FYI to those using symbolic links:
tf2_misc_010.vpk was added
On 21.11.2013 16:54, Eric Smith wrote:
We've released a mandatory TF2 update. A link to the notes for the
update is below. The new version is 2017744.
-Eric
--
http://www.teamfortress.com/post.php?id=11931
...@gmail.com
wrote:
We're getting a HUGE amount of lag after update.
On Wed, Aug 28, 2013 at 9:14 PM, Russell Smith
ve...@tinylittlerobots.us
wrote:
Still seeing console spam with these errors on server
launch and
restart
after todays update:
Tried to Seek NULL file handle!
Tried
Still seeing console spam with these errors on server launch and
restart after todays update:
Tried to Seek NULL file handle!
Tried to Seek NULL file handle!
FS: Tried to Read NULL file handle!
FS: Tried to Read NULL file handle!
On 28.08.2013 17:26, Eric Smith wrote:
We've released a
Anyone else seeing these errors on server start since todays update?
They don't seem to be causing issues once the server is up but they are
new. Running on Debian.
Tried to Seek NULL file handle!
Tried to Seek NULL file handle!
Tried to Seek NULL file handle!
Tried to Seek NULL file handle!
The wiki has an example script that should work fine as long as you
know how to edit a text file.
On 01.05.2013 12:35, Scipizoa wrote:
I'm not a strong scripter or good at making linux based scripts.
this is very upsetting and disheartening to me that valve forced us
onto steamcmd but didn't
I've converted all 4 of my servers over to use SteamPipe. I have them
symlinked to a master copy of the binaries, but each instance has its
own addons/cfg/downloads/logs and replay folders.
3/4 of the servers work fine as far as I can tell, though they haven't
got any peak traffic yet so
sourcemod try updating it
On 4/30/2013 12:46 PM, Russell Smith wrote:
I've converted all 4 of my servers over to use SteamPipe. I have
them symlinked to a master copy of the binaries, but each instance
has its own addons/cfg/downloads/logs and replay folders.
3/4 of the servers work fine as far
that
works with steampipe suppidly, i just updated mine and no more
segfualt crashes for me, :P
On 4/30/2013 12:50 PM, Russell Smith wrote:
I'm using the latest snapshot of Sourcemod on all the servers. Only
one has this problem oddly enough.
On 4/30/2013 9:48 AM, Scipizoa wrote:
I've had
Yep.. Seg fault on server boot now with MM/SM enabled after the update.
On 30.04.2013 12:27, Nicholas Hastings wrote:
This optional update just reverted some of the changes from beta in
the server binary.
CBaseEntity::IsCombatItem is gone, shifting much of the entity
virtual tables again, back
update to be pushed later today,
after which SourceMod's devs will push out new gamedata that actually works
with SteamPipe.
On Tue, Apr 30, 2013 at 12:46 PM, Russell Smith
ve...@tinylittlerobots.uswrote:
I've converted all 4 of my servers over to use SteamPipe. I have them
symlinked to a master
To piggy back on this thread, how are you guys handling srcds updates?
The only disadvantage I can see with symlinking is you then cannot
launch with -autoupdate on each of your instances, but you can't update
the master copy either while the children are running.
Are you guys then just
Can we at least agree that the parameters of quickplay should be
adjusted? If there were quickplay filters for things like no crits and
increased max players this would not be as much of an issue. These are
settings Valve shipped with the game, and settings that a large section
of the
SourceMod broken for anyone else with this update? MetaMod is loading
but SM isn't even being recognized.
On 20.12.2012 15:12, Eric Smith wrote:
Sorry, we forgot part of the notes:
- Added three new community weapons
- The Vaccinator
- The Loose Cannon
- The Rescue Ranger
-Eric
recommended to also grab a dev snapshot of SM, especially for
TF2, but most (not all) functionality with be fine without on
DOD:S/HL2DM.
Russell Smith mailto:ve...@tinylittlerobots.us
Thursday, December 20, 2012 6:21 PM
SourceMod broken for anyone else with this update? MetaMod is
loading but SM
FYI anyone using SMAC, so far anyone connecting to my server has been
immediately been banned for the following:
SMAC: ConVar cl_particles_show_bbox violation (bad query result)
Using SMAC 0.8.0.8
On 20.12.2012 15:41, Russell Smith wrote:
Cheers. SourceMod is running. No players on yet so
.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Russell Smith
Sent: Monday, November 19, 2012 11:34 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Servers still getting
Thanks for the update Fletcher.
