Re: [hlds] Alien Swarm server issues :(

2010-07-21 Thread Nick Turner
Definitely seeing memory leaks here too.

Started 48 servers 4 hours ago.  They've all steadily increased from 106mb to 
between 160 and 312mb RAM used.. running this server out of RAM :(

I've dropped down to 40 instances and had to shutdown the ArmA2 server also 
running on the machine for fear of it swapping.


-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Dan Offord
Sent: Tuesday, July 20, 2010 11:54 PM
To: Half-Life dedicated Win32 server mailing list
Subject: [hlds] Alien Swarm server issues :(

Hi All,

A few things I've noticed about the Alien Swarm dedicated server :(

1) Unless you include 4 steam dll files, the game server will only start in
LAN mode :( or the steam client running.
(Guide to this is here:
http://developer.valvesoftware.com/wiki/Swarm_Dedicated_Server#Steam_library_errors)

2) Currently the server doesn't appear to correct bind to an IP address,
despite being set on start up  reporting the correct IP on the command line
It has a TCP connection on the right IP, but also 2 x UDP connections on
0.0.0.0

3) There is a memory leak in the current release :(
http://liv3d.multiplay.co.uk/as/42705_hour.png
http://liv3d.multiplay.co.uk/as/42677_hour.png

Regards,

Dan

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Re: [hlds] Re; cvar mp_humans_must_join_team

2010-07-21 Thread clad iron
//  Put this file in your steamapps\youracc\team fortress
2\tf\cfg\build_navs.cfg
//  start a lan server and exec this file. it will take a few min's to
complete. do for each map.
//  I'm not sure how well the nav's will be tho.
//
//  You can also run these commands in the server console like HLSW .
sv_cheats 1
nav_max_view_distance 6000
nav_generate

On Tue, Jul 20, 2010 at 6:54 PM, Robert Whelan mrrjwhe...@yahoo.com wrote:

 We've been having a blast on a human (blu) vs bot (red) server though ran
 into a
 small problem. This cvar is great and was just what we were looking for.
 However, when we go to a classic AvsD map (cp_dustbowl) the teams get
 swapped
 with the humans now on red. Now anyone new joining the game in progress is
 forced onto the bots team defeating the purpose of the cvar.

 // restricts human players to a single team.
 // values any, blue, red, spectator
 mp_humans_must_join_team blue

 Help??! ;)

 Also... has anyone ever heard if Valve will ever be providing all the
 default
 map nav files?

 Thankies...



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Re: [hlds] Re; cvar mp_humans_must_join_team

2010-07-21 Thread Jonah Hirsch
You could write a sourcemod plugin to check which team a human is on (or
which team a bot is on) when the round changes, and swap the variable value
depending on the result.
Jonah Hirsch
---


On Tue, Jul 20, 2010 at 11:55 PM, clad iron cladi...@gmail.com wrote:

 //  Put this file in your steamapps\youracc\team fortress
 2\tf\cfg\build_navs.cfg
 //  start a lan server and exec this file. it will take a few min's to
 complete. do for each map.
 //  I'm not sure how well the nav's will be tho.
 //
 //  You can also run these commands in the server console like HLSW .
 sv_cheats 1
 nav_max_view_distance 6000
 nav_generate

 On Tue, Jul 20, 2010 at 6:54 PM, Robert Whelan mrrjwhe...@yahoo.com
 wrote:

  We've been having a blast on a human (blu) vs bot (red) server though ran
  into a
  small problem. This cvar is great and was just what we were looking for.
  However, when we go to a classic AvsD map (cp_dustbowl) the teams get
  swapped
  with the humans now on red. Now anyone new joining the game in progress
 is
  forced onto the bots team defeating the purpose of the cvar.
 
  // restricts human players to a single team.
  // values any, blue, red, spectator
  mp_humans_must_join_team blue
 
  Help??! ;)
 
  Also... has anyone ever heard if Valve will ever be providing all the
  default
  map nav files?
 
  Thankies...
 
 
 
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Re: [hlds] Alien Swarm is now available

2010-07-21 Thread Dominic Marciano

i have experienced this as well, i think its either lagor intentional as you 
did just get smacked by a creeper.
Dunno, seeing as its only Clients (and not host) makes me think its lag.

 Date: Wed, 21 Jul 2010 01:00:08 -0400
 From: darthni...@darthninja.com
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Alien Swarm is now available
 
 Just wanted to report a very annoying bug to you guys:
 
 Bug:
 Player's camera spins out of control
 
 Steps:
 Load up the parasite level on hard (seems to show up every time on hard, not
 sure about other settings).
 Play as a client (this does not happen to the game's host).
 At some points when attacked, your camera will spin out of control, also
 preventing you from shooting.
 
 Notes:
 I've been seeing this on listen servers, I have not played on a dedicated
 one yet.
 
 Thanks!
 
 -- 
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 http://www.DarthNinja.com
 http://www.GoRClan.com
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Re: [hlds] Alien Swarm is now available

2010-07-21 Thread Michael Krasnow
iv seen the spinning on normal as well, cool ammo bug ;)

On Wed, Jul 21, 2010 at 7:59 AM, Dominic Marciano
lambda1_...@hotmail.comwrote:


 i have experienced this as well, i think its either lagor intentional as
 you did just get smacked by a creeper.
 Dunno, seeing as its only Clients (and not host) makes me think its lag.

  Date: Wed, 21 Jul 2010 01:00:08 -0400
  From: darthni...@darthninja.com
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] Alien Swarm is now available
 
  Just wanted to report a very annoying bug to you guys:
 
  Bug:
  Player's camera spins out of control
 
  Steps:
  Load up the parasite level on hard (seems to show up every time on hard,
 not
  sure about other settings).
  Play as a client (this does not happen to the game's host).
  At some points when attacked, your camera will spin out of control, also
  preventing you from shooting.
 
  Notes:
  I've been seeing this on listen servers, I have not played on a dedicated
  one yet.
 
  Thanks!
 
  --
  ¤Ψ[GoR]|Ω|Ďaŗŧh_ÑiñjaΨ¤
  http://www.DarthNinja.com
  http://www.GoRClan.com
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 please visit:
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Re: [hlds] Re; cvar mp_humans_must_join_team

2010-07-21 Thread Robert Whelan
Thx for the tip... I'll see how it works out





From: clad iron cladi...@gmail.com
To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com
Sent: Wed, July 21, 2010 1:55:43 AM
Subject: Re: [hlds] Re; cvar mp_humans_must_join_team

//  Put this file in your    steamapps\youracc\team fortress
2\tf\cfg\build_navs.cfg
//  start a lan server and exec this file. it will take a few min's to
complete. do for each map.
//  I'm not sure how well the nav's will be tho.
//
//  You can also run these commands in the server console like HLSW .
sv_cheats 1
nav_max_view_distance 6000
nav_generate

On Tue, Jul 20, 2010 at 6:54 PM, Robert Whelan mrrjwhe...@yahoo.com wrote:

 We've been having a blast on a human (blu) vs bot (red) server though ran
 into a
 small problem. This cvar is great and was just what we were looking for.
 However, when we go to a classic AvsD map (cp_dustbowl) the teams get
 swapped
 with the humans now on red. Now anyone new joining the game in progress is
 forced onto the bots team defeating the purpose of the cvar.

 // restricts human players to a single team.
 // values any, blue, red, spectator
 mp_humans_must_join_team blue

 Help??! ;)

 Also... has anyone ever heard if Valve will ever be providing all the
 default
 map nav files?

 Thankies...



 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds




  
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Re: [hlds] Re; cvar mp_humans_must_join_team

2010-07-21 Thread Robert Whelan
I knew SM was always an option Jonah, I was hoping Valve could address the 
issue. Plus the fact that I don't know coding very well, lol. It's easier to 
donate to the cause, maybe I'll make a plugin request if Valve doesn't address 
my plea.
 
Thx though... fingers crossed ;)





From: Jonah Hirsch crazydog...@gmail.com
To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com
Sent: Wed, July 21, 2010 4:15:31 AM
Subject: Re: [hlds] Re; cvar mp_humans_must_join_team

You could write a sourcemod plugin to check which team a human is on (or
which team a bot is on) when the round changes, and swap the variable value
depending on the result.
Jonah Hirsch
---


On Tue, Jul 20, 2010 at 11:55 PM, clad iron cladi...@gmail.com wrote:

 //  Put this file in your    steamapps\youracc\team fortress
 2\tf\cfg\build_navs.cfg
 //  start a lan server and exec this file. it will take a few min's to
 complete. do for each map.
 //  I'm not sure how well the nav's will be tho.
 //
 //  You can also run these commands in the server console like HLSW .
 sv_cheats 1
 nav_max_view_distance 6000
 nav_generate

 On Tue, Jul 20, 2010 at 6:54 PM, Robert Whelan mrrjwhe...@yahoo.com
 wrote:

  We've been having a blast on a human (blu) vs bot (red) server though ran
  into a
  small problem. This cvar is great and was just what we were looking for.
  However, when we go to a classic AvsD map (cp_dustbowl) the teams get
  swapped
  with the humans now on red. Now anyone new joining the game in progress
 is
  forced onto the bots team defeating the purpose of the cvar.
 
  // restricts human players to a single team.
  // values any, blue, red, spectator
  mp_humans_must_join_team blue
 
  Help??! ;)
 
  Also... has anyone ever heard if Valve will ever be providing all the
  default
  map nav files?
 
  Thankies...
 
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 

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Re: [hlds] sv_benchmark_force_start TF2 speedhack

2010-07-21 Thread Shizzle Nizzle
yea its starting to spread around the steam forums very quickly. we banned a
couple people last night who wouldnt stop..

On Mon, Jul 19, 2010 at 9:29 AM, Kyle Sanderson kyle.l...@gmail.com wrote:

 This does not effect CS:S or DOD:S, if anyone was curious.

 Kyle.

 On Mon, Jul 19, 2010 at 5:39 AM, Dominic Marciano
 lambda1_...@hotmail.com wrote:
 
  Tested this, it does as he explained.
 
  Date: Mon, 19 Jul 2010 09:06:13 +
  From: harry.h...@harry.lu
  To: hlds@list.valvesoftware.com; hlds_li...@list.valvesoftware.com
  Subject: [hlds] sv_benchmark_force_start TF2 speedhack
 
  sv_benchmark_force_start can be used to behave as a speedhack.
 
  How to reproduce:
  1) Create a local TF2 server.
  2) Type sv_benchmark_force_start in console.
  3) Wait ~10 seconds for a few bots to spawn.
  4) Disconnect.
  5) Join any online server.
  6) Once you go above a certain FPS (~66 in my tests), you will run very
 fast, as if you are speedhacking.
 
  To disable this bug after you have enabled it, you must quit and
 re-launch the TF2 client.
  This effects both hldslinux and hldswin (as far as I can tell though,
 it's a client-side bug, and there is no way for the server to fix it without
 a TF2 client update).
  I do not know how this works, but I assume it does something weird with
 the threading (other players will be jerky, as if your connection is
 lagging).
 
  I hope these are the correct lists to send this to? It is not a problem
 with the actual HLDS as far as I can see, but it would probably be fitting
 here...
 
  Thanks for your time.
 
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Re: [hlds] Alien Swarm is now available

2010-07-21 Thread Original Skod
This will help you.
http://forums.steampowered.com/forums/showthread.php?t=1371124

On Wed, Jul 21, 2010 at 3:28 PM, Michael Krasnow mnk...@gmail.com wrote:

 iv seen the spinning on normal as well, cool ammo bug ;)

 On Wed, Jul 21, 2010 at 7:59 AM, Dominic Marciano
 lambda1_...@hotmail.comwrote:

 
  i have experienced this as well, i think its either lagor intentional as
  you did just get smacked by a creeper.
  Dunno, seeing as its only Clients (and not host) makes me think its lag.
 
   Date: Wed, 21 Jul 2010 01:00:08 -0400
   From: darthni...@darthninja.com
   To: hlds@list.valvesoftware.com
   Subject: Re: [hlds] Alien Swarm is now available
  
   Just wanted to report a very annoying bug to you guys:
  
   Bug:
   Player's camera spins out of control
  
   Steps:
   Load up the parasite level on hard (seems to show up every time on
 hard,
  not
   sure about other settings).
   Play as a client (this does not happen to the game's host).
   At some points when attacked, your camera will spin out of control,
 also
   preventing you from shooting.
  
   Notes:
   I've been seeing this on listen servers, I have not played on a
 dedicated
   one yet.
  
   Thanks!
  
   --
   ¤Ψ[GoR]|Ω|Ďaŗŧh_ÑiñjaΨ¤
   http://www.DarthNinja.com
   http://www.GoRClan.com
   ___
   To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
   http://list.valvesoftware.com/mailman/listinfo/hlds
 
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 http://mnkras.com
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[hlds] Team Fortress 2 Update Available

2010-07-21 Thread Jason Ruymen
An optional update for Team Fortress 2 is now available.  Here are the specific 
changes:

Server Browser:
 - Fixed the server browser not saving filter settings properly.

Team Fortress 2:
 - Fixed a speed exploit related to benchmarks.
 - Fixed Parasite hat not being posed correctly on class loadout panels.
 - Fixed a level change crash.

Jason


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Re: [hlds] Team Fortress 2 Update Available

2010-07-21 Thread Dominic Marciano

Excitement!

 From: jas...@valvesoftware.com
 To: hlds_li...@list.valvesoftware.com; hlds@list.valvesoftware.com
 Date: Wed, 21 Jul 2010 10:33:37 -0700
 Subject: [hlds] Team Fortress 2 Update Available
 
 An optional update for Team Fortress 2 is now available.  Here are the 
 specific changes:
 
 Server Browser:
  - Fixed the server browser not saving filter settings properly.
 
 Team Fortress 2:
  - Fixed a speed exploit related to benchmarks.
  - Fixed Parasite hat not being posed correctly on class loadout panels.
  - Fixed a level change crash.
 
 Jason
 
 
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Re: [hlds] sv_benchmark_force_start TF2 speedhack

2010-07-21 Thread HL-SDK Synths
Speed master has procreated.

On Jul 21, 2010 10:59 AM, Shizzle Nizzle infl...@gmail.com wrote:

yea its starting to spread around the steam forums very quickly. we banned a
couple people last night who wouldnt stop..


On Mon, Jul 19, 2010 at 9:29 AM, Kyle Sanderson kyle.l...@gmail.com wrote:

 This does not effec...
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Re: [hlds] Alien Swarm is now available

2010-07-21 Thread DarthNinja
Yeah, I tried using asw_camera_shake 0 last night and none of my players
had the camera lag, so yay for that.
The facehugger level still needs some balancing imo.  It's almost impossible
to get through on hard, so I'm not sure impossible is even, err, possible.

On Wed, Jul 21, 2010 at 11:47 AM, Original Skod skods...@gmail.com wrote:

 This will help you.
 http://forums.steampowered.com/forums/showthread.php?t=1371124

 On Wed, Jul 21, 2010 at 3:28 PM, Michael Krasnow mnk...@gmail.com wrote:

  iv seen the spinning on normal as well, cool ammo bug ;)
 
  On Wed, Jul 21, 2010 at 7:59 AM, Dominic Marciano
  lambda1_...@hotmail.comwrote:
 
  
   i have experienced this as well, i think its either lagor intentional
 as
   you did just get smacked by a creeper.
   Dunno, seeing as its only Clients (and not host) makes me think its
 lag.
  
Date: Wed, 21 Jul 2010 01:00:08 -0400
From: darthni...@darthninja.com
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Alien Swarm is now available
   
Just wanted to report a very annoying bug to you guys:
   
Bug:
Player's camera spins out of control
   
Steps:
Load up the parasite level on hard (seems to show up every time on
  hard,
   not
sure about other settings).
Play as a client (this does not happen to the game's host).
At some points when attacked, your camera will spin out of control,
  also
preventing you from shooting.
   
Notes:
I've been seeing this on listen servers, I have not played on a
  dedicated
one yet.
   
Thanks!
   
--
¤Ψ[GoR]|Ω|Ďaŗŧh_ÑiñjaΨ¤
http://www.DarthNinja.com
http://www.GoRClan.com
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 archives,
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Re: [hlds] Alien Swarm is now available

2010-07-21 Thread Dominic Marciano

If you mean the Residential Zone?I have, just KEEP MOVINGBurn and move ona 
medic can solo that one (almost)

 Date: Wed, 21 Jul 2010 14:54:35 -0400
 From: darthni...@darthninja.com
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Alien Swarm is now available
 
 Yeah, I tried using asw_camera_shake 0 last night and none of my players
 had the camera lag, so yay for that.
 The facehugger level still needs some balancing imo.  It's almost impossible
 to get through on hard, so I'm not sure impossible is even, err, possible.
 
 On Wed, Jul 21, 2010 at 11:47 AM, Original Skod skods...@gmail.com wrote:
 
  This will help you.
  http://forums.steampowered.com/forums/showthread.php?t=1371124
 
  On Wed, Jul 21, 2010 at 3:28 PM, Michael Krasnow mnk...@gmail.com wrote:
 
   iv seen the spinning on normal as well, cool ammo bug ;)
  
   On Wed, Jul 21, 2010 at 7:59 AM, Dominic Marciano
   lambda1_...@hotmail.comwrote:
  
   
i have experienced this as well, i think its either lagor intentional
  as
you did just get smacked by a creeper.
Dunno, seeing as its only Clients (and not host) makes me think its
  lag.
   
 Date: Wed, 21 Jul 2010 01:00:08 -0400
 From: darthni...@darthninja.com
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Alien Swarm is now available

 Just wanted to report a very annoying bug to you guys:

 Bug:
 Player's camera spins out of control

 Steps:
 Load up the parasite level on hard (seems to show up every time on
   hard,
not
 sure about other settings).
 Play as a client (this does not happen to the game's host).
 At some points when attacked, your camera will spin out of control,
   also
 preventing you from shooting.

 Notes:
 I've been seeing this on listen servers, I have not played on a
   dedicated
 one yet.

 Thanks!

 --
 ¤Ψ[GoR]|Ω|Ďaŗŧh_ÑiñjaΨ¤
 http://www.DarthNinja.com
 http://www.GoRClan.com
 ___
 To unsubscribe, edit your list preferences, or view the list
  archives,
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Re: [hlds] Alien Swarm is now available

2010-07-21 Thread Matt Hoffman
Just be incredibly alert and carry the tesla coil as point.

On Wed, Jul 21, 2010 at 11:54 AM, DarthNinja darthni...@darthninja.comwrote:

 Yeah, I tried using asw_camera_shake 0 last night and none of my players
 had the camera lag, so yay for that.
 The facehugger level still needs some balancing imo.  It's almost
 impossible
 to get through on hard, so I'm not sure impossible is even, err, possible.

 On Wed, Jul 21, 2010 at 11:47 AM, Original Skod skods...@gmail.com
 wrote:

  This will help you.
  http://forums.steampowered.com/forums/showthread.php?t=1371124
 
  On Wed, Jul 21, 2010 at 3:28 PM, Michael Krasnow mnk...@gmail.com
 wrote:
 
   iv seen the spinning on normal as well, cool ammo bug ;)
  
   On Wed, Jul 21, 2010 at 7:59 AM, Dominic Marciano
   lambda1_...@hotmail.comwrote:
  
   
i have experienced this as well, i think its either lagor intentional
  as
you did just get smacked by a creeper.
Dunno, seeing as its only Clients (and not host) makes me think its
  lag.
   
 Date: Wed, 21 Jul 2010 01:00:08 -0400
 From: darthni...@darthninja.com
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Alien Swarm is now available

 Just wanted to report a very annoying bug to you guys:

 Bug:
 Player's camera spins out of control

 Steps:
 Load up the parasite level on hard (seems to show up every time on
   hard,
not
 sure about other settings).
 Play as a client (this does not happen to the game's host).
 At some points when attacked, your camera will spin out of control,
   also
 preventing you from shooting.

 Notes:
 I've been seeing this on listen servers, I have not played on a
   dedicated
 one yet.

 Thanks!

 --
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 http://www.GoRClan.com
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Re: [hlds] Alien Swarm is now available

2010-07-21 Thread Michael Krasnow
update just came out?

On Wed, Jul 21, 2010 at 3:10 PM, Matt Hoffman
lord.matt.hoff...@gmail.comwrote:

 Just be incredibly alert and carry the tesla coil as point.

 On Wed, Jul 21, 2010 at 11:54 AM, DarthNinja darthni...@darthninja.com
 wrote:

  Yeah, I tried using asw_camera_shake 0 last night and none of my
 players
  had the camera lag, so yay for that.
  The facehugger level still needs some balancing imo.  It's almost
  impossible
  to get through on hard, so I'm not sure impossible is even, err,
 possible.
 
  On Wed, Jul 21, 2010 at 11:47 AM, Original Skod skods...@gmail.com
  wrote:
 
   This will help you.
   http://forums.steampowered.com/forums/showthread.php?t=1371124
  
   On Wed, Jul 21, 2010 at 3:28 PM, Michael Krasnow mnk...@gmail.com
  wrote:
  
iv seen the spinning on normal as well, cool ammo bug ;)
   
On Wed, Jul 21, 2010 at 7:59 AM, Dominic Marciano
lambda1_...@hotmail.comwrote:
   

 i have experienced this as well, i think its either lagor
 intentional
   as
 you did just get smacked by a creeper.
 Dunno, seeing as its only Clients (and not host) makes me think its
   lag.

  Date: Wed, 21 Jul 2010 01:00:08 -0400
  From: darthni...@darthninja.com
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] Alien Swarm is now available
 
  Just wanted to report a very annoying bug to you guys:
 
  Bug:
  Player's camera spins out of control
 
  Steps:
  Load up the parasite level on hard (seems to show up every time
 on
hard,
 not
  sure about other settings).
  Play as a client (this does not happen to the game's host).
  At some points when attacked, your camera will spin out of
 control,
also
  preventing you from shooting.
 
  Notes:
  I've been seeing this on listen servers, I have not played on a
dedicated
  one yet.
 
  Thanks!
 
  --
  ¤Ψ[GoR]|Ω|Ďaŗŧh_ÑiñjaΨ¤
  http://www.DarthNinja.com
  http://www.GoRClan.com
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Re: [hlds] Alien Swarm is now available

2010-07-21 Thread Michael Krasnow
Updates to Alien Swarm have been released. The updates will be applied
automatically when your Steam client is restarted. The major changes
include:

*Alien Swarm*

   - Fixed weapon switch key in the 360 controller config
   - XP and level are stored in the Steam Cloud
   - Fixed duplicate rows in the Find Public Games screen
   - Reduced screen shake when you have high ping
   - Fixed dedicated server always starting in LAN mode
   - Fixed custom item button binds not displaying properly on HUD
   - Fixed full network updates causing duplicate client ragdolls to spawn
   - Added console commands to change game access on the fly
   (make_game_public and make_game_friends_only)
   - Fixed welding icon sometimes getting stuck above player's head
   - Fixed HUD elements being cut off in ultra wide resolutions
   - Removed cheat flag from a number of cosmetic console commands
   - Now firing, meleeing, or reloading while welding will break you out of
   the weld
   - Fixed spectators earning achievements
   - Fixed infinite ammo exploit
   - Fixed XP exploit


On Wed, Jul 21, 2010 at 3:16 PM, Michael Krasnow mnk...@gmail.com wrote:

 update just came out?


 On Wed, Jul 21, 2010 at 3:10 PM, Matt Hoffman lord.matt.hoff...@gmail.com
  wrote:

 Just be incredibly alert and carry the tesla coil as point.

 On Wed, Jul 21, 2010 at 11:54 AM, DarthNinja darthni...@darthninja.com
 wrote:

  Yeah, I tried using asw_camera_shake 0 last night and none of my
 players
  had the camera lag, so yay for that.
  The facehugger level still needs some balancing imo.  It's almost
  impossible
  to get through on hard, so I'm not sure impossible is even, err,
 possible.
 
  On Wed, Jul 21, 2010 at 11:47 AM, Original Skod skods...@gmail.com
  wrote:
 
   This will help you.
   http://forums.steampowered.com/forums/showthread.php?t=1371124
  
   On Wed, Jul 21, 2010 at 3:28 PM, Michael Krasnow mnk...@gmail.com
  wrote:
  
iv seen the spinning on normal as well, cool ammo bug ;)
   
On Wed, Jul 21, 2010 at 7:59 AM, Dominic Marciano
lambda1_...@hotmail.comwrote:
   

 i have experienced this as well, i think its either lagor
 intentional
   as
 you did just get smacked by a creeper.
 Dunno, seeing as its only Clients (and not host) makes me think
 its
   lag.

  Date: Wed, 21 Jul 2010 01:00:08 -0400
  From: darthni...@darthninja.com
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] Alien Swarm is now available
 
  Just wanted to report a very annoying bug to you guys:
 
  Bug:
  Player's camera spins out of control
 
  Steps:
  Load up the parasite level on hard (seems to show up every time
 on
hard,
 not
  sure about other settings).
  Play as a client (this does not happen to the game's host).
  At some points when attacked, your camera will spin out of
 control,
also
  preventing you from shooting.
 
