AW: [hlds] CSS Fast Downloads
Hello At the link below there is nothing!!! Could somebody send me the file per mail? [EMAIL PROTECTED] -Ursprüngliche Nachricht- Von: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Im Auftrag von TooL Gesendet: Montag, 6. Dezember 2004 23:23 An: [EMAIL PROTECTED] Betreff: RE: [hlds] CSS Fast Downloads Here is a nice little utility for creating those larger .RES files - created by [FBNOps]OtakuCODE. What I had to do was extract the custom map to a temporary folder and run the resmaker. Then add them to our server. It didn't like the fact that more than one .BSP existed. Download here: http://www.260servers.net/forums/dload.php?action=categorycat_id=14 Here is what the readme says: Requirements: Only thing required is the .NET Framework 1.1. If you've run Windows Update even remotely recently, you'll have it. If you don't, the program will bomb out with a cryptic message as soon as you launch it. Usage: It's really simple enough you shouldn't need this, but I'll write it anyways so I can rant and rave about people not reading my README when they can't figure out how to work this simple app. When you open the program, you have 2 buttons you can press. Press the one that says Browse... and choose the folder in which your maps and materials and whatever folders reside. Do not select the maps folder itself, select the folder it is inside of. After that, click the Create .RES File button. You're done. If you MUST email me for something, drop me a line here: [EMAIL PROTECTED] If you want to know about the RES file format, check out this thread: http://www.steampowered.com/forums/showthread.php?s=threadid=197973 -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of ironchef Sent: Sunday, December 05, 2004 12:51 PM To: [EMAIL PROTECTED] Subject: RE: [hlds] CSS Fast Downloads CHiLLZ wrote: Well, this is just a guess-- but it could easily be a way that the server distinguishes between what files are stock and should not be downloaded (the .lst files) and what files are additional custom content that the clients are going to need to download (the .res files). Anyone able to confirm this? This is a quote from Alfred's email sent on the 3rd to this list: : For custom maps that have new resources (such as models or sounds) you : need a file in the maps directory called map name.res that lists all : the custom resources required by that map. It should contain the list of : files that a client will download when they get the custom map from the : server. : The format of the file is: : --- : resources : { : blabla.txtfile : sounds/blabla2.txtfile : } : -- : Note the file parameter, the .res file consists of key values pairs : and each value parameter must be file for map resource files. : : This file is needed for both in game downloading and for the http : external downloader. : : - Alfred -- ironchef http://www.dexworld.org/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: AW: [hlds] CSS Fast Downloads
Check your email :) On Tue, 21 Dec 2004 10:00:33 +0100, Zambo [EMAIL PROTECTED] wrote: Hello At the link below there is nothing!!! Could somebody send me the file per mail? [EMAIL PROTECTED] -Ursprüngliche Nachricht- Von: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Im Auftrag von TooL Gesendet: Montag, 6. Dezember 2004 23:23 An: [EMAIL PROTECTED] Betreff: RE: [hlds] CSS Fast Downloads Here is a nice little utility for creating those larger .RES files - created by [FBNOps]OtakuCODE. What I had to do was extract the custom map to a temporary folder and run the resmaker. Then add them to our server. It didn't like the fact that more than one .BSP existed. Download here: http://www.260servers.net/forums/dload.php?action=categorycat_id=14 Here is what the readme says: Requirements: Only thing required is the .NET Framework 1.1. If you've run Windows Update even remotely recently, you'll have it. If you don't, the program will bomb out with a cryptic message as soon as you launch it. Usage: It's really simple enough you shouldn't need this, but I'll write it anyways so I can rant and rave about people not reading my README when they can't figure out how to work this simple app. When you open the program, you have 2 buttons you can press. Press the one that says Browse... and choose the folder in which your maps and materials and whatever folders reside. Do not select the maps folder itself, select the folder it is inside of. After that, click the Create .RES File button. You're done. If you MUST email me for something, drop me a line here: [EMAIL PROTECTED] If you want to know about the RES file format, check out this thread: http://www.steampowered.com/forums/showthread.php?s=threadid=197973 -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of ironchef Sent: Sunday, December 05, 2004 12:51 PM To: [EMAIL PROTECTED] Subject: RE: [hlds] CSS Fast Downloads CHiLLZ wrote: Well, this is just a guess-- but it could easily be a way that the server distinguishes between what files are stock and should not be downloaded (the .lst files) and what files are additional custom content that the clients are going to need to download (the .res files). Anyone able to confirm this? This is a quote from Alfred's email sent on the 3rd to this list: : For custom maps that have new resources (such as models or sounds) you : need a file in the maps directory called map name.res that lists all : the custom resources required by that map. It should contain the list of : files that a client will download when they get the custom map from the : server. : The format of the file is: : --- : resources : { : blabla.txtfile : sounds/blabla2.txtfile : } : -- : Note the file parameter, the .res file consists of key values pairs : and each value parameter must be file for map resource files. : : This file is needed for both in game downloading and for the http : external downloader. : : - Alfred -- ironchef http://www.dexworld.org/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- Henry Malthus ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] HL2MP - Player Limit ?? 16 Players..
Hi Valve gang, I see that you have limited the maxplayers in HL2 DM and Team:DM to 16. I have always run very large servers, and my regular players love the chaos and mayhem. The 16 player limit is forcing me to run two separate 16 player servers, but neither stays consistently full, and my regulars cannot decide which one to play on. (I am running a Dual Xeon 3.33, with a DS-3 Connection). Can you please remove the 16 player limit for HL2 MP ??? I hope this is only a temporary situation, as it seems when MP was first released there was no 16 player max I know that CSS has a 40+ player limit, so I know the engine itself can handle more than 16 players... Again, I'm assuming you capped MP at 16 for some bug, or performance issue ??? Thanks!! -- Cain PS If you wish to permanently restrict player maximums for DM to 16(and I hope not), will you allow at least 32 for Team Deathmatch, so there would be 16 per team ??? Thx!! __ Do you Yahoo!? Take Yahoo! Mail with you! Get it on your mobile phone. http://mobile.yahoo.com/maildemo ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] HL2MP - Player Limit ?? 16 Players..
This was due to the game being *terribly* lagged because all the people was picking and throwing objects around the map like mads. The engine actually can't handle such amount of events for more than 14 simultaneous players without ping spikes and laggy movement for everyone. -- PiTaGoRaS CAIN escribió (Tue, 21 Dec 2004 03:17:53 -0800 (PST)): Hi Valve gang, I see that you have limited the maxplayers in HL2 DM and Team:DM to 16. I have always run very large servers, and my regular players love the chaos and mayhem. The 16 player limit is forcing me to run two separate 16 player servers, but neither stays consistently full, and my regulars cannot decide which one to play on. (I am running a Dual Xeon 3.33, with a DS-3 Connection). Can you please remove the 16 player limit for HL2 MP ??? I hope this is only a temporary situation, as it seems when MP was first released there was no 16 player max I know that CSS has a 40+ player limit, so I know the engine itself can handle more than 16 players... Again, I'm assuming you capped MP at 16 for some bug, or performance issue ??? Thanks!! -- Cain PS If you wish to permanently restrict player maximums for DM to 16(and I hope not), will you allow at least 32 for Team Deathmatch, so there would be 16 per team ??? Thx!! __ Do you Yahoo!? Take Yahoo! Mail with you! Get it on your mobile phone. http://mobile.yahoo.com/maildemo ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] HL2MP - Player Limit ?? 16 Players..
