Re: [hlds] stop nav creation in srcds
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] sv_consistency
-- [ 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] Tick Rate Guide Updated
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 list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] 100 player slot server spec?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] Somewhat control panel
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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- 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 -- No virus found in this outgoing message. Checked by AVG Anti-Virus. Version: 7.0.344 / Virus Database: 267.10.18/89 - Release Date: 9/2/2005 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] 100 player slot server spec?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] 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 list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] Tick Rate Guide Updated
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 list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- ___ To unsubscribe, edit your list preferences, or view the list archives, please
Re: [hlds] Tick Rate Guide Updated
-- [ 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
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Tick Rate Guide Updated
-- [ 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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] Tick Rate Guide Updated
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] 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 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
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: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] Tick Rate Guide Updated
[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
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: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] 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, 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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Tick Rate Guide Updated
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Tick Rate Guide Updated
-- [ 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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] Tick Rate Guide Updated
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
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
-- [ 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
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 :/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- No virus found in this incoming message. Checked by AVG Anti-Virus. Version: 7.0.344 / Virus Database: 267.10.18/91 - Release Date: 9/6/2005 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- No virus found in this incoming message. Checked by AVG Anti-Virus. Version: 7.0.344 / Virus Database: 267.10.18/91 - Release Date: 9/6/2005 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Tick Rate Guide Updated
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
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 :/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- No virus found in this incoming message. Checked by AVG Anti-Virus. Version: 7.0.344 / Virus Database: 267.10.18/91 - Release Date: 9/6/2005 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- No virus found in this incoming message. Checked by AVG Anti-Virus. Version: 7.0.344 / Virus Database: 267.10.18/91 - Release Date: 9/6/2005 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Somewhat control panel
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] 100 player slot server spec?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Somewhat control panel
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] 100 player slot server spec?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] Re: sv_consistency
-- [ 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] 100 player slot server spec?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Update servers extreem slow
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 :/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- No virus found in this incoming message. Checked by AVG Anti-Virus. Version: 7.0.344 / Virus Database: 267.10.18/91 - Release Date: 9/6/2005 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- No virus found in this incoming message. Checked by AVG Anti-Virus. Version: 7.0.344 / Virus Database: 267.10.18/91 - Release Date: 9/6/2005 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- No virus found in this incoming message. Checked by AVG Anti-Virus. Version: 7.0.344 / Virus Database: 267.10.19/92 - Release Date: 9/7/2005 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] 100 player slot server spec?
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Tick Rate Guide Updated - STOP!
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?
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] 100 player slot server spec?
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Tick Rate Guide Updated
-- [ 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?
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[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
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Vac2 - Proff positive?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Vac2 - Proff positive?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Vac2 - Proff positive?
-- [ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] can not establish connection to STEAM server.
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
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: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Tick Rate Guide Updated
-- [ 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?
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: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Vac2 - Proff positive?
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds