Re: [hlds] stop nav creation in srcds

2005-09-08 Thread SKELETOR

at first all anyone said was make the cfg file.. i didn't know any way of
goin about making a script or anything like that.. the only way i knew to do
that was to manually copy and paste the cmds and save everyone of them
independantly.. which that would take forever.. but i will admit that i was
wrong at first. but now i have an idea, still can't get it to work, but ill
search a lil more on it, and try to figure this out.
thank you again for your help

- Original Message -
From: [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Wednesday, September 07, 2005 8:29 PM
Subject: Re: [hlds] stop nav creation in srcds



SKELETOR wrote:


yea. thnx a lot i was just asking if there was a cvar to disable the
auto-creation of a nav file! i have on problem going through and
making the
nav files, i just wanted to know if there was a way to make it not do
that!

i know everything else i can do, like makin the config file for each map
telling it to add the bots per map.. and blah blah blah, but that
would take
a very long time regardless of how its done. i would rather just
create nav
files.

so unless anyone has USEFULL input.. this topic is dead
- Original Message -
From: James Tucker [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Monday, September 05, 2005 10:21 AM
Subject: Re: [hlds] stop nav creation in srcds


Well isn't that pleasant.

To all of those who responded to this guys request please remember that
he is the exception and not the rule. I do not post here much but I read
everything that is posted and I find most of the information that you
guys dole out to be very useful including the info on this topic. I
suppose since the answer to his question was fairly obvious it was of
coarse the wrong one and his response to all of your efforts only
indicates his status here and certainly not yours.

Keep up the good work guys.





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[hlds] Somewhat control panel

2005-09-08 Thread INVGaming.NET
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Does anyone know like pretty much a control panel service were users can login 
and
control their server.

Edit config files, start/stop/restart their servers and etc.

If anyone has some suggestions thatll be cool :)

thanks,
Sandy
--



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[hlds] sv_consistency

2005-09-08 Thread Whisper
--
[ Picked text/plain from multipart/alternative ]
sv_consistency = 1 replicated - Whether the server enforces file
consistency for critical files
 Which files are these exactly? Does anybody have a list or a website link
that holds the list?
 Does anybody have suggestions on mods that enforce consistency above the
level of sv_consistency and can do so on a file by file basis?
 Cheers
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RE: [hlds] 100 player slot server spec?

2005-09-08 Thread blkraven
That spec can handle about 150 player slots, if u has the money for an AMD
Opteron, I would try to get a single AMD Dual Core Opteron 2 GHz. This will
give u the possibility to later upgrade to Dual AMD Dual Core Opteron,
making it a 4way system (4 cpu's).

AMD has an integrated memory controller on the CPU which lowers the internal
latency a bit, also AMD Opteron's can handle more continues load before the
performance drops to the point the players get lag.

To calculate ram, take about 150MB for a full course server, and 512MB for
the operating system. 2GB is more then enough in almost any case.


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: donderdag 8 september 2005 7:23
To: hlds@list.valvesoftware.com
Subject: [hlds] 100 player slot server spec?

Hi,

I need a 1U server capable of 100 player slots for CS:S (eg 4 x 24 man + 4 x
HLTV) and was wondering what sort of spec I need.
I was thinking of a dual xeon 2.8 with 2gb memory.
Is this too much/too little?  Do I need more/less memory?

I hear AMD's are meant to be better than Intel - why is that?

I want something with a maintenance contract (eg dell 3 yr next business
day), though they only do intel servers, so if AMD really are the best then
that's no good :(

Any help/advice much appreciated

Thanks

Tef


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RE: [hlds] Tick Rate Guide Updated

2005-09-08 Thread blkraven
Idd
Running a flash app, eggdrop, streaming media, or such will do the trick.
U have something like that running I'm sure, clean windows install won't get
u high fps.


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of James Tucker
Sent: woensdag 7 september 2005 13:52
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Tick Rate Guide Updated

Provided you are reading the right data, which I assume you are, then
I'm afraid there are no two ways about it, you have a high resolution
timer running.

The cause of this could be any other piece of software on the system,
starting a flash file would do it for example. There are many ways to
get a high res timer, the amusement of the CS community using media
player or flash files is merely an oddity of the community at large.
(damn forums).

Let me just assure you once again however, this isn't a mistake, your
system IS running a high res timer, and this IS created by a third party
app being introduced. If you still don't believe it, do a fresh install
with quite literally nothing but the OS and source. Don't load a web
browser (no flash allowed) just load srcds. You will then get different
results.

Ian mu wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 Hiya, what I'm saying is I get 500 fps with no need for any timer and no
 enhancements to the o.s (and fwiw the media player or boost fix doesn't
 raise it above that if fps_max is set way higher, but it obviously does
for
 some other people). I'm not complaining, or looking for a fix! I'm just
 pointing out according to the thread I should only get 64 or 1000 (I get
64
 unless I set fps_max 600, then its a constant 500), so it may be worth
 quantifying that its not always the case in the thread and some people may
 be able to get 500. Why it is for some I have no idea, guessing its
 different o.s flavours.
  I do appreciate people trying to help me though, but its not required,
just
 pointing out a possible mistake :). I'm totally fine with 500fps.

  On 9/7/05, James Tucker [EMAIL PROTECTED] wrote:

No problem, there are some things my uni 'CS' education may have been
good for :-s but i don't like to admit it.

m1kest4r wrote:

--
[ Picked text/plain from multipart/alternative ]
Thanks James, im sure you could tell what i know what i mean - im just

not

100% of the correct terminology :P

On 9/7/05, James Tucker [EMAIL PROTECTED] wrote:


What you require is actually called a high resolution timer typically
many operating systems have no need to time interrupts on such a
frequent basis, however srcds needs around a 1000Hz timer to achieve
this fps.

The reason for the srcdsfpsboost/media player references is that one of
the programatically easiest ways to get a high res timer from the NT
kernel is to load certain media libraries.

Ian mu wrote:


 --

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Re: [hlds] 100 player slot server spec?

2005-09-08 Thread trunky

I would say, from experience that a dual 2.8 xeon/2GB ram is comfortable for
around 100 cs/s slots any more and it does start to get laggy on occasions
particularly at mapchanges, you can go some way to avoiding that by using
scsi RAID. 150 would be rather overloaded unless you are getitng into 'dirty
tricks' using low tickrates and low fps servers.

T
  low price HL1  HL2 servers for rental
10 player private clanserver 12 quid!!
http://www.stressed-out.org - for details or #stressed on quakenet

- Original Message -
From: blkraven [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Thursday, September 08, 2005 10:01 AM
Subject: RE: [hlds] 100 player slot server spec?



That spec can handle about 150 player slots, if u has the money for an AMD
Opteron, I would try to get a single AMD Dual Core Opteron 2 GHz. This
will
give u the possibility to later upgrade to Dual AMD Dual Core Opteron,
making it a 4way system (4 cpu's).

AMD has an integrated memory controller on the CPU which lowers the
internal
latency a bit, also AMD Opteron's can handle more continues load before
the
performance drops to the point the players get lag.

To calculate ram, take about 150MB for a full course server, and 512MB for
the operating system. 2GB is more then enough in almost any case.


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: donderdag 8 september 2005 7:23
To: hlds@list.valvesoftware.com
Subject: [hlds] 100 player slot server spec?

Hi,

I need a 1U server capable of 100 player slots for CS:S (eg 4 x 24 man + 4
x
HLTV) and was wondering what sort of spec I need.
I was thinking of a dual xeon 2.8 with 2gb memory.
Is this too much/too little?  Do I need more/less memory?

I hear AMD's are meant to be better than Intel - why is that?

I want something with a maintenance contract (eg dell 3 yr next business
day), though they only do intel servers, so if AMD really are the best
then
that's no good :(

Any help/advice much appreciated

Thanks

Tef


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RE: [hlds] 100 player slot server spec?

2005-09-08 Thread blkraven
150 players on that specs equals 750Mhz for a 20 player server, that should
be enough. (I'm talking about 2.8Ghz Nacona here 800mhz 64bit xeon version)

For the mapchange lag, u don't use 7200rpm desktop disks in a server if u
do, don't buy a server just use a normal pc.

Oh and btw, since when is this list a medium for adds??



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: donderdag 8 september 2005 11:25
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] 100 player slot server spec?

I would say, from experience that a dual 2.8 xeon/2GB ram is comfortable for
around 100 cs/s slots any more and it does start to get laggy on occasions
particularly at mapchanges, you can go some way to avoiding that by using
scsi RAID. 150 would be rather overloaded unless you are getitng into 'dirty
tricks' using low tickrates and low fps servers.

T
   low price HL1  HL2 servers for rental
 10 player private clanserver 12 quid!!
http://www.stressed-out.org - for details or #stressed on quakenet

- Original Message -
From: blkraven [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Thursday, September 08, 2005 10:01 AM
Subject: RE: [hlds] 100 player slot server spec?


 That spec can handle about 150 player slots, if u has the money for an AMD
 Opteron, I would try to get a single AMD Dual Core Opteron 2 GHz. This
 will
 give u the possibility to later upgrade to Dual AMD Dual Core Opteron,
 making it a 4way system (4 cpu's).

 AMD has an integrated memory controller on the CPU which lowers the
 internal
 latency a bit, also AMD Opteron's can handle more continues load before
 the
 performance drops to the point the players get lag.

 To calculate ram, take about 150MB for a full course server, and 512MB for
 the operating system. 2GB is more then enough in almost any case.


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of
 [EMAIL PROTECTED]
 Sent: donderdag 8 september 2005 7:23
 To: hlds@list.valvesoftware.com
 Subject: [hlds] 100 player slot server spec?

 Hi,

 I need a 1U server capable of 100 player slots for CS:S (eg 4 x 24 man + 4
 x
 HLTV) and was wondering what sort of spec I need.
 I was thinking of a dual xeon 2.8 with 2gb memory.
 Is this too much/too little?  Do I need more/less memory?

 I hear AMD's are meant to be better than Intel - why is that?

 I want something with a maintenance contract (eg dell 3 yr next business
 day), though they only do intel servers, so if AMD really are the best
 then
 that's no good :(

 Any help/advice much appreciated

 Thanks

 Tef


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 please visit:
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RE: [hlds] Somewhat control panel

2005-09-08 Thread Elvis
 http://serverdoc.com/

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of INVGaming.NET
Sent: Thursday, September 08, 2005 2:44 AM
To: hlds@list.valvesoftware.com
Subject: [hlds] Somewhat control panel

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Does anyone know like pretty much a control panel service were users can
login and
control their server.

Edit config files, start/stop/restart their servers and etc.

If anyone has some suggestions thatll be cool :)

thanks,
Sandy
--



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--
No virus found in this incoming message.
Checked by AVG Anti-Virus.
Version: 7.0.344 / Virus Database: 267.10.18/89 - Release Date: 9/2/2005


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Checked by AVG Anti-Virus.
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RE: [hlds] 100 player slot server spec?

2005-09-08 Thread blkraven
Sorry I didn't read your post right the last time...

[quote] 150 would be rather overloaded unless you are getitng into 'dirty
tricks' using low tickrates and low fps servers. [/quote]

Rofl i'm not sure why u would want to accuse valve of using dirty tricks,
yes that's what you're doing...

The Half-life engine runs on low fps  low tic rates by default, so I
really don't understand why u calls that using dirty tricks. It's really the
other way around, when u use high fps  high tic rates, u are using a trick,
because then your changing a default value.

So stop selling lies to people...

Obviously if someone asks about running servers on a given server
specification and he don't state he wants to run his game servers boosted,
then I will reply assuming default values will be used.

In the case that the person starting this thread wants to use boosted
servers, even 100 player slots would be asking too much from any Xeon
machine.

For his given specs Xeon 2.8Ghz, a boosted server below 16 slots would use
roughly 16% cpu and 24+% if over 16 slots, of course u don't want to have
cpu load above 80%, so that would only leave 80 player slots max (80%/16%=5,
max 16 players servers)...



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: donderdag 8 september 2005 11:25
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] 100 player slot server spec?

I would say, from experience that a dual 2.8 xeon/2GB ram is comfortable for
around 100 cs/s slots any more and it does start to get laggy on occasions
particularly at mapchanges, you can go some way to avoiding that by using
scsi RAID. 150 would be rather overloaded unless you are getitng into 'dirty
tricks' using low tickrates and low fps servers.

T
   low price HL1  HL2 servers for rental
 10 player private clanserver 12 quid!!
http://www.stressed-out.org - for details or #stressed on quakenet

- Original Message -
From: blkraven [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Thursday, September 08, 2005 10:01 AM
Subject: RE: [hlds] 100 player slot server spec?


 That spec can handle about 150 player slots, if u has the money for an AMD
 Opteron, I would try to get a single AMD Dual Core Opteron 2 GHz. This
 will
 give u the possibility to later upgrade to Dual AMD Dual Core Opteron,
 making it a 4way system (4 cpu's).

 AMD has an integrated memory controller on the CPU which lowers the
 internal
 latency a bit, also AMD Opteron's can handle more continues load before
 the
 performance drops to the point the players get lag.

 To calculate ram, take about 150MB for a full course server, and 512MB for
 the operating system. 2GB is more then enough in almost any case.


