Re: [hlds] rate toggle

2005-07-25 Thread Clayton Macleod
I understand it just fine, I'm not the one stating something and then
pointing to a document that doesn't come close to stating the same
thing as proof...

On 7/24/05, Whisper [EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 I think you clearly misunderstand the document I refer to


--
Clayton Macleod

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds


Re: [hlds] rate toggle

2005-07-25 Thread Whisper
--
[ Picked text/plain from multipart/alternative ]
Some how I doubt you have even bother to read it
  On 7/25/05, Clayton Macleod [EMAIL PROTECTED] wrote:

 I understand it just fine, I'm not the one stating something and then
 pointing to a document that doesn't come close to stating the same
 thing as proof...

 On 7/24/05, Whisper [EMAIL PROTECTED] wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  I think you clearly misunderstand the document I refer to


 --
 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] rate toggle

2005-07-25 Thread Clayton Macleod
doubt all you like, the document clearly spells out what cl_interp
is/does. It's got to do with you and your view of the server's data.
Your view of the server data has nothing to do with my view of the
server data. You can alter *your* 'delay' all you like, it doesn't
affect me, as I have my own setting, and my own communication with the
server. It's the same thing as saying that because you have a 500ms
ping that I also have an effective 500ms ping, even though I actually
have a 25ms ping. Your ping is your business, not mine, and it doesn't
change anything with my communication with the server. It only affects
you.

On 7/24/05, Whisper [EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 Some how I doubt you have even bother to read it


--
Clayton Macleod

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds


Re: [hlds] rate toggle

2005-07-25 Thread Whisper
--
[ Picked text/plain from multipart/alternative ]
Look, it is quite clear that you haven't even bothered to look at the
dicument let alone read the section I specifically quoted
 What part of *command execution* don't understand?

 On 7/25/05, Clayton Macleod [EMAIL PROTECTED] wrote:

 doubt all you like, the document clearly spells out what cl_interp
 is/does. It's got to do with you and your view of the server's data.
 Your view of the server data has nothing to do with my view of the
 server data. You can alter *your* 'delay' all you like, it doesn't
 affect me, as I have my own setting, and my own communication with the
 server. It's the same thing as saying that because you have a 500ms
 ping that I also have an effective 500ms ping, even though I actually
 have a 25ms ping. Your ping is your business, not mine, and it doesn't
 change anything with my communication with the server. It only affects
 you.

 On 7/24/05, Whisper [EMAIL PROTECTED] wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  Some how I doubt you have even bother to read it


 --
 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] rate toggle

2005-07-25 Thread stalker333

Can two take this pissing contest somewhere else please, it got old
about 6 posts ago.



___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds


Re: [hlds] Setting Up HTTP Server

2005-07-25 Thread Jim

Okay funny I managed to get it working.. and it is fast... However I noticed
out of the Server.cfg trying to use sv_downloadurl
http://{Websit}/my_cstrike;
never worked...

When I went into the console after reading all night long I ran across where
someone entered into the console to check their return.

I did the same and nothing came back.. so I attempted to execute the cvar
manually with the correct address and it started working. Strange as it may
seem. I have cycled the server up and down all night long.

Thoughts on SRCDS - Win X64 Server?  Is this a bug?

Thanks for those that responded, earlier..

- Original Message -
From: Hackmett [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Sunday, July 24, 2005 1:15 PM
Subject: Re: [hlds] Setting Up HTTP Server



Hi,

that has imo nothing to do with your problem.
Directory index means that you try to enter the domain and have no
index.htm or so in this directory and the apache creates a file-list

You can test this by enabling the Idexes Option for this directory:
in httpd.conf:
Directory /home/virtual/site96/fst/var/www/html/my_cstrike/maps/
   Options Indexes
/Directory

But this should not be needed.
If there is no request to the webserver at all your problem seams to be in
the SourceDS config.


this is the latest message I am seeing in the Error logs for HTTP
Server???

[client 69.226.117.201] Directory index forbidden by rule:
/home/virtual/site96/fst/var/www/html/my_cstrike/maps/

- Original Message -
From: Hackmett [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Sunday, July 24, 2005 11:32 AM
Subject: Re: [hlds] Setting Up HTTP Server



Hi,

check the apache access-log if there is any request for the files at
all.

btw:
Downloading missing files from the gameserver also didn't work on my
servers when http download was configured.


it's MIME required on a Windows based Web Server???

My host is based on UNIX / Lynx based... What I find strange in this is
the
objects can be seen via web browser and downloaded. But from the game
it
does not pull.

Quick thought, does the client remember past downloads? As I was
testing
this, I took a custom map in my client and renamed it to something
else.
When I attempted to down load, it failed immediately. When I removed
the
res
and any additional objects, then it trickled but still failed on the
BSP.

If this is any help. The trickle was from the game server for all other
objects the bsp was attempted from the web server. Now what I found
additionally intresting is if the object is not found on the HTTP
server
than the download should revert back to the game server to retrieve the
object.


- Original Message -
From: Chris K [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Sunday, July 24, 2005 10:26 AM
Subject: Re: [hlds] Setting Up HTTP Server



I created a MIME type on mine for .bz2 files and also compress most
map files. Would this help?

On 7/24/05, Jim [EMAIL PROTECTED] wrote:

I do have the folder set to 755 and just attempted another test. I
put
a
single map BSP. on the web server. The .res file was on the game
server,
All
the resources trickled from the Game Server the .BSP map also had a
.BZ2
there as well.

If I use a web browser I can see the file and download it via the web
browser. But going from steam's sv_downloadurl it failed again.

Other suggestions?


___


--

greetz

[Team America] Hackmett

Freedom is not free

www.tawp.de


___
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




--

greetz

[Team America] Hackmett

Freedom is not free

www.tawp.de


___
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] rate toggle

2005-07-25 Thread Clayton Macleod
I've read and understood it. You, obviously, have done one of those.
Your client is not my client. Read that last sentence about 100 times.

On 7/24/05, Whisper [EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 Look, it is quite clear that you haven't even bothered to look at the
 dicument let alone read the section I specifically quoted
  What part of *command execution* don't understand?


--
Clayton Macleod

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds


Re: [hlds] rate toggle

2005-07-25 Thread Clayton Macleod
once again you fail to understand what's going on. I'm not disputing
what you're saying about client view interpolation. I'm trying to
point out to you that this only affects communication between *you*
and the server. The communication between *me* and the server isn't
affected by *you* one iota. That's the point here, Elvis. Why are you
so mad, cuz you're wrong? heh. Calm down. Kids these days.

On 7/25/05, Whisper [EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 Clayton you are once again being your usual arguing for the sake of it
 fucktard self
  You said quite specifically:

  I thought cl_interp only affects that client's view, and not anything to
  do with actual network communication, no?
 
  Once again for the dummy:
 http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking#Lag_Compensation

   The lag compensation system keeps a history of all recent player
  positions for a time span of about one second (can be changed with
  sv_maxunlag). If a user command is executed, the server estimates at what
  time the command was created. This command execution time is calculated as
  followed:
 
  *Command Execution Time* = Current Server Time - Client Latency - *Client 
  View Interpolation*
 
  Then the server moves all other players back to where they were at the
  command execution time. The user command is executed and the hit is detected
  correctly. After the user command has been processed, the players are moved
  back to their original position. On a listen server you can enable 
  sv_showimpacts
  1 to see the different server and client hitboxes:
 
 Since the server is the final arbiter of what happen excluding Cheats or
 Client Side exploits, it is quite clear from that explanation, the server
 takes into consideration the clients interpolation.
  This means each and every clients interpolation settings has an effect on
 when the server decides an action takes place and is a core component of the
 of the Source netcode.
  Clayton do I need to make the words *Client View Interpolation* larger,
 more bold or a different colour before you will pay attention to them and
 accept the fact it is a key component to Client Server communications for
 Source, or do you want to continue to deny its existence?
  You made a statement, the statement was incorrect. I politely at the time
 corrected it, but rather that accept your mistake you persist on arguing the
 point regardless. You cannot even bring yourself to quote from the source
 material I am using to back up your incorrect point of view, because you
 know you are wrong!
  Usually Clayton your arguments on this list are you taking some sort of
 grey area position where there is some 5% wriggle room for you to give
 yourself an excuse to have an argument, in this case there is no wriggle
 room for you, you are incorrect, and everybody on this list can see the
 proof for themselves and judge accordingly.
  This is not the first time you have tried to pull this shit, but I here to
 make sure people are well aware of who you are and what you attempt to do,
 each and almost everytime you reply to this list.
  For the record, I am not here for a pissing contest, I'm just sick and
 tired of this Clayton dickhead polluting threads on this list with
 misleading, or flatout incorrect information for whatever perverted reason
 he has for doing such things.
  On 7/25/05, Clayton Macleod [EMAIL PROTECTED] wrote:
 
  I've read and understood it. You, obviously, have done one of those.
  Your client is not my client. Read that last sentence about 100 times.
 
  On 7/24/05, Whisper [EMAIL PROTECTED] wrote:
   --
   [ Picked text/plain from multipart/alternative ]
   Look, it is quite clear that you haven't even bothered to look at the
   dicument let alone read the section I specifically quoted
   What part of *command execution* don't understand?
 
 
  --
  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



--
Clayton Macleod

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds


Re: [hlds] rate toggle

2005-07-25 Thread Graham Robinson
You both have each others email addresses, why not leave the rest of
us out of this one?

On 7/25/05, Clayton Macleod [EMAIL PROTECTED] wrote:
 once again you fail to understand what's going on.

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds


Re: [hlds] rate toggle

2005-07-25 Thread James Tucker
[rant]
My god, two days after a message - how pathetic.

Yes, client interpolation DOES have to do with netcode, and here is
the REASON that neither of you seem to have the decency to produce for
each other.
[/rant]

Interpolation does several things which effect netcode, these will be
summarised here:
- Sets the data drop time for incoming packets. - derived
- Sets the data collision resolution time. - derived
- Sets time to extrapolation on the client. -derived
- Sets minimum time to client view regulation. -derived
- Sets delay on gameworld data rendering.
- Generates intermediary data using _known_ data, _if_available_.

What it does not do:
- change packetrates
- alter the rate of incoming data from other clients
- generate new data for clients with low packetrates

When you see another client lagging, most peoples reaction seems to be
a kick. If you turn up your cl_interp value, your client will have
more time to wait until the next update arrives for the laggy
player.  At 30 packets per second you would get away (on an ideal
network) with cl_interp 0.033. If a client is only capable of sending
10 packets per second however you will need cl_interp 0.1, again on an
ideal network. Data rates can also be important, particularly on slow
speed connections - latency for packets is one thing, but they take
time to transmit as well, and the larger they are...

Remember your time frames too. Client A with 100ms of latency plays
game data on defaults, 100ms of interpolation and a packetrate of 20
packets per second. Client B has 'optimised' and is running with a
client packetrate of 60 packets per second and 40ms of interpolation
with a latency of 30ms. Client A attacks B and the packet arrives at
the server 100ms later (neglecting to take into account the potential
50ms wait until the next packet is due for sending). The server rolls
back 200ms and generates data. The server is trying to send 60 packets
per second, the next packet will be sent within 16ms. Client B
receives the update at 230ms to 296ms. Clearly this is well outside of
client B's interpolation time, and is not a 'problem' with the
'netcode' settings but will give that appearance on the client.

I have come to the conclusion that SRCDS is not affected with it's
latency compensation by false pings generated through improper rate
settings. I am not sure about HLDS. I have not built any system to
test this however, but am merely aware that the scoreboard ping is not
what is examined by high ping kicker tools.

No, interpolation does not directly change the netcode, it is
calculated on the server to regulate client view to server view - and
in this regard it is significant in netcode also as it is responsible
for the variables of the system stated above. There is no reason to
deny it's significance in this discussion as proper cl_interp values
can be used to compensate all clients for poor network performance -
this is entirely what it was designed for. If client variables are
mis-adjusted (VERY VERY COMMON) then you cannot make judgements about
the functionality of the systems which they effect.

Sorry if I missed anything, but hopefully this will get the discussion
back on to something that matters, and exists.


On 7/25/05, Whisper [EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from multipart/alternative ]
[snip-unnecessary-crap]
http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking#Lag_Compensation

   The lag compensation system keeps a history of all recent player
  positions for a time span of about one second (can be changed with
  sv_maxunlag). If a user command is executed, the server estimates at what
  time the command was created. This command execution time is calculated as
  followed:
 
  *Command Execution Time* = Current Server Time - Client Latency - *Client 
  View Interpolation*
 
  Then the server moves all other players back to where they were at the
  command execution time. The user command is executed and the hit is detected
  correctly. After the user command has been processed, the players are moved
  back to their original position. On a listen server you can enable 
  sv_showimpacts
  1 to see the different server and client hitboxes:
 
 Since the server is the final arbiter of what happen excluding Cheats or
 Client Side exploits, it is quite clear from that explanation, the server
 takes into consideration the clients interpolation.
  This means each and every clients interpolation settings has an effect on
 when the server decides an action takes place and is a core component of the
 of the Source netcode.

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds


Re: [hlds] rate toggle

2005-07-25 Thread Whisper
--
[ Picked text/plain from multipart/alternative ]
Hey I agree with you James.
 My stupidity allowed me to get sucked in to Claytons baiting tactics.

 On 7/25/05, James Tucker [EMAIL PROTECTED] wrote:

 [rant]
 My god, two days after a message - how pathetic.

 Yes, client interpolation DOES have to do with netcode, and here is
 the REASON that neither of you seem to have the decency to produce for
 each other.
 [/rant]

 Interpolation does several things which effect netcode, these will be
 summarised here:
 - Sets the data drop time for incoming packets. - derived
 - Sets the data collision resolution time. - derived
 - Sets time to extrapolation on the client. -derived
 - Sets minimum time to client view regulation. -derived
 - Sets delay on gameworld data rendering.
 - Generates intermediary data using _known_ data, _if_available_.

 What it does not do:
 - change packetrates
 - alter the rate of incoming data from other clients
 - generate new data for clients with low packetrates

 When you see another client lagging, most peoples reaction seems to be
 a kick. If you turn up your cl_interp value, your client will have
 more time to wait until the next update arrives for the laggy
 player. At 30 packets per second you would get away (on an ideal
 network) with cl_interp 0.033. If a client is only capable of sending
 10 packets per second however you will need cl_interp 0.1, again on an
 ideal network. Data rates can also be important, particularly on slow
 speed connections - latency for packets is one thing, but they take
 time to transmit as well, and the larger they are...

 Remember your time frames too. Client A with 100ms of latency plays
 game data on defaults, 100ms of interpolation and a packetrate of 20
 packets per second. Client B has 'optimised' and is running with a
 client packetrate of 60 packets per second and 40ms of interpolation
 with a latency of 30ms. Client A attacks B and the packet arrives at
 the server 100ms later (neglecting to take into account the potential
 50ms wait until the next packet is due for sending). The server rolls
 back 200ms and generates data. The server is trying to send 60 packets
 per second, the next packet will be sent within 16ms. Client B
 receives the update at 230ms to 296ms. Clearly this is well outside of
 client B's interpolation time, and is not a 'problem' with the
 'netcode' settings but will give that appearance on the client.

 I have come to the conclusion that SRCDS is not affected with it's
 latency compensation by false pings generated through improper rate
 settings. I am not sure about HLDS. I have not built any system to
 test this however, but am merely aware that the scoreboard ping is not
 what is examined by high ping kicker tools.

 No, interpolation does not directly change the netcode, it is
 calculated on the server to regulate client view to server view - and
 in this regard it is significant in netcode also as it is responsible
 for the variables of the system stated above. There is no reason to
 deny it's significance in this discussion as proper cl_interp values
 can be used to compensate all clients for poor network performance -
 this is entirely what it was designed for. If client variables are
 mis-adjusted (VERY VERY COMMON) then you cannot make judgements about
 the functionality of the systems which they effect.

 Sorry if I missed anything, but hopefully this will get the discussion
 back on to something that matters, and exists.


 On 7/25/05, Whisper [EMAIL PROTECTED] wrote:
  --
  [ Picked text/plain from multipart/alternative ]
 [snip-unnecessary-crap]
 
 http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking#Lag_Compensation
 
   The lag compensation system keeps a history of all recent player
   positions for a time span of about one second (can be changed with
   sv_maxunlag). If a user command is executed, the server estimates at
 what
   time the command was created. This command execution time is
 calculated as
   followed:
  
   *Command Execution Time* = Current Server Time - Client Latency -
 *Client View Interpolation*
  
   Then the server moves all other players back to where they were at the
   command execution time. The user command is executed and the hit is
 detected
   correctly. After the user command has been processed, the players are
 moved
   back to their original position. On a listen server you can enable
 sv_showimpacts
   1 to see the different server and client hitboxes:
  
  Since the server is the final arbiter of what happen excluding Cheats or
  Client Side exploits, it is quite clear from that explanation, the
 server
  takes into consideration the clients interpolation.
  This means each and every clients interpolation settings has an effect
 on
  when the server decides an action takes place and is a core component of
 the
  of the Source netcode.

 ___
 To unsubscribe, edit your list preferences, or view the list 

Re: [hlds] 66 tick

2005-07-25 Thread James Tucker
I use net_channels repeatedly whilst changing my netcode settings.

Your client netcode settings if they are to be optimised need to consider:
-client side FPS
-server side FPS (roughly)
-server tickrate
-network bandwidth
-network switching rate (unlikely to be exceeded)

Most of the above are simply cap's which you dont want to exceed. If
you change your netcode settings and see excessive choke, you have
gone over your cap for one of the above.

The server can only process packets as fast as it's framerate.
Similarly, the server only requires packets at the tickrate to achieve
optimality - some consider a few spare to be reasonable also,
although I do not share this view as cl_cmdbackup exists. You cannot
generate packets faster than your client framerate - setting your
cmdrate higher than your framerate can cause excessive choke. Your
connection will have a limit to the number of packets it can send and
recieve per second, and this will of course vary with packet size
also. In general you should not exceed this, and on a boadband
connection you will not exceed it on a 66 tickrate server (assuming
your ISP are not complete morons).

Now the easiest way to optimise your netcode is with trickle settings
and essentially educated emperical testing. You should have an idea of
the range of your settings:
- No need to exceed 66 packets per second so cmdrate and updaterate = 66.
- No need to exceed framerate so cmdrate and updaterate = average client FPS

I would recommend setting:
cl_cmdrate 66
cl_updaterate 66
set rate correctly as is documented many other places - maximum
connection capability in Bytes per second.

Check net_channels, you should see 66 packets per second on the
inbound channel unless you are not on a true 66 tick (I have seen some
scum running falsely advertised tickrates, a GSP no less) or unless
your client is severely overloaded for bandwidth or processing. You
will probably not see 66 packets per second on the outbound channel.
What you will see is choke registering on the outbound channel - on
any channel that has choke, lower your update and cmdrates until that
choke is minimised. Not all clients can achieve 0.0 choke in all
scenarios.

On 7/24/05, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 with new hlds update what should serverside and client side rates  be  ?
 and with 66 tick i should see more than 33 on in and out on  net_graph?
 --

 ___
 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] rate toggle

2005-07-25 Thread James Tucker
I am interested to hear opinions over the viability of client rate
regulation at the server side by means of server regulated client view
extrapolation. Would this be a better solution?, or does it simply
produce too much regulation on the low rate client?

On 7/25/05, Whisper [EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 Hey I agree with you James.
  My stupidity allowed me to get sucked in to Claytons baiting tactics.

  On 7/25/05, James Tucker [EMAIL PROTECTED] wrote:
 
  [rant]
  My god, two days after a message - how pathetic.
 
  Yes, client interpolation DOES have to do with netcode, and here is
  the REASON that neither of you seem to have the decency to produce for
  each other.
  [/rant]
 
  Interpolation does several things which effect netcode, these will be
  summarised here:
  - Sets the data drop time for incoming packets. - derived
  - Sets the data collision resolution time. - derived
  - Sets time to extrapolation on the client. -derived
  - Sets minimum time to client view regulation. -derived
  - Sets delay on gameworld data rendering.
  - Generates intermediary data using _known_ data, _if_available_.
 
  What it does not do:
  - change packetrates
  - alter the rate of incoming data from other clients
  - generate new data for clients with low packetrates
 
  When you see another client lagging, most peoples reaction seems to be
  a kick. If you turn up your cl_interp value, your client will have
  more time to wait until the next update arrives for the laggy
  player. At 30 packets per second you would get away (on an ideal
  network) with cl_interp 0.033. If a client is only capable of sending
  10 packets per second however you will need cl_interp 0.1, again on an
  ideal network. Data rates can also be important, particularly on slow
  speed connections - latency for packets is one thing, but they take
  time to transmit as well, and the larger they are...
 
  Remember your time frames too. Client A with 100ms of latency plays
  game data on defaults, 100ms of interpolation and a packetrate of 20
  packets per second. Client B has 'optimised' and is running with a
  client packetrate of 60 packets per second and 40ms of interpolation
  with a latency of 30ms. Client A attacks B and the packet arrives at
  the server 100ms later (neglecting to take into account the potential
  50ms wait until the next packet is due for sending). The server rolls
  back 200ms and generates data. The server is trying to send 60 packets
  per second, the next packet will be sent within 16ms. Client B
  receives the update at 230ms to 296ms. Clearly this is well outside of
  client B's interpolation time, and is not a 'problem' with the
  'netcode' settings but will give that appearance on the client.
 
  I have come to the conclusion that SRCDS is not affected with it's
  latency compensation by false pings generated through improper rate
  settings. I am not sure about HLDS. I have not built any system to
  test this however, but am merely aware that the scoreboard ping is not
  what is examined by high ping kicker tools.
 
  No, interpolation does not directly change the netcode, it is
  calculated on the server to regulate client view to server view - and
  in this regard it is significant in netcode also as it is responsible
  for the variables of the system stated above. There is no reason to
  deny it's significance in this discussion as proper cl_interp values
  can be used to compensate all clients for poor network performance -
  this is entirely what it was designed for. If client variables are
  mis-adjusted (VERY VERY COMMON) then you cannot make judgements about
  the functionality of the systems which they effect.
 
  Sorry if I missed anything, but hopefully this will get the discussion
  back on to something that matters, and exists.
 
 
  On 7/25/05, Whisper [EMAIL PROTECTED] wrote:
   --
   [ Picked text/plain from multipart/alternative ]
  [snip-unnecessary-crap]
  
  http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking#Lag_Compensation
  
The lag compensation system keeps a history of all recent player
positions for a time span of about one second (can be changed with
sv_maxunlag). If a user command is executed, the server estimates at
  what
time the command was created. This command execution time is
  calculated as
followed:
   
*Command Execution Time* = Current Server Time - Client Latency -
  *Client View Interpolation*
   
Then the server moves all other players back to where they were at the
command execution time. The user command is executed and the hit is
  detected
correctly. After the user command has been processed, the players are
  moved
back to their original position. On a listen server you can enable
  sv_showimpacts
1 to see the different server and client hitboxes:
   
   Since the server is the final arbiter of what happen excluding Cheats or
   Client Side 

Re: [hlds] rate toggle

2005-07-25 Thread Whisper
--
[ Picked text/plain from multipart/alternative ]
But I cannot see what the technical problem (other than maybe it might be
computationally intensive for the server) would be to automate the clients
various rate settings, to best suit the clients connection and the servers
settings.

On 7/25/05, James Tucker [EMAIL PROTECTED] wrote:

 I am interested to hear opinions over the viability of client rate
 regulation at the server side by means of server regulated client view
 extrapolation. Would this be a better solution?, or does it simply
 produce too much regulation on the low rate client?

 On 7/25/05, Whisper [EMAIL PROTECTED] wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  Hey I agree with you James.
  My stupidity allowed me to get sucked in to Claytons baiting tactics.
 
  On 7/25/05, James Tucker [EMAIL PROTECTED] wrote:
  
   [rant]
   My god, two days after a message - how pathetic.
  
   Yes, client interpolation DOES have to do with netcode, and here is
   the REASON that neither of you seem to have the decency to produce for
   each other.
   [/rant]
  
   Interpolation does several things which effect netcode, these will be
   summarised here:
   - Sets the data drop time for incoming packets. - derived
   - Sets the data collision resolution time. - derived
   - Sets time to extrapolation on the client. -derived
   - Sets minimum time to client view regulation. -derived
   - Sets delay on gameworld data rendering.
   - Generates intermediary data using _known_ data, _if_available_.
  
   What it does not do:
   - change packetrates
   - alter the rate of incoming data from other clients
   - generate new data for clients with low packetrates
  
   When you see another client lagging, most peoples reaction seems to be
   a kick. If you turn up your cl_interp value, your client will have
   more time to wait until the next update arrives for the laggy
   player. At 30 packets per second you would get away (on an ideal
   network) with cl_interp 0.033. If a client is only capable of sending
   10 packets per second however you will need cl_interp 0.1, again on an
   ideal network. Data rates can also be important, particularly on slow
   speed connections - latency for packets is one thing, but they take
   time to transmit as well, and the larger they are...
  
   Remember your time frames too. Client A with 100ms of latency plays
   game data on defaults, 100ms of interpolation and a packetrate of 20
   packets per second. Client B has 'optimised' and is running with a
   client packetrate of 60 packets per second and 40ms of interpolation
   with a latency of 30ms. Client A attacks B and the packet arrives at
   the server 100ms later (neglecting to take into account the potential
   50ms wait until the next packet is due for sending). The server rolls
   back 200ms and generates data. The server is trying to send 60 packets
   per second, the next packet will be sent within 16ms. Client B
   receives the update at 230ms to 296ms. Clearly this is well outside of
   client B's interpolation time, and is not a 'problem' with the
   'netcode' settings but will give that appearance on the client.
  
   I have come to the conclusion that SRCDS is not affected with it's
   latency compensation by false pings generated through improper rate
   settings. I am not sure about HLDS. I have not built any system to
   test this however, but am merely aware that the scoreboard ping is not
   what is examined by high ping kicker tools.
  
   No, interpolation does not directly change the netcode, it is
   calculated on the server to regulate client view to server view - and
   in this regard it is significant in netcode also as it is responsible
   for the variables of the system stated above. There is no reason to
   deny it's significance in this discussion as proper cl_interp values
   can be used to compensate all clients for poor network performance -
   this is entirely what it was designed for. If client variables are
   mis-adjusted (VERY VERY COMMON) then you cannot make judgements about
   the functionality of the systems which they effect.
  
   Sorry if I missed anything, but hopefully this will get the discussion
   back on to something that matters, and exists.
  
  
   On 7/25/05, Whisper [EMAIL PROTECTED] wrote:
--
[ Picked text/plain from multipart/alternative ]
   [snip-unnecessary-crap]
   
  
 http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking#Lag_Compensation
   
 The lag compensation system keeps a history of all recent player
 positions for a time span of about one second (can be changed with
 sv_maxunlag). If a user command is executed, the server estimates
 at
   what
 time the command was created. This command execution time is
   calculated as
 followed:

 *Command Execution Time* = Current Server Time - Client Latency -
   *Client View Interpolation*

 Then the server moves all other players back to 

[hlds] Tickrates....

2005-07-25 Thread Rafael Lopez
O.K so I have -tickrate 99 at the end of my target line right? That
means i should get a tickrate of 99.

So in comes a guy into my server and says that my server isnt 100
tickrate. I'm like yes it is and hes like no its not

He then proved it by using net_graph 3 and saying that the In part
wasnt 100 on the right hand side. It was 20.

He then went to his server and dragged me along and showed me that
there it was 100 instead of 20.


So what gives? I had the -tickrate switch set to 99...

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds


Re: [hlds] Tickrates....

2005-07-25 Thread James Tucker
sv_maxupdaterate 20

On 7/25/05, Rafael Lopez [EMAIL PROTECTED] wrote:
 O.K so I have -tickrate 99 at the end of my target line right? That
 means i should get a tickrate of 99.

 So in comes a guy into my server and says that my server isnt 100
 tickrate. I'm like yes it is and hes like no its not

 He then proved it by using net_graph 3 and saying that the In part
 wasnt 100 on the right hand side. It was 20.

 He then went to his server and dragged me along and showed me that
 there it was 100 instead of 20.


 So what gives? I had the -tickrate switch set to 99...

 ___
 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] SPAM - Valve!?!

2005-07-25 Thread stalker333

Valve List Mods,

Ya know I've thought about this for a good long while now and I have
to agree with just about everyone else on this list, when they say we
want Mr Anti-Spam Spammer ([EMAIL PROTECTED]) removed from the
list...

I, of course, already have rules setup to auto-junk this crap...
However, what if EVERYONE on this list started using that type of
anti-spam? Imagine the kind of backwards spam that would create.
Allowing him to stay on the list does nothing but encourage that, and
really pisses off the rest of us. Perhaps I should setup an account with
this stupid company myself, maybe if we all start doing it the mods will
get off their butts and take some action.

Frankly I don't send HIM email, I don't want him to send ME any. I
send email to VALVE and get spammed by another party, that makes it
Valve's problem/fault. It's an EASY fix (this I know for a fact) and I
don't understand the reasons behind the inaction. Perhaps someone from
Valve (Read: if you are NOT from Valve, don't guess an answer) can
explain why they let this continue?

I've worked in a couple abuse@ departments (fighting spam, specifically)
and like I said, I know how easy this is to fix. So I guess that,
really, is what's pissing me off the most. The fact that is a simple fix
and yet, despite all the complaints, the list mod(s) have done nothing?

Confused  Annoyed,

-The Joint Chief
AKA Stoned Smurf

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds


RE: [hlds] SPAM - Valve!?!

2005-07-25 Thread Spencer 'voogru' MacDonald
Let's all make email accounts with this type of anti-spam and sign it up for
the mailing list.

That'll will fix it.

Actually it would be a fairly decent way for a lamer to screw up the list,
and they already know valve won't lift a finger.

Good game, Valve.

- voogru.




-Original Message-
From: stalker333 [mailto:[EMAIL PROTECTED]
Sent: Monday, July 25, 2005 2:31 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] SPAM - Valve!?!

Valve List Mods,

Ya know I've thought about this for a good long while now and I have
to agree with just about everyone else on this list, when they say we
want Mr Anti-Spam Spammer ([EMAIL PROTECTED]) removed from the
list...

I, of course, already have rules setup to auto-junk this crap...
However, what if EVERYONE on this list started using that type of
anti-spam? Imagine the kind of backwards spam that would create.
Allowing him to stay on the list does nothing but encourage that, and
really pisses off the rest of us. Perhaps I should setup an account with
this stupid company myself, maybe if we all start doing it the mods will
get off their butts and take some action.

Frankly I don't send HIM email, I don't want him to send ME any. I
send email to VALVE and get spammed by another party, that makes it
Valve's problem/fault. It's an EASY fix (this I know for a fact) and I
don't understand the reasons behind the inaction. Perhaps someone from
Valve (Read: if you are NOT from Valve, don't guess an answer) can
explain why they let this continue?

I've worked in a couple abuse@ departments (fighting spam, specifically)
and like I said, I know how easy this is to fix. So I guess that,
really, is what's pissing me off the most. The fact that is a simple fix
and yet, despite all the complaints, the list mod(s) have done nothing?

Confused  Annoyed,

-The Joint Chief
AKA Stoned Smurf

___
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] SPAM - Valve!?!

2005-07-25 Thread Whisper
--
[ Picked text/plain from multipart/alternative ]
What brought this on?
 I haven't seen this guy for a while, or maybe my mail is deleting it
automatically now. In any case I'm not seeing him anymore.

 On 7/26/05, Spencer 'voogru' MacDonald [EMAIL PROTECTED] wrote:

 Let's all make email accounts with this type of anti-spam and sign it up
 for
 the mailing list.

 That'll will fix it.

 Actually it would be a fairly decent way for a lamer to screw up the list,
 and they already know valve won't lift a finger.

 Good game, Valve.

 - voogru.




 -Original Message-
 From: stalker333 [mailto:[EMAIL PROTECTED]
 Sent: Monday, July 25, 2005 2:31 PM
 To: hlds@list.valvesoftware.com
 Subject: [hlds] SPAM - Valve!?!

 Valve List Mods,

 Ya know I've thought about this for a good long while now and I have
 to agree with just about everyone else on this list, when they say we
 want Mr Anti-Spam Spammer ([EMAIL PROTECTED]) removed from the
 list...

 I, of course, already have rules setup to auto-junk this crap...
 However, what if EVERYONE on this list started using that type of
 anti-spam? Imagine the kind of backwards spam that would create.
 Allowing him to stay on the list does nothing but encourage that, and
 really pisses off the rest of us. Perhaps I should setup an account with
 this stupid company myself, maybe if we all start doing it the mods will
 get off their butts and take some action.

 Frankly I don't send HIM email, I don't want him to send ME any. I
 send email to VALVE and get spammed by another party, that makes it
 Valve's problem/fault. It's an EASY fix (this I know for a fact) and I
 don't understand the reasons behind the inaction. Perhaps someone from
 Valve (Read: if you are NOT from Valve, don't guess an answer) can
 explain why they let this continue?

 I've worked in a couple abuse@ departments (fighting spam, specifically)
 and like I said, I know how easy this is to fix. So I guess that,
 really, is what's pissing me off the most. The fact that is a simple fix
 and yet, despite all the complaints, the list mod(s) have done nothing?

 Confused  Annoyed,

 -The Joint Chief
 AKA Stoned Smurf

 ___
 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] SPAM - Valve!?!

2005-07-25 Thread Spencer 'voogru' MacDonald
Speak of the devil I just got the stupid antispam thing now.


-Original Message-
From: Whisper [mailto:[EMAIL PROTECTED]
Sent: Monday, July 25, 2005 11:55 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] SPAM - Valve!?!

--
[ Picked text/plain from multipart/alternative ]
What brought this on?
 I haven't seen this guy for a while, or maybe my mail is deleting it
automatically now. In any case I'm not seeing him anymore.

 On 7/26/05, Spencer 'voogru' MacDonald [EMAIL PROTECTED] wrote:

 Let's all make email accounts with this type of anti-spam and sign it up
 for
 the mailing list.

 That'll will fix it.

 Actually it would be a fairly decent way for a lamer to screw up the list,
 and they already know valve won't lift a finger.

 Good game, Valve.

 - voogru.




 -Original Message-
 From: stalker333 [mailto:[EMAIL PROTECTED]
 Sent: Monday, July 25, 2005 2:31 PM
 To: hlds@list.valvesoftware.com
 Subject: [hlds] SPAM - Valve!?!

 Valve List Mods,

 Ya know I've thought about this for a good long while now and I have
 to agree with just about everyone else on this list, when they say we
 want Mr Anti-Spam Spammer ([EMAIL PROTECTED]) removed from the
 list...

 I, of course, already have rules setup to auto-junk this crap...
 However, what if EVERYONE on this list started using that type of
 anti-spam? Imagine the kind of backwards spam that would create.
 Allowing him to stay on the list does nothing but encourage that, and
 really pisses off the rest of us. Perhaps I should setup an account with
 this stupid company myself, maybe if we all start doing it the mods will
 get off their butts and take some action.

 Frankly I don't send HIM email, I don't want him to send ME any. I
 send email to VALVE and get spammed by another party, that makes it
 Valve's problem/fault. It's an EASY fix (this I know for a fact) and I
 don't understand the reasons behind the inaction. Perhaps someone from
 Valve (Read: if you are NOT from Valve, don't guess an answer) can
 explain why they let this continue?

 I've worked in a couple abuse@ departments (fighting spam, specifically)
 and like I said, I know how easy this is to fix. So I guess that,
 really, is what's pissing me off the most. The fact that is a simple fix
 and yet, despite all the complaints, the list mod(s) have done nothing?

 Confused  Annoyed,

 -The Joint Chief
 AKA Stoned Smurf

 ___
 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] SPAM - Valve!?!

2005-07-25 Thread Whisper
--
[ Picked text/plain from multipart/alternative ]
My filter must be working then :)

On 7/26/05, Spencer 'voogru' MacDonald [EMAIL PROTECTED] wrote:

 Speak of the devil I just got the stupid antispam thing now.


 -Original Message-
 From: Whisper [mailto:[EMAIL PROTECTED]
 Sent: Monday, July 25, 2005 11:55 PM
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] SPAM - Valve!?!

 --
 [ Picked text/plain from multipart/alternative ]
 What brought this on?
 I haven't seen this guy for a while, or maybe my mail is deleting it
 automatically now. In any case I'm not seeing him anymore.

 On 7/26/05, Spencer 'voogru' MacDonald [EMAIL PROTECTED] wrote:
 
  Let's all make email accounts with this type of anti-spam and sign it up
  for
  the mailing list.
 
  That'll will fix it.
 
  Actually it would be a fairly decent way for a lamer to screw up the
 list,
  and they already know valve won't lift a finger.
 
  Good game, Valve.
 
  - voogru.
 
 
 
 
  -Original Message-
  From: stalker333 [mailto:[EMAIL PROTECTED]
  Sent: Monday, July 25, 2005 2:31 PM
  To: hlds@list.valvesoftware.com
  Subject: [hlds] SPAM - Valve!?!
 
  Valve List Mods,
 
  Ya know I've thought about this for a good long while now and I have
  to agree with just about everyone else on this list, when they say we
  want Mr Anti-Spam Spammer ([EMAIL PROTECTED]) removed from the
  list...
 
  I, of course, already have rules setup to auto-junk this crap...
  However, what if EVERYONE on this list started using that type of
  anti-spam? Imagine the kind of backwards spam that would create.
  Allowing him to stay on the list does nothing but encourage that, and
  really pisses off the rest of us. Perhaps I should setup an account with
  this stupid company myself, maybe if we all start doing it the mods will
  get off their butts and take some action.
 
  Frankly I don't send HIM email, I don't want him to send ME any. I
  send email to VALVE and get spammed by another party, that makes it
  Valve's problem/fault. It's an EASY fix (this I know for a fact) and I
  don't understand the reasons behind the inaction. Perhaps someone from
  Valve (Read: if you are NOT from Valve, don't guess an answer) can
  explain why they let this continue?
 
  I've worked in a couple abuse@ departments (fighting spam, specifically)
  and like I said, I know how easy this is to fix. So I guess that,
  really, is what's pissing me off the most. The fact that is a simple fix
  and yet, despite all the complaints, the list mod(s) have done nothing?
 
  Confused  Annoyed,
 
  -The Joint Chief
  AKA Stoned Smurf
 
  ___
  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