  Notes:
  I've been seeing this on listen servers, I have not played on a
dedicated
  one yet.
 
  Thanks!
 
  --
  ¤Ψ[GoR]|Ω|Ďaŗŧh_ÑiñjaΨ¤
  http://www.DarthNinja.com
  http://www.GoRClan.com
  ___
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Re: [hlds] Alien Swarm is now available

2010-07-21 Thread ics
There is some fixing in Valve's information policy according to updates 
on their games. Left 4 dead 2 friday mutations are unannounced and now 
it seems that Alien Swarm goes to this category too.


-ics

21.7.2010 22:16, Michael Krasnow kirjoitti:

update just came out?

On Wed, Jul 21, 2010 at 3:10 PM, Matt Hoffman
lord.matt.hoff...@gmail.comwrote:

   

Just be incredibly alert and carry the tesla coil as point.

On Wed, Jul 21, 2010 at 11:54 AM, DarthNinjadarthni...@darthninja.com
 

wrote:
   
 

Yeah, I tried using asw_camera_shake 0 last night and none of my
   

players
 

had the camera lag, so yay for that.
The facehugger level still needs some balancing imo.  It's almost
impossible
to get through on hard, so I'm not sure impossible is even, err,
   

possible.
 

On Wed, Jul 21, 2010 at 11:47 AM, Original Skodskods...@gmail.com
wrote:

   

This will help you.
http://forums.steampowered.com/forums/showthread.php?t=1371124

On Wed, Jul 21, 2010 at 3:28 PM, Michael Krasnowmnk...@gmail.com
 

wrote:
   
 

iv seen the spinning on normal as well, cool ammo bug ;)

On Wed, Jul 21, 2010 at 7:59 AM, Dominic Marciano
lambda1_...@hotmail.comwrote:

   

i have experienced this as well, i think its either lagor
 

intentional
 

as
 

you did just get smacked by a creeper.
Dunno, seeing as its only Clients (and not host) makes me think its
 

lag.
 
 

Date: Wed, 21 Jul 2010 01:00:08 -0400
From: darthni...@darthninja.com
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Alien Swarm is now available

Just wanted to report a very annoying bug to you guys:

Bug:
Player's camera spins out of control

Steps:
Load up the parasite level on hard (seems to show up every time
   

on
 

hard,
   

not
 

sure about other settings).
Play as a client (this does not happen to the game's host).
At some points when attacked, your camera will spin out of
   

control,
 

also
   

preventing you from shooting.

Notes:
I've been seeing this on listen servers, I have not played on a
   

dedicated
   

one yet.

Thanks!

--
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archives,
 

please visit:
 

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Re: [hlds] Alien Swarm is now available

2010-07-21 Thread Matt Hoffman
Anyone know if they're looking into the crash that seems related to the GTX
260's?

On Wed, Jul 21, 2010 at 12:17 PM, Michael Krasnow mnk...@gmail.com wrote:

 Updates to Alien Swarm have been released. The updates will be applied
 automatically when your Steam client is restarted. The major changes
 include:

 *Alien Swarm*

   - Fixed weapon switch key in the 360 controller config
   - XP and level are stored in the Steam Cloud
   - Fixed duplicate rows in the Find Public Games screen
   - Reduced screen shake when you have high ping
   - Fixed dedicated server always starting in LAN mode
   - Fixed custom item button binds not displaying properly on HUD
   - Fixed full network updates causing duplicate client ragdolls to spawn
   - Added console commands to change game access on the fly
   (make_game_public and make_game_friends_only)
   - Fixed welding icon sometimes getting stuck above player's head
   - Fixed HUD elements being cut off in ultra wide resolutions
   - Removed cheat flag from a number of cosmetic console commands
   - Now firing, meleeing, or reloading while welding will break you out of
   the weld
   - Fixed spectators earning achievements
   - Fixed infinite ammo exploit
   - Fixed XP exploit


 On Wed, Jul 21, 2010 at 3:16 PM, Michael Krasnow mnk...@gmail.com wrote:

  update just came out?
 
 
  On Wed, Jul 21, 2010 at 3:10 PM, Matt Hoffman 
 lord.matt.hoff...@gmail.com
   wrote:
 
  Just be incredibly alert and carry the tesla coil as point.
 
  On Wed, Jul 21, 2010 at 11:54 AM, DarthNinja darthni...@darthninja.com
  wrote:
 
   Yeah, I tried using asw_camera_shake 0 last night and none of my
  players
   had the camera lag, so yay for that.
   The facehugger level still needs some balancing imo.  It's almost
   impossible
   to get through on hard, so I'm not sure impossible is even, err,
  possible.
  
   On Wed, Jul 21, 2010 at 11:47 AM, Original Skod skods...@gmail.com
   wrote:
  
This will help you.
http://forums.steampowered.com/forums/showthread.php?t=1371124
   
On Wed, Jul 21, 2010 at 3:28 PM, Michael Krasnow mnk...@gmail.com
   wrote:
   
 iv seen the spinning on normal as well, cool ammo bug ;)

 On Wed, Jul 21, 2010 at 7:59 AM, Dominic Marciano
 lambda1_...@hotmail.comwrote:

 
  i have experienced this as well, i think its either lagor
  intentional
as
  you did just get smacked by a creeper.
  Dunno, seeing as its only Clients (and not host) makes me think
  its
lag.
 
   Date: Wed, 21 Jul 2010 01:00:08 -0400
   From: darthni...@darthninja.com
   To: hlds@list.valvesoftware.com
   Subject: Re: [hlds] Alien Swarm is now available
  
   Just wanted to report a very annoying bug to you guys:
  
   Bug:
   Player's camera spins out of control
  
   Steps:
   Load up the parasite level on hard (seems to show up every
 time
  on
 hard,
  not
   sure about other settings).
   Play as a client (this does not happen to the game's host).
   At some points when attacked, your camera will spin out of
  control,
 also
   preventing you from shooting.
  
   Notes:
   I've been seeing this on listen servers, I have not played on
 a
 dedicated
   one yet.
  
   Thanks!
  
   --
   ¤Ψ[GoR]|Ω|Ďaŗŧh_ÑiñjaΨ¤
   http://www.DarthNinja.com
   http://www.GoRClan.com
   ___
   To unsubscribe, edit your list preferences, or view the list
archives,
  please visit:
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Re: [hlds] Alien Swarm is now available

2010-07-21 Thread Kyle Sanderson
NOT RELATED TO SERVER ADMINISTRATION (for msleeper)

  - Now firing, meleeing, or reloading while welding will break you out of
  the weld

:(
Kyle.

On Wed, Jul 21, 2010 at 12:17 PM, Michael Krasnow mnk...@gmail.com wrote:
   - Now firing, meleeing, or reloading while welding will break you out of
   the weld

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[hlds] Massive TF2 server cpu hike caused by 2010-07-20 update

2010-07-21 Thread Steven Hartland
We've been seeing a large number of complaints about lag over the last few days for our TF2 servers and upon investigation it 
seems that the update released yesterday morning has caused a MASSIVE CPU hike for servers.


Prior to this update our 95th CPU usage on was 39% on cp_orange_x3_t, since the update this has jumped to 108%, maps seem to be 
affected to a different degree to all are seeing an very large increase.


These figures are normalised for a single core on an Intel L5520 so not a slow 
machine by any means.

Here's a few stats graphs which make it very clear:
http://www.multiplaygameservers.com/dropzone/12609_week-cpu-jump.png
http://www.multiplaygameservers.com/dropzone/13295_week-cpu-jump.png

This is not a sustainable change, so I hope we can get a fix for this ASAP.

   Regards
   Steve 




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[hlds] Left 4 Dead 2 required update

2010-07-21 Thread Claudio Beretta
Another required update mail missing

v2.0.2.8

---
Updates to Left 4 Dead 2 have been released. The updates will be
applied automatically when your Steam client is restarted. The major
changes include:

Left 4 Dead 2
- Added additional protection for critical files
- All add-on files will be loaded when connecting to a Non-Official
server regardless of game mode
- Only approved custom maps will be loaded when connecting to an Official server
- Player's can print the contents of the consistency list with
cl_print_consistency_list. If the server has sv_consistency
disabled, the user will be notified when they attempt to print the
list
- Improvement to Hammer load times

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Re: [hlds] Massive TF2 server cpu hike caused by 2010-07-20 update

2010-07-21 Thread Mike Stiehm
Great I'm not the only one who is seeing this. Huge lag spikes also big
jumps in CPU usage I see the exact same things... Had no issues prior to the
last update

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Steven Hartland
Sent: Wednesday, July 21, 2010 2:37 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] Massive TF2 server cpu hike caused by 2010-07-20 update
Importance: High

We've been seeing a large number of complaints about lag over the last few
days for our TF2 servers and upon investigation it 
seems that the update released yesterday morning has caused a MASSIVE CPU
hike for servers.

Prior to this update our 95th CPU usage on was 39% on cp_orange_x3_t, since
the update this has jumped to 108%, maps seem to be 
affected to a different degree to all are seeing an very large increase.

These figures are normalised for a single core on an Intel L5520 so not a
slow machine by any means.

Here's a few stats graphs which make it very clear:
http://www.multiplaygameservers.com/dropzone/12609_week-cpu-jump.png
http://www.multiplaygameservers.com/dropzone/13295_week-cpu-jump.png

This is not a sustainable change, so I hope we can get a fix for this ASAP.

Regards
Steve 



This e.mail is private and confidential between Multiplay (UK) Ltd. and the
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disseminating it or any information contained in it. 

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Re: [hlds] Massive TF2 server cpu hike caused by 2010-07-20 update

2010-07-21 Thread Dominic Marciano

these lag spikes have been causing players to leave our server too.

 From: mikesti...@gmail.com
 To: hlds@list.valvesoftware.com
 Date: Wed, 21 Jul 2010 15:00:06 -0500
 Subject: Re: [hlds] Massive TF2 server cpu hike caused by 2010-07-20 update
 
 Great I'm not the only one who is seeing this. Huge lag spikes also big
 jumps in CPU usage I see the exact same things... Had no issues prior to the
 last update
 
 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Steven Hartland
 Sent: Wednesday, July 21, 2010 2:37 PM
 To: hlds@list.valvesoftware.com
 Subject: [hlds] Massive TF2 server cpu hike caused by 2010-07-20 update
 Importance: High
 
 We've been seeing a large number of complaints about lag over the last few
 days for our TF2 servers and upon investigation it 
 seems that the update released yesterday morning has caused a MASSIVE CPU
 hike for servers.
 
 Prior to this update our 95th CPU usage on was 39% on cp_orange_x3_t, since
 the update this has jumped to 108%, maps seem to be 
 affected to a different degree to all are seeing an very large increase.
 
 These figures are normalised for a single core on an Intel L5520 so not a
 slow machine by any means.
 
 Here's a few stats graphs which make it very clear:
 http://www.multiplaygameservers.com/dropzone/12609_week-cpu-jump.png
 http://www.multiplaygameservers.com/dropzone/13295_week-cpu-jump.png
 
 This is not a sustainable change, so I hope we can get a fix for this ASAP.
 
 Regards
 Steve 
 
 
 
 This e.mail is private and confidential between Multiplay (UK) Ltd. and the
 person or entity to whom it is addressed. In the event of misdirection, the
 recipient is prohibited from using, copying, printing or otherwise
 disseminating it or any information contained in it. 
 
 In the event of misdirection, illegible or incomplete transmission please
 telephone +44 845 868 1337
 or return the E.mail to postmas...@multiplay.co.uk.
 
 
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Re: [hlds] Massive TF2 server cpu hike caused by 2010-07-20 update

2010-07-21 Thread Mike Stiehm
The spike in CPU causes dropouts in the network traffic (lag) for me
anyway..

http://clanao.com/files/traffic.png


-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Steven Hartland
Sent: Wednesday, July 21, 2010 2:37 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] Massive TF2 server cpu hike caused by 2010-07-20 update
Importance: High

We've been seeing a large number of complaints about lag over the last few
days for our TF2 servers and upon investigation it 
seems that the update released yesterday morning has caused a MASSIVE CPU
hike for servers.

Prior to this update our 95th CPU usage on was 39% on cp_orange_x3_t, since
the update this has jumped to 108%, maps seem to be 
affected to a different degree to all are seeing an very large increase.

These figures are normalised for a single core on an Intel L5520 so not a
slow machine by any means.

Here's a few stats graphs which make it very clear:
http://www.multiplaygameservers.com/dropzone/12609_week-cpu-jump.png
http://www.multiplaygameservers.com/dropzone/13295_week-cpu-jump.png

This is not a sustainable change, so I hope we can get a fix for this ASAP.

Regards
Steve 



This e.mail is private and confidential between Multiplay (UK) Ltd. and the
person or entity to whom it is addressed. In the event of misdirection, the
recipient is prohibited from using, copying, printing or otherwise
disseminating it or any information contained in it. 

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Re: [hlds] sv_benchmark_force_start TF2 speedhack

2010-07-21 Thread clad iron
i guess this got fixed, woot...

An optional update for Team Fortress 2 is now available.  Here are the
specific changes:

Server Browser:
 - Fixed the server browser not saving filter settings properly.

Team Fortress 2:
 - Fixed a speed exploit related to benchmarks.
 - Fixed Parasite hat not being posed correctly on class loadout panels.
 - Fixed a level change crash.

Jason

On Wed, Jul 21, 2010 at 1:57 PM, HL-SDK Synths syntron...@gmail.com wrote:

 Speed master has procreated.

 On Jul 21, 2010 10:59 AM, Shizzle Nizzle infl...@gmail.com wrote:

 yea its starting to spread around the steam forums very quickly. we banned
 a
 couple people last night who wouldnt stop..


 On Mon, Jul 19, 2010 at 9:29 AM, Kyle Sanderson kyle.l...@gmail.com
 wrote:

  This does not effec...
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Re: [hlds] Massive TF2 server cpu hike caused by 2010-07-20 update

2010-07-21 Thread 1nsane
I have this issue here too:

Q9550 2.83 ghz, 1 TF2 server per core. Having huge CPU usage and shitty fps
even with low player counts:

16:10:36 CPU   InOut   Uptime  Users   FPSPlayers
 95.32 14646.88 15499.23109423   14.48  16
16:10:36 CPU   InOut   Uptime  Users   FPSPlayers
 95.32 14676.50 15499.23109423   14.99  16
16:10:36 stats
16:10:36 CPU   InOut   Uptime  Users   FPSPlayers
 95.32 14780.07 15499.23109423   14.88  16
16:10:36 stats
16:10:36 CPU   InOut   Uptime  Users   FPSPlayers
 96.83 14699.92 15450.31109423   15.06  16
16:10:38 stats
16:10:38 CPU   InOut   Uptime  Users   FPSPlayers
 97.43 14109.00 15807.64109423   15.29  16

I am not experiencing this on my Linux servers however.

On Wed, Jul 21, 2010 at 4:00 PM, Mike Stiehm mikesti...@gmail.com wrote:

 Great I'm not the only one who is seeing this. Huge lag spikes also big
 jumps in CPU usage I see the exact same things... Had no issues prior to
 the
 last update

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Steven Hartland
 Sent: Wednesday, July 21, 2010 2:37 PM
 To: hlds@list.valvesoftware.com
 Subject: [hlds] Massive TF2 server cpu hike caused by 2010-07-20 update
 Importance: High

 We've been seeing a large number of complaints about lag over the last few
 days for our TF2 servers and upon investigation it
 seems that the update released yesterday morning has caused a MASSIVE CPU
 hike for servers.

 Prior to this update our 95th CPU usage on was 39% on cp_orange_x3_t, since
 the update this has jumped to 108%, maps seem to be
 affected to a different degree to all are seeing an very large increase.

 These figures are normalised for a single core on an Intel L5520 so not a
 slow machine by any means.

 Here's a few stats graphs which make it very clear:
 http://www.multiplaygameservers.com/dropzone/12609_week-cpu-jump.png
 http://www.multiplaygameservers.com/dropzone/13295_week-cpu-jump.png

 This is not a sustainable change, so I hope we can get a fix for this ASAP.

Regards
Steve


 
 This e.mail is private and confidential between Multiplay (UK) Ltd. and the
 person or entity to whom it is addressed. In the event of misdirection, the
 recipient is prohibited from using, copying, printing or otherwise
 disseminating it or any information contained in it.

 In the event of misdirection, illegible or incomplete transmission please
 telephone +44 845 868 1337
 or return the E.mail to postmas...@multiplay.co.uk.


