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Today's Topics:
1. RE: To protect against cheaters and abusive admins, why not destroy
the ability for CS:S to be played on the internet? (Chris Barnett)
2. Re: [OT]Savvis Metwork (Saint K.)
3. Re: hlds server (Filipp)
--__--__--
Message: 1
From: "Chris Barnett" <[EMAIL PROTECTED]>
To: <[email protected]>
Subject: RE: [hlds] To protect against cheaters and abusive admins, why
not destroy the ability for CS:S to be played on the internet?
Date: Wed, 24 Jan 2007 15:08:46 -0000
Reply-To: [email protected]
Sorry Jason,
But I'm kinda trying to make a point in my own away about functionality
that's needlessly removed from the game in order to protect users from
admin
/ abuse and exploits.
Don't get me wrong, I'm over the moon with VALVe at the moment, as long as
they do beta rollouts, I'll always be generally happy in life etc etc etc,
but I do worry about functionality being removed needlessly!
Cheers.
-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jason O. Washburn
Sent: 24 January 2007 10:45
To: [email protected]
Subject: RE: [hlds] To protect against cheaters and abusive admins, why
not
destroy the ability for CS:S to be played on the internet?
Obviously this list has gone off the deep end again **shakes head**:-(
Jason
-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Wim Barelds
Sent: Wednesday, January 24, 2007 4:30 AM
To: [email protected]
Subject: Re: [hlds] To protect against cheaters and abusive admins, why
not destroy the ability for CS:S to be played on the internet?
--
[ Picked text/plain from multipart/alternative ]
Because your lack of intelect and sense of humor is terrible. Please
proceed to castrate yourself using a spoon now, followed by suicide.
Thank you. Good Bye.
On 1/24/07, Chris Barnett <[EMAIL PROTECTED]> wrote:
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hi,
If functionality (e.g. to be able to run server commands on the
client) can be placed on the altar to be sacrificed (needlessly) in
order to protect the
casual CS:S player against abusive admins, then why not follow that to
it's
logical conclusion and remove the ability for CS:S to be played on the
internet?
Cheers!
Chris Barnett
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___________________________
Wim 'TheUnknownFactor' Barelds
[EMAIL PROTECTED]
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--__--__--
Message: 2
From: "Saint K." <[EMAIL PROTECTED]>
To: <[email protected]>
Subject: Re: [hlds] [OT]Savvis Metwork
Date: Wed, 24 Jan 2007 16:25:58 +0100
Reply-To: [email protected]
PE's will drop ICMP packets if their too busy handling other traffic.
Thought if the desitnation machine is configured to respond on ICMP, you
can
very well troubleshoot using traces.
For this, you can best use a program called (win)MTR, Linux users mostly
have this pre-installed, windows users can download the windows version
from: http://winmtr.sourceforge.net
With this tool you can messure packetloss, and other routings issues.
if the last hop (destination IP) doesnt show any packetloss, the line is
having no issues (if you messure packetloss in the middle, but not in the
end, its simply PE's dropping ICMP requests directly aimed at them).
If you messure extreem high pings, you can pretty much see in the MTR
trace
were exactly this starts off, and hand over the traces to your ISP so they
can either change their routing, or contact the 3rd party having the
issues.
Cheers,
Saint K.
----- Original Message -----
From: "Edward Luna" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Wednesday, January 24, 2007 3:17 PM
Subject: RE: [hlds] [OT]Savvis Metwork
I wouldn't put too much faith in trace routes for troubleshooting lag
issues. Not that it can't be an indicator mind you, but I'm pretty sure
a
trace route is a low priority item for routers.
