and you don't even need to be on the server. I suppose they could do if at least one user from this IP is playing on the server, make sure at least 1 user from that IP has their steam ID in the auth list Fairly often

Re: [hlds_linux] New ban system - new bug...

2008-10-25 Thread gameadmin
To confirm, you _are_ issueing the writeid command after the ban to ask the server to write the file out? -Original Message- From: [EMAIL PROTECTED] [mailto:hlds_linux- [EMAIL PROTECTED] On Behalf Of Martin Christophe Sent: 24 October 2008 20:23 To: hlds_linux@list.valvesoftware.com

Re: [hlds_linux] Left 4 Dead dedicated servers

2008-10-30 Thread gameadmin
Wow, that's good to know :) The multiple-children-from-one-parent thing sounds interesting :) -Original Message- From: [EMAIL PROTECTED] [mailto:hlds_linux- [EMAIL PROTECTED] On Behalf Of Chris Green Sent: 31 October 2008 00:40 To: 'Half-Life dedicated Linux server mailing list' Cc:

Re: [hlds_linux] [hlds] As close to private servers as is possibly at the moment (was: Re: [hlds] L4D Win32 Dedicated Servers Updated)

2008-11-06 Thread gameadmin
Set sv_allow_lobby_connect_only 0 to allow direct connections If you want semi-private servers (at least until they get passworded ones working) also set sv_public 0 My mates and me are combining these 2 with firewall rules to get a completely private server (only setting sv_public 0 so as to

Re: [hlds_linux] CPU usage

2008-11-07 Thread gameadmin
Hi Chris, The CPU usage is unbelievably lower. I know there was a warning that L4D was more CPU-intensive that TF2 (not sure if that was slot-per-slot, or full-server-per-full-server), but in our experience the performance improvements have trounced that several times over. On out setup

Re: [hlds_linux] CPU usage

2008-11-07 Thread gameadmin
This doesn't currently interact well with -fork, but there is a new command sv_shutdown, which will cause the server to exit when it enters hibernation state, in order to allow a graceful restart. Cool, that's good to know anyway, though obviously integration with the fork system would be

Re: [hlds_linux] [hlds] Left 4 Dead Demo Dedicated Server filesavailable

2008-11-07 Thread gameadmin
No and yes... it's the most recent stable release of debian. -Original Message- From: [EMAIL PROTECTED] [mailto:hlds_linux- [EMAIL PROTECTED] On Behalf Of CNU Sent: 07 November 2008 19:20 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] [hlds] Left 4 Dead

Re: [hlds_linux] CPU usage

2008-11-07 Thread gameadmin
Hi, this was part of my reply to your post, but it was a bit of an essay, so reposting it here: Can't fork any more than 5, because for some weird reason each server listens on 3 UDP ports. If the first server is on port 27015, it also grabs ports 27020 and 27005, among others. So if we try to

Re: [hlds_linux] CPU usage

2008-11-07 Thread gameadmin
Following it up, when running a server with: strace ./srcds_run -nomaster -norestart -ip 84.244.189.89 -netconport -port 27095 2error.txt I get the following in error.txt: bind(5, {sa_family=AF_INET, sin_port=htons(27095), sin_addr=inet_addr(84.244.189.89)}, 16) = 0 socket(PF_INET,

Re: [hlds_linux] L4D fork

2008-11-08 Thread gameadmin
-nomaster on the command line will stop your server from telling the master servers about itself, which is what sv_public does. Or set sv_search_key, which has the added bonus of not stopping your servers show up in the old-style server browser. -Original Message- From: [EMAIL

Re: [hlds_linux] -fork configuration tip

2008-11-10 Thread gameadmin
Hi Chris, That's fantastic :D Have you been able to reproduce the issue some of us are having with the Linux server listening on more than one UDP port, which interferes with running more than a handful of servers on one box? -Original Message- From: [EMAIL PROTECTED]

[hlds_linux] srcds port issue (can't start more than 5 servers) - workaround

2008-11-10 Thread gameadmin
Hey, I know some other people are having trouble running many instances of the Linux left4dead server on the one box, and I believe I have worked out at least a partial cause, and a workaround for the same. When you start up an hlds server, it tries to listen on the following ports:

Re: [hlds_linux] Left 4 Dead Demo Update Available

2008-11-10 Thread gameadmin
There's an environment variable you can set for that. Watch the spam just after the benchmark :) -Original Message- From: [EMAIL PROTECTED] [mailto:hlds_linux- [EMAIL PROTECTED] On Behalf Of Ben Sent: 11 November 2008 02:16 To: Half-Life dedicated Linux server mailing list Subject:

Re: [hlds_linux] Left 4 Dead Demo Update Available

2008-11-10 Thread gameadmin
You don't set sv_unreserve. You don't need it in your config. It is not a server setting. It's a server _command_ to remove any pending lobby reservations, should they not be timing out for some reason. So, for instance, should you be unable to join your server because of that error, and no

Re: [hlds_linux] Steam auth server

2008-11-12 Thread gameadmin
Hi, Since the connection originates from your computer and goes to the steam system, the NAT system _should_ automatically forward the replies. Certainly my dedicated server only needs 2 ports open - 27015 UDP for the clients, and 27105 TCP for rcon -Original Message- From: [EMAIL

Re: [hlds_linux] Testing new srcds_i486 for l4d demo

2008-11-12 Thread gameadmin
plus a fix for hitting enter in the shell where the forking sever is running makes it take 100% of cpu. Ah, we did notice that once... after that, we were running the server from a daemon manager so never experienced this at all. Good to know what the issue was, though.

Re: [hlds_linux] l4d Dedicated server notes

2008-11-12 Thread gameadmin
Our own experience is that 12 full servers use up to 60% cpu on all 4 cores of a quad-core xeon, and 75%-90% of its 2 gigs of RAM. 40 from an 8-core would seem to be about right, assuming you want to leave a little bit of slack. -Original Message- From: [EMAIL PROTECTED]

Re: [hlds_linux] Testing new srcds_i486 for l4d demo

2008-11-13 Thread gameadmin
Indeed; The timing isn't the best (the email from Chris arived just before I went to bed) so not much testing has been done, but: - Neither netconport console or any rcon method recevies anything back from any child server, although all commands succeed (the failure includes streaming the log in

Re: [hlds_linux] l4d Dedicated server notes

2008-11-13 Thread gameadmin
The root email of this conversation by Milton (at just before midnight on the 11th, UK time) has more details about this. Basically the ports the server uses - like hltv etc. - are quite close together, so if you run lots of servers then the port assignments end up interlacing. You can get rid

Re: [hlds_linux] Lots of ports (Is this normal?)

2008-11-13 Thread gameadmin
Hi, L4D (and indeed any srcds server) seems to use the number of udp ports whether forked or not; it's just that forking and the decrease in cpu usage by the Linux server have led to port conflicts being much more common. That being said, that number is 4, not a screenful, so there's something

Re: [hlds_linux] Can't connect from lobby

2008-11-14 Thread gameadmin
You need the host port open for each server you run. So that's probably 27015,6,7...27014+number_of_forked_servers_you_started, or whatever you set this to. The other ports you specified are either outgoing only (if your firewall allows all established/related connections no action is required

Re: [hlds_linux] Left 4 Dead Demo Update Available - bugs with forking

2008-11-14 Thread gameadmin
This has the cool new commands you can run on the root server (shutdown will shut each server down after its empty - you can't even do that on single servers without sv_cheats tomfoolery :D) - type find to get a list. Broadcast has some obvious uses too. Unfortunately, there's some issues with

Re: [hlds_linux] Left 4 Dead Demo Update Available - bugs with forking (PS)

2008-11-14 Thread gameadmin
Aaaargh, that'll teach me not to proofread... I meant to say, does anyone else have this behaviour? -Original Message- From: [EMAIL PROTECTED] [mailto:hlds_linux- [EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] Sent: 15 November 2008 04:38 To: 'Half-Life dedicated Linux server

[hlds_linux] Console output broken under fork - more details and summary

2008-11-15 Thread gameadmin
Note this is under fork only - individual servers run fine 1. All rcon queries never get a reponse from the server, both in external tools like hlsw and rcon commands from the in-game client's console. The commands do work, however (I either use a say and have someone in the server

Re: [hlds_linux] Left 4 Dead Demo Update Available

2008-11-15 Thread gameadmin
I'm sorry but I'm failing to see how this affects player satisfaction in any way. If there are players on the server, then it can't be hibernating, and thus isn't running at 10fps. If there aren't players on the server, they don't care about the ping. Your second point is fair enough for

Re: [hlds_linux] Broadcast messages

2008-11-16 Thread gameadmin
Yes, if you're using netconport. Telnet into the first netconport console (the one belonging to the parent) and type broadcast say Servers going down for updates or broadcast map l4d_dem_hospital01_apartment or broadcast any_normal_command_here Type find into the console to see the other

[hlds_linux] I fail at separate configs

2008-11-16 Thread gameadmin
I'm trying to use separate config files when forking for the first time (Someone's decided it would be better if each individual hostname was numbered) and I'm starting up the servers like so: ./srcds_run -norestart -ip 84.244.189.89 -nomaster -nohltv -steamport 281## -port 27035+##

Re: [hlds_linux] Broadcast messages

2008-11-16 Thread gameadmin
Huh, on mine it works as follows: root:[EMAIL PROTECTED]:/usr/local/games/steam1/l4d_demo# nc localhost 9000 find status: List the status of all subprocesses. broadcast: Send a command to all subprocesses. find: find commands containing a string. shutdown: Tell the server shutdown

Re: [hlds_linux] I fail at separate configs

2008-11-16 Thread gameadmin
Nah, that part works... you can either use ## which gets replaced by 00-nn, or use number+##, which gives you number, number+1 etc. but only on certain parameters (of which port is one) -Original Message- From: [EMAIL PROTECTED] [mailto:hlds_linux- [EMAIL PROTECTED] On Behalf Of

Re: [hlds_linux] I fail at separate configs

2008-11-16 Thread gameadmin
Yes it's looking for a file with ## in it, changing the map outputs an error to that effect (and if you name a file ##.cfg then it executes the contents of that file) I'd prefer to use servercfgfile as it's executed every mapchange as opposed to just on server startup, but I'll look into using

Re: [hlds_linux] Data exchange over crossed child process

2008-11-17 Thread gameadmin
One thing I've noticed is that bot-controlled boss zombies are counted towards the amount of players, while bot-controlled players aren't. So if there's 3 players in the game, and there's currently a smoker and a boomer running around, I see 5 players for that server when doing a status on the

Re: [hlds_linux] Firewall ports

2008-11-17 Thread gameadmin
Yup, that's all that needs opened. Tcp is for rcon only so depending on how many admins you have you can lock access down to specific IPs if you want -Original Message- From: [EMAIL PROTECTED] [mailto:hlds_linux- [EMAIL PROTECTED] On Behalf Of Jay Deiman Sent: 17 November 2008 17:44

Re: [hlds_linux] MOTD Questions

2008-11-17 Thread gameadmin
This is (a copy of) what we do: http://games.127001.org/banner.php The reason it's a copy is that we scan our apache logs for status 200 (OK) on the real version of the file... http://www.127001.org/mrtg/graph_90.html ...to give us a rough approximation of how many clients we're seeing. The

Re: [hlds_linux] MOTD Questions

2008-11-17 Thread gameadmin
...which is why it's that colour :D our normal logo is black-on-white: http://www.127001.org/localhost.jpg -Original Message- From: [EMAIL PROTECTED] [mailto:hlds_linux- [EMAIL PROTECTED] On Behalf Of bl4nk Sent: 18 November 2008 02:57 To: Half-Life dedicated Linux server mailing

Re: [hlds_linux] [hlds] L4D dedicated server config guide

2008-11-18 Thread gameadmin
That's cause you're not specifying a file called server##.cfg, you're specifying a file called ##.cfg in a directory called server. -Original Message- From: [EMAIL PROTECTED] [mailto:hlds_linux- [EMAIL PROTECTED] On Behalf Of Rick Payton Sent: 18 November 2008 21:00 To: Half-Life

[hlds_linux] (Possibly) Useful bash snippet for getting total player numbers using multiple netconport consoles

2008-11-19 Thread gameadmin
The status output from the master netconport console of bunch of forked servers gives player numbers, but this includes bots controlling boss infected and survivors (which is why the number is rarely between 1 and 3). So if you want to get some kind of realistic aggregate player numbers, or if

Re: [hlds_linux] L4D Linux Group Server Connection Issues(sv_steamgroup)

2008-11-19 Thread gameadmin
There was discussion that having a 2 setting, with behaviour as described, would be a good idea. This was just talk amongst ourselves however, not something that's been implemented. So it came from the list, in a sense, but it's wrong... Chinese whispers at work ;) Typing cvarlist into a

Re: [hlds_linux] (Possibly) Useful bash snippet for getting totalplayer numbers using multiple netconport consoles

2008-11-19 Thread gameadmin
Yeah, without -q netcat never disconnects from the first server: -q seconds after EOF on stdin, wait the specified number of seconds and then quit. I don't know if there's some alternative easy way to do that programatically... Telnet might let you do it, but probably won't be as easy

Re: [hlds_linux] Waiting for the survivors to leave the safe house?

2008-11-19 Thread gameadmin
But if you're the only human, and you're on the side of the infected, I take it that means the survivors never move at all? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tom Leighton Sent: 19 November 2008 16:50 To: Half-Life dedicated Linux

Re: [hlds_linux] (Possibly) Useful bash snippet for gettingtotalplayer numbers using multiple netconport consoles

2008-11-20 Thread gameadmin
Getting the players is the easy part... It's connecting to the console programatically and disconnecting again that's hard* *Well, on BSD which is running an old version of netcat anyway** ** Or you could use a different tool, or perl, or python, or almost anything else :D -Original

Re: [hlds_linux] Hibernation?

2008-11-20 Thread gameadmin
Hibernation basically just means there's no one in there so it stops processing stuff from inside the map to save on CPU... it shouldn't affect any external control method at all (whether typing on the actual game console, using a netconport console, or using hlsw or external rcon program)

Re: [hlds_linux] Server inside fork crashed, how to get it back?

2008-11-21 Thread gameadmin
If it's frozen, as opposed to crashed and quit (I assume the master would restart it if that were the case) try kill -9'ing it -Original Message- From: [EMAIL PROTECTED] [mailto:hlds_linux- [EMAIL PROTECTED] On Behalf Of Saint K. Sent: 21 November 2008 17:26 To: 'Half-Life dedicated

Re: [hlds_linux] missing vars in l4d?

2008-11-23 Thread gameadmin
Assuming we're dealing with public servers here, private ones can have oddities depending on how you choose to make them private mapcyclefile - should be able to specify the mapcycle file in the server config file. motd##.txt - should be able to set the motd for each fork ( or create a

Re: [hlds_linux] RCON banpenalty killing servers!

2008-11-24 Thread gameadmin
If you don't want rcon at all, just don't open the port in your firewall ;) rcon uses the same TCP port as the gameserver does UDP port (ie if the game is running on 27015 UDP, the rcon port is 27015 TCP) -Original Message- From: [EMAIL PROTECTED] [mailto:hlds_linux- [EMAIL PROTECTED]

Re: [hlds_linux] -fork configuration tip

2008-11-26 Thread gameadmin
The answer is, it depends :P We've got a quad-core xeon (2.1GHz) and are running 12 servers with cpu usage not really going above 65% on any core. However before we could max out our cores we'd run out of memory (we also have 2 gig) - we're not loading the box fully because it's a general

Re: [hlds_linux] -fork configuration tip

2008-11-26 Thread gameadmin
Our load average goes up to about 8. Given that we're running 12 instances on a quad-core, this doesn't bother me, and certainly performance is fine... I've seen the blood spatter effect too, but I don't think that's specifically performance related, it's just a glitch ;) -Original

Re: [hlds_linux] -fork configuration tip

2008-11-26 Thread gameadmin
And yet it _is_ lag free and smooth... -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ronny Schedel Sent: 26 November 2008 16:28 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] -fork configuration tip You have

Re: [hlds_linux] Fork not working while single server is fine

2008-11-26 Thread gameadmin
It's a fault in the run script (which valve have a fix for iirc) ... If you haven't specified a map, it adds +map (whatever the first hospital one is) to your command line (just like if you don't specify a game it adds that as well) It doesn't do it right if the server's forked. To the best of

Re: [hlds_linux] hlds_linux Digest, Vol 9, Issue 199

2008-11-26 Thread gameadmin
Someone on the list tested and CPU usage is higher in versus mode, though it doesn't scale linearly (doubling the human players didn't double the cpu usage, because the server no longer has to pilot the bots, and no matter how many players you have, the mob zombies are a constant overhead). For

Re: [hlds_linux] -fork configuration tip (dominic)

2008-11-28 Thread gameadmin
These are probably the two most relevant emails... (The contents of the first - Chris Green's - was in a readme file with the server, but that appears to have been in the demo install only). The second - Milton Ngan's - is about managing large amounts of servers using fork, and is slightly

Re: [hlds_linux] -fork configuration tip (dominic)

2008-11-28 Thread gameadmin
-Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] Sent: 28 November 2008 10:25 To: 'Half-Life dedicated Linux server mailing list' Subject: Re: [hlds_linux] -fork configuration tip (dominic) ...and the list software appears

Re: [hlds_linux] -fork configuration tip (dominic)

2008-11-28 Thread gameadmin
...and the list software appears to have stripped my attachments... Will try again -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] Sent: 28 November 2008 10:22 To: 'Half-Life dedicated Linux server mailing list' Subject: Re:

Re: [hlds_linux] Left 4 Dead Update Available

2008-12-04 Thread gameadmin
Hi Chris, If I stop a server with the quit command (via rcon or netconport console), it doesn't seem to come back up. If I kill it, it does, but using rcon quit, no new process is created (though the old one dies), though, strangely, the netconports remain there and I can initiate new

Re: [hlds_linux] rcon command linux

2008-12-09 Thread gameadmin
Rather than have the screen owned by the game user, I run the screen as myself, and su to the game user inside screen. Saves hassle later (assuming you're the only one connecting to the screen, ofc) -Original Message- From: [EMAIL PROTECTED] [mailto:hlds_linux- [EMAIL PROTECTED] On

Re: [hlds_linux] Upcomming TF2 Update

2008-12-11 Thread gameadmin
Heh, was just about to post: We're also working on bringing over a variety of engine improvements from Left 4 Dead into the TF2 engine, but it won't be a wholesale replacement of the engine. This means we'll get some of L4D's performance improvements, like the better multicore support, but not

Re: [hlds_linux] (Possibly) Useful bash snippet forgettingtotalplayer numbers using multiple netconport consoles

2008-12-12 Thread gameadmin
Cheers, looks like it'll be just the thing for our non-netconport-enabled servers (tf2) -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Nephyrin Zey Sent: 12 December 2008 06:27 To: Half-Life

