Re: [hlds_linux] Team Fortress 2 Lag/Jitter

2011-02-24 Thread Saul Rennison
How can a high maxrate value choke clients? :/ if they're choking they just need to reduce their rate! On Thursday, 24 February 2011, Björn Rohlén bjorn.roh...@gmail.com wrote: Hello. Having fiddled with this particular issue since the beta-days, sv_maxrate 5 is sufficient for a 20 player

Re: [hlds_linux] Team Fortress 2 Lag/Jitter

2011-02-24 Thread Björn Rohlén
Hello Saul. I believe you are in error. The reason the clients choke, is because the CLIENT RATE of 25k is _not enough_ to accommodate all the delta- and full worldstate- packets sent from the server in intense situations. You can stand in spawn on most servers and be perfectly fine, but as soon

Re: [hlds_linux] Team Fortress 2 Lag/Jitter

2011-02-24 Thread lwf
sv_maxrate 25000 is indeed not enough. Unless you have a too slow uplink (server-side) we have found no disadvantages when using sv_maxrate 0, letting the client choose their own rate limit without arbitrary limits imposed from our side. 2011/2/24 Björn Rohlén bjorn.roh...@gmail.com: Hello Saul.

Re: [hlds_linux] Team Fortress 2 Lag/Jitter

2011-02-24 Thread Saul Rennison
Hi, Sorry it was an early morning email. I don't really know what I was trying to say looking back but I should have said: Changing your minrate value won't affect choke on *properly configured clients*. Setting minrate to about 40,000 will just force all the badly configured clients to a decent

Re: [hlds_linux] Team Fortress 2 Lag/Jitter

2011-02-24 Thread Björn Rohlén
Then again -- everyone does not have such awesome pipes as Lokalen does! :) On Thu, Feb 24, 2011 at 5:55 PM, lwf l...@lokalen.nu wrote: sv_maxrate 25000 is indeed not enough. Unless you have a too slow uplink (server-side) we have found no disadvantages when using sv_maxrate 0, letting the

Re: [hlds_linux] master server source 1 is down.

2011-02-24 Thread Milton Ngan
Thanks guys. Just working with the steam engineers to figure out what is going on. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson Sent: Wednesday, February 23, 2011 11:32 PM To: Half-Life

[hlds_linux] L4D2 update out

2011-02-24 Thread ics
Incase you missed it, like i did, update your servers. -ics ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux

Re: [hlds_linux] L4D2 update out

2011-02-24 Thread Eric Riemers
They updated the master servers version of l4d2 today, while it was out yesterday. Happened last time too.. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics Sent: donderdag 24 februari 2011 20:18 To:

Re: [hlds_linux] Timeleft bug

2011-02-24 Thread doc
Completely off-topic but are there any ways you know of that will force the auto-update if nobody is in the map? On Wed, Feb 23, 2011 at 7:09 AM, Eli Witt eliw...@gmail.com wrote: The server won't change maps until someone connects, regardless of mp_timelimit Same with auto-updates. On Wed,

Re: [hlds_linux] Timeleft bug

2011-02-24 Thread Kyle Sanderson
You can either use Nemrun or the SteamTools SourceMod extension. On Thu, Feb 24, 2011 at 2:41 PM, doc drga...@gmail.com wrote: Completely off-topic but are there any ways you know of that will force the auto-update if nobody is in the map? On Wed, Feb 23, 2011 at 7:09 AM, Eli Witt

[hlds_linux] Team Fortress 2 Update Available

2011-02-24 Thread Jason Ruymen
A required update for Team Fortress 2 is now available. Please run hldsupdatetool to receive the update. The specific changes include: Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM) - Fixed another server crash exploit caused by malformed network packets. Team Fortress 2 - Added three new