Now that's interesting if accurate. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of PiTaGoRaS Sent: Tuesday, December 21, 2004 6:38 AM To: [EMAIL PROTECTED] Subject: Re: [hlds] HL2MP - Player Limit ?? 16 Players.. This was due to the game being *terribly* lagged because all the people was picking and throwing objects around the map like mads. The engine actually can't handle such amount of events for more than 14 simultaneous players without ping spikes and laggy movement for everyone. -- PiTaGoRaS CAIN escribió (Tue, 21 Dec 2004 03:17:53 -0800 (PST)): Hi Valve gang, I see that you have limited the maxplayers in HL2 DM and Team:DM to 16. I have always run very large servers, and my regular players love the chaos and mayhem. The 16 player limit is forcing me to run two separate 16 player servers, but neither stays consistently full, and my regulars cannot decide which one to play on. (I am running a Dual Xeon 3.33, with a DS-3 Connection). Can you please remove the 16 player limit for HL2 MP ??? I hope this is only a temporary situation, as it seems when MP was first released there was no 16 player max I know that CSS has a 40+ player limit, so I know the engine itself can handle more than 16 players... Again, I'm assuming you capped MP at 16 for some bug, or performance issue ??? Thanks!! -- Cain PS If you wish to permanently restrict player maximums for DM to 16(and I hope not), will you allow at least 32 for Team Deathmatch, so there would be 16 per team ??? Thx!! __ Do you Yahoo!? Take Yahoo! Mail with you! Get it on your mobile phone. http://mobile.yahoo.com/maildemo ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] HL2MP - Player Limit ?? 16 Players..
I wouldn't say the engine cannot handle, but is very taxing on hardware and network bandwidth when doing so. On Tue, 2004-12-21 at 08:22 -0500, Napier, Kevin wrote: Now that's interesting if accurate. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of PiTaGoRaS Sent: Tuesday, December 21, 2004 6:38 AM To: hlds@list.valvesoftware.com Subject: Re: [hlds] HL2MP - Player Limit ?? 16 Players.. This was due to the game being *terribly* lagged because all the people was picking and throwing objects around the map like mads. The engine actually can't handle such amount of events for more than 14 simultaneous players without ping spikes and laggy movement for everyone. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] HL2MP - Player Limit ?? 16 Players..
Think I'm going to limit our HL2 DM server to 12-14 players because our Hardware isn't that brilliant and we have a 40 player source server running on the same box, caused no problems so far but just to be safe maybe. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Marcelo de Paula Bezerra Sent: 21 December 2004 13:29 To: hlds@list.valvesoftware.com Subject: RE: [hlds] HL2MP - Player Limit ?? 16 Players.. I wouldn't say the engine cannot handle, but is very taxing on hardware and network bandwidth when doing so. On Tue, 2004-12-21 at 08:22 -0500, Napier, Kevin wrote: Now that's interesting if accurate. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of PiTaGoRaS Sent: Tuesday, December 21, 2004 6:38 AM To: hlds@list.valvesoftware.com Subject: Re: [hlds] HL2MP - Player Limit ?? 16 Players.. This was due to the game being *terribly* lagged because all the people was picking and throwing objects around the map like mads. The engine actually can't handle such amount of events for more than 14 simultaneous players without ping spikes and laggy movement for everyone. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] HL2MP - Player Limit ?? 16 Players..
Actually it doesn't sound too far off the mark We are all familiar with how HLDS does not handle player numbers above the 20 player mark very well as it is, and with DeathMatch being what it is, having large amounts of people all doing things at the same time constantly is going to lag even the most high end server hardware. We run 4 CS 1.6 DeathMatch Servers and we can manage 4 of them on a Dual 3.0GHz Xeon with 2GB of RAM but they are only 16 14 16 18 player servers respectively and when they are all full things do get a bit iffy. On Tue, 21 Dec 2004 10:29:28 -0300, Marcelo de Paula Bezerra [EMAIL PROTECTED] wrote: I wouldn't say the engine cannot handle, but is very taxing on hardware and network bandwidth when doing so. On Tue, 2004-12-21 at 08:22 -0500, Napier, Kevin wrote: Now that's interesting if accurate. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of PiTaGoRaS Sent: Tuesday, December 21, 2004 6:38 AM To: hlds@list.valvesoftware.com Subject: Re: [hlds] HL2MP - Player Limit ?? 16 Players.. This was due to the game being *terribly* lagged because all the people was picking and throwing objects around the map like mads. The engine actually can't handle such amount of events for more than 14 simultaneous players without ping spikes and laggy movement for everyone. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] HL2MP - Player Limit ?? 16 Players..
If you think you have the hardware/bandwidth to do more than the other guy edit the hl2mp/cfg/valve.rc file to show the limit you desire and match that limit in the command line. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Whisper Sent: Tuesday, December 21, 2004 8:59 AM To: hlds@list.valvesoftware.com Subject: Re: [hlds] HL2MP - Player Limit ?? 16 Players.. Actually it doesn't sound too far off the mark We are all familiar with how HLDS does not handle player numbers above the 20 player mark very well as it is, and with DeathMatch being what it is, having large amounts of people all doing things at the same time constantly is going to lag even the most high end server hardware. We run 4 CS 1.6 DeathMatch Servers and we can manage 4 of them on a Dual 3.0GHz Xeon with 2GB of RAM but they are only 16 14 16 18 player servers respectively and when they are all full things do get a bit iffy. On Tue, 21 Dec 2004 10:29:28 -0300, Marcelo de Paula Bezerra [EMAIL PROTECTED] wrote: I wouldn't say the engine cannot handle, but is very taxing on hardware and network bandwidth when doing so. On Tue, 2004-12-21 at 08:22 -0500, Napier, Kevin wrote: Now that's interesting if accurate. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of PiTaGoRaS Sent: Tuesday, December 21, 2004 6:38 AM To: hlds@list.valvesoftware.com Subject: Re: [hlds] HL2MP - Player Limit ?? 16 Players.. This was due to the game being *terribly* lagged because all the people was picking and throwing objects around the map like mads. The engine actually can't handle such amount of events for more than 14 simultaneous players without ping spikes and laggy movement for everyone. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] .AIN files?
Sorry if this has already been asked, I did a search with Google to no success, found a couple of questions on the SteamPowered forums without answers so I'm asking here. 1) What exactly are the .AIN files for (\maps\graphs\*)? And are they required for game play? 2) I'm assuming they are *NOT* required as it appears that the server is generating them when a given map is loaded for the first time... Is there any way to prevent them from being created (or at least prevent them from being a forced download)? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] CSS Fast Downloads
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Soryy - we had to take our site offline for a while due to hacking attempts. Try HERE http://downloads.punkassfraggers.com/index.php?direction=0order=director y=Counter Strike Source Files/Applications -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Zambo Sent: Tuesday, December 21, 2004 4:01 AM To: hlds@list.valvesoftware.com Subject: AW: [hlds] CSS Fast Downloads Hello At the link below there is nothing!!! Could somebody send me the file per mail? [EMAIL PROTECTED] -Ursprüngliche Nachricht- Von: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Im Auftrag von TooL Gesendet: Montag, 6. Dezember 2004 23:23 An: hlds@list.valvesoftware.com Betreff: RE: [hlds] CSS Fast Downloads Here is a nice little utility for creating those larger .RES files - created by [FBNOps]OtakuCODE. What I had to do was extract the custom map to a temporary folder and run the resmaker. Then add them to our server. It didn't like the fact that more than one .BSP existed. Download here: http://www.260servers.net/forums/dload.php?action=category http://www.260servers.net/forums/dload.php?action=categorycat_id=14 cat_id=14 Here is what the readme says: Requirements: Only thing required is the .NET Framework 1.1. If you've run Windows Update even remotely recently, you'll have it. If you don't, the program will bomb out with a cryptic message as soon as you launch it. Usage: It's really simple enough you shouldn't need this, but I'll write it anyways so I can rant and rave about people not reading my README when they can't figure out how to work this simple app. When you open the program, you have 2 buttons you can press. Press the one that says Browse... and choose the folder in which your maps and materials and whatever folders reside. Do not select the maps folder itself, select the folder it is inside of. After that, click the Create .RES File button. You're done. If you MUST email me for something, drop me a line here: [EMAIL PROTECTED] If you want to know about the RES file format, check out this thread: http://www.steampowered.com/forums/showthread.php?s= http://www.steampowered.com/forums/showthread.php?s=threadid=197973 threadid=197973 -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of ironchef Sent: Sunday, December 05, 2004 12:51 PM To: hlds@list.valvesoftware.com Subject: RE: [hlds] CSS Fast Downloads CHiLLZ wrote: Well, this is just a guess-- but it could easily be a way that the server distinguishes between what files are stock and should not be downloaded (the .lst files) and what files are additional custom content that the clients are going to need to download (the .res files). Anyone able to confirm this? This is a quote from Alfred's email sent on the 3rd to this list: : For custom maps that have new resources (such as models or sounds) you : need a file in the maps directory called map name.res that lists all : the custom resources required by that map. It should contain the list of : files that a client will download when they get the custom map from the : server. : The format of the file is: : --- : resources : { : blabla.txtfile : sounds/blabla2.txtfile : } : -- : Note the file parameter, the .res file consists of key values pairs : and each value parameter must be file for map resource files. : : This file is needed for both in game downloading and for the http : external downloader. : : - Alfred -- ironchef http://www.dexworld.org/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] .AIN files?
