Re: [hlds] changelog

2005-07-08 Thread Clayton Macleod
yeah, that would be great. Thanks! I took these to try to show the
difference, then I found out the laptop no longer had CS Source
installed at all so I couldn't take comparisons.

http://www3.telus.net/~phuncky/cs_model_scale

On 7/7/05, Graham Robinson [EMAIL PROTECTED] wrote:
 Of my 2 PCs on my desk of work 1 has the update and 1 doesn't. Do you
 want me to take a screenshot and post it somewhere for you?


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Re: [hlds] Problems after update

2005-07-08 Thread Ian mu
Add another to the list, complaints last night of excess choke. I know
thats normally viewed as client network issues, its possible it could
be related to vacbeta client working as well as server issues?
Definitely worse anyway whatevers causing it.

On 7/8/05, Suck. [EMAIL PROTECTED] wrote:
 We run several servers from Windows Server 2003 as well, and we too are
 getting a lot of lag/choppiness.  It appears that CS:S is hogging a lot more
 resources, and at erratic intervals, since the most recent patch.  We were
 not running the VAC2 Beta on our servers, so I attribute it to that.

 Anyhow, our 24 player pubs are the worst hit, and the only way I could keep
 their resource usage at an acceptable level was to drop our tick rate down
 to 33 from 66.


 -Grant.



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Re: [hlds] Questions about sv_maxrate for DOD Server

2005-07-08 Thread Ben Laban
You may want to either increase your maxrate setting or lower your
maxupdate setting for DoD as network packets can get pretty big
(300-400b) on a large server with the minimap on. Assuming that these
settings are whats causing your 'performance issues'.  Might pay to
take a butchers at your servers CPU usage / FPS etc first. DoD servers
can be quite resource savvy.

 - Ben

On 08/07/05, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
 you might try checking out Valve's generic tuning guide. While it does not 
 specify DOD, it may be a place to start.

 http://steampowered.custhelp.com/cgi-bin/steampowered.cfg/php/enduser/std_adp.php?p_faqid=108p_created=1093248464p_sid=4R_-URJhp_lva=p_sp=cF9zcmNoPTEmcF9zb3J0X2J5PSZwX2dyaWRzb3J0PSZwX3Jvd19jbnQ9OTUmcF9wcm9kcz0xNCZwX2NhdHM9MCZwX3B2PTEuMTQ7Mi51MCZwX2N2PSZwX3NlYXJjaF90eXBlPWFuc3dlcnMuc2VhcmNoX25sJnBfcGFnZT0xp_li=p_topview=1



 
  From: leo bounds [EMAIL PROTECTED]
  Date: 2005/07/07 Thu AM 12:25:10 EDT To: hlds@list.valvesoftware.com
  Subject: [hlds] Questions about sv_maxrate for DOD Server
 
  I have some larger DOD servers that are having some
  performance issues.
   What is the best sv_maxrate for a 24 player server ?
  For source servers I usually set sv_maxrate to 2
  or so but I don't think DOD handles that much.
 
  For Day of Defeat 24 player server should it be set to
  9000 or a higher number for sv_maxrate ?
 
  Thanks for any info
 
  btw: my source server finally did starting updating
  with tonights update after about 40 mins.
 
  __
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  Tired of spam?  Yahoo! Mail has the best spam protection around
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[hlds] High load servers optimalisation?

2005-07-08 Thread Saint K.

Does any one here have experiance on how to optimalisate high load servers?
We run uwc3 plugin on 32max servers.
The CPU load is around 30%, allthought the pings are around 120+

The machines config:
Win XP
p4 3.4 HGz
1GB mem
7200rmp hdd
1gbit network connection.

Servers starting command line:
C:\dumber7\ServerChecker.exe 217.158.150.73 27015 HL hlds -console -game
cstrike -pingboost 1 +ip 217.158.150.73 +port 27015 -noipx +maxplayers 32
+map de_dust +log on

amx_spectator_kick 1
sv_voiceenable 0

hostname #Dumber [07] - UWC3 MAX level 40 - www.dumbclan.co.uk

mp_hostagepenalty 6

rcon_password 

// Lag/Performance settings
sv_minupdaterate 50
sv_minrate 1
sv_unlag 1
// Server Variables
sv_aim0
sv_cheats   0
sv_airmove   0
sv_airaccelerate  3
sv_maxspeed   900
sv_spectatormaxspeed  1000
sv_logbans   1
sv_restartround  0
sv_contact   [EMAIL PROTECTED]
sv_alltalk   0
sv_allowdownload  1
sv_stats   0
sv_region   3
sv_warcraft3  1
// hpk_maxsize   3

// MP variables
mp_timelimit   25
mp_roundtime   3
mp_autokick   0
mp_autoteambalance  1
mp_limitteams   1
mp_mapvoteratio  0.6
mp_buytime   0.5
mp_c4timer   35
mp_flashlight   1
mp_footsteps   1
mp_forcechasecam  0
mp_chasecam   0
mp_freezetime   4
mp_friendlyfire  0
// mp_friendly_grenade_damage 0
mp_tkpunish   0
mp_autokick  0
mp_logmessages   1
mp_logdetail   0
mp_hostagepenalty  6
mp_maxrounds  0
mp_startmoney  800
// Misc Stuff
pausable   0
exec addons/amxmodx/configs/UWC3/UWC3.cfg

Loaded addons:
Meta mod - amxmodX
amxmodx runs with basic plugins + some lil plugins. No csstats of any kind.

Saint K.


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Re: [hlds] changelog

2005-07-08 Thread Graham Robinson
http://www.mediaguy.co.uk/singlepage.php?linkname=assaultupdate

On 7/8/05, Clayton Macleod [EMAIL PROTECTED] wrote:
 yeah, that would be great. Thanks!

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Re: [hlds] changelog

2005-07-08 Thread Clayton Macleod
thanks. Too bad you didn't get any shots by the crate in the CT spawn,
nice to have that reference directly beside the model. Makes it a lot
easier to see the changes. I used nav editing mode with bot_zombie 1
in order to direct the bot where I wanted it to be. Thanks for the
effort though.

On 7/8/05, Graham Robinson [EMAIL PROTECTED] wrote:
 http://www.mediaguy.co.uk/singlepage.php?linkname=assaultupdate


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[hlds] VAC=LAG ANY SUGESTIONS?

2005-07-08 Thread Dave Trobacher
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
I am relatively new to this stuff I just setup my counter strike source
server 3 weeks ago. I noticed after the update if I have the VAC (Not
sure how to tell what version of VAC) stuff running the server is really
laggy, Is this a port thing? How often does a server communicate with
the VAC system? I turn VAC off and everything is super smooth I can have
16ppl and its all good. With VAC on 1 on 1 is laggy. Server Specs below
(Should be more than enough.) I do have Mani Admin Scripts running but I
was having this problem before I installed them.



- Asus P4P800 Deluxe

- P4 2.8Ghz Northwood core

- 2GB Corsair PC3200 Dual Channel Memory

- 2 x 120GB Sata HDD in Striped configuration

- Windows 2003 server ALL updates  Patches

- I have a 4Meg ADSL pipe for it as well



Dave Trobacher



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Re: [hlds] changelog

2005-07-08 Thread Graham Robinson
Tell me which commands to run to get a bot to move where I want and
I'll do you another screenshot

On 7/8/05, Clayton Macleod [EMAIL PROTECTED] wrote:
 thanks. Too bad you didn't get any shots by the crate in the CT spawn,
 nice to have that reference directly beside the model. Makes it a lot
 easier to see the changes. I used nav editing mode with bot_zombie 1
 in order to direct the bot where I wanted it to be. Thanks for the
 effort though.

 On 7/8/05, Graham Robinson [EMAIL PROTECTED] wrote:
  http://www.mediaguy.co.uk/singlepage.php?linkname=assaultupdate


 --
 Clayton Macleod

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Re: [hlds] changelog

2005-07-08 Thread Ned

I guess its a short people game now.

Ned

Clayton Macleod wrote:


thanks. Too bad you didn't get any shots by the crate in the CT spawn,
nice to have that reference directly beside the model. Makes it a lot
easier to see the changes. I used nav editing mode with bot_zombie 1
in order to direct the bot where I wanted it to be. Thanks for the
effort though.

On 7/8/05, Graham Robinson [EMAIL PROTECTED] wrote:



http://www.mediaguy.co.uk/singlepage.php?linkname=assaultupdate





--
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.





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[hlds] server crashes?

2005-07-08 Thread sprout
This is a multi-part message in MIME format.
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[ Picked text/plain from multipart/alternative ]
Anyone else having this problem since update I have had 3 server program 
crashes since update with a memory error anyone know anything about this or 
have common problems?
--


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RE: [hlds] server crashes?

2005-07-08 Thread SANDY LEBLANC

[ Converted text/html to text/plain ]

I've been getting those errors since before the update and it happens
randomly.

I was able to stop the popups from appearing so that the server could auto
restart after but haven't solved the problem.

From: sprout [EMAIL PROTECTED]
Reply-To: hlds@list.valvesoftware.com
To: hlds@list.valvesoftware.com
Subject: [hlds] server crashes?
Date: Fri, 8 Jul 2005 13:15:51 -0500

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Anyone else having this problem since update I have had 3 server program

crashes since update with a memory error anyone know anything about this or
have common problems?

--


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Re: [hlds] changelog

2005-07-08 Thread Hyung Joon Kim
they should extend the legs a bit more.. and i think the models would
be fixed...

On 7/8/05, Ned [EMAIL PROTECTED] wrote:
 I guess its a short people game now.

 Ned

 Clayton Macleod wrote:

 thanks. Too bad you didn't get any shots by the crate in the CT spawn,
 nice to have that reference directly beside the model. Makes it a lot
 easier to see the changes. I used nav editing mode with bot_zombie 1
 in order to direct the bot where I wanted it to be. Thanks for the
 effort though.
 
 On 7/8/05, Graham Robinson [EMAIL PROTECTED] wrote:
 
 
 http://www.mediaguy.co.uk/singlepage.php?linkname=assaultupdate
 
 
 
 
 --
 Clayton Macleod
 
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Re: [hlds] server crashes?

2005-07-08 Thread sprout

same here I made a autoit script to auto press enter every 60 seconds which
seems to get rid of the message and then firedaemon restarts the server for
me but don't like that still... heard of the reason why this happens yet
alfred?
It seems to happen so far only to my dust2 and port server
- Original Message -
From: SANDY LEBLANC [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Friday, July 08, 2005 1:27 PM
Subject: RE: [hlds] server crashes?



[ Converted text/html to text/plain ]

I've been getting those errors since before the update and it happens
randomly.

I was able to stop the popups from appearing so that the server could auto
restart after but haven't solved the problem.

From: sprout [EMAIL PROTECTED]
Reply-To: hlds@list.valvesoftware.com
To: hlds@list.valvesoftware.com
Subject: [hlds] server crashes?
Date: Fri, 8 Jul 2005 13:15:51 -0500

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Anyone else having this problem since update I have had 3 server program

crashes since update with a memory error anyone know anything about this
or
have common problems?

--


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Re: [hlds] changelog

2005-07-08 Thread Clayton Macleod
great, thank you! Well, it might be easier if you make a backup of
your config and then 'exec nav.cfg' which you can get from my webspace
here. http://www3.telus.net/~phuncky/nav.zip  Once you do that you
should automatically be in nav editing mode and a bunch of your binds
will have changed. This will also turn on bot_zombie 1 for you so the
bot will just do nothing unless you tell it to do something.

join CT

exec nav

bot_add_ct

'select' one of the nav areas beside that crate by aiming at it and
hitting Insert

once selected you can hit Enter and the bot should run over to the
center of your selected nav area

F1/F2 turns the nav edit mode on/off if you don't want the nav areas
in the screenshot

then hit spacebar to take a jpeg screenshot




On 7/8/05, Graham Robinson [EMAIL PROTECTED] wrote:
 Tell me which commands to run to get a bot to move where I want and
 I'll do you another screenshot


--
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Re: [hlds] Problems after update

2005-07-08 Thread Morten Trydal

normally yeah.but me and other could run with cl_updaterate of 70-100
without choke before the update. Now i need to drop it to less than 40, and
the bullet reg is worse now.

Morten
- Original Message -
From: dexion [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Friday, July 08, 2005 3:44 AM
Subject: RE: [hlds] Problems after update



isnt choke a client side setting too high?

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Morten Trydal
Sent: Thursday, July 07, 2005 9:15 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Problems after update


have a tickrate 100 public server, which feels like a tickrate 33 after
the
update

the new update gives insane amounts of choke compared to before the update
:(


- Original Message -
From: Dexion [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Thursday, July 07, 2005 7:23 PM
Subject: Re: [hlds] Problems after update


I have some clients saying their servers now feel jittery. Other servers
on
the same box non-hl2 are fine.

Did the update turn somed default setting in the netcode on/off/up/down
that
was not set like that before?




-Original Message-
   From: Z Teknology G-Mail[EMAIL PROTECTED]
   Sent: 7/7/05 1:03:59 PM
   To: hlds@list.valvesoftware.comhlds@list.valvesoftware.com
   Subject: Re: [hlds] Problems after update

   I have been seeing these same problems...but also, shot registration
   seems different, the new models are about a foot too short...

   Zack

   [DinoBot]Sidmind wrote:

   I have been noticing several issues after last nights
   update. I can't put my finger on any one of them so I
   will just list them and see if others notice the same
   thing.  I have been checking the list and wonder why
   more people have not said anything. so I guess I will
   start.
   
   My computer at home is working fairly good, but my
   kids computer is having the same problem as several
   members in the clan.
   
   
   1)  Users crash to desktop after connecting to the
   server. No error is generated it just goes back to
   desktop.. after MANY tries it eventually gets in the
   server.
   
   2)  I noticed several people last night(two of which
   played for several hours) then all of the sudden I
   notice in the chat box that name disconnected due
   to No steam logon
   so I checked the log files on the server and sure
   enough, three people were booted for the same reason
   in about a two minute period,, Two of which I know and
   had been playing all night.
   
   3) FPS drops seem to be about 20 points lower.
   
   4) Pings seem to be about 20 points Higher.  my ping
   on our server usually runs around 30-35  I have not
   been able to get below 50 since the update.
   
   5) things seem a little chopier than normal, probably
   related to items 3,4 on the list.
   
   Thanks Kevin
   
   Notes about servers:
   
   Dedicated server W3K, located in Dallas at co-location
   facility
   
   two SRCDS servers running 1-18 man and 1-10 man.
   CPU usage was around 60% with both servers full (Dual
   1ghz p3's 1gb ram)
   
   and I did do a -verify_all on both servers several
   times last night.
   
   
   
   
   Sell on Yahoo! Auctions - no fees. Bid on great items.
   http://auctions.yahoo.com/
   
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[hlds] Timed bans in HLDS

2005-07-08 Thread marc
Hi!

This is my first post to this list having only eavesdropped up until now,
so please bear with me if I go about it the wrong way.

I'm one of the admins of a small CS 1.6 (HL1) server park and for some
time we've been puzzled as to how certain time-banned players were able to
play on our servers before their respective bans expired and using the
same SteamID they used when getting banned.

Last night I finally decided to try to have a look at what's going on and
I noticed that only permanent bans are listed in the banned.cfg file. None
of the timed bans were present. I've checked our server logs and all bans
are executed as they should be (we're using banid time ID kick;
writeid.) Now, the only logical conclusion I have for the missing
presence of any timed bans is that they are stored in memory and
automagically disappear, when the server is restarted. But on the other
hand, that sounds a bit fantastic, since that would mean that nothing but
permanent bans are enforced reliably then. I simply cannot believe this is
so. Please help me out! Any info is appreciated!

