Re: [hlds] shots registering

2005-08-09 Thread James Tucker
On 8/8/05, Clayton Macleod [EMAIL PROTECTED] wrote:
 I'm sure I miss some stuff quite often, we're all human. And, well,
 from the description Alfred just gave for server fps and from reading
 the Source netcode description page and associating the two,
 generating packets to send to clients and the rate that packets get
 sent at seem to have absolutely nothing to do with server fps and
 everything to do with tickrate. **Alfred just said that server fps
 does not change the game simulation.** The server doesn't send packets
 out for each server 'frame', it sends packets out after each tick,
 containing the data calculated for that tick. Every tick is a seperate
 moment in time, a seperate state of the game, a gamestate. Got a
 default 33 tickrate server, you get 33 seperate gamestates per second,
 no more, (and CPU not being a hinderance) no less. You just stated
 that a 500fps server will give you 500 updates per second, when
 clearly this is not the case.

No I didn't, I said it is capable of processing a piece of client data
in 1/500 seconds, as opposed to 1/33 seconds (the fact that it rewinds
by cl_interp+latency and processes that tick is irrelevant for this
discussion). When you do the calculations of the timeline of
processing of packets vs. gameworld progression (tick's passing) you
will find that server side FPS has a major impact on PROCESSING
LATENCY. This has NOTHING TO DO WITH CLIENT LATENCY. Interpolation is
not important here, it is merely affected, and moreso when a server is
running at a low FPS. The REASON is simple - at 33 fps the server
takes - 1 whole tick to process a frame - next update will happen in a
minimum of 1 tick's time (no sub-tick udpates (client re-play will
occur for corrected ticks) and so on. Forget about the gameworld rate
- this is about how fast the server processes data WHEN IT HAS ARRIVED
to WHEN IT LEAVES (the server). On a server that is only managing to
process one frame per tick (or marginally worse as is common when fps
is so low (typicall a machine which can manage 30-35 fps will only run
at 30-31, however I have neither the time nor inclanation to explain
that one) will send responses 1 tick later than optimal as the next
update after a processed command will be 2 ticks after it arrived.
Arrive mid-tick - tick completes, next frame makes new tick AND
processes client data (can it do both in one frame?), data into queue,
next tick - send.

I hope this is more clear. :-)



 I also don't know why you're talking
 about client-side rendering interpolation, that has nothing to do with
 the server fps we're talking about. I think the fact that it has been
 called server fps is a little confusing, since we measure our
 graphics performance by this same term, fps. But the two aren't
 nearly the same thing. Client-side interpolation only serves to smooth
 out your view between server ticks, it's got nothing to do with the
 server. If your computer can give you 66fps and you're playing on a 33
 tickrate server then you get one interpolated frame for every 'real'
 frame. The server is still only generating 33 seperate gamestates.
 Client-side interpolation is part of the whole seperation of netcode
 and graphics. If your computer's beefy enough to render graphics at a
 much faster rate than the server is generating seperate gamestates,
 well, no reason it shouldn't give you as smooth an experience as
 possible. But it does so by making up its own data that has nothing to
 do with the server's data, other than the fact that it is using the
 server's seperate moments in time to form its guess at what goes
 inbetween the server's moments in time. The server still only deals
 with its own rate of simulation. If there is any benefit to the server
 being able to process input faster than it is simulating the
 gameworld, I'm not sure I see what that might be. If it only simulates
 the gameworld 33 times a second, why would it need to process player
 input at a rate any faster than that? As long as it is capable of
 processing that input fast enough to feed the next simulation step,
 you're golden. It's not a continuously changing world like our world
 is. It is a world based on completely seperate instances in time,
 coming at a fixed rate, but each one a representation of the world
 only at that instant. It is not a continuous, uninterrupted flow of
 time. Being able to process more input data than there are simulation
 steps shouldn't mean anything, since it is still only those simulation
 steps that make up the world.

Client side interpolation is affected if the updaterate is too low or
more importantly the real packetrate. (As updaterate is merely a
desired 'boot-time' variable, whereas packetrate is an observed
variable of the run-time system). at cl_interp 0.1 the above scenario
cuts a VERY fine line and will cause an extrapolation scenario
relatively frequently.



 On 8/8/05, James Tucker [EMAIL PROTECTED] wrote:
  Clayton, honestly sir for someone with quite a 

[hlds] hl1 vac2

2005-08-09 Thread Saint K.

My console doesnt display its downloading VAC and its starting as fast like
it would be insecure.
Still it shows VAC is active, is this normal?

Saint K.


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RE: [hlds] hl1 vac2

2005-08-09 Thread James Grimstead
This is correct, Vac2 is no longer downloaded onto the server then
transmitted to clients.

Its all done through steam/steam servers

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Saint K.
Sent: 09 August 2005 11:21
To: hlds@list.valvesoftware.com
Subject: [hlds] hl1 vac2


My console doesnt display its downloading VAC and its starting as fast like
it would be insecure.
Still it shows VAC is active, is this normal?

Saint K.


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Checked by AVG Anti-Virus.
Version: 7.0.338 / Virus Database: 267.10.4/66 - Release Date: 09/08/2005



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Re: [hlds] shots registering

2005-08-09 Thread Clayton Macleod
pre-script (probably not an actual term, heh. Probably should be
'foreword.'): I've rewritten this about 5 times now, trying to come at
it from different angles each time, heh.  I still am not sure if it
comes across very well...

well, I don't know if I'm grossly misunderstanding something or if you
are.  The server takes client input and calculates the next tick. Then
it sends that tick's data to clients.  The fact that there are 33
ticks per second doesn't mean the server is taking 1/33 of a second to
calculate a tick.  The amount of time it takes to handle that player
input doesn't mean the next tick is delayed by that much.  The ticks
happen at a fixed rate.  Not an approximate one.  Not a loosely
governed one.  They happen at regular intervals.  This does not mean
that it takes 1/33 of a second to calculate them.  This only means
that 33 of them occur per second.  It might only take 1/333 of a
second to calculate it.  The rest of the time is spent doing
absolutely nothing.  Again, the server fps tells you how quickly the
code that handles input is running.  If it is running faster than the
tickrate, then this means that the tick calculations are not being
starved for data.  This means everything is happening fast enough for
the gameworld to continue onward without incident.  This is why Alfred
(or if not Alfred, it was someone from Valve anyways) has said in the
past that as long as your server fps is higher than your tickrate
everything is hunky dory.  How much higher it is is irrelevant, since
as long as it is higher the gamestate calculations aren't being
starved.  As server fps gets higher and higher it only means that
there is a lot more idle time spent doing absolutely nothing.
Gamestate is king.  Nothing happens faster or more often than the
gamestate rate, since the only thing happening is that gamestate
progression.

On 8/9/05, James Tucker [EMAIL PROTECTED] wrote:
 No I didn't, I said it is capable of processing a piece of client data
 in 1/500 seconds, as opposed to 1/33 seconds (the fact that it rewinds
 by cl_interp+latency and processes that tick is irrelevant for this
 discussion). When you do the calculations of the timeline of
 processing of packets vs. gameworld progression (tick's passing) you
 will find that server side FPS has a major impact on PROCESSING
 LATENCY. This has NOTHING TO DO WITH CLIENT LATENCY. Interpolation is
 not important here, it is merely affected, and moreso when a server is
 running at a low FPS. The REASON is simple - at 33 fps the server
 takes - 1 whole tick to process a frame - next update will happen in a
 minimum of 1 tick's time (no sub-tick udpates (client re-play will
 occur for corrected ticks) and so on. Forget about the gameworld rate
 - this is about how fast the server processes data WHEN IT HAS ARRIVED
 to WHEN IT LEAVES (the server). On a server that is only managing to
 process one frame per tick (or marginally worse as is common when fps
 is so low (typicall a machine which can manage 30-35 fps will only run
 at 30-31, however I have neither the time nor inclanation to explain
 that one) will send responses 1 tick later than optimal as the next
 update after a processed command will be 2 ticks after it arrived.
 Arrive mid-tick - tick completes, next frame makes new tick AND
 processes client data (can it do both in one frame?), data into queue,
 next tick - send.

 I hope this is more clear. :-)

 Client side interpolation is affected if the updaterate is too low or
 more importantly the real packetrate. (As updaterate is merely a
 desired 'boot-time' variable, whereas packetrate is an observed
 variable of the run-time system). at cl_interp 0.1 the above scenario
 cuts a VERY fine line and will cause an extrapolation scenario
 relatively frequently.


--
Clayton Macleod

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Re: [hlds] hl1 vac2

2005-08-09 Thread Saint K.

excelent, thanks
- Original Message -
From: James Grimstead [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Tuesday, August 09, 2005 1:03 PM
Subject: RE: [hlds] hl1 vac2



This is correct, Vac2 is no longer downloaded onto the server then
transmitted to clients.

Its all done through steam/steam servers

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Saint K.
Sent: 09 August 2005 11:21
To: hlds@list.valvesoftware.com
Subject: [hlds] hl1 vac2


My console doesnt display its downloading VAC and its starting as fast
like
it would be insecure.
Still it shows VAC is active, is this normal?

Saint K.


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Checked by AVG Anti-Virus.
Version: 7.0.338 / Virus Database: 267.10.4/66 - Release Date: 09/08/2005



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[hlds] sv_uploadmax

2005-08-09 Thread Stomper
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
what does this cvar do ?

sv_uploadmax 0.5

its new since last hlds update
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Re: [hlds] Server isn't being shown on master list?

2005-08-09 Thread Brian

I'm beginning to think its x64.  Is anyone running a windows server with
x64?  I know there are seperate linux binaries for it.  I'm going to try
setting it up on one of my other computers, to hopefully eliminate
computer-specific stuff.

Brian wrote:

Connection to Steam servers successful.
   VAC beta secure mode is activated.
Adding master server 69.28.151.162:27011
Adding master server 207.173.177.11:27011

sv_enableoldqueries is set to 1

I just tried setting up a HL1 server, and it too didn't appear, which
makes me think its my router somehow.. not sure what it could be doing,
as the firewall is disabled, along with Stateful Packet Inspection.  In
addition, the default action of the router is to accept
incoming/outgoing packets, but it wouldn't know what to do with them
unless they fell into the forwarded ranges..

I've tried with and without VAC, so I think thats not the problem.

Could this be client side? The computer running the server is also
running the steam client (Yes, I know this could be a bad idea, however
I'm fairly confident it can handle it).  This is a x64 computer, and
there is a bug with the server list (It repeats servers over and over
again, and fails to get more then 10 or so servers).  I doubt it is a
clientside problem, as I've asked a couple of people if they can see my
server, and they say no.

I'm pretty much out of things that it could be :/



Sgt.Rock -=GOM=- wrote:


About sv_region...  My mistake..  ;)  Had them switched in my head  :p

In your console...  Do you get a respons like this?
Connection to Steam servers successful.
Adding master server 69.28.151.162:27011
Adding master server 207.173.177.11:27011
(ish)

And/or do you also get som challenge-errors?

If so, I have previously experienced that I had to put this in
server.cfg:
sv_enableoldqueries 1

(will allow old format of query from 3.party game-managers)
A steam-update 13. may this year changed the format for
server-queries...
Why it help on the missing entry in the master-list I don't know, but it
worked for me...

Regards,
Sgt.Rock

-Oprindelig meddelelse-
Fra: Brian [mailto:[EMAIL PROTECTED]
Sendt: 8. august 2005 19:09
Til: hlds@list.valvesoftware.com
Emne: Re: SV: [hlds] Server isn't being shown on master list?


Adding the ip x.x.x.x line to my server.cfg didn't do anything.  If I
use a packet sniffer I can see the heartbeat commands being sent to the
servers, then a little while later I see the master servers request
stuff from my server, (rules, players, etc).. but they still don't add
it to the server list.

I think sv_region 0 is east coast,

eastcoast - sv_region 0
westcoast - sv_region 1
south america - sv_region 2
europe - sv_region 3
asia - sv_region 4
australia - sv_region 5
middle east - sv_region 6
africa - sv_region 7
world - sv_region 255

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Re: [hlds] sv_uploadmax

2005-08-09 Thread Oum

read steam news ?
http://steampowered.com/index.php?area=newsid=431
quote : Added sv_uploadmax cvar to limit the max size (in MB) a client
can use for a custom resource (i.e spray decals)

- Original Message -
From: Stomper [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Tuesday, August 09, 2005 5:27 PM
Subject: [hlds] sv_uploadmax



This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
what does this cvar do ?

sv_uploadmax 0.5

its new since last hlds update
--


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Re: [hlds] sv_uploadmax

2005-08-09 Thread Stomper
ok thx


- Original Message -
From: Oum [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Tuesday, August 09, 2005 6:18 PM
Subject: Re: [hlds] sv_uploadmax


 read steam news ?
 http://steampowered.com/index.php?area=newsid=431
  quote : Added sv_uploadmax cvar to limit the max size (in MB) a client
 can use for a custom resource (i.e spray decals)

 - Original Message -
 From: Stomper [EMAIL PROTECTED]
 To: hlds@list.valvesoftware.com
 Sent: Tuesday, August 09, 2005 5:27 PM
 Subject: [hlds] sv_uploadmax


  This is a multi-part message in MIME format.
  --
  [ Picked text/plain from multipart/alternative ]
  what does this cvar do ?
 
  sv_uploadmax 0.5
 
  its new since last hlds update
  --
 
 
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Re: [hlds] Server isn't being shown on master list?

2005-08-09 Thread Brian

Its not a 64bit problem.  I had the same results running a server on a
32bit computer.  I just set up explicit rules in my router to allow all
traffic to the two master server IP's, and not to preform stateful
packet inspection on that traffic.  It doesn't seem to be making a
difference at all.

Is there any way I can see if the server is getting an error when it
tries to connect to the master server?

Brian wrote:

I'm beginning to think its x64.  Is anyone running a windows server with
x64?  I know there are seperate linux binaries for it.  I'm going to try
setting it up on one of my other computers, to hopefully eliminate
computer-specific stuff.

Brian wrote:


Connection to Steam servers successful.
   VAC beta secure mode is activated.
Adding master server 69.28.151.162:27011
Adding master server 207.173.177.11:27011

sv_enableoldqueries is set to 1

I just tried setting up a HL1 server, and it too didn't appear, which
makes me think its my router somehow.. not sure what it could be doing,
as the firewall is disabled, along with Stateful Packet Inspection.  In
addition, the default action of the router is to accept
incoming/outgoing packets, but it wouldn't know what to do with them
unless they fell into the forwarded ranges..

I've tried with and without VAC, so I think thats not the problem.

Could this be client side? The computer running the server is also
running the steam client (Yes, I know this could be a bad idea, however
I'm fairly confident it can handle it).  This is a x64 computer, and
there is a bug with the server list (It repeats servers over and over
again, and fails to get more then 10 or so servers).  I doubt it is a
clientside problem, as I've asked a couple of people if they can see my
server, and they say no.

I'm pretty much out of things that it could be :/



Sgt.Rock -=GOM=- wrote:


About sv_region...  My mistake..  ;)  Had them switched in my head  :p

In your console...  Do you get a respons like this?
Connection to Steam servers successful.
Adding master server 69.28.151.162:27011
Adding master server 207.173.177.11:27011
(ish)

And/or do you also get som challenge-errors?

If so, I have previously experienced that I had to put this in
server.cfg:
sv_enableoldqueries 1

(will allow old format of query from 3.party game-managers)
A steam-update 13. may this year changed the format for
server-queries...
Why it help on the missing entry in the master-list I don't know, but it
worked for me...

Regards,
Sgt.Rock

-Oprindelig meddelelse-
Fra: Brian [mailto:[EMAIL PROTECTED]
Sendt: 8. august 2005 19:09
Til: hlds@list.valvesoftware.com
Emne: Re: SV: [hlds] Server isn't being shown on master list?


Adding the ip x.x.x.x line to my server.cfg didn't do anything.  If I
use a packet sniffer I can see the heartbeat commands being sent to the
servers, then a little while later I see the master servers request
stuff from my server, (rules, players, etc).. but they still don't add
it to the server list.

I think sv_region 0 is east coast,

eastcoast - sv_region 0
westcoast - sv_region 1
south america - sv_region 2
europe - sv_region 3
asia - sv_region 4
australia - sv_region 5
middle east - sv_region 6
africa - sv_region 7
world - sv_region 255

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Re: [hlds] Server isn't being shown on master list?

2005-08-09 Thread OoksServer

Have you tried it with a different modem/router? A few years ago I had some
adventures in cheap low-end router hell, and one thing I found was that some
routers had some serious issues, such as Belkin for example. Cisco tested
the best, Linksys was second. Most others had various issues, such as
Netgear has a very small routing table and firmware that tends to reset the
router on a regular basis, early Linksys firmware was ...well, shite for the
most part but current firmware is pretty good. Dlink and Belkin were on the
bottom of the crap router list. Nothing I did made my server appear on the
list while using a Belkin router. Replaced the Belkin with a Netgear, poof,
server is on the list! I have to use a Actiontek modem because of my ISP,
but I put it in gateway mode and use the Linksys to handle the PPPOE and
that pretty much eliminates the Actiontek (which is a cheap piece of junk
modem/router) from causing problems. If you happen to have WRT54G laying
around, and if you can put your modem in gateway mode, you might try that.

- Original Message -
From: Brian [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Tuesday, August 09, 2005 8:36 AM
Subject: Re: [hlds] Server isn't being shown on master list?



I'm beginning to think its x64.  Is anyone running a windows server with
x64?  I know there are seperate linux binaries for it.  I'm going to try
setting it up on one of my other computers, to hopefully eliminate
computer-specific stuff.

Brian wrote:

Connection to Steam servers successful.
   VAC beta secure mode is activated.
Adding master server 69.28.151.162:27011
Adding master server 207.173.177.11:27011

sv_enableoldqueries is set to 1

I just tried setting up a HL1 server, and it too didn't appear, which
makes me think its my router somehow.. not sure what it could be doing,
as the firewall is disabled, along with Stateful Packet Inspection.  In
addition, the default action of the router is to accept
incoming/outgoing packets, but it wouldn't know what to do with them
unless they fell into the forwarded ranges..

I've tried with and without VAC, so I think thats not the problem.

Could this be client side? The computer running the server is also
running the steam client (Yes, I know this could be a bad idea, however
I'm fairly confident it can handle it).  This is a x64 computer, and
there is a bug with the server list (It repeats servers over and over
again, and fails to get more then 10 or so servers).  I doubt it is a
clientside problem, as I've asked a couple of people if they can see my
server, and they say no.

I'm pretty much out of things that it could be :/



Sgt.Rock -=GOM=- wrote:


About sv_region...  My mistake..  ;)  Had them switched in my head  :p

In your console...  Do you get a respons like this?
Connection to Steam servers successful.
Adding master server 69.28.151.162:27011
Adding master server 207.173.177.11:27011
(ish)

And/or do you also get som challenge-errors?

If so, I have previously experienced that I had to put this in
server.cfg:
sv_enableoldqueries 1

(will allow old format of query from 3.party game-managers)
A steam-update 13. may this year changed the format for
server-queries...
Why it help on the missing entry in the master-list I don't know, but it
worked for me...

Regards,
Sgt.Rock

-Oprindelig meddelelse-
Fra: Brian [mailto:[EMAIL PROTECTED]
Sendt: 8. august 2005 19:09
Til: hlds@list.valvesoftware.com
Emne: Re: SV: [hlds] Server isn't being shown on master list?


Adding the ip x.x.x.x line to my server.cfg didn't do anything.  If I
use a packet sniffer I can see the heartbeat commands being sent to the
servers, then a little while later I see the master servers request
stuff from my server, (rules, players, etc).. but they still don't add
it to the server list.

I think sv_region 0 is east coast,

eastcoast - sv_region 0
westcoast - sv_region 1
south america - sv_region 2
europe - sv_region 3
asia - sv_region 4
australia - sv_region 5
middle east - sv_region 6
africa - sv_region 7
world - sv_region 255

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Re: [hlds] sv_uploadmax

2005-08-09 Thread Mikee

Hmmm that sv_uploadmax doesn't work with the Source engine yet then?

- Original Message -
From: Oum [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Tuesday, August 09, 2005 12:18 PM
Subject: Re: [hlds] sv_uploadmax



read steam news ?
http://steampowered.com/index.php?area=newsid=431
quote : Added sv_uploadmax cvar to limit the max size (in MB) a client
can use for a custom resource (i.e spray decals)

- Original Message -
From: Stomper [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Tuesday, August 09, 2005 5:27 PM
Subject: [hlds] sv_uploadmax



This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
what does this cvar do ?

sv_uploadmax 0.5

its new since last hlds update
--


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[hlds] (no subject)

2005-08-09 Thread sprout
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update? I just got a update on my client is this required server or no?
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[hlds] heapsize?

2005-08-09 Thread sprout
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how is heapsize figured percentages megs kB or how? just curious thanks
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Re: [hlds] (no subject)

2005-08-09 Thread Jason

WHAT IS YOUR MAJOR MALFUNCTION DIRT BAG?
sprout wrote:


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update? I just got a update on my client is this required server or no?
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RE: [hlds] heapsize?

2005-08-09 Thread Rick Payton
Kilobytes

So for a true 128 meg heapsize you would specify 131072 (1024*128)

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of sprout
Sent: Tuesday, August 09, 2005 2:10 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] heapsize?

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[ Picked text/plain from multipart/alternative ] how is heapsize figured
percentages megs kB or how? just curious thanks
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RE: [hlds] VAC secure mode disabled

2005-08-09 Thread Paladin82
I keep getting.

Could not establish connection to Steam servers.
   VAC secure mode disabled.
I have no firewall and nothing blocking any ports; I have another server
that has no problems. I have updated multiple times. Any ideas on what I can
try?


-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Oum
Sent: Monday, August 08, 2005 7:04 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] VAC secure mode disabled

I don't have any router or stuff like that, Windows Firewall is always
disabled, and I have disabled my personnal firewall for testing, still
nothing.

I have sent a support ticket ref # 050808-000254


- Original Message -
From: Alfred Reynolds [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Tuesday, August 09, 2005 3:04 AM
Subject: RE: [hlds] VAC secure mode disabled


 This isn't VAC1, it is a new set of servers. Something is preventing you
 connecting to them. Hping2 is a useful tool to debug network
 connectivity problems.

 Try running only 1 server on that machine and double check the firewall
 settings (on both the server machine and any router/NAT devices you may
 have). If that fails then go to our customer support site, it has a
 detailed debugging guide.

 - Alfred

 Original Message
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Oum Sent:
 Monday, August 08, 2005 5:56 PM To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] VAC secure mode disabled

 hping2 : this is source package for download only, I don't know how
 to use this.

 but anyway my firewall is already disabled, and even if enabled, I
 never had troubles with VAC1 before.

 Oum

 - Original Message -
 From: Alfred Reynolds [EMAIL PROTECTED]
 To: hlds@list.valvesoftware.com
 Sent: Tuesday, August 09, 2005 2:39 AM
 Subject: RE: [hlds] VAC secure mode disabled


  Could not establish connection to Steam servers.. It can't make a
  UDP connection to our Steam servers. Use a tool like hping2 to check
  for firewalls between you and the Steam servers.
 
  - Alfred
 
  Original Message
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Oum Sent:
  Monday, August 08, 2005 5:32 PM To: hlds@list.valvesoftware.com
  Subject: [hlds] VAC secure mode disabled
 
   WinXP sp2, firewall disabled, HLDS updated but no VAC :
  
   hlds console says :
   couldn't exec listip.cfg
   Could not establish connection to Steam servers.
  VAC secure mode disabled.
   Adding master server 207.173.177.11:27010 Adding master server
   69.28.151.162:27010 ] version Protocol version 47 Exe version
   1.1.2.5 (cstrike) Exe build: 11:38:02 Aug  8 2005 (3210)
  
   Alfred can you help please ?
  
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Re: [hlds] shots registering

2005-08-09 Thread James Tucker
On 8/9/05, Clayton Macleod [EMAIL PROTECTED] wrote:
 pre-script (probably not an actual term, heh. Probably should be
 'foreword.'): I've rewritten this about 5 times now, trying to come at
 it from different angles each time, heh.  I still am not sure if it
 comes across very well...

:)

 well, I don't know if I'm grossly misunderstanding something or if you
 are.  The server takes client input and calculates the next tick. Then
 it sends that tick's data to clients.

Actually, there are more processes going on - remember processing
client data has nothing to do with the current tick (at least, not at
first) as it rewinds by cl_interp+latency and processes that data
(should also have a tick stamp). The next tick to be generated, as you
say does always occur (by default) 33 times per second, no more and no
less. Again, I agree that in rough theory it makes no difference to
the gameworld processing efficiency having FPS from 33 to 1,
however this does not mean it has no effect on the system. As the
system is a single unit, one would expect that effects cause affects,
and indeed they do, as I described before. You see whilst ticks happen
at specific intervals, they can only occur in a free frame (time slot
for processing effectively, although multiple actions can complete in
one time slot). As client data can only be updated every tick, no new
data is ever released before the next tick, thus you are as you say
limited to gameworld state transitions - however the code is operating
on two timelines - real world and game world. It takes TIME to process
a new tick, it takes TIME to process client data, it takes TIME to
process a frame (yes, this is different to a tick, and is more
important to netcode (changing tickrate may change the maximum
packetrate, but don't forget THAT IS REALLY ALL!)). The time taken to
process an incoming frame must not exceed the time to next tick for
optimality (actually, you have more time, but specifics were explained
before) - this is not the same as average fps above tickrate.

 The fact that there are 33
 ticks per second doesn't mean the server is taking 1/33 of a second to
 calculate a tick.

No, it means the server WILL ACITVELY NOT make a new tick for 1/33 of
a second, this is important as it is SET. Packet times are not set
(although they aren't released (server outbound channel only!) until
the next tick!), frame times are not set, and data transfer times are
not set.

 The amount of time it takes to handle that player
 input doesn't mean the next tick is delayed by that much.

Tick's don't delay, they are supposed to be a rugged timescale, if you
miss a tick, you miss out completely - herin lies the issue.

 The ticks
 happen at a fixed rate.  Not an approximate one.  Not a loosely
 governed one.  They happen at regular intervals.  This does not mean
 that it takes 1/33 of a second to calculate them.

No but at 33 fps it does! 1 tick per frame. 1 tick takes 1 frame to
calculate, how long is a frame? 1/33rd of a second, so how long is the
server taking to make a tick? 1/33rd of a second.

 This only means
 that 33 of them occur per second.  It might only take 1/333 of a
 second to calculate it.  The rest of the time is spent doing
 absolutely nothing.

The time taken to calculate gameworld changes is governed by the
current processing rate, of which the best measure we currently have
is the servers FPS. A tick cannot be generated outside of a frame, and
similarly a frame cannot happen outside of a previously played tick or
it generates the next tick (once every {tickrate} per second). Spare
frames which occur when there is no client data to be processed may
well be wasted, but that's not what concerns me, as I am concerned
when frames take too long to process.

  Again, the server fps tells you how quickly the
 code that handles input is running.

Indeed it does! So, if it takes more than a tick to handle the input,
does the input get processed 'on time', given that it's now missed the
last update queue on the OUTPUT channel (which occurs once every tick,
as you've been trying to remind me)?

  If it is running faster than the
 tickrate, then this means that the tick calculations are not being
 starved for data.

Ok, some 'OS' course style terminology then, I am not concerned with
tick's being starved for data, but frames being swamped for data!

 This means everything is happening fast enough for
 the gameworld to continue onward without incident.  This is why Alfred
 (or if not Alfred, it was someone from Valve anyways) has said in the
 past that as long as your server fps is higher than your tickrate
 everything is hunky dory.

I would expect that this statement was intended more generally and
does not cover instances where you may be close to the line. The
problems I describe are common to servers which manage sub 100fps
however, so it's not even that close in reality.

 How much higher it is is irrelevant, since
 as long as it is higher the gamestate calculations 

Re: [hlds] Server isn't being shown on master list?

2005-08-09 Thread Brian

Could be a problem with the router itself, although I would think that I
wouldn't be able to have people connect at all if this was the case.
It's not exactly something I can change though, the modem and router are
combined, a Zoom ADSL X5.. Other then this I haven't had a single
problem with it, and it seems no matter what I set it to, it doesn't
work.  I may be able to test this with my old router and modem.. but I
honestly don't expect any different results.

OoksServer wrote:

Have you tried it with a different modem/router? A few years ago I had some
adventures in cheap low-end router hell, and one thing I found was that
some
routers had some serious issues, such as Belkin for example. Cisco tested
the best, Linksys was second. Most others had various issues, such as
Netgear has a very small routing table and firmware that tends to reset the
router on a regular basis, early Linksys firmware was ...well, shite for
the
most part but current firmware is pretty good. Dlink and Belkin were on the
bottom of the crap router list. Nothing I did made my server appear on the
list while using a Belkin router. Replaced the Belkin with a Netgear, poof,
server is on the list! I have to use a Actiontek modem because of my ISP,
but I put it in gateway mode and use the Linksys to handle the PPPOE and
that pretty much eliminates the Actiontek (which is a cheap piece of junk
modem/router) from causing problems. If you happen to have WRT54G laying
around, and if you can put your modem in gateway mode, you might try that.

- Original Message -
From: Brian [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Tuesday, August 09, 2005 8:36 AM
Subject: Re: [hlds] Server isn't being shown on master list?



I'm beginning to think its x64.  Is anyone running a windows server with
x64?  I know there are seperate linux binaries for it.  I'm going to try
setting it up on one of my other computers, to hopefully eliminate
computer-specific stuff.

Brian wrote:


Connection to Steam servers successful.
   VAC beta secure mode is activated.
Adding master server 69.28.151.162:27011
Adding master server 207.173.177.11:27011

sv_enableoldqueries is set to 1

I just tried setting up a HL1 server, and it too didn't appear, which
makes me think its my router somehow.. not sure what it could be doing,
as the firewall is disabled, along with Stateful Packet Inspection.  In
addition, the default action of the router is to accept
incoming/outgoing packets, but it wouldn't know what to do with them
unless they fell into the forwarded ranges..

I've tried with and without VAC, so I think thats not the problem.

Could this be client side? The computer running the server is also
running the steam client (Yes, I know this could be a bad idea, however
I'm fairly confident it can handle it).  This is a x64 computer, and
there is a bug with the server list (It repeats servers over and over
again, and fails to get more then 10 or so servers).  I doubt it is a
clientside problem, as I've asked a couple of people if they can see my
server, and they say no.

I'm pretty much out of things that it could be :/



Sgt.Rock -=GOM=- wrote:


About sv_region...  My mistake..  ;)  Had them switched in my head  :p

In your console...  Do you get a respons like this?
Connection to Steam servers successful.
Adding master server 69.28.151.162:27011
Adding master server 207.173.177.11:27011
(ish)

And/or do you also get som challenge-errors?

If so, I have previously experienced that I had to put this in
server.cfg:
sv_enableoldqueries 1

(will allow old format of query from 3.party game-managers)
A steam-update 13. may this year changed the format for
server-queries...
Why it help on the missing entry in the master-list I don't know,
but it
worked for me...

Regards,
Sgt.Rock

-Oprindelig meddelelse-
Fra: Brian [mailto:[EMAIL PROTECTED]
Sendt: 8. august 2005 19:09
Til: hlds@list.valvesoftware.com
Emne: Re: SV: [hlds] Server isn't being shown on master list?


Adding the ip x.x.x.x line to my server.cfg didn't do anything.  If I
use a packet sniffer I can see the heartbeat commands being sent to the
servers, then a little while later I see the master servers request
stuff from my server, (rules, players, etc).. but they still don't add
it to the server list.

I think sv_region 0 is east coast,

eastcoast - sv_region 0
westcoast - sv_region 1
south america - sv_region 2
europe - sv_region 3
asia - sv_region 4
australia - sv_region 5
middle east - sv_region 6
africa - sv_region 7
world - sv_region 255

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Re: [hlds] shots registering

2005-08-09 Thread Whisper
--
[ Picked text/plain from multipart/alternative ]
BTW, when any of you are fooling around with these settings, you need to do
a map change before you will see your new settings take effect. It can be
changed to the same map, the server simply must go through that map change
sequence or you will not see any difference on your server.
 Cheers

 On 8/10/05, James Tucker [EMAIL PROTECTED] wrote:

 On 8/9/05, Clayton Macleod [EMAIL PROTECTED] wrote:
  pre-script (probably not an actual term, heh. Probably should be
  'foreword.'): I've rewritten this about 5 times now, trying to come at
  it from different angles each time, heh. I still am not sure if it
  comes across very well...

 :)

  well, I don't know if I'm grossly misunderstanding something or if you
  are. The server takes client input and calculates the next tick. Then
  it sends that tick's data to clients.

 Actually, there are more processes going on - remember processing
 client data has nothing to do with the current tick (at least, not at
 first) as it rewinds by cl_interp+latency and processes that data
 (should also have a tick stamp). The next tick to be generated, as you
 say does always occur (by default) 33 times per second, no more and no
 less. Again, I agree that in rough theory it makes no difference to
 the gameworld processing efficiency having FPS from 33 to 1,
 however this does not mean it has no effect on the system. As the
 system is a single unit, one would expect that effects cause affects,
 and indeed they do, as I described before. You see whilst ticks happen
 at specific intervals, they can only occur in a free frame (time slot
 for processing effectively, although multiple actions can complete in
 one time slot). As client data can only be updated every tick, no new
 data is ever released before the next tick, thus you are as you say
 limited to gameworld state transitions - however the code is operating
 on two timelines - real world and game world. It takes TIME to process
 a new tick, it takes TIME to process client data, it takes TIME to
 process a frame (yes, this is different to a tick, and is more
 important to netcode (changing tickrate may change the maximum
 packetrate, but don't forget THAT IS REALLY ALL!)). The time taken to
 process an incoming frame must not exceed the time to next tick for
 optimality (actually, you have more time, but specifics were explained
 before) - this is not the same as average fps above tickrate.

  The fact that there are 33
  ticks per second doesn't mean the server is taking 1/33 of a second to
  calculate a tick.

 No, it means the server WILL ACITVELY NOT make a new tick for 1/33 of
 a second, this is important as it is SET. Packet times are not set
 (although they aren't released (server outbound channel only!) until
 the next tick!), frame times are not set, and data transfer times are
 not set.

  The amount of time it takes to handle that player
  input doesn't mean the next tick is delayed by that much.

 Tick's don't delay, they are supposed to be a rugged timescale, if you
 miss a tick, you miss out completely - herin lies the issue.

  The ticks
  happen at a fixed rate. Not an approximate one. Not a loosely
  governed one. They happen at regular intervals. This does not mean
  that it takes 1/33 of a second to calculate them.

 No but at 33 fps it does! 1 tick per frame. 1 tick takes 1 frame to
 calculate, how long is a frame? 1/33rd of a second, so how long is the
 server taking to make a tick? 1/33rd of a second.

  This only means
  that 33 of them occur per second. It might only take 1/333 of a
  second to calculate it. The rest of the time is spent doing
  absolutely nothing.

 The time taken to calculate gameworld changes is governed by the
 current processing rate, of which the best measure we currently have
 is the servers FPS. A tick cannot be generated outside of a frame, and
 similarly a frame cannot happen outside of a previously played tick or
 it generates the next tick (once every {tickrate} per second). Spare
 frames which occur when there is no client data to be processed may
 well be wasted, but that's not what concerns me, as I am concerned
 when frames take too long to process.

  Again, the server fps tells you how quickly the
  code that handles input is running.

 Indeed it does! So, if it takes more than a tick to handle the input,
 does the input get processed 'on time', given that it's now missed the
 last update queue on the OUTPUT channel (which occurs once every tick,
 as you've been trying to remind me)?

  If it is running faster than the
  tickrate, then this means that the tick calculations are not being
  starved for data.

 Ok, some 'OS' course style terminology then, I am not concerned with
 tick's being starved for data, but frames being swamped for data!

  This means everything is happening fast enough for
  the gameworld to continue onward without incident. This is why Alfred
  (or if not Alfred, it was someone from Valve 

Re: [hlds] Server isn't being shown on master list?

2005-08-09 Thread Ook

If your modem will go into bridge mode, and most do, and if your ISP
supports it, you can set the Zoom to bridge, and put something like a WRT54G
behind it. I've done this sucessfully, but it's not for the meek at heart :)
Then see if your server appears on the list.

Oh, BTW, please post your IP address and server name so we can look at your
server.


- Original Message -
From: Brian [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Tuesday, August 09, 2005 6:58 PM
Subject: Re: [hlds] Server isn't being shown on master list?



Could be a problem with the router itself, although I would think that I
wouldn't be able to have people connect at all if this was the case.
It's not exactly something I can change though, the modem and router are
combined, a Zoom ADSL X5.. Other then this I haven't had a single
problem with it, and it seems no matter what I set it to, it doesn't
work.  I may be able to test this with my old router and modem.. but I
honestly don't expect any different results.

OoksServer wrote:

Have you tried it with a different modem/router? A few years ago I had
some
adventures in cheap low-end router hell, and one thing I found was that
some
routers had some serious issues, such as Belkin for example. Cisco tested
the best, Linksys was second. Most others had various issues, such as
Netgear has a very small routing table and firmware that tends to reset
the
router on a regular basis, early Linksys firmware was ...well, shite for
the
most part but current firmware is pretty good. Dlink and Belkin were on
the
bottom of the crap router list. Nothing I did made my server appear on
the
list while using a Belkin router. Replaced the Belkin with a Netgear,
poof,
server is on the list! I have to use a Actiontek modem because of my ISP,
but I put it in gateway mode and use the Linksys to handle the PPPOE and
that pretty much eliminates the Actiontek (which is a cheap piece of junk
modem/router) from causing problems. If you happen to have WRT54G laying
around, and if you can put your modem in gateway mode, you might try
that.



snip


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Re: [hlds] shots registering

2005-08-09 Thread Clayton Macleod
I give up.  You're contradicting yourself, stating one thing and a
little while later something else, disagreeing with me one minute, and
agreeing the next while thinking you're still disagreeing, and even
throwing in some condescension for good measure. (OK, that part I
liked, heh)  Have a good one.  I've lost interest trying to find out
where we're both wrong and both right.

On 8/9/05, James Tucker [EMAIL PROTECTED] wrote:
snip

--
Clayton Macleod

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Re: [hlds] Server isn't being shown on master list?

2005-08-09 Thread Brian

I can't exactly use bridge mode, even if the modem supported it.  Theres
4 computers, a wireless access point, and a printer that all need to be
conencted to the network.  Bridge mode would turn control of the
conenction to some other device on the network, which wouldn't be a good
thing.  I'm going to try using an old modem and router I have tomorrow,
maybe that will do something

Quintilian 1 wrote:

As stated below, you need to see if your isp supports bridge mode.  I would
do this before selecting bridge.  I had the fun experience of trying it
while unsupported.  It took some doing to reclaim my modem.



CJ7


From: Ook [EMAIL PROTECTED]
Reply-To: hlds@list.valvesoftware.com
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Server isn't being shown on master list?
Date: Tue, 9 Aug 2005 20:05:16 -0700

If your modem will go into bridge mode, and most do, and if your ISP
supports it, you can set the Zoom to bridge, and put something like a
WRT54G
behind it. I've done this sucessfully, but it's not for the meek at heart
:)
Then see if your server appears on the list.

Oh, BTW, please post your IP address and server name so we can look at
your
server.


- Original Message -
From: Brian [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Tuesday, August 09, 2005 6:58 PM
Subject: Re: [hlds] Server isn't being shown on master list?



Could be a problem with the router itself, although I would think that I
wouldn't be able to have people connect at all if this was the case.
It's not exactly something I can change though, the modem and router are
combined, a Zoom ADSL X5.. Other then this I haven't had a single
problem with it, and it seems no matter what I set it to, it doesn't
work.  I may be able to test this with my old router and modem.. but I
honestly don't expect any different results.

OoksServer wrote:


Have you tried it with a different modem/router? A few years ago I had
some
adventures in cheap low-end router hell, and one thing I found was that
some
routers had some serious issues, such as Belkin for example. Cisco
tested
the best, Linksys was second. Most others had various issues, such as
Netgear has a very small routing table and firmware that tends to reset
the
router on a regular basis, early Linksys firmware was ...well, shite
for
the
most part but current firmware is pretty good. Dlink and Belkin were on
the
bottom of the crap router list. Nothing I did made my server appear on
the
list while using a Belkin router. Replaced the Belkin with a Netgear,
poof,
server is on the list! I have to use a Actiontek modem because of my
ISP,
but I put it in gateway mode and use the Linksys to handle the PPPOE
and
that pretty much eliminates the Actiontek (which is a cheap piece of
junk
modem/router) from causing problems. If you happen to have WRT54G
laying
around, and if you can put your modem in gateway mode, you might try
that.



snip


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Re: [hlds] Server isn't being shown on master list?

2005-08-09 Thread Ook

No, you misunderstand what I'm saying. Put modem in bridge mode. Run cat5
from modem to WRT54G (or equivalent). Setup WRT54G for PPPOE/A, or whatever
your ISP requires, including your userid/password. The Zoom modem in bridge
mode for all practical purposes becomes invisible. The WRT54G wan IP is the
ip your ISP assigns you. It becomes your router, it has the dhcp server in
it. All other devices on network work as they always have. It is as if you
were using that as your modem. Use it's built in 4 port switch, or run cat5
to another hub/switch/wap, etc. It also has builtin wirelessb/g.

The above scenario assumes your ISP supports running your modem in gateway
mode, your modem actually does this, and you have a router of some sort that
can handle the pppoe/a/etc from your ISP. Mine does, this is what I do, and
it works very well.

In the above example, bridge mode turns control of the network over to the
WRT54G, which has a router and 4 port switch and dhcp server built in. This
is a good thing.

- Original Message -
From: Brian [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Tuesday, August 09, 2005 9:41 PM
Subject: Re: [hlds] Server isn't being shown on master list?



I can't exactly use bridge mode, even if the modem supported it.  Theres
4 computers, a wireless access point, and a printer that all need to be
conencted to the network.  Bridge mode would turn control of the
conenction to some other device on the network, which wouldn't be a good
thing.  I'm going to try using an old modem and router I have tomorrow,
maybe that will do something

Quintilian 1 wrote:

As stated below, you need to see if your isp supports bridge mode.  I
would
do this before selecting bridge.  I had the fun experience of trying it
while unsupported.  It took some doing to reclaim my modem.



CJ7


From: Ook [EMAIL PROTECTED]
Reply-To: hlds@list.valvesoftware.com
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Server isn't being shown on master list?
Date: Tue, 9 Aug 2005 20:05:16 -0700

If your modem will go into bridge mode, and most do, and if your ISP
supports it, you can set the Zoom to bridge, and put something like a
WRT54G
behind it. I've done this sucessfully, but it's not for the meek at
heart
:)
Then see if your server appears on the list.

Oh, BTW, please post your IP address and server name so we can look at
your
server.


- Original Message -
From: Brian [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Tuesday, August 09, 2005 6:58 PM
Subject: Re: [hlds] Server isn't being shown on master list?



Could be a problem with the router itself, although I would think that
I
wouldn't be able to have people connect at all if this was the case.
It's not exactly something I can change though, the modem and router
are
combined, a Zoom ADSL X5.. Other then this I haven't had a single
problem with it, and it seems no matter what I set it to, it doesn't
work.  I may be able to test this with my old router and modem.. but I
honestly don't expect any different results.

OoksServer wrote:


Have you tried it with a different modem/router? A few years ago I had
some
adventures in cheap low-end router hell, and one thing I found was
that
some
routers had some serious issues, such as Belkin for example. Cisco
tested
the best, Linksys was second. Most others had various issues, such as
Netgear has a very small routing table and firmware that tends to
reset
the
router on a regular basis, early Linksys firmware was ...well, shite
for
the
most part but current firmware is pretty good. Dlink and Belkin were
on
the
bottom of the crap router list. Nothing I did made my server appear on
the
list while using a Belkin router. Replaced the Belkin with a Netgear,
poof,
server is on the list! I have to use a Actiontek modem because of my
ISP,
but I put it in gateway mode and use the Linksys to handle the PPPOE
and
that pretty much eliminates the Actiontek (which is a cheap piece of
junk
modem/router) from causing problems. If you happen to have WRT54G
laying
around, and if you can put your modem in gateway mode, you might try
that.



snip


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