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Re: [hlds] Massive TF2 server cpu hike caused by 2010-07-20 update

2010-07-21 Thread Niels Meijer

Do you have kac installed? If so, is the antiwallhack enabled?

Niels Meijer

Op 21 jul 2010 om 21:37 heeft Steven Hartland  
kill...@multiplay.co.uk het volgende geschreven:\


We've been seeing a large number of complaints about lag over the  
last few days for our TF2 servers and upon investigation it seems  
that the update released yesterday morning has caused a MASSIVE CPU  
hike for servers.


Prior to this update our 95th CPU usage on was 39% on  
cp_orange_x3_t, since the update this has jumped to 108%, maps seem  
to be affected to a different degree to all are seeing an very large  
increase.


These figures are normalised for a single core on an Intel L5520 so  
not a slow machine by any means.


Here's a few stats graphs which make it very clear:
http://www.multiplaygameservers.com/dropzone/12609_week-cpu-jump.png
http://www.multiplaygameservers.com/dropzone/13295_week-cpu-jump.png

This is not a sustainable change, so I hope we can get a fix for  
this ASAP.


  Regards
  Steve


This e.mail is private and confidential between Multiplay (UK) Ltd.  
and the person or entity to whom it is addressed. In the event of  
misdirection, the recipient is prohibited from using, copying,  
printing or otherwise disseminating it or any information contained  
in it.
In the event of misdirection, illegible or incomplete transmission  
please telephone +44 845 868 1337

or return the E.mail to postmas...@multiplay.co.uk.


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Re: [hlds] Massive TF2 server cpu hike caused by 2010-07-20 update

2010-07-21 Thread 1nsane
I, for one, do not have KAC installed.

On Wed, Jul 21, 2010 at 4:17 PM, Niels Meijer nielsmei...@hotmail.comwrote:

 Do you have kac installed? If so, is the antiwallhack enabled?

 Niels Meijer

 Op 21 jul 2010 om 21:37 heeft Steven Hartland kill...@multiplay.co.uk
 het volgende geschreven:\


  We've been seeing a large number of complaints about lag over the last few
 days for our TF2 servers and upon investigation it seems that the update
 released yesterday morning has caused a MASSIVE CPU hike for servers.

 Prior to this update our 95th CPU usage on was 39% on cp_orange_x3_t,
 since the update this has jumped to 108%, maps seem to be affected to a
 different degree to all are seeing an very large increase.

 These figures are normalised for a single core on an Intel L5520 so not a
 slow machine by any means.

 Here's a few stats graphs which make it very clear:
 http://www.multiplaygameservers.com/dropzone/12609_week-cpu-jump.png
 http://www.multiplaygameservers.com/dropzone/13295_week-cpu-jump.png

 This is not a sustainable change, so I hope we can get a fix for this
 ASAP.

  Regards
  Steve

 
 This e.mail is private and confidential between Multiplay (UK) Ltd. and
 the person or entity to whom it is addressed. In the event of misdirection,
 the recipient is prohibited from using, copying, printing or otherwise
 disseminating it or any information contained in it.
 In the event of misdirection, illegible or incomplete transmission please
 telephone +44 845 868 1337
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Re: [hlds] Massive TF2 server cpu hike caused by 2010-07-20 update

2010-07-21 Thread Mike Stiehm
Nope nothing like that installed. Also I have not installed anything before
or after the update. No issues before and the only thing that changed was
the last update..

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Niels Meijer
Sent: Wednesday, July 21, 2010 3:17 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Massive TF2 server cpu hike caused by 2010-07-20 update

Do you have kac installed? If so, is the antiwallhack enabled?

Niels Meijer

Op 21 jul 2010 om 21:37 heeft Steven Hartland  
kill...@multiplay.co.uk het volgende geschreven:\

 We've been seeing a large number of complaints about lag over the  
 last few days for our TF2 servers and upon investigation it seems  
 that the update released yesterday morning has caused a MASSIVE CPU  
 hike for servers.

 Prior to this update our 95th CPU usage on was 39% on  
 cp_orange_x3_t, since the update this has jumped to 108%, maps seem  
 to be affected to a different degree to all are seeing an very large  
 increase.

 These figures are normalised for a single core on an Intel L5520 so  
 not a slow machine by any means.

 Here's a few stats graphs which make it very clear:
 http://www.multiplaygameservers.com/dropzone/12609_week-cpu-jump.png
 http://www.multiplaygameservers.com/dropzone/13295_week-cpu-jump.png

 This is not a sustainable change, so I hope we can get a fix for  
 this ASAP.

   Regards
   Steve

 
 This e.mail is private and confidential between Multiplay (UK) Ltd.  
 and the person or entity to whom it is addressed. In the event of  
 misdirection, the recipient is prohibited from using, copying,  
 printing or otherwise disseminating it or any information contained  
 in it.
 In the event of misdirection, illegible or incomplete transmission  
 please telephone +44 845 868 1337
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Re: [hlds] Massive TF2 server cpu hike caused by 2010-07-20 update

2010-07-21 Thread DontWannaName!
 I had huge 100 percent lag spikes yesterday that caused the network to time 
out. But I blamed it on the add time plugin which worked fine before the 
update. I turned that server off and was fine after that. Anything that causes 
the CPU to go from 50 to 100 is messed up.

Sent from my iPhone 4

On Jul 21, 2010, at 1:29 PM, Mike Stiehm mikesti...@gmail.com wrote:

 Nope nothing like that installed. Also I have not installed anything before
 or after the update. No issues before and the only thing that changed was
 the last update..
 
 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Niels Meijer
 Sent: Wednesday, July 21, 2010 3:17 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Massive TF2 server cpu hike caused by 2010-07-20 update
 
 Do you have kac installed? If so, is the antiwallhack enabled?
 
 Niels Meijer
 
 Op 21 jul 2010 om 21:37 heeft Steven Hartland  
 kill...@multiplay.co.uk het volgende geschreven:\
 
 We've been seeing a large number of complaints about lag over the  
 last few days for our TF2 servers and upon investigation it seems  
 that the update released yesterday morning has caused a MASSIVE CPU  
 hike for servers.
 
 Prior to this update our 95th CPU usage on was 39% on  
 cp_orange_x3_t, since the update this has jumped to 108%, maps seem  
 to be affected to a different degree to all are seeing an very large  
 increase.
 
 These figures are normalised for a single core on an Intel L5520 so  
 not a slow machine by any means.
 
 Here's a few stats graphs which make it very clear:
 http://www.multiplaygameservers.com/dropzone/12609_week-cpu-jump.png
 http://www.multiplaygameservers.com/dropzone/13295_week-cpu-jump.png
 
 This is not a sustainable change, so I hope we can get a fix for  
 this ASAP.
 
  Regards
  Steve
 
 
 This e.mail is private and confidential between Multiplay (UK) Ltd.  
 and the person or entity to whom it is addressed. In the event of  
 misdirection, the recipient is prohibited from using, copying,  
 printing or otherwise disseminating it or any information contained  
 in it.
 In the event of misdirection, illegible or incomplete transmission  
 please telephone +44 845 868 1337
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Re: [hlds] Massive TF2 server cpu hike caused by 2010-07-20 update

2010-07-21 Thread Mark Gunnett
KAC I think by default disables itself on TF2 servers


-- 
All programmers are playwrights and all computers are lousy actors.
  - Unknown

When I do good, I feel good; when I do bad, I feel bad, and that is my
religion.
  - Abraham Lincoln

Mark J. Gunnett
[EoE]SniperFodder{AL}
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Re: [hlds] Massive TF2 server cpu hike caused by 2010-07-20 update

2010-07-21 Thread Mike Stiehm
It seems like for me that every server is spiking at some point in time. The
spikes are really random

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of DontWannaName!
Sent: Wednesday, July 21, 2010 3:41 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Massive TF2 server cpu hike caused by 2010-07-20 update

 I had huge 100 percent lag spikes yesterday that caused the network to time
out. But I blamed it on the add time plugin which worked fine before the
update. I turned that server off and was fine after that. Anything that
causes the CPU to go from 50 to 100 is messed up.

Sent from my iPhone 4

On Jul 21, 2010, at 1:29 PM, Mike Stiehm mikesti...@gmail.com wrote:

 Nope nothing like that installed. Also I have not installed anything
before
 or after the update. No issues before and the only thing that changed was
 the last update..
 
