[hlds] SRCTV feature request

2005-04-06 Thread k2_1971
Glad we've got spectator ability back with Source. I did notice a couple
things tho, and so did a lot of my regs... one was the inability to go into
first-person mode on the player you are following. You're forced to stay in
third-person. Also, it doesnt seem possible to toggle between players, and
you're stuck on whatever player srctv decides to have you follow. Lastly, it'd
be nice to be able to chat to other spectators within srctv. Being able to go
into first-person mode, toggling between players, and chatting with other
spectators would be a great addition to srctv.

Hrm, one other thing while I am thinkin of it... the tv_record function is
nice. I run a couple match ports for any clan to use for CAL matches/scrims,
and already I've had two requests for me to setup an FTP account so they could
download the srctv demo that was made of their scrims. If I have to go in and
manually move the demo file for each and every match played, I am gonna go
insane ;) Would it be possible to make a cvar that tells srctv a path where to
record the demo file to? That way admins could point it to a folder that has
FTP or HTTP access and let players download at will without interference (or
minimal) from the server admin.

Could any of the above requests be implemented Alfred?

- K2
http://www.hardfought.org




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RE: [hlds] Server at ~70 fps. -tickrate fps_max questions

2005-04-06 Thread Napier, Kevin
oh gee..good 4 you.  Talking about assinine...
wtf are you babbling about nobody was flaming anyone.  Your way to sensitive.
Beside nobody is talking abotu runing X number of servers. My question related
quite simply to a single server's reasonable player count max.
Your talking about apples to pears here and that was not the intent of the 
question.

You know I could run 40 copies of notepad all opening a 1mb file quickly.. it 
doesn't compare to a single copy attempting to open a 32mb file.



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of wArgOd
Sent: Tuesday, April 05, 2005 1:23 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Server at ~70 fps. -tickrate fps_max questions


Yet another assinine retort from yet another flamer jerk that hates the
idea that anyone who wants to can run a damn good set of servers for
diddly compared to what the GSPs charge for crappy laggy rental servers.

Well here is your chance Whisper.
Prove that these 20 playable servers are not running on one dual xeon
host with 2GB RAM:

No, wait, better than that, I'll run 35 servers on the host just so you
can see them running.
Maybe you can get up enough people to join and we can see where the lag
point is with 35 servers.
If not then you need to STFU and try having respect for others.

All 35 servers are now running on one dual xeon 2.8Ghz/2GB Ram Windows
2000 host at theplanet in Dallas, Texas:
Host just rebooted and 23 players are already online.
Physical Memory (k): 2096560
Commit Charge Total (k): 1857860
Current aggregate CPU:  2%

Let's find out where the breaking point is

Server Listing:
70.85.25.116:27015   *E|M|F* Clan CS:Source Server 01 - 24*7 de_dust_xl_b1
70.85.25.117:27015   *E|M|F* Clan CS:Source Server 02 - 24*7 glassfloor_kdr
70.85.25.118:27015   *E|M|F* Clan CS:Source Server 03 - 24*7 mcdonalds_mds
70.85.25.119:27015   *E|M|F* Clan CS:Source Server 04 - 24*7 cs_xcom
70.85.25.120:27015   *E|M|F* Clan CS:Source Server 05 - CS_Assault_Lith2
LO-G 24*7
70.85.25.121:27015   *E|M|F* Clan CS:Source Server 06 - 24*7
CS_MountainAbode_Lith
70.85.25.122:27015   *E|M|F* Clan CS:Source Server 07 - 24*7 cs_xcom
70.85.25.123:27015   *E|M|F* Clan CS:Source Server 08 - 24*7 awp_subzero
70.85.25.124:27015   *E|M|F* Clan CS:Source Server 09 - 24*7 awp_subzero
70.85.25.125:27015   *E|M|F* Clan CS:Source Server 10 - 24*7 awp_subzero
70.85.25.126:27015   *E|M|F* Clan CS:Source Server 11 - 24*7
scoutzknivez LO-G
70.85.38.80:27015*E|M|F* Clan CS:Source Server 12 - 24*7
scoutzknivez LO-G
70.85.38.81:27015*E|M|F* Clan CS:Source Server 13 - 24*7
scoutzknivez LO-G
70.85.38.82:27015*E|M|F* Clan CS:Source Server 14 - 24*7
scoutzknivez LO-G
70.85.38.83:27015*E|M|F* Clan CS:Source Server 15 - 24*7 glassfloor_kdr
70.85.38.84:27015*E|M|F* Clan CS:Source Server 16 - 24*7 wallhacks
70.85.38.85:27015*E|M|F* Clan CS:Source Server 17 - 24*7 Rats  Bedbugs
70.85.38.86:27015*E|M|F* Clan CS:Source Server 18 - 24*7 de_view
70.85.38.87:27015*E|M|F* Clan CS:Source Server 19 - 24*7
cs_code_name_otter
70.85.38.88:27015*E|M|F* Clan CS:Source Server 20 - 24*7
cs_code_name_otter
70.85.38.89:27015*E|M|F* Clan CS:Source Server 21 - 24*7
cs_grenadefrenzy2
70.85.38.90:27015*E|M|F* Clan CS:Source Server 22 - 24*7 wallhacks
70.85.38.91:27015*E|M|F* Clan CS:Source Server 23 - 24*7 de_inkas
70.85.38.92:27015*E|M|F* Clan CS:Source Server 24 - 24*7
de_saints_courthouse
70.85.38.93:27015*E|M|F* Clan CS:Source Server 25 - 24*7 awp_india
70.85.38.94:27015*E|M|F* Clan CS:Source Server 26 - 24*7 awp_canal_beta
70.85.38.95:27015*E|M|F* Clan CS:Source Server 27 - 24*7 cs_reflex3
70.85.122.144:27015  *E|M|F* Clan CS:Source Server 28 - 24*7 cs_depository
70.85.122.145:27015  *E|M|F* Clan CS:Source Server 29 - 24*7 de_bridge
70.85.122.146:27015  *E|M|F* Clan CS:Source Server 30 - 24*7 de_shafted
70.85.122.147:27015  *E|M|F* Clan CS:Source Server 31 - 24*7 de_speedball_b2
70.85.122.148:27015  *E|M|F* Clan CS:Source Server 32 - 24*7 alamo_mds
70.85.122.149:27015  *E|M|F* Clan CS:Source Server 33 - 24*7 de_Markham
70.85.122.150:27015  *E|M|F* Clan CS:Source Server 34 - 24*7 wallhacks
70.85.122.151:27015  *E|M|F* Clan CS:Source Server 35 - 24*7 de_speedball_b2






Whisper wrote:

sigh

Please just go away with your running 20 HLDS/SRCDS server complete
and utter bullshit

Nobody cares about anything you have to say on this issue

We all think you are full of complete and utter crap every time you
spew this excrement!





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Re: [hlds] Server at ~70 fps. -tickrate fps_max questions

2005-04-06 Thread wArgOd
Napier, Kevin wrote:
You know I could run 40 copies of notepad all opening a 1mb file quickly.. it 
doesn't compare to a single copy attempting to open a 32mb file.

So use CodeWright instead.
lol
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Re: [hlds] Server at ~70 fps. -tickrate fps_max questions

2005-04-06 Thread PiTaGoRaS
I've been trying -tickrate on our linux (2.4) CS:S servers and:

-tickrate 100 and fps_max 400:

server empty: 100 fps
1 player: 50 fps
8 players: 0! fps
10+ players 1 fps

altought I was playing and the game was mostly fine (some players were pinging 
high) until we were 30 players (it's a 40 slots server), then the game become 
unplayable, totally laggy.

