what if you can't use matties eventscripts for whatever reason?

Adam Sando wrote:

I think the current fad is Matties EventScripts with zBlock Min on an internet 
public server, so I'd suggest that.

Just curious to know what the best rate enforcing ScriptPack is for Matties... 
I've seen Aces Rates pack floating around however haven't used any rate 
enforcement on my server as such, so can't comment on what the best one is.

Any thoughts?

Regards,
Adam

-----Original Message-----
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Scott Long
Sent: Friday, 28 April 2006 06:58 AM
To: [email protected]
Subject: RE: [hlds] Re: Server tickrate suggestions

Whisper,

How are you enforcing the rates and interp settings? Any way to do that 
silently?

Scott

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Whisper
Sent: Thursday, April 27, 2006 9:45 AM
To: [email protected]
Subject: Re: [hlds] Re: Server tickrate suggestions

--
[ Picked text/plain from multipart/alternative ] Ian, that is why I went the 
whole control freak route instead.

Sick and tired of getting blamed for clients poor setups.

That and tards with dodgy rates and cl_interpolate 0 abusers.

On 4/28/06, Whisper <[EMAIL PROTECTED]> wrote:


Dual CPU Dual Core Opeterons FTW :p

1 SRCDS per core effectively

I would get lynched if I tried to pull 100 tick off our public CS:S
servers now


On 4/28/06, Ian mu <[EMAIL PROTECTED]> wrote:


--
[ Picked text/plain from multipart/alternative ] Pretty much the
same as us really, we just go for 66tick, have tried 33 & 100, and
66 seems to be the sweet spot for least amount of problems (100tick
maybe more client issues as well though I often suspect).


On 4/27/06, Stuart Stegall <[EMAIL PROTECTED]> wrote:


This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ] Those are our
recommendations for competition servers, but we wish the leagues
would allow other cl_interp #s, but it's not up to us.

For public servers, we just cannot recommend 100 tickrate.  We
just


get


too many complaints door and other problems (since the September


update


I believe). For pubs we just recommend 66 tickrate.

Whisper wrote:


--
[ Picked text/plain from multipart/alternative ] This is what we
do currently:

Windows OS
Kernel Timer Resolution 1000Hz
100 tickrate
600 fps_max
30000 sv_maxrate
5000 sv_minrate for small servers 7500 for 40 player servers 100
sv_maxupdaterate 0 sv_minupdaterate (because of that strange lag
problem if the fps


drops


even for an instant and then goes straight back to 500fps)

We enforce cl_interpolate 1 and cl_interp 0.1 with zBlock (We
have


to


cater


for users from 56Kbps to 24000Kbps connections who can be up to


4000KM


away


from the servers)

We also enforce ranges of rate values on clients mostly so
people


are


not


blaming us for their shit house in game playing experience rate
6000 - 30000 cl_updaterate 35 - 100 cl_cmdrate 35 - 100

As much as you may like to quote the official documentation, the


reality


does not always match what the official documentation says is


supposed


to


happen i.e. bugs or "features" that remain undocumented.

I for one would almost kill for a complete Game Packet, UDP
Segment,


IP


Packet break down of SDRDS/HLDS client server communications
along


with


the


effects of changing various settings for highly optimised low


latency


lossless high speed LAN networks to the unoptimised slowest
worst


case


scenario networks rather than using trial and error as the
method


for


verifying the best for the circumstances settings.

On 4/28/06, James Tucker < [EMAIL PROTECTED]> wrote:



I think the bigger issue is people not keep up to date with
documentation and updates, and meanwhile misunderstanding the


netcode


in general. I moved away from this mailinglist for a long time
due


to


the continual pointless arguments of this nature. I think the
documentation is clear, if you read valves documentation in
their wiki, then read carefully what each cvar says as you type
it


without a


value.

