Michael Johansen | 21 Aug 2012 14:52
Picon

Red X'es


Hi
Wondering if Valve knows about this, whenever you shoot a hitscan weapon (pistol, shotgun etc) in TF2
thousands of red X'es appear, so far this has only happened on my Surf servers, and the only way to fix it is to
restart the server (changing map does not work). And is there a way to fix it? I have tried removing all my
plugins, unloading MetaMod and Stripper but no change.
 		 	   		  
Erik-jan Riemers | 21 Aug 2012 16:58
Picon
Gravatar

Re: Red X'es

i see red X'es on saxton servers where hale jumps in the water with hurt.
vsh_aperture map... dont know a sollution for it. But i would say it might
be map related.

2012/8/21 Michael Johansen <michspra <at> live.no>

>
> Hi
> Wondering if Valve knows about this, whenever you shoot a hitscan weapon
> (pistol, shotgun etc) in TF2 thousands of red X'es appear, so far this has
> only happened on my Surf servers, and the only way to fix it is to restart
> the server (changing map does not work). And is there a way to fix it? I
> have tried removing all my plugins, unloading MetaMod and Stripper but no
> change.
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>
ics | 21 Aug 2012 17:18

Re: Red X'es

Sounds like some missing effect or unsupported (that was previouslu supported damage type. Updating map
trigger_hurt damage type will fix it.

-ics
----- Alkuperäinen viesti -----
> i see red X'es on saxton servers where hale jumps in the water with hurt.
> vsh_aperture map... dont know a sollution for it. But i would say it
> might be map related.
> 
> 2012/8/21 Michael Johansen <michspra <at> live.no>
> 
> > 
> > Hi
> > Wondering if Valve knows about this, whenever you shoot a hitscan
> > weapon (pistol, shotgun etc) in TF2 thousands of red X'es appear, so
> > far this has only happened on my Surf servers, and the only way to fix
> > it is to restart the server (changing map does not work). And is there
> > a way to fix it? I have tried removing all my plugins, unloading
> > MetaMod and Stripper but no change.
> > 
> > _______________________________________________
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> > 
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

(Continue reading)

Christian Briggs | 21 Aug 2012 19:24
Picon
Favicon

Re: Red X'es

I was getting this problem since the MVM update came up. any shotguns or pistols fired on the mvm maps created
a cloud of of X's around my character. Any other map was fine. Removing the custom particle effect
'muzzle_flash' is what fixed it for me, so if you've got any custom particles, you might want to look into them.

________________________________
 From: ics <ics <at> ics-base.net>
To: Half-Life dedicated Linux server mailing list <hlds_linux <at> list.valvesoftware.com> 
Sent: Tuesday, August 21, 2012 10:18 AM
Subject: Re: [hlds_linux] Red X'es

Sounds like some missing effect or unsupported (that was previouslu supported damage type. Updating map
trigger_hurt damage type will fix it.

-ics
----- Alkuperäinen viesti -----
> i see red X'es on saxton servers where hale jumps in the water with hurt.
> vsh_aperture map... dont know a sollution for it. But i would say it
> might be map related.
> 
> 2012/8/21 Michael Johansen <michspra <at> live.no>
> 
> > 
> > Hi
> > Wondering if Valve knows about this, whenever you shoot a hitscan
> > weapon (pistol, shotgun etc) in TF2 thousands of red X'es appear, so
> > far this has only happened on my Surf servers, and the only way to fix
> > it is to restart the server (changing map does not work). And is there
> > a way to fix it? I have tried removing all my plugins, unloading
> > MetaMod and Stripper but no change.
> > 
(Continue reading)

frog | 21 Aug 2012 21:48
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Favicon

Re: Red X'es

How did you remove the muzzle_flash particle effect? With stripper? If so could you share the config entry
for it?

Tuesday, August 21, 2012, 6:24:00 PM, you wrote:

> Christian Briggs <cebceb7729 <at> yahoo.com>
> I was getting this problem since the MVM update came up. any
> shotguns or pistols fired on the mvm maps created a cloud of of X's
> around my character. Any other map was fine. Removing the custom
> particle effect 'muzzle_flash' is what fixed it for me, so if you've
> got any custom particles, you might want to look into them.

> ________________________________
>  From: ics <ics <at> ics-base.net>
> To: Half-Life dedicated Linux server mailing list
> <hlds_linux <at> list.valvesoftware.com> 
> Sent: Tuesday, August 21, 2012 10:18 AM
> Subject: Re: [hlds_linux] Red X'es
>  
> Sounds like some missing effect or unsupported (that was previouslu
> supported damage type. Updating map trigger_hurt damage type will fix it.

> -ics
> ----- Alkuperäinen viesti -----
>> i see red X'es on saxton servers where hale jumps in the water with hurt.
>> vsh_aperture map... dont know a sollution for it. But i would say it
>> might be map related.

>> 2012/8/21 Michael Johansen <michspra <at> live.no>

(Continue reading)

Christian Briggs | 21 Aug 2012 23:56
Picon
Favicon

Re: Red X'es

It wasn't a Sourcemod plugin or anything like that, if that's what you mean, just a simple clientside mod in
tf/particles to change the muzzle flash, along with a few other particle effects. Whenever I hosted a
listen server on any MVM map, everyone saw the red X's. Wasn't too fun of a game. removing those clientside
effects fixed the problem for both me, and everyone else playing on my server, oddly enough.

________________________________
 From: frog <frog <at> thehh.co.uk>
To: Half-Life dedicated Linux server mailing list <hlds_linux <at> list.valvesoftware.com> 
Sent: Tuesday, August 21, 2012 2:48 PM
Subject: Re: [hlds_linux] Red X'es

How did you remove the muzzle_flash particle effect? With stripper? If so could you share the config entry
for it?

Tuesday, August 21, 2012, 6:24:00 PM, you wrote:

> Christian Briggs <cebceb7729 <at> yahoo.com>
> I was getting this problem since the MVM update came up. any
> shotguns or pistols fired on the mvm maps created a cloud of of X's
> around my character. Any other map was fine. Removing the custom
> particle effect 'muzzle_flash' is what fixed it for me, so if you've
> got any custom particles, you might want to look into them.

> ________________________________
>  From: ics <ics <at> ics-base.net>
> To: Half-Life dedicated Linux server mailing list
> <hlds_linux <at> list.valvesoftware.com> 
> Sent: Tuesday, August 21, 2012 10:18 AM
> Subject: Re: [hlds_linux] Red X'es
>  
(Continue reading)

Eli Witt | 22 Aug 2012 22:13
Picon

Re: Red X'es

"removing those clientside effects fixed the problem for both me, and
everyone else playing on my server, oddly enough."

There's nothing odd about that at all, your TF2 client *is* the server in
this instance, so the server has different models than the clients playing
with you.

The server communicates the fact that the model has been replaced with a
3rd party one to the other players, whos TF2 clients do not have this
model. So they get a red X.

On Tue, Aug 21, 2012 at 5:56 PM, Christian Briggs <cebceb7729 <at> yahoo.com>wrote:

> It wasn't a Sourcemod plugin or anything like that, if that's what you
> mean, just a simple clientside mod in tf/particles to change the muzzle
> flash, along with a few other particle effects. Whenever I hosted a listen
> server on any MVM map, everyone saw the red X's. Wasn't too fun of a game.
> removing those clientside effects fixed the problem for both me, and
> everyone else playing on my server, oddly enough.
>
>
>
> ________________________________
>  From: frog <frog <at> thehh.co.uk>
> To: Half-Life dedicated Linux server mailing list <
> hlds_linux <at> list.valvesoftware.com>
> Sent: Tuesday, August 21, 2012 2:48 PM
> Subject: Re: [hlds_linux] Red X'es
>
> How did you remove the muzzle_flash particle effect? With stripper? If so
(Continue reading)

Michael Johansen | 22 Aug 2012 22:38
Picon

Re: Red X'es


This issue is still here.

> From: eliwitt <at> gmail.com
> Date: Wed, 22 Aug 2012 16:13:59 -0400
> To: cebceb7729 <at> yahoo.com; hlds_linux <at> list.valvesoftware.com
> Subject: Re: [hlds_linux] Red X'es
> 
> "removing those clientside effects fixed the problem for both me, and
> everyone else playing on my server, oddly enough."
> 
> There's nothing odd about that at all, your TF2 client *is* the server in
> this instance, so the server has different models than the clients playing
> with you.
> 
> The server communicates the fact that the model has been replaced with a
> 3rd party one to the other players, whos TF2 clients do not have this
> model. So they get a red X.
> 
> 
> On Tue, Aug 21, 2012 at 5:56 PM, Christian Briggs <cebceb7729 <at> yahoo.com>wrote:
> 
> > It wasn't a Sourcemod plugin or anything like that, if that's what you
> > mean, just a simple clientside mod in tf/particles to change the muzzle
> > flash, along with a few other particle effects. Whenever I hosted a listen
> > server on any MVM map, everyone saw the red X's. Wasn't too fun of a game.
> > removing those clientside effects fixed the problem for both me, and
> > everyone else playing on my server, oddly enough.
> >
> >
(Continue reading)

Michael Johansen | 23 Aug 2012 14:02
Picon

Re: Red X'es


I |think| I duct taped a fix for it, kinda. I used Stripper and removed the particle showing. Idk if it works,
but I have gotten far less reports about it. Still, VALVE NEEDS TO FIX IT! kthx
> From: michspra <at> live.no
> To: hlds_linux <at> list.valvesoftware.com
> Date: Wed, 22 Aug 2012 22:38:50 +0200
> Subject: Re: [hlds_linux] Red X'es
> 
> 
> This issue is still here.
> 
> > From: eliwitt <at> gmail.com
> > Date: Wed, 22 Aug 2012 16:13:59 -0400
> > To: cebceb7729 <at> yahoo.com; hlds_linux <at> list.valvesoftware.com
> > Subject: Re: [hlds_linux] Red X'es
> > 
> > "removing those clientside effects fixed the problem for both me, and
> > everyone else playing on my server, oddly enough."
> > 
> > There's nothing odd about that at all, your TF2 client *is* the server in
> > this instance, so the server has different models than the clients playing
> > with you.
> > 
> > The server communicates the fact that the model has been replaced with a
> > 3rd party one to the other players, whos TF2 clients do not have this
> > model. So they get a red X.
> > 
> > 
> > On Tue, Aug 21, 2012 at 5:56 PM, Christian Briggs <cebceb7729 <at> yahoo.com>wrote:
> > 
(Continue reading)

Saint K. | 23 Aug 2012 14:13
Favicon

New server, CPU of choise?

Hi,

I am looking into buying a new server (we colo our servers, so own the hardware).

Now it's been 3 years ago we last bought new machines so I am completely stuck in my research. I am really
curious to know what the CPU of choice is here with people who own their *own* hardware and what you manage to
run off these CPU's.

Our current servers exist of Xeon CPU's, however, I am told that TF2/CSGO etc. servers run just as good off,
for example, i7 CPU's.

Please share your experiences with me!

Cheers,

Saint K.
Lane Eckley | 23 Aug 2012 14:25

Re: New server, CPU of choise?

Hi Saint,

I would highly suggest the E3-1245v2 or E3-1270v2 - the E3-1245 v2 is
about your best bang for your buck, but they seem to be out of stock often
and the E3-1270v2 is the perfect alternative, about 50 bucks more roughly.

Passmark - http://www.cpubenchmark.net/cpu_list.php

Pair that with 16GB RAM (they support a total of 32GB, but for the games
you listed you will likely run out of CPU before you use all 16GB)

As long as you don’t need much HDD space, grab a nice Samsung SSD for
about $150 and you will have an awesome machine for under $1k.

I would also suggest grabbing a nice 1U Supermicro so you have the IPMI
(KVM + Virtual Media) - you can get a half depth barebone like this:
http://www.newegg.com/Product/Product.aspx?Item=N82E16816101384

The E3s are also light on power which will come in handy when you colo.

Lane Eckley
Operations Manager
Hypernia Hosting Corp.
----------------------------------------------------------------
Email: lane <at> staff.hypernia.com
Desk: 1.305.390.2124
Desk (Toll Free USA): 1.800.284.6978 ext. 600
Cell: 1.305.308.0526
Skype: leckley01
Web: www.hypernia.com
(Continue reading)

[#OMEGA] - K2 | 23 Aug 2012 14:51
Picon
Picon

Re: New server, CPU of choise?

I have to agree with this suggestion. Btw you can also choose a
desktop-grade CPU; so far it seems they are just as good as the Xeon
Counterparts for running gameservers.

As a rule of thumb, I'd go for recent-generation Intel CPUs with high clock
speeds.
AMD CPUs seem to work poorly with SRCDS as they are lacking the "horsepower"
per core, especially if you intend to run servers with a large number of
slots this can be a problem.

Also I want to note here that depending on your location, renting a server
may be cheaper - especially in the EU. I can see why you would want
ownership of the hardware, but in the case the price point also matters, you
may be better off with a rented server. In the US however I found the prices
to be more steep making colo much more attractive.

-----Ursprüngliche Nachricht-----
Von: hlds_linux-bounces <at> list.valvesoftware.com
[mailto:hlds_linux-bounces <at> list.valvesoftware.com] Im Auftrag von Lane
Eckley
Gesendet: Donnerstag, 23. August 2012 14:26
An: Half-Life dedicated Linux server mailing list
Betreff: Re: [hlds_linux] New server, CPU of choise?

Hi Saint,

I would highly suggest the E3-1245v2 or E3-1270v2 - the E3-1245 v2 is
about your best bang for your buck, but they seem to be out of stock often
and the E3-1270v2 is the perfect alternative, about 50 bucks more roughly.

(Continue reading)

Lane Eckley | 23 Aug 2012 14:58

Re: New server, CPU of choise?

