[hlds] Alfred Help

2005-08-12 Thread Jim
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Alfred,

I have posted here and very patient and you have had some great insight in the 
past. But this last series of client Updates has really been a pain.

I am running AMD 3200+, WinX64 Pro, 1 Gig of Memory, GeForce 6800 OC.

All updates on the Steam Client, Stopped all mods, custom models and anything 
else that could be a potential effect. And nothing seems to help with Ping 
soaring up to 900+ on numerous servers that I or a series of poeple connect to 
and Second noticed the CPU draw for the Steam Client is 80 to 90 % of the 
Processor.

Now I could understand if I was the only one experiencing this problem. 
However, numerous people I game with is experiencing the same problem. Some DSL 
 and Cable clients both East and West Coast. Each with different Providers, so 
the posiblity of all of us having Network issues is hardly the case. Besides, I 
would have my SRCDS Server down if a Network issue as well.  As for Platforms 
Some are Windows XP (32 Bit) Pro, The Rest are Windows X64 Pro. So the 
Operating System is various and limited to Windows Clients.

I see the same effects on Steam Supplimented maps and Custom. So that 
eliminates the Question of Custom Maps. Custom Models and Stock Models Same 
effect so running Custom Models has not been an impact.

Prior to this Last Series of Updates, Everyone was Stable and Enjoying the 
Game. Now all we are is a bunch of complaining people whose toy has been taken 
away.

What Changed with regards to these last series of updates.??? To have Steam 
pulling a high percentage of the Processor and Lagging out for the Client when 
I can run a Server on the same system (and have for a long time) and be pulling 
a fraction on the Server has to be something directly related to these changes.

Help
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RE: Re: [hlds] Half-Life 1: Engine update release

2005-08-12 Thread Alexander Kobbevik
Quote;
---
Oum
 if you really want to use -sport (if you have a router or stuff like that,
oserwise this is not a must be) don't put same port as -port

if still does not work after update of tonight, try adding +ip ip.of.ser.ver
(without :27011) to command line, did work for me.
---

For real? You had -sport as the same port as -port?

Sorry me for frying your ass... but you should not join an argument about if
Norton is good or bad, you clearly have no clue...

*hopes some breakfast lightens my mood*



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Oum
Sent: 12. august 2005 05:46
To: hlds@list.valvesoftware.com
Subject: Re: Re: [hlds] Half-Life 1: Engine update release

http://forums.steampowered.com/forums/showthread.php?s=threadid=324692

- Original Message -
From: [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Friday, August 12, 2005 4:44 AM
Subject: Re: Re: [hlds] Half-Life 1: Engine update release


 Terrific!  Care to share what it was so we may learn from your experience?

 From: Oum [EMAIL PROTECTED]
 Date: 2005/08/11 Thu PM 10:10:56 EDT
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Half-Life 1: Engine update release

 anyway the problem is finally solved, thank you again Alfred for your
 helping

 - Original Message -
 From: Oum [EMAIL PROTECTED]
 To: hlds@list.valvesoftware.com
 Sent: Friday, August 12, 2005 3:54 AM
 Subject: Re: [hlds] Half-Life 1: Engine update release


  why people always think like that about norton ? I use norton softwares
  since my first contacts with internet, about 8 or 9 years ago, I
  remember
  I
  had trouble only once in all this time with norton... please everybody
  stop
  always telling you have norton, it's norton fault this is not THE
  answer to all troubles in the world :s
 
  and anyway I've already tried all I could try with norton (even
  uninstalling)
 
  - Original Message -
  From: m0gely [EMAIL PROTECTED]
  To: hlds@list.valvesoftware.com
  Sent: Friday, August 12, 2005 2:45 AM
  Subject: Re: [hlds] Half-Life 1: Engine update release
 
 
  Oum wrote:
 
  yes but I have already tried with norton disabled :/
  (and it did work with norton before the update)
 
  In my experience the garbage that comes from that company at times
  cannot even be disabled.  Meaning that yes, you can disable it, but
  the
  problem only goes away by completely uninstalling it.  It amazes me
  the
  things that Norton 'anything' can affect.
 
  --
  - m0gely
  http://quake2.telestream.com/
  Q2 | Q3A | Counter-strike
 
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Re: Re: [hlds] Half-Life 1: Engine update release

2005-08-12 Thread Oum

Oum
if you really want to use -sport (if you have a router or stuff like that,
oserwise this is not a must be) don't put same port as -port

if still does not work after update of tonight, try adding +ip
ip.of.ser.ver
(without :27011) to command line, did work for me.
---

For real? You had -sport as the same port as -port?


I don't, read the topic before flaming ..


Sorry me for frying your ass... but you should not join an argument about
if
Norton is good or bad, you clearly have no clue...


I use it, obviously you don't... don't talk about what you don't know.

this is a mailing list for people who needs help, not your classroom, don't
you have better things to do ?

k thx bye

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RE: Re: [hlds] Half-Life 1: Engine update release

2005-08-12 Thread Alexander Kobbevik
Let me point some things out for you then;

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Oum
Sent: 12. august 2005 05:46
To: hlds@list.valvesoftware.com
Subject: Re: Re: [hlds] Half-Life 1: Engine update release

http://forums.steampowered.com/forums/showthread.php?s=threadid=324692

- Original Message -
From: [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Friday, August 12, 2005 4:44 AM
Subject: Re: Re: [hlds] Half-Life 1: Engine update release


 Terrific!  Care to share what it was so we may learn from your
experience?

He asked you if you wanted to share what the problem was, you replied with
that link.
I read the link, and posted your answer from that link. Basically so people
here didn't have to go to the forums to get the answer. Your post on the
forum was pretty clear to me, maybe I misunderstood?


 Sorry me for frying your ass... but you should not join an argument about
 if
 Norton is good or bad, you clearly have no clue...

I use it, obviously you don't... don't talk about what you don't know.

I based my reply upon YOUR post, which means I KNOW that you use it AND I
know that your argument about Norton being a good software package was based
upon the fact that you only had a problem with it once since you started to
use it. That software is having errors is not the only argument of it being
good or bad. (discussing it with you seems pointless though.. maybe someone
else wants to yell at me who actually knows something more about the
software besides basic problems?) Me on the other side, didn't give you
any information on anything I use.. or what I do... so your statement is
just based on your own imagination...