There are things I still see very commonly abused though (why
I'm


here):


1. There is no maximum to rate or sv_maxrate. Read the cvar
docs


and


compare to the cl_cmdrate/cl_updaterate cvar docs. Attention to


detail


people, and don't read old CS 1.6 docs for advice on the Source
engine.
2. cl_smooth is still being recommended set to 0 by many people
-


this


was fixed YEARS ago now (check the update logs), and the server


does


cl_smooth 1, so if you have cl_smooth 0 on your client, your
view


WILL


DIFFER from the servers view.
3. Optimising with client settings far from defaults is ALWAYS


going


to seperate you from Valves internal testing procedures (how
they optimise the game) which will use some form of the defaults!
4. rate and sv_maxrate are still being set to low by most
people


due


to these imaginary 'limits'. This causes choke. Beware setting
them too high causes loss. If you don't know the difference you
need to learn.
5. cl_cmdrate is being recommended too high still. In the same
way that you don't set a server sv_maxupdaterate to 100 if the
server


is


doing 64fps on a 100tick setup, you don't set cl_cmdrate higher


than


your average client fps if you don't want client generated
choke (which will drop bullets!).
6. No accounting for protocol overheads - check the size of the


real


data flow to and from your servers, there's some un-accounted
for


data


there than when you get a pile of clients running updaterates
at


your


tick, you'll start to use more data than you were originally


expecting


- I've been recommending using 10-20% boundaries to my clients
for years anyway.
7. Use QoS services to prioritize your data!
8. 100 tickrate is above and beyond the call of duty. There are


very


few humans who can quantize anything at 100Hz. Furhtermore,
latency


flux is greater than 0.01ms in almost ALL cases of internet
server, therefore this is quite silly anyway, it's wasted data
as the next tick could well arrive before the last!
9. cl_interp - I don't know how, after good references now have


decent


pagerank and are referenced in a lot of core reference docs
that people don't get this yet. And yet there are now server
side


plugins


that lock you to cl_interp 0.01 - this only feels good if you
set cl_smooth 0, suprise suprise, because it's extrapolating,
not interpolating. At a client fps of 20-30 you might not even
notice,


but


it's there. The interpolation, prediction, and smoothing
engines


WORK


REALLY WELL, so leave them on, and as has been noted in the
past,


the


server generally runs them ALL, so for a server-client aligned


world


view, you want to run them.
10. cl_smoothtime is a capping value, like sv_maxrate and rate
-


they


don't affect anything until the controlled variable approaches
the value of the cvar. In other words, sv_maxrate 20000
generally does nothing if you use cl_updaterate 10.
11. dump net_graph! net_graph does not give you accurate values.


I've


seen servers out there which register 0.1 loss permanently in
net_channels, and net_graph shows nothing at all. The
client-server consistency is heavily affected by this loss and
many of you would never find out whats causing it.


Locking variables does not solve any of the above problems. The
problems of the communities are:

1. Ego - players can't accept having a bad day.
2. Sheep - players listen too much to random forum posts rather


than


finding out real information - reading 'rate' and 'cl_updaterate'


and


understanding in detail what the cvar documentation says and


doesn't


say is a perfect example.
3. Name clobbering - as there are common cvar names between cs


1.6and


cs:s there is alot of clobbering of names and people read the
wrong documentation, what's worse is this has spread to the
hl2dm communities.
4. HSPs / GSPs don't generally understand much better and often


give


bad


advice.
5. Variables outside of workable settings should not be able to
be set. Setting cl_cmdrate < 10 no longer works. Setting rate
really


low


works really fine aslong as your server admin hasn't set
moronic settings and your client doesn't do something like cl_interp 0.01.
6. Lack of cohesion in thinking - there are plenty of setups
that


will


feel smooth, if you're going to choose someones advice to
follow, follow all of it, not a part from here a part from there.
7. Major leagues carry community thinking - some of the major


leagues


have very incorrect settings which they are pushing out as
"league standards". Please, get some computer scientists or
engineers to do


the real engineering work, inference without understanding is


called


guessing.


On 26/04/06, Biscuits < [EMAIL PROTECTED]> wrote:



It would create more as well.

On 4/27/06, Andreas Grimm <[EMAIL PROTECTED] > wrote:



and why ?

-----Ursprüngliche Nachricht-----
Von: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Im Auftrag von
Hans


Vos


Gesendet: Mittwoch, 26. April 2006 16:27
An: [email protected]
Betreff: Re: [hlds] Re: Server tickrate suggestions

VALVE should just lock the tickrate on 66, would save us all
a


lot of


headaches.

--
Kind regards,

Hans Vos


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