Thanks in advance
Marc
Tele2GAMING admin





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Re: [hlds] Timed bans in HLDS

2005-07-08 Thread Steve Dalberg

If you want timed bans to persist, you must avoid restarting the
server...  I believe there might have also been an addon to a stats
program that would propagate timed bans.  Not sure about AMX though.

Sorry, I don't use 1.6 often, so can't help you much more than that.

[EMAIL PROTECTED] wrote:


Hi!

This is my first post to this list having only eavesdropped up until now,
so please bear with me if I go about it the wrong way.

I'm one of the admins of a small CS 1.6 (HL1) server park and for some
time we've been puzzled as to how certain time-banned players were able to
play on our servers before their respective bans expired and using the
same SteamID they used when getting banned.

Last night I finally decided to try to have a look at what's going on and
I noticed that only permanent bans are listed in the banned.cfg file. None
of the timed bans were present. I've checked our server logs and all bans
are executed as they should be (we're using banid time ID kick;
writeid.) Now, the only logical conclusion I have for the missing
presence of any timed bans is that they are stored in memory and
automagically disappear, when the server is restarted. But on the other
hand, that sounds a bit fantastic, since that would mean that nothing but
permanent bans are enforced reliably then. I simply cannot believe this is
so. Please help me out! Any info is appreciated!

Thanks in advance
Marc
Tele2GAMING admin





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Subject: [hlds] Timed bans in HLDS

2005-07-08 Thread stalker333

I've also noticed this, seems it has always been stored in memory. Which
is kind-of silly to me as well, it's not like you can't remove the ban
from the file when the ban-time has expired. Sometimes I ban people for
a day, or week even. With those bans only being held in memory, I
currently have to perm ban, then remove it when it's time.

Really I'd like to know why it's been done this way for so long?
Certainly there is a reason behind it, I just don't remember anyone
saying what that reason is. Only thing I can think of is the timers
causing lag or something along those lines, if the amount of timed bans
became large...

-Stoned Smurf
AKA The Joint Chief

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Re: [hlds] Timed bans in HLDS

2005-07-08 Thread Whisper
--
[ Picked text/plain from multipart/alternative ]
Timed bans only last as long as the ban or as long as the server is up
 If the server crashes or you rcon quit the server they will go poof!

 On 7/9/05, Steve Dalberg [EMAIL PROTECTED] wrote:

 If you want timed bans to persist, you must avoid restarting the
 server... I believe there might have also been an addon to a stats
 program that would propagate timed bans. Not sure about AMX though.

 Sorry, I don't use 1.6 often, so can't help you much more than that.

 [EMAIL PROTECTED] wrote:

 Hi!
 
 This is my first post to this list having only eavesdropped up until now,
 so please bear with me if I go about it the wrong way.
 
 I'm one of the admins of a small CS 1.6 (HL1) server park and for some
 time we've been puzzled as to how certain time-banned players were able
 to
 play on our servers before their respective bans expired and using the
 same SteamID they used when getting banned.
 
 Last night I finally decided to try to have a look at what's going on and
 I noticed that only permanent bans are listed in the banned.cfg file.
 None
 of the timed bans were present. I've checked our server logs and all bans
 are executed as they should be (we're using banid time ID kick;
 writeid.) Now, the only logical conclusion I have for the missing
 presence of any timed bans is that they are stored in memory and
 automagically disappear, when the server is restarted. But on the other
 hand, that sounds a bit fantastic, since that would mean that nothing but
 permanent bans are enforced reliably then. I simply cannot believe this
 is
 so. Please help me out! Any info is appreciated!
 
 Thanks in advance
 Marc
 Tele2GAMING admin
 
 
 
 
 
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 please visit:
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