Is this issue you reproduced game mode specific? Some people are only
seeing this on MvM servers, but I have seen it happen once recently on
one of my PvP servers as well.
On 19.11.2012 10:53, Fletcher Dunn wrote:
Just a note to acknowledge this issue.
I
Anecdotal, but I'm not seeing any drop off or change on my PvP servers.
They were full during and after the Halloween event, through early
afternoon to around midnight.
On 19.11.2012 11:55, Saint K. wrote:
My observations are from before the Halloween event. Of course during
Halloween it's
If CS:GO's official/community matchmaking split is any indication of
Valve's direction I think the trend will be less community involvement
and more control by Valve over the server and player experience.
On 19.11.2012 11:52, Saint K. wrote:
Fletch,
Now comes the obvious question, why does
How topical. I just caught one of my servers churning away at 100%
CPU. Happened while playing on cp_gravelpit.
On 12.11.2012 14:33, Essay Tew Phaun wrote:
I have some non-MvM servers that get stuck occasionally at 100+% CPU
that I
have to forcefully kill. I wonder what causes this..
I run replay on mine, but no AI bots. Today was the only time I've had a
crash like that happen in recent memory.
On 11/12/2012 9:28 PM, ics wrote:
If i would haved to guess, bots?
-ics
- Alkuperäinen viesti -
I have some non-MvM servers that get stuck occasionally at 100+% CPU
that
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
Did you talk to her?
On 31.10.2012 13:32, Frank wrote:
WTF!!!
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Staci
Page
Sent: Wednesday, October 31, 2012 7:45 AM
To: Half-Life dedicated Linux server
Have a player trying to connect to one of my empty servers right now and
I noticed this in the console:
XXX.XXX.XXX.XXX:27005:corrupted packet 65533 at 1549
XXX.XXX.XXX.XXX:27005:corrupted packet 65533 at 1554
XXX.XXX.XXX.XXX:27005:corrupted packet 65533 at 1562
XXX.XXX.XXX.XXX:27005:corrupted
Are those of you with lag issues watching your CPU utilization? I had similar
symptoms on my servers after the pyro update (which lasted for months). The in
game lag spikes I saw coincided with srcds CPU spikes.
Lord_Jeremy lord.jer...@gmail.com wrote:I noticed one MVM server was lagging
I managed to get it on one. Crashed immediately on player connects
though with the latest MM/SM snapshots though :(
On 26.10.2012 17:28, doc wrote:
Man I had forgotten how terrible it feels to not get the update
quickly.
Still sitting here trying to pull it in for my server :(
On Fri, Oct
Using sourcemod-1.5.0-hg3672 and mmsource-1.10.0-hg809.
On 26.10.2012 17:37, doc wrote:
Using 1.4 or 1.5?
On Fri, Oct 26, 2012 at 5:35 PM, Russell Smith
ve...@tinylittlerobots.uswrote:
I managed to get it on one. Crashed immediately on player connects
though
with the latest MM/SM snapshots
Ahh, I am using gameME. I'll try disabling it. Cheers.
On 26.10.2012 17:41, Giovanni Harting wrote:
Confirm, this is wokring. GameMe is crashing the server for me,
disabeling
the plguin prevent the server for crashing
2012/10/27 Russell Smith ve...@tinylittlerobots.us
Using sourcemod
for crashing
2012/10/27 Russell Smith ve...@tinylittlerobots.us
Using sourcemod-1.5.0-hg3672 and mmsource-1.10.0-hg809.
On 26.10.2012 17:37, doc wrote:
Using 1.4 or 1.5?
On Fri, Oct 26, 2012 at 5:35 PM, Russell Smith
ve...@tinylittlerobots.us**wrote:
I managed to get it on one. Crashed
SCHED_RR is round robin scheduling, not real time.
Marco Padovan e...@evcz.tk wrote:Hi,
thanks for your feedback, never run the server as root so I never
noticed this *weird* behaviour :S
This specific unprivileged user (/*not root*/) I'm doing the tests with
is allowed to set realtime scheduler
Yep.Essay Tew Phaun sc2p...@gmail.com wrote:Been having this the past hour or
so anyone else?
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If you give users an option to view the ad or not I can't imagine
anyone ever opting in. These ads work only because they're forced on
users.
Technically there is already a way to opt out of these ads by disabling
html motd's. However, many of the servers running these ads are also
using
Running a server to try and make money is a weird prospect to me.
If you meant to ask how to pay for server costs then: get a job, or
build a community where your players don't mind helping to contribute.
On 12.09.2012 23:12, Cameron Munroe wrote:
How else would you suggest a server make
I don't think your later post stating If I make $10 , $20 $100 should
it really matter really deviates from the sentiment he's disagreeing
with.
On 13.09.2012 10:39, Cameron Munroe wrote:
Maybe next time you should think about looking at the more up to date
posts.
On 9/13/2012 10:29 AM,
...@list.valvesoftware.com
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Russell
Smith
[ve...@tinylittlerobots.us]
Sent: 13 September 2012 08:28
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] HTML MOTDs not rendering?
Running a server to try and make money is a weird
, Russell Smith wrote:
Team Fortress communities, and other PC game communities, have
survived off donations since their inception in the 90s. Your
business model relies on Valve not disabling this functionality in
the motd. Granted it's not likely they will now that they're
officially sanctioning
I get what I ask for, yes.
On 13.09.2012 11:24, Cameron Munroe wrote:
Do you get enough to cover all costs?
On 9/13/2012 11:23 AM, Russell Smith wrote:
I don't give donator perks and still manage to get donations. So
that's not a problem.
On 13.09.2012 11:20, Cameron Munroe wrote
Hah. Degenerate like the Official CS:GO servers?
Those ads are quite annoying but the op mentioned he's not running any
ads in the motd earlier.
On 9/12/2012 7:32 PM, Carl wrote:
I hope this isn't for one of those really annoying HTML ads that some
degenerate servers have been abusing their
One of my TF2 servers hung last night when a _restart was issued. I
had to kill the process and manually restart.
Here's what was dumped to the console:
http://pastebin.com/b07ggugu
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Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
Russell Smith
Sent: Wednesday, September 05, 2012 10:32 AM
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] Crash on restart with latest update
One of my TF2 servers
, that looks more like a dump point for all
replays. Are you sure your config is correct?
On Sun, Sep 2, 2012 at 5:22 AM, Russell Smith ve...@tinylittlerobots.uswrote:
Yes, but they all publish to different directories.
On 9/2/2012 1:42 AM, Rudy Bleeker wrote:
Do you have multiple servers stacked
Yes, but they all publish to different directories.
On 9/2/2012 1:42 AM, Rudy Bleeker wrote:
Do you have multiple servers stacked on one machine, all using local
http publishing of replays? That might explain how the target file
could already exist.
On Sun, Sep 2, 2012 at 2:49 AM, Russell
Had this happen to me today:
L 09/01/2012 - 16:51:22:
*
L 09/01/2012 - 16:51:22: *
*
* ** ERROR: Target already existed and could not be removed:
The community requests a fix to the CPU spikes caused by the Pyro
update too. Any word on that Eric?
On 23.08.2012 17:59, Eric Smith wrote:
We've released a mandatory update to TF2. The notes for the update
are below.
-Eric
--
Source Engine Changes (TF2, DoD:S,
Thanks for the heads up Eric. Did you ever find out if anyone is
looking into the CPU spike issues that started with the Pyromania
update?
On 21.08.2012 11:05, Eric Smith wrote:
We're working on a mandatory update for TF2. We should have it ready
very soon.
-Eric
a good stutter every few
hours or
so.
(Also xsplit doesn't play nice with hl2.exe after Pyromania)
On Mon, Aug 20, 2012 at 2:42 PM, Russell Smith
ve...@tinylittlerobots.uswrote:
I started having CPU spikes with the Pyromania update. Started
several
threads on here about them, and other admins
I think you're the first person I've seen who willingly wants to use
it. :)
On 21.08.2012 16:52, pilger wrote:
Is it possible to use the SteamCMD for TF2, though? As an
alternative?
On 21 August 2012 20:41, Fletcher Dunn fletch...@valvesoftware.com
wrote:
TF2 still uses the old
I started having CPU spikes with the Pyromania update. Started several
threads on here about them, and other admins are having similar issues.
Valve hasn't given word on whether or not they're even looking into it.
On 20.08.2012 14:23, Paweł Jastrzębski wrote:
Hi,
Anybody experienced insane
after Pyromania)
On Mon, Aug 20, 2012 at 2:42 PM, Russell Smith
ve...@tinylittlerobots.uswrote:
I started having CPU spikes with the Pyromania update. Started
several
threads on here about them, and other admins are having similar
issues.
Valve hasn't given word on whether or not they're even
of these lines per second.