www.filext.com Enter AIN in the search box... And you get a good description of AIN files... _ Chatt: Träffa nya nätkompisar på Habbo Hotel http://habbohotel.msn.se/habbo/sv/channelizer ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] CSS Fast Downloads
I started a mirror download for this over on FileFarm.net (a new file mirror resource site to the community): http://www.filefarm.net/file.php?fi=27 Unless OtakuCODE states otherwise, feel free to add your mirror download link to the list if you wish to mirror the file. - HoundDawg Soryy - we had to take our site offline for a while due to hacking attempts. [snip] At the link below there is nothing!!! Could somebody send me the file per mail? [snip] Here is a nice little utility for creating those larger .RES files - created by [FBNOps]OtakuCODE. What I had to do was extract the custom map to a temporary folder and run the resmaker. Then add them to our server. It didn't like the fact that more than one .BSP existed. [snip] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] [OT]Gmail Invites
I've got a few left. If you want one mail me off list Happy Holidays ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] Server auth with more info!
Hi, I am wondering if my server is working correctly. I am getting Steam auth server instead of Won auth like in the readme. Is this correct? Also I am running behind a NAT firewall, is there anyway to test to see if all the correct ports are open? a scanner or a website? Thanks in advance for the help! I used to run a regular Half Life server but I did not have so much trouble forwarding and opening ports! Dana Sorry, I forgot to paste server info! Console initialized. scandir failed:/home/danal/hlds_l/./valve/SAVE scandir failed:/home/danal/hlds_l/./platform/SAVE Protocol version 47 Exe version 1.1.2.5/Stdio (cstrike) Exe build: 02:38:31 Jul 7 2004 (2738) STEAM Auth Server couldn't exec language.cfg Server IP address 10.1.1.25:27015 Downloading Security Module from Speakeasy.net ... Completed downloading Security Module from Speakeasy.net Server is in Secure Mode. scandir failed:/home/danal/hlds_l/./valve/SAVE scandir failed:/home/danal/hlds_l/./platform/SAVE couldn't exec listip.cfg couldn't exec banned.cfg Adding auth server 65.73.232.253:27040 Adding master server 207.173.177.12:27010 Adding master server 207.173.177.11:27010 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Server auth with more info!
[EMAIL PROTECTED] wrote: I am getting Steam auth server instead of Won auth like in the readme. Is this correct? Also I am running behind a NAT firewall, is there anyway to test to see if all the correct ports are open? a scanner or a website? If you found a ref to WON anywhere they probably forgot to update that part. WON is gone now. You will see the new ID system when doing a 'stat' command in the server console while players are connected. As for a scanner, just have a friend try to connect to your server and you'll know. Thanks in advance for the help! I used to run a regular Half Life server but I did not have so much trouble forwarding and opening ports! Unless you're filtering outbound ports as well (which you probably aren't) then it's not any different than before. Just forward 27015 UDP to the IP 10.1.1.25 and you're good to go. -- - m0gely http://quake2.telestream.com/ Q2 | Q3A | Counter-strike ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] .AIN files?
Thank you, it says that they are a compressed file... What purpose do they have for actual game play and is there a way to prevent the server from having to generate them or are they intergral to gameplay? Is there a way to prevent them from being downloaded? Thank you - Original Message - From: sebastian nielsen [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Sent: Tuesday, December 21, 2004 9:46 AM Subject: RE: [hlds] .AIN files? www.filext.com Enter AIN in the search box... And you get a good description of AIN files... _ Chatt: Träffa nya nätkompisar på Habbo Hotel http://habbohotel.msn.se/habbo/sv/channelizer ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] .AIN files?
Bud Ingram wrote: Thank you, it says that they are a compressed file... What purpose do they have for actual game play and is there a way to prevent the server from having to generate them or are they intergral to gameplay? Is there a way to prevent them from being downloaded? The ones on my server are 55 bytes. Is that really a concern? -- - m0gely http://quake2.telestream.com/ Q2 | Q3A | Counter-strike ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] .AIN files?
Judging from what I've read here, they're AI Node files. Stuff so that the bots can navigate around the map. Bot waypoint files usually are generated on the first run of a map, and then extension (AIN) seems to fit well. --AgentHH -Original Message- From: m0gely [EMAIL PROTECTED] Sent: Dec 21, 2004 11:23 AM To: hlds@list.valvesoftware.com Subject: Re: [hlds] .AIN files? Bud Ingram wrote: Thank you, it says that they are a compressed file... What purpose do they have for actual game play and is there a way to prevent the server from having to generate them or are they intergral to gameplay? Is there a way to prevent them from being downloaded? The ones on my server are 55 bytes. Is that really a concern? -- - m0gely http://quake2.telestream.com/ Q2 | Q3A | Counter-strike ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] [OT]Gmail Invites
I've got a couple I can part with too, email me. On Tue, 21 Dec 2004 15:01:51 -0500, Cian Sweeney [EMAIL PROTECTED] wrote: Ive got 6 left, email or AIM:Skirecs On Tue, 21 Dec 2004 11:20:50 -0500, Roc [EMAIL PROTECTED] wrote: I've got a few left. If you want one mail me off list Happy Holidays ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- Clayton Macleod ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] [OT]Gmail Invites
I have 5 to part with too...email off list. Zack Clayton Macleod wrote: I've got a couple I can part with too, email me. On Tue, 21 Dec 2004 15:01:51 -0500, Cian Sweeney [EMAIL PROTECTED] wrote: Ive got 6 left, email or AIM:Skirecs On Tue, 21 Dec 2004 11:20:50 -0500, Roc [EMAIL PROTECTED] wrote: I've got a few left. If you want one mail me off list Happy Holidays ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- Clayton Macleod ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- Zack Sloane http://zteknology.com We Put Personal Back in Personal Computer! You Dream it, We Build It! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] .AIN files?
It seems that they actually take a while to get served up on my server, I'm seeing a 10 to 12 second delay once an .AIN file is served before the system continues with the client data transfer. - Original Message - From: m0gely [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Sent: Tuesday, December 21, 2004 1:23 PM Subject: Re: [hlds] .AIN files? Bud Ingram wrote: Thank you, it says that they are a compressed file... What purpose do they have for actual game play and is there a way to prevent the server from having to generate them or are they intergral to gameplay? Is there a way to prevent them from being downloaded? The ones on my server are 55 bytes. Is that really a concern? -- - m0gely http://quake2.telestream.com/ Q2 | Q3A | Counter-strike ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] [OT]Gmail Invites
OMGWTFBBQ!!! Please stop advertising your gmail invites, you're just spamming the list with worthless OT posts (sure, mine just adds, but someone should speak out against this before more reply with their invites). /rant I've got a few Playboy Mansion invites left. If you want one mail Roc off list. Happy Holidays O.o -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Z Teknology HLDS List Sent: Tuesday, December 21, 2004 12:55 PM To: hlds@list.valvesoftware.com Subject: Re: [hlds] [OT]Gmail Invites I have 5 to part with too...email off list. Zack Clayton Macleod wrote: I've got a couple I can part with too, email me. On Tue, 21 Dec 2004 15:01:51 -0500, Cian Sweeney [EMAIL PROTECTED] wrote: Ive got 6 left, email or AIM:Skirecs On Tue, 21 Dec 2004 11:20:50 -0500, Roc [EMAIL PROTECTED] wrote: I've got a few left. If you want one mail me off list Happy Holidays ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- Clayton Macleod ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- Zack Sloane http://zteknology.com We Put Personal Back in Personal Computer! You Dream it, We Build It! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] .AIN files?
yup. don't know what they are but i wish they were not there. .ain is a file extension for ain compressed archives but i don't know if there is any association. Bud Ingram wrote: It seems that they actually take a while to get served up on my server, I'm seeing a 10 to 12 second delay once an .AIN file is served before the system continues with the client data transfer. - Original Message - From: m0gely [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Sent: Tuesday, December 21, 2004 1:23 PM Subject: Re: [hlds] .AIN files? Bud Ingram wrote: Thank you, it says that they are a compressed file... What purpose do they have for actual game play and is there a way to prevent the server from having to generate them or are they intergral to gameplay? Is there a way to prevent them from being downloaded? The ones on my server are 55 bytes. Is that really a concern? -- - m0gely http://quake2.telestream.com/ Q2 | Q3A | Counter-strike ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] .AIN files?
The answer is simple: They are completely unnecessary, just like many of the other files that the server uses. Recommended course of action: Every day, I suggest just before having lunch, pick a few random files and delete them. Repeat daily until server fps reaches 1000. But no awping! It's only good for 500fps and below, otherwise the server will just randomly give people $16000 immediately. On Tue, 21 Dec 2004 16:35:18 -0500, Steve Tilson [EMAIL PROTECTED] wrote: yup. don't know what they are but i wish they were not there. .ain is a file extension for ain compressed archives but i don't know if there is any association. Bud Ingram wrote: It seems that they actually take a while to get served up on my server, I'm seeing a 10 to 12 second delay once an .AIN file is served before the system continues with the client data transfer. - Original Message - From: m0gely [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Sent: Tuesday, December 21, 2004 1:23 PM Subject: Re: [hlds] .AIN files? Bud Ingram wrote: Thank you, it says that they are a compressed file... What purpose do they have for actual game play and is there a way to prevent the server from having to generate them or are they intergral to gameplay? Is there a way to prevent them from being downloaded? The ones on my server are 55 bytes. Is that really a concern? -- - m0gely http://quake2.telestream.com/ Q2 | Q3A | Counter-strike ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- Clayton Macleod ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] HL2MP - Player Limit ?? 16 Players..
Unfortunately the HL2MP game is hard-coded to a 16 player maximum, nothing we can do or change will allow any admin to increase this. I ran a 40 player CSS server that was very smooth and everyone was pinging in the 30s-60s. My server is a Dual Xeon 3.33 and I have a 100Mb switch and a DS-3 worth of bandwidth. I understand that HL2MP is hard on hardware and bandwidth, but trust me it is not even in the same league as UT2004 ONS. I would just like for the Valve guys to let the Admins and their players decide if their favorite server can provide a quality game, with a given player load; the same way we have always done it. I know some CSS Servers are now running 64 players !! Take care, -- Cain ATTACHMENT part 3.2 message/rfc822 From: Ray Spaulding [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Subject: RE: [hlds] HL2MP - Player Limit ?? 16 Players.. Date: Tue, 21 Dec 2004 09:26:27 -0500 If you think you have the hardware/bandwidth to do more than the other guy edit the hl2mp/cfg/valve.rc file to show the limit you desire and match that limit in the command line. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Whisper Sent: Tuesday, December 21, 2004 8:59 AM To: hlds@list.valvesoftware.com Subject: Re: [hlds] HL2MP - Player Limit ?? 16 Players.. Actually it doesn't sound too far off the mark We are all familiar with how HLDS does not handle player numbers above the 20 player mark very well as it is, and with DeathMatch being what it is, having large amounts of people all doing things at the same time constantly is going to lag even the most high end server hardware. We run 4 CS 1.6 DeathMatch Servers and we can manage 4 of them on a Dual 3.0GHz Xeon with 2GB of RAM but they are only 16 14 16 18 player servers respectively and when they are all full things do get a bit iffy. __ Do you Yahoo!? Yahoo! Mail - 250MB free storage. Do more. Manage less. http://info.mail.yahoo.com/mail_250 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [SPAM] Re: [hlds] .AIN files?
ROFL! Clayton Macleod wrote: The answer is simple: They are completely unnecessary, just like many of the other files that the server uses. Recommended course of action: Every day, I suggest just before having lunch, pick a few random files and delete them. Repeat daily until server fps reaches 1000. But no awping! It's only good for 500fps and below, otherwise the server will just randomly give people $16000 immediately. On Tue, 21 Dec 2004 16:35:18 -0500, Steve Tilson [EMAIL PROTECTED] wrote: yup. don't know what they are but i wish they were not there. .ain is a file extension for ain compressed archives but i don't know if there is any association. Bud Ingram wrote: It seems that they actually take a while to get served up on my server, I'm seeing a 10 to 12 second delay once an .AIN file is served before the system continues with the client data transfer. - Original Message - From: m0gely [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Sent: Tuesday, December 21, 2004 1:23 PM Subject: Re: [hlds] .AIN files? Bud Ingram wrote: Thank you, it says that they are a compressed file... What purpose do they have for actual game play and is there a way to prevent the server from having to generate them or are they intergral to gameplay? Is there a way to prevent them from being downloaded? The ones on my server are 55 bytes. Is that really a concern? -- - m0gely http://quake2.telestream.com/ Q2 | Q3A | Counter-strike ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- Clayton Macleod ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] HL2MP - Player Limit ?? 16 Players..
Well let's not forget that the two maps or whatever that are out are far too small to have any more than 16 people. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of CAIN Sent: Tuesday, December 21, 2004 2:22 PM To: hlds@list.valvesoftware.com Subject: RE: [hlds] HL2MP - Player Limit ?? 16 Players.. Unfortunately the HL2MP game is hard-coded to a 16 player maximum, nothing we can do or change will allow any admin to increase this. I ran a 40 player CSS server that was very smooth and everyone was pinging in the 30s-60s. My server is a Dual Xeon 3.33 and I have a 100Mb switch and a DS-3 worth of bandwidth. I understand that HL2MP is hard on hardware and bandwidth, but trust me it is not even in the same league as UT2004 ONS. I would just like for the Valve guys to let the Admins and their players decide if their favorite server can provide a quality game, with a given player load; the same way we have always done it. I know some CSS Servers are now running 64 players !! Take care, -- Cain ATTACHMENT part 3.2 message/rfc822 From: Ray Spaulding [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Subject: RE: [hlds] HL2MP - Player Limit ?? 16 Players.. Date: Tue, 21 Dec 2004 09:26:27 -0500 If you think you have the hardware/bandwidth to do more than the other guy edit the hl2mp/cfg/valve.rc file to show the limit you desire and match that limit in the command line. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Whisper Sent: Tuesday, December 21, 2004 8:59 AM To: hlds@list.valvesoftware.com Subject: Re: [hlds] HL2MP - Player Limit ?? 16 Players.. Actually it doesn't sound too far off the mark We are all familiar with how HLDS does not handle player numbers above the 20 player mark very well as it is, and with DeathMatch being what it is, having large amounts of people all doing things at the same time constantly is going to lag even the most high end server hardware. We run 4 CS 1.6 DeathMatch Servers and we can manage 4 of them on a Dual 3.0GHz Xeon with 2GB of RAM but they are only 16 14 16 18 player servers respectively and when they are all full things do get a bit iffy. __ Do you Yahoo!? Yahoo! Mail - 250MB free storage. Do more. Manage less. http://info.mail.yahoo.com/mail_250 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] [OT]Gmail Invites
Use this if you have extra gmail invites or would like one: http://isnoop.net/gmailomatic.php ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] HL2MP - Player Limit ?? 16 Players..
Once again, you are wrong. You CAN increase the playerlimit of HL2MP. As I said before, browse to hl2mp/cfg/valve.rc and open it with your favorite text editor. Edit or add this line: Maxplayers 20 (or whatever you want for the limit) This will set the max for the server. You can put this limit in your command line or a limit lower if you wish but it will open the game to what you want. The trick is if you DON'T edit/add this line to valve.rc then you will NOT be able to increase the player limit of the server. If you, for example, make a limit of 40 in valve.rc and add +maxplayers 40 in your commandline then you will start the server at 40 players and they will join. Of course, while you're watching your cpu meters bounce off the ceiling you could make a couple new maps that would be fun at that insane limit. I ran 40's the day it came out on several of our dual xeon boxes and they seems to degrade past about 28 players or so. But at least I've crushed your illusion that the limit is hardcoded into the server. And be sure to restart them every 24-48 hours as the FPS rates on them will die off over time. You'll see that for yourself I'm sure. Happy hosting. Ray S. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of CAIN Sent: Tuesday, December 21, 2004 5:22 PM To: hlds@list.valvesoftware.com Subject: RE: [hlds] HL2MP - Player Limit ?? 16 Players.. Unfortunately the HL2MP game is hard-coded to a 16 player maximum, nothing we can do or change will allow any admin to increase this. I ran a 40 player CSS server that was very smooth and everyone was pinging in the 30s-60s. My server is a Dual Xeon 3.33 and I have a 100Mb switch and a DS-3 worth of bandwidth. I understand that HL2MP is hard on hardware and bandwidth, but trust me it is not even in the same league as UT2004 ONS. I would just like for the Valve guys to let the Admins and their players decide if their favorite server can provide a quality game, with a given player load; the same way we have always done it. I know some CSS Servers are now running 64 players !! Take care, -- Cain ATTACHMENT part 3.2 message/rfc822 From: Ray Spaulding [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Subject: RE: [hlds] HL2MP - Player Limit ?? 16 Players.. Date: Tue, 21 Dec 2004 09:26:27 -0500 If you think you have the hardware/bandwidth to do more than the other guy edit the hl2mp/cfg/valve.rc file to show the limit you desire and match that limit in the command line. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Whisper Sent: Tuesday, December 21, 2004 8:59 AM To: hlds@list.valvesoftware.com Subject: Re: [hlds] HL2MP - Player Limit ?? 16 Players.. Actually it doesn't sound too far off the mark We are all familiar with how HLDS does not handle player numbers above the 20 player mark very well as it is, and with DeathMatch being what it is, having large amounts of people all doing things at the same time constantly is going to lag even the most high end server hardware. We run 4 CS 1.6 DeathMatch Servers and we can manage 4 of them on a Dual 3.0GHz Xeon with 2GB of RAM but they are only 16 14 16 18 player servers respectively and when they are all full things do get a bit iffy. __ Do you Yahoo!? Yahoo! Mail - 250MB free storage. Do more. Manage less. http://info.mail.yahoo.com/mail_250 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [SPAM] RE: [hlds] HL2MP - Player Limit ?? 16 Players..
Or try being logical and run 8 player servers. The player satisfaction level is higher and you can run a lot more servers. Ray Spaulding wrote: Once again, you are wrong. You CAN increase the playerlimit of HL2MP. As I said before, browse to hl2mp/cfg/valve.rc and open it with your favorite text editor. Edit or add this line: Maxplayers 20 (or whatever you want for the limit) This will set the max for the server. You can put this limit in your command line or a limit lower if you wish but it will open the game to what you want. The trick is if you DON'T edit/add this line to valve.rc then you will NOT be able to increase the player limit of the server. If you, for example, make a limit of 40 in valve.rc and add +maxplayers 40 in your commandline then you will start the server at 40 players and they will join. Of course, while you're watching your cpu meters bounce off the ceiling you could make a couple new maps that would be fun at that insane limit. I ran 40's the day it came out on several of our dual xeon boxes and they seems to degrade past about 28 players or so. But at least I've crushed your illusion that the limit is hardcoded into the server. And be sure to restart them every 24-48 hours as the FPS rates on them will die off over time. You'll see that for yourself I'm sure. Happy hosting. Ray S. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of CAIN Sent: Tuesday, December 21, 2004 5:22 PM To: hlds@list.valvesoftware.com Subject: RE: [hlds] HL2MP - Player Limit ?? 16 Players.. Unfortunately the HL2MP game is hard-coded to a 16 player maximum, nothing we can do or change will allow any admin to increase this. I ran a 40 player CSS server that was very smooth and everyone was pinging in the 30s-60s. My server is a Dual Xeon 3.33 and I have a 100Mb switch and a DS-3 worth of bandwidth. I understand that HL2MP is hard on hardware and bandwidth, but trust me it is not even in the same league as UT2004 ONS. I would just like for the Valve guys to let the Admins and their players decide if their favorite server can provide a quality game, with a given player load; the same way we have always done it. I know some CSS Servers are now running 64 players !! Take care, -- Cain ATTACHMENT part 3.2 message/rfc822 From: Ray Spaulding [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Subject: RE: [hlds] HL2MP - Player Limit ?? 16 Players.. Date: Tue, 21 Dec 2004 09:26:27 -0500 If you think you have the hardware/bandwidth to do more than the other guy edit the hl2mp/cfg/valve.rc file to show the limit you desire and match that limit in the command line. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Whisper Sent: Tuesday, December 21, 2004 8:59 AM To: hlds@list.valvesoftware.com Subject: Re: [hlds] HL2MP - Player Limit ?? 16 Players.. Actually it doesn't sound too far off the mark We are all familiar with how HLDS does not handle player numbers above the 20 player mark very well as it is, and with DeathMatch being what it is, having large amounts of people all doing things at the same time constantly is going to lag even the most high end server hardware. We run 4 CS 1.6 DeathMatch Servers and we can manage 4 of them on a Dual 3.0GHz Xeon with 2GB of RAM but they are only 16 14 16 18 player servers respectively and when they are all full things do get a bit iffy. __ Do you Yahoo!? Yahoo! Mail - 250MB free storage. Do more. Manage less. http://info.mail.yahoo.com/mail_250 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] HL2MP - Player Limit ?? 16 Players..
At 10:07 PM 12/21/2004, you wrote: Once again, you are wrong. You CAN increase the playerlimit of HL2MP. As I said before, browse to hl2mp/cfg/valve.rc and open it with your favorite text editor. Edit or add this line: Maxplayers 20 (or whatever you want for the limit) This no longer works. I have done exactly as you've said, and even at start up the console outputs two messages stating that max players are set to 16. This may have worked in previous versions, but it no longer does. At least not for me. - Fiz ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] HL2MP - Player Limit ?? 16 Players..
Ray Spaulding wrote: Once again, you are wrong. You CAN increase the playerlimit of HL2MP. As I said before, browse to hl2mp/cfg/valve.rc and open it with your favorite text editor. Edit or add this line: Maxplayers 20 (or whatever you want for the limit) Yeah I tried this too on my Linux server. Added maxplayers 20 to my hl2mp/cfg/valve.rc file and nothing changess. Still 16 slots. But at least I've crushed your illusion that the limit is hardcoded into the server. Hmm... -- - m0gely http://quake2.telestream.com/ Q2 | Q3A | Counter-strike ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] HL2MP - Player Limit ?? 16 Players..
in one of the HL2DM updates it seems have hard coded to a max of 16 players. On Tue, 21 Dec 2004 22:18:01 -0500, Fizbanrt [EMAIL PROTECTED] wrote: At 10:07 PM 12/21/2004, you wrote: Once again, you are wrong. You CAN increase the playerlimit of HL2MP. As I said before, browse to hl2mp/cfg/valve.rc and open it with your favorite text editor. Edit or add this line: Maxplayers 20 (or whatever you want for the limit) This no longer works. I have done exactly as you've said, and even at start up the console outputs two messages stating that max players are set to 16. This may have worked in previous versions, but it no longer does. At least not for me. - Fiz ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] HL2MP - Player Limit ?? 16 Players..
I just did it on two of my Win2K3 boxes Additionally, I've put it up for the night to prove my point. 64.247.49.219:27015 [RaynServ.Com][HL2MP][Test-Pub] As I don't like this game so much I will be shutting it down sometime tonight but you're welcome to fill it up for a couple hours if you'd like. Ray S. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Stephen Micheals Sent: Tuesday, December 21, 2004 10:28 PM To: hlds@list.valvesoftware.com Subject: Re: [hlds] HL2MP - Player Limit ?? 16 Players.. in one of the HL2DM updates it seems have hard coded to a max of 16 players. On Tue, 21 Dec 2004 22:18:01 -0500, Fizbanrt [EMAIL PROTECTED] wrote: At 10:07 PM 12/21/2004, you wrote: Once again, you are wrong. You CAN increase the playerlimit of HL2MP. As I said before, browse to hl2mp/cfg/valve.rc and open it with your favorite text editor. Edit or add this line: Maxplayers 20 (or whatever you want for the limit) This no longer works. I have done exactly as you've said, and even at start up the console outputs two messages stating that max players are set to 16. This may have worked in previous versions, but it no longer does. At least not for me. - Fiz ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [SPAM] RE: [hlds] HL2MP - Player Limit ?? 16 Players..
who the hell wants to play with only 8 players? lol. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Steve Tilson Sent: Tuesday, December 21, 2004 10:15 PM To: hlds@list.valvesoftware.com Subject: Re: [SPAM] RE: [hlds] HL2MP - Player Limit ?? 16 Players.. Or try being logical and run 8 player servers. The player satisfaction level is higher and you can run a lot more servers. Ray Spaulding wrote: Once again, you are wrong. You CAN increase the playerlimit of HL2MP. As I said before, browse to hl2mp/cfg/valve.rc and open it with your favorite text editor. Edit or add this line: Maxplayers 20 (or whatever you want for the limit) This will set the max for the server. You can put this limit in your command line or a limit lower if you wish but it will open the game to what you want. The trick is if you DON'T edit/add this line to valve.rc then you will NOT be able to increase the player limit of the server. If you, for example, make a limit of 40 in valve.rc and add +maxplayers 40 in your commandline then you will start the server at 40 players and they will join. Of course, while you're watching your cpu meters bounce off the ceiling you could make a couple new maps that would be fun at that insane limit. I ran 40's the day it came out on several of our dual xeon boxes and they seems to degrade past about 28 players or so. But at least I've crushed your illusion that the limit is hardcoded into the server. And be sure to restart them every 24-48 hours as the FPS rates on them will die off over time. You'll see that for yourself I'm sure. Happy hosting. Ray S. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of CAIN Sent: Tuesday, December 21, 2004 5:22 PM To: hlds@list.valvesoftware.com Subject: RE: [hlds] HL2MP - Player Limit ?? 16 Players.. Unfortunately the HL2MP game is hard-coded to a 16 player maximum, nothing we can do or change will allow any admin to increase this. I ran a 40 player CSS server that was very smooth and everyone was pinging in the 30s-60s. My server is a Dual Xeon 3.33 and I have a 100Mb switch and a DS-3 worth of bandwidth. I understand that HL2MP is hard on hardware and bandwidth, but trust me it is not even in the same league as UT2004 ONS. I would just like for the Valve guys to let the Admins and their players decide if their favorite server can provide a quality game, with a given player load; the same way we have always done it. I know some CSS Servers are now running 64 players !! Take care, -- Cain ATTACHMENT part 3.2 message/rfc822 From: Ray Spaulding [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Subject: RE: [hlds] HL2MP - Player Limit ?? 16 Players.. Date: Tue, 21 Dec 2004 09:26:27 -0500 If you think you have the hardware/bandwidth to do more than the other guy edit the hl2mp/cfg/valve.rc file to show the limit you desire and match that limit in the command line. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Whisper Sent: Tuesday, December 21, 2004 8:59 AM To: hlds@list.valvesoftware.com Subject: Re: [hlds] HL2MP - Player Limit ?? 16 Players.. Actually it doesn't sound too far off the mark We are all familiar with how HLDS does not handle player numbers above the 20 player mark very well as it is, and with DeathMatch being what it is, having large amounts of people all doing things at the same time constantly is going to lag even the most high end server hardware. We run 4 CS 1.6 DeathMatch Servers and we can manage 4 of them on a Dual 3.0GHz Xeon with 2GB of RAM but they are only 16 14 16 18 player servers respectively and when they are all full things do get a bit iffy. __ Do you Yahoo!? Yahoo! Mail - 250MB free storage. Do more. Manage less. http://info.mail.yahoo.com/mail_250 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] HL2MP - Player Limit ?? 16 Players..
CS 1.6 DeathMatch servers??? Pray tell, what is a CS 1.6 DeathMatch server? We run 4 CS 1.6 DeathMatch Servers and we can manage 4 of them on a Dual 3.0GHz Xeon with 2GB of RAM but they are only 16 14 16 18 player servers respectively and when they are all full things do get a bit iffy. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [SPAM] RE: [hlds] HL2MP - Player Limit ?? 16 Players..
Well I'll be damned. Just when you think you know something... Your server is out of dateplease update Knew I didn't like this game for a reason. Sorry for the goosechase guys. Ray S. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Napier, Kevin Sent: Tuesday, December 21, 2004 10:59 PM To: hlds@list.valvesoftware.com Subject: RE: [SPAM] RE: [hlds] HL2MP - Player Limit ?? 16 Players.. who the hell wants to play with only 8 players? lol. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Steve Tilson Sent: Tuesday, December 21, 2004 10:15 PM To: hlds@list.valvesoftware.com Subject: Re: [SPAM] RE: [hlds] HL2MP - Player Limit ?? 16 Players.. Or try being logical and run 8 player servers. The player satisfaction level is higher and you can run a lot more servers. Ray Spaulding wrote: Once again, you are wrong. You CAN increase the playerlimit of HL2MP. As I said before, browse to hl2mp/cfg/valve.rc and open it with your favorite text editor. Edit or add this line: Maxplayers 20 (or whatever you want for the limit) This will set the max for the server. You can put this limit in your command line or a limit lower if you wish but it will open the game to what you want. The trick is if you DON'T edit/add this line to valve.rc then you will NOT be able to increase the player limit of the server. If you, for example, make a limit of 40 in valve.rc and add +maxplayers 40 in your commandline then you will start the server at 40 players and they will join. Of course, while you're watching your cpu meters bounce off the ceiling you could make a couple new maps that would be fun at that insane limit. I ran 40's the day it came out on several of our dual xeon boxes and they seems to degrade past about 28 players or so. But at least I've crushed your illusion that the limit is hardcoded into the server. And be sure to restart them every 24-48 hours as the FPS rates on them will die off over time. You'll see that for yourself I'm sure. Happy hosting. Ray S. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of CAIN Sent: Tuesday, December 21, 2004 5:22 PM To: hlds@list.valvesoftware.com Subject: RE: [hlds] HL2MP - Player Limit ?? 16 Players.. Unfortunately the HL2MP game is hard-coded to a 16 player maximum, nothing we can do or change will allow any admin to increase this. I ran a 40 player CSS server that was very smooth and everyone was pinging in the 30s-60s. My server is a Dual Xeon 3.33 and I have a 100Mb switch and a DS-3 worth of bandwidth. I understand that HL2MP is hard on hardware and bandwidth, but trust me it is not even in the same league as UT2004 ONS. I would just like for the Valve guys to let the Admins and their players decide if their favorite server can provide a quality game, with a given player load; the same way we have always done it. I know some CSS Servers are now running 64 players !! Take care, -- Cain ATTACHMENT part 3.2 message/rfc822 From: Ray Spaulding [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Subject: RE: [hlds] HL2MP - Player Limit ?? 16 Players.. Date: Tue, 21 Dec 2004 09:26:27 -0500 If you think you have the hardware/bandwidth to do more than the other guy edit the hl2mp/cfg/valve.rc file to show the limit you desire and match that limit in the command line. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Whisper Sent: Tuesday, December 21, 2004 8:59 AM To: hlds@list.valvesoftware.com Subject: Re: [hlds] HL2MP - Player Limit ?? 16 Players.. Actually it doesn't sound too far off the mark We are all familiar with how HLDS does not handle player numbers above the 20 player mark very well as it is, and with DeathMatch being what it is, having large amounts of people all doing things at the same time constantly is going to lag even the most high end server hardware. We run 4 CS 1.6 DeathMatch Servers and we can manage 4 of them on a Dual 3.0GHz Xeon with 2GB of RAM but they are only 16 14 16 18 player servers respectively and when they are all full things do get a bit iffy. __ Do you Yahoo!? Yahoo! Mail - 250MB free storage. Do more. Manage less. http://info.mail.yahoo.com/mail_250 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list
RE: [hlds] HL2MP - Player Limit ?? 16 Players..
