Re: [hlds] port question

2005-10-20 Thread dasjoe
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[ Picked text/plain from multipart/alternative ]
95 players at 33 ticks and 32 at 66 on a 3 ghz xeon? and no lag? impressive
;)
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Re: [hlds] (no subject)

2005-10-20 Thread [xXx] [EMAIL PROTECTED]
remade maps with more spawn points are sooo lagggy from editing them
- Original Message -
From: Brian M Frain (eternal) [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Thursday, October 20, 2005 2:34 AM
Subject: Re: [hlds] (no subject)


 --
 [ Picked text/plain from multipart/alternative ]
 I do not want to re-download all the maps so you can have more spawn
points.
 It would seem more feasible to get a mapper to remake them for you.


  On 10/19/05, [xXx] [EMAIL PROTECTED] [EMAIL PROTECTED]
 wrote:
 
  This is a multi-part message in MIME format.
  --
  [ Picked text/plain from multipart/alternative ]
  a nice up date from valve would be to insert some spawn points into all
of
  the traditional maps so we can play more than 40 on traditional maps
  --
 
 
 
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Re: [hlds] port question

2005-10-20 Thread [xXx] [EMAIL PROTECTED]
thank you, i used abovenormal priority , but managed to stay off of high
- Original Message -
From: dasjoe [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Thursday, October 20, 2005 4:43 AM
Subject: Re: [hlds] port question


 --
 [ Picked text/plain from multipart/alternative ]
 95 players at 33 ticks and 32 at 66 on a 3 ghz xeon? and no lag?
impressive
 ;)
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RE: [hlds] port question

2005-10-20 Thread James Tucker
I've got a 500Mhz pIII running cs:s at 66 ticks, supports up to 20-30
players (rates dependant) before dropping FPS below the tickrate.

Bots are disabled on that box - with good reason.

The kernel timer is actually set on boot however, using TIMERES= boot.ini
option. There is a damn good reason for this, that I've explained before, I
won't repeat myself.

This is just an experimental box, but it works well anyway, and remains on
or around 500FPS with low player counts / low activity.

With 10 or so players, it averages 350-450 fps under higher load.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of dasjoe
Sent: 20 October 2005 10:43
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] port question

--
[ Picked text/plain from multipart/alternative ]
95 players at 33 ticks and 32 at 66 on a 3 ghz xeon? and no lag? impressive
;)
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Re: [hlds] (no subject)

2005-10-20 Thread Tyler Cook
--
[ Picked text/plain from multipart/alternative ]
they obviously made 20/20 for a reason - Source can't handle more?
 unless you have a wicked server / and want to go about making
de_dust_BIG.bsp :/

 On 10/20/05, [xXx] [EMAIL PROTECTED] [EMAIL PROTECTED]
wrote:

 remade maps with more spawn points are sooo lagggy from editing them
 - Original Message -
 From: Brian M Frain (eternal) [EMAIL PROTECTED]
 To: hlds@list.valvesoftware.com
 Sent: Thursday, October 20, 2005 2:34 AM
 Subject: Re: [hlds] (no subject)


  --
  [ Picked text/plain from multipart/alternative ]
  I do not want to re-download all the maps so you can have more spawn
 points.
  It would seem more feasible to get a mapper to remake them for you.
 
 
  On 10/19/05, [xXx] [EMAIL PROTECTED] [EMAIL PROTECTED]
 
  wrote:
  
   This is a multi-part message in MIME format.
   --
   [ Picked text/plain from multipart/alternative ]
   a nice up date from valve would be to insert some spawn points into
 all
 of
   the traditional maps so we can play more than 40 on traditional maps
   --
  
  
  
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Re: [hlds] Bots causing memory read errors

2005-10-20 Thread Bud Ingram
Well, I was hoping that something might have been slipped in to prevent bots
form crashing my server with the update last night, but no joy.

Regards,

Bud Ingram

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Re: [hlds] port question

2005-10-20 Thread hlds

I believe he's saying he does:
 ip1:27015 (game 1)
 ip2:27015 (game 2)
 ip3:27015 (game 3)

in which case, that is perfect acceptable.  as long as you don't have 2 games
sharing the same port on the same ip, you shouldn't have any problems
(provided
your machine isn't overloaded, heh).

/p

Quoting [EMAIL PROTECTED]:


--
[ Picked text/plain from multipart/alternative ]
When you try to start the second server you will get a 'Failure to
allocate UDP port 27015' error.

So, no, you can't.

--Ozz

-- Original message --


This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
ok question

can i have 3 different ip addresses and 3 different games running on
them and
all are running on port 27015 ?
or would this cause lag?
i have a dual xeon 3 gig and all servers run just fine, im just
worried that i
may be screwing up selling 27015 port all the time.
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Re: [hlds] port question

2005-10-20 Thread hlds

You don't need to have 3 separate NICs.  You can use aliased interfaces just
fine.  However the difference being that you could potentially saturate 1 NIC
that way pretty easily...