Desktop grade CPU's hold up pretty well with the only difference normally
being the ECC ram option.

As a side, most SuperMicro (if any?) do not "support" (whether they will
work or not is another story) desktop grade CPU's as well as the E3-Xeons
are about the same price as the 3900 series desktop's.

I cannot say it enough, make sure you get IPMI when you build and colo a
server - it will save you a life of hassle and remote hands fees.

Lane Eckley
Operations Manager
Hypernia Hosting Corp.
----------------------------------------------------------------
Email: lane <at> staff.hypernia.com
Desk: 1.305.390.2124
Desk (Toll Free USA): 1.800.284.6978 ext. 600
Cell: 1.305.308.0526
Skype: leckley01
Web: www.hypernia.com

Confidentiality Note: The information contained in this transmission is
legally privileged and confidential, intended only for the use of the
individual or entity named above. If the reader of this message is not the
intended recipient, you are hereby notified that any dissemination,
distribution, or copying of this communication is strictly prohibited.
Thank you!

-----Original Message-----
From: hlds_linux-bounces <at> list.valvesoftware.com
(Continue reading)

Saint K. | 23 Aug 2012 15:03
Favicon

Re: New server, CPU of choise?

Hi,

Thanks for the advise so far, it's appreciated!.

We colo for years already so got enough experiences with the in's and out's. The reason for colo is not the
price, but it's just nice to have everything in your own hands :)

So, to colo or not is not a discussion :)

Do you have any indication how many 24 slot servers you manage to run on the named CPU?

With our current Xeon CPU's, the E5420's it's barely fitting 2 per core.

Cheers,
________________________________________
From: hlds_linux-bounces <at> list.valvesoftware.com [hlds_linux-bounces <at> list.valvesoftware.com]
On Behalf Of Lane Eckley [lane <at> staff.hypernia.com]
Sent: 23 August 2012 14:58
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] New server, CPU of choise?

Desktop grade CPU's hold up pretty well with the only difference normally
being the ECC ram option.

As a side, most SuperMicro (if any?) do not "support" (whether they will
work or not is another story) desktop grade CPU's as well as the E3-Xeons
are about the same price as the 3900 series desktop's.

I cannot say it enough, make sure you get IPMI when you build and colo a
server - it will save you a life of hassle and remote hands fees.
(Continue reading)

Erik-jan Riemers | 23 Aug 2012 15:00
Picon
Gravatar

Re: New server, CPU of choise?

Just make sure you get a SSD if you run multiple instances of games.

Unless TF2 and CS:S will also use the new steamcmd, it is a big hit on io
performance. (steamcmd only changes what is "changed" as far as i can tell
it wont check the whole instance again on update) depending on how many
machines you get i actually put most games from tf2 on 1 server, and cs:go
for example on another server. If a update is coming it wont have impact on
the other servers (think of 10 servers restarting because of a gameupdate
which crashes the server making it grind to a halt)

2012/8/23 [#OMEGA] - K2 <omegak2 <at> gmx.de>

> I have to agree with this suggestion. Btw you can also choose a
> desktop-grade CPU; so far it seems they are just as good as the Xeon
> Counterparts for running gameservers.
>
> As a rule of thumb, I'd go for recent-generation Intel CPUs with high clock
> speeds.
> AMD CPUs seem to work poorly with SRCDS as they are lacking the
> "horsepower"
> per core, especially if you intend to run servers with a large number of
> slots this can be a problem.
>
> Also I want to note here that depending on your location, renting a server
> may be cheaper - especially in the EU. I can see why you would want
> ownership of the hardware, but in the case the price point also matters,
> you
> may be better off with a rented server. In the US however I found the
> prices
> to be more steep making colo much more attractive.
(Continue reading)

Saint K. | 23 Aug 2012 15:15
Favicon

Re: New server, CPU of choise?

I still have 15k Cheetah SAS drivers lying around which will be fitted into the system, but thanks for the suggestion!

Saint K.
________________________________________
From: hlds_linux-bounces <at> list.valvesoftware.com [hlds_linux-bounces <at> list.valvesoftware.com]
On Behalf Of Erik-jan Riemers [riemers <at> binkey.nl]
Sent: 23 August 2012 15:00
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] New server, CPU of choise?

Just make sure you get a SSD if you run multiple instances of games.