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of
 [EMAIL PROTECTED]
 Sent: donderdag 8 september 2005 7:23
 To: hlds@list.valvesoftware.com
 Subject: [hlds] 100 player slot server spec?

 Hi,

 I need a 1U server capable of 100 player slots for CS:S (eg 4 x 24 man + 4
 x
 HLTV) and was wondering what sort of spec I need.
 I was thinking of a dual xeon 2.8 with 2gb memory.
 Is this too much/too little?  Do I need more/less memory?

 I hear AMD's are meant to be better than Intel - why is that?

 I want something with a maintenance contract (eg dell 3 yr next business
 day), though they only do intel servers, so if AMD really are the best
 then
 that's no good :(

 Any help/advice much appreciated

 Thanks

 Tef


 ___
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 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds


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Re: [hlds] Tick Rate Guide Updated

2005-09-08 Thread Ian mu
--
[ Picked text/plain from multipart/alternative ]
Sounds like I must have, but I've checked server and there's nothing extra
running apart from some scripts monitoring servers (virus checker etc in
background monitoring but thats about it). Server is just running some game
servers, no scripts, no webpages, nothing. Must be something doing it though
if thats the case.
 Out of interest if a simple program can enable it, why doesn't valve just
add a bit of code to enable it anyway, or am I missing something?

 On 9/8/05, blkraven [EMAIL PROTECTED] wrote:

 Idd
 Running a flash app, eggdrop, streaming media, or such will do the trick.
 U have something like that running I'm sure, clean windows install won't
 get
 u high fps.


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of James Tucker
 Sent: woensdag 7 september 2005 13:52
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Tick Rate Guide Updated

 Provided you are reading the right data, which I assume you are, then
 I'm afraid there are no two ways about it, you have a high resolution
 timer running.

 The cause of this could be any other piece of software on the system,
 starting a flash file would do it for example. There are many ways to
 get a high res timer, the amusement of the CS community using media
 player or flash files is merely an oddity of the community at large.
 (damn forums).

 Let me just assure you once again however, this isn't a mistake, your
 system IS running a high res timer, and this IS created by a third party
 app being introduced. If you still don't believe it, do a fresh install
 with quite literally nothing but the OS and source. Don't load a web
 browser (no flash allowed) just load srcds. You will then get different
 results.

 Ian mu wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  Hiya, what I'm saying is I get 500 fps with no need for any timer and no
  enhancements to the o.s (and fwiw the media player or boost fix doesn't
  raise it above that if fps_max is set way higher, but it obviously does
 for
  some other people). I'm not complaining, or looking for a fix! I'm just
  pointing out according to the thread I should only get 64 or 1000 (I get
 64
  unless I set fps_max 600, then its a constant 500), so it may be worth
  quantifying that its not always the case in the thread and some people
 may
  be able to get 500. Why it is for some I have no idea, guessing its
  different o.s flavours.
  I do appreciate people trying to help me though, but its not required,
 just
  pointing out a possible mistake :). I'm totally fine with 500fps.
 
  On 9/7/05, James Tucker [EMAIL PROTECTED] wrote:
 
 No problem, there are some things my uni 'CS' education may have been
 good for :-s but i don't like to admit it.
 
 m1kest4r wrote:
 
 --
 [ Picked text/plain from multipart/alternative ]
 Thanks James, im sure you could tell what i know what i mean - im just
 
 not
 
 100% of the correct terminology :P
 
 On 9/7/05, James Tucker [EMAIL PROTECTED] wrote:
 
 
 What you require is actually called a high resolution timer
 typically
 many operating systems have no need to time interrupts on such a
 frequent basis, however srcds needs around a 1000Hz timer to achieve
 this fps.
 
 The reason for the srcdsfpsboost/media player references is that one
 of
 the programatically easiest ways to get a high res timer from the NT
 kernel is to load certain media libraries.
 
 Ian mu wrote:
 
 
  --
 
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  To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 

 ___
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RE: [hlds] Tick Rate Guide Updated

2005-09-08 Thread blkraven
That's a good question indeed. Obviously valve would be able to do so, but
they will have their reasons for not doing so, seeing as they use low fps 
low tic rates as default, I think that is just how they intended for their
game to operate.
The linux version has a booster build into it; it could just be valve didn't
want to bother trying to figure out how to do that in the windows version...

I'm not sure about this, but I can remember running some other game servers
also gave HL servers a boost, do u run any none HL based game servers on
that machine or maybe voice servers?



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ian mu
Sent: donderdag 8 september 2005 13:18
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Tick Rate Guide Updated

--
[ Picked text/plain from multipart/alternative ]
Sounds like I must have, but I've checked server and there's nothing extra
running apart from some scripts monitoring servers (virus checker etc in
background monitoring but thats about it). Server is just running some game
servers, no scripts, no webpages, nothing. Must be something doing it though
if thats the case.
 Out of interest if a simple program can enable it, why doesn't valve just
add a bit of code to enable it anyway, or am I missing something?

 On 9/8/05, blkraven [EMAIL PROTECTED] wrote:

 Idd
 Running a flash app, eggdrop, streaming media, or such will do the trick.
 U have something like that running I'm sure, clean windows install won't
 get
 u high fps.


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of James Tucker
 Sent: woensdag 7 september 2005 13:52
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Tick Rate Guide Updated

 Provided you are reading the right data, which I assume you are, then
 I'm afraid there are no two ways about it, you have a high resolution
 timer running.

 The cause of this could be any other piece of software on the system,
 starting a flash file would do it for example. There are many ways to
 get a high res timer, the amusement of the CS community using media
 player or flash files is merely an oddity of the community at large.
 (damn forums).

 Let me just assure you once again however, this isn't a mistake, your
 system IS running a high res timer, and this IS created by a third party
 app being introduced. If you still don't believe it, do a fresh install
 with quite literally nothing but the OS and source. Don't load a web
 browser (no flash allowed) just load srcds. You will then get different
 results.

 Ian mu wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  Hiya, what I'm saying is I get 500 fps with no need for any timer and no
  enhancements to the o.s (and fwiw the media player or boost fix doesn't
  raise it above that if fps_max is set way higher, but it obviously does
 for
  some other people). I'm not complaining, or looking for a fix! I'm just
  pointing out according to the thread I should only get 64 or 1000 (I get
 64
  unless I set fps_max 600, then its a constant 500), so it may be worth
  quantifying that its not always the case in the thread and some people
 may
  be able to get 500. Why it is for some I have no idea, guessing its
  different o.s flavours.
  I do appreciate people trying to help me though, but its not required,
 just
  pointing out a possible mistake :). I'm totally fine with 500fps.
 
  On 9/7/05, James Tucker [EMAIL PROTECTED] wrote:
 
 No problem, there are some things my uni 'CS' education may have been
 good for :-s but i don't like to admit it.
 
 m1kest4r wrote:
 
 --
 [ Picked text/plain from multipart/alternative ]
 Thanks James, im sure you could tell what i know what i mean - im just
 
 not
 
 100% of the correct terminology :P
 
 On 9/7/05, James Tucker [EMAIL PROTECTED] wrote:
 
 
 What you require is actually called a high resolution timer
 typically
 many operating systems have no need to time interrupts on such a
 frequent basis, however srcds needs around a 1000Hz timer to achieve
 this fps.
 
 The reason for the srcdsfpsboost/media player references is that one
 of
 the programatically easiest ways to get a high res timer from the NT
 kernel is to load certain media libraries.
 
 Ian mu wrote:
 
 
  --
 
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 please visit:
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 ___
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Re: [hlds] Tick Rate Guide Updated

2005-09-08 Thread Whisper
--
[ Picked text/plain from multipart/alternative ]
The default fps is no low though
 fps_max default = 300 even on 33 tickrate servers
 The fact they do not get anything like 300 fps is due to the Windows Multi
Media Timer defaulting to 60Hz or there abouts.

 On 9/8/05, blkraven [EMAIL PROTECTED] wrote:

 That's a good question indeed. Obviously valve would be able to do so, but
 they will have their reasons for not doing so, seeing as they use low fps
 
 low tic rates as default, I think that is just how they intended for their
 game to operate.
 The linux version has a booster build into it; it could just be valve
 didn't
 want to bother trying to figure out how to do that in the windows
 version...

 I'm not sure about this, but I can remember running some other game
 servers
 also gave HL servers a boost, do u run any none HL based game servers on
 that machine or maybe voice servers?



 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Ian mu
 Sent: donderdag 8 september 2005 13:18
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Tick Rate Guide Updated

 --
 [ Picked text/plain from multipart/alternative ]
 Sounds like I must have, but I've checked server and there's nothing extra
 running apart from some scripts monitoring servers (virus checker etc in
 background monitoring but thats about it). Server is just running some
 game
 servers, no scripts, no webpages, nothing. Must be something doing it
 though
 if thats the case.
 Out of interest if a simple program can enable it, why doesn't valve just
 add a bit of code to enable it anyway, or am I missing something?

 On 9/8/05, blkraven [EMAIL PROTECTED] wrote:
 
  Idd
  Running a flash app, eggdrop, streaming media, or such will do the
 trick.
  U have something like that running I'm sure, clean windows install won't
  get
  u high fps.
 
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of James Tucker
  Sent: woensdag 7 september 2005 13:52
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] Tick Rate Guide Updated
 
  Provided you are reading the right data, which I assume you are, then
  I'm afraid there are no two ways about it, you have a high resolution
  timer running.
 
  The cause of this could be any other piece of software on the system,
  starting a flash file would do it for example. There are many ways to
  get a high res timer, the amusement of the CS community using media
  player or flash files is merely an oddity of the community at large.
  (damn forums).
 
  Let me just assure you once again however, this isn't a mistake, your
  system IS running a high res timer, and this IS created by a third party
  app being introduced. If you still don't believe it, do a fresh install
  with quite literally nothing but the OS and source. Don't load a web
  browser (no flash allowed) just load srcds. You will then get different
  results.
 
  Ian mu wrote:
   --
   [ Picked text/plain from multipart/alternative ]
   Hiya, what I'm saying is I get 500 fps with no need for any timer and
 no
   enhancements to the o.s (and fwiw the media player or boost fix
 doesn't
   raise it above that if fps_max is set way higher, but it obviously
 does
  for
   some other people). I'm not complaining, or looking for a fix! I'm
 just
   pointing out according to the thread I should only get 64 or 1000 (I
 get
  64
   unless I set fps_max 600, then its a constant 500), so it may be worth
   quantifying that its not always the case in the thread and some people
  may
   be able to get 500. Why it is for some I have no idea, guessing its
   different o.s flavours.
   I do appreciate people trying to help me though, but its not required,
  just
   pointing out a possible mistake :). I'm totally fine with 500fps.
  
   On 9/7/05, James Tucker [EMAIL PROTECTED] wrote:
  
  No problem, there are some things my uni 'CS' education may have been
  good for :-s but i don't like to admit it.
  
  m1kest4r wrote:
  
  --
  [ Picked text/plain from multipart/alternative ]
  Thanks James, im sure you could tell what i know what i mean - im
 just
  
  not
  
  100% of the correct terminology :P
  
  On 9/7/05, James Tucker [EMAIL PROTECTED] wrote:
  
  
  What you require is actually called a high resolution timer
  typically
  many operating systems have no need to time interrupts on such a
  frequent basis, however srcds needs around a 1000Hz timer to achieve
  this fps.
  
  The reason for the srcdsfpsboost/media player references is that one
  of
  the programatically easiest ways to get a high res timer from the NT
  kernel is to load certain media libraries.
  
  Ian mu wrote:
  
  
   --
  
   ___
   To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
   http://list.valvesoftware.com/mailman/listinfo/hlds
  
 
  ___
  To unsubscribe, edit your 

Re: [hlds] Tick Rate Guide Updated

2005-09-08 Thread James Tucker



Whisper wrote:

--
[ Picked text/plain from multipart/alternative ]
The default fps is no low though
 fps_max default = 300 even on 33 tickrate servers
 The fact they do not get anything like 300 fps is due to the Windows Multi
Media Timer defaulting to 60Hz or there abouts.


Interesting, what is a multi-media timer? and where did you get the
value of 60Hz?


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Re: [hlds] Tick Rate Guide Updated

2005-09-08 Thread Whisper
--
[ Picked text/plain from multipart/alternative ]
Clayton will have the Microsoft Reference for this somewhere. :)

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



 Whisper wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  The default fps is no low though
  fps_max default = 300 even on 33 tickrate servers
  The fact they do not get anything like 300 fps is due to the Windows
 Multi
  Media Timer defaulting to 60Hz or there abouts.

 Interesting, what is a multi-media timer? and where did you get the
 value of 60Hz?


 ___
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RE: [hlds] Tick Rate Guide Updated

2005-09-08 Thread blkraven
A multi-media timer or mm-timer in short (do a google search on the
abbreviation) handles rate and precision at which data gets processed.
The normal timer isn't that precise because most programs don't need high
precision, programs that do need it such as voIP and streaming media change
this mm-timer.

For gaming it would be preferred to use a high precision timer for the
bullet registry. Unfortunately this would raise the recommended system specs
for a game and the price u pay for renting a game server, so imo that's why
they leave it untouched.

I'm not sure what he means by 60hz.


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of James Tucker
Sent: donderdag 8 september 2005 13:50
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Tick Rate Guide Updated



Whisper wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 The default fps is no low though
  fps_max default = 300 even on 33 tickrate servers
  The fact they do not get anything like 300 fps is due to the Windows
Multi
 Media Timer defaulting to 60Hz or there abouts.

Interesting, what is a multi-media timer? and where did you get the
value of 60Hz?


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Re: [hlds] Tick Rate Guide Updated

2005-09-08 Thread James Tucker

If anyone wants real information on this topic there is more detail here
(with source code):
http://www.sysinternals.com/Information/HighResolutionTimers.html

Who ever that dude was with the box that supposedly wasn't running a
high res timer, load this for proof:
http://www.sysinternals.com/Utilities/ClockRes.html

Now, when you have finished contradicting yourself there's nothing
extra apart from some monitoring scripts server is just running some
game server, no scripts You might want to check this out:
http://www.sysinternals.com/Utilities/ProcessExplorer.html

So that you can find out what's really running on your server.

rant
Why does everyone just speak so damn fast? Anyone tried google? oh yeah,
that fails because so many morons already spoke too soon and the forums
are filled with crap information. Please don't replicate that here - no
one here has a need for forum level crap. I came here with the hope of
finding high level technologists. A few of you have made this close to
true, but please guys, try and get your terminology facts and questions
stated professionally. And FYI, one such example, the person who wanted
the nav scripts - the batch I gave him took less time to write than most
of your mails did, and which attempted to actually solve the problem?
Get it? good. There is no need for a pissing contest, this is a general
plea for turning this list back into the resource it should be.
/rant

Thanks.


Ian mu wrote:

--
[ Picked text/plain from multipart/alternative ]
Sounds like I must have, but I've checked server and there's nothing extra
running apart from some scripts monitoring servers (virus checker etc in
background monitoring but thats about it). Server is just running some game
servers, no scripts, no webpages, nothing. Must be something doing it though
if thats the case.
 Out of interest if a simple program can enable it, why doesn't valve just
add a bit of code to enable it anyway, or am I missing something?

 On 9/8/05, blkraven [EMAIL PROTECTED] wrote:


Idd
Running a flash app, eggdrop, streaming media, or such will do the trick.
U have something like that running I'm sure, clean windows install won't
get
u high fps.


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of James Tucker
Sent: woensdag 7 september 2005 13:52
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Tick Rate Guide Updated

Provided you are reading the right data, which I assume you are, then
I'm afraid there are no two ways about it, you have a high resolution
timer running.

The cause of this could be any other piece of software on the system,
starting a flash file would do it for example. There are many ways to
get a high res timer, the amusement of the CS community using media
player or flash files is merely an oddity of the community at large.
(damn forums).

Let me just assure you once again however, this isn't a mistake, your
system IS running a high res timer, and this IS created by a third party
app being introduced. If you still don't believe it, do a fresh install
with quite literally nothing but the OS and source. Don't load a web
browser (no flash allowed) just load srcds. You will then get different
results.

Ian mu wrote:


--
[ Picked text/plain from multipart/alternative ]
Hiya, what I'm saying is I get 500 fps with no need for any timer and no
enhancements to the o.s (and fwiw the media player or boost fix doesn't
raise it above that if fps_max is set way higher, but it obviously does


for


some other people). I'm not complaining, or looking for a fix! I'm just
pointing out according to the thread I should only get 64 or 1000 (I get


64


unless I set fps_max 600, then its a constant 500), so it may be worth
quantifying that its not always the case in the thread and some people


may


be able to get 500. Why it is for some I have no idea, guessing its
different o.s flavours.
I do appreciate people trying to help me though, but its not required,


just


pointing out a possible mistake :). I'm totally fine with 500fps.

On 9/7/05, James Tucker [EMAIL PROTECTED] wrote:



No problem, there are some things my uni 'CS' education may have been
good for :-s but i don't like to admit it.

m1kest4r wrote:



--
[ Picked text/plain from multipart/alternative ]
Thanks James, im sure you could tell what i know what i mean - im just


not



100% of the correct terminology :P

On 9/7/05, James Tucker [EMAIL PROTECTED] wrote:




What you require is actually called a high resolution timer


typically


many operating systems have no need to time interrupts on such a
frequent basis, however srcds needs around a 1000Hz timer to achieve
this fps.

The reason for the srcdsfpsboost/media player references is that one


of


the programatically easiest ways to get a high res timer from the NT
kernel is to load certain media libraries.

Ian mu wrote:




--

___
To unsubscribe, edit your list preferences, or view 

Re: [hlds] Tick Rate Guide Updated

2005-09-08 Thread James Tucker

blkraven, thank you for your response, I appreciate it, however my
request for information was sarcastic, and indeed in that sense rather
pointless to send to the list. I egged on the community to provide
information that is not entirely accurate. See my previous mail on this
thread for more information.

blkraven wrote:

A multi-media timer or mm-timer in short (do a google search on the
abbreviation) handles rate and precision at which data gets processed.


It's the NT Kernel timer, not a multi-media timer. There is an API
wrapper in one of the multi-media dll's. Everyone on forums etc calls it
this for no other reason than they know no better.


The normal timer isn't that precise because most programs don't need high
precision, programs that do need it such as voIP and streaming media change
this mm-timer.


Many voip apps do not use timer resolution to derive quantization and
sequencing timings, unlike many medium to high quality / video codecs,
sorry. If you'd have said skype or divx then sure.


For gaming it would be preferred to use a high precision timer for the
bullet registry.


Oh really!?!?  (Expression of shock, I was digging for bad info, but
this is the buscuit maker!)

Please, if you think you can justify this, feel free to try. You will
fail and make youself look like a fool. Keep this kind of imaginiation
to the public sections of script-kiddie forums please.

The primal cause of poor bullet registration on hlds is dropped frames
or dropped ticks. This occurs most commonly when the FPS drops below the
tickrate. At default kernel timer resolution (both on windows and linux)
on default tickrate, this should not happen.

The fact that server side processing latency drops massively as you
increase server side FPS is something that many of the people now
contributing to this discussion argued with me about fairly recently
(for some stupid reason), however I have verfied my statements. This may
result in what you percieve as better bullet registration due to a
decrease in processing latency, it is not unlikely that timing accuracy
will increase in general, both in client rendering and server rendering.
This is not a correction of model placement or bullet trajectory, but a
sync between the client and server platforms. Due to the nature of the
netcode design, there are few other ways to get as you say poor bullet
registration. For more information regarding this (in particular, pay
attention to the fact that cmdpackets are timestamped, and that teh
system operates on-ticks only (discrete time) and so on and so forth)
check here:
http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking


Unfortunately this would raise the recommended system specs
for a game and the price u pay for renting a game server, so imo that's why
they leave it untouched.


Would it now, or is this un-tested speculation again?
Think about the way the system is bottlenecked, then think the above again.


I'm not sure what he means by 60hz.


I think he was referring to the default refresh rate of his monitor.
Just for clarity's sake:

THE DEFAULT TIMER RESOLUTION OF THE WINDOWS KERNEL IS 7.8ms.

FYI Hz means many times per second and is the SI unit for frequency
(repetition).

Just because I'm feeling generous, I'll drop another system internals
gem in here:
http://www.sysinternals.com/Information/bootini.html
do a search on that page for timer.

Many happy improvements,

james.

P.S. As you can see, I am starting to get a little bitter about all the
netcode and other configuration crap that surround the hldm and srcds
communities. Please please please please please stop producing volumes
of totally unprofessional, unscientific and generally only partially
true or useful information.

___
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visit:
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RE: [hlds] Tick Rate Guide Updated

2005-09-08 Thread blkraven
[quote]
rant
There is no need for a pissing contest, this is a general
plea for turning this list back into the resource it should be.
/rant
[/quote]

Then why start the contest?

This list is for game server admins, not for intellectuals, not for people
that work with O/S or for scientists, or am I missing something here? Please
tell me.

I'm sure most people here, just want go give advice that explain how
something works, not persé in the right terminology etc etc that really
explains the same thing, only takes twice as long to read.

If people want more indebt information on how it really works. I'm sure they
are intelligent to find it using terms in explanation used here, or they can
just drop another line.

If u think people really need to know the real information then go ahead
and post it, but keep your arrogant attitude and remarks to your self
please.

For instance I wrote this in another post:

A multi-media timer or mm-timer in short (do a google search on the
abbreviation) handles rate and precision at which data gets processed.
The normal timer isn't that precise because most programs don't need high
precision, programs that do need it such as voIP and streaming media change
this mm-timer.

The site from your first link starts by saying this:

High resolution timers are desirable in a wide variety of different
applications. For example, the most common use of such timers in Windows is
by multimedia applications that are producing sound or audio that require
precise control. MIDI is a perfect example because MIDI sequencers must
maintain the pace of MIDI events with 1 millisecond accuracy.

I don't see much difference tbh, sure the second gives more precise info,
but I tried explaining in short what mmtimer is, and tbh I don't think I did
it that badly.

Now kindly take your pissing contest, and your arrogant attitude elsewhere.



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of James Tucker
Sent: donderdag 8 september 2005 14:14
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Tick Rate Guide Updated

If anyone wants real information on this topic there is more detail here
(with source code):
http://www.sysinternals.com/Information/HighResolutionTimers.html

Who ever that dude was with the box that supposedly wasn't running a
high res timer, load this for proof:
http://www.sysinternals.com/Utilities/ClockRes.html

Now, when you have finished contradicting yourself there's nothing
extra apart from some monitoring scripts server is just running some
game server, no scripts You might want to check this out:
http://www.sysinternals.com/Utilities/ProcessExplorer.html

So that you can find out what's really running on your server.

rant
Why does everyone just speak so damn fast? Anyone tried google? oh yeah,
that fails because so many morons already spoke too soon and the forums
are filled with crap information. Please don't replicate that here - no
one here has a need for forum level crap. I came here with the hope of
finding high level technologists. A few of you have made this close to
true, but please guys, try and get your terminology facts and questions
stated professionally. And FYI, one such example, the person who wanted
the nav scripts - the batch I gave him took less time to write than most
of your mails did, and which attempted to actually solve the problem?
Get it? good. There is no need for a pissing contest, this is a general
plea for turning this list back into the resource it should be.
/rant

Thanks.


Ian mu wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 Sounds like I must have, but I've checked server and there's nothing extra
 running apart from some scripts monitoring servers (virus checker etc in
 background monitoring but thats about it). Server is just running some
game
 servers, no scripts, no webpages, nothing. Must be something doing it
though
 if thats the case.
  Out of interest if a simple program can enable it, why doesn't valve just
 add a bit of code to enable it anyway, or am I missing something?

  On 9/8/05, blkraven [EMAIL PROTECTED] wrote:

Idd
Running a flash app, eggdrop, streaming media, or such will do the trick.
U have something like that running I'm sure, clean windows install won't
get
u high fps.


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of James Tucker
Sent: woensdag 7 september 2005 13:52
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Tick Rate Guide Updated

Provided you are reading the right data, which I assume you are, then
I'm afraid there are no two ways about it, you have a high resolution
timer running.

The cause of this could be any other piece of software on the system,
starting a flash file would do it for example. There are many ways to
get a high res timer, the amusement of the CS community using media
player or flash files is merely an oddity of the community at large.
(damn forums).

Let me just assure you once again 

RE: [hlds] Tick Rate Guide Updated

2005-09-08 Thread blkraven
There was no need for a pissing contest?

SIGH

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of James Tucker
Sent: donderdag 8 september 2005 14:36
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Tick Rate Guide Updated

blkraven, thank you for your response, I appreciate it, however my
request for information was sarcastic, and indeed in that sense rather
pointless to send to the list. I egged on the community to provide
information that is not entirely accurate. See my previous mail on this
thread for more information.

blkraven wrote:
 A multi-media timer or mm-timer in short (do a google search on the
 abbreviation) handles rate and precision at which data gets processed.

It's the NT Kernel timer, not a multi-media timer. There is an API
wrapper in one of the multi-media dll's. Everyone on forums etc calls it
this for no other reason than they know no better.

 The normal timer isn't that precise because most programs don't need high
 precision, programs that do need it such as voIP and streaming media
change
 this mm-timer.

Many voip apps do not use timer resolution to derive quantization and
sequencing timings, unlike many medium to high quality / video codecs,
sorry. If you'd have said skype or divx then sure.

 For gaming it would be preferred to use a high precision timer for the
 bullet registry.

Oh really!?!?  (Expression of shock, I was digging for bad info, but
this is the buscuit maker!)

Please, if you think you can justify this, feel free to try. You will
fail and make youself look like a fool. Keep this kind of imaginiation
to the public sections of script-kiddie forums please.

The primal cause of poor bullet registration on hlds is dropped frames
or dropped ticks. This occurs most commonly when the FPS drops below the
tickrate. At default kernel timer resolution (both on windows and linux)
on default tickrate, this should not happen.

The fact that server side processing latency drops massively as you
increase server side FPS is something that many of the people now
contributing to this discussion argued with me about fairly recently
(for some stupid reason), however I have verfied my statements. This may
result in what you percieve as better bullet registration due to a
decrease in processing latency, it is not unlikely that timing accuracy
will increase in general, both in client rendering and server rendering.
This is not a correction of model placement or bullet trajectory, but a
sync between the client and server platforms. Due to the nature of the
netcode design, there are few other ways to get as you say poor bullet
registration. For more information regarding this (in particular, pay
attention to the fact that cmdpackets are timestamped, and that teh
system operates on-ticks only (discrete time) and so on and so forth)
check here:
http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking

 Unfortunately this would raise the recommended system specs
 for a game and the price u pay for renting a game server, so imo that's
why
 they leave it untouched.

Would it now, or is this un-tested speculation again?
Think about the way the system is bottlenecked, then think the above again.

 I'm not sure what he means by 60hz.

I think he was referring to the default refresh rate of his monitor.
Just for clarity's sake:

THE DEFAULT TIMER RESOLUTION OF THE WINDOWS KERNEL IS 7.8ms.

FYI Hz means many times per second and is the SI unit for frequency
(repetition).

Just because I'm feeling generous, I'll drop another system internals
gem in here:
http://www.sysinternals.com/Information/bootini.html
do a search on that page for timer.

Many happy improvements,

james.

P.S. As you can see, I am starting to get a little bitter about all the
netcode and other configuration crap that surround the hldm and srcds
communities. Please please please please please stop producing volumes
of totally unprofessional, unscientific and generally only partially
true or useful information.

___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
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Re: [hlds] Tick Rate Guide Updated

2005-09-08 Thread James Tucker

Then why start the contest?


Did I? You repsonded. Nothing useful in the mail as far as I can see.
Don't worry, then end may make you happier.


This list is for game server admins, not for intellectuals, not for people
that work with O/S or for scientists, or am I missing something here? Please
tell me.


Yes, most GSP's are totally incompetent, and this frustrates me to high
heaven. Game server admins should be trying to produce high quality
gameservers, and I'm afraid if you think this requires little to no
knowledge of your operating system of general configuration you are very
much mistaken.

Please feel free to continue taking money off of small children for
services rendered at sub-par qualities, whilst you trawl entire subnets
of forums that contain just enough info using all the incorrect terms
(making it actually very hard to get from, for example, the steam forums
to systeminterls via hyperlinks when searching anyhing related to this
subject area).


I'm sure most people here, just want go give advice


Advice is best served correctly, otherwise, the typical english phrase
used to describe it is bad advice.



that explain how
something works, not persé in the right terminology etc etc that really
explains the same thing, only takes twice as long to read.


If what was said had been accurate there would have been no issue. It is
the fact that it is generalised so far as to INCORRECT that I despute
this point. If you want to spread bad information under the flag of
simple information then all my hope is lost.


If people want more indebt information on how it really works. I'm sure they
are intelligent to find it using terms in explanation used here, or they can
just drop another line.


Actually, just go to google and start searching for all your old terms,
see how far you get.


If u think people really need to know the real information then go ahead
and post it, but keep your arrogant attitude and remarks to your self
please.


I will happily do this if you will agree to stop posting incorrect
information. Is this fair? I think it is.



For instance I wrote this in another post:

A multi-media timer or mm-timer in short (do a google search on the
abbreviation) handles rate and precision at which data gets processed.
The normal timer isn't that precise because most programs don't need high
precision, programs that do need it such as voIP and streaming media change
this mm-timer.

The site from your first link starts by saying this:

High resolution timers are desirable in a wide variety of different
applications. For example, the most common use of such timers in Windows is
by multimedia applications that are producing sound or audio that require
precise control. MIDI is a perfect example because MIDI sequencers must
maintain the pace of MIDI events with 1 millisecond accuracy.


How many VOIP apps run on MIDI?

For a start Sir, VOIP runs VOIP, Voice Over Internet Protocol. One of
the axioms of this communications medium is the non-continual flow of
information, this is quite the opposite of MIDI. Once again, you did not
understand due to your passion for generalised information. Maybe this
will suggest why you need REAL information as opposed to GENERAL
information.


I don't see much difference tbh, sure the second gives more precise info,
but I tried explaining in short what mmtimer is, and tbh I don't think I did
it that badly.


The difference is massively important, furthermore, you still seem to be
resisting the fact, that there is no such thing as an mmtimer. It's the
kernel timer, running in higher resolution.


Now kindly take your pissing contest, and your arrogant attitude elsewhere.


Very well, I will from now on silence myself from this list.

I was once willing to provide useful and accurate information to those
that required it, and I know full well that in the past I have actually
assisted several competing GSP's to decrease ROI and to increase their
revenue by the help I have given them. I'm not arrogant thank you, I'm
just fed up.

As above, I assure you, I have no further interest in helping this
community. Clearly you are too proud to accept your own limitations, and
just listen to a voice of reason, which is trying to provide you (free
of charge) with accurate information.

Please continue to waste my time by corrupting others minds which I will
later have to correct.

I'm out of here.

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Re: [hlds] Tick Rate Guide Updated

2005-09-08 Thread James Tucker



Whisper wrote:

--
[ Picked text/plain from multipart/alternative ]
Please feel free to write you own or tell us precisely where you think we
are going wrong and why.


I have detailed this inline in each mail. Your guide is generally good,
and is targeted for a different audience than this list. I would be more
than happy to assist you in adding/correcting anyhting. Many thanks for
actually producing it.


 I'd love nothing that a logically correct and complete reproducable guide
on how to get the most out of a server.


Unfortunately, I just agreed to spend most of my time keeping my
information to myself. You have others to thank for that.


 As some of us have come to find out Valve can sometimes be completely open
about certain issues and on others they completely clam up like we we've
mentioned the mad cousin that nobody ever talks about.


Indeed. I got a t-shirt too.


 If in fact THE DEFAULT TIMER RESOLUTION OF THE WINDOWS KERNEL IS 7.8ms. why
do our servers only get around 65fps even though fps_max is clearly set and
defaulted to 300 unless you change it?


Ah, well you see, 65fps isn't 60Hz :)

Typcially (as a general, but not accurate rule) srcds does not run at
greater than (kernel timer resolution/2)fps. This is true of the linux
builds aswell, which more accurately hit 50fps for a 10ms timer which is
the default on 2.4.x branch kernels. FYI - most linux srcds hosts now
use a 1000Hz, or 1ms resolution on linux platforms.

On windows, the timer resoution is around 7.8ms by default, which is
around about 128Hz, which is around about double 65fps. Now clearly, the
correlation is the same, as the code is the same, and the problem is the
same.

srcds clearly contains some timer dependant code, that is referenced at
least twice in one frame. This creates an artificial frame limit, as the
processor will block busy-waiting untill that poll, or will yeild to
other threads, but either way, will not process frame data until the
timer poll.

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Re: [hlds] Tick Rate Guide Updated

2005-09-08 Thread Whisper
--
[ Picked text/plain from multipart/alternative ]
Well finally an answer that makes logical sense as to why default kernel
resolution servers fps seem to sit at around 64
 I didn't write the guide from the techincal perspective, although I'd love
nothing more than to have all the technical knowledge to not only write the
document but then explain the underlying logic for each and every step of
the process.
 That being said, I also just want shit to work and I also was seeing at the
time I originally wrote the thread in the STEAM forums every 2nd question
related to tickrate with nobody able to produce a definitive answer as to
how to actually make it work and why.
 My explanation of how rate sv_maxrate sv_minrate relate to each other as
well as sv_maxupdaterate sv_minupdaterate cl_updaterate relate to each other
managed to confuse even the developers on how it works, and I am still
trying to work out how to explain it better to a less technical audience.
 Just to let you know James, our GSP actually exists to cater primarily to
broadband users, with the majority sitting on sub 50ms pings and some on sub
10ms pings so to give them a good end user experience we tweak the servers
up for broadband users with good connections and most of us do notice a
considerable difference between a 33 tickrate server with default rates, and
a 66 tickrate server with 2/100 rates.
 On 9/8/05, James Tucker [EMAIL PROTECTED] wrote:



 Whisper wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  Please feel free to write you own or tell us precisely where you think
 we
  are going wrong and why.

 I have detailed this inline in each mail. Your guide is generally good,
 and is targeted for a different audience than this list. I would be more
 than happy to assist you in adding/correcting anyhting. Many thanks for
 actually producing it.

  I'd love nothing that a logically correct and complete reproducable
 guide
  on how to get the most out of a server.

 Unfortunately, I just agreed to spend most of my time keeping my
 information to myself. You have others to thank for that.

  As some of us have come to find out Valve can sometimes be completely
 open
  about certain issues and on others they completely clam up like we we've
  mentioned the mad cousin that nobody ever talks about.

 Indeed. I got a t-shirt too.

  If in fact THE DEFAULT TIMER RESOLUTION OF THE WINDOWS KERNEL IS 7.8ms.
 why
  do our servers only get around 65fps even though fps_max is clearly set
 and
  defaulted to 300 unless you change it?

 Ah, well you see, 65fps isn't 60Hz :)

 Typcially (as a general, but not accurate rule) srcds does not run at
 greater than (kernel timer resolution/2)fps. This is true of the linux
 builds aswell, which more accurately hit 50fps for a 10ms timer which is
 the default on 2.4.x branch kernels. FYI - most linux srcds hosts now
 use a 1000Hz, or 1ms resolution on linux platforms.

 On windows, the timer resoution is around 7.8ms by default, which is
 around about 128Hz, which is around about double 65fps. Now clearly, the
 correlation is the same, as the code is the same, and the problem is the
 same.

 srcds clearly contains some timer dependant code, that is referenced at
 least twice in one frame. This creates an artificial frame limit, as the
 processor will block busy-waiting untill that poll, or will yeild to
 other threads, but either way, will not process frame data until the
 timer poll.

 ___
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 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds

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RE: [hlds] Tick Rate Guide Updated

2005-09-08 Thread blkraven
Ok thanks for the insight, I appreciate it.

But really, u could give it without bashing people.

If it really gets to u all this untrue statements on mailing lists, forums
etc, try making a detailed how-to run a smooth kick ass game server so we
may all be as enlightened as u obviously are, instead of acting like a know
it all.

[quote]
You repsonded. Nothing useful in the mail as far as I can see.
[/quote]

All someone can do is exchange his knowledge, be it true or false, the
knowledge someone has is by education reading etc, not always is the
knowledge someone gathers accurate, cause like u; other people (me included)
also read inaccurate information on the web, good info is hard to come by as
u stated somewhere in your own rant/rant post previously.

So I really don't see why you're so upset if someone gives incorrect
information, if what u said is true, u of all people should realize that
having the correct information is something to cherish, and having the false
information is more common then having the correct one, so why blame a
person for that?

So you're contradicting yourself, I'm not the one that claims to have the
one and only truth neither am I trying to justify the things I wrote
previously, what would be the point in that? I wrote what I thought I knew,
if u want to make this into a game SIR than by all means go on and play your
game...

This list is for server admins to exchange their knowledge, so keeping what
I wrote above in mind, you're sure to get false information...

Should we all be silent if we are not as enlightened as u is?

So stop acting like a know it all, and just exchange what u think to know
about running game servers.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of James Tucker
Sent: donderdag 8 september 2005 15:10
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Tick Rate Guide Updated

 Then why start the contest?

Did I? You repsonded. Nothing useful in the mail as far as I can see.
Don't worry, then end may make you happier.

 This list is for game server admins, not for intellectuals, not for people
 that work with O/S or for scientists, or am I missing something here?
Please
 tell me.

Yes, most GSP's are totally incompetent, and this frustrates me to high
heaven. Game server admins should be trying to produce high quality
gameservers, and I'm afraid if you think this requires little to no
knowledge of your operating system of general configuration you are very
much mistaken.

Please feel free to continue taking money off of small children for
services rendered at sub-par qualities, whilst you trawl entire subnets
of forums that contain just enough info using all the incorrect terms
(making it actually very hard to get from, for example, the steam forums
to systeminterls via hyperlinks when searching anyhing related to this
subject area).

 I'm sure most people here, just want go give advice

Advice is best served correctly, otherwise, the typical english phrase
used to describe it is bad advice.


 that explain how
 something works, not persé in the right terminology etc etc that really
 explains the same thing, only takes twice as long to read.

If what was said had been accurate there would have been no issue. It is
the fact that it is generalised so far as to INCORRECT that I despute
this point. If you want to spread bad information under the flag of
simple information then all my hope is lost.

 If people want more indebt information on how it really works. I'm sure
they
 are intelligent to find it using terms in explanation used here, or they
can
 just drop another line.

Actually, just go to google and start searching for all your old terms,
see how far you get.

 If u think people really need to know the real information then go ahead
 and post it, but keep your arrogant attitude and remarks to your self
 please.

I will happily do this if you will agree to stop posting incorrect
information. Is this fair? I think it is.


 For instance I wrote this in another post:

 A multi-media timer or mm-timer in short (do a google search on the
 abbreviation) handles rate and precision at which data gets processed.
 The normal timer isn't that precise because most programs don't need high
 precision, programs that do need it such as voIP and streaming media
change
 this mm-timer.

 The site from your first link starts by saying this:

 High resolution timers are desirable in a wide variety of different
 applications. For example, the most common use of such timers in Windows
is
 by multimedia applications that are producing sound or audio that require
 precise control. MIDI is a perfect example because MIDI sequencers must
 maintain the pace of MIDI events with 1 millisecond accuracy.

How many VOIP apps run on MIDI?

For a start Sir, VOIP runs VOIP, Voice Over Internet Protocol. One of
the axioms of this communications medium is the non-continual flow of
information, this is quite the opposite of MIDI. Once again, 

Re: [hlds] Tick Rate Guide Updated

2005-09-08 Thread James Tucker



Whisper wrote:

--
[ Picked text/plain from multipart/alternative ]
Well finally an answer that makes logical sense as to why default kernel
resolution servers fps seem to sit at around 64


:)


 I didn't write the guide from the techincal perspective, although I'd love
nothing more than to have all the technical knowledge to not only write the
document but then explain the underlying logic for each and every step of
the process.


Then we should begin. Off-list.


 That being said, I also just want shit to work and I also was seeing at the
time I originally wrote the thread in the STEAM forums every 2nd question
related to tickrate with nobody able to produce a definitive answer as to
how to actually make it work and why.


Exactly, and it is for this reason I have a strong appreciation for all
the hard work you have put in, and again you have my thanks for that.


 My explanation of how rate sv_maxrate sv_minrate relate to each other as
well as sv_maxupdaterate sv_minupdaterate cl_updaterate relate to each other
managed to confuse even the developers on how it works, and I am still
trying to work out how to explain it better to a less technical audience.


Indeed, technical explanations in simple terms are hard. It is gerneally
best to stay away from abstractions and generalisations for the simple
reason that they do not expand well to include other, or more complex
ideas. There are many examples of this problem available in the archives
of most technical mailing lists.

Since the last netcode update, where Alfred announced that the cmdrate
and updaterate numbers should now properly correlate with packets per
second rates shown in net_channels I have found the technical
descriptions are now easy to create, and general explanation is much
simpler. Gone are the days when you had to set cl_updaterate 100 or
above to get 40-50 packets per second out of a 100 tickrate server in
certain scenarios. Nowadays, with sane settings on the server, the
client settings work as expected, and achieve predicable results. The
same goes for the server settings.


 Just to let you know James, our GSP actually exists to cater primarily to
broadband users, with the majority sitting on sub 50ms pings and some on sub
10ms pings so to give them a good end user experience we tweak the servers
up for broadband users with good connections and most of us do notice a
considerable difference between a 33 tickrate server with default rates, and
a 66 tickrate server with 2/100 rates.


Indeed you will. There is no dispute over proper rate selection here :)
If you look at the settings closely, you will notice that since the
netcode update, you can set sv_maxupdaterate 66 (I set 67/70 in most
places, as sometimes it still sends a little more than the tickrate).
There are no more updates to be sent than the ticks, so 100 is slightly
overspecified. This does not cause an issue of course, as it's merely a
cap, and doesn't change anything that occurs in the data flow in this
scenario.


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




Whisper wrote:


--
[ Picked text/plain from multipart/alternative ]
Please feel free to write you own or tell us precisely where you think


we


are going wrong and why.


I have detailed this inline in each mail. Your guide is generally good,
and is targeted for a different audience than this list. I would be more
than happy to assist you in adding/correcting anyhting. Many thanks for
actually producing it.



I'd love nothing that a logically correct and complete reproducable


guide


on how to get the most out of a server.


Unfortunately, I just agreed to spend most of my time keeping my
information to myself. You have others to thank for that.



As some of us have come to find out Valve can sometimes be completely


open


about certain issues and on others they completely clam up like we we've
mentioned the mad cousin that nobody ever talks about.


Indeed. I got a t-shirt too.



If in fact THE DEFAULT TIMER RESOLUTION OF THE WINDOWS KERNEL IS 7.8ms.


why


do our servers only get around 65fps even though fps_max is clearly set


and


defaulted to 300 unless you change it?


Ah, well you see, 65fps isn't 60Hz :)

Typcially (as a general, but not accurate rule) srcds does not run at
greater than (kernel timer resolution/2)fps. This is true of the linux
builds aswell, which more accurately hit 50fps for a 10ms timer which is
the default on 2.4.x branch kernels. FYI - most linux srcds hosts now
use a 1000Hz, or 1ms resolution on linux platforms.

On windows, the timer resoution is around 7.8ms by default, which is
around about 128Hz, which is around about double 65fps. Now clearly, the
correlation is the same, as the code is the same, and the problem is the
same.

srcds clearly contains some timer dependant code, that is referenced at
least twice in one frame. This creates an artificial frame limit, as the
processor will block busy-waiting untill that poll, or will yeild to
other threads, 

Re: [hlds] Tick Rate Guide Updated

2005-09-08 Thread LDuke
--
[ Picked text/plain from multipart/alternative ]
Is there a way I can automatically send this thread to my junkmail box and
still recieve the rest of the HLDS mailing list?


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



 Whisper wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  Well finally an answer that makes logical sense as to why default kernel
  resolution servers fps seem to sit at around 64

 :)

  I didn't write the guide from the techincal perspective, although I'd
 love
  nothing more than to have all the technical knowledge to not only write
 the
  document but then explain the underlying logic for each and every step
 of
  the process.

 Then we should begin. Off-list.

  That being said, I also just want shit to work and I also was seeing at
 the
  time I originally wrote the thread in the STEAM forums every 2nd
 question
  related to tickrate with nobody able to produce a definitive answer as
 to
  how to actually make it work and why.

 Exactly, and it is for this reason I have a strong appreciation for all
 the hard work you have put in, and again you have my thanks for that.

  My explanation of how rate sv_maxrate sv_minrate relate to each other as
  well as sv_maxupdaterate sv_minupdaterate cl_updaterate relate to each
 other
  managed to confuse even the developers on how it works, and I am still
  trying to work out how to explain it better to a less technical
 audience.

 Indeed, technical explanations in simple terms are hard. It is gerneally
 best to stay away from abstractions and generalisations for the simple
 reason that they do not expand well to include other, or more complex
 ideas. There are many examples of this problem available in the archives
 of most technical mailing lists.

 Since the last netcode update, where Alfred announced that the cmdrate
 and updaterate numbers should now properly correlate with packets per
 second rates shown in net_channels I have found the technical
 descriptions are now easy to create, and general explanation is much
 simpler. Gone are the days when you had to set cl_updaterate 100 or
 above to get 40-50 packets per second out of a 100 tickrate server in
 certain scenarios. Nowadays, with sane settings on the server, the
 client settings work as expected, and achieve predicable results. The
 same goes for the server settings.

  Just to let you know James, our GSP actually exists to cater primarily
 to
  broadband users, with the majority sitting on sub 50ms pings and some on
 sub
  10ms pings so to give them a good end user experience we tweak the
 servers
  up for broadband users with good connections and most of us do notice a
  considerable difference between a 33 tickrate server with default rates,
 and
  a 66 tickrate server with 2/100 rates.

 Indeed you will. There is no dispute over proper rate selection here :)
 If you look at the settings closely, you will notice that since the
 netcode update, you can set sv_maxupdaterate 66 (I set 67/70 in most
 places, as sometimes it still sends a little more than the tickrate).
 There are no more updates to be sent than the ticks, so 100 is slightly
 overspecified. This does not cause an issue of course, as it's merely a
 cap, and doesn't change anything that occurs in the data flow in this
 scenario.

  On 9/8/05, James Tucker [EMAIL PROTECTED] wrote:
 
 
 
 Whisper wrote:
 
 --
 [ Picked text/plain from multipart/alternative ]
 Please feel free to write you own or tell us precisely where you think
 
 we
 
 are going wrong and why.
 
 I have detailed this inline in each mail. Your guide is generally good,
 and is targeted for a different audience than this list. I would be more
 than happy to assist you in adding/correcting anyhting. Many thanks for
 actually producing it.
 
 
 I'd love nothing that a logically correct and complete reproducable
 
 guide
 
 on how to get the most out of a server.
 
 Unfortunately, I just agreed to spend most of my time keeping my
 information to myself. You have others to thank for that.
 
 
 As some of us have come to find out Valve can sometimes be completely
 
 open
 
 about certain issues and on others they completely clam up like we
 we've
 mentioned the mad cousin that nobody ever talks about.
 
 Indeed. I got a t-shirt too.
 
 
 If in fact THE DEFAULT TIMER RESOLUTION OF THE WINDOWS KERNEL IS 7.8ms.
 
 why
 
 do our servers only get around 65fps even though fps_max is clearly set
 
 and
 
 defaulted to 300 unless you change it?
 
 Ah, well you see, 65fps isn't 60Hz :)
 
 Typcially (as a general, but not accurate rule) srcds does not run at
 greater than (kernel timer resolution/2)fps. This is true of the linux
 builds aswell, which more accurately hit 50fps for a 10ms timer which is
 the default on 2.4.x branch kernels. FYI - most linux srcds hosts now
 use a 1000Hz, or 1ms resolution on linux platforms.
 
 On windows, the timer resoution is around 7.8ms by default, which is
 around about 128Hz, which is around about 

Re: [hlds] Update servers extreem slow

2005-09-08 Thread Saint K.

how?
- Original Message -
From: James Tucker [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Wednesday, September 07, 2005 11:24 PM
Subject: Re: [hlds] Update servers extreem slow



Maybe another cause then.

Have you tried routing the data pipe through a specific, but different
geographic/topographic location?



Saint K. wrote:

Done it a zillion times now, including deleting the installrecord.blob
file.
Just stays show as shit :/

- Original Message -
From: James Tucker [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Wednesday, September 07, 2005 9:16 PM
Subject: Re: [hlds] Update servers extreem slow



Re-start the whole steam process set, keep trying this until you get a
better speed, there seems to be a number of content servers that are not
giving good speeds.

Saint K. wrote:


Try-ing to do a clean install on a css server now already the whole day
and
the files are commin in idiotic slow. I think its running for bout 10
hours
now and still d/ling maps...

The normal cs content go's read fast and quickly :/


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Re: [hlds] Tick Rate Guide Updated

2005-09-08 Thread James Tucker

Yup, create a filter for the subject line.

LDuke wrote:

--
[ Picked text/plain from multipart/alternative ]
Is there a way I can automatically send this thread to my junkmail box and
still recieve the rest of the HLDS mailing list?


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




Whisper wrote:


--
[ Picked text/plain from multipart/alternative ]
Well finally an answer that makes logical sense as to why default kernel
resolution servers fps seem to sit at around 64


:)



I didn't write the guide from the techincal perspective, although I'd


love


nothing more than to have all the technical knowledge to not only write


the


document but then explain the underlying logic for each and every step


of


the process.


Then we should begin. Off-list.



That being said, I also just want shit to work and I also was seeing at


the


time I originally wrote the thread in the STEAM forums every 2nd


question


related to tickrate with nobody able to produce a definitive answer as


to


how to actually make it work and why.


Exactly, and it is for this reason I have a strong appreciation for all
the hard work you have put in, and again you have my thanks for that.



My explanation of how rate sv_maxrate sv_minrate relate to each other as
well as sv_maxupdaterate sv_minupdaterate cl_updaterate relate to each


other


managed to confuse even the developers on how it works, and I am still
trying to work out how to explain it better to a less technical


audience.

Indeed, technical explanations in simple terms are hard. It is gerneally
best to stay away from abstractions and generalisations for the simple
reason that they do not expand well to include other, or more complex
ideas. There are many examples of this problem available in the archives
of most technical mailing lists.

Since the last netcode update, where Alfred announced that the cmdrate
and updaterate numbers should now properly correlate with packets per
second rates shown in net_channels I have found the technical
descriptions are now easy to create, and general explanation is much
simpler. Gone are the days when you had to set cl_updaterate 100 or
above to get 40-50 packets per second out of a 100 tickrate server in
certain scenarios. Nowadays, with sane settings on the server, the
client settings work as expected, and achieve predicable results. The
same goes for the server settings.



Just to let you know James, our GSP actually exists to cater primarily


to


broadband users, with the majority sitting on sub 50ms pings and some on


sub


10ms pings so to give them a good end user experience we tweak the


servers


up for broadband users with good connections and most of us do notice a
considerable difference between a 33 tickrate server with default rates,


and


a 66 tickrate server with 2/100 rates.


Indeed you will. There is no dispute over proper rate selection here :)
If you look at the settings closely, you will notice that since the
netcode update, you can set sv_maxupdaterate 66 (I set 67/70 in most
places, as sometimes it still sends a little more than the tickrate).
There are no more updates to be sent than the ticks, so 100 is slightly
overspecified. This does not cause an issue of course, as it's merely a
cap, and doesn't change anything that occurs in the data flow in this
scenario.



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




Whisper wrote:



--
[ Picked text/plain from multipart/alternative ]
Please feel free to write you own or tell us precisely where you think


we



are going wrong and why.


I have detailed this inline in each mail. Your guide is generally good,
and is targeted for a different audience than this list. I would be more
than happy to assist you in adding/correcting anyhting. Many thanks for
actually producing it.




I'd love nothing that a logically correct and complete reproducable


guide



on how to get the most out of a server.


Unfortunately, I just agreed to spend most of my time keeping my
information to myself. You have others to thank for that.




As some of us have come to find out Valve can sometimes be completely


open



about certain issues and on others they completely clam up like we


we've


mentioned the mad cousin that nobody ever talks about.


Indeed. I got a t-shirt too.




If in fact THE DEFAULT TIMER RESOLUTION OF THE WINDOWS KERNEL IS 7.8ms.


why



do our servers only get around 65fps even though fps_max is clearly set


and



defaulted to 300 unless you change it?


Ah, well you see, 65fps isn't 60Hz :)

Typcially (as a general, but not accurate rule) srcds does not run at
greater than (kernel timer resolution/2)fps. This is true of the linux
builds aswell, which more accurately hit 50fps for a 10ms timer which is
the default on 2.4.x branch kernels. FYI - most linux srcds hosts now
use a 1000Hz, or 1ms resolution on linux platforms.

On windows, the timer resoution is around 7.8ms by default, which is
around about 128Hz, which is around 

Re: [hlds] Update servers extreem slow

2005-09-08 Thread James Tucker

Tunneling of some kind, VPN, SSH, etc.

Preferably connect to somewhere where you get a known higher rate
capability.

Saint K. wrote:

how?
- Original Message -
From: James Tucker [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Wednesday, September 07, 2005 11:24 PM
Subject: Re: [hlds] Update servers extreem slow



Maybe another cause then.

Have you tried routing the data pipe through a specific, but different
geographic/topographic location?



Saint K. wrote:


Done it a zillion times now, including deleting the installrecord.blob
file.
Just stays show as shit :/

- Original Message -
From: James Tucker [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Wednesday, September 07, 2005 9:16 PM
Subject: Re: [hlds] Update servers extreem slow



Re-start the whole steam process set, keep trying this until you get a
better speed, there seems to be a number of content servers that are
not
giving good speeds.

Saint K. wrote:


Try-ing to do a clean install on a css server now already the whole
day
and
the files are commin in idiotic slow. I think its running for bout 10
hours
now and still d/ling maps...

The normal cs content go's read fast and quickly :/


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Re: [hlds] 100 player slot server spec?

2005-09-08 Thread m0gely

blkraven wrote:


For the mapchange lag, u don't use 7200rpm desktop disks in a server if u
do, don't buy a server just use a normal pc.


snip


[EMAIL PROTECTED] wrote:

particularly at mapchanges, you can go some way to avoiding that by using
scsi RAID.


I would be the first in line to promote SCSI but not for these reasons.
 If this is just an HLDS machine with no other heavy disk usage
processes running in the background, then from a performance standpoint
IDE is fine.  You're not going to see any lag in the game due to a map
being loaded on another server on the same box.  If you do, it's more
likely the system is maxed out in other areas such as memory or CPU.

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

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Re: [hlds] Somewhat control panel

2005-09-08 Thread [GS]BeNt

The best one I've found is http://www.gamepanel.org they are now listed as
tcadmin.com I think.But their last beta which is version 4 is rock
solid.You get remote stop,start,user and group administration,file
uploads,download edits and deletes all via the webpage.You can import
services.Run a master server with as many slaves as you want.As many
services you want.Controls anything that can be made a service.The only
thing it doesn't do is allow you to change the commandline settings.I like
it and personally use it for my 4 community servers and my 2 rented out
servers.

BeNt
http://www.gorillazsouth.com

- Original Message -
From: INVGaming.NET [EMAIL PROTECTED]

Does anyone know like pretty much a control panel service were users can
login and
control their server.

Edit config files, start/stop/restart their servers and etc.

If anyone has some suggestions thatll be cool :)

thanks,
Sandy




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Re: [hlds] 100 player slot server spec?

2005-09-08 Thread James Tucker

Sorry, how big are your maps?

Are you sure you dont actually have problems with APM/ACPI switching
your harddrives off?



m0gely wrote:

blkraven wrote:


For the mapchange lag, u don't use 7200rpm desktop disks in a server if u
do, don't buy a server just use a normal pc.



snip


[EMAIL PROTECTED] wrote:

particularly at mapchanges, you can go some way to avoiding that by using
scsi RAID.



I would be the first in line to promote SCSI but not for these reasons.
 If this is just an HLDS machine with no other heavy disk usage
processes running in the background, then from a performance standpoint
IDE is fine.  You're not going to see any lag in the game due to a map
being loaded on another server on the same box.  If you do, it's more
likely the system is maxed out in other areas such as memory or CPU.

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

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Re: [hlds] Somewhat control panel

2005-09-08 Thread Alex Spencer

I use TCAdmin, not on a big scale, but it's gone down as an app i swear
by, not the easiest in the world to setup, but it does the job
outstandingly.

[GS]BeNt wrote:


The best one I've found is http://www.gamepanel.org they are now
listed as
tcadmin.com I think.But their last beta which is version 4 is rock
solid.You get remote stop,start,user and group administration,file
uploads,download edits and deletes all via the webpage.You can import
services.Run a master server with as many slaves as you want.As many
services you want.Controls anything that can be made a service.The only
thing it doesn't do is allow you to change the commandline settings.I
like
it and personally use it for my 4 community servers and my 2 rented out
servers.

BeNt
http://www.gorillazsouth.com

- Original Message -
From: INVGaming.NET [EMAIL PROTECTED]


Does anyone know like pretty much a control panel service were users can
login and
control their server.

Edit config files, start/stop/restart their servers and etc.

If anyone has some suggestions thatll be cool :)

thanks,
Sandy





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RE: [hlds] 100 player slot server spec?

2005-09-08 Thread blkraven
True :)

I was not thinking of scsi myself, more of something like WD's Raptor 10Krpm
sata disks, their just a tad higher priced then normal sata.


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of m0gely
Sent: donderdag 8 september 2005 17:19
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] 100 player slot server spec?

blkraven wrote:

 For the mapchange lag, u don't use 7200rpm desktop disks in a server if u
 do, don't buy a server just use a normal pc.

snip

 [EMAIL PROTECTED] wrote:

 particularly at mapchanges, you can go some way to avoiding that by using
 scsi RAID.

I would be the first in line to promote SCSI but not for these reasons.
  If this is just an HLDS machine with no other heavy disk usage
processes running in the background, then from a performance standpoint
IDE is fine.  You're not going to see any lag in the game due to a map
being loaded on another server on the same box.  If you do, it's more
likely the system is maxed out in other areas such as memory or CPU.

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

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[hlds] Re: sv_consistency

2005-09-08 Thread Whisper
--
[ Picked text/plain from multipart/alternative ]
Anybody have such a list for SRCDS and HLDS?

On 9/8/05, Whisper [EMAIL PROTECTED] wrote:

 sv_consistency = 1 replicated - Whether the server enforces file
 consistency for critical files
  Which files are these exactly? Does anybody have a list or a website link
 that holds the list?
  Does anybody have suggestions on mods that enforce consistency above the
 level of sv_consistency and can do so on a file by file basis?
  Cheers

--

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Re: [hlds] 100 player slot server spec?

2005-09-08 Thread m0gely

blkraven wrote:


True :)

I was not thinking of scsi myself, more of something like WD's Raptor 10Krpm
sata disks, their just a tad higher priced then normal sata.


I would be suprised if 5400RPM drives showed any noticeable difference
on a server only running HLDS.

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

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Re: [hlds] Update servers extreem slow

2005-09-08 Thread Saint K.

Our servers are on a 100mbit line :(
The other content servers for cs 1.6 just work fine and fast... Its just css
content
- Original Message -
From: James Tucker [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Thursday, September 08, 2005 4:46 PM
Subject: Re: [hlds] Update servers extreem slow



Tunneling of some kind, VPN, SSH, etc.

Preferably connect to somewhere where you get a known higher rate
capability.

Saint K. wrote:

how?
- Original Message -
From: James Tucker [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Wednesday, September 07, 2005 11:24 PM
Subject: Re: [hlds] Update servers extreem slow



Maybe another cause then.

Have you tried routing the data pipe through a specific, but different
geographic/topographic location?



Saint K. wrote:


Done it a zillion times now, including deleting the installrecord.blob
file.
Just stays show as shit :/

- Original Message -
From: James Tucker [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Wednesday, September 07, 2005 9:16 PM
Subject: Re: [hlds] Update servers extreem slow



Re-start the whole steam process set, keep trying this until you get a
better speed, there seems to be a number of content servers that are
not
giving good speeds.

Saint K. wrote:


Try-ing to do a clean install on a css server now already the whole
day
and
the files are commin in idiotic slow. I think its running for bout 10
hours
now and still d/ling maps...

The normal cs content go's read fast and quickly :/


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Re: [hlds] 100 player slot server spec?

2005-09-08 Thread ooksserver

blkraven wrote:


True :)

I was not thinking of scsi myself, more of something like WD's Raptor
10Krpm
sata disks, their just a tad higher priced then normal sata.


I would be suprised if 5400RPM drives showed any noticeable difference
on a server only running HLDS.

--


FWIW, for a while I ran my OP4 server form a network share. There were no
noticable performance differences, map changes were not even slowed down.
I'm currently running my OP4 server from an old 6GB Western Digital drive,
and before that ran it from an old Maxtor 2.5GB drive. Performance was
great, map changes were quite fast. HLDS during normal server operation does
not use a significant amount of disk I/O, and map changes use such a small
amount of disk I/O that loading it from a network share didn't slow things
down any. Unless you are running a lot of busy servers and maybe other disk
intensive stuff on the same box, you are wasting money with high priced
super fast drives.


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Re: [hlds] Tick Rate Guide Updated - STOP!

2005-09-08 Thread Dabosman
Yes, I fail to see how this has become useful any more to this list ... And
has degraded into a debate apparently.  I had similar type conversations
with 'Whisper' awhile back about a similar issue (ping issue on the 'tab'
scoreboard) .. And eventually had to just drop the conversation out of
respect for the list.

Apparently, 'Mr. Whisper' likes to debate so much, he should have been a
politician.  At least he would have an audience for it.  I agree with James
here, either post something useful to the list .. Or take it 'off-list' and
have your so-longed-for discussion .. And attempt to prove yourself correct
. Since this is the only thing it seems you may be after here.

As for the rest of us, I value the good information I normally receive here
. And actually appreciate the useful feedback that I get from other server
admins.  I too have good information to offer .. But I also try to have a
'listening ear' so that I don't always throw my own opinion around as the
only fact there is.

Best Regards,

Kevin


 Yup, create a filter for the subject line.

 LDuke wrote:
  --
  [ Picked text/plain from multipart/alternative ] Is there a
 way I can
  automatically send this thread to my junkmail box and still recieve
  the rest of the HLDS mailing list?
 
 
  On 9/8/05, James Tucker [EMAIL PROTECTED] wrote:
 
 
 
 Whisper wrote:
 
 --
 [ Picked text/plain from multipart/alternative ] Well finally an
 answer that makes logical sense as to why default kernel
 resolution
 servers fps seem to sit at around 64
 
 :)
 
 
 I didn't write the guide from the techincal perspective,
 although I'd
 
 love
 
 nothing more than to have all the technical knowledge to not only
 write
 
 the
 
 document but then explain the underlying logic for each and every
 step
 
 of
 
 the process.
 
 Then we should begin. Off-list.
 
 
 That being said, I also just want shit to work and I also
 was seeing
 at
 
 the
 
 time I originally wrote the thread in the STEAM forums every 2nd
 
 question
 
 related to tickrate with nobody able to produce a
 definitive answer
 as
 
 to
 
 how to actually make it work and why.
 
 Exactly, and it is for this reason I have a strong appreciation for
 all the hard work you have put in, and again you have my
 thanks for that.
 
 
 My explanation of how rate sv_maxrate sv_minrate relate to
 each other
 as well as sv_maxupdaterate sv_minupdaterate cl_updaterate
 relate to
 each
 
 other
 
 managed to confuse even the developers on how it works, and I am
 still trying to work out how to explain it better to a
 less technical
 
 audience.
 
 Indeed, technical explanations in simple terms are hard. It is
 gerneally best to stay away from abstractions and
 generalisations for
 the simple reason that they do not expand well to include other, or
 more complex ideas. There are many examples of this problem
 available
 in the archives of most technical mailing lists.
 
 Since the last netcode update, where Alfred announced that
 the cmdrate
 and updaterate numbers should now properly correlate with
 packets per
 second rates shown in net_channels I have found the technical
 descriptions are now easy to create, and general
 explanation is much
 simpler. Gone are the days when you had to set cl_updaterate 100 or
 above to get 40-50 packets per second out of a 100 tickrate
 server in
 certain scenarios. Nowadays, with sane settings on the server, the
 client settings work as expected, and achieve predicable
 results. The
 same goes for the server settings.
 
 
 Just to let you know James, our GSP actually exists to cater
 primarily
 
 to
 
 broadband users, with the majority sitting on sub 50ms
 pings and some
 on
 
 sub
 
 10ms pings so to give them a good end user experience we tweak the
 
 servers
 
 up for broadband users with good connections and most of
 us do notice
 a considerable difference between a 33 tickrate server
 with default
 rates,
 
 and
 
 a 66 tickrate server with 2/100 rates.
 
 Indeed you will. There is no dispute over proper rate
 selection here
 :) If you look at the settings closely, you will notice
 that since the
 netcode update, you can set sv_maxupdaterate 66 (I set
 67/70 in most
 places, as sometimes it still sends a little more than the
 tickrate).
 There are no more updates to be sent than the ticks, so 100 is
 slightly overspecified. This does not cause an issue of course, as
 it's merely a cap, and doesn't change anything that occurs
 in the data
 flow in this scenario.
 
 
 On 9/8/05, James Tucker [EMAIL PROTECTED] wrote:
 
 
 
 Whisper wrote:
 
 
 --
 [ Picked text/plain from multipart/alternative ] Please
 feel free
 to write you own or tell us precisely where you think
 
 we
 
 
 are going wrong and why.
 
 I have detailed this inline in each mail. Your guide is generally
 good, and is targeted for a different audience than this list. I
 would be more than happy to assist you in adding/correcting
 anyhting. Many thanks for actually producing it.
 
 
 
 I'd love nothing that 

RE: [hlds] 100 player slot server spec?

2005-09-08 Thread hlds
Hi, thanks for your replies guys, most enlightening

 Obviously if someone asks about running servers on a given
 server specification and he don't state he wants to run his
 game servers boosted, then I will reply assuming default
 values will be used.

 In the case that the person starting this thread wants to use
 boosted servers, even 100 player slots would be asking too
 much from any Xeon machine.

I'm not sure what you mean by boosted.  I would like high performance,
yes.
I am thinking of 66 tick rate servers if that what you mean?
The aim is to run 4 x 24 man cs:S servers on there.

Would a single cpu, dual core opteron (and what speed?) be better than dual
xeon processors (not 1 dual core)?

Also, here's a potential problem.  I would want pre built and with the same
sort of support you get from Dell - 3 yr next day as a minimum - within the
UK.

Many thanks,

Tef.


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RE: [hlds] 100 player slot server spec?

2005-09-08 Thread Philipp G.

Remember that the OS you're running will have a significant impact on
performance, considering you plan to run srcds (linux seems to have a CPU
load issue with the current srcds, while windows does not). In addition,
remember not to jump on the AMD bandwagon; right now AMD based processors
(athlon and opteron) are showing significant memory leaks when it comes to
source.
Begin the flames.



From: [EMAIL PROTECTED]
Reply-To: hlds@list.valvesoftware.com
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] 100 player slot server spec?
Date: Thu, 8 Sep 2005 20:29:12 +0100

Hi, thanks for your replies guys, most enlightening

 Obviously if someone asks about running servers on a given
 server specification and he don't state he wants to run his
 game servers boosted, then I will reply assuming default
 values will be used.

 In the case that the person starting this thread wants to use
 boosted servers, even 100 player slots would be asking too
 much from any Xeon machine.

I'm not sure what you mean by boosted.  I would like high performance,
yes.
I am thinking of 66 tick rate servers if that what you mean?
The aim is to run 4 x 24 man cs:S servers on there.

Would a single cpu, dual core opteron (and what speed?) be better than dual
xeon processors (not 1 dual core)?

Also, here's a potential problem.  I would want pre built and with the same
sort of support you get from Dell - 3 yr next day as a minimum - within the
UK.

Many thanks,

Tef.


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RE: [hlds] 100 player slot server spec?

2005-09-08 Thread dexion
I was toying with building an opteron dc system up until now ive been using
dual xeons but with dell's stupid 50% price increase I was thinking of
trying an opt. Do you have any data or info about amd's problems with
source?
dex


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Philipp G.
Sent: Thursday, September 08, 2005 6:21 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] 100 player slot server spec?


Remember that the OS you're running will have a significant impact on
performance, considering you plan to run srcds (linux seems to have a CPU
load issue with the current srcds, while windows does not). In addition,
remember not to jump on the AMD bandwagon; right now AMD based processors
(athlon and opteron) are showing significant memory leaks when it comes to
source.
Begin the flames.


From: [EMAIL PROTECTED]
Reply-To: hlds@list.valvesoftware.com
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] 100 player slot server spec?
Date: Thu, 8 Sep 2005 20:29:12 +0100

Hi, thanks for your replies guys, most enlightening

  Obviously if someone asks about running servers on a given
  server specification and he don't state he wants to run his
  game servers boosted, then I will reply assuming default
  values will be used.
 
  In the case that the person starting this thread wants to use
  boosted servers, even 100 player slots would be asking too
  much from any Xeon machine.

I'm not sure what you mean by boosted.  I would like high performance,
yes.
I am thinking of 66 tick rate servers if that what you mean?
The aim is to run 4 x 24 man cs:S servers on there.

Would a single cpu, dual core opteron (and what speed?) be better than dual
xeon processors (not 1 dual core)?

Also, here's a potential problem.  I would want pre built and with the same
sort of support you get from Dell - 3 yr next day as a minimum - within the
UK.

Many thanks,

Tef.


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Re: [hlds] Tick Rate Guide Updated

2005-09-08 Thread Brian M Frain (eternal)
--
[ Picked text/plain from multipart/alternative ]
Well said LDuke but we shouldn't have to take such drastic measures. A few
are ruining the good for the rest. It is you same guys always bickering that
ruins this list.


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

 Yup, create a filter for the subject line.

 LDuke wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  Is there a way I can automatically send this thread to my junkmail box
 and
  still recieve the rest of the HLDS mailing list?
 
 
  On 9/8/05, James Tucker [EMAIL PROTECTED] wrote:
 
 
 
 Whisper wrote:
 
 --
 [ Picked text/plain from multipart/alternative ]
 Well finally an answer that makes logical sense as to why default
 kernel
 resolution servers fps seem to sit at around 64
 
 :)
 
 
 I didn't write the guide from the techincal perspective, although I'd
 
 love
 
 nothing more than to have all the technical knowledge to not only write
 
 the
 
 document but then explain the underlying logic for each and every step
 
 of
 
 the process.
 
 Then we should begin. Off-list.
 
 
 That being said, I also just want shit to work and I also was seeing at
 
 the
 
 time I originally wrote the thread in the STEAM forums every 2nd
 
 question
 
 related to tickrate with nobody able to produce a definitive answer as
 
 to
 
 how to actually make it work and why.
 
 Exactly, and it is for this reason I have a strong appreciation for all
 the hard work you have put in, and again you have my thanks for that.
 
 
 My explanation of how rate sv_maxrate sv_minrate relate to each other
 as
 well as sv_maxupdaterate sv_minupdaterate cl_updaterate relate to each
 
 other
 
 managed to confuse even the developers on how it works, and I am still
 trying to work out how to explain it better to a less technical
 
 audience.
 
 Indeed, technical explanations in simple terms are hard. It is gerneally
 best to stay away from abstractions and generalisations for the simple
 reason that they do not expand well to include other, or more complex
 ideas. There are many examples of this problem available in the archives
 of most technical mailing lists.
 
 Since the last netcode update, where Alfred announced that the cmdrate
 and updaterate numbers should now properly correlate with packets per
 second rates shown in net_channels I have found the technical
 descriptions are now easy to create, and general explanation is much
 simpler. Gone are the days when you had to set cl_updaterate 100 or
 above to get 40-50 packets per second out of a 100 tickrate server in
 certain scenarios. Nowadays, with sane settings on the server, the
 client settings work as expected, and achieve predicable results. The
 same goes for the server settings.
 
 
 Just to let you know James, our GSP actually exists to cater primarily
 
 to
 
 broadband users, with the majority sitting on sub 50ms pings and some
 on
 
 sub
 
 10ms pings so to give them a good end user experience we tweak the
 
 servers
 
 up for broadband users with good connections and most of us do notice a
 considerable difference between a 33 tickrate server with default
 rates,
 
 and
 
 a 66 tickrate server with 2/100 rates.
 
 Indeed you will. There is no dispute over proper rate selection here :)
 If you look at the settings closely, you will notice that since the
 netcode update, you can set sv_maxupdaterate 66 (I set 67/70 in most
 places, as sometimes it still sends a little more than the tickrate).
 There are no more updates to be sent than the ticks, so 100 is slightly
 overspecified. This does not cause an issue of course, as it's merely a
 cap, and doesn't change anything that occurs in the data flow in this
 scenario.
 
 
 On 9/8/05, James Tucker [EMAIL PROTECTED] wrote:
 
 
 
 Whisper wrote:
 
 
 --
 [ Picked text/plain from multipart/alternative ]
 Please feel free to write you own or tell us precisely where you
 think
 
 we
 
 
 are going wrong and why.
 
 I have detailed this inline in each mail. Your guide is generally
 good,
 and is targeted for a different audience than this list. I would be
 more
 than happy to assist you in adding/correcting anyhting. Many thanks
 for
 actually producing it.
 
 
 
 I'd love nothing that a logically correct and complete reproducable
 
 guide
 
 
 on how to get the most out of a server.
 
 Unfortunately, I just agreed to spend most of my time keeping my
 information to myself. You have others to thank for that.
 
 
 
 As some of us have come to find out Valve can sometimes be completely
 
 open
 
 
 about certain issues and on others they completely clam up like we
 
 we've
 
 mentioned the mad cousin that nobody ever talks about.
 
 Indeed. I got a t-shirt too.
 
 
 
 If in fact THE DEFAULT TIMER RESOLUTION OF THE WINDOWS KERNEL IS
 7.8ms.
 
 why
 
 
 do our servers only get around 65fps even though fps_max is clearly
 set
 
 and
 
 
 defaulted to 300 unless you change it?
 
 Ah, well you see, 65fps isn't 60Hz :)
 
 Typcially (as a general, but 

RE: [hlds] 100 player slot server spec?

2005-09-08 Thread Philipp G.

I don't have anything written on hand per se, but I can point out that
several GSP's (most notably probably hd-gaming.com) have given up hosting
source due it's insane environment (quite coincidentally, companies that use
the linux version on opteron processors ;) ).
I'm sure that more to support this argument could be found by browsing the
steam forums.
Phil



From: dexion [EMAIL PROTECTED]
Reply-To: hlds@list.valvesoftware.com
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] 100 player slot server spec?
Date: Thu, 8 Sep 2005 18:31:04 -0400

I was toying with building an opteron dc system up until now ive been using
dual xeons but with dell's stupid 50% price increase I was thinking of
trying an opt. Do you have any data or info about amd's problems with
source?
dex


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Philipp G.
Sent: Thursday, September 08, 2005 6:21 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] 100 player slot server spec?


Remember that the OS you're running will have a significant impact on
performance, considering you plan to run srcds (linux seems to have a CPU
load issue with the current srcds, while windows does not). In addition,
remember not to jump on the AMD bandwagon; right now AMD based processors
(athlon and opteron) are showing significant memory leaks when it comes to
source.
Begin the flames.


From: [EMAIL PROTECTED]
Reply-To: hlds@list.valvesoftware.com
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] 100 player slot server spec?
Date: Thu, 8 Sep 2005 20:29:12 +0100

Hi, thanks for your replies guys, most enlightening

  Obviously if someone asks about running servers on a given
  server specification and he don't state he wants to run his
  game servers boosted, then I will reply assuming default
  values will be used.
 
  In the case that the person starting this thread wants to use
  boosted servers, even 100 player slots would be asking too
  much from any Xeon machine.

I'm not sure what you mean by boosted.  I would like high performance,
yes.
I am thinking of 66 tick rate servers if that what you mean?
The aim is to run 4 x 24 man cs:S servers on there.

Would a single cpu, dual core opteron (and what speed?) be better than
dual
xeon processors (not 1 dual core)?

Also, here's a potential problem.  I would want pre built and with the
same
sort of support you get from Dell - 3 yr next day as a minimum - within
the
UK.

Many thanks,

Tef.


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[hlds] Vac2 - Proff positive?

2005-09-08 Thread Rick
Ok, I am NOT trolling (at least not intentionally). I am very curious as to
whether you, the serious server admins, think that VAC2 is working as
promised or what your general opinion of VAC2 is? The reason I am asking is
that a lot of people I know stopped playing STEAM games due to the rampant
cheating. I know I can get some people back if I can convince them that
things are better now.

FYI: I stopped running a server about a year ago due to this problem and am
contemplating starting a new one for DOD:S. Your input is very important to
that decision.

Thanks in advance... RR



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Re: [hlds] Vac2 - Proff positive?

2005-09-08 Thread sprout

eh I agree vac2 is crap its not working at all as planned
- Original Message -
From: Rick [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Thursday, September 08, 2005 9:27 PM
Subject: [hlds] Vac2 - Proff positive?



Ok, I am NOT trolling (at least not intentionally). I am very curious as
to
whether you, the serious server admins, think that VAC2 is working as
promised or what your general opinion of VAC2 is? The reason I am asking
is
that a lot of people I know stopped playing STEAM games due to the rampant
cheating. I know I can get some people back if I can convince them that
things are better now.

FYI: I stopped running a server about a year ago due to this problem and
am
contemplating starting a new one for DOD:S. Your input is very important
to
that decision.

Thanks in advance... RR



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Re: [hlds] Vac2 - Proff positive?

2005-09-08 Thread Jason


What does vac 2 do exactly for a server standpoint?
sprout wrote:


eh I agree vac2 is crap its not working at all as planned
- Original Message -
From: Rick [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Thursday, September 08, 2005 9:27 PM
Subject: [hlds] Vac2 - Proff positive?



Ok, I am NOT trolling (at least not intentionally). I am very curious as
to
whether you, the serious server admins, think that VAC2 is working as
promised or what your general opinion of VAC2 is? The reason I am asking
is
that a lot of people I know stopped playing STEAM games due to the
rampant
cheating. I know I can get some people back if I can convince them that
things are better now.

FYI: I stopped running a server about a year ago due to this problem and
am
contemplating starting a new one for DOD:S. Your input is very important
to
that decision.

Thanks in advance... RR



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please visit:
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Re: [hlds] Vac2 - Proff positive?

2005-09-08 Thread [GS]BeNt

I beg to differ.As far as I can tell the cheating level on my server has
went down 5 fold.Occasionally I saw a hack come through that was an
aimbot/wallhack combo.As usual thought there will always be cheating in
Cs/HL mods no matter what they do.I wish they could plug the hole though.

BeNt
http://www.gorillazsouth.com

- Original Message -
From: sprout [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Thursday, September 08, 2005 9:43 PM
Subject: Re: [hlds] Vac2 - Proff positive?



eh I agree vac2 is crap its not working at all as planned
- Original Message -
From: Rick [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Thursday, September 08, 2005 9:27 PM
Subject: [hlds] Vac2 - Proff positive?



Ok, I am NOT trolling (at least not intentionally). I am very curious as
to
whether you, the serious server admins, think that VAC2 is working as
promised or what your general opinion of VAC2 is? The reason I am asking
is
that a lot of people I know stopped playing STEAM games due to the
rampant
cheating. I know I can get some people back if I can convince them that
things are better now.

FYI: I stopped running a server about a year ago due to this problem and
am
contemplating starting a new one for DOD:S. Your input is very important
to
that decision.

Thanks in advance... RR



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Re: [hlds] Vac2 - Proff positive?

2005-09-08 Thread Whisper
--
[ Picked text/plain from multipart/alternative ]
VAC works great in Source, we see no cheats, we do not receive cheat
reports, and if we do get the occasional one, its just a disgruntled user
who been beaten by somebody good. Cheating as far as I can tell does not
exist in Source.
 VAC on CS 1.6 on the other hand does not appear to be doing anything to
limit the amount of cheats in VAC secured servers. We can join any of our CS
1.6 servers and quickly spot multiple blatant cheats, (speedhacks, shakey
screen bots, blatant not even bothering to try and hide it wallhacks,
spinbots), we receive numerous cheat reports daily, the cheating on CS
1.6has not been affected whatsoever in CS
1.6.
 That is the state of play as I currently see it.

 On 9/9/05, sprout [EMAIL PROTECTED] wrote:

 eh I agree vac2 is crap its not working at all as planned
 - Original Message -
 From: Rick [EMAIL PROTECTED]
 To: hlds@list.valvesoftware.com
 Sent: Thursday, September 08, 2005 9:27 PM
 Subject: [hlds] Vac2 - Proff positive?


  Ok, I am NOT trolling (at least not intentionally). I am very curious as
  to
  whether you, the serious server admins, think that VAC2 is working as
  promised or what your general opinion of VAC2 is? The reason I am asking
  is
  that a lot of people I know stopped playing STEAM games due to the
 rampant
  cheating. I know I can get some people back if I can convince them that
  things are better now.
 
  FYI: I stopped running a server about a year ago due to this problem and
  am
  contemplating starting a new one for DOD:S. Your input is very important
  to
  that decision.
 
  Thanks in advance... RR
 
 
 
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  please visit:
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[hlds] can not establish connection to STEAM server.

2005-09-08 Thread Scott Bravo

I've been recently tried to host a server for all those my friends playing
Cs or Dod

but i am facing a serious problem that HLDS console always notify me that i
can not establish

connection to STEAM server, tho my friends can always put ip address on to
connect

either i can't see my own server on the server list when i am using steam to
browse.

and ever worse i never make the server VAC actviated.

would anyone pls help?



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Re: [hlds] Vac2 - Proff positive?

2005-09-08 Thread LDuke
--
[ Picked text/plain from multipart/alternative ]
I've seen many cheats in Source, but they do seem much fewer lately.

The one where players would spin around in circles and constantly get head
shots was even more obvious than most cheats. When Beetle's mod added checks
for cvars used in common cheats, a lot of players on the server I play on
got banned until either the cheats were updated or discontinued.


On 9/8/05, Whisper [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 VAC works great in Source, we see no cheats, we do not receive cheat
 reports, and if we do get the occasional one, its just a disgruntled user
 who been beaten by somebody good. Cheating as far as I can tell does not
 exist in Source.
 VAC on CS 1.6 on the other hand does not appear to be doing anything to
 limit the amount of cheats in VAC secured servers. We can join any of our
 CS
 1.6 servers and quickly spot multiple blatant cheats, (speedhacks, shakey
 screen bots, blatant not even bothering to try and hide it wallhacks,
 spinbots), we receive numerous cheat reports daily, the cheating on CS
 1.6has not been affected whatsoever in CS
 1.6.
 That is the state of play as I currently see it.

 On 9/9/05, sprout [EMAIL PROTECTED] wrote:
 
  eh I agree vac2 is crap its not working at all as planned
  - Original Message -
  From: Rick [EMAIL PROTECTED]
  To: hlds@list.valvesoftware.com
  Sent: Thursday, September 08, 2005 9:27 PM
  Subject: [hlds] Vac2 - Proff positive?
 
 
   Ok, I am NOT trolling (at least not intentionally). I am very curious
 as
   to
   whether you, the serious server admins, think that VAC2 is working as
   promised or what your general opinion of VAC2 is? The reason I am
 asking
   is
   that a lot of people I know stopped playing STEAM games due to the
  rampant
   cheating. I know I can get some people back if I can convince them
 that
   things are better now.
  
   FYI: I stopped running a server about a year ago due to this problem
 and
   am
   contemplating starting a new one for DOD:S. Your input is very
 important
   to
   that decision.
  
   Thanks in advance... RR
  
  
  
   ___
   To unsubscribe, edit your list preferences, or view the list archives,
   please visit:
   http://list.valvesoftware.com/mailman/listinfo/hlds
 
 
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  please visit:
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 --

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Re: [hlds] Tick Rate Guide Updated

2005-09-08 Thread Whisper
--
[ Picked text/plain from multipart/alternative ]
Geeze, some of you are so thinned skinned
 All I want, all I ever wanted, is very specific answers to quite specific
questions, thus far up and until now, none of you have been able to answer
these questions.
 Finally though, after chipping away and chipping away, somebody has come up
with an explanation about one specific area that does make some sense and
gives me at least, a deeper understanding of what it is I trying to achieve.

 The relatively minor banter between blkraven and James Tucker was such a
non-issue and they even appeared to resolve it amicably in the end, and
James actually gave this list some very useful information because of it.
 Dabosman, I don't like to debate, I just like to get straight answers that
make logical sense, and so far nobody has provided a straight answer as to
why 3 measurements of pings are at complete odds with each other.
If people were happy to accept answers despite what all observable eveidence
demonstrates, we would still think the Earth is the centre of the universe.

On 9/9/05, Brian M Frain (eternal) [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 Well said LDuke but we shouldn't have to take such drastic measures. A few

 are ruining the good for the rest. It is you same guys always bickering
 that
 ruins this list.


 On 9/8/05, James Tucker [EMAIL PROTECTED] wrote:
 
  Yup, create a filter for the subject line.
 
  LDuke wrote:
   --
   [ Picked text/plain from multipart/alternative ]
   Is there a way I can automatically send this thread to my junkmail box

  and
   still recieve the rest of the HLDS mailing list?
  
  
   On 9/8/05, James Tucker [EMAIL PROTECTED] wrote:
  
  
  
  Whisper wrote:
  
  --
  [ Picked text/plain from multipart/alternative ]
  Well finally an answer that makes logical sense as to why default
  kernel
  resolution servers fps seem to sit at around 64
  
  :)
  
  
  I didn't write the guide from the techincal perspective, although I'd

  
  love
  
  nothing more than to have all the technical knowledge to not only
 write
  
  the
  
  document but then explain the underlying logic for each and every
 step
  
  of
  
  the process.
  
  Then we should begin. Off-list.
  
  
  That being said, I also just want shit to work and I also was seeing
 at
  
  the
  
  time I originally wrote the thread in the STEAM forums every 2nd
  
  question
  
  related to tickrate with nobody able to produce a definitive answer
 as
  
  to
  
  how to actually make it work and why.
  
  Exactly, and it is for this reason I have a strong appreciation for
 all
  the hard work you have put in, and again you have my thanks for that.
  
  
  My explanation of how rate sv_maxrate sv_minrate relate to each other
  as
  well as sv_maxupdaterate sv_minupdaterate cl_updaterate relate to
 each
  
  other
  
  managed to confuse even the developers on how it works, and I am
 still
  trying to work out how to explain it better to a less technical
  
  audience.
  
  Indeed, technical explanations in simple terms are hard. It is
 gerneally
  best to stay away from abstractions and generalisations for the simple

  reason that they do not expand well to include other, or more complex
  ideas. There are many examples of this problem available in the
 archives
  of most technical mailing lists.
  
  Since the last netcode update, where Alfred announced that the cmdrate
  and updaterate numbers should now properly correlate with packets per
  second rates shown in net_channels I have found the technical
  descriptions are now easy to create, and general explanation is much
  simpler. Gone are the days when you had to set cl_updaterate 100 or
  above to get 40-50 packets per second out of a 100 tickrate server in
  certain scenarios. Nowadays, with sane settings on the server, the
  client settings work as expected, and achieve predicable results. The
  same goes for the server settings.
  
  
  Just to let you know James, our GSP actually exists to cater
 primarily
  
  to
  
  broadband users, with the majority sitting on sub 50ms pings and some

  on
  
  sub
  
  10ms pings so to give them a good end user experience we tweak the
  
  servers
  
  up for broadband users with good connections and most of us do notice
 a
  considerable difference between a 33 tickrate server with default
  rates,
  
  and
  
  a 66 tickrate server with 2/100 rates.
  
  Indeed you will. There is no dispute over proper rate selection here
 :)
  If you look at the settings closely, you will notice that since the
  netcode update, you can set sv_maxupdaterate 66 (I set 67/70 in most
  places, as sometimes it still sends a little more than the tickrate).
  There are no more updates to be sent than the ticks, so 100 is
 slightly
  overspecified. This does not cause an issue of course, as it's merely
 a
  cap, and doesn't change anything that occurs in the data flow in this
  scenario.
  
  
  On 

Re: [hlds] Vac2 - Proff positive?

2005-09-08 Thread sprout

exactly vac did about as much as beetlemod
- Original Message -
From: LDuke [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Thursday, September 08, 2005 10:22 PM
Subject: Re: [hlds] Vac2 - Proff positive?



--
[ Picked text/plain from multipart/alternative ]
I've seen many cheats in Source, but they do seem much fewer lately.

The one where players would spin around in circles and constantly get head
shots was even more obvious than most cheats. When Beetle's mod added
checks
for cvars used in common cheats, a lot of players on the server I play on
got banned until either the cheats were updated or discontinued.


On 9/8/05, Whisper [EMAIL PROTECTED] wrote:


--
[ Picked text/plain from multipart/alternative ]
VAC works great in Source, we see no cheats, we do not receive cheat
reports, and if we do get the occasional one, its just a disgruntled user
who been beaten by somebody good. Cheating as far as I can tell does not
exist in Source.
VAC on CS 1.6 on the other hand does not appear to be doing anything to
limit the amount of cheats in VAC secured servers. We can join any of our
CS
1.6 servers and quickly spot multiple blatant cheats, (speedhacks, shakey
screen bots, blatant not even bothering to try and hide it wallhacks,
spinbots), we receive numerous cheat reports daily, the cheating on CS
1.6has not been affected whatsoever in CS
1.6.
That is the state of play as I currently see it.

On 9/9/05, sprout [EMAIL PROTECTED] wrote:

 eh I agree vac2 is crap its not working at all as planned
 - Original Message -
 From: Rick [EMAIL PROTECTED]
 To: hlds@list.valvesoftware.com
 Sent: Thursday, September 08, 2005 9:27 PM
 Subject: [hlds] Vac2 - Proff positive?


  Ok, I am NOT trolling (at least not intentionally). I am very curious
as
  to
  whether you, the serious server admins, think that VAC2 is working as
  promised or what your general opinion of VAC2 is? The reason I am
asking
  is
  that a lot of people I know stopped playing STEAM games due to the
 rampant
  cheating. I know I can get some people back if I can convince them
that
  things are better now.
 
  FYI: I stopped running a server about a year ago due to this problem
and
  am
  contemplating starting a new one for DOD:S. Your input is very
important
  to
  that decision.
 
  Thanks in advance... RR
 
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list
  archives,
  please visit:
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Re: [hlds] Vac2 - Proff positive?

2005-09-08 Thread Clayton Macleod
don't forget, vac bans don't take effect immediately.  It's not until
some days later that a cheater gets banned.  So while you may see some
cheaters on your servers that doesn't necessarily mean you'll see them
*again.*


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

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