AW: [hlds] CSS Fast Downloads

2004-12-21 Thread Zambo
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/



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Re: AW: [hlds] CSS Fast Downloads

2004-12-21 Thread Henry Malthus
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/

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--
Henry Malthus

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[hlds] HL2MP - Player Limit ?? 16 Players..

2004-12-21 Thread CAIN
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!!





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Re: [hlds] HL2MP - Player Limit ?? 16 Players..

2004-12-21 Thread PiTaGoRaS
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!!


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 http://mobile.yahoo.com/maildemo

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RE: [hlds] HL2MP - Player Limit ?? 16 Players..

2004-12-21 Thread Napier, Kevin
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

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 archives, please visit:
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RE: [hlds] HL2MP - Player Limit ?? 16 Players..

2004-12-21 Thread Marcelo de Paula Bezerra
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.



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RE: [hlds] HL2MP - Player Limit ?? 16 Players..

2004-12-21 Thread Graham McMaster
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.



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Re: [hlds] HL2MP - Player Limit ?? 16 Players..

2004-12-21 Thread Whisper
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.

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 visit:
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RE: [hlds] HL2MP - Player Limit ?? 16 Players..

2004-12-21 Thread Ray Spaulding
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.

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[hlds] .AIN files?

2004-12-21 Thread Bud Ingram
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)?

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RE: [hlds] CSS Fast Downloads

2004-12-21 Thread TooL
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/



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--



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RE: [hlds] .AIN files?

2004-12-21 Thread sebastian nielsen
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
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RE: [hlds] CSS Fast Downloads

2004-12-21 Thread HoundDawg
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]


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[hlds] [OT]Gmail Invites

2004-12-21 Thread Roc
I've got a few left. If you want one mail me off list
Happy Holidays
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[hlds] Server auth with more info!

2004-12-21 Thread danal1
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

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Re: [hlds] Server auth with more info!

2004-12-21 Thread m0gely
[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
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Re: [hlds] .AIN files?

2004-12-21 Thread Bud Ingram
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...

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Re: [hlds] .AIN files?

2004-12-21 Thread m0gely
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?
--
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http://quake2.telestream.com/
Q2 | Q3A | Counter-strike
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Re: [hlds] .AIN files?

2004-12-21 Thread AgentHH
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

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Re: [hlds] [OT]Gmail Invites

2004-12-21 Thread Clayton Macleod
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
 
  ___
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  please visit:
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Re: [hlds] [OT]Gmail Invites

2004-12-21 Thread Z Teknology HLDS List
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
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Re: [hlds] .AIN files?

2004-12-21 Thread Bud Ingram
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

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RE: [hlds] [OT]Gmail Invites

2004-12-21 Thread HoundDawg
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
 
 
 
 ___
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 list archives, please visit:
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 --
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 archives, please visit:
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 http://zteknology.com
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 You Dream it, We Build It!



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Re: [hlds] .AIN files?

2004-12-21 Thread Steve Tilson
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?
--
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http://quake2.telestream.com/
Q2 | Q3A | Counter-strike
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Re: [hlds] .AIN files?

2004-12-21 Thread Clayton Macleod
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
 
 
 
 
 ___
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 please visit:
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 visit:
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RE: [hlds] HL2MP - Player Limit ?? 16 Players..

2004-12-21 Thread CAIN
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.






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Re: [SPAM] Re: [hlds] .AIN files?

2004-12-21 Thread Steve Tilson
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
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RE: [hlds] HL2MP - Player Limit ?? 16 Players..

2004-12-21 Thread spartibus
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.






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Re: [hlds] [OT]Gmail Invites

2004-12-21 Thread Stephen Micheals
Use this if you have extra gmail invites or would like one:

http://isnoop.net/gmailomatic.php

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RE: [hlds] HL2MP - Player Limit ?? 16 Players..

2004-12-21 Thread Ray Spaulding
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.






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Re: [SPAM] RE: [hlds] HL2MP - Player Limit ?? 16 Players..

2004-12-21 Thread Steve Tilson
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.



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RE: [hlds] HL2MP - Player Limit ?? 16 Players..

2004-12-21 Thread Fizbanrt
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
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Re: [hlds] HL2MP - Player Limit ?? 16 Players..

2004-12-21 Thread m0gely
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
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Re: [hlds] HL2MP - Player Limit ?? 16 Players..

2004-12-21 Thread Stephen Micheals
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

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RE: [hlds] HL2MP - Player Limit ?? 16 Players..

2004-12-21 Thread Ray Spaulding
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

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RE: [SPAM] RE: [hlds] HL2MP - Player Limit ?? 16 Players..

2004-12-21 Thread Napier, Kevin
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.








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Re: [hlds] HL2MP - Player Limit ?? 16 Players..

2004-12-21 Thread Ook
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.

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RE: [SPAM] RE: [hlds] HL2MP - Player Limit ?? 16 Players..

2004-12-21 Thread Ray Spaulding
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.








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RE: [hlds] HL2MP - Player Limit ?? 16 Players..

2004-12-21 Thread Napier, Kevin
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.



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RE: [SPAM] RE: [hlds] HL2MP - Player Limit ?? 16 Players..

2004-12-21 Thread Napier, Kevin
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.








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RE: [SPAM] RE: [hlds] HL2MP - Player Limit ?? 16 Players..

2004-12-21 Thread spartibus
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.








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RE: [SPAM] RE: [hlds] HL2MP - Player Limit ?? 16 Players..

2004-12-21 Thread Napier, Kevin
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.








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[hlds] Lag free server?

2004-12-21 Thread thrillhaus
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



--



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Re: [hlds] .AIN files?

2004-12-21 Thread sebastian nielsen
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/
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Re: [hlds] Lag free server?

2004-12-21 Thread Whisper
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

 --

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[hlds] Server authentication

2004-12-21 Thread danal1
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

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