Out-of-range value (67323.054688) in SendPropFloat
'm_flLastDamageTime', clamping.
On Mon, Aug 20, 2012 at 6:57 PM, Russell Smith
ve...@tinylittlerobots.us wrote:
That's the symptom I see in game as well. On the server htop shows srcds
hogging up an entire core
{
mg_hostage
}
}
}
}
}
mapgroups
{
mg_hostage // mapgroup definition
{
name mg_hostage
maps
{
cs_office
}
}
}
}
On Sun, Aug 19, 2012 at 12:54 AM, Russell Smith
ve...@tinylittlerobots.uswrote:
I got those messages when I had my mapgroups incorrectly set up. I was
assuming the mapgroups set
Oh, and what are your launch parameters?
On 8/18/2012 11:04 PM, Aaron Thompson wrote:
and I tried that...maybe I messed something up...here ill paste what i have
in there.
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because
the command line was missing +game_type 0 +game_mode 0 +mapgroup
mg_cs_office
On Sun, Aug 19, 2012 at 1:15 AM, Russell Smith ve...@tinylittlerobots.uswrote:
Oh, and what are your launch parameters?
On 8/18/2012 11:04 PM, Aaron Thompson wrote:
and I tried that...maybe I messed
Did you just join the list? There's been a hundred or so emails about
MvM issues including server crashes the past couple days.
You're not alone.
On 8/18/2012 1:14 AM, Weasel wrote:
I have noticed since at least the MvM update, things are crashing quite a bit.
12 times in the last 24 hours
I got those messages when I had my mapgroups incorrectly set up. I was
assuming the mapgroups set in gamemodes.txt were global and able to be
referenced in gamemodes_server.txt, but it appears not. Once I copied
the relevant map groups over to my gamemades_server.txt file then I was
able to
Yep. Happened on all 3 of mine. Taking them offline until this is
sorted out.
On 17.08.2012 17:04, Chris Oryschak wrote:
I'm getting this too. Server is 32/32 but no one is on.
On Fri, Aug 17, 2012 at 7:31 PM, Sazpaimon sazpai...@x-cult.org
wrote:
Getting this too. May be due to Valve's
Please test it first.
On 17.08.2012 17:43, Fletcher Dunn wrote:
Update coming in the next 30 minutes or so.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of doc
Sent: Friday, August 17, 2012 5:40 PM
To:
What's the situation going to be with the replay system? Will that
work with MvM or should we disable it for servers running the mode?
On 15.08.2012 11:52, Fletcher Dunn wrote:
There is currently no way to select a particular server or server
group in the matchmaking system.
The matchmaking
At launch meaning eventually we'll be able to run them? If so what's
the current expected timeframe of that happening?
On 15.08.2012 16:48, Fletcher Dunn wrote:
Valve will host all Mann Up servers at launch.
We're shipping the attached default mission cycle file. If you boot
your server to
. Probably larger than the number of people
Manning Up.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
Russell Smith
Sent: Wednesday, August 15, 2012 4:53 PM
To: Half-Life dedicated Linux server mailing
These seem to be happening a ton on my PvP server tonight. Anyone else
seeing them?
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Replays appear to be working on my server.
On 8/15/2012 9:25 PM, dan wrote:
On 15/08/2012 23:16, Russell Smith wrote:
What's the situation going to be with the replay system? Will that
work with MvM or should we disable it for servers running the mode?
It doesn't work now :(
Hopefully
Most likely. They seem to be happening with many players simultaneously.
On 8/15/2012 9:31 PM, 1nsane wrote:
I've had complaints of player crashes after this update on both my PVP
and MVM servers. That's probably what you are seeing.
On Thu, Aug 16, 2012 at 12:29 AM, Russell Smith
ve
Yes, but that's not a new issue.
On 8/15/2012 9:56 PM, dan wrote:
On 16/08/2012 05:30, Russell Smith wrote:
Replays appear to be working on my server.
Do you never get this, and similar, errors? :-
http://forums.steamgames.com/forums/showthread.php?t=2745226
Any word back on this Eric?
On 10.08.2012 14:24, Eric Smith wrote:
I'll forward your email around to see who is looking into the
problem.
-Eric
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
Russell
I think he was referring to game balance being broken on 24 player
games.
