tonerrrr June 14, 2012 Share tonerrrr Member June 14, 2012 Por que? Link to comment Share on other sites More sharing options...
tonerrrr June 14, 2012 Author Share tonerrrr Member June 14, 2012 I'm down to start a pot for some new h/w if that's the problem. Link to comment Share on other sites More sharing options...
ValenAlvern June 14, 2012 Share ValenAlvern Member June 14, 2012 I'm down to start a pot for some new h/w if that's the problem. Uuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuhhh Link to comment Share on other sites More sharing options...
Sky June 14, 2012 Share Sky Member June 14, 2012 Myself and MissingNo spent quite some time tweaking the network variables to attempt to balance the server when holding 20 players. With the following settings, we were able to keep the server stable for at least 10 days. However, I would recommend a daily reboot. Try playing with the network settings below. It may help. // ============================================== // GENERAL // ============================================== // Host name hostname "skyservers rpg3.3" rcon_password "tX!09!^!\\`thu&(7" // Cheats sv_cheats 0 // Max players //sm_cvar sv_visiblemaxplayers "20" // 1 Hidden slot for reserve slot plugin //sv_visiblemaxplayers "20" //Bandwidth/Rate Settings //sm_cvar sv_minrate 10000 //sm_cvar sv_maxrate 30000 //sm_cvar sv_minupdaterate 33 //sm_cvar sv_maxupdaterate 66 //sm_cvar sv_mincmdrate 33 //sm_cvar sv_maxcmdrate 66 //sm_cvar sv_client_predict 1 //sm_cvar sv_client_min_interp_ratio 0 //sv_max_queries_sec 3 //sv_max_queries_sec_global 150 //net_splitpacket_maxrate 15000 //sv_stats 0 sm_cvar sk_autoaim_mode "0" sm_cvar mp_teamoverride "1" sm_cvar tongue_allow_voluntary_release "1" sm_cvar z_ghost_spawn_distance "1.0" sm_cvar z_director_special_spawn_delay "1" // default "10" (Time before put in respawn queue) //Logging settings log 1 sv_logbans 1 sv_logecho 1 // Execute ban files exec banned_user.cfg exec banned_ip.cfg writeid writeip // Limit game mode to versus sm_cvar mp_gamemode "versus" sv_gametypes "versus" motd_enabled 1 // Enable motd sv_tags "rpg" sm_cvar mp_autoteambalance 0 sv_steamgroup_exclusive 0 sv_allow_lobby_connect_only 0 sv_alltalk 0 sv_contact "" sv_search_key "" // ============================================== // EXTENSIONS // ============================================== // L4DToolz //sv_maxplayers 28 sv_removehumanlimit 1 // Remove human limit kick sv_unlock_sb_add 1 sv_force_unreserved 1 // Force the lobby to be unreserved // Left 4 Downtown 2 l4d_maxplayers -1 // Don't patch slots as L4DToolz are already doing this // ============================================== // PLUGINS // ============================================== sm_cvar stk_realism_enabled "0" sm exts load clientprefs sm_cvar z_frustration "0" manager_total_slots "22" // ============================================== // GAME ALTERING CVARS // ============================================== sm_cvar sb_all_bot_game 1 // Allow full bot games sm_cvar allow_all_bot_survivor_team 1 // Allow survivor bot team to progress through the map sm_cvar z_leap_interval_post_incap 2 // Decreases jockey ability recharge time after incap sm_cvar director_always_allow_wanderers "1" //sm_cvar z_difficulty "normal" sm_cvar versus_tank_chance 0.0 sm_cvar versus_tank_chance_finale 0.0 sm_cvar versus_tank_chance_intro 0.0 sm_cvar versus_tank_flow_team_variation 0.0 sm_cvar versus_witch_chance 0.0000 sm_cvar versus_witch_chance_finale 0.0 sm_cvar versus_witch_chance_intro 0.0 sm_cvar versus_witch_flow_team_variation 0.0 sm_cvar tank_stuck_time_suicide 9999999999 sm_cvar versus_boss_flow_max_intro 0.0 sm_cvar versus_boss_flow_max 0.0 sm_cvar vs_max_team_switches 9999 sm_cvar director_vs_convert_pills 1 sm_cvar director_tank_lottery_selection_time "2" sm_cvar z_ghost_delay_max 20 sm_cvar z_ghost_delay_min 15 sm_cvar z_mega_mob_size "120" sm_cvar z_mega_mob_spawn_max_interval 300 sm_cvar z_mega_mob_spawn_min_interval "1" sm_cvar z_mob_spawn_finale_size "90" sm_cvar z_spawn_mob_max_size "90" sm_cvar z_spawn_mob_max_interval "90" sv_password "" sv_max_queries_sec 100 sv_max_queries_sec_global 1000 net_splitpacket_maxrate 150000 sv_stats 0 sv_client_cmdrate_difference 100 sv_client_predict 1 sv_client_interpolate 1 sv_client_min_interp_ratio 1 sv_client_max_interp_ratio 2 sv_minrate 100000 sv_maxrate 500000 sv_minupdaterate 0 sv_maxupdaterate 101 sv_mincmdrate 0 sv_maxcmdrate 101 cl_updaterate 0 cl_cmdrate 101 cl_interp 0.100000 fps_max 1000 net_queued_packet_thread 1 rate 500000 sv_logsdir logs_server1 sv_consistency 0 sv_pure 0 Link to comment Share on other sites More sharing options...
tonerrrr June 14, 2012 Author Share tonerrrr Member June 14, 2012 I'm down to start a pot for some new h/w if that's the problem. Uuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuhhh lolwut Link to comment Share on other sites More sharing options...
crasx June 14, 2012 Share crasx GC Alumni June 14, 2012 sky- what is the best way to log errors? The crash dumps don't tell us much information... could we somehow log the console output by adding 2>error.log to it? Link to comment Share on other sites More sharing options...
LadyYuri June 14, 2012 Share LadyYuri Member June 14, 2012 oh my toner your pic is awesome LAWL Link to comment Share on other sites More sharing options...
Sky June 14, 2012 Share Sky Member June 14, 2012 sky- what is the best way to log errors? The crash dumps don't tell us much information... could we somehow log the console output by adding 2>error.log to it? Errors should be logged automatically in the ../sourcemod/logs/ folder; Respectively, though, are you referring to more detail than those logs provide? You can also view which plugins are leaking handles (which could be causing hiccups in the server, but most likely wouldn't be the all-out crashing) Link to comment Share on other sites More sharing options...
rhorizon June 16, 2012 Share rhorizon Member June 16, 2012 Just crashed twice within 10 minutes Link to comment Share on other sites More sharing options...
paroxysm June 16, 2012 Share paroxysm Member June 16, 2012 the stability is a joke right now lol Link to comment Share on other sites More sharing options...
Sky June 16, 2012 Share Sky Member June 16, 2012 From a professional standpoint - of both a software developer and a networking expert, I'd gamble it is the following 3 issues, and adding them together doesn't help the situation. 1.) We know the game is unstable after 8 players, but... ...since I've ran a server for 10vs10 with 2 reserve slots pushing to 22 players, and allowing spectators to increase the limit (to always allow 10 on both sides, plus the 2 reserves, regardless of spectator count...) and managed uptimes over ten days with full activity. It did crash shortly after that time period, but it repeatedly maintained long uptimes. However, the fact that it did eventually crash shows that the underlying stability issue still exists. Either way, it's recommended to reboot the server often. A lot of communities reboot their servers daily at the lowest population hours. 2.) Network related issues You can play with network related variables in the server config, as well as the networking protocols on-site. Fine tune them until you find a stable set. The settings in my server.cfg above were roughed out by our networking staff member over the course of several weeks of stress testing the server. 3.) Plugins Alliedmods is a great place for public plugins, but a lot of them are poorly written. While they shouldn't crash the server, unless a loop gets stuck somewhere, or some other extremely awful coding technique, they can stress the resources on the server, and shorten the uptime. I don't run a community anymore - my goal is to help the people who do have communities, so their community members don't bang their heads into their desks when a server goes down erratically. Link to comment Share on other sites More sharing options...
samurai nightling June 22, 2012 Share samurai nightling Member June 22, 2012 And I must say, you have been doing a stellar job of giving info and help as of late Sky. Link to comment Share on other sites More sharing options...
Sky June 23, 2012 Share Sky Member June 23, 2012 Ah, I stopped running a community months a go, and moved to swtor and diablo 3. Gave me a chance to try to help the other server communities that were having issues with stability, or plugins, etc. I actually posted a lot of plugins on alliedmods.net and even custom wrote one for another community. Plugins that some people would charge a lot of money for. The result is, of course, more playability for, well, players out there. And less headaches for everyone! Link to comment Share on other sites More sharing options...
Biggs June 24, 2012 Share Biggs GC Alumni June 24, 2012 Write a plug-in to show the names of anyone actively broadcasting with their mic. Do this, and your name will be remembered in this kingdom for millennia. But seriously, if you aim to reduce headaches... this would pretty much make my life headache-free (at least when playing l4d2). Link to comment Share on other sites More sharing options...
Sky June 24, 2012 Share Sky Member June 24, 2012 Unfortunately, you can't write a plugin to do that, or someone would have, already. The problem with this is that Valve decided to trigger microphone activation local only. The server never sees it. As such, we can't track it. The events you may have seen pertaining to it are actually pertaining to when one of the survivor characters says one of their lines in the game. Link to comment Share on other sites More sharing options...
Davejb June 25, 2012 Share Davejb Member June 25, 2012 Today was a not so fun day, the server had just restarted from a crash when I joined, crashed 2 more times during my course of play, and just as I'm about to aquire the comfort of the safe room I get booted to make room for a member. Fun times. Link to comment Share on other sites More sharing options...
Flitterkill June 25, 2012 Share Flitterkill GC Board Member June 25, 2012 Won't be hardware; we pushed this server to it's own VDS a while back. 10v10 lives all by itself except for a few rarely used servers (retro and Minecraft live on the other VDS we have). Uses about 25%-30% of the cpu power we have attached. Not much memory. L4D2 multi-player is just rough. If you listen hard enough, you can still hear the echoing sounds of the desks and chairs belonging to the Valve developers rolling away from the L4D2 development area... http://www.businessweek.com/articles/2012-04-25/what-makes-valve-software-the-shangri-la-of-offices Link to comment Share on other sites More sharing options...
Sky June 25, 2012 Share Sky Member June 25, 2012 Yeah. Realize, though, that there's a "hardcap" player limit of 18. You can push over that count, but you run a risk of it hitting a segment of code where it IOB's when over 18, causing a crash instantly. The chance of this code being activated can be mitigated by playing with the settings linked above, but there's always a chance it'll hit, and if there are over 18 when it does, it'll crash. That'll be the crash you see that doesn't produce any information. I'm extremely confident that you can avoid that code from being read by playing with variables. Granted, keep it in mind, though, I also write a lot of my code in C++, so I'm running custom metamod plugins as well, including my own version of a player unlocker so I don't have to use that piece of crap l4dtoolz. The 18 array hardcap is the reason l4downtown2 only caps at 18 players, since it's more of a hack to allow over 18. Link to comment Share on other sites More sharing options...
Garychios June 26, 2012 Share Garychios Member June 26, 2012 Think of crashes as team balance for those who want to stay, and noob cleaners for those who have no idea. I love crashes lately Link to comment Share on other sites More sharing options...
Soap June 29, 2012 Share Soap Member June 29, 2012 do you know what the next step we can take to stop these from happening Sky? Link to comment Share on other sites More sharing options...
Sky June 30, 2012 Share Sky Member June 30, 2012 There are two ways to lower chances of crashing. Play with the networking variables and find a point where it's highly stable (like we did) but it will still crash - just a lot less often, and probably not once per day, but, again, you still want to reboot, probably, every morning. Or, drop the players to 18 maximum, so the code never IOB's, and then crashing should stop altogether. If it doesn't, it could possibly be something in a poorly written plugin. With that being said, I've wondered when you'll set up another server, since there seems to be a lot of players always trying to connect. Go go server 2! Link to comment Share on other sites More sharing options...
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