Re: [hlds] Banlist too big? Causing crashes?
Can't you remove the exec banned.cfg from the server.cfg (loads every map) and put it into autoexec.cfg (loads every server reset). Then all the banned users are put into the memory of the server and it doesn't have to go through each one again every time it changes. Graham On 7/11/05, Andrew Armstrong [EMAIL PROTECTED] wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hey, Our banfile (banned.cfg) is approximatly 80KB - On our natural selection servers, when the mission changes, it is very slow at loading the new mapcycle (players sit at the map changing screen for ~20-30 secs). We have also seen servers crashing (servers are also crashing every so often in CS Source for us, this could be related to the banfile size as well, its also 80KB). As soon as that file is blank, mission changes are instant - And this could be resolving our css server crashes, although im yet to test this theory. Anyone else experiencing problems with large ban files? Obviously, removing some bans from the file is not a fix :) Thanks, - Andrew ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Banlist too big? Causing crashes?
This seems like the ideal alternative, thanks. - Plasma - Original Message - From: Graham Robinson [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Sent: Monday, July 11, 2005 7:41 PM Subject: Re: [hlds] Banlist too big? Causing crashes? Can't you remove the exec banned.cfg from the server.cfg (loads every map) and put it into autoexec.cfg (loads every server reset). Then all the banned users are put into the memory of the server and it doesn't have to go through each one again every time it changes. Graham On 7/11/05, Andrew Armstrong [EMAIL PROTECTED] wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hey, Our banfile (banned.cfg) is approximatly 80KB - On our natural selection servers, when the mission changes, it is very slow at loading the new mapcycle (players sit at the map changing screen for ~20-30 secs). We have also seen servers crashing (servers are also crashing every so often in CS Source for us, this could be related to the banfile size as well, its also 80KB). As soon as that file is blank, mission changes are instant - And this could be resolving our css server crashes, although im yet to test this theory. Anyone else experiencing problems with large ban files? Obviously, removing some bans from the file is not a fix :) Thanks, - Andrew ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Banlist too big? Causing crashes?
sounds like quite the banlist, hehe. Do you actually notice that much recurring troublemaking? I find that after a couple weeks or a month or two of being banned that those people never return anyways, but I suppose there could be some fools that would just keep on coming back again and again even after being banned for a few weeks and having that ban removed... On 7/11/05, Andrew Armstrong [EMAIL PROTECTED] wrote: This seems like the ideal alternative, thanks. -- Clayton Macleod ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Banlist too big? Causing crashes?
All of our bans are documented, and cheaters are permanently banned - Not for a few months, forever :) Its a collective list from over a few years though, so will be bigger than most - Damn cheaters! - Plasma - Original Message - From: Clayton Macleod [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Sent: Monday, July 11, 2005 8:58 PM Subject: Re: [hlds] Banlist too big? Causing crashes? sounds like quite the banlist, hehe. Do you actually notice that much recurring troublemaking? I find that after a couple weeks or a month or two of being banned that those people never return anyways, but I suppose there could be some fools that would just keep on coming back again and again even after being banned for a few weeks and having that ban removed... On 7/11/05, Andrew Armstrong [EMAIL PROTECTED] wrote: This seems like the ideal alternative, thanks. -- Clayton Macleod ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Banlist too big? Causing crashes?
- Original Message - From: Graham Robinson [EMAIL PROTECTED] Can't you remove the exec banned.cfg from the server.cfg (loads every map) and put it into autoexec.cfg (loads every server reset). Then all the banned users are put into the memory of the server and it doesn't have to go through each one again every time it changes. Graham Why couldn't you use a mysql ban database.Yes it would take awhile to put all the bans in it by hand but then again you could also write a perl script that would read your banned.cfg and it could add all those in,that would also keep the server from having to save the bans locally and would make it alittle more stable.Not to meantion you could write a cool php front end for it and have a page displaying all of it.Or just do like I did and use AmxBans 4.0.. BeNt http://www.gorillazsouth.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Teleport Lag on Bigger Servers Since Last Update...
Any ideas on this subject anyone? Even if you don't have ideas, I request that everyone who has this problem responds with support. We need to let Valve know what this is a serious issue which needs to be addressed. 100 Responses from server admins on this mailing list would have a good chance of getting their attention I imagine :-) On 7/10/05, Whisper [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] I already created a thread about this issue on the list Furthermore, I'd love to know where these servers are that DONT suffer from lag issues. Mine and everybody elses server lags currently Perhaps it is confined to Dual Processor boxes only? On 7/11/05, Aaron Matthews [EMAIL PROTECTED] wrote: Server Specs: Dual 2.8 XEON w/ 2 gig ram 100 mb unmetered connection Rates (On my current 28 man servers) sv_maxrate 9000 sv_maxupdaterate 19 sv_minrate 0 sv_minupdaterate 5 (My rates used to be maxrate:25000, maxupdaterate:70) Mods: Mani and Beetlefarts I have seen this discussed in several places, but have found no real answers. I run LANFusion, a gaming community with 6 source servers which all fill up on a daily basis (well, before the last update at least.) My servers, especially the larger ones (40 mans and the 32 mans) have been experiencing very heavy lag since the last update. Its not choke or loss lag, its a teleporting type lag which makes the game almost unplayable. I have been doing a bunch of research and trying many different things in the past few days to try to fix this problem, however, have found no solution. Currently, I have 3 of my servers running with 28, 26 and 24 slots. When I keep the players below 28, the lag isn't very apparent. However, the second the players get over 30, models start teleporting like crazy. I run a Dual XEON box w/ hyperthreading. Looking at my proc usage charts, I can see that srcds is trying to run on just one of my 4 processors. I set the affinity of each process to a different proc and that finally got them running individually. However, I can't find a fix for this lag so that I can put some servers back up to 40 slots. Before the update I could easily run 6 full servers with no lag. Someone said that the last update limited the rate to 1. I turned my maxupdaterate down significantly and noticed a drop in some of the lag. However, they still lag up when I put them above 30 people. I see servers out there running over 30 people without lag. Have any of you successfully put up a server with no lag above 30 people? If so, what are your specs and rates? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
re: [hlds] Teleport Lag on Bigger Servers Since Last Update...