Re: [hlds_linux] Forked servers and srcds parameters

2008-12-12 Thread gameadmin
If you use -fork, the servers have one global copy of memory, and only the bits they write to get splintered off into private memory. So for multiple servers the memory usage is reduced. Also, since l4d uses less CPU and has less slots than other games, you'll probably want to run a bunch of

Re: [hlds_linux] Make alltalk vote-able in l4d

2008-12-17 Thread gameadmin
It's very possibly being reset to a default value on mapchange. If so, you'd need to set it in your server.cfg (your +exec server##.cfg does _not_ count - this is a file that is executed on server startup, whereas the server.cfg is a file executed on mapchange) -Original Message- From:

Re: [hlds_linux] Team Fortress 2 server binding to 127.0.0.1...

2008-12-18 Thread gameadmin
It should be -ip, not +ip... I'm not sure if that's one of the parameters the server will tolerate the wrong format for or not (+commands are ones that get sent to the server console, rather than startup options to the process) ..OK I just checked and it _is_ one of the ones where it doesn't

Re: [hlds_linux] kk rcon for l4d? or even from client console?

2009-01-15 Thread gameadmin
I take it if you don't have ssh access you don't have access to the new telnet command console introduced for Linux in left4dead either? -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux- boun...@list.valvesoftware.com] On Behalf Of Kevin J. Anderson

Re: [hlds_linux] AMD64 binaries

2009-01-24 Thread gameadmin
The detection part is detecting you should be served an amd-64 binary, but as none are available you get the standard one. I seem to recall that the compile process was changed so that a lot of stuff that would previously require selection of different binaries now doesn't... so you get an

Re: [hlds_linux] New update (crashes immediately)

2009-01-29 Thread gameadmin
Working for me, $ cat /proc/version Linux version 2.6.24-22-server (bui...@vernadsky) (gcc version 4.2.3 (Ubuntu 4.2.3-2ubuntu7)) #1 SMP Mon Nov 24 19:14:19 UTC 2008 -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com]

Re: [hlds_linux] New update (crashes immediately)

2009-01-29 Thread gameadmin
If you start the server using strace (so strace srcds_run -various-options-and-stuff) then it'll spit out a cornucopia of diagnostic information. That'll help Chris work out what's going wrong. (Though a core dump would probably be appreciated too) -Original Message- From:

Re: [hlds_linux] OFF TOIPC - Question to GSP's regarding Ventrilo

2009-01-30 Thread gameadmin
So would that be your answer to the OP, who actually has a license but needs support? The issue isn't just about new licenses. Go use mumble, stop crying on this thread. ___ To unsubscribe, edit your list preferences, or view the list archives,

Re: [hlds_linux] TF2 CPU Usage on Q9300

2009-03-05 Thread gameadmin
In my experience tf2 servers like to jump core every few minutes. If you don't let them do that, you get a small amount of lag every few minutes instead. I'm not sure what's going on with the Linux process scheduler there, but that's my experience. YMMV -Original Message- From:

Re: [hlds_linux] 3/6/09 update... F4!L

2009-03-06 Thread gameadmin
If you mean was it supposed to fix the issues that the change notes said are still being looked into then no, funnily enough, it wasn't. Before you get all high and mighty you might want to check your own statements aren't a pile of mince. -Original Message- From:

Re: [hlds_linux] Kernel Options and Clocksource

2009-03-07 Thread gameadmin
So to get a list of which clocksources your hardware has available: # cat /sys/devices/system/clocksource/clocksource0/current_clocksource I think you meant available_clocksource not current_clocksource ? -Original Message- From: hlds_linux-boun...@list.valvesoftware.com

Re: [hlds_linux] Left4Dead: Workaround for a few problems after thepatch

2009-03-12 Thread gameadmin
I needed the setmaster lines to get any players, before adding them to the config, just typing setmaster in the console would show I had no master servers in the list (whereas, without setting them explicitly, it would show me 2 master servers in the list in tf2) -Original Message-

Re: [hlds_linux] Left4Dead: Workaround for a few problems after the patch

2009-03-12 Thread gameadmin
Command-line console commands are executed fairly early on, it's possible these get reset by something later http://whisper.ausgamers.com/wiki/index.php/SRCDS_cfg_startup_order Note it doesn't mention other things that can affect cvars; even if no other script is reverting your commands,

Re: [hlds_linux] TF2 Delisting

2009-03-14 Thread gameadmin
You also don't want to spend this amount of time trying to second-guess the system. In the simple case, there's no way in hell kicking someone for being afk is going to push your server into the very-high-connections-very-low-playing-time zone that they used to identify player-hostile servers.