 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Niels Meijer
 Sent: Wednesday, July 21, 2010 3:17 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Massive TF2 server cpu hike caused by 2010-07-20
update
 
 Do you have kac installed? If so, is the antiwallhack enabled?
 
 Niels Meijer
 
 Op 21 jul 2010 om 21:37 heeft Steven Hartland  
 kill...@multiplay.co.uk het volgende geschreven:\
 
 We've been seeing a large number of complaints about lag over the  
 last few days for our TF2 servers and upon investigation it seems  
 that the update released yesterday morning has caused a MASSIVE CPU  
 hike for servers.
 
 Prior to this update our 95th CPU usage on was 39% on  
 cp_orange_x3_t, since the update this has jumped to 108%, maps seem  
 to be affected to a different degree to all are seeing an very large  
 increase.
 
 These figures are normalised for a single core on an Intel L5520 so  
 not a slow machine by any means.
 
 Here's a few stats graphs which make it very clear:
 http://www.multiplaygameservers.com/dropzone/12609_week-cpu-jump.png
 http://www.multiplaygameservers.com/dropzone/13295_week-cpu-jump.png
 
 This is not a sustainable change, so I hope we can get a fix for  
 this ASAP.
 
  Regards
  Steve
 
 
 This e.mail is private and confidential between Multiplay (UK) Ltd.  
 and the person or entity to whom it is addressed. In the event of  
 misdirection, the recipient is prohibited from using, copying,  
 printing or otherwise disseminating it or any information contained  
 in it.
 In the event of misdirection, illegible or incomplete transmission  
 please telephone +44 845 868 1337
 or return the E.mail to postmas...@multiplay.co.uk.
 
 
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Re: [hlds] Massive TF2 server cpu hike caused by 2010-07-20 update

2010-07-21 Thread Mark Gunnett
Correction: Disables Anti-Wall's on TF2 Servers*

On Wed, Jul 21, 2010 at 3:02 PM, Mark Gunnett mgunnett4...@gmail.comwrote:

 KAC I think by default disables itself on TF2 servers


 --
 All programmers are playwrights and all computers are lousy actors.
   - Unknown

 When I do good, I feel good; when I do bad, I feel bad, and that is my
 religion.
   - Abraham Lincoln

 Mark J. Gunnett
 [EoE]SniperFodder{AL}




-- 
All programmers are playwrights and all computers are lousy actors.
  - Unknown

When I do good, I feel good; when I do bad, I feel bad, and that is my
religion.
  - Abraham Lincoln

Mark J. Gunnett
[EoE]SniperFodder{AL}
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Re: [hlds] Massive TF2 server cpu hike caused by 2010-07-20 update

2010-07-21 Thread Mike Stiehm
any of  you guys on windows? I seemed to have completely fixed this on my
system.

I was letting windows assign the SRCDS treads to CPU cores (Generally it
windows does a great job at this) hover when I manually assigned the SRCDS
treads to cpu cores all lag/cpu spikes stopped completely.. I also believe
the overall CPU usage dropped in 1/2 for me... Maybe we have a bug with the
multi treading and didn't valve update that code a few updates ago also?

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of 1nsane
Sent: Wednesday, July 21, 2010 3:11 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Massive TF2 server cpu hike caused by 2010-07-20 update

I have this issue here too:

Q9550 2.83 ghz, 1 TF2 server per core. Having huge CPU usage and shitty fps
even with low player counts:

16:10:36 CPU   InOut   Uptime  Users   FPSPlayers
 95.32 14646.88 15499.23109423   14.48  16
16:10:36 CPU   InOut   Uptime  Users   FPSPlayers
 95.32 14676.50 15499.23109423   14.99  16
16:10:36 stats
16:10:36 CPU   InOut   Uptime  Users   FPSPlayers
 95.32 14780.07 15499.23109423   14.88  16
16:10:36 stats
16:10:36 CPU   InOut   Uptime  Users   FPSPlayers
 96.83 14699.92 15450.31109423   15.06  16
16:10:38 stats
16:10:38 CPU   InOut   Uptime  Users   FPSPlayers
 97.43 14109.00 15807.64109423   15.29  16

I am not experiencing this on my Linux servers however.

On Wed, Jul 21, 2010 at 4:00 PM, Mike Stiehm mikesti...@gmail.com wrote:

 Great I'm not the only one who is seeing this. Huge lag spikes also big
 jumps in CPU usage I see the exact same things... Had no issues prior to
 the
 last update

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Steven Hartland
 Sent: Wednesday, July 21, 2010 2:37 PM
 To: hlds@list.valvesoftware.com
 Subject: [hlds] Massive TF2 server cpu hike caused by 2010-07-20 update
 Importance: High

 We've been seeing a large number of complaints about lag over the last few
 days for our TF2 servers and upon investigation it
 seems that the update released yesterday morning has caused a MASSIVE CPU
 hike for servers.

 Prior to this update our 95th CPU usage on was 39% on cp_orange_x3_t,
since
 the update this has jumped to 108%, maps seem to be
 affected to a different degree to all are seeing an very large increase.

 These figures are normalised for a single core on an Intel L5520 so not a
 slow machine by any means.

 Here's a few stats graphs which make it very clear:
 http://www.multiplaygameservers.com/dropzone/12609_week-cpu-jump.png
 http://www.multiplaygameservers.com/dropzone/13295_week-cpu-jump.png

 This is not a sustainable change, so I hope we can get a fix for this
ASAP.

Regards
Steve


 
 This e.mail is private and confidential between Multiplay (UK) Ltd. and
the
 person or entity to whom it is addressed. In the event of misdirection,
the
 recipient is prohibited from using, copying, printing or otherwise
 disseminating it or any information contained in it.

 In the event of misdirection, illegible or incomplete transmission please
 telephone +44 845 868 1337
 or return the E.mail to postmas...@multiplay.co.uk.


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Re: [hlds] Massive TF2 server cpu hike caused by 2010-07-20 update

2010-07-21 Thread 1nsane
I've been setting cores manually for ages. Are you setting 1 server per core
or 2 or something else?

On Wed, Jul 21, 2010 at 8:11 PM, Mike Stiehm mikesti...@gmail.com wrote:

 any of  you guys on windows? I seemed to have completely fixed this on my
 system.

 I was letting windows assign the SRCDS treads to CPU cores (Generally it
 windows does a great job at this) hover when I manually assigned the SRCDS
 treads to cpu cores all lag/cpu spikes stopped completely.. I also believe
 the overall CPU usage dropped in 1/2 for me... Maybe we have a bug with the
 multi treading and didn't valve update that code a few updates ago also?

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of 1nsane
 Sent: Wednesday, July 21, 2010 3:11 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Massive TF2 server cpu hike caused by 2010-07-20 update

 I have this issue here too:

 Q9550 2.83 ghz, 1 TF2 server per core. Having huge CPU usage and shitty fps
 even with low player counts:

 16:10:36 CPU   InOut   Uptime  Users   FPSPlayers
 95.32 14646.88 15499.23109423   14.48  16
 16:10:36 CPU   InOut   Uptime  Users   FPSPlayers
 95.32 14676.50 15499.23109423   14.99  16
 16:10:36 stats
 16:10:36 CPU   InOut   Uptime  Users   FPSPlayers
 95.32 14780.07 15499.23109423   14.88  16
 16:10:36 stats
 16:10:36 CPU   InOut   Uptime  Users   FPSPlayers
 96.83 14699.92 15450.31109423   15.06  16
 16:10:38 stats
 16:10:38 CPU   InOut   Uptime  Users   FPSPlayers
 97.43 14109.00 15807.64109423   15.29  16

 I am not experiencing this on my Linux servers however.

 On Wed, Jul 21, 2010 at 4:00 PM, Mike Stiehm mikesti...@gmail.com wrote:

  Great I'm not the only one who is seeing this. Huge lag spikes also big
  jumps in CPU usage I see the exact same things... Had no issues prior to
  the
  last update
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Steven
 Hartland
  Sent: Wednesday, July 21, 2010 2:37 PM
  To: hlds@list.valvesoftware.com
  Subject: [hlds] Massive TF2 server cpu hike caused by 2010-07-20 update
  Importance: High
 
  We've been seeing a large number of complaints about lag over the last
 few
  days for our TF2 servers and upon investigation it
  seems that the update released yesterday morning has caused a MASSIVE CPU
  hike for servers.
 
  Prior to this update our 95th CPU usage on was 39% on cp_orange_x3_t,
 since
  the update this has jumped to 108%, maps seem to be
  affected to a different degree to all are seeing an very large increase.
 
  These figures are normalised for a single core on an Intel L5520 so not a
  slow machine by any means.
 
  Here's a few stats graphs which make it very clear:
  http://www.multiplaygameservers.com/dropzone/12609_week-cpu-jump.png
  http://www.multiplaygameservers.com/dropzone/13295_week-cpu-jump.png
 
  This is not a sustainable change, so I hope we can get a fix for this
 ASAP.
 
 Regards
 Steve
 
 
  
  This e.mail is private and confidential between Multiplay (UK) Ltd. and
 the
  person or entity to whom it is addressed. In the event of misdirection,
 the
  recipient is prohibited from using, copying, printing or otherwise
  disseminating it or any information contained in it.
 
  In the event of misdirection, illegible or incomplete transmission please
  telephone +44 845 868 1337
  or return the E.mail to postmas...@multiplay.co.uk.
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 
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Re: [hlds] Massive TF2 server cpu hike caused by 2010-07-20 update

2010-07-21 Thread Mike Stiehm
One server -= 2 cores (cores that would be on the same die 0, 1 or 2, 3) I
assign 2 server to 2 cores. When I did one server to a single core the cpu
usage went way up. Back to 2 server 2 cores and it everything seems to be
back to pre update condition maybe even a drop in the cpu utilization per
server.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of 1nsane
Sent: Wednesday, July 21, 2010 7:48 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Massive TF2 server cpu hike caused by 2010-07-20 update

I've been setting cores manually for ages. Are you setting 1 server per core
or 2 or something else?

On Wed, Jul 21, 2010 at 8:11 PM, Mike Stiehm mikesti...@gmail.com wrote:

 any of  you guys on windows? I seemed to have completely fixed this on my
 system.

 I was letting windows assign the SRCDS treads to CPU cores (Generally it
 windows does a great job at this) hover when I manually assigned the SRCDS
 treads to cpu cores all lag/cpu spikes stopped completely.. I also believe
 the overall CPU usage dropped in 1/2 for me... Maybe we have a bug with
the
 multi treading and didn't valve update that code a few updates ago also?

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of 1nsane
 Sent: Wednesday, July 21, 2010 3:11 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Massive TF2 server cpu hike caused by 2010-07-20
update

 I have this issue here too:

 Q9550 2.83 ghz, 1 TF2 server per core. Having huge CPU usage and shitty
fps
 even with low player counts:

 16:10:36 CPU   InOut   Uptime  Users   FPSPlayers
 95.32 14646.88 15499.23109423   14.48  16
 16:10:36 CPU   InOut   Uptime  Users   FPSPlayers
 95.32 14676.50 15499.23109423   14.99  16
 16:10:36 stats
 16:10:36 CPU   InOut   Uptime  Users   FPSPlayers
 95.32 14780.07 15499.23109423   14.88  16
 16:10:36 stats
 16:10:36 CPU   InOut   Uptime  Users   FPSPlayers
 96.83 14699.92 15450.31109423   15.06  16
 16:10:38 stats
 16:10:38 CPU   InOut   Uptime  Users   FPSPlayers
 97.43 14109.00 15807.64109423   15.29  16

 I am not experiencing this on my Linux servers however.

 On Wed, Jul 21, 2010 at 4:00 PM, Mike Stiehm mikesti...@gmail.com wrote:

  Great I'm not the only one who is seeing this. Huge lag spikes also big
  jumps in CPU usage I see the exact same things... Had no issues prior to
  the
  last update
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Steven
 Hartland
  Sent: Wednesday, July 21, 2010 2:37 PM
  To: hlds@list.valvesoftware.com
  Subject: [hlds] Massive TF2 server cpu hike caused by 2010-07-20 update
  Importance: High
 
  We've been seeing a large number of complaints about lag over the last
 few
  days for our TF2 servers and upon investigation it
  seems that the update released yesterday morning has caused a MASSIVE
CPU
  hike for servers.
 
  Prior to this update our 95th CPU usage on was 39% on cp_orange_x3_t,
 since
  the update this has jumped to 108%, maps seem to be
  affected to a different degree to all are seeing an very large increase.
 
  These figures are normalised for a single core on an Intel L5520 so not
a
  slow machine by any means.
 
  Here's a few stats graphs which make it very clear:
  http://www.multiplaygameservers.com/dropzone/12609_week-cpu-jump.png
  http://www.multiplaygameservers.com/dropzone/13295_week-cpu-jump.png
 
  This is not a sustainable change, so I hope we can get a fix for this
 ASAP.
 
 Regards
 Steve
 
 
  
  This e.mail is private and confidential between Multiplay (UK) Ltd. and
 the
  person or entity to whom it is addressed. In the event of misdirection,
 the
  recipient is prohibited from using, copying, printing or otherwise
  disseminating it or any information contained in it.
 
  In the event of misdirection, illegible or incomplete transmission
please
  telephone +44 845 868 1337
  or return the E.mail to postmas...@multiplay.co.uk.
 
 
  ___
  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
 
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 please visit:
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Re: [hlds] Alien Swarm is now available

2010-07-21 Thread Michael Krasnow
Update just came out

Updates to Alien Swarm have been released. The updates will be applied
automatically when your Steam client is restarted. The major changes
include:

*Alien Swarm*

   - Fixed crash to desktop on certain graphics cards
   - Fixed matchmaking sending you to the wrong mission
   - Fixed not being able to earn the “Ammo Technician” achievement
   - Fixed not being able to open particle systems in the editor


On Wed, Jul 21, 2010 at 3:22 PM, Kyle Sanderson kyle.l...@gmail.com wrote:

 NOT RELATED TO SERVER ADMINISTRATION (for msleeper)

  - Now firing, meleeing, or reloading while welding will break you out of
  the weld

 :(
 Kyle.

 On Wed, Jul 21, 2010 at 12:17 PM, Michael Krasnow mnk...@gmail.com
 wrote:
- Now firing, meleeing, or reloading while welding will break you out
 of
the weld

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-- 
Michael Krasnow
http://mnkras.com
mnk...@gmail.com
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[hlds] Server lag, one server on one box

2010-07-21 Thread Steven Polley
So I noticed a few of you people were experiencing server lag.  Welll, so am
I.  I have a 1gbps up/down net speed, with a dual e5620 setup, and I decided
to run one, yes one TF2 server on a fresh install of Windows Server 08.

Yes, I am getting lag.  I am using the FPS boost pluging, running a 2000 max
FPS server, which averages at close to 1,700 FPS.

I set my rates to be

sv_maxcmdrate 0
sv_maxrate 0
sv_maxreplay 2
sv_maxupdaterate 100
sv_mincmdrate 0
sv_minrate 0
sv_minupdaterate 30


Basically, with unlimited computing resources allowed... what are the best
rates?
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Re: [hlds] Server lag, one server on one box

2010-07-21 Thread Левинчук Федор
try this 
sv_maxcmdrate 101
sv_maxrate 0
sv_maxupdaterate 101

sv_mincmdrate 60
sv_minrate 2
sv_minupdaterate 60

if you set sv_maxcmdrate 0 - it doesn't set to unlimited

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Re: [hlds] Server lag, one server on one box

2010-07-21 Thread Kyle Sanderson
On Windows, from what I can recall FPS is directly linked to CPU usage.
Rates are wrong, including what Левинчук Федор said besides
sv_maxcmdrate set to 0, which is probably your main issue.

For sure:
sv_mincmdrate 33
sv_minupdaterate 33
sv_maxcmdrate 66
sv_maxupdaterate 66

Assuming:
sv_minrate 35000
sv_maxrate 7

Also, try not using the FPS Booster and see if the lag persists.
Kyle.

On Wed, Jul 21, 2010 at 9:35 PM, Steven Polley zellers.shi...@gmail.com wrote:
 So I noticed a few of you people were experiencing server lag.  Welll, so am
 I.  I have a 1gbps up/down net speed, with a dual e5620 setup, and I decided
 to run one, yes one TF2 server on a fresh install of Windows Server 08.

 Yes, I am getting lag.  I am using the FPS boost pluging, running a 2000 max
 FPS server, which averages at close to 1,700 FPS.

 I set my rates to be

 sv_maxcmdrate 0
 sv_maxrate 0
 sv_maxreplay 2
 sv_maxupdaterate 100
 sv_mincmdrate 0
 sv_minrate 0
 sv_minupdaterate 30


 Basically, with unlimited computing resources allowed... what are the best
 rates?
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