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
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
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
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
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
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:
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
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
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:
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
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
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
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
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
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,
-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
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]
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:
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:
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
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
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.
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]
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
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
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
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
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
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
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
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
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
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+##
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
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
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
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
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
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
...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
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
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
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
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
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
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
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)
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
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
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]
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
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
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
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
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
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
-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
...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:
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
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
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
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
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
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:
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
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
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
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]
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:
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,
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:
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:
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
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-
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,
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.
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-
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
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
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
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
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
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
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
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
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
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
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
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
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
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:
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-
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
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
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
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
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
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
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-
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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