Re: [hlds_linux] [TF2] fps drops

2009-03-23 Thread gameadmin
I don't have info on tf2, but when I tried it on tfc, renice (changing the priority while running) caused severe lag. Nice (changing it at run time), however, worked fine. Not sure why -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-

[hlds_linux] l4d update sometime today?

2009-03-25 Thread gameadmin
http://www.l4d.com/blog/post.php?id=2377 As per link? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux

Re: [hlds_linux] steam down again? also, maintainance thread suggestion

2009-03-31 Thread gameadmin
If that's a problem I could probably rig up a bot to do it, if people don't mind (though then it wouldn't have the @valvesoftware.com sender address that I, for one, use to tag official messages) EDIT: I was about to suggest that the times for outages mention the time as well, until I saw that

Re: [hlds_linux] L4D question..

2009-05-01 Thread gameadmin
In the root netconport, type find - you should get a list of commands. One of them is shutdown which will stop each server after it becomes empty -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux- boun...@list.valvesoftware.com] On Behalf Of Fyren

Re: [hlds_linux] Uber slow update

2009-05-30 Thread gameadmin
Also, make sure you only run that on one game instance at a time, if you can help it, otherwise your disk goes crazy trying to seek between the files in the different installs constantly, and throughput drops like a rock -Original Message- From: hlds_linux-boun...@list.valvesoftware.com

Re: [hlds_linux] New browser engine support for steam?

2009-06-04 Thread gameadmin
If I recall correctly, Valve are investigating other browsers as they don't like some parts of the embedded IE (there's a forum post somewhere). I think part of the issue was finding one with enough embedding functionality that's also lightweight from an install point of view (considering it

Re: [hlds_linux] New browser engine support for steam?

2009-06-04 Thread gameadmin
No, it's to do with the fact that on a windows box, it's the one embeddable browser you can guarentee will be installed. Nothing to do with brainwashed or bribed programmers. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com

Re: [hlds_linux] New browser engine support for steam?

2009-06-04 Thread gameadmin
Didn't find the original thread, but I found a repost of Valve's stance on this, including why they use it (it's available on all PCs) and why they'd want to change it (in-game browser is a bit of a hack) http://forums.steampowered.com/forums/showpost.php?p=9907668postcount=2 -Original

Re: [hlds_linux] New browser engine support for steam?

2009-06-04 Thread gameadmin
Indeed; while originally Valve used IE for reliability (you knew it was there), the reason for changing would also be reliability (you know it'll render the same in all clients) -Original Message- From: hlds_linux-boun...@list.valvesoftware.com

Re: [hlds_linux] New browser engine support for steam?

2009-06-04 Thread gameadmin
That's an argument _against_ changing browser. If they went with a different rendering engine they'd have to bundle it with the steam client. By using IE, they don't have to. Better arguments are: - Don't have to test the steam client pages against multiple versions of IE - Server operators

Re: [hlds_linux] New browser engine support for steam?

2009-06-04 Thread gameadmin
I suspect the needing-to-turn-into-bitmap thing only applies to the in-game browser you get in the likes of tf2 or left4dead -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux- boun...@list.valvesoftware.com] On Behalf Of Saul Rennison Sent: 04 June

Re: [hlds_linux] New browser engine support for steam?