-----Original Message-----
From: J. Laws - Hi-Definition Gaming [mailto:[EMAIL PROTECTED]
Sent: Tuesday, January 23, 2007 11:25 PM
To: [email protected]
Subject: RE: [hlds] [OT]Savvis Metwork
Or you could stop using a Playskool network and have a return path along
the
lines of this:
traceroute to 4.69.132.210 (4.69.132.210), 30 hops max, 46 byte packets
1 border6.fe6-21.globalcon-4.chg.pnap.net (69.25.252.125) 0.358 ms
0.313
ms 0.370 ms
2 core3.te6-1-bbnet1.chg.pnap.net (64.94.32.3) 0.345 ms 0.328 ms *
3 128.242.186.173 (128.242.186.173) 0.452 ms 0.477 ms 0.394 ms
4 xe-0-1-0.r21.chcgil09.us.bb.gin.ntt.net (129.250.3.13) 0.553 ms
0.544
ms *
5 as-1.r02.chcgil09.us.bb.gin.ntt.net (129.250.2.245) 0.484 ms 0.470
ms
0.449 ms
6 ge-0.level3.chcgil09.us.bb.gin.ntt.net (129.250.9.18) 153.725 ms
182.374 ms 2.128 ms
7 ae-32-52.ebr2.Chicago1.Level3.net (4.68.101.62) 5.594 ms 0.881 ms
ae-32-54.ebr2.Chicago1.Level3.net (4.68.101.126) 14.570 ms
8 ae-5-5.car1.Cincinnati1.Level3.net (4.69.132.205) 7.398 ms * 7.495
ms
9 ae-11-11.car2.Cincinnati1.Level3.net (4.69.132.210) 7.344 ms * 7.255
ms
-----Original Message-----
From: Gary Stanley [mailto:[EMAIL PROTECTED]
Sent: Tuesday, January 23, 2007 10:54 PM
To: [email protected]; [email protected]
Subject: RE: [hlds] [OT]Savvis Metwork
Looks like level3 is having a fit, might be return path issue.
traceroute to 74.130.80.1 (74.130.80.1), 64 hops max, 40 byte packets
1 ge0-1-1000M.ar1.ChicagoEquinix.velocity-servers.net
(66.225.194.1) 0.615 ms 0.577 ms 0.604 ms
2 unknown.ord.scnet.net (205.234.205.17) 0.480 ms 0.357 ms 10.103 ms
3 po4.ar1.ord1.us.scnet.net (216.246.50.2) 0.480 ms 0.597 ms 0.482
ms
4 tge9-3-10G.ar1.ord1.us.scnet.net (216.246.50.154) 16.101 ms 0.361
ms
0.362 ms
5 level3-02172-chi-bb1.telia.net (213.248.84.54) 34.956 ms 34.284 ms
ge-6-6.car3.Chicago1.Level3.net (209.0.227.73) 33.685 ms
6 ae-32-54.ebr2.Chicago1.Level3.net (4.68.101.126) 46.185 ms
ae-32-56.ebr2.Chicago1.Level3.net (4.68.101.190) 34.848 ms
ae-31-53.ebr1.Chicago1.Level3.net (4.68.101.94) 37.889 ms
7 ae-5-5.car1.Cincinnati1.Level3.net (4.69.132.205) 42.658 ms 41.722
ms
41.709 ms
8 ae-5-5.car1.Cincinnati1.Level3.net (4.69.132.205) 40.833 ms
ae-11-11.car2.Cincinnati1.Level3.net (4.69.132.210) 42.729 ms
41.804
ms
9 INSIGHT-MID.car2.Cincinnati1.Level3.net (63.210.248.18) 43.828 ms
44.579 ms
ae-11-11.car2.Cincinnati1.Level3.net (4.69.132.210) 41.586 ms 10
74.128.8.121 (74.128.8.121) 54.463 ms 53.532 ms 53.445 ms
At 10:28 PM 1/23/2007, Scott Pettit wrote:
Your first hop is lagging - sort your own connection out first.
-Scott
-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Munra -hlds
Sent: Wednesday, 24 January 2007 4:04 p.m.
To: [email protected]
Subject: [hlds] [OT]Savvis Metwork
As any one notice or had anyone Complain about lag when hopping though
the Savvis Network?? OR any other network on the East Coast?
1 <1 ms <1 ms <1 ms 192.168.1.1
2 158 ms 13 ms 79 ms 74-130-80-1.dhcp.insightbb.com
[74.130.80.1]
3 43 ms 25 ms 15 ms 74-128-22-97.dhcp.insightbb.com
[74.128.22.97]
4 75 ms 7 ms 44 ms 74.128.8.97
5 31 ms 32 ms 46 ms sl-gw25-atl-10-0.sprintlink.net
[144.232.212.249
]
6 25 ms 21 ms 53 ms sl-bb21-atl-5-0.sprintlink.net
[144.232.22.13]
7 57 ms 21 ms 41 ms 144.232.8.182
8 107 ms 111 ms 118 ms dcr2-so-0-2-0.Atlanta.savvis.net
[208.172.65.246
]
9 72 ms 42 ms 48 ms dcr1-as0-0.Atlanta.savvis.net
[204.70.192.41]
10 40 ms 133 ms 40 ms bcs1-so-2-0-0.Washington.savvis.net
[204.70.192.
54]
11 161 ms 158 ms 83 ms ber2-pos-7-0-0.Chicago.savvis.net
[208.175.10.25
4]
12 70 ms 53 ms 185 ms ber2-tenge-3-1.chicagoequinix.savvis.net
[204.70
.196.26]
13 100 ms 69 ms 98 ms 208.173.176.214
14 103 ms 194 ms 111 ms po1-4G.ar1.ord1.us.scnet.net
[64.202.110.62]
15 94 ms 116 ms 155 ms po1-4G.ar1.ord1.us.scnet.net
[64.202.110.62]
16 126 ms 140 ms 171 ms ge0-1.aggr201.ord1.us.scnet.net
[216.246.94.6]
17 181 ms 121 ms 110 ms unknown.ord.scnet.net [20x.xx.249.xx]
Trace complete.
The server in this Trace is in equinux data center in chicago
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--__--__--
Message: 3
From: "Filipp" <[EMAIL PROTECTED]>
To: <[email protected]>
Subject: Re: [hlds] hlds server
Date: Thu, 25 Jan 2007 12:55:34 +0300
Reply-To: [email protected]
=D1=8F =D0=9E=D0=A2=D0=9A=D0=A3=D0=94=D0=90
=D0=97=D0=90=D0=9D=D0=90=D0=AE!=
!!!
----- Original Message -----
From: "-=3DGOz=3D-FIREBUG" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Friday, January 19, 2007 11:33 PM
Subject: [hlds] hlds server
question
whats this
server side
amx side
pc side.
L 01/18/2007 - 17:20:05: FATAL ERROR (shutting down): SZ_GetSpace: Tried
to
write to an uninitialized sizebuf_t: ???
-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of
[EMAIL PROTECTED]
Sent: Friday, January 19, 2007 1:52 PM
To: [email protected]
Subject: hlds digest, Vol 1 #5169 - 9 msgs
Send hlds mailing list submissions to
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When replying, please edit your Subject line so it is more specific
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Today's Topics:
1. RE: client's choke dependency of clien't rate (Andrius Pirus)
2. Re: RE: client's choke dependency of clien't rate (Whisper)
3. Re: RE: client's choke dependency of clien't rate (Andrius Pirus)
4. Re: RE: client's choke dependency of clien't rate (Whisper)
5. Re: RE: client's choke dependency of clien't rate (Cc2iscooL)
6. Re: RE: client's choke dependency of clien't rate (Whisper)
7. Re: RE: client's choke dependency of clien't rate (Cc2iscooL)
8. Re: RE: client's choke dependency of clien't rate (Andrius Pirus)
9. RE: client's choke dependency of clien't rate
([EMAIL PROTECTED])
-- __--__--
Message: 1
Date: Fri, 19 Jan 2007 16:53:15 +0200
From: Andrius Pirus <[EMAIL PROTECTED]>
To: [email protected]
Subject: [hlds] RE: client's choke dependency of clien't rate
Reply-To: [email protected]
--
[ Picked text/plain from multipart/alternative ]
no, i have already read the link you gave me..it didn't help me. and -
i have Counter Strike 1.6 server, not Source. i said already that i
have experimented with server settings and it makes no sense.. Choke
is always about 10-100 on 80% of my server's players :(
--
-- __--__--
Message: 2
Date: Sat, 20 Jan 2007 02:01:52 +1100
From: Whisper <[EMAIL PROTECTED]>
To: [email protected]
Subject: Re: [hlds] RE: client's choke dependency of clien't rate
Reply-To: [email protected]
--
[ Picked text/plain from multipart/alternative ]
You have a network problem or the clients have a network problem
If the server needs to send data but cannot, that when u get choke.
If their rate is too low or if their connection is too crap to support
their
rate setting or if your server cannot support X players with rate 20000
correctly, then you get choke.
On 1/20/07, Andrius Pirus <[EMAIL PROTECTED]> wrote:
--
[ Picked text/plain from multipart/alternative ]
no, i have already read the link you gave me..it didn't help me. and -
i have Counter Strike 1.6 server, not Source. i said already that i
have experimented with server settings and it makes no sense.. Choke
is always about 10-100 on 80% of my server's players :(
--
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-- __--__--
Message: 3
Date: Fri, 19 Jan 2007 17:08:14 +0200
From: Andrius Pirus <[EMAIL PROTECTED]>
To: [email protected]
Subject: Re: [hlds] RE: client's choke dependency of clien't rate
Reply-To: [email protected]
--
[ Picked text/plain from multipart/alternative ]
I don't think so.. Network is ok.. The only change i did was switching
from Debian Linux to Windows 2003. And i tried many different rate
settings.. But noone of them did the trick to get clients` chokes to
0. Only if every player did "rate 25000"
Quoting Whisper : --
[ Picked text/plain from multipart/alternative ]
You have a network problem or the clients have a network problem
If the server needs to send data but cannot, that when u get choke.
If their rate is too low or if their connection is too crap to
support their
rate setting or if your server cannot support X players with rate
20000
correctly, then you get choke.
On 1/20/07, Andrius Pirus wrote:
--
[ Picked text/plain from multipart/alternative ]
no, i have already read the link you gave me..it didn't help me. and
-
i have Counter Strike 1.6 server, not Source. i said already that i
have experimented with server settings and it makes no sense.. Choke
is always about 10-100 on 80% of my server's players :(
--
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-- __--__--
Message: 4
Date: Sat, 20 Jan 2007 02:14:10 +1100
From: Whisper <[EMAIL PROTECTED]>
To: [email protected]
Subject: Re: [hlds] RE: client's choke dependency of clien't rate
Reply-To: [email protected]
--
[ Picked text/plain from multipart/alternative ]
They are Counter-Strike players, yes?
Enough said.
On 1/20/07, Andrius Pirus <[EMAIL PROTECTED]> wrote:
--
[ Picked text/plain from multipart/alternative ]
I don't think so.. Network is ok.. The only change i did was switching
from Debian Linux to Windows 2003. And i tried many different rate
settings.. But noone of them did the trick to get clients` chokes to
0. Only if every player did "rate 25000"
Quoting Whisper : --
[ Picked text/plain from multipart/alternative ]
You have a network problem or the clients have a network problem
If the server needs to send data but cannot, that when u get choke.
If their rate is too low or if their connection is too crap to
support their
rate setting or if your server cannot support X players with rate
20000
correctly, then you get choke.
On 1/20/07, Andrius Pirus wrote:
--
[ Picked text/plain from multipart/alternative ]
no, i have already read the link you gave me..it didn't help me. and
-
i have Counter Strike 1.6 server, not Source. i said already that i
have experimented with server settings and it makes no sense.. Choke
is always about 10-100 on 80% of my server's players :(
--
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-- __--__--
Message: 5
Date: Fri, 19 Jan 2007 09:15:31 -0600
From: Cc2iscooL <[EMAIL PROTECTED]>
To: [email protected]
Subject: Re: [hlds] RE: client's choke dependency of clien't rate
Reply-To: [email protected]
--
[ Picked text/plain from multipart/alternative ]
Well, since you brought up that you're using Windows now, did you use a
timer resolution booster or are you keeping Windows Media Player open in
the
background? What does "stats" show in the server's console? Can your
server
handle the tickrate? If not, it will choke.
On 1/19/07, Andrius Pirus <[EMAIL PROTECTED]> wrote:
--
[ Picked text/plain from multipart/alternative ]
I don't think so.. Network is ok.. The only change i did was switching
from Debian Linux to Windows 2003. And i tried many different rate
settings.. But noone of them did the trick to get clients` chokes to
0. Only if every player did "rate 25000"
Quoting Whisper : --
[ Picked text/plain from multipart/alternative ]
You have a network problem or the clients have a network problem
If the server needs to send data but cannot, that when u get choke.
If their rate is too low or if their connection is too crap to
support their
rate setting or if your server cannot support X players with rate
20000
correctly, then you get choke.
On 1/20/07, Andrius Pirus wrote:
--
[ Picked text/plain from multipart/alternative ]
no, i have already read the link you gave me..it didn't help me. and
-
i have Counter Strike 1.6 server, not Source. i said already that i
have experimented with server settings and it makes no sense.. Choke
is always about 10-100 on 80% of my server's players :(
--
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-- __--__--
Message: 6
Date: Sat, 20 Jan 2007 02:21:29 +1100
From: Whisper <[EMAIL PROTECTED]>
To: [email protected]
Subject: Re: [hlds] RE: client's choke dependency of clien't rate
Reply-To: [email protected]
--
[ Picked text/plain from multipart/alternative ]
Oh noes
Don't talk about tickrate its CS 1.6!!!
On 1/20/07, Cc2iscooL <[EMAIL PROTECTED]> wrote:
--
[ Picked text/plain from multipart/alternative ]
Well, since you brought up that you're using Windows now, did you use a
timer resolution booster or are you keeping Windows Media Player open in
the
background? What does "stats" show in the server's console? Can your
server
handle the tickrate? If not, it will choke.
On 1/19/07, Andrius Pirus <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> I don't think so.. Network is ok.. The only change i did was switching
> from Debian Linux to Windows 2003. And i tried many different rate
> settings.. But noone of them did the trick to get clients` chokes to
> 0. Only if every player did "rate 25000"
> Quoting Whisper : --
> [ Picked text/plain from multipart/alternative ]
> You have a network problem or the clients have a network problem
> If the server needs to send data but cannot, that when u get choke.
> If their rate is too low or if their connection is too crap to
> support their
> rate setting or if your server cannot support X players with rate
> 20000
> correctly, then you get choke.
> On 1/20/07, Andrius Pirus wrote:
> --
> [ Picked text/plain from multipart/alternative ]
> no, i have already read the link you gave me..it didn't help me. and
> -
> i have Counter Strike 1.6 server, not Source. i said already that i
> have experimented with server settings and it makes no sense.. Choke
> is always about 10-100 on 80% of my server's players :(
> --
> _______________________________________________
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> archives,
> please visit:
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> --
> _______________________________________________
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> archives, please visit:
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>
>
> Links:
> ------
> [1] mailto:[EMAIL PROTECTED]
>
> --
>
>
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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>
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-- __--__--
Message: 7
Date: Fri, 19 Jan 2007 09:24:59 -0600
From: Cc2iscooL <[EMAIL PROTECTED]>
To: [email protected]
Subject: Re: [hlds] RE: client's choke dependency of clien't rate
Reply-To: [email protected]
--
[ Picked text/plain from multipart/alternative ]
Haha, eh. Windows timer still runs like s*it as default, so either way he
should be running some sort of timer boosting program, such as
srcdsfpsboost
or Windows Media Player.
On 1/19/07, Whisper <[EMAIL PROTECTED]> wrote:
--
[ Picked text/plain from multipart/alternative ]
Oh noes
Don't talk about tickrate its CS 1.6!!!
On 1/20/07, Cc2iscooL <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Well, since you brought up that you're using Windows now, did you use
> =
a
> timer resolution booster or are you keeping Windows Media Player open
> in
> the
> background? What does "stats" show in the server's console? Can your
> server
> handle the tickrate? If not, it will choke.
> On 1/19/07, Andrius Pirus <[EMAIL PROTECTED]> wrote:
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > I don't think so.. Network is ok.. The only change i did was
> > switching
> > from Debian Linux to Windows 2003. And i tried many different rate
> > settings.. But noone of them did the trick to get clients` chokes to
> > 0. Only if every player did "rate 25000"
> > Quoting Whisper : --
> > [ Picked text/plain from multipart/alternative ]
> > You have a network problem or the clients have a network problem
> > If the server needs to send data but cannot, that when u get choke.
> > If their rate is too low or if their connection is too crap to
> > support their
> > rate setting or if your server cannot support X players with rate
> > 20000
> > correctly, then you get choke.
> > On 1/20/07, Andrius Pirus wrote:
> > --
> > [ Picked text/plain from multipart/alternative ]
> > no, i have already read the link you gave me..it didn't help me. and
> > -
> > i have Counter Strike 1.6 server, not Source. i said already that i
> > have experimented with server settings and it makes no sense.. Choke
> > is always about 10-100 on 80% of my server's players :(
> > --
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> >
> > Links:
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> >
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> >
> >
> >
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-- __--__--
Message: 8
Date: Fri, 19 Jan 2007 17:29:33 +0200
From: Andrius Pirus <[EMAIL PROTECTED]>
To: [email protected]
Subject: Re: [hlds] RE: client's choke dependency of clien't rate
Reply-To: [email protected]
--
[ Picked text/plain from multipart/alternative ]
I already tried srcdsfpsboost and windows media player.
Sorry i meant sys_ticrate not tickrate :)
I don't think that problem is in fps- fps is stable 512 (tried also
set sys_ticrate to 300 , 200 etc) Server runs rather fine, fps is
stable, only these chokes..
Quoting Cc2iscooL : --
[ Picked text/plain from multipart/alternative ]
Haha, eh. Windows timer still runs like s*it as default, so either
way he
should be running some sort of timer boosting program, such as
srcdsfpsboost
or Windows Media Player.
On 1/19/07, Whisper wrote:
--
[ Picked text/plain from multipart/alternative ]
Oh noes
Don't talk about tickrate its CS 1.6!!!
On 1/20/07, Cc2iscooL wrote:
--
[ Picked text/plain from multipart/alternative ]
Well, since you brought up that you're using Windows now, did you
use a
timer resolution booster or are you keeping Windows Media Player
open in
the
background? What does "stats" show in the server's console? Can your
server
handle the tickrate? If not, it will choke.
On 1/19/07, Andrius Pirus wrote:
--
[ Picked text/plain from multipart/alternative ]
I don't think so.. Network is ok.. The only change i did was
switching
from Debian Linux to Windows 2003. And i tried many different rate
settings.. But noone of them did the trick to get clients` chokes to
0. Only if every player did "rate 25000"
Quoting Whisper : --
[ Picked text/plain from multipart/alternative ]
You have a network problem or the clients have a network problem
If the server needs to send data but cannot, that when u get choke.
If their rate is too low or if their connection is too crap to
support their
rate setting or if your server cannot support X players with rate
20000
correctly, then you get choke.
On 1/20/07, Andrius Pirus wrote:
--
[ Picked text/plain from multipart/alternative ]
no, i have already read the link you gave me..it didn't help me. and
-
i have Counter Strike 1.6 server, not Source. i said already that i
have experimented with server settings and it makes no sense.. Choke
is always about 10-100 on 80% of my server's players :(
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-- __--__--
Message: 9
Subject: RE: [hlds] client's choke dependency of clien't rate
Date: Fri, 19 Jan 2007 14:10:00 -0600
From: <[EMAIL PROTECTED]>
To: <[email protected]>
Reply-To: [email protected]
This is a multi-part message in MIME format.
--
Sounds like a server-side issue to me. This happened to me on CS 1.6
whe=
n
=3D
my provider was rolling out Source updates (note: updates have come out
ove=3D
r the last few days). The sheer amount of traffic was enough to make
thing=3D
s shaky for quite some time. Nobody was able to resolve the problem -
whic=3D
h was consistent -- very VERY high choke -- affecting everyone. Usually,
0=3D
choke - sometimes 1 choke. I inquired about it, and was told there were
u=3D
pgrades going on across the board & that it'd be cleared up by evening.
It=3D
was in fact, cleared up.
Bring this to the attention of your provider -- that's my suggestion.
Hope this helps :)
________________________________
From: [EMAIL PROTECTED] on behalf of Andrius Pirus
Sent: Fri 1/19/2007 9:23 AM
To: [email protected]
Subject: [hlds] client's choke dependency of clien't rate
--
[ Picked text/plain from multipart/alternative ]
What could be the problem if almost all (but 80%) of my server's
players have choke playing - even 100 .no loss but only choke. I
tried different sv_maxrate sv_minupdaterate, sv_maxupdaterate,
sys_ticrate etc.. no changes.. BUT all is fine if client set his rate
to 25000 - then no choke, no loss. But i don't want to search for and
install plugins that set clien`ts rates to 25000. All should be fine
also with default (3500) . Or am i wrong? I`ve read many many
manuals, valve and other forums, but couldn't find an answer to
this.. Server's isp is very good and stable. 100 MBit/s..
my sv_minrate 0 (tried also 2000 4000 5000)
sv_maxrate 20000 (tried also 3000,4000,8000,15000, etc)
sv_maxupdaterate 60 (tried also 30,60,101)
maxplayers 20
engine- newest
Plz help..
--
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