Re: [hlds] Banlist too big? Causing crashes?

2005-07-11 Thread Graham Robinson
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

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Re: [hlds] Banlist too big? Causing crashes?

2005-07-11 Thread Andrew Armstrong
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

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Re: [hlds] Banlist too big? Causing crashes?

2005-07-11 Thread Clayton Macleod
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

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Re: [hlds] Banlist too big? Causing crashes?

2005-07-11 Thread Andrew Armstrong
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

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Re: [hlds] Banlist too big? Causing crashes?

2005-07-11 Thread Agent|BeNt



- 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



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Re: [hlds] Teleport Lag on Bigger Servers Since Last Update...

2005-07-11 Thread Aaron Matthews
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
 
 --

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re: [hlds] Teleport Lag on Bigger Servers Since Last Update...

2005-07-11 Thread \[DinoBot\]Sidmind
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.






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RE: [hlds] Teleport Lag on Bigger Servers Since Last Update...

2005-07-11 Thread pearl
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
 
 --

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Re: [hlds] Teleport Lag on Bigger Servers Since Last Update...

2005-07-11 Thread Morten Trydal

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?

 ___
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 please visit:
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Re: [hlds] Teleport Lag on Bigger Servers Since Last Update...

2005-07-11 Thread Steven Hartland

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 
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disseminating it or any information contained in it.

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Re: [hlds] Teleport Lag on Bigger Servers Since Last Update...

2005-07-11 Thread Aaron Matthews
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...

2005-07-11 Thread Morten Trydal

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]


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[hlds] Lag on bigger servers CORRECT

2005-07-11 Thread Bobby
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



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Re: [hlds] Teleport Lag on Bigger Servers Since Last Update...

2005-07-11 Thread Drew Hostetler
--
[ 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]


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--

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RE: [hlds] Banlist too big? Causing crashes?

2005-07-11 Thread Rick Payton
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

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re: [hlds] Teleport Lag on Bigger Servers Since Last Update...

2005-07-11 Thread peagle
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



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[hlds] (no subject)

2005-07-11 Thread iceflatline
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?



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Re: [hlds] (no subject)

2005-07-11 Thread Bud Ingram

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?



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Re: Re: [hlds] HL2 server errors

2005-07-11 Thread iceflatline
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?
 
 
 
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  please visit:
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RE: [hlds] Teleport Lag on Bigger Servers Since Last Update...

2005-07-11 Thread Ben
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



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RE: [hlds] Teleport Lag on Bigger Servers Since Last Update...

2005-07-11 Thread dexion
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



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Re: [hlds] Teleport Lag on Bigger Servers Since Last Update...

2005-07-11 Thread Aaron Matthews
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



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Re: [hlds] (no subject) - HL2DM Server error messages

2005-07-11 Thread Kevin Ottalini

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?



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RE: [hlds] Teleport Lag on Bigger Servers Since Last Update...

2005-07-11 Thread dexion
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



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 please visit:
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Re: [hlds] (no subject) - HL2DM Server error messages

2005-07-11 Thread iceflatline

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?




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Re: [hlds] Teleport Lag on Bigger Servers Since Last Update...

2005-07-11 Thread Shawn Zipay

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




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Re: [hlds] Teleport Lag on Bigger Servers Since Last Update...

2005-07-11 Thread Whisper
--
[ 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
 
 
 
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