2009-06-04 Thread gameadmin
I'd argue that MS is kept pretty good with security fixes, but I'd also argue that that misses the bigger point. The reason people don't like using IE for showing the MOTD is because of the range of versions people are using. It follows that people aren't keeping it updated. From THAT, it

Re: [hlds_linux] tf2 rcon_address exploit

2009-06-04 Thread gameadmin
Any chance you could expand a bit? I for one have no idea what you mean. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux- boun...@list.valvesoftware.com] On Behalf Of Zuko Sent: 05 June 2009 00:56 To: Half-Life dedicated Linux server mailing

Re: [hlds_linux] Lotus.clan

2009-06-07 Thread gameadmin
There's legitimate reasons why servers may have bots - they could be running an an airshot map, for example. In my community, practice maps like that are run on match servers while there isn't any matches on, but I can see a clan with only one server might run it public some of the time, and

Re: [hlds_linux] New browser engine support for steam?

2009-06-15 Thread gameadmin
It's been suggested that it'll just be the front-end user browser that is missing, and the rendering engine will still be available for embedding. Still, unless there's some concrete proof of that, if I were valve I'd be investigating alternatives... -Original Message- From:

Re: [hlds_linux] Broken Master server (68.142.88.34) or IP/network- please remove it

2009-06-15 Thread gameadmin
Note that if you don't have a Linux router, but are running your server on Linux, the same can be achieved by changing the FORWARD to OUTPUT and running it on the server instead of the router -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-

Re: [hlds_linux] TF2 Rcon Problems?

2009-06-25 Thread gameadmin
No... can you be more specific? -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux- boun...@list.valvesoftware.com] On Behalf Of Philipp Reddigau Sent: 25 June 2009 21:49 To: Half-Life dedicated Linux server mailing list Subject: [hlds_linux] TF2

Re: [hlds_linux] Server's Don't Reconnect to Steam Again? :(

2009-07-01 Thread gameadmin
For what it's worth, that may or may not help if you're using the game's log to a file in the game directory option, but it _CERTAINLY_ doesn't do anything if you are redirecting console output to a file (which we do firstly because we want to log to a different place, and secondly because we also

Re: [hlds_linux] L4D dedicated server: reserved for group and public

2009-07-08 Thread gameadmin
I just set a steamgroup and use sv_steamgroup_exclusive 1. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Mike Zimmermann Sent: 07 July 2009 21:33 To: Half-Life dedicated Linux server mailing list

Re: [hlds_linux] [l4d] no fix ?

2009-07-17 Thread gameadmin
I'm confused about your answer re: fork. Why is it in your command line with no number? It's certainly not going to do anything positive like that! -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of

Re: [hlds_linux] [l4d] no fix ?

2009-07-17 Thread gameadmin
Fork is used to run multiple instances of the game server from one command, sharing memory where possible If you don't know what it does, why are you using it? I suggest you read http://developer.valvesoftware.com/wiki/Command_Line_Options#Source_Dedicate d_Server as an absolute minimum

Re: [hlds_linux] Left 4 Dead Update Released

2009-07-17 Thread gameadmin
That was a master-server-side issue and was fixed on Wednesday, though iirc the Linux servers not showing up until the next heartbeat after (i.e. a few minutes) is still extant. Doesn't need a restart for that though. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com

Re: [hlds_linux] Counter-Strike 1.6 Update Available

2009-07-22 Thread gameadmin
Isn't that expected behaviour? I thought the idea behind it was to cap the maximum ticrate on the command line for GSPs so customers couldn't consume more CPU than they'd paid for... I see no reason why it shouldn't let customers choose a _lower_ ticrate if they want -Original Message-

Re: [hlds_linux] Lan games have steam ID enabled?

2009-07-29 Thread gameadmin
The email you quoted was a reply to a question. So I'm not sure what problem you mean. If your problem is I am seeing steam_ids on a server which is set to LAN then just change map, as referred to in the email you quoted If your problem is I want to see steam_ids but am not then set lan mode to

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