I seem to having some luck restarting the game servers on a daily basis. Saturday morning one of our guys complained that he was the only person playing yet was warping all over the place. I rebooted the Source game servers, and three of us jumped on and things felt fairly good to me. I know the server was loaded pretty heavy Friday night, so perhaps a memory leak? If you notice allot of warping/lag try shutting the game server down and restarting after 30 seconds or so. and lets see if this helps. Sell on Yahoo! Auctions no fees. Bid on great items. http://auctions.yahoo.com/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] Teleport Lag on Bigger Servers Since Last Update...
We have the same problem running several dual xeons with 4 gig ram on 100mb Assault is pretty unplayable Server settings are // bandwidth rates/settings sv_minrate 0 sv_maxrate 0 decalfrequency 10 sv_maxupdaterate 100 sv_minupdaterate 20 I tried pretty much everything ,also tested with my client settings cl_updaterate Cl_cmdrate Rate I tried with and without bots ,same amount of players Whether u play with 20 humans or add 20 bots it's the same issue ,so from my point of view ,its to do with memory ,cpu monitoring and bandwidth is fine. Pearl -Oorspronkelijk bericht- Van: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Namens Aaron Matthews Verzonden: maandag 11 juli 2005 18:03 Aan: hlds@list.valvesoftware.com Onderwerp: Re: [hlds] Teleport Lag on Bigger Servers Since Last Update... Any ideas on this subject anyone? Even if you don't have ideas, I request that everyone who has this problem responds with support. We need to let Valve know what this is a serious issue which needs to be addressed. 100 Responses from server admins on this mailing list would have a good chance of getting their attention I imagine :-) On 7/10/05, Whisper [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] I already created a thread about this issue on the list Furthermore, I'd love to know where these servers are that DONT suffer from lag issues. Mine and everybody elses server lags currently Perhaps it is confined to Dual Processor boxes only? On 7/11/05, Aaron Matthews [EMAIL PROTECTED] wrote: Server Specs: Dual 2.8 XEON w/ 2 gig ram 100 mb unmetered connection Rates (On my current 28 man servers) sv_maxrate 9000 sv_maxupdaterate 19 sv_minrate 0 sv_minupdaterate 5 (My rates used to be maxrate:25000, maxupdaterate:70) Mods: Mani and Beetlefarts I have seen this discussed in several places, but have found no real answers. I run LANFusion, a gaming community with 6 source servers which all fill up on a daily basis (well, before the last update at least.) My servers, especially the larger ones (40 mans and the 32 mans) have been experiencing very heavy lag since the last update. Its not choke or loss lag, its a teleporting type lag which makes the game almost unplayable. I have been doing a bunch of research and trying many different things in the past few days to try to fix this problem, however, have found no solution. Currently, I have 3 of my servers running with 28, 26 and 24 slots. When I keep the players below 28, the lag isn't very apparent. However, the second the players get over 30, models start teleporting like crazy. I run a Dual XEON box w/ hyperthreading. Looking at my proc usage charts, I can see that srcds is trying to run on just one of my 4 processors. I set the affinity of each process to a different proc and that finally got them running individually. However, I can't find a fix for this lag so that I can put some servers back up to 40 slots. Before the update I could easily run 6 full servers with no lag. Someone said that the last update limited the rate to 1. I turned my maxupdaterate down significantly and noticed a drop in some of the lag. However, they still lag up when I put them above 30 people. I see servers out there running over 30 people without lag. Have any of you successfully put up a server with no lag above 30 people? If so, what are your specs and rates? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Teleport Lag on Bigger Servers Since Last Update...
yeah our tickrate 100 server feels like cr*p after the update. Feels like we are playing with lag(yet with low ping), and the choke is very high. Also the server CPU use is up by 20-30%. Fps has dropped a lot for me as a client. Why was the server rate locked to 10 000 ? will not that cause the choke? Morten - Original Message - From: pearl [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Sent: Monday, July 11, 2005 8:03 PM Subject: RE: [hlds] Teleport Lag on Bigger Servers Since Last Update... We have the same problem running several dual xeons with 4 gig ram on 100mb Assault is pretty unplayable Server settings are // bandwidth rates/settings sv_minrate 0 sv_maxrate 0 decalfrequency 10 sv_maxupdaterate 100 sv_minupdaterate 20 I tried pretty much everything ,also tested with my client settings cl_updaterate Cl_cmdrate Rate I tried with and without bots ,same amount of players Whether u play with 20 humans or add 20 bots it's the same issue ,so from my point of view ,its to do with memory ,cpu monitoring and bandwidth is fine. Pearl -Oorspronkelijk bericht- Van: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Namens Aaron Matthews Verzonden: maandag 11 juli 2005 18:03 Aan: hlds@list.valvesoftware.com Onderwerp: Re: [hlds] Teleport Lag on Bigger Servers Since Last Update... Any ideas on this subject anyone? Even if you don't have ideas, I request that everyone who has this problem responds with support. We need to let Valve know what this is a serious issue which needs to be addressed. 100 Responses from server admins on this mailing list would have a good chance of getting their attention I imagine :-) On 7/10/05, Whisper [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] I already created a thread about this issue on the list Furthermore, I'd love to know where these servers are that DONT suffer from lag issues. Mine and everybody elses server lags currently Perhaps it is confined to Dual Processor boxes only? On 7/11/05, Aaron Matthews [EMAIL PROTECTED] wrote: Server Specs: Dual 2.8 XEON w/ 2 gig ram 100 mb unmetered connection Rates (On my current 28 man servers) sv_maxrate 9000 sv_maxupdaterate 19 sv_minrate 0 sv_minupdaterate 5 (My rates used to be maxrate:25000, maxupdaterate:70) Mods: Mani and Beetlefarts I have seen this discussed in several places, but have found no real answers. I run LANFusion, a gaming community with 6 source servers which all fill up on a daily basis (well, before the last update at least.) My servers, especially the larger ones (40 mans and the 32 mans) have been experiencing very heavy lag since the last update. Its not choke or loss lag, its a teleporting type lag which makes the game almost unplayable. I have been doing a bunch of research and trying many different things in the past few days to try to fix this problem, however, have found no solution. Currently, I have 3 of my servers running with 28, 26 and 24 slots. When I keep the players below 28, the lag isn't very apparent. However, the second the players get over 30, models start teleporting like crazy. I run a Dual XEON box w/ hyperthreading. Looking at my proc usage charts, I can see that srcds is trying to run on just one of my 4 processors. I set the affinity of each process to a different proc and that finally got them running individually. However, I can't find a fix for this lag so that I can put some servers back up to 40 slots. Before the update I could easily run 6 full servers with no lag. Someone said that the last update limited the rate to 1. I turned my maxupdaterate down significantly and noticed a drop in some of the lag. However, they still lag up when I put them above 30 people. I see servers out there running over 30 people without lag. Have any of you successfully put up a server with no lag above 30 people? If so, what are your specs and rates? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Teleport Lag on Bigger Servers Since Last Update...
Play on a normal tick rate server :P - Original Message - From: Morten Trydal [EMAIL PROTECTED] yeah our tickrate 100 server feels like cr*p after the update. Feels like we are playing with lag(yet with low ping), and the choke is very high. Also the server CPU use is up by 20-30%. Fps has dropped a lot for me as a client. Why was the server rate locked to 10 000 ? will not that cause the choke? This e.mail is private and confidential between Multiplay (UK) Ltd. and the person or entity to whom it is addressed. In the event of misdirection, the recipient is prohibited from using, copying, printing or otherwise disseminating it or any information contained in it. In the event of misdirection, illegible or incomplete transmission please telephone (023) 8024 3137 or return the E.mail to [EMAIL PROTECTED] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Teleport Lag on Bigger Servers Since Last Update...
The server rate locked up is not the issue here, as it appears to me. rate has always been default 1 and was never a problem. I never touched my rate setting before or after this update. So I don't think its a rate issue. After reading forums this morning, it appears to be a CPU usage problem since the last update. CPU usage on everyone's machines has been a whole lot higher since the update. I don't know if this is just a change in source which causes it to be more processor intensive, or if it is a memory leak in srcds. It appears to be an exponential problem though. As in the more people in the server, the more proc power it uses (I know this is always the case, but to a much greater extent now). I tested it, I am able to run 1 40 slot server on my box without the warpage lag. But the second I open up another server, everyone in the 40 slot starts warping. I am currently maxing my box out by running three 28 man servers when, before this update, I could run 6 servers (totalling 250 slots), all full, with no lag what so ever. Whatever it is, it is a huge problem which needs a fix quickly. I pray that someone at Valve takes the time to read this or the similar posts on the steam forums. I have spent so much time building up a great CS:S community and now it is hurting from this update. Aaron Matthews Owner, LANFusion LLC. www.LANFusion.com On 7/11/05, Morten Trydal [EMAIL PROTECTED] wrote: yeah our tickrate 100 server feels like cr*p after the update. Feels like we are playing with lag(yet with low ping), and the choke is very high. Also the server CPU use is up by 20-30%. Fps has dropped a lot for me as a client. Why was the server rate locked to 10 000 ? will not that cause the choke? Morten - Original Message - From: pearl [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Sent: Monday, July 11, 2005 8:03 PM Subject: RE: [hlds] Teleport Lag on Bigger Servers Since Last Update... We have the same problem running several dual xeons with 4 gig ram on 100mb Assault is pretty unplayable Server settings are // bandwidth rates/settings sv_minrate 0 sv_maxrate 0 decalfrequency 10 sv_maxupdaterate 100 sv_minupdaterate 20 I tried pretty much everything ,also tested with my client settings cl_updaterate Cl_cmdrate Rate I tried with and without bots ,same amount of players Whether u play with 20 humans or add 20 bots it's the same issue ,so from my point of view ,its to do with memory ,cpu monitoring and bandwidth is fine. Pearl -Oorspronkelijk bericht- Van: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Namens Aaron Matthews Verzonden: maandag 11 juli 2005 18:03 Aan: hlds@list.valvesoftware.com Onderwerp: Re: [hlds] Teleport Lag on Bigger Servers Since Last Update... Any ideas on this subject anyone? Even if you don't have ideas, I request that everyone who has this problem responds with support. We need to let Valve know what this is a serious issue which needs to be addressed. 100 Responses from server admins on this mailing list would have a good chance of getting their attention I imagine :-) On 7/10/05, Whisper [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] I already created a thread about this issue on the list Furthermore, I'd love to know where these servers are that DONT suffer from lag issues. Mine and everybody elses server lags currently Perhaps it is confined to Dual Processor boxes only? On 7/11/05, Aaron Matthews [EMAIL PROTECTED] wrote: Server Specs: Dual 2.8 XEON w/ 2 gig ram 100 mb unmetered connection Rates (On my current 28 man servers) sv_maxrate 9000 sv_maxupdaterate 19 sv_minrate 0 sv_minupdaterate 5 (My rates used to be maxrate:25000, maxupdaterate:70) Mods: Mani and Beetlefarts I have seen this discussed in several places, but have found no real answers. I run LANFusion, a gaming community with 6 source servers which all fill up on a daily basis (well, before the last update at least.) My servers, especially the larger ones (40 mans and the 32 mans) have been experiencing very heavy lag since the last update. Its not choke or loss lag, its a teleporting type lag which makes the game almost unplayable. I have been doing a bunch of research and trying many different things in the past few days to try to fix this problem, however, have found no solution. Currently, I have 3 of my servers running with 28, 26 and 24 slots. When I keep the players below 28, the lag isn't very apparent. However, the second the players get over 30, models start teleporting like crazy. I run a Dual XEON box w/ hyperthreading. Looking at my proc usage charts, I can see that srcds is trying to run on just one of my 4 processors. I set the affinity of each process to a different proc and that finally got them running individually.
Re: [hlds] Teleport Lag on Bigger Servers Since Last Update...
well the tickrate 100 servers has a lot better bullet reg than tickrate 33, we had exactly the same settings before the update, and everything was fine. Now it's bd. So i don't really understand your answer, guess you misunderstood.. Morten - Original Message - From: Steven Hartland [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Sent: Monday, July 11, 2005 9:30 PM Subject: Re: [hlds] Teleport Lag on Bigger Servers Since Last Update... Play on a normal tick rate server :P - Original Message - From: Morten Trydal [EMAIL PROTECTED] yeah our tickrate 100 server feels like cr*p after the update. Feels like we are playing with lag(yet with low ping), and the choke is very high. Also the server CPU use is up by 20-30%. Fps has dropped a lot for me as a client. Why was the server rate locked to 10 000 ? will not that cause the choke? This e.mail is private and confidential between Multiplay (UK) Ltd. and the person or entity to whom it is addressed. In the event of misdirection, the recipient is prohibited from using, copying, printing or otherwise disseminating it or any information contained in it. In the event of misdirection, illegible or incomplete transmission please telephone (023) 8024 3137 or return the E.mail to [EMAIL PROTECTED] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] Lag on bigger servers CORRECT
Hello List We are getting Lag/warping/choke on the larger servers after the update too. Seems like anything over 20 is a problem We tried reinstalls/removing mods etc, to no avail. -Bobby ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Teleport Lag on Bigger Servers Since Last Update...
-- [ Picked text/plain from multipart/alternative ] My server's CPU usage doubled which forced me to make some changes to keep it playable... All players were experiencing terrible lag and choke. I was running a 32 player server with a 66 tickrate. All other rate limits were modest. I was peaking at 60% CPU usage, but usually around 40% or so. Since the update, it was peaking at 100% but typically around 80%. I had to reduce the tickrate to 50, lower the rate limits, and reduce the max players to 24 to get peaks of 80% but typically around 50-60%. My server specs: AMD 2600+ 1 gig of 3200 ram 800 Mbit commodity internet + direct connection to the Internet 2 backbone Drew On 7/11/05, Morten Trydal [EMAIL PROTECTED] wrote: well the tickrate 100 servers has a lot better bullet reg than tickrate 33, we had exactly the same settings before the update, and everything was fine. Now it's bd. So i don't really understand your answer, guess you misunderstood.. Morten - Original Message - From: Steven Hartland [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Sent: Monday, July 11, 2005 9:30 PM Subject: Re: [hlds] Teleport Lag on Bigger Servers Since Last Update... Play on a normal tick rate server :P - Original Message - From: Morten Trydal [EMAIL PROTECTED] yeah our tickrate 100 server feels like cr*p after the update. Feels like we are playing with lag(yet with low ping), and the choke is very high. Also the server CPU use is up by 20-30%. Fps has dropped a lot for me as a client. Why was the server rate locked to 10 000 ? will not that cause the choke? This e.mail is private and confidential between Multiplay (UK) Ltd. and the person or entity to whom it is addressed. In the event of misdirection, the recipient is prohibited from using, copying, printing or otherwise disseminating it or any information contained in it. In the event of misdirection, illegible or incomplete transmission please telephone (023) 8024 3137 or return the E.mail to [EMAIL PROTECTED] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] Banlist too big? Causing crashes?
Does AMXBans work on source servers? Rick Payton, IT Support Morikawa Associates (808) 572-1745 http://www.mai-hawaii.com/ -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Agent|BeNt Sent: Monday, July 11, 2005 3:50 AM To: hlds@list.valvesoftware.com Subject: Re: [hlds] Banlist too big? Causing crashes? Why couldn't you use a mysql ban database.Yes it would take awhile to put all the bans in it by hand but then again you could also write a perl script that would read your banned.cfg and it could add all those in,that would also keep the server from having to save the bans locally and would make it alittle more stable.Not to meantion you could write a cool php front end for it and have a page displaying all of it.Or just do like I did and use AmxBans 4.0.. BeNt ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
re: [hlds] Teleport Lag on Bigger Servers Since Last Update...
This warping lag is not restricted to 100 tic servers, reducing to 66 or 33 is a mildly ineffective remedy at best. While somewhat useful stop-gap solutions, dialing back tic-rates, reducing slots and rebooting your server every 6 hours aren't exactly satisfactory answers. Given the scale of this issue I can only assume (hope) Valve will release an update this week to address this. Message: 7 From: Steven Hartland [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Subject: Re: [hlds] Teleport Lag on Bigger Servers Since Last Update... Date: Mon, 11 Jul 2005 20:30:09 +0100 Reply-To: hlds@list.valvesoftware.com Play on a normal tick rate server :P ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] (no subject)
finally got around to setting up a source dedicated server this weekend. I'm getting the following feedback from the console when it fires up: Console initialized. Attempted to create unknown entity type event_queue_saveload_proxy! Game .dll loaded for Half-Life 2 Deathmatch CSoundEmitterSystem::AddSoundsFromFile: No such file scripts/level_sounds_e3_c17.txt CSoundEmitterSystem::AddSoundsFromFile: No such file scripts/level_sounds_e3_town.txt CSoundEmitterSystem::AddSoundsFromFile: No such file scripts/level_sounds_e3_bugbait.txt CSoundEmitterSystem::AddSoundsFromFile: No such file scripts/level_sounds_eli_lab.txt It goes on with several more messages like this which i won't bore you with here. I also receive messages similar to the following: Error: Material models/props_combine/combine_light001a : proxy Sine not found! Error: Material models/props_combine/combine_interface_disp : proxy Sine not found! Error: Material models/props_combine/combine_interface_disp : proxy Sine not found! Any thoughts on my my problem might be? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] (no subject)
Perhaps setting up a dedicated server behind a cable modem and violating your TOS with Cox? Other than that, I can't say I've experienced the same problems. Regards, Bud Ingram PGS Game Server 68.103.127.245 - Original Message - From: [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Sent: Monday, July 11, 2005 5:49 PM Subject: [hlds] (no subject) finally got around to setting up a source dedicated server this weekend. I'm getting the following feedback from the console when it fires up: Console initialized. Attempted to create unknown entity type event_queue_saveload_proxy! Game .dll loaded for Half-Life 2 Deathmatch CSoundEmitterSystem::AddSoundsFromFile: No such file scripts/level_sounds_e3_c17.txt CSoundEmitterSystem::AddSoundsFromFile: No such file scripts/level_sounds_e3_town.txt CSoundEmitterSystem::AddSoundsFromFile: No such file scripts/level_sounds_e3_bugbait.txt CSoundEmitterSystem::AddSoundsFromFile: No such file scripts/level_sounds_eli_lab.txt It goes on with several more messages like this which i won't bore you with here. I also receive messages similar to the following: Error: Material models/props_combine/combine_light001a : proxy Sine not found! Error: Material models/props_combine/combine_interface_disp : proxy Sine not found! Error: Material models/props_combine/combine_interface_disp : proxy Sine not found! Any thoughts on my my problem might be? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: Re: [hlds] HL2 server errors
Thanks Mr Ingram, I appreciate your comments no matter how unhelpful and inaccurate they are. From: Bud Ingram [EMAIL PROTECTED] Date: 2005/07/11 Mon PM 06:59:47 EDT To: hlds@list.valvesoftware.com Subject: Re: [hlds] (no subject) Perhaps setting up a dedicated server behind a cable modem and violating your TOS with Cox? Other than that, I can't say I've experienced the same problems. Regards, Bud Ingram PGS Game Server 68.103.127.245 - Original Message - From: [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Sent: Monday, July 11, 2005 5:49 PM Subject: [hlds] (no subject) finally got around to setting up a source dedicated server this weekend. I'm getting the following feedback from the console when it fires up: Console initialized. Attempted to create unknown entity type event_queue_saveload_proxy! Game .dll loaded for Half-Life 2 Deathmatch CSoundEmitterSystem::AddSoundsFromFile: No such file scripts/level_sounds_e3_c17.txt CSoundEmitterSystem::AddSoundsFromFile: No such file scripts/level_sounds_e3_town.txt CSoundEmitterSystem::AddSoundsFromFile: No such file scripts/level_sounds_e3_bugbait.txt CSoundEmitterSystem::AddSoundsFromFile: No such file scripts/level_sounds_eli_lab.txt It goes on with several more messages like this which i won't bore you with here. I also receive messages similar to the following: Error: Material models/props_combine/combine_light001a : proxy Sine not found! Error: Material models/props_combine/combine_interface_disp : proxy Sine not found! Error: Material models/props_combine/combine_interface_disp : proxy Sine not found! Any thoughts on my my problem might be? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] Teleport Lag on Bigger Servers Since Last Update...
I have to say that I haven't experienced any of this... -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] Sent: 11 July 2005 21:55 To: hlds@list.valvesoftware.com Subject: re: [hlds] Teleport Lag on Bigger Servers Since Last Update... This warping lag is not restricted to 100 tic servers, reducing to 66 or 33 is a mildly ineffective remedy at best. While somewhat useful stop-gap solutions, dialing back tic-rates, reducing slots and rebooting your server every 6 hours aren't exactly satisfactory answers. Given the scale of this issue I can only assume (hope) Valve will release an update this week to address this. Message: 7 From: Steven Hartland [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Subject: Re: [hlds] Teleport Lag on Bigger Servers Since Last Update... Date: Mon, 11 Jul 2005 20:30:09 +0100 Reply-To: hlds@list.valvesoftware.com Play on a normal tick rate server :P ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] Teleport Lag on Bigger Servers Since Last Update...
I am finding people with realistic client settings are fine. I have played around with my client settled on 10k/30/20 settings and everything went away. dex -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Ben Sent: Monday, July 11, 2005 8:00 PM To: hlds@list.valvesoftware.com Subject: RE: [hlds] Teleport Lag on Bigger Servers Since Last Update... I have to say that I haven't experienced any of this... -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] Sent: 11 July 2005 21:55 To: hlds@list.valvesoftware.com Subject: re: [hlds] Teleport Lag on Bigger Servers Since Last Update... This warping lag is not restricted to 100 tic servers, reducing to 66 or 33 is a mildly ineffective remedy at best. While somewhat useful stop-gap solutions, dialing back tic-rates, reducing slots and rebooting your server every 6 hours aren't exactly satisfactory answers. Given the scale of this issue I can only assume (hope) Valve will release an update this week to address this. Message: 7 From: Steven Hartland [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Subject: Re: [hlds] Teleport Lag on Bigger Servers Since Last Update... Date: Mon, 11 Jul 2005 20:30:09 +0100 Reply-To: hlds@list.valvesoftware.com Play on a normal tick rate server :P ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Teleport Lag on Bigger Servers Since Last Update...
What do you mean by 10k/30/20 settings? Are you saying you're able to run a lag/warp free server with over 30 people? Please explain, I would love to get my servers back up to their normal size. On 7/11/05, dexion [EMAIL PROTECTED] wrote: I am finding people with realistic client settings are fine. I have played around with my client settled on 10k/30/20 settings and everything went away. dex -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Ben Sent: Monday, July 11, 2005 8:00 PM To: hlds@list.valvesoftware.com Subject: RE: [hlds] Teleport Lag on Bigger Servers Since Last Update... I have to say that I haven't experienced any of this... -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] Sent: 11 July 2005 21:55 To: hlds@list.valvesoftware.com Subject: re: [hlds] Teleport Lag on Bigger Servers Since Last Update... This warping lag is not restricted to 100 tic servers, reducing to 66 or 33 is a mildly ineffective remedy at best. While somewhat useful stop-gap solutions, dialing back tic-rates, reducing slots and rebooting your server every 6 hours aren't exactly satisfactory answers. Given the scale of this issue I can only assume (hope) Valve will release an update this week to address this. Message: 7 From: Steven Hartland [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Subject: Re: [hlds] Teleport Lag on Bigger Servers Since Last Update... Date: Mon, 11 Jul 2005 20:30:09 +0100 Reply-To: hlds@list.valvesoftware.com Play on a normal tick rate server :P ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] (no subject) - HL2DM Server error messages
iceflatline, Those sorts of errors on HL2DM servers are not unusual and can be ignored for the most part. I also found that on my new HL2DM map http://qsextreme.com/dm_spookface the first time it's run on the server there may be sounds flagged as missing that are really there (the errors won't show if you changelelevel). Strangely, the sounds appear to play regardless of the message (server thinks they aren't there but the client has it). The server will sometimes spam a number of misc errors like clampingand missing weapon animations (crossbow), interpenetrating entities (slams in func_doors), CreateFragmentsFromFile (and other datatable errors) and sound list full, etc, all of which are normal right now. In the startup log you will also see error messages about Error reading weapon data for: weapon_something, these are normal. There are a lot of unfinished HL2DM maps out there that will show lots of different errors too. Unfinished maps also may have some black models or textures, if you get one of these don't run it, get the latest version from the map author (bumpmap problem). Also, don't rename maps, this will mess up the internal bumpmap texture paths (and create black or purple/black checkerboards). Other things that happen that are known issues (not a server setup or config problem): 1. Players that die in the water will hear gurgling after respawn (client must reconnect to fix) 2. Maps that have func_breakable items will have items not respawn in the right spot after pickup (item will respawn at 0,0,0 instead) 3. After running a map for a while, some (not all) players will find that they are unable to get in/out of tight crawlways (model animation problem? - repeatable). 4. you might get a server out of date message even though the server is up to date - WinXP/HLTV problem, don't use tv_enable 1 for now 5. HLTV is not functional in HL2DM right now 6. If you update a map BSP on your server, be sure to delete the old ZTMPs and replace the .BZ2 on the fast download or players will continue to get the old map. My little hl2dm server (4 player) that is only running my new map has been extremely full and players stay on for many hours and seem to be having a lot of fun. I've had more then 3,500 map downloads in the last 3 weeks - very amazing (and gratifying). qUiCkSiLvEr - Original Message - From: [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Sent: Monday, July 11, 2005 3:49 PM Subject: [hlds] (no subject) finally got around to setting up a source dedicated server this weekend. I'm getting the following feedback from the console when it fires up: Console initialized. Attempted to create unknown entity type event_queue_saveload_proxy! Game .dll loaded for Half-Life 2 Deathmatch CSoundEmitterSystem::AddSoundsFromFile: No such file scripts/level_sounds_e3_c17.txt CSoundEmitterSystem::AddSoundsFromFile: No such file scripts/level_sounds_e3_town.txt CSoundEmitterSystem::AddSoundsFromFile: No such file scripts/level_sounds_e3_bugbait.txt CSoundEmitterSystem::AddSoundsFromFile: No such file scripts/level_sounds_eli_lab.txt It goes on with several more messages like this which i won't bore you with here. I also receive messages similar to the following: Error: Material models/props_combine/combine_light001a : proxy Sine not found! Error: Material models/props_combine/combine_interface_disp : proxy Sine not found! Error: Material models/props_combine/combine_interface_disp : proxy Sine not found! Any thoughts on my my problem might be? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] Teleport Lag on Bigger Servers Since Last Update...
I have a few 32's running had 28 in it with no problems. But its all client side tweaks. 10k rate 30 cl_updaterate 20 cl_cmdrate Really the default settings the game sets up with dex With higher cl_cmdrate I was really having trouble. The problem is all the clients have to set their rates etc to realistic settings. That is just not going to happen. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Aaron Matthews Sent: Monday, July 11, 2005 8:49 PM To: hlds@list.valvesoftware.com Subject: Re: [hlds] Teleport Lag on Bigger Servers Since Last Update... What do you mean by 10k/30/20 settings? Are you saying you're able to run a lag/warp free server with over 30 people? Please explain, I would love to get my servers back up to their normal size. On 7/11/05, dexion [EMAIL PROTECTED] wrote: I am finding people with realistic client settings are fine. I have played around with my client settled on 10k/30/20 settings and everything went away. dex -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Ben Sent: Monday, July 11, 2005 8:00 PM To: hlds@list.valvesoftware.com Subject: RE: [hlds] Teleport Lag on Bigger Servers Since Last Update... I have to say that I haven't experienced any of this... -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] Sent: 11 July 2005 21:55 To: hlds@list.valvesoftware.com Subject: re: [hlds] Teleport Lag on Bigger Servers Since Last Update... This warping lag is not restricted to 100 tic servers, reducing to 66 or 33 is a mildly ineffective remedy at best. While somewhat useful stop-gap solutions, dialing back tic-rates, reducing slots and rebooting your server every 6 hours aren't exactly satisfactory answers. Given the scale of this issue I can only assume (hope) Valve will release an update this week to address this. Message: 7 From: Steven Hartland [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Subject: Re: [hlds] Teleport Lag on Bigger Servers Since Last Update... Date: Mon, 11 Jul 2005 20:30:09 +0100 Reply-To: hlds@list.valvesoftware.com Play on a normal tick rate server :P ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] (no subject) - HL2DM Server error messages
qUiCkSiLvEr, Thank you so much for your very detailed response. This information helps tremendously. iceflatline Kevin Ottalini wrote: iceflatline, Those sorts of errors on HL2DM servers are not unusual and can be ignored for the most part. I also found that on my new HL2DM map http://qsextreme.com/dm_spookface the first time it's run on the server there may be sounds flagged as missing that are really there (the errors won't show if you changelelevel). Strangely, the sounds appear to play regardless of the message (server thinks they aren't there but the client has it). The server will sometimes spam a number of misc errors like clampingand missing weapon animations (crossbow), interpenetrating entities (slams in func_doors), CreateFragmentsFromFile (and other datatable errors) and sound list full, etc, all of which are normal right now. In the startup log you will also see error messages about Error reading weapon data for: weapon_something, these are normal. There are a lot of unfinished HL2DM maps out there that will show lots of different errors too. Unfinished maps also may have some black models or textures, if you get one of these don't run it, get the latest version from the map author (bumpmap problem). Also, don't rename maps, this will mess up the internal bumpmap texture paths (and create black or purple/black checkerboards). Other things that happen that are known issues (not a server setup or config problem): 1. Players that die in the water will hear gurgling after respawn (client must reconnect to fix) 2. Maps that have func_breakable items will have items not respawn in the right spot after pickup (item will respawn at 0,0,0 instead) 3. After running a map for a while, some (not all) players will find that they are unable to get in/out of tight crawlways (model animation problem? - repeatable). 4. you might get a server out of date message even though the server is up to date - WinXP/HLTV problem, don't use tv_enable 1 for now 5. HLTV is not functional in HL2DM right now 6. If you update a map BSP on your server, be sure to delete the old ZTMPs and replace the .BZ2 on the fast download or players will continue to get the old map. My little hl2dm server (4 player) that is only running my new map has been extremely full and players stay on for many hours and seem to be having a lot of fun. I've had more then 3,500 map downloads in the last 3 weeks - very amazing (and gratifying). qUiCkSiLvEr - Original Message - From: [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Sent: Monday, July 11, 2005 3:49 PM Subject: [hlds] (no subject) finally got around to setting up a source dedicated server this weekend. I'm getting the following feedback from the console when it fires up: Console initialized. Attempted to create unknown entity type event_queue_saveload_proxy! Game .dll loaded for Half-Life 2 Deathmatch CSoundEmitterSystem::AddSoundsFromFile: No such file scripts/level_sounds_e3_c17.txt CSoundEmitterSystem::AddSoundsFromFile: No such file scripts/level_sounds_e3_town.txt CSoundEmitterSystem::AddSoundsFromFile: No such file scripts/level_sounds_e3_bugbait.txt CSoundEmitterSystem::AddSoundsFromFile: No such file scripts/level_sounds_eli_lab.txt It goes on with several more messages like this which i won't bore you with here. I also receive messages similar to the following: Error: Material models/props_combine/combine_light001a : proxy Sine not found! Error: Material models/props_combine/combine_interface_disp : proxy Sine not found! Error: Material models/props_combine/combine_interface_disp : proxy Sine not found! Any thoughts on my my problem might be? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Teleport Lag on Bigger Servers Since Last Update...
I disagree. I've had my settings on default (client side) for the longest time and I still experience the massive choke/loss of FPS that most everybody else is experiencing. Pings are perfectly fine and I've noticed nothing out of the ordinary in terms of lag spikes on any of the servers I've played on. I've played on 33 tickrate servers and 66 tickrate servers of various size (20 to 32+ players) and they all exhibit the same major stuttering since the latest update. For not having changed my rates from the default (outside of rate which is set at 21000), and for having no problems before this update (with the same rates), this is definately an issue brought by something in the latest update. dexion wrote: I have a few 32's running had 28 in it with no problems. But its all client side tweaks. 10k rate 30 cl_updaterate 20 cl_cmdrate Really the default settings the game sets up with dex With higher cl_cmdrate I was really having trouble. The problem is all the clients have to set their rates etc to realistic settings. That is just not going to happen. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Aaron Matthews Sent: Monday, July 11, 2005 8:49 PM To: hlds@list.valvesoftware.com Subject: Re: [hlds] Teleport Lag on Bigger Servers Since Last Update... What do you mean by 10k/30/20 settings? Are you saying you're able to run a lag/warp free server with over 30 people? Please explain, I would love to get my servers back up to their normal size. On 7/11/05, dexion [EMAIL PROTECTED] wrote: I am finding people with realistic client settings are fine. I have played around with my client settled on 10k/30/20 settings and everything went away. dex -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Ben Sent: Monday, July 11, 2005 8:00 PM To: hlds@list.valvesoftware.com Subject: RE: [hlds] Teleport Lag on Bigger Servers Since Last Update... I have to say that I haven't experienced any of this... -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] Sent: 11 July 2005 21:55 To: hlds@list.valvesoftware.com Subject: re: [hlds] Teleport Lag on Bigger Servers Since Last Update... This warping lag is not restricted to 100 tic servers, reducing to 66 or 33 is a mildly ineffective remedy at best. While somewhat useful stop-gap solutions, dialing back tic-rates, reducing slots and rebooting your server every 6 hours aren't exactly satisfactory answers. Given the scale of this issue I can only assume (hope) Valve will release an update this week to address this. Message: 7 From: Steven Hartland [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Subject: Re: [hlds] Teleport Lag on Bigger Servers Since Last Update... Date: Mon, 11 Jul 2005 20:30:09 +0100 Reply-To: hlds@list.valvesoftware.com Play on a normal tick rate server :P ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Teleport Lag on Bigger Servers Since Last Update...
-- [ Picked text/plain from multipart/alternative ] Shawn is correct Most of our servers were set to default tickrates and they were disgusting to play on Changing them to 66 tickrate helps with bullet registration but the warping feels worse, not that it was very good on defaults in the first place. On 7/12/05, Shawn Zipay [EMAIL PROTECTED] wrote: I disagree. I've had my settings on default (client side) for the longest time and I still experience the massive choke/loss of FPS that most everybody else is experiencing. Pings are perfectly fine and I've noticed nothing out of the ordinary in terms of lag spikes on any of the servers I've played on. I've played on 33 tickrate servers and 66 tickrate servers of various size (20 to 32+ players) and they all exhibit the same major stuttering since the latest update. For not having changed my rates from the default (outside of rate which is set at 21000), and for having no problems before this update (with the same rates), this is definately an issue brought by something in the latest update. dexion wrote: I have a few 32's running had 28 in it with no problems. But its all client side tweaks. 10k rate 30 cl_updaterate 20 cl_cmdrate Really the default settings the game sets up with dex With higher cl_cmdrate I was really having trouble. The problem is all the clients have to set their rates etc to realistic settings. That is just not going to happen. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Aaron Matthews Sent: Monday, July 11, 2005 8:49 PM To: hlds@list.valvesoftware.com Subject: Re: [hlds] Teleport Lag on Bigger Servers Since Last Update... What do you mean by 10k/30/20 settings? Are you saying you're able to run a lag/warp free server with over 30 people? Please explain, I would love to get my servers back up to their normal size. On 7/11/05, dexion [EMAIL PROTECTED] wrote: I am finding people with realistic client settings are fine. I have played around with my client settled on 10k/30/20 settings and everything went away. dex -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Ben Sent: Monday, July 11, 2005 8:00 PM To: hlds@list.valvesoftware.com Subject: RE: [hlds] Teleport Lag on Bigger Servers Since Last Update... I have to say that I haven't experienced any of this... -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] Sent: 11 July 2005 21:55 To: hlds@list.valvesoftware.com Subject: re: [hlds] Teleport Lag on Bigger Servers Since Last Update... This warping lag is not restricted to 100 tic servers, reducing to 66 or 33 is a mildly ineffective remedy at best. While somewhat useful stop-gap solutions, dialing back tic-rates, reducing slots and rebooting your server every 6 hours aren't exactly satisfactory answers. Given the scale of this issue I can only assume (hope) Valve will release an update this week to address this. Message: 7 From: Steven Hartland [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Subject: Re: [hlds] Teleport Lag on Bigger Servers Since Last Update... Date: Mon, 11 Jul 2005 20:30:09 +0100 Reply-To: hlds@list.valvesoftware.com Play on a normal tick rate server :P ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds