Re: [hlds] Counter-Strike, Counter-Strike: Condition Zero and Half-Life beta server update
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Server 'jitter' / studder
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
[hlds] Steampipe and /custom directory
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?___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Steampipe and /custom directory
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds