Re: [hlds] Counter-Strike, Counter-Strike: Condition Zero and Half-Life beta server update

2013-05-07 Thread Valentin G.
Yup. Would be great if every beta rollout would see some kind of final
build. Then keep that around for time frame X and make it mandatory when no
serious problems arise. That way people still have a grace period and can
skip a couple of intermediary updates if they want to, but I don't think
it's desirable that  2+ compatible but possibly very different builds are
out there for months at a time.


On Tue, May 7, 2013 at 12:05 AM, John lists.va...@nuclearfallout.netwrote:

  On 5/6/2013 1:52 PM, 1nsane wrote:

 Looks like you'll have to get used to that.That's going to be the trend
 going forward.
 There's 3 or 4 versions of TF2 at the moment (including one pre steampipe)
 out there. All of them are listed on the server browser.
 Other source games might have something similar as well.


 Yes, I saw that statement.

 TF2 will still have frequent required updates, I'm sure, as they make more
 substantial changes to it. These will at least keep things in sync
 somewhat. If that weren't the case, then the different versions wouldn't be
 a very good idea.


 All of the GoldSrc releases should be backwards compatible right now. For
 the best experience for your customers you would ideally offer access to a
 beta or main server.


 We use the beta, but the fact that it behaves differently than other
 versions leads to an inconsistent gameplay experience, customer confusion,
 and plugin incompatibilities. What I was (am) asking is when the next
 required release will be, as I look forward to levelling it out again. It
 has been quite some time.

 -John

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Re: [hlds] Server 'jitter' / studder

2013-05-07 Thread Flickshot Tech
Anyone had luck in getting this problem solved yet?



On 3/05/2013, at 4:48 PM, A Fearts wrote:

 I also notice this jittering on my CS:S servers. Both on my Dust2 and Office 
 server. This random jittering/lag killed my Office server and is starting to 
 destroy the population of my Dust2.
 
 I run windows servers with SM and MM:S installed. I even tried removing the 
 addons folder altogether and I still saw issues a few minutes after a fresh 
 boot up.
 
 
 On Fri, Apr 26, 2013 at 3:37 PM, Evourr evo...@gmail.com wrote:
 That was what I said?
 - Original Message -
 From: Bruno Garcia
 To: Half-Life dedicated Win32 server mailing list
 Sent: Friday, April 26, 2013 2:12 PM
 Subject: Re: [hlds] Server 'jitter' / studder
 
 I do not recommend ping/tickrate boosting.
 It's third party software and... the source dedicated server is meant to work 
 at 66 FPS.
 I wouldn't count on modifying the tickrate being any reliable on the server. 
 Like I said, it's not meant to be!
 
 
 On Fri, Apr 26, 2013 at 1:35 PM, Evourr evo...@gmail.com wrote:
 Windows media player and srcdsfpsbooster do the same exact thing, and since 
 the fps is locked at the tickrate it won't make any difference, and I'm not 
 even aware of a pingbooster for css, pingboosting was available in 1.6.
 
 
 - Original Message - From: Flickshot Tech t...@flickshot.co.nz
 To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 Sent: Friday, April 26, 2013 2:05 AM
 Subject: Re: [hlds] Server 'jitter' / studder
 
 
 
 Whoops forgot its everything haha.
 
 Game is CounterStrike Source.
 Been running the servers for well on 3 years now i think.
 I run a ping booster, srcdsfpsbooster and windows media player haha.
 
 Nothing has changed leading up to or after the Counterstrike Source steampipe 
 update. So im at a loss as to what the problem is :/
 
 Thanks
 
 On 26/04/2013, at 5:05 PM, Fletcher Dunn wrote:
 
 You're gonna have to tell us which game you're talking about. :)
 
 Also, if you are running Windows, we have some good performance tools we can 
 get you hooked up with that will help identify the causes of those issues.  
 If you are willing to install and run some software and perform a reasonably 
 disciplined investigating of the problem, email me back directly and I can 
 get you hooked up.
 
 -Original Message-
 From: hlds-boun...@list.valvesoftware.com 
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Flickshot Tech
 Sent: Thursday, April 25, 2013 9:50 PM
 To: hlds@list.valvesoftware.com
 Subject: [hlds] Server 'jitter' / studder
 
 Hi All.
 
 Sorry if this topic has been covered lately. Just rejoined this mailing list.
 
 Wondering if any others out there have had players complaining of 'jitter' or 
 studder ingame.
 It's becoming a huge problem and only kicked in after the steampipe update.
 Weirdly though, only some players have this problem and others do not. Often 
 the players that have the problem, will not have issues on any other servers.
 
 Has anyone else had this problem? Is there a fix?
 
 Thanks heaps!
 
 4square
 www.flickshot.co.nz
 
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[hlds] Steampipe and /custom directory

2013-05-07 Thread CTScrivener
I thought I had the /custom directory figured out but I guess not. Why do 
players technically have a /custom folder as well as a /download folder?

Our server uses a fastdl server to get files to client quicker and I need to 
figure out the file structure so custom files and folders are read properly by 
the game. Frankly, the /custom folder is pointless from what I can tell because 
the TF2 game atleast downloads all files to the /download folder THEN to 
respective folder such as custom, models, materials, etc.

Is the /custom directory ONLY used if you are distributing mods/models/custom 
files via direct file download OUTSIDE of the game client?

Do I need to change all my plugins so they are directly pointing into players’ 
/download folder?

Granted, all my files and custom vpks are downloading just fine, but just to a 
directory that even the readme.txt file says, “can be deleted at any time”.

Horribly worded but here is exactly what I am trying to do:

Dodgeball Plugin points to the following file as a custom model: 
/materials/models/dodgeball_nuke/nuke.mdl

I have a vpk built around the following directory within the custom folder 
(which includes all the vmts, mdls, etc.): 
dodgeball_nuke/materials/models/dodgeball_nuke/nuke.mdl so my vpk is 
dodgeball_nuke.vpk

I even have the dodgeball_nuke.vpk file uploaded to my fastdl server under the 
/custom directory as well as under my game server under the /custom directory.

The server downloads the vpk fine but it gets placed under 
download/custom/dodgeball_nuke.vpk

The plugin cannot see that directory so do I need to change the directory it 
points to, or is this just a bad way for tf2 to be downloading files? Did you 
do this as a way for security so servers couldn’t FORCE models/skins/etc unto 
players?

I am just trying to figure out what exactly I would need to do to get plugins 
like this (any plugins like freak fortress, dodgeball, etc that use custom 
models) to work with those custom models.

Long post, probably repeated myself multiple times and I’m sorryhopefully 
someone can help me out as this would effect all custom models across game 
servers for everyone. What am I not doing right?___
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Re: [hlds] Steampipe and /custom directory

2013-05-07 Thread Netshroud
Correct me if I'm wrong, but it was previously mentioned that the client 
doesn't add downloaded VPKs to the search path.

You'll either need your plugin to manually read the VPK, or use loose files 
instead.

On 08/05/2013, at 1:36 PM, CTScrivener ctscrive...@gmail.com wrote:

 I thought I had the /custom directory figured out but I guess not. Why do 
 players technically have a /custom folder as well as a /download folder?
  
 Our server uses a fastdl server to get files to client quicker and I need to 
 figure out the file structure so custom files and folders are read properly 
 by the game. Frankly, the /custom folder is pointless from what I can tell 
 because the TF2 game atleast downloads all files to the /download folder THEN 
 to respective folder such as custom, models, materials, etc.
  
 Is the /custom directory ONLY used if you are distributing mods/models/custom 
 files via direct file download OUTSIDE of the game client?
  
 Do I need to change all my plugins so they are directly pointing into 
 players’ /download folder?
  
 Granted, all my files and custom vpks are downloading just fine, but just to 
 a directory that even the readme.txt file says, “can be deleted at any time”.
  
 Horribly worded but here is exactly what I am trying to do:
  
 Dodgeball Plugin points to the following file as a custom model: 
 /materials/models/dodgeball_nuke/nuke.mdl
  
 I have a vpk built around the following directory within the custom folder 
 (which includes all the vmts, mdls, etc.): 
 dodgeball_nuke/materials/models/dodgeball_nuke/nuke.mdl so my vpk is 
 dodgeball_nuke.vpk
  
 I even have the dodgeball_nuke.vpk file uploaded to my fastdl server under 
 the /custom directory as well as under my game server under the /custom 
 directory.
  
 The server downloads the vpk fine but it gets placed under 
 download/custom/dodgeball_nuke.vpk
  
 The plugin cannot see that directory so do I need to change the directory it 
 points to, or is this just a bad way for tf2 to be downloading files? Did you 
 do this as a way for security so servers couldn’t FORCE models/skins/etc unto 
 players?
  
 I am just trying to figure out what exactly I would need to do to get plugins 
 like this (any plugins like freak fortress, dodgeball, etc that use custom 
 models) to work with those custom models.
  
 Long post, probably repeated myself multiple times and I’m sorryhopefully 
 someone can help me out as this would effect all custom models across game 
 servers for everyone. What am I not doing right?
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