I read the thread and I think you are wrong.. I now explained why... if you
still think you are right.. why don't you try to explain why... which I
think you will have a hard time doing...
I'm very sorry if you mean different things then what you write... but this
is a mailing list...

Have a nice day, Sir

best regards,
Alexander



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Oum
Sent: 12. august 2005 09:10
To: hlds@list.valvesoftware.com
Subject: Re: Re: [hlds] Half-Life 1: Engine update release

 Oum
 if you really want to use -sport (if you have a router or stuff like that,
 oserwise this is not a must be) don't put same port as -port

 if still does not work after update of tonight, try adding +ip
 ip.of.ser.ver
 (without :27011) to command line, did work for me.
 ---

 For real? You had -sport as the same port as -port?

I don't, read the topic before flaming ..

 Sorry me for frying your ass... but you should not join an argument about
 if
 Norton is good or bad, you clearly have no clue...

I use it, obviously you don't... don't talk about what you don't know.

this is a mailing list for people who needs help, not your classroom, don't
you have better things to do ?

k thx bye

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Re: [hlds] Half-Life 1: Engine update release

2005-08-12 Thread Dustin Tuft

Just a thought, did Norton remove all it driver level filters when you
uninstalled it/disabled it? The reason that just disabling Notron has little
effect is the driver level filters that are in effect even after the engine
is shut down. These filters are attached in a way that they can call NAV
componets even when the active engine has been killed. Not all drivers call
NAV componets. Think back to the first conception of IPsec. Just basic rules
applied at the right place before any data is even accepted in to the upper
API's of the network stack.

In short, it's not far featch to blam any security software for connection
problems. That's what they do.


From: Oum [EMAIL PROTECTED]
Reply-To: hlds@list.valvesoftware.com
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Half-Life 1: Engine update release
Date: Fri, 12 Aug 2005 03:54:08 +0200

why people always think like that about norton ? I use norton softwares
since my first contacts with internet, about 8 or 9 years ago, I remember I
had trouble only once in all this time with norton... please everybody stop
always telling you have norton, it's norton fault this is not THE
answer to all troubles in the world :s

and anyway I've already tried all I could try with norton (even
uninstalling)

- Original Message -
From: m0gely [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Friday, August 12, 2005 2:45 AM
Subject: Re: [hlds] Half-Life 1: Engine update release



Oum wrote:


yes but I have already tried with norton disabled :/
(and it did work with norton before the update)


In my experience the garbage that comes from that company at times
cannot even be disabled.  Meaning that yes, you can disable it, but the
problem only goes away by completely uninstalling it.  It amazes me the
things that Norton 'anything' can affect.

--
- m0gely
http://quake2.telestream.com/
Q2 | Q3A | Counter-strike


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Re: [hlds] Half-Life 1: Engine update release

2005-08-12 Thread Roc

Wow .. unbelievable 

Oum wrote:


Oum
if you really want to use -sport (if you have a router or stuff like
that,
oserwise this is not a must be) don't put same port as -port

if still does not work after update of tonight, try adding +ip
ip.of.ser.ver
(without :27011) to command line, did work for me.
---

For real? You had -sport as the same port as -port?



I don't, read the topic before flaming ..


Sorry me for frying your ass... but you should not join an argument
about
if
Norton is good or bad, you clearly have no clue...



I use it, obviously you don't... don't talk about what you don't know.

this is a mailing list for people who needs help, not your classroom,
don't
you have better things to do ?

k thx bye

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[hlds] windows 2003 memory tweaking

2005-08-12 Thread dexion
Hi all,

Just wondering about something. I have all windows2003 boxes and run
multiple instances of hlds and srcds. I notice for instance that if I run x
bumber of  servers I am using 1.6 gigs of ram total, but only about 1000 of
that would be in the actual physical ram. The rest is is virtual. I have 2
gigs of ram per box. My question would be, is there any performance gain in
trying to push more of the hlds/srcds process into physical ram? I dont
really experience any problems, but I would like to use the ram as opposed
the virtual since I have it why not use it if there is a benefit. Would
the -heapsize switch help since I do not use it? Anyone out there know how
to get windows to be more sparing with the virtual and push more into
physical ram? Why would the os want to use any virtual since im under the
physical ram in the first place? Seems silly.
tia
dex



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Re: [hlds] Serious Config Hack - Lag Comp bug

2005-08-12 Thread Graham Robinson
Thank you very much for email this to hundreds of counter strike
source players when you could have easily just emailed Alfred. Shall I
put this on the myg0t forums now or is there there already...

Graham

On 8/12/05, Ben [EMAIL PROTECTED] wrote:
 I am posting this here because it's important and I don't trust that it
 won't get filtered out if submitted through the bug report tool - the bug
 exists on the source server anyway so it's vaguely relevant

 I think this needs to be urgently urgently fixed!

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Re: [hlds] windows 2003 memory tweaking

2005-08-12 Thread James Tucker

Dunno, but it's easy enough to change the session manager options

HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\Session
Manager\Memory Management

In particular - the large system cache option will lift more of the
kernel into ram - this may or may not be advantageous - look at page
faults for your processes - might be a good idea to get pmon from
systeminternals.

disablepagingexecutive will page less data during general system run
time, this is not always an advantage as windows dynamic paging
algorithm is quite strong.

there is another option you can add here to change your IOPageLockLimit
(key not there by default), this allows you to specify the amount of ram
windows will allow for IO paging operations.

dexion wrote:

Hi all,

Just wondering about something. I have all windows2003 boxes and run
multiple instances of hlds and srcds. I notice for instance that if I run x
bumber of  servers I am using 1.6 gigs of ram total, but only about 1000 of
that would be in the actual physical ram. The rest is is virtual. I have 2
gigs of ram per box. My question would be, is there any performance gain in
trying to push more of the hlds/srcds process into physical ram? I dont
really experience any problems, but I would like to use the ram as opposed
the virtual since I have it why not use it if there is a benefit. Would
the -heapsize switch help since I do not use it? Anyone out there know how
to get windows to be more sparing with the virtual and push more into
physical ram? Why would the os want to use any virtual since im under the
physical ram in the first place? Seems silly.
tia
dex



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RE: [hlds] Serious Config Hack - Lag Comp bug

2005-08-12 Thread K2
Graham, this isn't breaking news guy - playing around with cl_interp and
cl_interpolate values with source has been around almost as long as the game
has been out (read: over a year). CAL took steps to keep everyone on a level
playing field with their latest version of the CSP plugin (wish there were a
public version of that that didn't spam console chat msgs) but Valve needs
to lock those cvars down so no one can manipulate them at all. There's no
real need to do so. If your ping/connection is so bad that you feel the need
to adjust those cvars, then you have other problems that need addressing
first.

Cl_interpolate 1 and cl_interp 0.01 is where those values should be locked
to. Even the CPL enforced those last month during their summer tourney.

Whatcha think Alfred, can these cvars finally be locked down?

- K2
http://www.hardfought.org


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Graham Robinson
Sent: Friday, August 12, 2005 5:46 AM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Serious Config Hack - Lag Comp bug

Thank you very much for email this to hundreds of counter strike
source players when you could have easily just emailed Alfred. Shall I
put this on the myg0t forums now or is there there already...

Graham

On 8/12/05, Ben [EMAIL PROTECTED] wrote:
 I am posting this here because it's important and I don't trust that it
 won't get filtered out if submitted through the bug report tool - the bug
 exists on the source server anyway so it's vaguely relevant

 I think this needs to be urgently urgently fixed!

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Re: [hlds] Serious Config Hack - Lag Comp bug

2005-08-12 Thread James Tucker

Ben - please don't start new subject threads by hitting reply to other
mailing list messages - whilst your mail program may not be dynamic
enough to present data in a non-linear form, mine is - and the meta data
(There is an in-reply-to: messageid header in your mail) keeps this
new topic under old threads. - This is not a bug in my software, you
aren't attepting to continue a topic, so don't reply to a topic. Just a
minor gripe. Thanks.

With regard to these settings - I've seen this mentioned a while back
too. Whilst it's a problem, the advantage is not real - you only gain
the ability to inaccurately shoot at something which you cannot see. The
advantage through areas such as double doors is a misnomer because -
the reason you cant react to it straight is because the visibility time
is very low. This time frame doesn't change length as a result of this
bug, you simply remove all triggers except human timing. Now, the human
brain operates at around about 17Hz, it is capable of appearing faster
as a product of associativity and connectivity aswell as a continuous
and asynchronous network layout. The point merely is, that humans are
not very goot at replicating individual 10hz triggers - thus I think
it's unlikely that a significant number of kills is going to be gained
by this.

If this is as far as a player is willing to cheat (seems a bit odd to go
so far, and no further, except in fear of vac maybe) then it's not
unlikely they have some reasonable skill to play the average masses
anyway, and in this regard, any annoyance they generate is likely more
attributable to general CS anger.

Try the reaction time test on asciitable.com - see if you can get 0.1s
regularly.


Ben wrote:

I am posting this here because it's important and I don't trust that it
won't get filtered out if submitted through the bug report tool - the bug
exists on the source server anyway so it's vaguely relevant

***
This relates to cl_interp cl_interpolate settings.

When the lag compensation system in the source engine calculates how much to
roll back object positions by for hit detection it takes a number of things
into consideration, and one of them is the value of cl_interp that is set on
the client.

cl_interp sets the number of seconds in the past that your client looks for
updates to use for interpolation and adds an additional latency, hence why
the lag compensation takes it into account.

If you start a server with a bot and set sv_cheats 1, sv_showhitboxes 2
(make sure you have the default interpolation settings) you will see the
difference between the client side position of the bot (the model) and the
server side (the multicoloured hitbox). When you fire a shot near the bot,
you will see that hitbox snap back fairly precisely onto the position of
the model. That is the lag compensation rolling back the bots position to
compensate for your latency.

The hack works because of a bug in the lag compensation that does not check
whether the client is *actually* using interpolation. Therefore you can set
cl_interpolate 0, cl_interp 0.1, and during hit detection the lag
compensation will roll back the target's position to BEHIND where it was on
your screen. This means you can shoot people after they have disappeared,
i.e. through narrow gaps like the double doors on d2 even if you do not have
the superhuman reactions to do it legitimately. Combine this hack with a
toggle script so that you can turn it on and off as needed, and you will
have a very powerful and very unfair advantage over your enemy.

To see it, set cl_interpolate 0 and keep cl_interp at 0.1

You will see that when you shoot near the bot that the server rolls back the
position to *behind* where you see it, and to register hits you need to
shoot at the position that the hitbox snaps back to. The lag compensation
thinks that that position is where you see the model on your screen due to
your cl_interp value, but your client is not actually using it because
cl_interpolate is set to 0.
**

I think this needs to be urgently urgently fixed!


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Re: [hlds] Serious Config Hack - Lag Comp bug

2005-08-12 Thread Brian

Whats the point in having a cvar if its just going to be locked? Clamp
it to a certain range of values maybe, but don't lock it at a specific
value.

K2 wrote:

Graham, this isn't breaking news guy - playing around with cl_interp and
cl_interpolate values with source has been around almost as long as the game
has been out (read: over a year). CAL took steps to keep everyone on a level
playing field with their latest version of the CSP plugin (wish there were a
public version of that that didn't spam console chat msgs) but Valve needs
to lock those cvars down so no one can manipulate them at all. There's no
real need to do so. If your ping/connection is so bad that you feel the need
to adjust those cvars, then you have other problems that need addressing
first.

Cl_interpolate 1 and cl_interp 0.01 is where those values should be locked
to. Even the CPL enforced those last month during their summer tourney.

Whatcha think Alfred, can these cvars finally be locked down?

- K2
http://www.hardfought.org


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Graham Robinson
Sent: Friday, August 12, 2005 5:46 AM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Serious Config Hack - Lag Comp bug

Thank you very much for email this to hundreds of counter strike
source players when you could have easily just emailed Alfred. Shall I
put this on the myg0t forums now or is there there already...

Graham

On 8/12/05, Ben [EMAIL PROTECTED] wrote:


I am posting this here because it's important and I don't trust that it
won't get filtered out if submitted through the bug report tool - the bug
exists on the source server anyway so it's vaguely relevant

I think this needs to be urgently urgently fixed!



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Re: [hlds] Serious Config Hack - Lag Comp bug

2005-08-12 Thread James Tucker

IMHO cl_interp could be locked to a server cvar - the reason being that
interp should be set with a knowledge of sv_minupdaterate and any ping
kickers / tickrate changes, aswell as desired client type.

The game feels nicer in situations when cl_interp can be set to 0.05 or
below, providing all clients and the server are providing suitable rates.

K2 wrote:

Graham, this isn't breaking news guy - playing around with cl_interp and
cl_interpolate values with source has been around almost as long as the game
has been out (read: over a year). CAL took steps to keep everyone on a level
playing field with their latest version of the CSP plugin (wish there were a
public version of that that didn't spam console chat msgs) but Valve needs
to lock those cvars down so no one can manipulate them at all. There's no
real need to do so. If your ping/connection is so bad that you feel the need
to adjust those cvars, then you have other problems that need addressing
first.

Cl_interpolate 1 and cl_interp 0.01 is where those values should be locked
to. Even the CPL enforced those last month during their summer tourney.

Whatcha think Alfred, can these cvars finally be locked down?

- K2
http://www.hardfought.org


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Graham Robinson
Sent: Friday, August 12, 2005 5:46 AM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Serious Config Hack - Lag Comp bug

Thank you very much for email this to hundreds of counter strike
source players when you could have easily just emailed Alfred. Shall I
put this on the myg0t forums now or is there there already...

Graham

On 8/12/05, Ben [EMAIL PROTECTED] wrote:


I am posting this here because it's important and I don't trust that it
won't get filtered out if submitted through the bug report tool - the bug
exists on the source server anyway so it's vaguely relevant

I think this needs to be urgently urgently fixed!



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[hlds] SRCDS using less memory now?

2005-08-12 Thread Rick Payton
Maybe it's my imagination but it seems my server is using less memory
... After running for a few days it would hover around 89 to 95 megs,
though right now it's only using 69 megs ... With 2 bots running around,
mani mod and small statsme ...

So yeah ... Am I imagining things?

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RE: [hlds] windows 2003 memory tweaking

2005-08-12 Thread dexion
it seems to handle things very well, i might want to just leave well enough
alone. Waste of ram though


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of James Tucker
Sent: Friday, August 12, 2005 1:05 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] windows 2003 memory tweaking


Dunno, but it's easy enough to change the session manager options

HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\Session
Manager\Memory Management

In particular - the large system cache option will lift more of the
kernel into ram - this may or may not be advantageous - look at page
faults for your processes - might be a good idea to get pmon from
systeminternals.

disablepagingexecutive will page less data during general system run
time, this is not always an advantage as windows dynamic paging
algorithm is quite strong.

there is another option you can add here to change your IOPageLockLimit
(key not there by default), this allows you to specify the amount of ram
windows will allow for IO paging operations.

dexion wrote:
 Hi all,

 Just wondering about something. I have all windows2003 boxes and run
 multiple instances of hlds and srcds. I notice for instance that if I run
x
 bumber of  servers I am using 1.6 gigs of ram total, but only about 1000
of
 that would be in the actual physical ram. The rest is is virtual. I have 2
 gigs of ram per box. My question would be, is there any performance gain
in
 trying to push more of the hlds/srcds process into physical ram? I dont
 really experience any problems, but I would like to use the ram as opposed
 the virtual since I have it why not use it if there is a benefit. Would
 the -heapsize switch help since I do not use it? Anyone out there know how
 to get windows to be more sparing with the virtual and push more into
 physical ram? Why would the os want to use any virtual since im under the
 physical ram in the first place? Seems silly.
 tia
 dex



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RE: [hlds] SRCDS using less memory now? (warning - log data inserted)

2005-08-12 Thread Rick Payton
H  Maybe because it's kicking people as soon as they connect . Wtf 
... :(

---
L 08/11/2005 - 22:34:27: [H^S]=*Mauirixxx*12STEAM_0:1:441857 triggered 
weaponstats (weapon m249) (shots 36) (hits 5) (kills 1) (headshots 
0) (tks 0) (damage 135) (deaths 0)
L 08/11/2005 - 22:34:27: [H^S]=*Mauirixxx*12STEAM_0:1:441857 triggered 
weaponstats2 (weapon m249) (head 0) (chest 0) (stomach 1) (leftarm 
0) (rightarm 1) (leftleg 1) (rightleg 2)
L 08/11/2005 - 22:34:27: [H^S]=*Mauirixxx*12STEAM_0:1:441857 triggered 
weaponstats (weapon hegrenade) (shots 1) (hits 0) (kills 0) 
(headshots 0) (tks 0) (damage 0) (deaths 0)
L 08/11/2005 - 22:34:27: [H^S]=*Mauirixxx*12STEAM_0:1:441857 triggered 
weaponstats2 (weapon hegrenade) (head 0) (chest 0) (stomach 0) 
(leftarm 0) (rightarm 0) (leftleg 0) (rightleg 0)
L 08/11/2005 - 22:34:33: [BOT] Toby14BOTCT triggered weaponstats 
(weapon aug) (shots 9) (hits 0) (kills 0) (headshots 0) (tks 0) 
(damage 0) (deaths 0)
L 08/11/2005 - 22:34:33: [BOT] Toby14BOTCT triggered weaponstats2 
(weapon aug) (head 0) (chest 0) (stomach 0) (leftarm 0) (rightarm 
0) (leftleg 0) (rightleg 0)
L 08/11/2005 - 22:34:33: World triggered Round_Start
L 08/11/2005 - 22:34:34: [H^S]=*Mauirixxx*12STEAM_0:1:441857TERRORIST 
disconnected (reason Disconnect by user.)
L 08/11/2005 - 22:36:56: sebi18STEAM_ID_PENDING connected, address 
80.121.113.9:27005
L 08/11/2005 - 22:36:56: sebiSTEAM_0:0:8386270 STEAM USERID validated
L 08/11/2005 - 22:36:59: sebi18STEAM_0:0:8386270 disconnected (reason 
Disconnect by user.)
L 08/11/2005 - 22:45:06: Silent Assasin MeS19STEAM_ID_PENDING 
connected, address 66.74.230.103:27005
L 08/11/2005 - 22:45:07: Silent Assasin MeSSTEAM_0:0:1760383 STEAM USERID 
validated
L 08/11/2005 - 22:45:09: Silent Assasin MeS19STEAM_0:0:1760383 
disconnected (reason Disconnect by user.)
L 08/11/2005 - 22:47:23: Michael20STEAM_ID_PENDING connected, address 
65.87.143.31:6421
L 08/11/2005 - 22:47:24: MichaelSTEAM_0:1:7101815 STEAM USERID validated
L 08/11/2005 - 22:47:44: Michael20STEAM_0:1:7101815 entered the game
L 08/11/2005 - 22:47:44: Banid: Michael20STEAM_0:1:7101815 was kicked 
and banned for 5.00 minutes by Console
L 08/11/2005 - 22:47:44: Michael20STEAM_0:1:7101815Unassigned 
disconnected (reason Kicked and banned)
L 08/11/2005 - 22:48:02: Michael21STEAM_ID_PENDING connected, address 
65.87.143.31:6421
L 08/11/2005 - 22:48:03: Michael21STEAM_0:1:7101815 disconnected 
(reason STEAM UserID STEAM_0:1:7101815 is banned)
L 08/11/2005 - 23:29:56: extermen8ter22STEAM_ID_PENDING connected, 
address 80.45.150.101:27005
L 08/11/2005 - 23:29:57: extermen8terSTEAM_0:0:6028788 STEAM USERID 
validated
L 08/11/2005 - 23:30:33: extermen8ter22STEAM_0:0:6028788 entered the 
game
L 08/11/2005 - 23:30:33: Banid: extermen8ter22STEAM_0:0:6028788 was 
kicked and banned for 5.00 minutes by Console
L 08/11/2005 - 23:30:33: extermen8ter22STEAM_0:0:6028788Unassigned 
disconnected (reason Kicked and banned)
L 08/11/2005 - 23:34:29: Jus BLaZZ23STEAM_ID_PENDING connected, address 
68.127.102.6:27005
L 08/11/2005 - 23:34:30: Jus BLaZZSTEAM_0:0:7065842 STEAM USERID validated
L 08/11/2005 - 23:34:31: Jus BLaZZ23STEAM_0:0:7065842 disconnected 
(reason Disconnect by user.)
L 08/11/2005 - 23:35:10: -=]Ŧ[=-Þaine24STEAM_ID_PENDING connected, 
address 80.63.86.179:43620
L 08/11/2005 - 23:35:10: -=]Ŧ[=-ÞaineSTEAM_0:1:6845689 STEAM USERID 
validated
L 08/11/2005 - 23:35:13: -=]Ŧ[=-Þaine24STEAM_0:1:6845689 disconnected 
(reason Disconnect by user.)
L 08/12/2005 - 00:37:23: Hagedage25STEAM_ID_PENDING connected, address 
217.210.13.24:64870
L 08/12/2005 - 00:37:23: HagedageSTEAM_0:0:7923671 STEAM USERID validated
L 08/12/2005 - 00:37:25: Hagedage25STEAM_0:0:7923671 disconnected 
(reason Disconnect by user.)
L 08/12/2005 - 00:43:08: Jus BLaZZ26STEAM_ID_PENDING connected, address 
68.127.102.6:27005
L 08/12/2005 - 00:43:09: Jus BLaZZSTEAM_0:0:7065842 STEAM USERID validated
L 08/12/2005 - 00:43:11: Jus BLaZZ26STEAM_0:0:7065842 disconnected 
(reason Disconnect by user.)
L 08/12/2005 - 00:49:09: robin edefell27STEAM_ID_PENDING connected, 
address 84.216.44.230:13079
L 08/12/2005 - 00:49:10: robin edefellSTEAM_0:1:43226 STEAM USERID validated
L 08/12/2005 - 00:49:11: robin edefell27STEAM_0:1:43226 disconnected 
(reason Disconnect by user.)
L 08/12/2005 - 00:50:25: fille125 | ^^ joulu-pukki ^^28STEAM_ID_PENDING 
connected, address 62.72.224.185:60111
L 08/12/2005 - 00:50:26: fille125 | ^^ joulu-pukki ^^STEAM_0:1:1764810 
STEAM USERID validated
L 08/12/2005 - 00:50:37: fille125 | ^^ joulu-pukki 
^^28STEAM_0:1:1764810 disconnected (reason Disconnect by user.)
L 08/12/2005 - 00:55:58: p-nut29STEAM_ID_PENDING connected, address 
203.173.53.228:27005
L 08/12/2005 - 00:55:59: p-nutSTEAM_0:1:7991625 STEAM USERID validated
L 08/12/2005 - 00:56:00: p-nut29STEAM_0:1:7991625 disconnected (reason 
Disconnect by user.)
L 08/12/2005 - 00:58:19: Lenney30STEAM_ID_PENDING connected, address 
67.162.135.184:43620
L 08/12/2005 - 00:58:20: 

RE: [hlds] SRCDS using less memory now?

2005-08-12 Thread Rick Payton
Wow .. Now it's kickinig and banning everyone that joins ..

Plz shoot me.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Rick Payton
Sent: Friday, August 12, 2005 10:52 AM
To: hlds@list.valvesoftware.com
Subject: [hlds] SRCDS using less memory now?

Maybe it's my imagination but it seems my server is using less memory
... After running for a few days it would hover around 89 to 95 megs,
though right now it's only using 69 megs ... With 2 bots running around,
mani mod and small statsme ...

So yeah ... Am I imagining things?

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RE: [hlds] SRCDS using less memory now?

2005-08-12 Thread Scott Tuttle
Disable mani

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Rick Payton
 Sent: Friday, August 12, 2005 4:10 PM
 To: hlds@list.valvesoftware.com
 Subject: RE: [hlds] SRCDS using less memory now?

 Wow .. Now it's kickinig and banning everyone that joins
 ..

 Plz shoot me.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Rick Payton
 Sent: Friday, August 12, 2005 10:52 AM
 To: hlds@list.valvesoftware.com
 Subject: [hlds] SRCDS using less memory now?

 Maybe it's my imagination but it seems my server is using less memory
 ... After running for a few days it would hover around 89 to 95 megs,
 though right now it's only using 69 megs ... With 2 bots
 running around,
 mani mod and small statsme ...

 So yeah ... Am I imagining things?

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 please visit:
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RE: [hlds] SRCDS using less memory now?

2005-08-12 Thread Rick Payton
I did right after that ... Still doing the kick ban dance 
 I think it may be hlstatsx 

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Scott Tuttle
Sent: Friday, August 12, 2005 11:28 AM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] SRCDS using less memory now?

Disable mani

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Rick Payton
 Sent: Friday, August 12, 2005 4:10 PM
 To: hlds@list.valvesoftware.com
 Subject: RE: [hlds] SRCDS using less memory now?

 Wow .. Now it's kickinig and banning everyone that joins
 ..

 Plz shoot me.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Rick Payton
 Sent: Friday, August 12, 2005 10:52 AM
 To: hlds@list.valvesoftware.com
 Subject: [hlds] SRCDS using less memory now?

 Maybe it's my imagination but it seems my server is using less memory
 ... After running for a few days it would hover around 89 to 95 megs,
 though right now it's only using 69 megs ... With 2 bots running
 around, mani mod and small statsme ...

 So yeah ... Am I imagining things?

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 please visit:
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Re: [hlds] Serious Config Hack - Lag Comp bug

2005-08-12 Thread Clayton Macleod
yes, let's all just pull numbers out of our asses and tout them as
fact...I have a request for the next one...please tell us all how we
can only see 24fps!  Sheesh.

On 8/12/05, James Tucker [EMAIL PROTECTED] wrote:
 Ben - please don't start new subject threads by hitting reply to other
 mailing list messages - whilst your mail program may not be dynamic
 enough to present data in a non-linear form, mine is - and the meta data
 (There is an in-reply-to: messageid header in your mail) keeps this
 new topic under old threads. - This is not a bug in my software, you
 aren't attepting to continue a topic, so don't reply to a topic. Just a
 minor gripe. Thanks.

 With regard to these settings - I've seen this mentioned a while back
 too. Whilst it's a problem, the advantage is not real - you only gain
 the ability to inaccurately shoot at something which you cannot see. The
 advantage through areas such as double doors is a misnomer because -
 the reason you cant react to it straight is because the visibility time
 is very low. This time frame doesn't change length as a result of this
 bug, you simply remove all triggers except human timing. Now, the human
 brain operates at around about 17Hz, it is capable of appearing faster
 as a product of associativity and connectivity aswell as a continuous
 and asynchronous network layout. The point merely is, that humans are
 not very goot at replicating individual 10hz triggers - thus I think
 it's unlikely that a significant number of kills is going to be gained
 by this.

 If this is as far as a player is willing to cheat (seems a bit odd to go
 so far, and no further, except in fear of vac maybe) then it's not
 unlikely they have some reasonable skill to play the average masses
 anyway, and in this regard, any annoyance they generate is likely more
 attributable to general CS anger.

 Try the reaction time test on asciitable.com - see if you can get 0.1s
 regularly.


--
Clayton Macleod
get ye flask
You cannot get ye flask.

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RE: [hlds] Serious Config Hack - Lag Comp bug

2005-08-12 Thread Ben
Apologies, I wasn't aware that other mail clients had a problem with it and
it's a convenient way of doing it.

The advantage is real. With my normal ping, which is about 50ms I could set
a cl_interp time of up to 0.5, which is plenty of time to see someone cross,
have a fag and beer, and then headshot them.

I could even tweak it so that the timing matched my average reaction time.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of James Tucker
Sent: 12 August 2005 18:26
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Serious Config Hack - Lag Comp bug

Ben - please don't start new subject threads by hitting reply to other
mailing list messages - whilst your mail program may not be dynamic
enough to present data in a non-linear form, mine is - and the meta data
(There is an in-reply-to: messageid header in your mail) keeps this
new topic under old threads. - This is not a bug in my software, you
aren't attepting to continue a topic, so don't reply to a topic. Just a
minor gripe. Thanks.

With regard to these settings - I've seen this mentioned a while back
too. Whilst it's a problem, the advantage is not real - you only gain
the ability to inaccurately shoot at something which you cannot see. The
advantage through areas such as double doors is a misnomer because -
the reason you cant react to it straight is because the visibility time
is very low. This time frame doesn't change length as a result of this
bug, you simply remove all triggers except human timing. Now, the human
brain operates at around about 17Hz, it is capable of appearing faster
as a product of associativity and connectivity aswell as a continuous
and asynchronous network layout. The point merely is, that humans are
not very goot at replicating individual 10hz triggers - thus I think
it's unlikely that a significant number of kills is going to be gained
by this.

If this is as far as a player is willing to cheat (seems a bit odd to go
so far, and no further, except in fear of vac maybe) then it's not
unlikely they have some reasonable skill to play the average masses
anyway, and in this regard, any annoyance they generate is likely more
attributable to general CS anger.

Try the reaction time test on asciitable.com - see if you can get 0.1s
regularly.


Ben wrote:
 I am posting this here because it's important and I don't trust that it
 won't get filtered out if submitted through the bug report tool - the bug
 exists on the source server anyway so it's vaguely relevant

 ***
 This relates to cl_interp cl_interpolate settings.

 When the lag compensation system in the source engine calculates how much
to
 roll back object positions by for hit detection it takes a number of
things
 into consideration, and one of them is the value of cl_interp that is set
on
 the client.

 cl_interp sets the number of seconds in the past that your client looks
for
 updates to use for interpolation and adds an additional latency, hence why
 the lag compensation takes it into account.

 If you start a server with a bot and set sv_cheats 1, sv_showhitboxes 2
 (make sure you have the default interpolation settings) you will see the
 difference between the client side position of the bot (the model) and the
 server side (the multicoloured hitbox). When you fire a shot near the bot,
 you will see that hitbox snap back fairly precisely onto the position of
 the model. That is the lag compensation rolling back the bots position to
 compensate for your latency.

 The hack works because of a bug in the lag compensation that does not
check
 whether the client is *actually* using interpolation. Therefore you can
set
 cl_interpolate 0, cl_interp 0.1, and during hit detection the lag
 compensation will roll back the target's position to BEHIND where it was
on
 your screen. This means you can shoot people after they have disappeared,
 i.e. through narrow gaps like the double doors on d2 even if you do not
have
 the superhuman reactions to do it legitimately. Combine this hack with a
 toggle script so that you can turn it on and off as needed, and you will
 have a very powerful and very unfair advantage over your enemy.

 To see it, set cl_interpolate 0 and keep cl_interp at 0.1

 You will see that when you shoot near the bot that the server rolls back
the
 position to *behind* where you see it, and to register hits you need to
 shoot at the position that the hitbox snaps back to. The lag compensation
 thinks that that position is where you see the model on your screen due to
 your cl_interp value, but your client is not actually using it because
 cl_interpolate is set to 0.
 **

 I think this needs to be urgently urgently fixed!


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RE: [hlds] Serious Config Hack - Lag Comp bug

2005-08-12 Thread Ben
The problem is with competitive players exploiting it.  If a myg0t member
reads this and goes into your sever then you'll bigger problems than them
sniping you through doors.

The reason I posted here is because there are people who will understand the
problem and it's severity who will put pressure on valve to fix it.



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Graham Robinson
Sent: 12 August 2005 16:46
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Serious Config Hack - Lag Comp bug

Thank you very much for email this to hundreds of counter strike
source players when you could have easily just emailed Alfred. Shall I
put this on the myg0t forums now or is there there already...

Graham

On 8/12/05, Ben [EMAIL PROTECTED] wrote:
 I am posting this here because it's important and I don't trust that it
 won't get filtered out if submitted through the bug report tool - the bug
 exists on the source server anyway so it's vaguely relevant

 I think this needs to be urgently urgently fixed!

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Re: [hlds] Serious Config Hack - Lag Comp bug

2005-08-12 Thread Clayton Macleod
and please trim posts, thanks

On 8/12/05, Ben [EMAIL PROTECTED] wrote:
 Apologies, I wasn't aware that other mail clients had a problem with it and
 it's a convenient way of doing it.

 The advantage is real. With my normal ping, which is about 50ms I could set
 a cl_interp time of up to 0.5, which is plenty of time to see someone cross,
 have a fag and beer, and then headshot them.

 I could even tweak it so that the timing matched my average reaction time.


--
Clayton Macleod
get ye flask
You cannot get ye flask.

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Re: [hlds] Serious Config Hack - Lag Comp bug

2005-08-12 Thread m0gely

Ben wrote:

Apologies, I wasn't aware that other mail clients had a problem with it and
it's a convenient way of doing it.


It's not that other mail clients have a problem, it's that Outlook
merely groups by the subject rather than viewing the messages in
threaded fashion.  Similar to this:

http://www.iml.uts.edu.au/images/utsonline/messages/6.gif

You can see who is replying to who.  So your message appears in this
view as a reply to someone else, that in until it's read and is
obviously a new thread.

--
- m0gely
http://quake2.telestream.com/
Q2 | Q3A | Counter-strike

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[hlds] HL1 Engine Update Problems ?

2005-08-12 Thread leo bounds
Are the majority of you folks running the latest HL1
Steam updates with no problems ?

I saw a few people having some issues. For the most
part are you guys running the latest HL1 update with
no problems ?

I really would like to hear feedback before I update
other servers.

Thank you for your comments,
LB




Start your day with Yahoo! - make it your home page
http://www.yahoo.com/r/hs


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RE: [hlds] SRCDS using less memory now?

2005-08-12 Thread Rick Payton
For anyone that cares, the problem was in fact HLstatsX. Seems there's a
variable to enforce only players under a certain rank being able to play
(Pro server option). Silly me set it to 2 ... Lol .. crap :/

Anyone else actually running HLstatsX?

Rick

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Rick Payton
Sent: Friday, August 12, 2005 11:30 AM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] SRCDS using less memory now?

I did right after that ... Still doing the kick ban dance 
 I think it may be hlstatsx 

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Scott Tuttle
Sent: Friday, August 12, 2005 11:28 AM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] SRCDS using less memory now?

Disable mani

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Rick Payton
 Sent: Friday, August 12, 2005 4:10 PM
 To: hlds@list.valvesoftware.com
 Subject: RE: [hlds] SRCDS using less memory now?

 Wow .. Now it's kickinig and banning everyone that joins

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Re: [hlds] HL1 Engine Update Problems ?

2005-08-12 Thread Agent|BeNt


- Original Message -
From: leo bounds [EMAIL PROTECTED]



Are the majority of you folks running the latest HL1
Steam updates with no problems ?



Thank you for your comments,
LB


I am having absoulutely no issues.With more than one server per box.All on
different ips without using the -sport option.

BeNt
http://www.gorillazsouth.com



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RE: [hlds] Serious Config Hack - Lag Comp bug

2005-08-12 Thread Ben
Oh well, I thought there was only outlook or pine. And I know which I'd
rather use out of those too :P

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of m0gely
Sent: 12 August 2005 23:44
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Serious Config Hack - Lag Comp bug

Ben wrote:
 Apologies, I wasn't aware that other mail clients had a problem with it
and
 it's a convenient way of doing it.

It's not that other mail clients have a problem, it's that Outlook
merely groups by the subject rather than viewing the messages in
threaded fashion.  Similar to this:

http://www.iml.uts.edu.au/images/utsonline/messages/6.gif

You can see who is replying to who.  So your message appears in this
view as a reply to someone else, that in until it's read and is
obviously a new thread.

--
- m0gely
http://quake2.telestream.com/
Q2 | Q3A | Counter-strike

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RE: [hlds] Serious Config Hack - Lag Comp bug

2005-08-12 Thread Rick Payton
Outlook, right? ;)

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ben
Sent: Friday, August 12, 2005 1:19 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Serious Config Hack - Lag Comp bug

Oh well, I thought there was only outlook or pine. And I know which I'd
rather use out of those too :P

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of m0gely
Sent: 12 August 2005 23:44
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Serious Config Hack - Lag Comp bug

Ben wrote:
 Apologies, I wasn't aware that other mail clients had a problem with
 it
and
 it's a convenient way of doing it.

It's not that other mail clients have a problem, it's that Outlook
merely groups by the subject rather than viewing the messages in
threaded fashion.  Similar to this:

http://www.iml.uts.edu.au/images/utsonline/messages/6.gif

You can see who is replying to who.  So your message appears in this
view as a reply to someone else, that in until it's read and is
obviously a new thread.
- m0gely

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Re: [hlds] RE: Serious Config Hack - Lag Comp bug (Faaip)

2005-08-12 Thread Zack Sloane
Ya, its called CSP 1.1.  Opi made it for Caleague.com's usage.  It
blocks a bunch of commands, not just those two, but it locks cl_interp
to .01 and cl_interpolate to 1.

On 8/12/05, Faaip [EMAIL PROTECTED] wrote:
 I don't want to say how, because it is my greatest advantage, but
 the tools for fixing this are already available and in-place on one of my
 servers as a test.  So far the results have been perfect.

 Keep looking.

 -Faaip

 The

 I am posting this here because it's important and I don't trust that it
 won't get filtered out if submitted through the bug report tool - the bug
 exists on the source server anyway so it's vaguely relevant

 ***
 This relates to cl_interp cl_interpolate settings.

 When the lag compensation system in the source engine calculates how much to
 roll back object positions by for hit detection it takes a number of things
 into consideration, and one of them is the value of cl_interp that is set on
 the client.

 cl_interp sets the number of seconds in the past that your client looks for
 updates to use for interpolation and adds an additional latency, hence why
 the lag compensation takes it into account.

 If you start a server with a bot and set sv_cheats 1, sv_showhitboxes 2
 (make sure you have the default interpolation settings) you will see the
 difference between the client side position of the bot (the model) and the
 server side (the multicoloured hitbox). When you fire a shot near the bot,
 you will see that hitbox snap back fairly precisely onto the position of
 the model. That is the lag compensation rolling back the bots position to
 compensate for your latency.

 The hack works because of a bug in the lag compensation that does not check
 whether the client is *actually* using interpolation. Therefore you can set
 cl_interpolate 0, cl_interp 0.1, and during hit detection the lag
 compensation will roll back the target's position to BEHIND where it was on
 your screen. This means you can shoot people after they have disappeared,
 i.e. through narrow gaps like the double doors on d2 even if you do not have
 the superhuman reactions to do it legitimately. Combine this hack with a
 toggle script so that you can turn it on and off as needed, and you will
 have a very powerful and very unfair advantage over your enemy.

 To see it, set cl_interpolate 0 and keep cl_interp at 0.1

 You will see that when you shoot near the bot that the server rolls back the
 position to *behind* where you see it, and to register hits you need to
 shoot at the position that the hitbox snaps back to. The lag compensation
 thinks that that position is where you see the model on your screen due to
 your cl_interp value, but your client is not actually using it because
 cl_interpolate is set to 0.
 **

 I think this needs to be urgently urgently fixed!


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--
--
Zack Sloane
http://zteknology.com
We Put Personal Back in Personal Computer!
You Dream it, We Build It!

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[hlds] Clean, fresh install of server hangs on map change

2005-08-12 Thread Rick Payton
Ok after getting frustrated with all my clients getting kicked 
kick/banned for no reason (and even thinking it was my stats package
freaking out) I went and downloaded a fresh copy of SRCDS, and placed it
onto a different hard drive of the computer hosting my CS:S server.

I've removed Mani Mod
Small Statsme (for Hlstats  HLstatsX)
Turned off the perl daemon for HLstatsX
Restarting the SRCDS server (just realized a computer reboot has NOT
been done)

After all that, the server is STILL kicking  kick/banning players. On
top of that, when I leave my 2 bots roaming around and set either
mp_maxrounds or mp_timelimit when it comes time to change to a new map,
the server just sits there. Players can join and if they don't get
kicked or banned, they can choose a team, chat with one another, use
rcon to change the map, and when it was enabled, use mani mod (well just
people with admin could).

So thinking something just went downright screwy with my installation, I
downloaded the fresh copy. Separate drive, NO mods, stock server.cfg
with the exception of the rcon password.

Same story, server hangs on map change ... Dunno if it's still kicking
people though ...

Ideas anyone?

Heh .. EDIT: someone tell me why I tried to put comments in the
mapcycle.txt . The server was trying to change maps to //de_aztec

Well let's see if it's still kick happy ...

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Re: [hlds] HL1 Engine Update Problems ?

2005-08-12 Thread Whisper
--
[ Picked text/plain from multipart/alternative ]
Same as Bent as far as I can tell

On 8/13/05, Agent|BeNt [EMAIL PROTECTED] wrote:


 - Original Message -
 From: leo bounds [EMAIL PROTECTED]


  Are the majority of you folks running the latest HL1
  Steam updates with no problems ?

  Thank you for your comments,
  LB

 I am having absoulutely no issues.With more than one server per box.All on
 different ips without using the -sport option.

 BeNt
 http://www.gorillazsouth.com



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Re: [hlds] Clean, fresh install of server hangs on map change

2005-08-12 Thread Alex Spencer

Have you tried with _no_ mods?  also, try adding the server to the DEP
doodah (to be not protected)  try with a truely clean config too.

also, i don't think mapcycle.txt allows commenting (perhaps only .cfgs
parse commenting properly?)

Rick Payton wrote:


Ok after getting frustrated with all my clients getting kicked 
kick/banned for no reason (and even thinking it was my stats package
freaking out) I went and downloaded a fresh copy of SRCDS, and placed it
onto a different hard drive of the computer hosting my CS:S server.

I've removed Mani Mod
Small Statsme (for Hlstats  HLstatsX)
Turned off the perl daemon for HLstatsX
Restarting the SRCDS server (just realized a computer reboot has NOT
been done)

After all that, the server is STILL kicking  kick/banning players. On
top of that, when I leave my 2 bots roaming around and set either
mp_maxrounds or mp_timelimit when it comes time to change to a new map,
the server just sits there. Players can join and if they don't get
kicked or banned, they can choose a team, chat with one another, use
rcon to change the map, and when it was enabled, use mani mod (well just
people with admin could).

So thinking something just went downright screwy with my installation, I
downloaded the fresh copy. Separate drive, NO mods, stock server.cfg
with the exception of the rcon password.

Same story, server hangs on map change ... Dunno if it's still kicking
people though ...

Ideas anyone?

Heh .. EDIT: someone tell me why I tried to put comments in the
mapcycle.txt . The server was trying to change maps to //de_aztec

Well let's see if it's still kick happy ...

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Re: [hlds] SRCDS using less memory now?

2005-08-12 Thread sprout

dunno about anyone else but on my performance log it doesn't even seem to
ever show memory spike really at all it does when I start quite a few
servers but then goes right down again
- Original Message -
From: Rick Payton [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Friday, August 12, 2005 6:01 PM
Subject: RE: [hlds] SRCDS using less memory now?



For anyone that cares, the problem was in fact HLstatsX. Seems there's a
variable to enforce only players under a certain rank being able to play
(Pro server option). Silly me set it to 2 ... Lol .. crap :/

Anyone else actually running HLstatsX?

Rick

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Rick Payton
Sent: Friday, August 12, 2005 11:30 AM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] SRCDS using less memory now?

I did right after that ... Still doing the kick ban dance 
I think it may be hlstatsx 

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Scott Tuttle
Sent: Friday, August 12, 2005 11:28 AM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] SRCDS using less memory now?

Disable mani


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Rick Payton
Sent: Friday, August 12, 2005 4:10 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] SRCDS using less memory now?

Wow .. Now it's kickinig and banning everyone that joins


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