Unless TF2 and CS:S will also use the new steamcmd, it is a big hit on io
performance. (steamcmd only changes what is "changed" as far as i can tell
it wont check the whole instance again on update) depending on how many
machines you get i actually put most games from tf2 on 1 server, and cs:go
for example on another server. If a update is coming it wont have impact on
the other servers (think of 10 servers restarting because of a gameupdate
which crashes the server making it grind to a halt)

2012/8/23 [#OMEGA] - K2 <omegak2 <at> gmx.de>

> I have to agree with this suggestion. Btw you can also choose a
> desktop-grade CPU; so far it seems they are just as good as the Xeon
> Counterparts for running gameservers.
>
> As a rule of thumb, I'd go for recent-generation Intel CPUs with high clock
> speeds.
> AMD CPUs seem to work poorly with SRCDS as they are lacking the
> "horsepower"
(Continue reading)

Adam Nowacki | 23 Aug 2012 18:27
Picon

Re: New server, CPU of choise?

There is no performance difference between same architecture Xeon and 
desktop counterpart. The core internals are all the same - differences 
are external, like memory type (ECC for reliability), ability to have 
multiple processors on one motherboard or size of L3 cache (this one 
might impact performance a tiny bit). Go with what is cheaper to buy and 
then later to run (power, cooling, space).

As for experiences I am running 10 TF2 MvM servers on i5-2300 with total 
cpu use below 50%. On i7-950 I have a 30 slot TF2 PvP server - stays at 
~50% (with spikes up to 70%) cpu use of one core.

On 2012-08-23 14:13, Saint K. wrote:
> Hi,
>
> I am looking into buying a new server (we colo our servers, so own the hardware).
>
> Now it's been 3 years ago we last bought new machines so I am completely stuck in my research. I am really
curious to know what the CPU of choice is here with people who own their *own* hardware and what you manage to
run off these CPU's.
>
> Our current servers exist of Xeon CPU's, however, I am told that TF2/CSGO etc. servers run just as good off,
for example, i7 CPU's.
>
> Please share your experiences with me!
>
> Cheers,
>
> Saint K.
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives, please visit:
(Continue reading)

Jesse Molina | 23 Aug 2012 19:41

Re: New server, CPU of choise?


In addition to what has already been said:

Asus, like SuperMicro, makes excellent barebone server hardware these 
days, but you are going to end up with a motherboard that only takes 
Xeon processors.

I am hosting on an AMD Phenom x6 1055T and an old cheap desktop board. 
Everything runs great with multiple TF2, CSS, L4D, and other servers. 
More cores on the cheap.  I am being limited by RAM right now because of 
the old motherboard being DDR2, so I can't tell you what the CPU 
limitations are, but stacking one fully-loaded 32-player TF2 server 
per-core leaves plenty of room for stacking a L4D server on top of each.

I paid $200 for the CPU, and all the other hardware was trash I had 
laying around at the time.

Saint K. wrote:
> Hi,
>
> I am looking into buying a new server (we colo our servers, so own the hardware).
>
> Now it's been 3 years ago we last bought new machines so I am completely stuck in my research. I am really
curious to know what the CPU of choice is here with people who own their *own* hardware and what you manage to
run off these CPU's.
>
> Our current servers exist of Xeon CPU's, however, I am told that TF2/CSGO etc. servers run just as good off,
for example, i7 CPU's.
>
> Please share your experiences with me!
(Continue reading)

frog | 23 Aug 2012 14:59
Picon
Favicon

Re: Red X'es

Would you share the Stripper config you have for this?

Thursday, August 23, 2012, 1:02:12 PM, you wrote:

> I |think| I duct taped a fix for it, kinda. I used Stripper and
> removed the particle showing. Idk if it works, but I have gotten far
> less reports about it. Still, VALVE NEEDS TO FIX IT! kthx
>> From: michspra <at> live.no
>> To: hlds_linux <at> list.valvesoftware.com
>> Date: Wed, 22 Aug 2012 22:38:50 +0200
>> Subject: Re: [hlds_linux] Red X'es

>> This issue is still here.

>> > From: eliwitt <at> gmail.com
>> > Date: Wed, 22 Aug 2012 16:13:59 -0400
>> > To: cebceb7729 <at> yahoo.com; hlds_linux <at> list.valvesoftware.com
>> > Subject: Re: [hlds_linux] Red X'es
>> > 
>> > "removing those clientside effects fixed the problem for both me, and
>> > everyone else playing on my server, oddly enough."
>> > 
>> > There's nothing odd about that at all, your TF2 client *is* the server in
>> > this instance, so the server has different models than the clients playing
>> > with you.
>> > 
>> > The server communicates the fact that the model has been replaced with a
>> > 3rd party one to the other players, whos TF2 clients do not have this
>> > model. So they get a red X.
>> > 
(Continue reading)

Michael Johansen | 23 Aug 2012 21:33
Picon

Re: Red X'es


They seemed to work, but they didn't.

> Date: Thu, 23 Aug 2012 13:59:53 +0100
> From: frog <at> thehh.co.uk
> To: hlds_linux <at> list.valvesoftware.com
> Subject: Re: [hlds_linux] Red X'es
> 
> Would you share the Stripper config you have for this?
> 
> Thursday, August 23, 2012, 1:02:12 PM, you wrote:
> 
> > I |think| I duct taped a fix for it, kinda. I used Stripper and
> > removed the particle showing. Idk if it works, but I have gotten far
> > less reports about it. Still, VALVE NEEDS TO FIX IT! kthx
> >> From: michspra <at> live.no
> >> To: hlds_linux <at> list.valvesoftware.com
> >> Date: Wed, 22 Aug 2012 22:38:50 +0200
> >> Subject: Re: [hlds_linux] Red X'es
> 
> 
> >> This issue is still here.
> 
> >> > From: eliwitt <at> gmail.com
> >> > Date: Wed, 22 Aug 2012 16:13:59 -0400
> >> > To: cebceb7729 <at> yahoo.com; hlds_linux <at> list.valvesoftware.com
> >> > Subject: Re: [hlds_linux] Red X'es
> >> > 
> >> > "removing those clientside effects fixed the problem for both me, and
> >> > everyone else playing on my server, oddly enough."
(Continue reading)

Michael Johansen | 25 Aug 2012 23:43
Picon

Re: Red X'es


VALVE: Is there any updates on this? I would love to have it fixed without having to ask someone to code an
extension to disable the precaching of MvM stuff. It still only happens on Surf.

> From: michspra <at> live.no
> To: hlds_linux <at> list.valvesoftware.com
> Date: Thu, 23 Aug 2012 21:33:24 +0200
> Subject: Re: [hlds_linux] Red X'es
> 
> 
> They seemed to work, but they didn't.
> 
> > Date: Thu, 23 Aug 2012 13:59:53 +0100
> > From: frog <at> thehh.co.uk
> > To: hlds_linux <at> list.valvesoftware.com
> > Subject: Re: [hlds_linux] Red X'es
> > 
> > Would you share the Stripper config you have for this?
> > 
> > Thursday, August 23, 2012, 1:02:12 PM, you wrote:
> > 
> > > I |think| I duct taped a fix for it, kinda. I used Stripper and
> > > removed the particle showing. Idk if it works, but I have gotten far
> > > less reports about it. Still, VALVE NEEDS TO FIX IT! kthx
> > >> From: michspra <at> live.no
> > >> To: hlds_linux <at> list.valvesoftware.com
> > >> Date: Wed, 22 Aug 2012 22:38:50 +0200
> > >> Subject: Re: [hlds_linux] Red X'es
> > 
> > 
(Continue reading)

Tom McClellan | 27 Aug 2012 23:54
Picon

Re: Red X'es

Do a clean install of your server and client, that should fix it. the
red x's are from missing files.

On Sat, Aug 25, 2012 at 2:43 PM, Michael Johansen <michspra <at> live.no> wrote:
>
> VALVE: Is there any updates on this? I would love to have it fixed without having to ask someone to code an
extension to disable the precaching of MvM stuff. It still only happens on Surf.
>
>> From: michspra <at> live.no
>> To: hlds_linux <at> list.valvesoftware.com
>> Date: Thu, 23 Aug 2012 21:33:24 +0200
>> Subject: Re: [hlds_linux] Red X'es
>>
>>
>> They seemed to work, but they didn't.
>>
>> > Date: Thu, 23 Aug 2012 13:59:53 +0100
>> > From: frog <at> thehh.co.uk
>> > To: hlds_linux <at> list.valvesoftware.com
>> > Subject: Re: [hlds_linux] Red X'es
>> >
>> > Would you share the Stripper config you have for this?
>> >
>> > Thursday, August 23, 2012, 1:02:12 PM, you wrote:
>> >
>> > > I |think| I duct taped a fix for it, kinda. I used Stripper and
>> > > removed the particle showing. Idk if it works, but I have gotten far
>> > > less reports about it. Still, VALVE NEEDS TO FIX IT! kthx
>> > >> From: michspra <at> live.no
>> > >> To: hlds_linux <at> list.valvesoftware.com
(Continue reading)

Mart-Jan Reeuwijk | 28 Aug 2012 00:19
Picon
Favicon

Re: Red X'es


That is a issue of not hosting the models/skins etc (via whitelisting ). 

..\steam\steamapps\*yourloginname*\team fortress 2\tf\ 

That folder has one or more of the folders:
..\materials\
..\models\
..\particles\
..\scripts\
..\sound\

Delete / move those and then start hosting. 

>________________________________
> From: Tom McClellan <tombomb318 <at> gmail.com>
>To: Half-Life dedicated Linux server mailing list <hlds_linux <at> list.valvesoftware.com> 
>Sent: Monday, 27 August 2012, 23:54
>Subject: Re: [hlds_linux] Red X'es
> 
>Do a clean install of your server and client, that should fix it. the
>red x's are from missing files.
>
>On Sat, Aug 25, 2012 at 2:43 PM, Michael Johansen <michspra <at> live.no> wrote:
>>
>> VALVE: Is there any updates on this? I would love to have it fixed without having to ask someone to code an
extension to disable the precaching of MvM stuff. It still only happens on Surf.
>>
>>> From: michspra <at> live.no
>>> To: hlds_linux <at> list.valvesoftware.com
(Continue reading)

Kyle Sanderson | 28 Aug 2012 04:52
Picon

Re: Red X'es

Pretty sure it isn't any of those... Nothing installation wise has
changed on our server, yet the red X's appeared in CS:S 2 syncs ago.
Not that I can complain, but they're definitely present there as well.
We're not using Consistency or Pure.

Thanks,
Kyle.

On Mon, Aug 27, 2012 at 3:19 PM, Mart-Jan Reeuwijk <mreeuwij <at> yahoo.com> wrote:
>
>
> That is a issue of not hosting the models/skins etc (via whitelisting ).
>
> ..\steam\steamapps\*yourloginname*\team fortress 2\tf\
>
> That folder has one or more of the folders:
> ..\materials\
> ..\models\
> ..\particles\
> ..\scripts\
> ..\sound\
>
> Delete / move those and then start hosting.
>
>
>
>>________________________________
>> From: Tom McClellan <tombomb318 <at> gmail.com>
>>To: Half-Life dedicated Linux server mailing list <hlds_linux <at> list.valvesoftware.com>
>>Sent: Monday, 27 August 2012, 23:54
(Continue reading)

Michael Johansen | 28 Aug 2012 10:02
Picon

Re: Red X'es


Its a issue with the damn MvM files, this happened after MvM. The particles precache is full or something.

> From: kyle.leet <at> gmail.com
> Date: Mon, 27 Aug 2012 19:52:13 -0700
> To: mreeuwij <at> yahoo.com; hlds_linux <at> list.valvesoftware.com
> Subject: Re: [hlds_linux] Red X'es
> 
> Pretty sure it isn't any of those... Nothing installation wise has
> changed on our server, yet the red X's appeared in CS:S 2 syncs ago.
> Not that I can complain, but they're definitely present there as well.
> We're not using Consistency or Pure.
> 
> Thanks,
> Kyle.
> 
> On Mon, Aug 27, 2012 at 3:19 PM, Mart-Jan Reeuwijk <mreeuwij <at> yahoo.com> wrote:
> >
> >
> > That is a issue of not hosting the models/skins etc (via whitelisting ).
> >
> > ..\steam\steamapps\*yourloginname*\team fortress 2\tf\
> >
> > That folder has one or more of the folders:
> > ..\materials\
> > ..\models\
> > ..\particles\
> > ..\scripts\
> > ..\sound\
> >
(Continue reading)

Kyle Sanderson | 28 Aug 2012 10:20
Picon

Re: Red X'es

While MvM may have made it more prominent in TF2, it didn't come with
that update. I've been seeing it since Pyromania, before that, all
seemed to be fine...

http://cloud.steampowered.com/ugc/939249452348510719/ADB2CB1B3163FCEDBB7AAB4FD18965739A0C12CE/
Mirror: http://i.imgur.com/vd4ea.jpg

This isn't my screenshot, rather one posted on our forums dating July
22nd 2012. If you see the Pool of red off to the right that's roughly
22x16 Vortigaunts (Player sized), it's a rather common occurrence.
Yes, it's rather distracting.

Thanks,
Kyle.

On Tue, Aug 28, 2012 at 1:02 AM, Michael Johansen <michspra <at> live.no> wrote:
>
> Its a issue with the damn MvM files, this happened after MvM. The particles precache is full or something.
>
>> From: kyle.leet <at> gmail.com
>> Date: Mon, 27 Aug 2012 19:52:13 -0700
>> To: mreeuwij <at> yahoo.com; hlds_linux <at> list.valvesoftware.com
>> Subject: Re: [hlds_linux] Red X'es
>>
>> Pretty sure it isn't any of those... Nothing installation wise has
>> changed on our server, yet the red X's appeared in CS:S 2 syncs ago.
>> Not that I can complain, but they're definitely present there as well.
>> We're not using Consistency or Pure.
>>
>> Thanks,
(Continue reading)

Michael Johansen | 28 Aug 2012 10:32
Picon

Re: Red X'es


What's weird is that I even tested this on a fresh tf2 server install, does nto happen on vanilla maps (valve
maps) but I see it daily on my surf servers.
> From: kyle.leet <at> gmail.com
> Date: Tue, 28 Aug 2012 01:20:33 -0700
> To: hlds_linux <at> list.valvesoftware.com
> Subject: Re: [hlds_linux] Red X'es
> 
> While MvM may have made it more prominent in TF2, it didn't come with
> that update. I've been seeing it since Pyromania, before that, all
> seemed to be fine...
> 
> http://cloud.steampowered.com/ugc/939249452348510719/ADB2CB1B3163FCEDBB7AAB4FD18965739A0C12CE/
> Mirror: http://i.imgur.com/vd4ea.jpg
> 
> This isn't my screenshot, rather one posted on our forums dating July
> 22nd 2012. If you see the Pool of red off to the right that's roughly
> 22x16 Vortigaunts (Player sized), it's a rather common occurrence.
> Yes, it's rather distracting.
> 
> Thanks,
> Kyle.
> 
> On Tue, Aug 28, 2012 at 1:02 AM, Michael Johansen <michspra <at> live.no> wrote:
> >
> > Its a issue with the damn MvM files, this happened after MvM. The particles precache is full or something.
> >
> >> From: kyle.leet <at> gmail.com
> >> Date: Mon, 27 Aug 2012 19:52:13 -0700
> >> To: mreeuwij <at> yahoo.com; hlds_linux <at> list.valvesoftware.com
(Continue reading)

Tom McClellan | 28 Aug 2012 17:50
Picon

Re: Red X'es

if you ever played gmod with some one that has a wepon that you do not
have, you would know that red x's means you are missing a file or too.

On Tue, Aug 28, 2012 at 1:32 AM, Michael Johansen <michspra <at> live.no> wrote:
>
> What's weird is that I even tested this on a fresh tf2 server install, does nto happen on vanilla maps (valve
maps) but I see it daily on my surf servers.
>> From: kyle.leet <at> gmail.com
>> Date: Tue, 28 Aug 2012 01:20:33 -0700
>> To: hlds_linux <at> list.valvesoftware.com
>> Subject: Re: [hlds_linux] Red X'es
>>
>> While MvM may have made it more prominent in TF2, it didn't come with
>> that update. I've been seeing it since Pyromania, before that, all
>> seemed to be fine...
>>
>> http://cloud.steampowered.com/ugc/939249452348510719/ADB2CB1B3163FCEDBB7AAB4FD18965739A0C12CE/
>> Mirror: http://i.imgur.com/vd4ea.jpg
>>
>> This isn't my screenshot, rather one posted on our forums dating July
>> 22nd 2012. If you see the Pool of red off to the right that's roughly
>> 22x16 Vortigaunts (Player sized), it's a rather common occurrence.
>> Yes, it's rather distracting.
>>
>> Thanks,
>> Kyle.
>>
>> On Tue, Aug 28, 2012 at 1:02 AM, Michael Johansen <michspra <at> live.no> wrote:
>> >
>> > Its a issue with the damn MvM files, this happened after MvM. The particles precache is full or something.
(Continue reading)

Jehoi | 28 Aug 2012 22:42

Re: Red X'es

Here is another screenshot, http://i.imgur.com/coJUG.jpg still is a problem.

On Tue, Aug 28, 2012 at 11:50 AM, Tom McClellan <tombomb318 <at> gmail.com> wrote:
> if you ever played gmod with some one that has a wepon that you do not
> have, you would know that red x's means you are missing a file or too.
>
> On Tue, Aug 28, 2012 at 1:32 AM, Michael Johansen <michspra <at> live.no> wrote:
>>
>> What's weird is that I even tested this on a fresh tf2 server install, does nto happen on vanilla maps
(valve maps) but I see it daily on my surf servers.
>>> From: kyle.leet <at> gmail.com
>>> Date: Tue, 28 Aug 2012 01:20:33 -0700
>>> To: hlds_linux <at> list.valvesoftware.com
>>> Subject: Re: [hlds_linux] Red X'es
>>>
>>> While MvM may have made it more prominent in TF2, it didn't come with
>>> that update. I've been seeing it since Pyromania, before that, all
>>> seemed to be fine...
>>>
>>> http://cloud.steampowered.com/ugc/939249452348510719/ADB2CB1B3163FCEDBB7AAB4FD18965739A0C12CE/
>>> Mirror: http://i.imgur.com/vd4ea.jpg
>>>
>>> This isn't my screenshot, rather one posted on our forums dating July
>>> 22nd 2012. If you see the Pool of red off to the right that's roughly
>>> 22x16 Vortigaunts (Player sized), it's a rather common occurrence.
>>> Yes, it's rather distracting.
>>>
>>> Thanks,
>>> Kyle.
>>>
(Continue reading)


Gmane