Some nuance...
It seems to be better, but it still has some bad pings on HLSW
sometimes, gameplay seems better.
Perhaps this only takes us to the not all the time laggy situation.
Debian users can install libc6-i686 and remove it at will anyway.
Blegh,
Ewoud
Ewoud van der Vliet wrote:
I installed the libc6-i686 optimized library on my debian 3.1 (see also
my earlier mail) and the lag spikes are much smaller. The server still
appears a little jittery on hlsw, but now ping varies from 8 to 20
instead of 80.
The server is playable, although I have seen more stable pingtimes in
the past.
Thanks for sharing Philip.
And Valve: why not put a -testing option on Steam, so people can help
you beta test with more comfort and less agitation for players and
providers.
The fact that there are so many debian stable users should tell you we
like nice and stable well tested software for production work.
Ewoud
Phillip Marzi wrote:
- Pentium 4 3 GHz
- 2 GB dual channel DDR RAM
- Kernel 2.6.16.11
- HT enabled including the kernel SMT hyperthreading scheduler support
- The preemption model is set to 'Preemptible Kernel (Low-Latency
Desktop)' and 'Preempt The Big Kernel Lock'
- Kernel timer frequency is 1000 Hz
- Linux distribution is Debian 3.1 Sarge
- the libc6-i686 module is installed (NPTL support and optimizations for
i686 CPUs)
- srcds runs with the default tickrate at 250 fps
- the system load average is 0.02
until now i've not noticed any lags but i've seen two error messages on
the server console and a frame rate drop on the server side to about 10
fps when shooting at physic objects. this wasn't the case with the last
srcds version.
the two error messages that i've seen are the following.
on server start:
net.cpp (932) : Assertion Failed: 0 == iRet && iValLen == sizeof( iVal )
&& cSendBufSize <= iVal
net.cpp (940) : Assertion Failed: 0 == iRet && iValLen == sizeof( iVal )
&& cRecvBufSize <= iVal
and while playing on the server:
SteamStartValidatingUserIDTicket: Returned ESteamError 25
Phillip
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