/p

Quoting Ook [EMAIL PROTECTED]:


I'm assuming you have 3 nics? Each ip address, or I believe more
specifically, each network interface,  has it's own set of ports. So, yes,
you can run on 3 different ip addresses, each on the same port.


ok question

can i have 3 different ip addresses and 3 different games running on them
and all are running on port 27015 ?
or would this cause lag?
i have a dual xeon 3 gig and all servers run just fine, im just worried
that i may be screwing up selling 27015 port all the time.
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Re: [hlds] port question

2005-10-20 Thread ozmosissound
--
[ Picked text/plain from multipart/alternative ]
Yes I instantly emailed after that response to say I hadn't caught the '3 ip 
addresses' part of his original post.

My response to that was 'If they are all sharing the same trunk he might want 
to try different ports for the heck of it to see if the servers actually play 
better'.

--Ozz

-- Original message --

 I believe he's saying he does:
 ip1:27015 (game 1)
 ip2:27015 (game 2)
 ip3:27015 (game 3)

 in which case, that is perfect acceptable. as long as you don't have 2 games
 sharing the same port on the same ip, you shouldn't have any problems
 (provided
 your machine isn't overloaded, heh).

 /p

 Quoting [EMAIL PROTECTED]:

  --
  [ Picked text/plain from multipart/alternative ]
  When you try to start the second server you will get a 'Failure to
  allocate UDP port 27015' error.
 
  So, no, you can't.
 
  --Ozz
 
  -- Original message --
 
  This is a multi-part message in MIME format.
  --
  [ Picked text/plain from multipart/alternative ]
  ok question
 
  can i have 3 different ip addresses and 3 different games running on
  them and
  all are running on port 27015 ?
  or would this cause lag?
  i have a dual xeon 3 gig and all servers run just fine, im just
  worried that i
  may be screwing up selling 27015 port all the time.
  --
 
 
 
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Re: [hlds] port question

2005-10-20 Thread [xXx] [EMAIL PROTECTED]
your right there too oz, i would like to see if i get even better latency
with diff ports
- Original Message -
From: [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Thursday, October 20, 2005 11:43 AM
Subject: Re: [hlds] port question


 --
 [ Picked text/plain from multipart/alternative ]
 Yes I instantly emailed after that response to say I hadn't caught the '3
ip addresses' part of his original post.

 My response to that was 'If they are all sharing the same trunk he might
want to try different ports for the heck of it to see if the servers
actually play better'.

 --Ozz

 -- Original message --

  I believe he's saying he does:
  ip1:27015 (game 1)
  ip2:27015 (game 2)
  ip3:27015 (game 3)
 
  in which case, that is perfect acceptable. as long as you don't have 2
games
  sharing the same port on the same ip, you shouldn't have any problems
  (provided
  your machine isn't overloaded, heh).
 
  /p
 
  Quoting [EMAIL PROTECTED]:
 
   --
   [ Picked text/plain from multipart/alternative ]
   When you try to start the second server you will get a 'Failure to
   allocate UDP port 27015' error.
  
   So, no, you can't.
  
   --Ozz
  
   -- Original message --
  
   This is a multi-part message in MIME format.
   --
   [ Picked text/plain from multipart/alternative ]
   ok question
  
   can i have 3 different ip addresses and 3 different games running on
   them and
   all are running on port 27015 ?
   or would this cause lag?
   i have a dual xeon 3 gig and all servers run just fine, im just
   worried that i
   may be screwing up selling 27015 port all the time.
   --
  
  
  
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RE: [hlds] Having hard time using router for HLDS

2005-10-20 Thread Rice, Rick
Your first step, if you haven't already been there, is to look at
www://support.steampowered.com, they have a dedicated server section and
have excellent support for router setup and configuration.

If you go through all that and still have problems, post here what your
specific issue is and we will get you help!! The Steampowered support
section is your first, best source of information and needs to be used
first.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Enson Guerra
Sent: Thursday, October 20, 2005 3:58 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] Having hard time using router for HLDS

--
[ Picked text/plain from multipart/alternative ]
Im having a really hard time using HLDS when I have a router and would like
some help if thats not to much to ask for. I would really like clear and
detailed instructions , also listing every step or things I must do to get
it to work. I thank all who will help and would really appreciate it.


-
 Yahoo! Music Unlimited - Access over 1 million songs. Try it free.
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Re: [hlds] port question

2005-10-20 Thread hlds

Yea, I saw your response after the fact.  go figure.

/p

Quoting [EMAIL PROTECTED]:


--
[ Picked text/plain from multipart/alternative ]
Yes I instantly emailed after that response to say I hadn't caught
the '3 ip addresses' part of his original post.

My response to that was 'If they are all sharing the same trunk he
might want to try different ports for the heck of it to see if the
servers actually play better'.

--Ozz

-- Original message --


I believe he's saying he does:
ip1:27015 (game 1)
ip2:27015 (game 2)
ip3:27015 (game 3)

in which case, that is perfect acceptable. as long as you don't have 2 games
sharing the same port on the same ip, you shouldn't have any problems
(provided
your machine isn't overloaded, heh).

/p

Quoting [EMAIL PROTECTED]:

 --
 [ Picked text/plain from multipart/alternative ]
 When you try to start the second server you will get a 'Failure to
 allocate UDP port 27015' error.

 So, no, you can't.

 --Ozz

 -- Original message --

 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 ok question

 can i have 3 different ip addresses and 3 different games running on
 them and
 all are running on port 27015 ?
 or would this cause lag?
 i have a dual xeon 3 gig and all servers run just fine, im just
 worried that i
 may be screwing up selling 27015 port all the time.
 --



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 archives, please
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Re: [hlds] SourceTV's delay limitations

2005-10-20 Thread AJ Liebsch
--
[ Picked text/plain from multipart/alternative ]
There have been many posts about this on the CAL forums. They must know it
only goes up to 90 sec. delay but have never changed the rules. Not sure
why.

On 10/19/05, Drew Hostetler [EMAIL PROTECTED] wrote:

 Both CAL and TWL require a 180 second delay for SourceTV with the
 following command:

 tv_delay 180

 However, when I execute my SourceTV .cfg (which includes this
 command), restart the map, and type:

 rcon tv_status

 it reveals that there is only a 90 second delay. After some testing, I
 figured out that I can change the delay from 0 up to 90, but not
 anything over 90.

 Anybody know what's going on? Is CAL and TWL both just confused as to
 the limitations of SourceTV?

 Thanks,
 Drew

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Re: [hlds] port question

2005-10-20 Thread Gary

You won't.

At 02:01 PM 10/20/2005, [xXx] [EMAIL PROTECTED] wrote:

your right there too oz, i would like to see if i get even better latency
with diff ports





G. Stanley
Engineering
Velocity Servers, DBA
[EMAIL PROTECTED]



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Re: [hlds] port question

2005-10-20 Thread [xXx] [EMAIL PROTECTED]

the servers with same ports seemed to lag and one 66 tic without didnt
- Original Message -
From: Gary [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com; hlds@list.valvesoftware.com
Sent: Thursday, October 20, 2005 5:51 PM
Subject: Re: [hlds] port question


 You won't.

 At 02:01 PM 10/20/2005, [xXx] [EMAIL PROTECTED] wrote:
 your right there too oz, i would like to see if i get even better latency
 with diff ports




 G. Stanley
 Engineering
 Velocity Servers, DBA
 [EMAIL PROTECTED]



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Re: [hlds] port question

2005-10-20 Thread Dustin Tuft

Well if you think about it, having multi IP's bound to the same Network
interface might cause more work for the driver/OS. Your still talking to the
same network card, but now your juggling three IP's and a full set of ports
for each IP. Increassing the management the OS is doing for the Network
interface. If you can, put two more NICs in the box and see if that helps
remove some of the extra over head that could be the cause of the slow down.

Dustin



From: [xXx] [EMAIL PROTECTED] [EMAIL PROTECTED]
Reply-To: hlds@list.valvesoftware.com
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] port question
Date: Wed, 31 Dec 2003 22:35:02 -0600


the servers with same ports seemed to lag and one 66 tic without didnt
- Original Message -
From: Gary [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com; hlds@list.valvesoftware.com
Sent: Thursday, October 20, 2005 5:51 PM
Subject: Re: [hlds] port question


 You won't.

 At 02:01 PM 10/20/2005, [xXx] [EMAIL PROTECTED] wrote:
 your right there too oz, i would like to see if i get even better
latency
 with diff ports




 G. Stanley
 Engineering
 Velocity Servers, DBA
 [EMAIL PROTECTED]



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[hlds] [OT] Serverwiki Thank you

2005-10-20 Thread Mike Miller
--
[ Picked text/plain from multipart/alternative ]
Apologies for posting this here, but these guys need some recognition.

Just a big thanks to everyone who's been helping out with ServerWiki.org the
past week or so. It's taken off faster than I ever could have dreamed it
would.

A special thanks to HoundDawg, FreekBoy, Deadsexy, Leopard, and Whisper for
all the hard work you've done. You guys embody what it means to be part of a
community.

Thanks again to everyone who's submitted, added, corrected, edited, or even
visited ServerWiki! We've come a long way in a short time, but we still have
a very long way to go!


--
Mike DaiTengu Miller
Serverwiki Founder
http://www.serverwiki.org

H^2 | http://www.daitengu.com
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