[hlds] Alfred Help
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: Re: [hlds] Half-Life 1: Engine update release
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: Re: [hlds] Half-Life 1: Engine update release
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Half-Life 1: Engine update release
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Half-Life 1: Engine update release
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] windows 2003 memory tweaking
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
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! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] Serious Config Hack - Lag Comp bug
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! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] 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! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Serious Config Hack - Lag Comp bug
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! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Serious Config Hack - Lag Comp bug
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! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] windows 2003 memory tweaking
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] SRCDS using less memory now? (warning - log data inserted)
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?
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] 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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] 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 .. 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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Serious Config Hack - Lag Comp bug
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] Serious Config Hack - Lag Comp bug
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! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] Serious Config Hack - Lag Comp bug
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! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Serious Config Hack - Lag Comp bug
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] HL1 Engine Update Problems ?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] HL1 Engine Update Problems ?
- 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
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 http://quake2.telestream.com/ Q2 | Q3A | Counter-strike ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] Serious Config Hack - Lag Comp bug
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] RE: Serious Config Hack - Lag Comp bug (Faaip)
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! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- -- Zack Sloane http://zteknology.com We Put Personal Back in Personal Computer! You Dream it, We Build It! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] Clean, fresh install of server hangs on map change
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 ... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] HL1 Engine Update Problems ?
-- [ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Clean, fresh install of server hangs on map change
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 ... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] SRCDS using less memory now?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds