Re: [hlds] shots registering
-- [ Picked text/plain from multipart/alternative ] This is how I understand it: tickrate = the amount of times per second a calculation of all player actions and physics is done fps or server fps = the amount of times per second Inputs and Outputs are monitored The reson for wanting a higher fps is that it gives you a finer granularity over I/O's than you would otherwise have, if left at Windows default of 60 times a second. It is also important in context of a server because there are multiple clients connected to it, thus the server needs to be able to deal with incoming data from multiple sources, and when running a high tickrate/high rate server, with clients who also run at equally high fps and rates, there is a hell of a lot more I/O going on than if server client was all running at default. In any case there is no reason to believe what I have just said, the important thing is how the server feels once the changes to tickrate, fps_max, sv_maxrate sv_maxupdaterate have been implemented. Those of you who have the hardware and connection to cope will know that playing on a well configured server with a great Internet connection with a client that also hardware capable, with a suitable Internet connection, and properly configured rates, is a vastly superior gaming experience than playing with defaults. The fact of the matter is, in many case, somewhere along the line a crucial part of this very precarious balancing act falls down and somebody (never the client god forbid) has to take the blame. Too many times a poor gaming experience can be attributed to either a poorly configured server for the resources available and/or a poorly configured client. People tend to forget that the Valve defaults tend to cater to the lowest common denominator, which provides for a reasonable, and more importantly hoped for trouble free experience, but these setups are less than optimal so long as all pieces of the puzzle can cope with optimization of Valves default setups. Cheers On 8/3/05, Scott Tuttle [EMAIL PROTECTED] wrote: I just joined the list group so I am not exactly sure what the below conversation is about. But I upped my sys_ticrate today and am running wmp on my windows 2003 server. I get the following. stats CPU In Out Uptime Users FPS Players 4.15 13.03 13.27 482 146 510.94 6 -Original Message- From: [EMAIL PROTECTED] [mailto:hlds- [EMAIL PROTECTED] On Behalf Of Morten Trydal Sent: Tuesday, August 02, 2005 8:18 PM To: hlds@list.valvesoftware.com Subject: Re: [hlds] shots registering what about if the server if almost full or full? i see it's empty when you got that high fps Morten - Original Message - From: [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Sent: Tuesday, August 02, 2005 10:50 PM Subject: Re: [hlds] shots registering -- [ Picked text/plain from multipart/alternative ] CPU In Out Uptime Users FPS Players 1.56 0.00 0.00 7801 15 539.16 0 this is my server 66 tic -- ___ 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] shots registering
has valve ever explained how tickrate relates to server fps? I don't recall. I'd always thought that as long as server fps is greater than tickrate then you shouldn't notice any hiccups in the game at all. But if server fps falls below tickrate, then not every tick is producing new data. I don't know that that is correct, though. On 8/2/05, Whisper [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] This is how I understand it: tickrate = the amount of times per second a calculation of all player actions and physics is done fps or server fps = the amount of times per second Inputs and Outputs are monitored The reson for wanting a higher fps is that it gives you a finer granularity over I/O's than you would otherwise have, if left at Windows default of 60 times a second. It is also important in context of a server because there are multiple clients connected to it, thus the server needs to be able to deal with incoming data from multiple sources, and when running a high tickrate/high rate server, with clients who also run at equally high fps and rates, there is a hell of a lot more I/O going on than if server client was all running at default. In any case there is no reason to believe what I have just said, the important thing is how the server feels once the changes to tickrate, fps_max, sv_maxrate sv_maxupdaterate have been implemented. Those of you who have the hardware and connection to cope will know that playing on a well configured server with a great Internet connection with a client that also hardware capable, with a suitable Internet connection, and properly configured rates, is a vastly superior gaming experience than playing with defaults. The fact of the matter is, in many case, somewhere along the line a crucial part of this very precarious balancing act falls down and somebody (never the client god forbid) has to take the blame. Too many times a poor gaming experience can be attributed to either a poorly configured server for the resources available and/or a poorly configured client. People tend to forget that the Valve defaults tend to cater to the lowest common denominator, which provides for a reasonable, and more importantly hoped for trouble free experience, but these setups are less than optimal so long as all pieces of the puzzle can cope with optimization of Valves default setups. -- Clayton Macleod ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Server Player Connections Stats
I don't know much about RRD, but I have a script I hacked together (using qstat) to do this for MRTG that you could probably use just as well for RRD. Is this the sort of thing you want to do? http://quake2.telestream.com/mrtg/wasabi_cs_27016.html Heh, can you tell what time last year Valve made the change to the server sort order in the Steam menu? ;) If this is what you want I can reply with my perl script and MRTG entry (for those that may want to use this for MRTG. -- - m0gely http://quake2.telestream.com/ Q2 | Q3A | Counter-strike m0gely that is exactly what I'm wanting to do!And I do mean exactly.Only issue is I could never figure out how to get RRDTool to work.I'm not sure about MRTG either as I haven't really messed with it a whole lot.Also I'm on a Windows 2k3 Server box if that makes a difference.Any help with getting those files would be a huge help in me setting that up!Thanks alot m0gely! BeNt http://www.gorillazsouth.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] shots registering
Exactly what combination of tickrate/fps of a server would dictate a good registering server?As far as that goes what combination of cvars would effect a good registering server for 1.6? BeNt http://www.gorillazsouth.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] shots registering
-- [ Picked text/plain from multipart/alternative ] The higher the better. A tickrate of 100 means the server is theoretically running simulations every 10ms An fps of 500 means the server is theoretically doing I/O updates ever 2ms The only reason I have suggested that tickrate 600 be used is: a) Nothing seems to work to change the fps_max until a value greater than 500 is used b) I cbf working out exactly what the value greater than 500 is c) Nobody has provided any explanation whatsoever as to why it is impossible to change the *rcon stats* fps actual value unless you do change by at least this amount, nor has anybody disagreed with me and said, No, Whisper, you are incorrect. Since Values between 300 and 500 seem to only cause the same *rcon stats* fps value as a default 300 fps_max to output an fps value of around 250. I pontificate quite subtantially about all this here: http://forums.steampowered.com/forums/showthread.php?s=threadid=293285 as I finally got sick and tired of every other Windows SRCDS post asking about tickrate. On 8/3/05, Agent|BeNt [EMAIL PROTECTED] wrote: Exactly what combination of tickrate/fps of a server would dictate a good registering server?As far as that goes what combination of cvars would effect a good registering server for 1.6? BeNt http://www.gorillazsouth.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: Re: [hlds] post
Steam has an article on their forums entitled: How do I install and update a stand-alone Dedicated Server for Windows. I recommend it as a good place to start... http://steampowered.custhelp.com/cgi-bin/steampowered.cfg/php/enduser/std_adp.php?p_faqid=181p_created=1093570699p_sid=jNk274Mhp_lva=p_sp=cF9zcmNoPTEmcF9zb3J0X2J5PSZwX2dyaWRzb3J0PSZwX3Jvd19jbnQ9OTUmcF9wcm9kcz0xNCZwX2NhdHM9MCZwX3B2PTEuMTQ7Mi51MCZwX2N2PSZwX3NlYXJjaF90eXBlPWFuc3dlcnMuc2VhcmNoX25sJnBfcGFnZT0xp_li=p_topview=1 From: Mikee [EMAIL PROTECTED] Date: 2005/08/02 Tue PM 09:51:04 EDT To: hlds@list.valvesoftware.com Subject: Re: [hlds] post Maybe find some of the basic how to guides of setting up a dedicated server. This is one site, but there are many others available: http://phenylshouse.com/tutorial-2.html - Original Message - From: Matt G [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Sent: Tuesday, August 02, 2005 9:08 PM Subject: Re: [hlds] post ok, so if i only need to edit the server file in the mod im hosting. (not cs.. svencoop) but is it at c:\hlserver, or is it on pgfiles, valve,,steam, steam aaps, ect? On 8/1/05, Pvt. Jimmy [EMAIL PROTECTED] wrote: Try finding this file C:\hlserver\cstrike\server.cfg That is the one you need to edit. -Original Message- From: [EMAIL PROTECTED] [mailto:hlds- [EMAIL PROTECTED] On Behalf Of Matthew Gallop Sent: Monday, August 01, 2005 2:48 PM To: hlds@list.valvesoftware.com Subject: [hlds] post Hi, I am having a problem with trying to find and edit a certin folder. on the steam support fourms, for setting up a router to allow half life dedacated server to work it said i had to open up a port, so i did, and then said i have to edit a file, and the file was highlited in blue like this c:\hlserver\valve\server.cfg i could not find this folder, i asked the support guys, and they told me to come here, so i really hope you can help me [EMAIL PROTECTED] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ 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] Apptotimeout function in Windows Registry??
The program you want is regedit. Look here: HKEY_CURRENT_USER\Control Panel\Desktop and here: HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\Session Manager The latter of those keys contains the configuration for the windows session manager - i.e. the kernel process manager. You can tweak a lot in here if you understand what you are doing (similarly you can severely damage performance also). For more information try http://technet.microsoft.com. On 8/3/05, Jimmay [EMAIL PROTECTED] wrote: Today, I was trying to set up a Half-Life Dedicated Server for me and some friends to play Counter-Strike 1.6 on. And this is what happened. I run HLDS but nothing shows up. No window shows up. So, I open up Task Manager and see that hlds.exe is actually running but I cannot see it! About a month ago, the same exact problem happened but it was involving Counter-Strike Source. The process was running but there was no window showing up. I asked someone about it and they said that the apptotimeout function in my registry was faulty. When I asked him how to fix it, he said that he didn't know much about XP Home Edition systems so he told me to ask someone else. But I could never get in contact with that someone else. If there is anything you can to do to help, please tell me what to do. I am desperate to fix this any play source, HLDS, and other applications that might be affected by this problem. Help would be greatly appreciated. Thank you for your time and support. Respectfully Yours, Jimmay ___ 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] Apptotimeout function in Windows Registry??
I have no idea what to do with these registry values. If you could provide help, it would be greatly appreciated for I do not know half of what they are talking about on technet.microsoft.com. On 8/3/05, James Tucker [EMAIL PROTECTED] wrote: The program you want is regedit. Look here: HKEY_CURRENT_USER\Control Panel\Desktop and here: HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\Session Manager The latter of those keys contains the configuration for the windows session manager - i.e. the kernel process manager. You can tweak a lot in here if you understand what you are doing (similarly you can severely damage performance also). For more information try http://technet.microsoft.com. On 8/3/05, Jimmay [EMAIL PROTECTED] wrote: Today, I was trying to set up a Half-Life Dedicated Server for me and some friends to play Counter-Strike 1.6 on. And this is what happened. I run HLDS but nothing shows up. No window shows up. So, I open up Task Manager and see that hlds.exe is actually running but I cannot see it! About a month ago, the same exact problem happened but it was involving Counter-Strike Source. The process was running but there was no window showing up. I asked someone about it and they said that the apptotimeout function in my registry was faulty. When I asked him how to fix it, he said that he didn't know much about XP Home Edition systems so he told me to ask someone else. But I could never get in contact with that someone else. If there is anything you can to do to help, please tell me what to do. I am desperate to fix this any play source, HLDS, and other applications that might be affected by this problem. Help would be greatly appreciated. Thank you for your time and support. Respectfully Yours, Jimmay ___ 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] shots registering
where are you seeing this fps = i/o at? Because their network code description page says that i/o is part of each tick's calculation. On 8/3/05, Whisper [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] The higher the better. A tickrate of 100 means the server is theoretically running simulations every 10ms An fps of 500 means the server is theoretically doing I/O updates ever 2ms The only reason I have suggested that tickrate 600 be used is: a) Nothing seems to work to change the fps_max until a value greater than 500 is used b) I cbf working out exactly what the value greater than 500 is c) Nobody has provided any explanation whatsoever as to why it is impossible to change the *rcon stats* fps actual value unless you do change by at least this amount, nor has anybody disagreed with me and said, No, -- Clayton Macleod ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] HL1 update?
[ Converted text/html to text/plain ] Alfred, can you give us an ETA on the HL1 update? Last I heard was that it was being worked on but am curious to know how much longer or how things are going with it. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] HL1 update?
Soon, very soon. A couple issues popped up which prevented a release this week. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of SANDY LEBLANC Sent: Wednesday, August 03, 2005 1:54 PM To: hlds@list.valvesoftware.com Subject: [hlds] HL1 update? [ Converted text/html to text/plain ] Alfred, can you give us an ETA on the HL1 update? Last I heard was that it was being worked on but am curious to know how much longer or how things are going with it. ___ 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] HL1 update?
No, the 64-bit port is a ways off yet. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of James Grimstead Sent: Wednesday, August 03, 2005 3:05 PM To: hlds@list.valvesoftware.com Subject: RE: [hlds] HL1 update? Alfred, Nice to know its so close, much appreciated. Will the 64bit binaries be updated in the release? Regards James -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Alfred Reynolds Sent: 03 August 2005 22:05 To: hlds@list.valvesoftware.com Subject: RE: [hlds] HL1 update? Soon, very soon. A couple issues popped up which prevented a release this week. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of SANDY LEBLANC Sent: Wednesday, August 03, 2005 1:54 PM To: hlds@list.valvesoftware.com Subject: [hlds] HL1 update? [ Converted text/html to text/plain ] Alfred, can you give us an ETA on the HL1 update? Last I heard was that it was being worked on but am curious to know how much longer or how things are going with it. ___ 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] HL1 update?
Alfred Reynolds wrote: No, the 64-bit port is a ways off yet. - Alfred This is terrible news for us companies with 175+ AMD64 bit Counterstrike 1.6 Servers. /me cries Its not just a recompile on 64bit compiler then? Richy ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] HL1 update?
Nope, the code needs to be ported to support 64-bit (in particular pointer sizes, and how they now differ from the size of ints). We are working on it, but we didn't want to delay updates for the large majority of servers. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Richard Fennell Sent: Wednesday, August 03, 2005 3:51 PM To: hlds@list.valvesoftware.com Subject: Re: [hlds] HL1 update? Alfred Reynolds wrote: No, the 64-bit port is a ways off yet. - Alfred This is terrible news for us companies with 175+ AMD64 bit Counterstrike 1.6 Servers. /me cries Its not just a recompile on 64bit compiler then? Richy ___ 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] HL1 update?
Imagine how we feel with our dual core Opterons having to run in 32bit mode. :`( -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds Sent: Wednesday, August 03, 2005 6:58 PM To: hlds@list.valvesoftware.com Subject: RE: [hlds] HL1 update? Nope, the code needs to be ported to support 64-bit (in particular pointer sizes, and how they now differ from the size of ints). We are working on it, but we didn't want to delay updates for the large majority of servers. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Richard Fennell Sent: Wednesday, August 03, 2005 3:51 PM To: hlds@list.valvesoftware.com Subject: Re: [hlds] HL1 update? Alfred Reynolds wrote: No, the 64-bit port is a ways off yet. - Alfred This is terrible news for us companies with 175+ AMD64 bit Counterstrike 1.6 Servers. /me cries Its not just a recompile on 64bit compiler then? Richy ___ 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] shots registering
-- [ Picked text/plain from multipart/alternative ] Ask the guys that know directly On 8/4/05, Clayton Macleod [EMAIL PROTECTED] wrote: where are you seeing this fps = i/o at? Because their network code description page says that i/o is part of each tick's calculation. On 8/3/05, Whisper [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] The higher the better. A tickrate of 100 means the server is theoretically running simulations every 10ms An fps of 500 means the server is theoretically doing I/O updates ever 2ms The only reason I have suggested that tickrate 600 be used is: a) Nothing seems to work to change the fps_max until a value greater than 500 is used b) I cbf working out exactly what the value greater than 500 is c) Nobody has provided any explanation whatsoever as to why it is impossible to change the *rcon stats* fps actual value unless you do change by at least this amount, nor has anybody disagreed with me and said, No, -- 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