Jump to content

Powerlord

Members
  • Posts

    2,420
  • Joined

  • Last visited

Everything posted by Powerlord

  1. I meant to post this last night, but we were getting very high ping times on the NEW BLU server last night. I'm hoping it was a temporary thing, but if it persists, we may have to look into moving our servers again. Having said that, I'm not touching reserved slots for the moment. The "NEW" servers are essentially free to me, as I'm (ab)using my position as VGMusic's sysadmin to use the VGMusic box for them. VGMusic uses nowhere near the bandwidth or processor/memory resources it has at its disposal.
  2. Disabling replays appears to have fixed the server crashing issues. Either that or we've just gotten lucky, because NEW BLU has been in use for the past 5-6 hours with no crashes.
  3. I've disabled replays on all 4 servers to see if that fixes the current server freezing / crashing issues. Can you tell I'm getting tired of the servers just crashing like that? Since it happens across all 4 servers, and some other server admins are reporting no crashes/freezes, it's either replays or something SourceMod related.
  4. Another TF2 update. As expected, the Cow Mangler got nerfed.
  5. Whoopee... now, instead of random crashes, we now have random points where the server just completely stops responding. I just restarted OLD RED to fix this issue there.
  6. The autoupdater bugged out. I went to check its progress earlier today, only to find out it was reinstalling TF2. Turns out there's a bug in it that quotes an argument that, when quoted, makes it treat quotation marks as part of a directory. It's fixed now, and correctly updated NEW BLU and NEW RED afterwards. In the meantime, I manually updated OLD BLU and OLD RED (which don't have the autoupdater), so they were back up first. At the moment, all 4 servers are operational... and all 4 are being tracked on HLStatsX CE. However, I made one more tweak that causes it to wait 10 seconds between server updates to fix issues with replays not starting correctly. Oh right, here are the update notes:
  7. RED has completed its move to its new IP: red.ocrtf2.com:27015 / 173.212.246.228:27015 (Note: Just fixed a minor SNAFU that had it reporting as BLU) BLU is also listening on its new address: blu.ocrtf2.com:27015 / 173.212.246.227:27015 As previously mentioned, OLD RED and OLD BLU are still running due to crashing issues, which are supposed to be fixed later today.
  8. Valve said the update won't be tonight... and that I should go get some sleep. Anyway, RED IP updates tomorrow morning as planned. OLD RED and OLD BLU have had their identities reassigned to the new servers. Meaning that they're no longer listed in the QuickPlay system. RED emptied out completely just after I did this, so I assume it was getting quite a bit of traffic from QuickPlay tonight.
  9. Valve may issue a late-night server patch yet tonight. We'll see if they do or not. NEW BLU should restart automatically, but the rest will need to be manually updated by me. So much for going to bed...
  10. TF2 NEW BLU is now operational. blu.ocrtf2.com is scheduled to be updated to point to 173.212.246.227 shortly. It is also running the new auto-update script that will restart the servers as soon as a server update completes installation. TF2 NEW RED will be rebooted tomorrow morning and relocated to its new IP. I will be converting it to use the new auto-update script at that time, too. red.ocrtf2.com is scheduled to be updated to point to 173.212.246.228 shortly. Now, since there are currently server crashing issues since yesterday's update, all 4 servers will remain operational. This way, if one server crashes, we have other servers available.
  11. NOTICE TF2 NEW RED's address is changing tomorrow. It will now be at 173.212.246.228:27015 TF2 NEW BLU will be coming online as soon as I sort some things out (see next paragraph). It will be at 173.212.246.227:27015 I'm going to install a new startup/shutdown script for these servers that will apply updates, then restart the server once updates are applied. This won't fix the crash issue (all servers have crashed at least once in the last 24 hours), but it will help in cases where I'm not around to update the servers.
  12. You can also use a Steam account to log into Spiral Knights. Unless that's the account you're referring to.
  13. The problem right now with the new primary (and this is purely from observation and what others have said): 1. Limitless supply of ammo. 2. Has 5 shots before reloading, rather than 4. 3. Does the same (or more) damage as the normal Rocket Launcher. 4. Has an alt fire that shoots all 5 charges at once (after a short charge time). That shot not only does mini-crit damage, but disables nearby buildings and sets anyone in its splash radius on fire. It's downsides are: 1. No random crits (and this is *after* Valve removed that attribute from a shitload of other weapons) 2. Does less damage to buildings. In other words, this is almost a straight upgrade to the rocket launcher. I expect nerfing to occur quite quickly. Edit: If the servers randomly crash, I'm sorry. There have been widespread reports of random server crashes on the hlds_linux mailing list. It's not related to any addons or mods, as it reportedly still occurs with replays and addons disabled.
  14. From what I understand, they have a recharge timer. Or at least there was a HUD element thingy that downloaded in the server files for an energy meter.
  15. I'm restarting RED, then BLU (so replays don't screw up starting both at the same time). NEW should finish updating shortly, as it's nearly finished.
  16. Started updaters for RED/BLU/NEW. More info on the new items. Comic for new items.
  17. From what I can tell, neither. The server FPS is actually how many frames the server itself processes that it can send to clients. As such, it should always be higher than the FPS clients use. Edit: I forgot to mention, I unlocked old RED this morning. I'm in talks with the other admin on my other server to see if he has the list of IPs allocated to us so I can up additional servers.
  18. The whole point of me testing the other box for this was to determine that. We've determined that one server can operate just fine. ON A DIFFERENT TOPIC, Valve just posted this moments ago to the hlds_linux mailing list:
  19. Anyway, the test server seems to be running with 24 players with no lag spikes... although the pings are higher for some people, myself included. Chances are this will eventually be promoted to the new RED. I'm not sure how many IPs I have on this server (it's actually the server VGMusic moved to last year), so I'm not sure how easy it would be to set BLU and RED both up here. Edit: This also doesn't address how reserved slots will work. Seeing as how this server is essentially already paid for...
  20. Minigun, knife, and scattergun are all in high demand. I'm not sure about the other two.
  21. Test as in Stress Test to see what it responds like with a full server. Also, my ISP has decided that it wants to blow monkey balls again today. Ponging back and forth between 130 and 180 ping, which means that the game's lag compensation isn't even working right... it's pretty fucking pathetic. It's July right? Contract with them expires in September, so I can finally convince my roommates to GET A DIFFERENT PROVIDER.
  22. From what I understand, it's basically the old crafting system. Also, since no one wants to test my other server to see if it has any latency problems and whatnot, I guess you guys need incentive. I've locked RED until you go test test.ocrtf2.com:27015. And put that in the server's hostname.
  23. TF2 just updated. Servers updating now.
  24. ATTENTION ALL PLAYERS I'm testing a new server on my other box. It's an almost identical server to OCReMix RED. The only exception is a new plugin that regenerates the maplist.txt file so I don't have to manually fix it after every TF2 update... and it has a different server ID in Valve's system so I can have it running at the same time as RED without having to take RED down. IP: 173.212.246.226:27015 / test.ocrtf2.com:27015 In short, I need people to test it to see if it has any lag issues.
  25. Yes. Although, I've disabled the plugin now, so you shouldn't see those any more.
×
×
  • Create New...