On 14.08.2012 14:19, Nomaan Ahmad wrote:
What do you mean by rubbish to play? CPUs have gotten more powerful
over
the years too. If some is running on tf2's minimum requirement I
think they
should upgrade in order to
If you mean steam group servers like Left 4 Dead has, Fletcher said
earlier that this functionality wouldn't be in tomorrow's update.
Hopefully it will be added down the line though.
On 14.08.2012 14:46, DontWannaName! wrote:
Can we do reserved lobbies like with keys? So all friends go to
Not sure about lobbies, but he mentioned you can still join from the
server browser.
On 14.08.2012 14:57, DontWannaName! wrote:
Is there any way to point the lobby to a specific server at all?
Cvar?
Sent from my iPhone 4
On Aug 14, 2012, at 2:54 PM, Russell Smith
ve...@tinylittlerobots.us
14, 2012, at 2:54 PM, Russell Smith
ve...@tinylittlerobots.us wrote:
If you mean steam group servers like Left 4 Dead has, Fletcher said
earlier that this functionality wouldn't be in tomorrow's update.
Hopefully it will be added down the line though.
On 14.08.2012 14:46, DontWannaName
Thanks for the heads up Eric.
It would be great if we could get a word back from a Valve employee on
the CPU spiking issue that started happening with the Pyro update.
There's been a couple threads about it and no word from Valve. New
updates are nice and all but I would prefer to have a
By chance I caught this error pop up when a game on pl_badwater had
just begun:
KeyValues Error: LoadFromBuffer: missing { in file
materials/models/player/items/sniper/awes_hat_blue.vmt
(*VertexLitGeneric*), (*proxies*), (*SelectFirstIfNonZero*),
KeyValues Error: LoadFromBuffer: missing { in
The second picture looks to me like it could be a server fps drop which
happens sometimes when a player enters the game.
As for the first it looks like you might not have your server splitting
larger packets, what are your settings for the following:
sv_maxrate
sv_minrate
sv_minupdaterate
I don't know what is recommended but I use:
sv_minrate 5
sv_maxrate 0
sv_minupdaterate 40
sv_maxupdaterate 66
sv_mincmdrate 40
sv_maxcmdrate 66
net_splitpacket_maxrate 10
net_splitrate 2
On 8/5/2012 1:01 PM, Michael Johansen wrote:
Russel, what are the correct values for these? Or
My understanding, and I could be wrong, is that these cvars control the
behavior of large packets that are fragmented before being sent to the
client. net_splitpacket_maxrate limits the rate these fragmented packets
are sent out and net_splitrate limits how many of these packets are
allowed
minrate of 5000 is quite low, unless you're catering to dialup users. I
would try tweaking all of your min rates as well as the
splitpacket/splitrate cvars.
Choke itself is caused by the server holding back sending packets to a
player. This is due to the players rate being set too low to
No note on fixing the sapper server crash bug?
On 03.08.2012 17:19, wickedplayer494 . wrote:
For those that can't access the Steam store or want a text copy:
- Fix server crash bug caused by setting tf_mm_servermode before map
command
- Increased The Red Tape Recorder's downgrade speed from
Relax. It's just a new spy mechanic.
Spy sappin mah server!
On 8/3/2012 8:50 PM, Frank wrote:
Yeah and it still doesn't prevent the crash or there is still something
there with the new sapper causing it.
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Hmm, that's odd that a logged in elsewhere error would be thrown. Is
there a unique identifier assigned to each server when handshaking with
Steam? Perhaps if the server lost connection to Steam long enough for
this identifier to be reset when a new handshake occurs it would look
like all
The entity data seems normal for a payload map. The client
extrapolation seems odd as my understanding is that this would only
occur when the client fails to receive updates from the server. But the
net graph seems to indicate the server is still sending out tic updates
since there are no
What would you like to know about the CPU usage? As the thread title
implies srcds is spiking to 100% utilization of a core. Load averages
in htop increase accordingly.
I find it hard to believe that multiple servers running on different
OSes entirely would suddenly all start having
Besides the srcds thread that is spiking, the rest of the processes seem
to behave normally taking up a reasonable amount of CPU time. I have a
Left 4 Dead 2 server running on the same box which is having no issues
as far as I can tell.
What's the performance penalty for using strace? I
My turn to think out loud.
In the more extreme cases of this, players will get disconnected with
STEAMAUTH: Error code 6. Does anyone know what this error code actually
means? If the issue were between the player and server then I would
expect to see a timeout message instead of a steamauth
These are still a thing. They started around the time of the pyro
update. The main srcds thread spikes to 100% cpu utilization and all
players in game will lock in place until CPU usage goes back to normal.
Users will see something like this on the net graph in the more extreme
cases:
It doesn't happen on player joins. I haven't been able to see any
commonalities between occurrences that would indicate what the cause is.
On 7/28/2012 12:31 AM, doc wrote:
Is it completely random or during someone joining?
On Sat, Jul 28, 2012 at 12:21 AM, Russell Smith
ve
I'm not locking srcds instances to a single core. I did try locking
each to two cores as a solution but that had no effect, so I removed
that restriction.
I'm also not running using -threads 1. I did try that as there was a
thread on this list two years back that mentioned that as a
I noticed this started happening on my quickplay server a week or more
before Fletcher announced the quick play changes on this list.
On 7/25/2012 11:16 PM, Cameron Munroe wrote:
The servers fill in droves and not a nice constant trickle so the
server goes form 0 players to maxed out in 10
Since this is set to 255 whether you have the new quickplay system
enabled or not it seems like this setting is now pointless.
On 7/20/2012 11:23 PM, ics wrote:
255 = world. It's propably set due to new quickplay improvement, just
to make sure every server can potentionally receive any client
If you add a custommaps tag then an issue that would need to be
addressed is whether or not that tag will disqualify you from the
standard quickplay pool even when your server is playing a stock map.
Likely the pool of players in the standard quickplay pool would be
larger than those looking
What was your CPU usage like at the time? The CPU spike issue I've
been having for the last few weeks result in the whole server
disconnecting with steamauth error 6 codes if the spikes happen for a
prolonged amount of time (10 sec or so).
On 20.07.2012 17:14, Cameron Munroe wrote:
I have
What's with this message?
Setting 'sv_region 255 ' due to tf_mm_servermode
Happens on servers with tf_mm_servermode enabled and disabled.
On 7/20/2012 6:46 PM, Fletcher Dunn wrote:
Just to be clear, the this new feature is in beta status, but it has shipped in
the regular game.
It is not
I have been seeing this lately as well.
On 18.07.2012 14:30, Calvin Judy wrote:
When you execute a quit or _restart command it appears the
srcds_linux process isn't getting shut down properly, on windows
running the commands doesn't generate a crash dump, nor should it.
Since we're on the subject of client bugs, the massive fps drop issue
is getting really annoying. This started happening the week before the
pyro update with those stealth updates that were put out. I can go
from an outdoor firefight with a framerate of 150, where framerates are
typically
Setting it to read only isn't helping with the spikes, unfortunately.
I'm not sure what exactly the debug code is doing that they left on, but
the logs aren't being flushed to file immediately after a snapshot
overflow so this stuff is building up in memory for a while.
Fletcher also talked
They don't correlate. Nor do the timings of the log dumps match to the
timing of the actual snapshot overflow occurrences. And not all
reliable snapshot overflows seem to be dumped to files. I reinstalled
srcds earlier this week for both my servers, but my back up of one
server shows that
Ah, I didn't see your original message regarding the file size. I
don't think the OS is the limitation. 16TB is the max file size for
ext4 is it not? Windows admins are seeing larger file sizes than this,
so it must be a limitation on the linux branch.
I am at a loss as to what my recent
What is this file? I haven't noticed it before, but it's showing up in
my tf folder. Looks like a log of packet information being sent to clients.
Why is this showing up now, and how can this logging be disabled?
40602.961200/2703847 Player [Player.X][7][adr:XX.XXX.XXX.XX:46611] was
sent a
I have replays enabled on a local http server. My server isn't crashing
like it did when I used remote replays months ago. The main srcds
thread temporarily takes up 100% cpu utilization, which causes everyone
in the server to freeze in place until the process decides to be less
greedy. It
Fletcher,
I have been seeing CPU spikes since the last few updates. I had some
spikes last night that didn't coincide with anything being dumped to
netspike.txt. Is it possible this is still related to debug information
being collected, but not dumped to the file? My netspike.txt files
No update to disable the netspike.txt logging? :/
On 11.07.2012 17:28, Eric Smith wrote:
We've released an update to Team Fortress 2. Clients will get the
update when they restart. Servers do not need the update but will get
updated binaries if they sync. There are no server changes in the
Tried running the server without SourceMod and still had the same
issue. Time for a clean install..
On 7/9/2012 10:45 PM, Kyle Sanderson wrote:
I'm seeing the same kind of thing under CS:S. My guess is memory corruption.
Thanks,
Kyle.
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