I'm going to revert back to the default tickrate...


Kyrios escribió (Wed, 6 Apr 2005 00:26:55 +0200):
 allready testet with fps_max 1000 and tickrate default.
 The effect is a server not that precise in  my eyes. I will
 definetly continue running the server with tickrate 100. It feels
 much smoother and your aim is honoured.

 If you have players playing a lot (highskilled in CS:S language :P)
 they will LOVE tickrate 100.

 Update on AK47:
 I just checked it with a clock (my Nokia :P):

 It's on both servers around 3s. Of course this is not a very
 precise measurement. But i repeatet the tests 10 times on each
 server. And the average was 3 seconds for one magazine.

 So it must be just a subjective feeling. Perhaps this is supported
 by the sound also beeing smoother.

 Hmm... I don't really know so I will stop guessing arround :P

 My recommendation after these tests tonight (played a 5on5, tested
 around with clanmates) is definetly -tickrate 100 for a clanwar
 server. The first time I got the feeling my weapon hits where I aim
 :P

 FYI: my client settings tonight:
 rate 2;cl_rate ;cl_cmdrate 101;cl_updaterate 101;
 cl_cmdbackup 0; cl_smooth 0;cl_smoothtime 0.1; cl_interp
 0.01;cl_predict 1;cl_lagcompensation 1; cl_interpolate 1;

 If you want to try the server:
 IP: 213.131.244.251:27015
 PW: 1337

 )


 On Apr 6, 2005 12:03 AM, wArgOd [EMAIL PROTECTED] wrote:
 try getting rid of the tickrate option (default 33) and leave the
 max_fps at 1000 and see what you get.
 you might find you don't need to boost tickrate if you don't have
 to.

 Kyrios wrote:

 Tonight tested the server with:
 - tickrate 100
 - mediaplayer running
 - fps_max 1000

 Things that changed:

 - fps 70 before = ~500 now
 - server is a headshotmachine now
 - Weapons seem to shoot faster (especially the AK47)

 makes a lot of fun. But faster shooting weapons could be a bug
 ?!? Perhaps Online Leagues will restrict tickrate change ? Is
 it just subjective feeling?

 I made 2 demos firing a complete AK47 magazine :
 One on a listen server (should be tickrate 33 ? )
 One on the dedicated (100 tickrate)

 listenserver needed 295 ticks
 dedicated needed 300 ticks

 Hmm... enoug space for speculations..

 On Apr 5, 2005 11:31 PM, [EMAIL PROTECTED]
 [EMAIL PROTECTED] wrote:


 --
 [ Picked text/plain from multipart/alternative ]
 what should tickrate be at? i get from 50-140 fps but does
 not stay  constant. I rent a server , so i would have to get
 the company to change the  command line for serverdoc? and
 will that effect the performance of the other  servers on the
 box? it would be nice to run a 100 fps all the time. --

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RE: [hlds] Player List not updating correctly since update

2005-04-06 Thread Chillz Media
I can verify this. Players come and go but the scoreboard does not update
correctly. When I joined my server, the other players said I was showing up
as Wayne (one of the bots). I checked all my player settings and they were
just fine on my side.

Server: 166.70.133.132:27015

- CHiLLZ


 -Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Brian Reeves
Sent: Tuesday, April 05, 2005 9:32 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] Player List not updating correctly since update

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
I just updated my server to version 30, and ever since then the in-game
player list does not update correctly.  The first few seconds are OK after
the map changes, but after that player names change randomly.  If you do a
status command at the console, it correctly lists the players.



Thanks,



Brian Reefer[DaC] Reeves



--



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Re: [hlds] Player List not updating correctly since update

2005-04-06 Thread LiQuiDXAN3X
--
[ Picked text/plain from multipart/alternative ]
this ishappening to my server too, player names are screwed up
--

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RE: [hlds] Server at ~70 fps. -tickrate fps_max questions

2005-04-06 Thread ray
47 Years old my ass ya little punk. One of your forum members sent me a nice
paste of your conversation to Virus about how you're laughing it up in your
forums about how we're so mad at you and DDoS'ing your server. Look kid,
without question if I and others here turned our bandwidth toward your
little Xeon in Texas I can assure you that your machine would drop like a
rock. You come here running your mouth, stirring up shit and making indiodic
claims from day one and now you want to slander us in your forums. All but
the last I can care less about. You've been nothing but trouble since you
came to this list that you claim to be so old in and today I do something
about it.

I just wanted everybody to know that this wargod and his little buddy virus
think it's pretty funny the shit they stir up here and now have decided to
paint a picture of us DDoS'ing his little server to make him look good in
his forums. I'll say this and then I pick up a phone: You barked at the
wrong passing car buddy. Before you were an annoyance now you're my mission.
Hope it was worth it. You are the punk kid we talk about when we talk  about
what CS has become. And I for one am going to make it my goal to see that
you're not a part of this game anymore.

Have a nice day sir. Sleep well.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of wArgOd
Sent: Wednesday, April 06, 2005 3:08 AM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Server at ~70 fps. -tickrate fps_max questions

Napier, Kevin wrote:

You know I could run 40 copies of notepad all opening a 1mb file quickly..
it doesn't compare to a single copy attempting to open a 32mb file.


So use CodeWright instead.
lol

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Re: [hlds] Server at ~70 fps. -tickrate fps_max questions

2005-04-06 Thread Kerry Dorsey
Kevin Cantrell wrote:
yeh Germany is a bit far for me, but it still played
fairly well...
I am testing tonight also, I password protected all
but one of my pubs.
and bumped the -tickrate up to 100 and fps_max to 1000
the console is showing around 512fps.
I run Dual 1ghz CPU's and 2.5gb ECC ram. so I am
interested if the tickrate setting will be too much
when the server gets full later tonight.
My server is in Dallas at a fast co-location facility
right on the backbone.
If anyone wants to test it out it's 69.13.208.40:27015
--- Kyrios [EMAIL PROTECTED] wrote:

It's server located in germany ;) So testing from
the us won't be very
intelligent :P I should have mentioned that ;)
On Apr 6, 2005 1:15 AM, Kevin Cantrell
[EMAIL PROTECTED] wrote:

I had 150 ping on your server .
so I couldn't see anything different.
--- Kyrios [EMAIL PROTECTED] wrote:

On Apr 6, 2005 12:44 AM, wArgOd

[EMAIL PROTECTED]

wrote:

Kyrios wrote:

So it must be just a subjective feeling.

Perhaps

this is supported by

the sound also beeing smoother.


be sure to solicit opinions from a number of

players.
Already done.

I bet the response will be seems like i move

faster here, etc.
Try it yourself. Server IP was in the last

email.


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I too ran tests last night on our private CS:S server . All previous
netcode settings were totally stock before (fps_max 300). The only
adjustments made were:
 fps_max  500
 launch Windows Media player and minimize at the local console
Immediately, the FPS went from a consistent 99fps to 499.27!  Keeping
the previously unspecified fps_max setting (300), but running Media
player yielded 299+fps. Thus, proving the media clock lock theory.
Without Media Player = 99fps max regardless of fps_max setting. With
Media Player = fps reflecting max_fps setting. I never made any
-tickrate changes. If the objective was to increase overall fps, then
this shouldn't be a necessary procedure.
My test system is a 2.8 P4e w/ 2GB on a 3Mb muxed T-1 circuit. Total
player load was 10ppl. Lower loads were filled w/ bots for a minimum of
8 players at any given time. Every player noticed an improved latency by
at least 10ms and commented on the improved fluidity of gameplay. The
server is located in the Midwest USA and players were located across the
US and Canada.
The only remaining question is how bandwidth use was altered as a result
of this test? General MRTG graphs showed NO change, but since the CPU
load didn't seem to change either (I run srcds as a service) *something*
had to change. Did anyone else notice any throughput changes?
Kerry
www.mikesmarauders.com
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Re: [hlds] Server at ~70 fps. -tickrate fps_max questions

2005-04-06 Thread wArgOd
Making threats Ray Spaulding?
Bring it on.
[EMAIL PROTECTED] wrote:
I just wanted everybody to know that this wargod and his little buddy virus
think it's pretty funny the shit they stir up here and now have decided to
paint a picture of us DDoS'ing his little server to make him look good in
his forums. I'll say this and then I pick up a phone: You barked at the
wrong passing car buddy. Before you were an annoyance now you're my mission.
Hope it was worth it. You are the punk kid we talk about when we talk  about
what CS has become. And I for one am going to make it my goal to see that
you're not a part of this game anymore.


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Re: [hlds] Server at ~70 fps. -tickrate fps_max questions

2005-04-06 Thread Kerry Dorsey
Kerry Dorsey wrote:
Kevin Cantrell wrote:
yeh Germany is a bit far for me, but it still played
fairly well...
I am testing tonight also, I password protected all
but one of my pubs.
and bumped the -tickrate up to 100 and fps_max to 1000
the console is showing around 512fps.
I run Dual 1ghz CPU's and 2.5gb ECC ram. so I am
interested if the tickrate setting will be too much
when the server gets full later tonight.
My server is in Dallas at a fast co-location facility
right on the backbone.
If anyone wants to test it out it's 69.13.208.40:27015
--- Kyrios [EMAIL PROTECTED] wrote:

It's server located in germany ;) So testing from
the us won't be very
intelligent :P I should have mentioned that ;)
On Apr 6, 2005 1:15 AM, Kevin Cantrell
[EMAIL PROTECTED] wrote:

I had 150 ping on your server .
so I couldn't see anything different.
--- Kyrios [EMAIL PROTECTED] wrote:

On Apr 6, 2005 12:44 AM, wArgOd

[EMAIL PROTECTED]

wrote:

Kyrios wrote:

So it must be just a subjective feeling.

Perhaps

this is supported by

the sound also beeing smoother.


be sure to solicit opinions from a number of

players.
Already done.

I bet the response will be seems like i move

faster here, etc.
Try it yourself. Server IP was in the last

email.


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I too ran tests last night on our private CS:S server . All previous
netcode settings were totally stock before (fps_max 300). The only
adjustments made were:
 fps_max  500
 launch Windows Media player and minimize at the local console
Immediately, the FPS went from a consistent 99fps to 499.27!  Keeping
the previously unspecified fps_max setting (300), but running Media
player yielded 299+fps. Thus, proving the media clock lock theory.
Without Media Player = 99fps max regardless of fps_max setting. With
Media Player = fps reflecting max_fps setting. I never made any
-tickrate changes. If the objective was to increase overall fps, then
this shouldn't be a necessary procedure.
My test system is a 2.8 P4e w/ 2GB on a 3Mb muxed T-1 circuit. Total
player load was 10ppl. Lower loads were filled w/ bots for a minimum of
8 players at any given time. Every player noticed an improved latency by
at least 10ms and commented on the improved fluidity of gameplay. The
server is located in the Midwest USA and players were located across the
US and Canada.
The only remaining question is how bandwidth use was altered as a result
of this test? General MRTG graphs showed NO change, but since the CPU
load didn't seem to change either (I run srcds as a service) *something*
had to change. Did anyone else notice any throughput changes?
Kerry
www.mikesmarauders.com
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Oops! My machine specs are for my pub server which was NOT part of the
test. The real specs are Athlon XP2800+ w/ 1GB on the same circuit.
I also stated before that the cpu util. didn't change. Well, it didn't
go up per se but it did change. I now see blips of 35% about every 5
seconds...like a heartbeat. The server only has bots on it atm, so I'll
profile more tonight with real players.
Also of note, I've tried all of these settings changes with HL2DM. Guess
what? Differnt results. Setting fps_max to 300 only yields 250fps max.
That's the same box, additional slot. Interesting.
Kerry
www.mikesmarauders.com
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Re: [hlds] Server at ~70 fps. -tickrate fps_max questions

2005-04-06 Thread Steven Hartland
Please trim your mails bottom posting is bad enough :P
but when 90% of the content is sigs its takes the piss a bit.
   Steve / K
- Original Message -
From: Kerry Dorsey [EMAIL PROTECTED]
[quote]
sigs
..
sigs
...
and a little bit of content
[/quote]
Oops! My machine specs are for my pub server which was NOT part of the
test. The real specs are Athlon XP2800+ w/ 1GB on the same circuit.
I also stated before that the cpu util. didn't change. Well, it didn't
go up per se but it did change. I now see blips of 35% about every 5
seconds...like a heartbeat. The server only has bots on it atm, so I'll
profile more tonight with real players.
Also of note, I've tried all of these settings changes with HL2DM. Guess
what? Differnt results. Setting fps_max to 300 only yields 250fps max.
That's the same box, additional slot. Interesting.


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Re: [hlds] Server at ~70 fps. -tickrate fps_max questions

2005-04-06 Thread Kyrios
On Apr 6, 2005 5:14 PM, Kerry Dorsey [EMAIL PROTECTED] wrote:
 Kevin Cantrell wrote:

 yeh Germany is a bit far for me, but it still played
 fairly well...
 
 I am testing tonight also, I password protected all
 but one of my pubs.
 and bumped the -tickrate up to 100 and fps_max to 1000
 the console is showing around 512fps.
 I run Dual 1ghz CPU's and 2.5gb ECC ram. so I am
 interested if the tickrate setting will be too much
 when the server gets full later tonight.
 My server is in Dallas at a fast co-location facility
 right on the backbone.
 
 If anyone wants to test it out it's 69.13.208.40:27015
 
 
 --- Kyrios [EMAIL PROTECTED] wrote:
 
 
 It's server located in germany ;) So testing from
 the us won't be very
 intelligent :P I should have mentioned that ;)
 
 On Apr 6, 2005 1:15 AM, Kevin Cantrell
 [EMAIL PROTECTED] wrote:
 
 
 I had 150 ping on your server .
 
 so I couldn't see anything different.
 
 
 --- Kyrios [EMAIL PROTECTED] wrote:
 
 
 On Apr 6, 2005 12:44 AM, wArgOd
 
 
 [EMAIL PROTECTED]
 
 
 wrote:
 
 
 Kyrios wrote:
 
 
 
 So it must be just a subjective feeling.
 
 
 Perhaps
 
 
 this is supported by
 
 
 the sound also beeing smoother.
 
 
 
 
 
 be sure to solicit opinions from a number of
 
 
 players.
 Already done.
 
 
 I bet the response will be seems like i move
 
 
 faster here, etc.
 Try it yourself. Server IP was in the last
 
 
 email.
 
 
 
 
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 I too ran tests last night on our private CS:S server . All previous
 netcode settings were totally stock before (fps_max 300). The only
 adjustments made were:
   fps_max  500
   launch Windows Media player and minimize at the local console

 Immediately, the FPS went from a consistent 99fps to 499.27!  Keeping
 the previously unspecified fps_max setting (300), but running Media
 player yielded 299+fps. Thus, proving the media clock lock theory.
I don't know if u can say theory anymore. There is a article in the
official steam-support DB suggesting to use Mediaplayer.
 Without Media Player = 99fps max regardless of fps_max setting. With
 Media Player = fps reflecting max_fps setting. I never made any
 -tickrate changes. If the objective was to increase overall fps, then
 this shouldn't be a necessary procedure.
This was clear to me. If not to others I shoudl have pointed that out
more clearly.

From what Alfred posted in the other thread, tickrate in Source DS the
simulation updatefrequency.

Suppose the server runs at 1000fps and every client gets all requested
packages. All Clients use updaterate 100. Your client then really gets
100 packets a second. But (how I understood it) just 33/s are real new
data.

I'm really just guessing. Would be very nice if Alfred could explain
the relation between server fps and server tickrate.



 My test system is a 2.8 P4e w/ 2GB on a 3Mb muxed T-1 circuit. Total
 player load was 10ppl. Lower loads were filled w/ bots for a minimum of
 8 players at any given time. Every player noticed an improved latency by
 at least 10ms and commented on the improved fluidity of gameplay. The
 server is located in the Midwest USA and players were located across the
 US and Canada.

 The only remaining question is how bandwidth use was altered as a result
 of this test? General MRTG graphs showed NO change, but since the CPU
 load didn't seem to change either (I run srcds as a service) *something*
 had to change. Did anyone else notice any throughput changes?

 Kerry
 www.mikesmarauders.com


 

Re: [hlds] Server at ~70 fps. -tickrate fps_max questions

2005-04-06 Thread Kevin Cantrell
My testing of -tickrate 100 and FPS_MAX 1000 didn't go
so well last night.

I made the change after the first Steam update, and my
server filled up (FULL) -- (24 slot)

everyone lagged so bad the server was un-playable.
I had to restart it with the -tickrate 45 and FPS_MAX
300 which is normally where I run mine. and I had to
bump it back down to 20 slots with 2 reserve
slots.(mani-mod)

I never got to test after the second server update
last night (build code 30)

I still am not sure if my Dual 1ghz CPU's can handle
such a high tickrate and fps_max setting.






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Re: [hlds] Server at ~70 fps. -tickrate fps_max questions

2005-04-06 Thread Ian mu
Fwiw it seems to run in steps (based on what not sure), and fps_max
just sets the cap so it will take the next lower step below that, so
on windows fps_max 1000 gave 537, fps_max 500 gave 492, fps_max 480
gave 252 etc. So I'm guessing some multiplier/divisor of some base.

Linux side seems to do similar on 2.6 kernels, seems to max out at
about 320, default fps_max 300 gives 162 fps.

2.4 kernels seems to max out at 50fps, haven't found any way to get it
higher anyway, be interested if anyone has found a way.

Still find it too messy, on different operating systems, and different
versions within that all seem to give different values, so doesn't
seem to be any way of fixing it properly so all servers would feel the
same.

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RE: [hlds] Server at ~70 fps. -tickrate fps_max questions

2005-04-06 Thread Napier, Kevin
Ray don't feed the troll.


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of [EMAIL PROTECTED]
Sent: Wednesday, April 06, 2005 9:44 AM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Server at ~70 fps. -tickrate fps_max questions


47 Years old my ass ya little punk. One of your forum members sent me a nice
paste of your conversation to Virus about how you're laughing it up in your
forums about how we're so mad at you and DDoS'ing your server. Look kid,
without question if I and others here turned our bandwidth toward your
little Xeon in Texas I can assure you that your machine would drop like a
rock. You come here running your mouth, stirring up shit and making indiodic
claims from day one and now you want to slander us in your forums. All but
the last I can care less about. You've been nothing but trouble since you
came to this list that you claim to be so old in and today I do something
about it.

I just wanted everybody to know that this wargod and his little buddy virus
think it's pretty funny the shit they stir up here and now have decided to
paint a picture of us DDoS'ing his little server to make him look good in
his forums. I'll say this and then I pick up a phone: You barked at the
wrong passing car buddy. Before you were an annoyance now you're my mission.
Hope it was worth it. You are the punk kid we talk about when we talk  about
what CS has become. And I for one am going to make it my goal to see that
you're not a part of this game anymore.

Have a nice day sir. Sleep well.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of wArgOd
Sent: Wednesday, April 06, 2005 3:08 AM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Server at ~70 fps. -tickrate fps_max questions

Napier, Kevin wrote:

You know I could run 40 copies of notepad all opening a 1mb file quickly..
it doesn't compare to a single copy attempting to open a 32mb file.


So use CodeWright instead.
lol

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RE: [hlds] Server at ~70 fps. -tickrate fps_max questions

2005-04-06 Thread K. Mike Bradley
I have a solution to all this thread.


Lets get the IP of WarGOd's server and agree to a time and date and fill it
up and play the heck out of it.




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Re: [hlds] Server at ~70 fps. -tickrate fps_max questions

2005-04-06 Thread Steven Hartland
- Original Message -
From: Ian mu [EMAIL PROTECTED]
2.4 kernels seems to max out at 50fps, haven't found any way to get it
higher anyway, be interested if anyone has found a way.
Is that with a 100HZ kernel if so try 1000HZ ( same as 2.6 ) and see
if that makes a difference?
   Steve / K

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[hlds] mediaplayer repeat

2005-04-06 Thread CapCrash
When you are running media player does it just have to be open or does
it have to be repeating clock.avi? I have run this and set media player
to repeat clock.avi but it does not repeat it for ever.
Thanks,
Cap
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Re: [hlds] Counter-Strike: Source and Source Engine update

2005-04-06 Thread Mikee
Hey Alfred,
Did you all forget about HL2-DM?   It's been about 2 months since any kind
of significant updatenot even the maps that won the contest yet?   Does
Valve hate HL2-DM 
- Original Message -
From: Alfred Reynolds [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com; hlds_linux@list.valvesoftware.com;
[EMAIL PROTECTED]
Sent: Tuesday, April 05, 2005 7:56 PM
Subject: [hlds] Counter-Strike: Source and Source Engine update

We have just released an update to Counter-Strike: Source and the Source
Engine. Run the hldsupdatetool to get this update.
This update fixes several small bugs in Counter-Strike: Source, go to:
http://www.steampowered.com/index.php?area=newsid=407
for more details.
- Alfred
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RE: [hlds] Player List not updating correctly since update

2005-04-06 Thread Newbie
Just to confirm that problem exists in my setup as well.

Config is Linux SRCDS running on Debian, Mani Admin Plugin 1.1.0b and
Statsme plugin are installed.

Regards,
Newbie

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED]
Sent: Wednesday, April 06, 2005 03:49 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Player List not updating correctly since update

--
[ Picked text/plain from multipart/alternative ] this ishappening to my
server too, player names are screwed up
--

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RE: [hlds] mediaplayer repeat

2005-04-06 Thread Vernon Riley
I think all you have to do is open it. It forces the system to use a more
precise timer or something. (like setting hz=1000 in linux kernel)

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of CapCrash
Sent: Wednesday, April 06, 2005 12:47 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] mediaplayer repeat


When you are running media player does it just have to be open or does
it have to be repeating clock.avi? I have run this and set media player
to repeat clock.avi but it does not repeat it for ever.
Thanks,
Cap

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[hlds] vac2

2005-04-06 Thread LiQuiDXAN3X
--
[ Picked text/plain from multipart/alternative ]
I s there going to be a setting in config  file , like in 1.6 in the liblist
file u change the setting to 1 to make it a  sercure server? And in cs:s what
file will this be in
--

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Re: [hlds] mediaplayer repeat

2005-04-06 Thread Kevin Cantrell
You dont have to run the clock.avi. just run something
and leave Media Player minimized.
its the Windows Media player that changes the Timings,
not the clock.avi
people suggest clock.avi because every windows
computer has it installed by default.
It is a little misleading because the particular .avi
file is called Clock, people think SRCDS has something
to do with CLOCK


--- CapCrash [EMAIL PROTECTED] wrote:
 When you are running media player does it just have
 to be open or does
 it have to be repeating clock.avi? I have run this
 and set media player
 to repeat clock.avi but it does not repeat it for
 ever.
 Thanks,
 Cap




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Re: [hlds] vac2

2005-04-06 Thread Renzo Rosales
I believe that if you don't specify -insecure in the command line, the
server will be VAC secured. Not sure if the same option will exist
once VAC2 is enabled.

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Re: [hlds] Server at ~70 fps. -tickrate fps_max questions

2005-04-06 Thread Ian mu
Yeah sorry, should have specified as I'm guessing thats the main
factor, that was with a 100Hz kernel, couple of boxes dont have the
option of me changing the kernel and would be good to be able to use
those. I'll try and test it on one at 1000Hz, but I'm guessing it will
be the same as the 2.6 ones.

On Apr 6, 2005 5:43 PM, Steven Hartland [EMAIL PROTECTED] wrote:
 - Original Message -
 From: Ian mu [EMAIL PROTECTED]

  2.4 kernels seems to max out at 50fps, haven't found any way to get it
  higher anyway, be interested if anyone has found a way.

 Is that with a 100HZ kernel if so try 1000HZ ( same as 2.6 ) and see
 if that makes a difference?

Steve / K


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Re: [hlds] mediaplayer repeat

2005-04-06 Thread Kerry Dorsey
Kevin Cantrell wrote:
You dont have to run the clock.avi. just run something
and leave Media Player minimized.
its the Windows Media player that changes the Timings,
not the clock.avi
people suggest clock.avi because every windows
computer has it installed by default.
It is a little misleading because the particular .avi
file is called Clock, people think SRCDS has something
to do with CLOCK
--- CapCrash [EMAIL PROTECTED] wrote:

When you are running media player does it just have
to be open or does
it have to be repeating clock.avi? I have run this
and set media player
to repeat clock.avi but it does not repeat it for
ever.
Thanks,
Cap


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Just launch WMP and minimize. It takes a few seconds to register to
srcds, but then it kicks in. If you run multiple slots on your box, just
run it at local console or consider using FireDaemon.
Kerry
www.mikesmarauders.com

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Re: [hlds] Server at ~70 fps. -tickrate fps_max questions

2005-04-06 Thread wArgOd
It's a complete waste of IP addresses to run 20+ servers
on their own IP and then to find out that 30 players
will bring the CPU usage up to ~40%.
I have 60 players online right now and the CPU is averaging 25%.
I must have an unusually capable server given the consensus
here that what I run on the server is not possible.
Why not query the servers every minute to see how many
players are actually playing and then take the empty servers
offline. Youcould use the extra CPU power to host other
services such as voice-chat, real-time stats (using
PsychoQuery for example), etc.
I do appreciate the suggestion. However we have no requirements
for offering those additional services since we are not a commercial GSP.
Our stats and TeamSpeak are centrally collected on a
different host that runs 6 CS:S servers on Linux.
Our web farm is hosted on a third server.
To reiterate, we are not a GSP so we have no need to run additional
services on the hosts.
Therefore our configuration has no relation to the configuration
requirements germane to commercial GSP activities.
The number of IP Addresses we use is relative only to our desire to have
each game server on a seperate IP using the default port.
The IP addresses have little or nothing to do with the performance
characteristics. That I know of anyway.
As so elequently pointed out here, any host admin can start as many
instances of srcds as the host memory can handle.
Perhaps 50 CSS servers can run on one IP address. I doubt anyone cares
or has time to find out.
Another point made by others who were not flamed, called names, and
threatened in this forum, is that the host requirements for 2 12 slot
servers will ultimately be less than the host requirements for a single
24 player server. Therefore it is logical that a host admin can indeed
operate more small servers than regular servers on a single host.
The fact I am operating smaller servers, at the request of the player
community, does indeed appear to support this theory.
Ultimately the deciding factor will be player satisfaction under heavy
loading.
And, should I encounter heavy loading combined with reports of lag, I
will indeed shut down servers as necessary to support excellent gameplay.
This is an option a commercial GSP does not have. Therefore, I say
again, how I run my host has no bearing on how commercial GSPs must
operate their hosts.
I do not recall seeing any mailing list information that reserves these
mailing lists for use by commercial GSPs.
Therefore no subscriber to this list has any right to attempt to deny me
access to and participation in these forums.
VALVe's light moderation policy is intended to guarantee all subscribers
a voice on these topics.
Perhaps VALVe or some other interested hoster will decide to operate a
private service exclusively for commercial hosters.
Renzo Rosales wrote:
It's a complete waste of IP addresses to run 20+ servers on their own
IP and then to find out that 30 players will bring the CPU usage up to
~40%. Why not query the servers every minute to see how many players
are actually playing and then take the empty servers offline. You
could use the extra CPU power to host other services such as
voice-chat, real-time stats (using PsychoQuery for example), etc.
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Re: [hlds] mediaplayer repeat

2005-04-06 Thread wArgOd
An alternative is srcdsfpsboost.exe which can be downloaded here:
http://70.85.25.116/srcdsfpsboost.zip
My opinion is that I get a better boost using this utility than I get
from WMP.
I forgot who the author is and there is no readme in the zip archive.
If anybody does have this information then please share it and I will
place a readme in the archive on their behalf.
Kerry Dorsey wrote:
Kevin Cantrell wrote:
You dont have to run the clock.avi. just run something
and leave Media Player minimized.
its the Windows Media player that changes the Timings,
not the clock.avi
people suggest clock.avi because every windows
computer has it installed by default.
It is a little misleading because the particular .avi
file is called Clock, people think SRCDS has something
to do with CLOCK
--- CapCrash [EMAIL PROTECTED] wrote:

When you are running media player does it just have
to be open or does
it have to be repeating clock.avi? I have run this
and set media player
to repeat clock.avi but it does not repeat it for
ever.
Thanks,
Cap


Just launch WMP and minimize. It takes a few seconds to register to
srcds, but then it kicks in. If you run multiple slots on your box, just
run it at local console or consider using FireDaemon.
Kerry
www.mikesmarauders.com

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[hlds] Demo's

2005-04-06 Thread slayer usa
is there a way to watch a demo of another player with the walls removed or
transparrent?
One of the regulars in our server all of a sudden got very good. Dust2 84-6.
Did not see anything obvious but always seemed to hunt down other team
without any concern about planting the bomb. When hunting down the other
team always seems to find them no matter where they are.
Thanks
Slayer

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Re: [hlds] Server at ~70 fps. -tickrate fps_max questions

2005-04-06 Thread Steven Hartland
- Original Message -
From: wArgOd [EMAIL PROTECTED]
I have 60 players online right now and the CPU is averaging 25%.
I must have an unusually capable server given the consensus
here that what I run on the server is not possible.
Why does this smell like the age old I'm using a Xeon / P4 and
or multiple CPU machine and dont know how to interpret
taskmanger.
   Steve / K

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[hlds] Please leave the Flames out of this Mailing list

2005-04-06 Thread Kevin Cantrell
I have only been a member of the mailing list about 6
months, but this is just stupid. People are acting
like children.

I dont' want Alfred getting frustrated and to stop
answering legit questions.

I use this mailing list to better serve my Clan and
our Game servers, I left the Steamforums because of
this type of activity. and now I see it's here.

you two need to settle your differences outside of a
WorldWide Public Mailing list.

Thank you, Kevin





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Re: [hlds] mediaplayer repeat

2005-04-06 Thread Bud Ingram
- Original Message -
From: wArgOd [EMAIL PROTECTED]
 An alternative is srcdsfpsboost.exe which can be downloaded here:

 http://70.85.25.116/srcdsfpsboost.zip

 My opinion is that I get a better boost using this utility than I get
 from WMP.

Wargod,

Disregarding all of the recent posts, I wanted to thank you for posting
something like this.  I used to run DXDIAG.EXE and was seeing ~24,000K of
memory being used with a max FPS on the server console of 528.  With
SRCDSFPSBOOST.EXE, I am now seeing 900K being used and max FPS on the server
console of 942 -- although it bounces a lot more now, I have seen it go no
lower than 583.

Regards,

Bud Ingram

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RE: [hlds] Demo's

2005-04-06 Thread Newbie
Just ban the guy. Or if you need proof make a couple of screenshots on his
comp and request him to send them to you. Screenies can be made by running
jpeg command using client_exec (you'll need some admin plugin installed,
either Mani or one of his rivals).

Cheers,
Newbie

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of slayer usa
Sent: Wednesday, April 06, 2005 10:19 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] Demo's

is there a way to watch a demo of another player with the walls removed or
transparrent?

One of the regulars in our server all of a sudden got very good. Dust2 84-6.
Did not see anything obvious but always seemed to hunt down other team
without any concern about planting the bomb. When hunting down the other
team always seems to find them no matter where they are.
Thanks
Slayer



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Re: [hlds] mediaplayer repeat

2005-04-06 Thread Kerry Dorsey
Thanks! I'm testing now...
Kerry
www.mikesmarauders.com
wArgOd wrote:
An alternative is srcdsfpsboost.exe which can be downloaded here:
http://70.85.25.116/srcdsfpsboost.zip
My opinion is that I get a better boost using this utility than I get
from WMP.
I forgot who the author is and there is no readme in the zip archive.
If anybody does have this information then please share it and I will
place a readme in the archive on their behalf.
Kerry Dorsey wrote:
Kevin Cantrell wrote:
You dont have to run the clock.avi. just run something
and leave Media Player minimized.
its the Windows Media player that changes the Timings,
not the clock.avi
people suggest clock.avi because every windows
computer has it installed by default.
It is a little misleading because the particular .avi
file is called Clock, people think SRCDS has something
to do with CLOCK
--- CapCrash [EMAIL PROTECTED] wrote:

When you are running media player does it just have
to be open or does
it have to be repeating clock.avi? I have run this
and set media player
to repeat clock.avi but it does not repeat it for
ever.
Thanks,
Cap


Just launch WMP and minimize. It takes a few seconds to register to
srcds, but then it kicks in. If you run multiple slots on your box, just
run it at local console or consider using FireDaemon.
Kerry
www.mikesmarauders.com

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Re: [hlds] mediaplayer repeat

2005-04-06 Thread wArgOd
You are most welcome sir.
Bud Ingram wrote:
- Original Message -
From: wArgOd [EMAIL PROTECTED]

An alternative is srcdsfpsboost.exe which can be downloaded here:
http://70.85.25.116/srcdsfpsboost.zip
My opinion is that I get a better boost using this utility than I get
from WMP.

Wargod,
Disregarding all of the recent posts, I wanted to thank you for posting
something like this.  I used to run DXDIAG.EXE and was seeing ~24,000K of
memory being used with a max FPS on the server console of 528.  With
SRCDSFPSBOOST.EXE, I am now seeing 900K being used and max FPS on the server
console of 942 -- although it bounces a lot more now, I have seen it go no
lower than 583.
Regards,
Bud Ingram
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RE: [hlds] SRCTV feature request

2005-04-06 Thread Jack
Cvar for demo path would be very welcome but in the meantime create a batch
file that runs periodically  copies *.dem to wherever you point the FTP at

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: 06 April 2005 06:58
To: hlds@list.valvesoftware.com
Subject: [hlds] SRCTV feature request

Glad we've got spectator ability back with Source. I did notice a couple
things tho, and so did a lot of my regs... one was the inability to go into
first-person mode on the player you are following. You're forced to stay in
third-person. Also, it doesnt seem possible to toggle between players, and
you're stuck on whatever player srctv decides to have you follow. Lastly,
it'd
be nice to be able to chat to other spectators within srctv. Being able to
go
into first-person mode, toggling between players, and chatting with other
spectators would be a great addition to srctv.

Hrm, one other thing while I am thinkin of it... the tv_record function is
nice. I run a couple match ports for any clan to use for CAL matches/scrims,
and already I've had two requests for me to setup an FTP account so they
could
download the srctv demo that was made of their scrims. If I have to go in
and
manually move the demo file for each and every match played, I am gonna go
insane ;) Would it be possible to make a cvar that tells srctv a path where
to
record the demo file to? That way admins could point it to a folder that has
FTP or HTTP access and let players download at will without interference (or
minimal) from the server admin.

Could any of the above requests be implemented Alfred?

- K2
http://www.hardfought.org




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RE: [hlds] Counter-Strike: Source and Source Engine update

2005-04-06 Thread Elminst
On Tuesday, April 05, 2005 7:56 PM:
Alfred Reynolds [EMAIL PROTECTED] spoke forth:
 We have just released an update to Counter-Strike: Source
 and the Source Engine. Run the hldsupdatetool to get this
 update.

 This update fixes several small bugs in Counter-Strike:
 Source, go to:
 http://www.steampowered.com/index.php?area=newsid=407

 for more details.

 - Alfred

What's the build number on this update?

Elminst

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[hlds] RE: [hlds_linux] Counter-Strike: Source and Source Engine update

2005-04-06 Thread Alfred Reynolds
Okay, I have found out why it is binding to 27030. This port is related
to the VAC2 Beta testing we are performing (and will continue to be used
once VAC2 becomes fully functional). For now the server will always try
to bind to 27030 on startup (so you can't run two servers on a single
machine with only 1 binding to port 27030).
We will add a configuration flag to enable you to move this VAC2 port to
a different number for cases when you want to bind to 27030 in a future
update.

- Alfred


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Thiesson
Johann
Sent: Wednesday, April 06, 2005 2:10 PM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Counter-Strike: Source and Source Engine
update

--
The first server do not use the port 27030 to accept gamers conenctions.
BUT this server USE the port 27030, he open it, as if it was the hltv
port for example.
So the first server open 2 ports: 27020 AND 27030.
Use the netstat -ap command to see this.

That's why your second server can't use 27030, and use the port 27030 +
1.

(This is the occasion for me to say again that this + 1 thing when
port is used have no sense. If the port is used, the server should NOT
start.)

--
Thiesson Johann

On Apr 06, 13:21, Alfred Reynolds wrote:
 I cannot reproduce this exact problem. I start two servers with the
 following command lines:
 ./srcds_run -game hl2mp +map dm_lockdown -dev +rcon_password bottest
 -port 27020 ./srcds_run -game hl2mp +map dm_lockdown -dev
 +rcon_password bottest -port 27030


 And the first server binds to 27020 and the second to 27031 (that is a

 bug, it is one higher than it should be, we will look into that). I
 cannpt get the first server to bind to 27030.

 - Alfred

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Thiesson

 Johann
 Sent: Wednesday, April 06, 2005 6:49 AM
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Counter-Strike: Source and Source Engine
 update

 --
 On Apr 06, 10:55, Stephen Nicholson wrote:
  Christoph Franke wrote:
  
  Since the update there is a problem with the ip/port bindings.
  Currently there are 2 srcds instances on my multihome system: cs:s
  server on ip A with port 27015 and hl2mp on ip B with port 27030.
  But

  starting with the update the cs:s server globally catches the port
 27030 on start.
  
 
  I've got the same thing on a server running two instances of CSS
  (Same

  ip). The first server grabs 27030 which I used for the second
server.

 Same here.
 This is not the first time you make an update which broke the ip/port
 binding system :/

 A very fast update for a fix is really needed.

 --
 DjoDjo
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Re: [hlds] HL2DM inherently unfair

2005-04-06 Thread Mikee
There are a ton of bugs and major problems with this game, that has not been
updated in a coon's age.  Most of them are listed in this topic:
http://forums.steampowered.com/forums/showthread.php?s=threadid=248425perpage=15pagenumber=1
The forum moderators won't even sticky this useful topiclet alone reply
to any of them.   It's just Counterstrike, Counterstrike, Counterstrike.
There are thousands of players who detest Counterstrike.  Why the hell did
Valve even publish a HL2?  They should have just published a CS2 and
officially screwed HL2, so we wouldn't have any expectations.  They have not
even released the contest maps that were decided 2 months ago.  BS!
- Original Message -
From: K. Mike Bradley [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Wednesday, April 06, 2005 2:30 PM
Subject: [hlds] HL2DM inherently unfair

Alfred,
Valve needs to update HL2DM player walk sound effects.
Anyone who plays as a combine has a jingly tingly walk sound (like keys
and
other metal gear would make on your belt) which can be heard a mile away.
The human team has a much stealthier walk.
Something must be done please.
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Re: [hlds] HL2DM inherently unfair

2005-04-06 Thread Kyrios
I don'T disagree with u guys. But this mailinglist is really the wrong
place for that.

On Apr 7, 2005 1:02 AM, Mikee [EMAIL PROTECTED] wrote:
 There are a ton of bugs and major problems with this game, that has not been
 updated in a coon's age.  Most of them are listed in this topic:

 http://forums.steampowered.com/forums/showthread.php?s=threadid=248425perpage=15pagenumber=1

 The forum moderators won't even sticky this useful topiclet alone reply
 to any of them.   It's just Counterstrike, Counterstrike, Counterstrike.
 There are thousands of players who detest Counterstrike.  Why the hell did
 Valve even publish a HL2?  They should have just published a CS2 and
 officially screwed HL2, so we wouldn't have any expectations.  They have not
 even released the contest maps that were decided 2 months ago.  BS!

 - Original Message -
 From: K. Mike Bradley [EMAIL PROTECTED]
 To: hlds@list.valvesoftware.com
 Sent: Wednesday, April 06, 2005 2:30 PM
 Subject: [hlds] HL2DM inherently unfair

  Alfred,
 
  Valve needs to update HL2DM player walk sound effects.
 
  Anyone who plays as a combine has a jingly tingly walk sound (like keys
  and
  other metal gear would make on your belt) which can be heard a mile away.
 
  The human team has a much stealthier walk.
 
  Something must be done please.
 
 
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Re: [hlds] RE: [hlds_linux] Counter-Strike: Source and Source Engine update

2005-04-06 Thread Kevin Cantrell
I guess that answers our questions as to IF Vac2 is
currently being Beta Tested  ( we all assumed it
was, but no confirmation)


--- Alfred Reynolds [EMAIL PROTECTED] wrote:

 Okay, I have found out why it is binding to 27030.
 This port is related
 to the VAC2 Beta testing we are performing (and will
 continue to be used
 once VAC2 becomes fully functional). For now the
 server will always try
 to bind to 27030 on startup (so you can't run two
 servers on a single
 machine with only 1 binding to port 27030).
 We will add a configuration flag to enable you to
 move this VAC2 port to
 a different number for cases when you want to bind
 to 27030 in a future
 update.

 - Alfred


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On
 Behalf Of Thiesson
 Johann
 Sent: Wednesday, April 06, 2005 2:10 PM
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Counter-Strike: Source and
 Source Engine
 update

 --
 The first server do not use the port 27030 to accept
 gamers conenctions.
 BUT this server USE the port 27030, he open it, as
 if it was the hltv
 port for example.
 So the first server open 2 ports: 27020 AND 27030.
 Use the netstat -ap command to see this.

 That's why your second server can't use 27030, and
 use the port 27030 +
 1.

 (This is the occasion for me to say again that this
 + 1 thing when
 port is used have no sense. If the port is used, the
 server should NOT
 start.)

 --
 Thiesson Johann

 On Apr 06, 13:21, Alfred Reynolds wrote:
  I cannot reproduce this exact problem. I start two
 servers with the
  following command lines:
  ./srcds_run -game hl2mp +map dm_lockdown -dev
 +rcon_password bottest
  -port 27020 ./srcds_run -game hl2mp +map
 dm_lockdown -dev
  +rcon_password bottest -port 27030
 
 
  And the first server binds to 27020 and the second
 to 27031 (that is a

  bug, it is one higher than it should be, we will
 look into that). I
  cannpt get the first server to bind to 27030.
 
  - Alfred
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED]
 On Behalf Of Thiesson

  Johann
  Sent: Wednesday, April 06, 2005 6:49 AM
  To: hlds_linux@list.valvesoftware.com
  Subject: Re: [hlds_linux] Counter-Strike: Source
 and Source Engine
  update
 
  --
  On Apr 06, 10:55, Stephen Nicholson wrote:
   Christoph Franke wrote:
   
   Since the update there is a problem with the
 ip/port bindings.
   Currently there are 2 srcds instances on my
 multihome system: cs:s
   server on ip A with port 27015 and hl2mp on ip
 B with port 27030.
   But
 
   starting with the update the cs:s server
 globally catches the port
  27030 on start.
   
  
   I've got the same thing on a server running two
 instances of CSS
   (Same
 
   ip). The first server grabs 27030 which I used
 for the second
 server.
 
  Same here.
  This is not the first time you make an update
 which broke the ip/port
  binding system :/
 
  A very fast update for a fix is really needed.
 
  --
  DjoDjo
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Re: [hlds] RE: [hlds_linux] Counter-Strike: Source and Source Engine update

2005-04-06 Thread Jonathan
hehe, yes, I suppose it does.
VAC2 has been making some pretty big expectations for itself... I wonder
how long the wait will be, and how it goes when it's released
(presumably in the next week or two)?

Kevin Cantrell wrote:
I guess that answers our questions as to IF Vac2 is
currently being Beta Tested  ( we all assumed it
was, but no confirmation)


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RE: [hlds] Please leave the Flames out of this Mailing list

2005-04-06 Thread slayer usa
amen brother
From: Jason O.Washburn [EMAIL PROTECTED]
Reply-To: hlds@list.valvesoftware.com
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Please leave the Flames out of this Mailing list
Date: Wed, 6 Apr 2005 14:10:37 -0500
AMEN!!!
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Kevin Cantrell
Sent: Wednesday, April 06, 2005 1:39 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] Please leave the Flames out of this Mailing list
I have only been a member of the mailing list about 6
months, but this is just stupid. People are acting
like children.
I dont' want Alfred getting frustrated and to stop
answering legit questions.
I use this mailing list to better serve my Clan and
our Game servers, I left the Steamforums because of
this type of activity. and now I see it's here.
you two need to settle your differences outside of a
WorldWide Public Mailing list.
Thank you, Kevin


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RE: [hlds] HL2DM inherently unfair

2005-04-06 Thread Ryan Lewis
I hardly post on this mailing list anymore, but after reading this email
I had to comment.

If at all possible, would people please stick to clean discussion.
Heated (but justified) discussion I of course welcome with open arms,
but I think I'm speaking on the behalf of others when I say that
language as seen in this post is unacceptable and unwelcome in any
community, nevermind this one.

In a faceless medium such as the internet, it becomes even more apparent
then reality that racial slurs are not necessary. A mailing list about
the administration of gaming servers doesn't require the use of words
like coon to make something stick out.

Sorry to those that have - for whatever reason - objected to this post.
If you do object, email me privately instead of trying to duke it out
publicly.

Here's hoping this post improves things here.

Regards,

Ryan Lewis
[EMAIL PROTECTED]


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mikee
Sent: 07 April 2005 00:02
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] HL2DM inherently unfair


There are a ton of bugs and major problems with this game, that has not
been
updated in a coon's age.  Most of them are listed in this topic:

http://forums.steampowered.com/forums/showthread.php?s=threadid=248425;
perpage=15pagenumber=1

The forum moderators won't even sticky this useful topiclet alone
reply
to any of them.   It's just Counterstrike, Counterstrike, Counterstrike.
There are thousands of players who detest Counterstrike.  Why the hell
did
Valve even publish a HL2?  They should have just published a CS2 and
officially screwed HL2, so we wouldn't have any expectations.  They have
not
even released the contest maps that were decided 2 months ago.  BS!

- Original Message -
From: K. Mike Bradley [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Wednesday, April 06, 2005 2:30 PM
Subject: [hlds] HL2DM inherently unfair


 Alfred,

 Valve needs to update HL2DM player walk sound effects.

 Anyone who plays as a combine has a jingly tingly walk sound (like
keys
 and
 other metal gear would make on your belt) which can be heard a mile
away.

 The human team has a much stealthier walk.

 Something must be done please.


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 please visit:
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[hlds] .bsp maps

2005-04-06 Thread Ned Haskin
What editor do I use to edit .bsp maps?
--
Ned Haskin

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RE: [hlds] .bsp maps

2005-04-06 Thread paul
You cant m8 , BSP's are compiled.
Take a look at worldcraft to create maps though

-Original Message-
From: Ned Haskin [mailto:[EMAIL PROTECTED]
Sent: 07 April 2005 03:17
To: hlds
Subject: [hlds] .bsp maps


What editor do I use to edit .bsp maps?

--
Ned Haskin




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Re: [hlds] .bsp maps

2005-04-06 Thread LiQuiDXAN3X
--
[ Picked text/plain from multipart/alternative ]
bsp de compiler dunno if it is out yet fot hl2 tho, 1.6 has it tho

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Re: [hlds] HL2DM inherently unfair

2005-04-06 Thread Mikee
You are rightI just had to rant my frustration for a moment.  I forgot
that no one wants to hear about any problems on this list unless they relate
to Counterstrike, Counterstrike, or Counterstrike.  Just ignore my rant.
Valve already does.
Slurks off back under bridge with fellow trolls
- Original Message -
From: Kyrios [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Wednesday, April 06, 2005 7:11 PM
Subject: Re: [hlds] HL2DM inherently unfair

I don'T disagree with u guys. But this mailinglist is really the wrong
place for that.
On Apr 7, 2005 1:02 AM, Mikee [EMAIL PROTECTED] wrote:
There are a ton of bugs and major problems with this game, that has not
been
updated in a coon's age.  Most of them are listed in this topic:
http://forums.steampowered.com/forums/showthread.php?s=threadid=248425perpage=15pagenumber=1
The forum moderators won't even sticky this useful topiclet alone
reply
to any of them.   It's just Counterstrike, Counterstrike, Counterstrike.
There are thousands of players who detest Counterstrike.  Why the hell
did
Valve even publish a HL2?  They should have just published a CS2 and
officially screwed HL2, so we wouldn't have any expectations.  They have
not
even released the contest maps that were decided 2 months ago.  BS!
- Original Message -
From: K. Mike Bradley [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Wednesday, April 06, 2005 2:30 PM
Subject: [hlds] HL2DM inherently unfair
 Alfred,

 Valve needs to update HL2DM player walk sound effects.

 Anyone who plays as a combine has a jingly tingly walk sound (like keys
 and
 other metal gear would make on your belt) which can be heard a mile
 away.

 The human team has a much stealthier walk.

 Something must be done please.


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Re: [hlds] .bsp maps

2005-04-06 Thread Mikee
Yes you can, if you mean edit the entities.  There was a recently posted
link for the BSP editor utility in the Steam Forums HL2-DM section.
- Original Message -
From: paul [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Wednesday, April 06, 2005 10:33 PM
Subject: RE: [hlds] .bsp maps

You cant m8 , BSP's are compiled.
Take a look at worldcraft to create maps though
-Original Message-
From: Ned Haskin [mailto:[EMAIL PROTECTED]
Sent: 07 April 2005 03:17
To: hlds
Subject: [hlds] .bsp maps
What editor do I use to edit .bsp maps?
--
Ned Haskin

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Re: [hlds] .bsp maps

2005-04-06 Thread Ook
You decompile them. I still have some on one of my websites, I
thinkrummages through all the junk on his website...here it is:
http://zootal.no-ip.info/stuff/winbspc.exe
http://zootal.no-ip.info/stuff/winbspc.htm
winbspc was great in it's day, but this one is probalby better:
http://zootal.no-ip.info/stuff/BSPTwoMAP.zip
- Original Message -
From: Ned Haskin [EMAIL PROTECTED]
To: hlds hlds@list.valvesoftware.com
Sent: Wednesday, April 06, 2005 8:17 PM
Subject: [hlds] .bsp maps

What editor do I use to edit .bsp maps?
--
Ned Haskin

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[hlds] Windows Server 2003

2005-04-06 Thread Maldini Antonio
Hi,
I'm using Windows Server 2003 Standard as my server platform. I installed
HLDS 1120 standalone. When I run it, its ok, when I says, Starting Dedicated
Serverthe program just closes. If I start it with the -console, if
downloads the Anti-Cheat files, does the map-change, then closes. I tried
the Dedicated server with the normal Steam interface. Same result. Why is
this? What do I do to fix it?
Thank you

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Re: [hlds] Windows Server 2003

2005-04-06 Thread Renzo Rosales
Start the server in a cmd window:
Start, Run, cmd,
cd \hlds_server_path\
hlds_run -game GAME_MOD +map MAP +maxplayers 16

And see what the server says when it shuts down.

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Re: [hlds] .bsp maps

2005-04-06 Thread m0gely
Mikee wrote:
Yes you can, if you mean edit the entities.  There was a recently posted
link for the BSP editor utility in the Steam Forums HL2-DM section.
I searched and did not find.  If you have a link you can dig up easily
please post it.  I have ented.exe but am always on the lookout for a new
app.
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http://quake2.telestream.com/
Q2 | Q3A | Counter-strike
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