Re: [hlds] shots registering

2005-08-03 Thread Whisper
--
[ 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
   --
  
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Re: [hlds] shots registering

2005-08-03 Thread Clayton Macleod
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

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Re: [hlds] Server Player Connections Stats

2005-08-03 Thread Agent|BeNt



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



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Re: [hlds] shots registering

2005-08-03 Thread Agent|BeNt

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



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Re: [hlds] shots registering

2005-08-03 Thread Whisper
--
[ 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



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Re: Re: [hlds] post

2005-08-03 Thread iceflatline
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]
  
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Re: [hlds] Apptotimeout function in Windows Registry??

2005-08-03 Thread James Tucker
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

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Re: [hlds] Apptotimeout function in Windows Registry??

2005-08-03 Thread Jimmay
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
 
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Re: [hlds] shots registering

2005-08-03 Thread Clayton Macleod
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

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[hlds] HL1 update?

2005-08-03 Thread SANDY LEBLANC

[ 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.

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RE: [hlds] HL1 update?

2005-08-03 Thread Alfred Reynolds
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.

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RE: [hlds] HL1 update?

2005-08-03 Thread Alfred Reynolds
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.
 
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Re: [hlds] HL1 update?

2005-08-03 Thread Richard Fennell

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

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RE: [hlds] HL1 update?

2005-08-03 Thread Alfred Reynolds
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

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RE: [hlds] HL1 update?

2005-08-03 Thread ray
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

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Re: [hlds] shots registering

2005-08-03 Thread Whisper
--
[ 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

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