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why should cl_cmdrate be considered a cheat cvar or locked down? As a
player I run at an 85 cmdrate OR ELSE I GET CHOKE CONSTANTLY. Why the hell do
you want to 'fix' a client side rate setting anyway?? Just because a server is
hooked
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This is what got me started:
-Original Message-
From: [EMAIL PROTECTED] on behalf of K2
Sent: Sun 11/20/2005 9:06 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] cl_cmdrate
I have also recently emailed Alfred about a
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I'm not debating that it shouldn't have a floor cap value, I'm saying do not
make this a cheat cvar, it isn't one, and if it's being misused then that is
the server op's fault. We have plenty of tools available to 'fix' a degenerate
rate
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I would also like to see the Csay's and Tsay's re-enabled. Alfred?? Help??
--Ozz
-- Original message --
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You could always try www.speedguide.net 's tcp optimizer to change the max
number of connections per server I am not sure if it will help your
concern tho, as it sounds like a 'bursting' problem caused by something like
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dude have you just tried connecting to 127.0.0.1???
-- Original message --
ok, how do i create a listenerserver?, and thanx for
the help about my previous question.
--- Wolvie wrote:
If your trying to join a ded
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I already stated:
from the game console (to play) type:
connect 127.0.0.1:27015
Or try adding that to your browser.
--Ozz
-- Original message --
i tired that skel, but it still isnt picking it up...
i have no idea
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As expected..
Thanks for the response tho m8!!
--Ozz
-- Original message --
the servers with same ports seemed to lag and one 66 tic without didnt
- Original Message -
From: Gary
To: ;
Sent:
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Yes I instantly emailed after that response to say I hadn't caught the '3 ip
addresses' part of his original post.
My response to that was 'If they are all sharing the same trunk he might want
to try different ports for the heck of it to see
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wow you guys listened to me (cl_predict)
Gives me new hope... :D
--Ozz
-- Original message --
We have released an update to Day of Defeat: Source and the Source
Engine. If you run ANY Source game then run
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I explain it at the bottom of this post:
http://www.landofozz.net/forums/viewtopic.php?t=224
--Ozz
-- Original message --
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can anyone explain what cl_predict was
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When you try to start the second server you will get a 'Failure to allocate UDP
port 27015' error.
So, no, you can't.
--Ozz
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This is a multi-part message in MIME format.
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crap.. missed the 3 ip addy part.
But if they are all on the same trunk you may be inducing unnecessary latency,
yes.
Hell, try it and see (different ports)!!!
--Ozz
-- Original message --
This is a multi-part
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No, but I guess I inferred it from your demeanor.
:D
--Ozz
-- Original message --
On 10/15/05, [EMAIL PROTECTED] wrote:
Sorry sv_maxunlag 0.150
I was tired
np. :)
But I haven't seen anything that
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Well if your networking is unable to handle more than 20 connections at once
then it would EXPLAIN your fps problems because now your comp is stopping to
check the 1st 20, then re-establish the incoming connection to the remainder
and THEN it
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Man, it looks like you have done all the obvious system adjustments, all to
come up with just 'It's when more than 20 players...'
So start looking at how your networking is set up (hence my question about nic
card). Do your self a favor
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Sorry sv_maxunlag 0.150
I was tired
But I haven't seen anything that states it must be an even integer James...
--Ozz
-- Original message --
On 10/14/05, [EMAIL PROTECTED] wrote:
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Try adding -secure in the command line?
--Ozz
-- Original message --
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VAC no longer works when using the srcds from steam. I have tried using both
GUI and DOS, VAC
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Try specifying a map in the command line??
+map dod_donner
dunno..
-- Original message --
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nope... didnt change anything... VAC still not running...
when the
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Does anyone remember the wwcl config check/lock
And if so, does anyone here know of a way to implement this into a Source mod??
i.e. Day of Defeat (to be specific ;) ).
This is your answer to the cl_interpolate, cl_interp and cl_predict
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sv_maxunlag 150 should help those effects. I have yet to experience a bad game
on a server where I ping over 100 (i usually ping 110-120 to these distant
servers) like CoJ and ESD (in germany). I am in Delaware -East Coast USA- and
as far as
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But he is right about the anomolies exhibited by the browser. There's just
something not 'connected' quite right on the initial motd html page, and why on
earth would there be a character limit for said page to even appear??
I think it's
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Maybe the dev team can embed [into the engine] a semi-basic client-side
algorithm that auto-adjusts cl_interp based on latency and data rates? Would
that solve the problem?
--Ozz
-- Original message --
--
[
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~unfamiliar random thought~
Data Execution Protection??
--Ozz
-- Original message --
Replying for nothing more than to create a bump effect and gain David's
message some exposure... I am very interested to see
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http://www.xxxclanxxx.com
is all you need to put in your motd file m8.
All the rest is meaningless to the parser.
-- Original message --
This is a multi-part message in MIME format.
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what kind of NIC, what connection?
-- Original message --
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I'm running a 24 player 66 tickrate DoD: Source server on a Dual Xeon
2.8GHzwith Hyper Threading and 2GB
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And I'm trying to tell you that based on experimentation it is working in
conjunction with mp_autokick.
--Ozz
-- Original message --
I didnt distort anything. I said the same thing as the what the cvar list
says, I
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I've read it and I hope it does work, because the other way it was resetting
anyway. I plan on trying that way, so drop it.
--Ozz
-- Original message --
And if you read anyones replies to this thread...you'd have
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I seem to get a lot of 'Bad handshake received from xx.xx.xx.xx:x' lines on
my srcds console. Some of the IP's look like they are on the Master Server
node, and the ports all vary but none are the standard ports for any half life
game.
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Thanks, giving it a try.
-Ozz
-- Original message --
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You mean a Bad Challenge?
sv_enableoldqueries 1
That should fix it.
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I would suggest making a seperate cfg text file with the timeout cvar only and
call it in your server.cfg.
i.e.:
exec autokicktime.cfg
where 'autokicktime.cfg' is a simple text file that contains sv_timeout 180.
Pretty similar to using
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then why does it work on the first map and then revert back to 65 on him after
the map change?
-Ozz
-- Original message --
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Actually, sv_timeout isn't related to
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You haven't stated what the FSB or anything else about it is other than the
processor.
In the same token, you are effortlessly trying to condemn your processor when
it isnt literally hard wired to the internet there are many things in
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You guys are distorting the definition for sv_timeout. Quoting the DoD client
cvar list (which includes server for obvious reasons) it states:
sv_timout, 65 --- default, After this many seconds without a message from
the client, the client is
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I would recommend putting -tickrate and -console in the front of the list m8.
--Just an observation
Ozz
-- Original message --
Okay again my server is a Win2K Server machine... My question here is do we
have any
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Oh, and get rid of 45.. they recommend you do 33,66 or 100, probably for a
reason. You're messing with cpu internal characteristics there. Might be
the exact cause for all I know.
-Ozz
-- Original message --
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Both my dod and my dods servers are running at an avg of 513 fps m8 I put
mine in the server.cfg.
I'm not saying you are wrong about what you said (may have been that way).
I just don't see the point of stacking the command line with
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[I dunno anything about bot configs] but logically I would define the quota
before I told it to kick them. else it sounds like a repeating loop. Kick
bot... whoops need 8 there's only 7... join bot... kick bot.oops etc.
This only
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It's now
mp_limitteams x
x is how many more players one team can have over another, I.E. 1 makes it so
whoever has the least players is what team you have to pick to join the game.
--Ozz
-- Original message --
OK,
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Np m8. Everyone's here to help make it all better. Keep us up to date with
whatever you try!!
--Ozz
-- Original message --
sKel and Oz,
Again thanks for your suggestions, I've implemented and still no joy. I am
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Might wanna try
mp_teamoverride 1|0
It's a switch, but there is no definition in the list. Maybe making it a 1 will
force players over, not sure. Would appreciate it if you replied after testing
it.
-- Original message
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Awesome suggestion!!
--Ozz
-- Original message --
You can avoid this problem by doing the following:
In server.cfg add the following line:
motdfile mymotd.txt // The MOTD file to load
Save your current motd.txt
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Or you could just write your html with a dynamically sizing table.
--Ozz
-- Original message --
yes it does depend on the resolution of the client. and if you want to test
and see how big you can make stuff.. just
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Use -port instead. The old sport or steamport thing isnt working according to
others in this list last week.
-Ozz
-- Original message --
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Kind of annoying at the
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which means in reality your boxes have only ever ran at 64 fps. There seems to
be a correllation between higher fps and Hit Registration m8. It certainly
won't take away from your clients resources (unless you're using a P3 or worse,
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Please keep in mind, in order to fully use this advantage, change:
fps_max 1000
I've heard stories about 1000/999 but I have to say I haven't experienced any
trouble with it before. Most I get in status line [even with this] is 512fps.
But It
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Please don't spam the list this way.
-- Original message --
The caps lock key is in the mid left of your keyboard btw.
- Original Message -
From: [xxx] clan
I AGREE, WITH FPSBOOSTER I PULL DOWN AS MANY AS 80
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Best I can anologize it as is this:
A 128 kbps MP3 file quality vs
CD quality resolution.
Think of the bullets being the 'sound' of the file. Less estimation [or
compression], and more precision [of aim]. Server doesn't have to predict as
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Negative.
-- Original message --
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servers are down ?
On 9/24/05, Mikee wrote:
We are all screwed if Mani ever goes on vacation. LOL!
Erik, thanks for fixing
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Well I dunno about Tyler there, but when I left default to 300 I was only
getting 256. I raise it to 1000 and use media player and it goes to 512.
ANOTHER trick is (if you have a DOD1.3 still, or hell, even if you dont use it)
use the old
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I've actually messed with that aspect and I dont know if you guys are talking
server-side or client-side, but when I would bring my rate values too low,
ping went straight up. Here I can use the LAN to my advantage, but being a LAN
it
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Assuming this is due to the number of along with the complexity of the
objects/hitboxes, what about client side?? I have experimented using media
player on my client desktop to discover my game plays much better than without.
Same holds true
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Hey 1 question tho. How do you add heapsize to the hl2.exe?? I thought the
only way to add that parameter was thru launch options in games panel.
Also: My apologies to those that visited my site for the CVARS and didn't see
the attachment.
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To quote the server cvarlist:
sv_voicecode (def. 0) : Specifies which voice codec to use in a game. Set to
the name of the DLL without the extension.
Sounds like you'd have to add them if they arent there. To guess, I think it
would go in the
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CRAP!! Of all the places to typo... sorry fellas...
its:
sv_voicecodec codecfilename
-- Original message --
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To quote the server cvarlist:
sv_voicecode (def.
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I think it's only -steamport that is broken. I have been using -port forever
and it still works fine.
ex: 68.34.255.189:27050
-- Original message --
Pathtoexecutable(mine is C:/Hlserver/srcds.exe) -console -game
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try adding
pause
after your startup command in your batch file and see what the last thing the
console spits out at you is, might be source of your problem.
-- Original message --
Thanks for the reply -- actually its
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Why not tell the legitimate community (this list) what is going on if thats the
case? By now I would think Valve would have a handle on the situation. But
the non-responsiveness is exactly what we come to expect. Why break the trend
now?
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Yes, but what the heck does this mean:
D:\Valve\HLServerD:
D:\Valve\HLServercd D:\Valve\HLServer\
D:\Valve\HLServerD:\Valve\HLServer\HldsUpdateTool.exe -command update -game do
ds -dir D:\Valve\HL2Server
Checking bootstrapper version ...
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Thank you alfred!
-- Original message --
We have made Day of Defeat: Source available to preload. You can preload
it into a fresh location or with an existing Counter-Strike: Source or
Half-Life 2: Deathmatch
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Yeah sorry, he put that email out right after
ignore please!!!
-- Original message --
Re-read the e-mail he sent...
If you forget to put -beta preload on the command line then you will
not get the preload, so
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This is the current CS:S cvars, I will make a post in my forums when I can
access the list and publish them for DOD:S.
Would be only minor, obvious differences me thinks.
-- Original message --
what are the server.cfg
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Pis. sorry for the unnecessary spam due to my failure to include
linkee
http://www.landofozz.net/forums/viewtopic.php?t=169start=0postdays=0postorder=aschighlight=
-- Original message --
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Hello all,
I just wanted to formally ask Erik if they could give us a better idea as to
when so we're not all nipping at the bud here. We just want to get our servers
up pre-release of the game and we know valve is trying to facilitate this,
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---nowhere did I apologize to anyone for anything. But I simply thought I'd
attract more flies with honey than vinegar, i.e. the kiddies. (and half the
flames on this list quite recently)
AND: noone actually specifically asked anyone the
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i would say get your rest for the 2 hours prior to release ;)
-- Original message --
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The game is meant to go live at 7:00am in the morning where I am. Can
someone
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ya think?
-- Original message --
Well this kinda sucksthe hldsupdatetool hasnt been updated so the
onyl way to host is with steamCOME ON GUYS WTF?!?!!?!?
___
To
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I'm seeing a lot of bad challenges lately, but I notice a lot of servers are
empty i dunno. I restarted steam not too long ago and I am able to join
servers still. But if you have the client source server thru STEAM you'll
notice that Day
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Guys and girls... you've waited a year and a half for DoD:S , what difference
is 1 or two days at this point. Chill out, and ignore everything til Eric says
'The download is NOW'. You'll save yourself some undue stress ;)
Please stop sending
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