I don't know.. sounds kinda like the respawn server I used to run.. Man that fun\funny as hell untill a steam update annoyed me to all hell and I pulled the plug. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Ook Sent: Tuesday, December 21, 2004 9:19 PM To: hlds@list.valvesoftware.com Subject: Re: [hlds] HL2MP - Player Limit ?? 16 Players.. CS 1.6 DeathMatch servers??? Pray tell, what is a CS 1.6 DeathMatch server? We run 4 CS 1.6 DeathMatch Servers and we can manage 4 of them on a Dual 3.0GHz Xeon with 2GB of RAM but they are only 16 14 16 18 player servers respectively and when they are all full things do get a bit iffy. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [SPAM] RE: [hlds] HL2MP - Player Limit ?? 16 Players..
Sh1T happens..um rather, Steam Happens. :-) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Ray Spaulding Sent: Tuesday, December 21, 2004 11:07 PM To: hlds@list.valvesoftware.com Subject: RE: [SPAM] RE: [hlds] HL2MP - Player Limit ?? 16 Players.. Well I'll be damned. Just when you think you know something... Your server is out of dateplease update Knew I didn't like this game for a reason. Sorry for the goosechase guys. Ray S. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Napier, Kevin Sent: Tuesday, December 21, 2004 10:59 PM To: hlds@list.valvesoftware.com Subject: RE: [SPAM] RE: [hlds] HL2MP - Player Limit ?? 16 Players.. who the hell wants to play with only 8 players? lol. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Steve Tilson Sent: Tuesday, December 21, 2004 10:15 PM To: hlds@list.valvesoftware.com Subject: Re: [SPAM] RE: [hlds] HL2MP - Player Limit ?? 16 Players.. Or try being logical and run 8 player servers. The player satisfaction level is higher and you can run a lot more servers. Ray Spaulding wrote: Once again, you are wrong. You CAN increase the playerlimit of HL2MP. As I said before, browse to hl2mp/cfg/valve.rc and open it with your favorite text editor. Edit or add this line: Maxplayers 20 (or whatever you want for the limit) This will set the max for the server. You can put this limit in your command line or a limit lower if you wish but it will open the game to what you want. The trick is if you DON'T edit/add this line to valve.rc then you will NOT be able to increase the player limit of the server. If you, for example, make a limit of 40 in valve.rc and add +maxplayers 40 in your commandline then you will start the server at 40 players and they will join. Of course, while you're watching your cpu meters bounce off the ceiling you could make a couple new maps that would be fun at that insane limit. I ran 40's the day it came out on several of our dual xeon boxes and they seems to degrade past about 28 players or so. But at least I've crushed your illusion that the limit is hardcoded into the server. And be sure to restart them every 24-48 hours as the FPS rates on them will die off over time. You'll see that for yourself I'm sure. Happy hosting. Ray S. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of CAIN Sent: Tuesday, December 21, 2004 5:22 PM To: hlds@list.valvesoftware.com Subject: RE: [hlds] HL2MP - Player Limit ?? 16 Players.. Unfortunately the HL2MP game is hard-coded to a 16 player maximum, nothing we can do or change will allow any admin to increase this. I ran a 40 player CSS server that was very smooth and everyone was pinging in the 30s-60s. My server is a Dual Xeon 3.33 and I have a 100Mb switch and a DS-3 worth of bandwidth. I understand that HL2MP is hard on hardware and bandwidth, but trust me it is not even in the same league as UT2004 ONS. I would just like for the Valve guys to let the Admins and their players decide if their favorite server can provide a quality game, with a given player load; the same way we have always done it. I know some CSS Servers are now running 64 players !! Take care, -- Cain ATTACHMENT part 3.2 message/rfc822 From: Ray Spaulding [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Subject: RE: [hlds] HL2MP - Player Limit ?? 16 Players.. Date: Tue, 21 Dec 2004 09:26:27 -0500 If you think you have the hardware/bandwidth to do more than the other guy edit the hl2mp/cfg/valve.rc file to show the limit you desire and match that limit in the command line. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Whisper Sent: Tuesday, December 21, 2004 8:59 AM To: hlds@list.valvesoftware.com Subject: Re: [hlds] HL2MP - Player Limit ?? 16 Players.. Actually it doesn't sound too far off the mark We are all familiar with how HLDS does not handle player numbers above the 20 player mark very well as it is, and with DeathMatch being what it is, having large amounts of people all doing things at the same time constantly is going to lag even the most high end server hardware. We run 4 CS 1.6 DeathMatch Servers and we can manage 4 of them on a Dual 3.0GHz Xeon with 2GB of RAM but they are only 16 14 16 18 player servers respectively and when they are all full things do get a bit iffy. __ Do you Yahoo!? Yahoo! Mail - 250MB free storage. Do more. Manage less. http://info.mail.yahoo.com/mail_250 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [SPAM] RE: [hlds] HL2MP - Player Limit ?? 16 Players..
I would. Have you actually played the game? The maps are small so far, so until there are bigger maps 8 players is much more fun than 16. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Napier, Kevin Sent: Tuesday, December 21, 2004 7:59 PM To: hlds@list.valvesoftware.com Subject: RE: [SPAM] RE: [hlds] HL2MP - Player Limit ?? 16 Players.. who the hell wants to play with only 8 players? lol. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Steve Tilson Sent: Tuesday, December 21, 2004 10:15 PM To: hlds@list.valvesoftware.com Subject: Re: [SPAM] RE: [hlds] HL2MP - Player Limit ?? 16 Players.. Or try being logical and run 8 player servers. The player satisfaction level is higher and you can run a lot more servers. Ray Spaulding wrote: Once again, you are wrong. You CAN increase the playerlimit of HL2MP. As I said before, browse to hl2mp/cfg/valve.rc and open it with your favorite text editor. Edit or add this line: Maxplayers 20 (or whatever you want for the limit) This will set the max for the server. You can put this limit in your command line or a limit lower if you wish but it will open the game to what you want. The trick is if you DON'T edit/add this line to valve.rc then you will NOT be able to increase the player limit of the server. If you, for example, make a limit of 40 in valve.rc and add +maxplayers 40 in your commandline then you will start the server at 40 players and they will join. Of course, while you're watching your cpu meters bounce off the ceiling you could make a couple new maps that would be fun at that insane limit. I ran 40's the day it came out on several of our dual xeon boxes and they seems to degrade past about 28 players or so. But at least I've crushed your illusion that the limit is hardcoded into the server. And be sure to restart them every 24-48 hours as the FPS rates on them will die off over time. You'll see that for yourself I'm sure. Happy hosting. Ray S. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of CAIN Sent: Tuesday, December 21, 2004 5:22 PM To: hlds@list.valvesoftware.com Subject: RE: [hlds] HL2MP - Player Limit ?? 16 Players.. Unfortunately the HL2MP game is hard-coded to a 16 player maximum, nothing we can do or change will allow any admin to increase this. I ran a 40 player CSS server that was very smooth and everyone was pinging in the 30s-60s. My server is a Dual Xeon 3.33 and I have a 100Mb switch and a DS-3 worth of bandwidth. I understand that HL2MP is hard on hardware and bandwidth, but trust me it is not even in the same league as UT2004 ONS. I would just like for the Valve guys to let the Admins and their players decide if their favorite server can provide a quality game, with a given player load; the same way we have always done it. I know some CSS Servers are now running 64 players !! Take care, -- Cain ATTACHMENT part 3.2 message/rfc822 From: Ray Spaulding [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Subject: RE: [hlds] HL2MP - Player Limit ?? 16 Players.. Date: Tue, 21 Dec 2004 09:26:27 -0500 If you think you have the hardware/bandwidth to do more than the other guy edit the hl2mp/cfg/valve.rc file to show the limit you desire and match that limit in the command line. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Whisper Sent: Tuesday, December 21, 2004 8:59 AM To: hlds@list.valvesoftware.com Subject: Re: [hlds] HL2MP - Player Limit ?? 16 Players.. Actually it doesn't sound too far off the mark We are all familiar with how HLDS does not handle player numbers above the 20 player mark very well as it is, and with DeathMatch being what it is, having large amounts of people all doing things at the same time constantly is going to lag even the most high end server hardware. We run 4 CS 1.6 DeathMatch Servers and we can manage 4 of them on a Dual 3.0GHz Xeon with 2GB of RAM but they are only 16 14 16 18 player servers respectively and when they are all full things do get a bit iffy. __ Do you Yahoo!? Yahoo! Mail - 250MB free storage. Do more. Manage less. http://info.mail.yahoo.com/mail_250 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:
RE: [SPAM] RE: [hlds] HL2MP - Player Limit ?? 16 Players..
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Yes for about 4 hours last week while babysitting for a buddy. (actually come to think of it I think I only checked on the kid twice...shhh) I found it cool, yet unimpressive so far, but I'm sure folks are working on mods\maps to improve on that. From: [EMAIL PROTECTED] on behalf of spartibus Sent: Tue 12/21/2004 11:42 PM To: hlds@list.valvesoftware.com Subject: RE: [SPAM] RE: [hlds] HL2MP - Player Limit ?? 16 Players.. I would. Have you actually played the game? The maps are small so far, so until there are bigger maps 8 players is much more fun than 16. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Napier, Kevin Sent: Tuesday, December 21, 2004 7:59 PM To: hlds@list.valvesoftware.com Subject: RE: [SPAM] RE: [hlds] HL2MP - Player Limit ?? 16 Players.. who the hell wants to play with only 8 players? lol. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Steve Tilson Sent: Tuesday, December 21, 2004 10:15 PM To: hlds@list.valvesoftware.com Subject: Re: [SPAM] RE: [hlds] HL2MP - Player Limit ?? 16 Players.. Or try being logical and run 8 player servers. The player satisfaction level is higher and you can run a lot more servers. Ray Spaulding wrote: Once again, you are wrong. You CAN increase the playerlimit of HL2MP. As I said before, browse to hl2mp/cfg/valve.rc and open it with your favorite text editor. Edit or add this line: Maxplayers 20 (or whatever you want for the limit) This will set the max for the server. You can put this limit in your command line or a limit lower if you wish but it will open the game to what you want. The trick is if you DON'T edit/add this line to valve.rc then you will NOT be able to increase the player limit of the server. If you, for example, make a limit of 40 in valve.rc and add +maxplayers 40 in your commandline then you will start the server at 40 players and they will join. Of course, while you're watching your cpu meters bounce off the ceiling you could make a couple new maps that would be fun at that insane limit. I ran 40's the day it came out on several of our dual xeon boxes and they seems to degrade past about 28 players or so. But at least I've crushed your illusion that the limit is hardcoded into the server. And be sure to restart them every 24-48 hours as the FPS rates on them will die off over time. You'll see that for yourself I'm sure. Happy hosting. Ray S. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of CAIN Sent: Tuesday, December 21, 2004 5:22 PM To: hlds@list.valvesoftware.com Subject: RE: [hlds] HL2MP - Player Limit ?? 16 Players.. Unfortunately the HL2MP game is hard-coded to a 16 player maximum, nothing we can do or change will allow any admin to increase this. I ran a 40 player CSS server that was very smooth and everyone was pinging in the 30s-60s. My server is a Dual Xeon 3.33 and I have a 100Mb switch and a DS-3 worth of bandwidth. I understand that HL2MP is hard on hardware and bandwidth, but trust me it is not even in the same league as UT2004 ONS. I would just like for the Valve guys to let the Admins and their players decide if their favorite server can provide a quality game, with a given player load; the same way we have always done it. I know some CSS Servers are now running 64 players !! Take care, -- Cain ATTACHMENT part 3.2 message/rfc822 From: Ray Spaulding [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Subject: RE: [hlds] HL2MP - Player Limit ?? 16 Players.. Date: Tue, 21 Dec 2004 09:26:27 -0500 If you think you have the hardware/bandwidth to do more than the other guy edit the hl2mp/cfg/valve.rc file to show the limit you desire and match that limit in the command line. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Whisper Sent: Tuesday, December 21, 2004 8:59 AM To: hlds@list.valvesoftware.com Subject: Re: [hlds] HL2MP - Player Limit ?? 16 Players.. Actually it doesn't sound too far off the mark We are all familiar with how HLDS does not handle player numbers above the 20 player mark very well as it is, and with DeathMatch being what it is, having large amounts of people all doing things at the same time constantly is going to lag even the most high end server hardware. We run 4 CS 1.6 DeathMatch Servers and we can manage 4 of them on a Dual 3.0GHz Xeon with 2GB of RAM but they are only 16 14 16 18 player servers respectively and when they are all full things do get a bit iffy. __ Do you Yahoo!? Yahoo! Mail - 250MB free storage. Do more. Manage less. http://info.mail.yahoo.com/mail_250 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:
[hlds] Lag free server?
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Howdy all - Over the months since CS:S was released, I've been trying to find optimal settings for my 20 man 24/7 office server. However, I just can't seem to hit it. Can anyone offer me advice on what the following settings would be for best performance? Bandwidth really isn't a problem, as I'm on a 100mbit pipe. sv_maxrate sv_minrate sv_maxupdaterate cl_cmdrate Thanks! -thrill -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] .AIN files?
Or it can be a ArcView Optional Index File, go check further down on this page: http://www.filext.com/detaillist.php?extdetail=aingoButton=Go Scroll down, AIN is not only compressed file, it can be ArcView optional index file too. Go download GIS Info and check if the file is openable with that software and you can perhaps check the content of the files. _ Hitta rätt på nätet med MSN Sök http://search.msn.se/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Lag free server?
1 0 or 5000 if you want to keep HPB off your server 50 50 although I dont think its applicable for a server On Tue, 21 Dec 2004 23:43:57 -0700, thrillhaus [EMAIL PROTECTED] wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Howdy all - Over the months since CS:S was released, I've been trying to find optimal settings for my 20 man 24/7 office server. However, I just can't seem to hit it. Can anyone offer me advice on what the following settings would be for best performance? Bandwidth really isn't a problem, as I'm on a 100mbit pipe. sv_maxrate sv_minrate sv_maxupdaterate cl_cmdrate Thanks! -thrill -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] Server authentication
Hi, I am wondering if my server is working correctly. I am getting Steam auth server instead of Won auth like in the readme. Is this correct? Also I am running behind a NAT firewall, is there anyway to test to see if all the correct ports are open? a scanner or a website? Thanks in advance for the help! I used to run a regular Half Life server but I did not have so much trouble forwarding and opening ports! Dana ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds