Re: [hlds] TeamFortress 2 dedicated server update

2007-11-08 Thread Kyrios
For those with chrashing servers

- get new cpus (SSE2 capable)
- try another glibc


On Nov 8, 2007 9:22 AM, Mark Chandler [EMAIL PROTECTED] wrote:
 Well the update system may not work but be grateful that they release
 frequent patches.


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Kyle Cassidy
 Sent: Thursday, November 08, 2007 5:16 PM
 To: hlds@list.valvesoftware.com

 Subject: Re: [hlds] TeamFortress 2 dedicated server update

 --
 [ Picked text/plain from multipart/alternative ]
 AGAIN
 the update system does not work

 time to re-download the entire tf2 ds and distribute it to my servers.

 thanks ;)

 On Nov 7, 2007 10:02 PM, Scott Tuttle [EMAIL PROTECTED] wrote:

  I am getting Failed to load the launcher DLL.  Specified module could not
  be found. now after the update when I try to launch tf2.  Clearly the
  appropriate move is to shut my tf2 server down until 6 months pass so
  maybe
  that you have worked out some of the bugs.
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds
  Sent: Wednesday, November 07, 2007 10:23 PM
  To: hlds@list.valvesoftware.com; [EMAIL PROTECTED]
  Subject: [hlds] TeamFortress 2 dedicated server update
 
  A required update for Team Fortress 2 and it's dedicated have been
  released.  Please run the hldsupdatetool to update your server.  The
  specific changes include:
 
  - Improved paged pool memory tracking
  - Fixed crash on importing spray logo that claimed to be a valid jpeg
  file, but wasn't
  - Fixed Medic's uber-charge stats tracking
  - Fixed a bug in scoring Engineer building destruction
  - Engineers no longer earn points for using their own teleporters
  - Freezepanel hud improvements now trigger on usage of the jpeg
  command
  - Fixed Spies exploit enabling them to attack while disguising, without
  losing disguise
  - Fixed Spies being able to attach sappers through thin walls
  - Fixed several melee weapon switching exploits
  - Fixed exploit that allowed players to teleport with the intelligence
  - Fixed a client crash related to MP3 playing
  - Improved client handling of stats when a connection couldn't be made
  to the stat servers. Fixes several cases of stat loss
 
 
 
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 949.701.0759 cell
 http://Howies.TV
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Re: [hlds] Windows Updater failures

2007-11-08 Thread Kyrios
Stay cool guys.

Remember the days before steam. Klicking each and every public mirror
found with google and only found limit reached every single
patchday.

On Nov 8, 2007 3:21 PM, Michael Tesluck [EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 I get the same exact failure... I gave up last night after about 7 tries.
 And still getting the same failure this morning.

 Regards
 Mike


 On Nov 8, 2007 8:30 AM, Steven Hartland [EMAIL PROTECTED] wrote:

  This updater issue is really taking the piss now. 20 attempts to
  update so far and still no joy. Every time the same error:-
 
  0.00%   c:\games\hl2ds/orangebox\tf\makereslists_xbox.txt
  Connection Reset, WinSock Error 10054 Connection reset by peer
 
  Can we please get this looked at as a matter of urgency as it
  really is unusable atm.
 
 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] What My Box Can Handle?

2007-11-07 Thread Kyrios
save your political statements.

On Nov 7, 2007 12:07 AM, Spencer 'voogru' MacDonald [EMAIL PROTECTED] wrote:
 Maybe it's easier to compare it with gas  cars.

 You can have a very fast, very high performance car.

 But it doesn't do you any good without gas.

 Bandwidth is like gas.

 Only it doesn't come from Middle East dictators.

 If you still don't get it, save your money and cancel your server.

 - voogru.


 -Original Message-
 From: Thomas Morton [mailto:[EMAIL PROTECTED]
 Sent: Tuesday, November 06, 2007 9:21 AM
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] What My Box Can Handle?

 Dropping all the metaphors ;)

 Yes that box should be ok handling those servers
 No you do not have enough bandwidth to cover them all being full for very
 long

 Tom

 --
 From: Chad [EMAIL PROTECTED]
 Sent: Tuesday, November 06, 2007 1:57 PM
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] What My Box Can Handle?

  Naw, its more like you get full access to the parking deck with space
  for 10K cars for a few month long party for your guests where they
  just have to show they are with you andy they get to park all night.
  Now they don't want to go out of business so they say you may not have a
  total of over 500 cars parked overnight total.each month  (ie 10 cars
  for 2 days is 20 total cars overnight)
  You get a BIG room that can hold 100 people for the party but only 7
  show up for a few months, I know its sad. For those months the garage
  records 350 car nights and you are ok.
  Now 100 people come each day some month because they heard you were
  having free strippers and after 5 days the garage stops letting your
  people in because you have over used the 500 total car nights limit.
  OR
  The garage keeps letting people in for your party but you get 10 times
  the bill because you are overusing their lot.
 
  now the garage owner comes after you and breaks your knee caps for
  collateral until you pay up.
 
  then he starts kidnapping people you knee to show he is serious
 
  then he starts removing body parts until you die or pay
 
  wouldn't it have been better to just to sign up for 3K total car nights,
  or just reserve 100 spots for your party?
 
  Kyrios wrote:
  I'll make you a comparison to understand what we and you are talking
  about:
 
  You park you car (your server) on the 1st of a month in a parking
  garage (Hosting Company). For 40$ you can park you car there for up to
  8 days (500GB). At the end of the month you come back to fetch your
  car. You drive to the exit, but it won't open. So you go to the
  counter and ask what's wrong. He then tells you that you parked longer
  than you ordered and you will have to repay. You say Ok and he
  offers you the bill. 400$ and you freak out.
 
 
  On Nov 6, 2007 10:38 AM, Spencer 'voogru' MacDonald [EMAIL PROTECTED]
  wrote:
 
  I don't think this guy has any business running a server.
 
  It's okay to be wrong.
 
  It's not okay to be wrong then ignore what everyone is telling him.
 
  It's like going to someone and telling them, the sun rises in the east,
  and
  they are convinced it rises in the west.
 
  And then when you point east during a sunrise show them the sun is
  rising in
  the east, they still tell you the sun rises in the west.
 
  DontWannaName, cram as many instances of srcds as you can. Then try to
  get
  them all full, the sooner you do that, the sooner you learn what
  bandwidth
  is all about when you receive a nice astronomical bill from your host.
 
  - voogru.
 
  -Original Message-
  From: Jason O. Washburn [mailto:[EMAIL PROTECTED]
  Sent: Tuesday, November 06, 2007 2:56 AM
  To: hlds@list.valvesoftware.com
 
  Subject: RE: [hlds] What My Box Can Handle?
 
  I don't think this guy understands the idea of Metered Bandwidth ;-)
 
  Jason
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of DontWannaName!
  Sent: Tuesday, November 06, 2007 1:26 AM
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] What My Box Can Handle?
 
 
  --
  [ Picked text/plain from multipart/alternative ]
  I dont think I can run out of bandwidth. My server restarts every night.
  My
  servers are 72.37.237.195 thru 72.37.237.199 if it helps.
 
 
  - Original Message 
  From: Spencer 'voogru' MacDonald [EMAIL PROTECTED]
  To: hlds@list.valvesoftware.com
  Sent: Monday, November 5, 2007 9:57:51 PM
  Subject: RE: [hlds] What My Box Can Handle?
 
  Well, if you just want to know how many servers you can run, probably 4
  to 5
  instances of srcds.
 
  But if you succeed and get full servers, you can run them for about 5-6
  days
  before you run out of bandwidth.
 
  I do ~500GB in 10 days, and that's with a 24, a 16, and a 30 player TF2
  server.
 
  - voogru.
 
  -Original Message-
  From: DontWannaName! [mailto:[EMAIL PROTECTED]
  Sent: Monday, November 05, 2007 11:49 PM
  To: hlds

Re: [hlds] What My Box Can Handle?

2007-11-06 Thread Kyrios
I'll make you a comparison to understand what we and you are talking about:

You park you car (your server) on the 1st of a month in a parking
garage (Hosting Company). For 40$ you can park you car there for up to
8 days (500GB). At the end of the month you come back to fetch your
car. You drive to the exit, but it won't open. So you go to the
counter and ask what's wrong. He then tells you that you parked longer
than you ordered and you will have to repay. You say Ok and he
offers you the bill. 400$ and you freak out.


On Nov 6, 2007 10:38 AM, Spencer 'voogru' MacDonald [EMAIL PROTECTED] wrote:
 I don't think this guy has any business running a server.

 It's okay to be wrong.

 It's not okay to be wrong then ignore what everyone is telling him.

 It's like going to someone and telling them, the sun rises in the east, and
 they are convinced it rises in the west.

 And then when you point east during a sunrise show them the sun is rising in
 the east, they still tell you the sun rises in the west.

 DontWannaName, cram as many instances of srcds as you can. Then try to get
 them all full, the sooner you do that, the sooner you learn what bandwidth
 is all about when you receive a nice astronomical bill from your host.

 - voogru.

 -Original Message-
 From: Jason O. Washburn [mailto:[EMAIL PROTECTED]
 Sent: Tuesday, November 06, 2007 2:56 AM
 To: hlds@list.valvesoftware.com

 Subject: RE: [hlds] What My Box Can Handle?

 I don't think this guy understands the idea of Metered Bandwidth ;-)

 Jason

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of DontWannaName!
 Sent: Tuesday, November 06, 2007 1:26 AM
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] What My Box Can Handle?


 --
 [ Picked text/plain from multipart/alternative ]
 I dont think I can run out of bandwidth. My server restarts every night. My
 servers are 72.37.237.195 thru 72.37.237.199 if it helps.


 - Original Message 
 From: Spencer 'voogru' MacDonald [EMAIL PROTECTED]
 To: hlds@list.valvesoftware.com
 Sent: Monday, November 5, 2007 9:57:51 PM
 Subject: RE: [hlds] What My Box Can Handle?

 Well, if you just want to know how many servers you can run, probably 4 to 5
 instances of srcds.

 But if you succeed and get full servers, you can run them for about 5-6 days
 before you run out of bandwidth.

 I do ~500GB in 10 days, and that's with a 24, a 16, and a 30 player TF2
 server.

 - voogru.

 -Original Message-
 From: DontWannaName! [mailto:[EMAIL PROTECTED]
 Sent: Monday, November 05, 2007 11:49 PM
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] What My Box Can Handle?

 --
 [ Picked text/plain from multipart/alternative ]
 gahh im not switching hosts! I just started. They are fine. All im asking is
 how my configuration is.


 - Original Message 
 From: tsuehpsyde [EMAIL PROTECTED]
 To: hlds@list.valvesoftware.com
 Sent: Monday, November 5, 2007 8:44:28 PM
 Subject: Re: [hlds] What My Box Can Handle?

 Nope, ThePlanet is based out of Dallas, TX and Houston, TX. However,
 ServerBeach has a data center in Los Angeles, CA and they offer 2000GB of
 data transfer per month. ;)

 On Nov 5, 2007 10:31 PM, DontWannaName! [EMAIL PROTECTED] wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  I chose my host cause they are actualy in Seattle. I dont think the
 Planets even close.
 
 
  - Original Message 
  From: Luke Lewis [EMAIL PROTECTED]
  To: hlds@list.valvesoftware.com
  Sent: Monday, November 5, 2007 8:06:29 PM
  Subject: RE: [hlds] What My Box Can Handle?
 
 
  Well just to let you know, you are getting your butt raped with that
  offering. I pay $30 more than their cheapest package and I've got a
  dual
 2.8
  xeon with 2 gigs of ram and 120GB of hard disk along with 2500Gb a
  month
 of
  transfer. Dude you need to go with a better hoster, swap to the
  planet
 
 
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Re: [hlds] What My Box Can Handle?

2007-11-05 Thread Kyrios
To get back on topic:
My Guess: Your server can handle this amount of slots. But the servers
won't run very well. fps max 200 is below the default of 333. The
servers will not produce lag but won't make fun.



On Nov 5, 2007 1:10 PM, Dan E [EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 Until you go over your limit, and a) servers shut down b) you get reamed for 
 overage charges :P

 DontWannaName! [EMAIL PROTECTED] wrote: --
 [ Picked text/plain from multipart/alternative ]
 I dont know but im not worried about it. The bandwidth doesnt matter so much 
 as the performance.


 - Original Message 
 From: Joshua Handelsman-Woolf (DogGunn)
 To: hlds@list.valvesoftware.com
 Sent: Monday, November 5, 2007 12:08:04 AM
 Subject: Re: [hlds] What My Box Can Handle?

 [ Converted text/html to text/plain ]
 Also, surely you would go over the limit with that many servers running.
 DontWannaName! wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 I rent the box from here 
 http://www.counter-strike.com/dedicated-servers.php[1] If that helps with 
 helping answer my question?


 - Original Message 
 From: Joshua Handelsman-Woolf (DogGunn) [2]
 To: [EMAIL PROTECTED]
 Sent: Sunday, November 4, 2007 9:55:28 PM
 Subject: Re: [hlds] What My Box Can Handle?

 Holy Moly, 500gbit? Can I please get my hands on that?

 DontWannaName! wrote:


 --
 [ Picked text/plain from multipart/alternative ]
 I think it means transfer speed. But that doesnt matter. My servers have 
 great pings and is what everyone loves about them. Some new internet network 
 my host put me on, Nobis Technology Group.


 - Original Message 

 From: Jason O. Washburn [4]
 To: [EMAIL PROTECTED]
 Sent: Sunday, November 4, 2007 4:26:20 PM
 Subject: RE: [hlds] What My Box Can Handle?

 I agree.  I didn't understand that's what he meant by bandwidth.  If that is
 the cap on your usage then it is way to low.  One fairly full server will
 kill that in a month.

 Jason

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Spencer 'voogru'
 MacDonald
 Sent: Sunday, November 04, 2007 5:55 PM
 To: [EMAIL PROTECTED]
 Subject: RE: [hlds] What My Box Can Handle?


 500GB is a joke.

 I had 3x TF2 Servers, 2x 24 and 1x 30 player.

 They are full 24/7

 Daily bandwidth usage is about 50-60GB a day, nothing else runs on this box.

 -Original Message-
 From: DontWannaName! [mailto:[EMAIL PROTECTED]
 Sent: Sunday, November 04, 2007 5:03 PM
 To: [EMAIL PROTECTED]
 Subject: [hlds] What My Box Can Handle?

 --
 [ Picked text/plain from multipart/alternative ]
 Hey guys!

 I currently have a Windows Server 2003 Box with a dual Opteron 2.4ghz with 2
 gigs of ram, 120 gig HD, and 500gb of bandwidth.

 I have 5 Servers on it with fps_max set to 200 with FPS Boost:

 28 slot GunGame server 66 Tick Mani, GG v4, ES 1.5 and Sourcemod

 24 slot Dust2/Office server 66 Tick Mani, ES 2.0

 24 slot Rotation with same as above ^

 11 slot Match server 100 Tick zblock with 10 slot Source TV

 32 slot TF2 server 66 Tick Mani

 My question is can my server handle all these servers full? I recall last
 night my CPU peeked with 3 of the servers full, not match. Where could I go
 from here? Thanks in advanced!

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 ===References:===
   1. 

Re: [hlds] Re: cl_interp/cl_interp_ratio with the new TF2 update.

2007-10-29 Thread Kyrios
--
[ Picked text/plain from multipart/alternative ]
cl = Client
hlds = half life dedicated server

One of those two is discussed in this mailinglist named hlds mailing list.
Guess which one...

On 10/27/07, AnAkIn . [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 After some testing, that what I found:


 cl_interp sets the interpolation time.
 cl_interp_ratio sets the MINIMAL interpolation time with
 cl_interp_ratio/cl_updaterate.
 [B]
 Example 1:[/B]

 cl_interp 0.01
 cl_interp_ratio 1
 cl_updaterate 100

 Min interpolation time is 0.01s (10 ms) because 1/100=0.01.

 [B]Example 2:[/B]

 cl_interp 0.01
 cl_interp_ratio 2
 cl_updaterate 100

 Min interpolation time is 0.02s (20 ms) because 2/100=0.02.
 Here, Setting cl_interp to 0.01 doesn't change anything as setting it to
 0.02 because cl_interp_ratio has the last word on the value.

 [B]Example 3:[/B]

 cl_interp 0.1
 cl_interp_ratio 1
 cl_updaterate 100

 Min interpolation time is 0.01 (10 ms) because 1/100=0.01.
 But the interpolation time here is 0.1s (100 ms) because of cl_interp.


 I think that cl_interp_ratio is now useless...why have two CVars which do
 the same thing?
 It would be nice if someone from VALVe could answer.

 Thanks in advance.

 AnAkIn.

 2007/10/6, AnAkIn . [EMAIL PROTECTED]:
 
  With the new TF2 update, cl_interp which was removed before, came
 back,
  and now there are both cl_interp and cl_interp_ratio, so which one is
 really
  used?
 
  ] cl_interp
  cl_interp = 0.01 ( def. 0.1 ) min. 0.00 max. 0.50
  client
  - Sets the interpolation amount (bounded on low side by server
 interpratio settings).
  ] cl_interp_ratio
  cl_interp_ratio = 1 ( def. 2.0 )
  client
  - Sets the interpolation amount (final amount is cl_interp_ratio /
  cl_updaterate).
 
 
  Does that mean cl_interp_ratio is no longer used and now it's only
  cl_interp?
 
  Someone also said on the steam forums that the net code bug which people
  talked a lot about was fixed with this. ( you know the popular topic
 about
  net code fix for competitive gaming on steam forums
  http://forums.steampowered.com/forums/showthread.php?t=490324)
 
  I would like an answer about cl_interp/cl_interp_ratio from VALVe.
 
 
  Thanks in advance.
 
  AnAkIn.
 
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Re: [hlds] Still suffering linux related low fps high cpu

2007-10-19 Thread Kyrios
--
[ Picked text/plain from multipart/alternative ]
When was this output of top captured ? When 4 servers where running? Then
I cant see why you say it uses high cpu. 35% isn't enough for me. Did you
try using another kernel? Which distro are you using. What are the
commandline parameters?



P.S: Simply hit reply when writing to this topic. Otherwise no reader can
restore this as 1 thread. Please ;:)

On 10/16/07, John Porter [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 Thanks Kyrios, didnt think of that.

   Just checked but sadly thats not the case :/

   top - 18:40:04 up 7 days,  2:28,  1 user,  load average: 1.09, 1.25,
 1.37
 Tasks:  60 total,   3 running,  57 sleeping,   0 stopped,   0 zombie
 Cpu0  : 34.7%us,  3.0%sy,  0.0%ni, 62.3%id,  0.0%wa,  0.0%hi,  0.0%si,
 0.0%st
 Cpu1  : 32.2%us,  3.7%sy,  0.0%ni, 62.5%id,  0.0%wa,  0.3%hi,  1.3%si,
 0.0%st
 Mem:   3767424k total,  3649044k used,   118380k free,   173088k buffers
 Swap:  1518100k total,0k used,  1518100k free,  2784024k cached

   Thanks anyway for the suggestion.

   J

   --
 [ Picked text/plain from multipart/alternative ]
 Is that intendended:
 48.5%us,  4.5%sy,  0.0%ni, 46.2%id,  0.0%wa,  0.2%hi,  0.7%si,  0.0%st

 This looks like all 4 Servers are running on only 1 of the cores. Press
 1
 in top to examine this. 4 Threads on one CPU doesn't sound like a very
 good
 idea.




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Re: [hlds] Still suffering linux related low fps high cpu

2007-10-15 Thread Kyrios
--
[ Picked text/plain from multipart/alternative ]
Is that intendended:
48.5%us,  4.5%sy,  0.0%ni, 46.2%id,  0.0%wa,  0.2%hi,  0.7%si,  0.0%st

This looks like all 4 Servers are running on only 1 of the cores. Press 1
in top to examine this. 4 Threads on one CPU doesn't sound like a very good
idea.



On 10/13/07, John Porter [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 Hi Chaps,

   A few weeks ago someone suggested compiling a low latency kernel,
 tickless for high fps which we have progressed and done.

   My box is a dual xeon 2.6ghz, HT is turned off and just the two cpu's
 are showing up. Its identical to my windows box in terms of hardware and
 setup.

   On my windows box I have 3 TF2 Servers and 1 TFC server running, when
 full task manager reports around 85% cpu usage and no fps related problems
 (although similar cpu loads being reported).

   Yet on the linux box it drops to 10fps, now with 14 players its fine

 21:39:53   CPU In  Out
 UptimeUsers   FPS  Players
45.00 35178.93 38394.59 210 4493.83  14

   Soon as it hits 18+ it goes off the boat...

   21:31:36 CPU  InOutUptime  Users   FPSPlayers
83.33 48139.13 79145.84 202 3   11.23  19

   21:33:24 CPU   In   Out Uptime  Users   FPSPlayers
83.75 54450.20 113019.84 203 3   13.33  22

   If you look at top you see its hammering the server.

   top - 21:36:51 up  5:25,  1 user,  load average: 1.36, 1.27, 1.22
   Tasks:  60 total,   5 running,  55 sleeping,   0 stopped,   0 zombie
   Cpu(s): 48.5%us,  4.5%sy,  0.0%ni, 46.2%id,  0.0%wa,  0.2%hi,  0.7%si,
 0.0%st
   Mem:   3767424k total,  1097880k used,  2669544k free,44068k buffers
   Swap:  1518100k total,0k used,  1518100k free,   628592k cached

 PID  PR  NI  VIRT  RES  SHR S %CPU %MEMTIME+  COMMAND
   12268  25   0  230m 169m  22m R   73  4.6  59:40.89 srcds_i486
   12154  15   0 98300  70m 6592 R   19  1.9  33:39.28 hlds_i686
   11989  15   0 77908  57m 6248 R9  1.6  25:21.40 hlds_i686
   12323  15   0  207m 144m  22m S6  3.9   9:17.43 srcds_i486

   This server is running 1 x TF2 22 man server 1 x TF2 20 man server 1 x
 TFC 14 man server and 1 x TFC 20 man server.

   My windows box is running 1 x TFC 14 man server, 1 x TF2 20 man server,
 1 x TF2 18 man serverx 1 x TF2 18 man server.

   As you can see the CPU load, at the moment the fps dropped to 11fps the
 box was hardly busy.

   At the same time this was my windows box

   4:27025
   21:44:20 CPU   In  Out  Uptime  Users   FPSPlayers
53.85 52241.09 128488.64  39 0  441.99  19

   .4:27035
   21:45:25 CPU   In Out  Uptime  Users   FPSPlayers
48.46 53325.14 63532.80322869  261.63  18
   21:45:29 stats

   .4:27045
   21:46:23 CPU   InOut  Uptime  Users   FPSPlayers
55.86 48499.68 98046.574857   111  256.18  18

   Short term im going to drop the linux servers down to 18 slots and up
 the Windows ones a bit to see what effect taht has but I have another
 windows server setup to 24 slots and it has no problems either...

   .129:27035
   21:47:25 CPU   In Out   Uptime  Users   FPSPlayers
43.42 62050.84 105045.49  34 1   510.61  24

   All 3 machines are dual xeon 2.6ghz with HT disabled.

   AS these are my public boxes I know nothing else is running on the
 hardware at the same time and its not shared the only difference is
 linux/Windows.

   I heard people talking about manually assinging the afinity, does that
 make much of a difference? Or has anyone else found any other tricks?

   Much appreciated.

   John



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Re: [hlds] Servers that will Valve will randomly remove from the steam master servers, without any annoucment.

2007-10-15 Thread Kyrios
--
[ Picked text/plain from multipart/alternative ]
Supposed to be funny ?



zzzZZZzzz

On 10/15/07, Chris Barnett [EMAIL PROTECTED] wrote:

 This is a multipart message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 Hello,



 Let's run a book on which servers Valve will randomly filter out next,
 without even so much as the decency to tell us.



 1)  Australian servers. Let's face it, it's those pesky Australians
 who
 are so far up Valves sweet asses it must be embarrassing for Valve. Those
 Australians need to be taught a lesson to counter balance all of that
 Pacific rimming that's going on.

 2)  Servers that have an unusually high number of players with 8
 digits.
 Come on let's face it. The 8 digit crew are all noobs, snotty nosed
 teenagers and haxors.

 3)  Servers outside the Western United States that have an unusually
 high number of players with 6 digits. If a server attracts the old and
 wise,
 they're community is going to be too smug.

 4)  Servers running FF.

 5)  Servers that sends the player into a different world where there
 is
 1000's of custom skins and the admins have been sad enough to invest 500
 odd
 man hours into creating a work of art, not to mention the modding
 communities whose total output dwarfs anything that has come out of Valve.

 6)  Servers that attract the top players. C'mon something has to be
 wrong, they're all hacking.

 7)  Servers that attract too many noobs. No scrub that, they're all in
 Washington State.

 8)  Servers that are running that new plugin, which lies about the
 total
 number of available slots.there's 32 slots but 24 are advertised!!!

 9)  Servers with unsuitable chat language for minors.

 10)   Servers with 2 slots, passworded, that say Valve doesn't listen to
 server admins as their server name.







 Right. That's my list. Odds anyone?







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Re: [hlds] Special Characters in servernames

2007-04-06 Thread Kyrios
--
[ Picked text/plain from multipart/alternative ]
Thanks for the answers.

To ASCII Tips:

™ ™ -- See. I know how to use and make the TM sign ;) I also included it in
the initial mail. This isn't my problem. I already tried to use the sign in
the servername. but SRCDS just ignores it. Do I have to use any escape
sequence or something?
What characters can be used at all? Which charset does a srcds installation
use? Does it interpret the LANG Environment Variable? Can it even understand
UTF-8 ?


To Lduke:
Thanks for the note. The server and myself are located in europe. The symbol
has no meaning here.

On 4/6/07, LDuke [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 Note that it is technically illegal to use the (r) symbol in the United
 States
 unless it is registered as a trademark with the federal government. Using
 ™
 is not governed by the federal government, but local, state, and foreign
 laws sometimes do govern how it can be used.


 On 4/5/07, LDuke [EMAIL PROTECTED] wrote:
 
 
  TM --  ™
 
  Try ALT-0153. You have to type the numbers on your keypad while holding
  down alt, not on the numbers at the top of the keyboard.
 
 
 
  On 4/5/07, Kyrios [EMAIL PROTECTED] wrote:
  
   --
   [ Picked text/plain from multipart/alternative ]
   Hi,
  
   I just spent 2 hours googling. How can one use special characters like
   for
   example ™ (trademark sign) in server names?
  
   (srcds linux)
  
   Any ideas, links and tips are welcome ;)
  
   Regards
   Kyrios
  
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[hlds] Special Characters in servernames

2007-04-05 Thread Kyrios
--
[ Picked text/plain from multipart/alternative ]
Hi,

I just spent 2 hours googling. How can one use special characters like for
example ™ (trademark sign) in server names?

(srcds linux)

Any ideas, links and tips are welcome ;)

Regards
Kyrios

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Re: [hlds] Special Characters in servernames

2007-04-05 Thread Kyrios
--
[ Picked text/plain from multipart/alternative ]
and how does that help me?

On 4/5/07, CyberGameZone.com [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 Try this:
   http://www.asciitable.com/

   1 minute at Google.com

 Kyrios [EMAIL PROTECTED] wrote:
   --
 [ Picked text/plain from multipart/alternative ]
 Hi,

 I just spent 2 hours googling. How can one use special characters like for
 example ™ (trademark sign) in server names?

 (srcds linux)

 Any ideas, links and tips are welcome ;)

 Regards
 Kyrios

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 YIM: cybergamezone2002

 Gaming Portal and Clan Website: http://www.cybergamezone.com

 Main email: [EMAIL PROTECTED]














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Re: [hlds] Firewall Ports

2005-11-18 Thread Kyrios
Maybe srcds is a big fat trojan horse and noone cares ;)

2005/11/18, Kyrios [EMAIL PROTECTED]:
 Doesn't anyone now that? I can hardly believe that.

 2005/11/12, Kyrios [EMAIL PROTECTED]:
  That would be nine my dear friend ;)
 
 
  2005/11/12, James Tucker [EMAIL PROTECTED]:
   Follow:
  
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Kyrios
Sent: 12 November 2005 02:15
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Firewall Ports
   
Doesn't make ANY sense to me since these are ports that are LISTENING.
Are you telling me VAC needs three (!!!) open ports to work ?
That's nearly unbelievable.
  
 [mailto:[EMAIL PROTECTED] On
Behalf Of Kyrios
 Sent: 10 November 2005 16:30
 To: hlds@list.valvesoftware.com
 Subject: [hlds] Firewall Ports

 Hi,

 I'm just configuring iptables on my linux server.
 I'm running 3 Counter-Strike Source dedicated servers there.
  
  
  
  
  
   One for each instance.
  
  
  
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Re: [hlds] Firewall Ports

2005-11-18 Thread Kyrios
Doesn't anyone now that? I can hardly believe that.

2005/11/12, Kyrios [EMAIL PROTECTED]:
 That would be nine my dear friend ;)


 2005/11/12, James Tucker [EMAIL PROTECTED]:
  Follow:
 
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] On Behalf Of Kyrios
   Sent: 12 November 2005 02:15
   To: hlds@list.valvesoftware.com
   Subject: Re: [hlds] Firewall Ports
  
   Doesn't make ANY sense to me since these are ports that are LISTENING.
   Are you telling me VAC needs three (!!!) open ports to work ?
   That's nearly unbelievable.
 
[mailto:[EMAIL PROTECTED] On
   Behalf Of Kyrios
Sent: 10 November 2005 16:30
To: hlds@list.valvesoftware.com
Subject: [hlds] Firewall Ports
   
Hi,
   
I'm just configuring iptables on my linux server.
I'm running 3 Counter-Strike Source dedicated servers there.
 
 
 
 
 
  One for each instance.
 
 
 
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Re: [hlds] Firewall Ports

2005-11-18 Thread Kyrios
ah .. didn't know that. thx

2005/11/18, Whisper [EMAIL PROTECTED]:
 --
 [ Picked text/plain from multipart/alternative ]
 This is the Windows List, you might get more help in the Linux HLDS list
  IIS crashes twice a day, MSSQL once, exchange once a week...windows gives
 me job security!
  On 11/19/05, Kyrios [EMAIL PROTECTED] wrote:
 
  Maybe srcds is a big fat trojan horse and noone cares ;)
 
  2005/11/18, Kyrios [EMAIL PROTECTED]:
   Doesn't anyone now that? I can hardly believe that.
  
   2005/11/12, Kyrios [EMAIL PROTECTED]:
That would be nine my dear friend ;)
   
   
2005/11/12, James Tucker [EMAIL PROTECTED]:
 Follow:

  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Kyrios
  Sent: 12 November 2005 02:15
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] Firewall Ports
 
  Doesn't make ANY sense to me since these are ports that are
  LISTENING.
  Are you telling me VAC needs three (!!!) open ports to work ?
  That's nearly unbelievable.

   [mailto:[EMAIL PROTECTED] On
  Behalf Of Kyrios
   Sent: 10 November 2005 16:30
   To: hlds@list.valvesoftware.com
   Subject: [hlds] Firewall Ports
  
   Hi,
  
   I'm just configuring iptables on my linux server.
   I'm running 3 Counter-Strike Source dedicated servers
  there.





 One for each instance.



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Re: [hlds] Firewall Ports

2005-11-12 Thread Kyrios
That would be nine my dear friend ;)


2005/11/12, James Tucker [EMAIL PROTECTED]:
 Follow:

  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Kyrios
  Sent: 12 November 2005 02:15
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] Firewall Ports
 
  Doesn't make ANY sense to me since these are ports that are LISTENING.
  Are you telling me VAC needs three (!!!) open ports to work ?
  That's nearly unbelievable.

   [mailto:[EMAIL PROTECTED] On
  Behalf Of Kyrios
   Sent: 10 November 2005 16:30
   To: hlds@list.valvesoftware.com
   Subject: [hlds] Firewall Ports
  
   Hi,
  
   I'm just configuring iptables on my linux server.
   I'm running 3 Counter-Strike Source dedicated servers there.





 One for each instance.



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Re: [hlds] Firewall Ports

2005-11-11 Thread Kyrios
That was the intention of my post.

Alfred could you perhaps give a statement?

After one day without any response I would guess nobody really knows.

2005/11/10, James Tucker [EMAIL PROTECTED]:
 VAC.

 Note to list: could someone with time document this on serverwiki and add 
 links on steam forums and other relevant
 places?

 Cheers,

 Busy james.

  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Kyrios
  Sent: 10 November 2005 16:30
  To: hlds@list.valvesoftware.com
  Subject: [hlds] Firewall Ports
 
  Hi,
 
  I'm just configuring iptables on my linux server.
  I'm running 3 Counter-Strike Source dedicated servers there.
  From the steampowerd FAQs I got information that port
  27015/udp and 27015/tcp should be allowed.Also when you use
  srctv you also have to allow 27020/udp.
 
  My 3 gameservers don't use srctv. So from the information I
  got there I only have to open tcpudp ports matching the
  +port statement from my commandline. This should be 6 open
  ports for 3 gameserver instances.
 
  BUT:
 
  when i take a look at netstat -ap which gives me a list of
  open ports i get the ones mentioned in the documentation
  tcp0  0 foo.bar.com:27015   0.0.0.0:*   LISTEN
  4079/srcds_amd
  tcp0  0 foo.bar.com:27016   0.0.0.0:*   LISTEN
  4077/srcds_amd
  tcp0  0 foo.bar.com:27017   0.0.0.0:*   LISTEN
  4078/srcds_amd
  udp0  0 foo.bar.com:27015   0.0.0.0:*
  4079/srcds_amd
  udp0  0 foo.bar.com:27016   0.0.0.0:*
  4077/srcds_amd
  udp0  0 foo.bar.com:27017   0.0.0.0:*
  4078/srcds_amd
 
  and I get the following additional ones:
 
 
  udp0  0 0.0.0.0:27009   0.0.0.0:*
  4078/srcds_amd
  udp0  0 0.0.0.0:27010   0.0.0.0:*
  4079/srcds_amd
  udp0  0 0.0.0.0:27011   0.0.0.0:*
  4077/srcds_amd
  udp0  0 foo.bar.com:27020   0.0.0.0:*
  4078/srcds_amd
  udp0  0 foo.bar.com:27021   0.0.0.0:*
  4077/srcds_amd
  udp0  0 foo.bar.com:27022   0.0.0.0:*
  4079/srcds_amd
  udp0  0 foo.bar.com:27005   0.0.0.0:*
  4078/srcds_amd
  udp0  0 foo.bar.com:27006   0.0.0.0:*
  4077/srcds_amd
  udp0  0 foo.bar.com:27007   0.0.0.0:*
  4079/srcds_amd
 
 
 
  I guess I'll have to open that ports too. But I really want
  to know for what they are used. Also please remember that I
  am NOT using srctv.
 
 
 
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Re: [hlds] Firewall Ports

2005-11-11 Thread Kyrios
i meen adding the results of this thread to serverwiki.com

2005/11/11, Kyrios [EMAIL PROTECTED]:
 That was the intention of my post.

 Alfred could you perhaps give a statement?

 After one day without any response I would guess nobody really knows.

 2005/11/10, James Tucker [EMAIL PROTECTED]:
  VAC.
 
  Note to list: could someone with time document this on serverwiki and add 
  links on steam forums and other relevant
  places?
 
  Cheers,
 
  Busy james.
 
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] On Behalf Of Kyrios
   Sent: 10 November 2005 16:30
   To: hlds@list.valvesoftware.com
   Subject: [hlds] Firewall Ports
  
   Hi,
  
   I'm just configuring iptables on my linux server.
   I'm running 3 Counter-Strike Source dedicated servers there.
   From the steampowerd FAQs I got information that port
   27015/udp and 27015/tcp should be allowed.Also when you use
   srctv you also have to allow 27020/udp.
  
   My 3 gameservers don't use srctv. So from the information I
   got there I only have to open tcpudp ports matching the
   +port statement from my commandline. This should be 6 open
   ports for 3 gameserver instances.
  
   BUT:
  
   when i take a look at netstat -ap which gives me a list of
   open ports i get the ones mentioned in the documentation
   tcp0  0 foo.bar.com:27015   0.0.0.0:*   LISTEN
   4079/srcds_amd
   tcp0  0 foo.bar.com:27016   0.0.0.0:*   LISTEN
   4077/srcds_amd
   tcp0  0 foo.bar.com:27017   0.0.0.0:*   LISTEN
   4078/srcds_amd
   udp0  0 foo.bar.com:27015   0.0.0.0:*
   4079/srcds_amd
   udp0  0 foo.bar.com:27016   0.0.0.0:*
   4077/srcds_amd
   udp0  0 foo.bar.com:27017   0.0.0.0:*
   4078/srcds_amd
  
   and I get the following additional ones:
  
  
   udp0  0 0.0.0.0:27009   0.0.0.0:*
   4078/srcds_amd
   udp0  0 0.0.0.0:27010   0.0.0.0:*
   4079/srcds_amd
   udp0  0 0.0.0.0:27011   0.0.0.0:*
   4077/srcds_amd
   udp0  0 foo.bar.com:27020   0.0.0.0:*
   4078/srcds_amd
   udp0  0 foo.bar.com:27021   0.0.0.0:*
   4077/srcds_amd
   udp0  0 foo.bar.com:27022   0.0.0.0:*
   4079/srcds_amd
   udp0  0 foo.bar.com:27005   0.0.0.0:*
   4078/srcds_amd
   udp0  0 foo.bar.com:27006   0.0.0.0:*
   4077/srcds_amd
   udp0  0 foo.bar.com:27007   0.0.0.0:*
   4079/srcds_amd
  
  
  
   I guess I'll have to open that ports too. But I really want
   to know for what they are used. Also please remember that I
   am NOT using srctv.
  
  
  
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   ... black holes are where god divided by zero.
  
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Re: [hlds] Firewall Ports

2005-11-11 Thread Kyrios
Doesn't make ANY sense to me since these are ports that are LISTENING.
Are you telling me VAC needs three (!!!) open ports to work ? That's
nearly unbelievable.

Are you sure about that?

2005/11/11, James Tucker [EMAIL PROTECTED]:
 The answer was VAC as is at the top of my reply. There is some documentation 
 about this somewhere

  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Kyrios
  Sent: 11 November 2005 11:38
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] Firewall Ports
 
  i meen adding the results of this thread to serverwiki.com
 
  2005/11/11, Kyrios [EMAIL PROTECTED]:
   That was the intention of my post.
  
   Alfred could you perhaps give a statement?
  
   After one day without any response I would guess nobody
  really knows.
  
   2005/11/10, James Tucker [EMAIL PROTECTED]:
VAC.
   
Note to list: could someone with time document this on serverwiki
and add links on steam forums and other relevant places?
   
Cheers,
   
Busy james.
   
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Kyrios
 Sent: 10 November 2005 16:30
 To: hlds@list.valvesoftware.com
 Subject: [hlds] Firewall Ports

 Hi,

 I'm just configuring iptables on my linux server.
 I'm running 3 Counter-Strike Source dedicated servers there.
 From the steampowerd FAQs I got information that port 27015/udp
 and 27015/tcp should be allowed.Also when you use srctv
  you also
 have to allow 27020/udp.

 My 3 gameservers don't use srctv. So from the information I got
 there I only have to open tcpudp ports matching the +port
 statement from my commandline. This should be 6 open
  ports for 3
 gameserver instances.

 BUT:

 when i take a look at netstat -ap which gives me a
  list of open
 ports i get the ones mentioned in the documentation
 tcp0  0 foo.bar.com:27015   0.0.0.0:*
  LISTEN
 4079/srcds_amd
 tcp0  0 foo.bar.com:27016   0.0.0.0:*
  LISTEN
 4077/srcds_amd
 tcp0  0 foo.bar.com:27017   0.0.0.0:*
  LISTEN
 4078/srcds_amd
 udp0  0 foo.bar.com:27015   0.0.0.0:*
 4079/srcds_amd
 udp0  0 foo.bar.com:27016   0.0.0.0:*
 4077/srcds_amd
 udp0  0 foo.bar.com:27017   0.0.0.0:*
 4078/srcds_amd

 and I get the following additional ones:


 udp0  0 0.0.0.0:27009   0.0.0.0:*
 4078/srcds_amd
 udp0  0 0.0.0.0:27010   0.0.0.0:*
 4079/srcds_amd
 udp0  0 0.0.0.0:27011   0.0.0.0:*
 4077/srcds_amd
 udp0  0 foo.bar.com:27020   0.0.0.0:*
 4078/srcds_amd
 udp0  0 foo.bar.com:27021   0.0.0.0:*
 4077/srcds_amd
 udp0  0 foo.bar.com:27022   0.0.0.0:*
 4079/srcds_amd
 udp0  0 foo.bar.com:27005   0.0.0.0:*
 4078/srcds_amd
 udp0  0 foo.bar.com:27006   0.0.0.0:*
 4077/srcds_amd
 udp0  0 foo.bar.com:27007   0.0.0.0:*
 4079/srcds_amd



 I guess I'll have to open that ports too. But I really want to
 know for what they are used. Also please remember that I am NOT
 using srctv.



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[hlds] Firewall Ports

2005-11-10 Thread Kyrios
Hi,

I'm just configuring iptables on my linux server.
I'm running 3 Counter-Strike Source dedicated servers there. From the
steampowerd FAQs I got information that port 27015/udp and 27015/tcp
should be allowed.Also when you use srctv you also have to allow
27020/udp.

My 3 gameservers don't use srctv. So from the information I got there
I only have to open tcpudp ports matching the +port statement from
my commandline. This should be 6 open ports for 3 gameserver
instances.

BUT:

when i take a look at netstat -ap which gives me a list of open
ports i get the ones mentioned in the documentation
tcp0  0 foo.bar.com:27015   0.0.0.0:*   LISTEN
4079/srcds_amd
tcp0  0 foo.bar.com:27016   0.0.0.0:*   LISTEN
4077/srcds_amd
tcp0  0 foo.bar.com:27017   0.0.0.0:*   LISTEN
4078/srcds_amd
udp0  0 foo.bar.com:27015   0.0.0.0:*
4079/srcds_amd
udp0  0 foo.bar.com:27016   0.0.0.0:*
4077/srcds_amd
udp0  0 foo.bar.com:27017   0.0.0.0:*
4078/srcds_amd

and I get the following additional ones:


udp0  0 0.0.0.0:27009   0.0.0.0:*
4078/srcds_amd
udp0  0 0.0.0.0:27010   0.0.0.0:*
4079/srcds_amd
udp0  0 0.0.0.0:27011   0.0.0.0:*
4077/srcds_amd
udp0  0 foo.bar.com:27020   0.0.0.0:*
4078/srcds_amd
udp0  0 foo.bar.com:27021   0.0.0.0:*
4077/srcds_amd
udp0  0 foo.bar.com:27022   0.0.0.0:*
4079/srcds_amd
udp0  0 foo.bar.com:27005   0.0.0.0:*
4078/srcds_amd
udp0  0 foo.bar.com:27006   0.0.0.0:*
4077/srcds_amd
udp0  0 foo.bar.com:27007   0.0.0.0:*
4079/srcds_amd



I guess I'll have to open that ports too. But I really want to know
for what they are used. Also please remember that I am NOT using
srctv.



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Re: [hlds] Freeze Exploit

2005-11-10 Thread Kyrios
spammers :P


2005/11/8, Brian M Frain (eternal) [EMAIL PROTECTED]:
 --
 [ Picked text/plain from multipart/alternative ]
 very very good news.


  On 11/7/05, Brandon [EMAIL PROTECTED] wrote:
 
  --
  [ Picked text/plain from multipart/alternative ]
  very good news
 
  On 11/7/05, Kyrios [EMAIL PROTECTED] wrote:
  
   Good news :)
  
   2005/11/8, Alfred Reynolds [EMAIL PROTECTED]:
We are working on a fix.
   
Brandon wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 freeze exploit has gotten ridiculous and should be fixed right away
 and they shouldn't hold out for there next planned cs: s updated.
  Its
 horrible and
 now since everyone says wtf im being frozen more and more people
  have
 learned how to do it and are now doing it.

 in the meantime ive disabled spectators also

 On 11/6/05, dackz [EMAIL PROTECTED] wrote:

 If you don't mind people not being able to spectate, you can set
 mp_allowspectators to 0 meanwhile.

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Re: [hlds] Freeze Exploit

2005-11-07 Thread Kyrios
Good news :)

2005/11/8, Alfred Reynolds [EMAIL PROTECTED]:
 We are working on a fix.

 Brandon wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  freeze exploit has gotten ridiculous and should be fixed right away
  and they shouldn't hold out for there next planned cs: s updated. Its
  horrible and
  now since everyone says wtf im being frozen more and more people have
  learned how to do it and are now doing it.
 
  in the meantime ive disabled spectators also
 
  On 11/6/05, dackz [EMAIL PROTECTED] wrote:
 
  If you don't mind people not being able to spectate, you can set
  mp_allowspectators to 0 meanwhile.
 
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Re: [hlds] dual xeon cpu load question

2005-11-07 Thread Kyrios
on windows withinh the taskmanager

on linux you'll need a recent version of top. Then (guess what ;-) )
just type top ;)

2005/11/6, Graham McMaster [EMAIL PROTECTED]:
 infexXxiousservers wrote:

 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 can someone please tell me how i can see how much each xeon processors load 
 is?
 a concern has come up that we may have a xeon processor running higher than 
 the other and this could be a real problem.
 --
 
 
 
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  What Operating System?

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Re: [hlds] can't see server from internet

2005-11-07 Thread Kyrios
Take a look at the firewall log and also check console output of the
dedicated server if it can connect to master servers.

2005/11/6, Miles O'Connell [EMAIL PROTECTED]:
 --
 [ Picked text/plain from multipart/alternative ]
 yeap it is.

 On 11/5/05, Graham McMaster [EMAIL PROTECTED] wrote:
 
  Miles O'Connell wrote:
 
  --
  [ Picked text/plain from multipart/alternative ]
  i'm running a DOD server from behind a m0n0wall firewall/router using
  NAT.
  noone can see the server on the internet. they can connect to it if they
  know the IP, but they can't connect to it. i've forwarded all the ports
  as
  told to on srcds.com http://srcds.com http://srcds.com and on the
  srcds.com http://srcds.comhttp://srcds.comforums. any help woudl be
  great.
  --
  
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  Is sv_lan set to 0?
 
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Re: [hlds] Freeze Exploit

2005-11-04 Thread Kyrios
It definetly also works if not all playes are in the same team. Also
if you read the comments on the site I got the text from they say it
works with players on both teams.

2005/11/4, Dan Stevens (IAmAI) [EMAIL PROTECTED]:
 --
 [ Picked text/plain from multipart/alternative ]
 Is it human players only? Would it work if there are only bots on one of the
 sides?

 On 04/11/05, Brandon [EMAIL PROTECTED] wrote:
 
  --
  [ Picked text/plain from multipart/alternative ]
  why would u post how to do it kyrios
 
  On 11/3/05, Whisper [EMAIL PROTECTED] wrote:
  
   --
   [ Picked text/plain from multipart/alternative ]
   It is being fixed by Valve
   AFAIK it only works if everybody is on the same team, which makes me
   wonder
   how the hell people get it to work at all in the first place on a
  regular
   server, unless mp_limitteams is not enabled, or everybody is screwing
   around, in which case., if they want to be idiots they can suffer.
   Surf  Zombie horde servers are the things that do come to mind.
   On 11/4/05, James Tucker [EMAIL PROTECTED] wrote:
   
Given that the instructions suggest repeated tapping of the keys, it
   would
suggest overfilling a buffer.
   
It seems almost netcode driven, but this is mere speculation. Can
   someone
test if it works better/worse after the
join-auto-in-round spawn (can't remember the var name, it's late)
  time
   is
finished?
   
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Kyrios
 Sent: 03 November 2005 23:12
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Freeze Exploit

 Found this on the net...
[snip, no need to duplicate the exploit instructions]
   
   
   
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[hlds] Freeze Exploit

2005-11-03 Thread Kyrios
Hi there,

There seems to exists a freeze exploit. I was currently playing on a
german server when someone came on the server and frooze players. He
claimed himself as a hacker ;)

It feels like when you are stuck in a wall or something. You start
jittering arround.

Sry that I can't give more infos at the moment. I don't have any more.
If someone would like to have the STEAM_ID of the so called hacker
please message me.


Greets
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Re: [hlds] Freeze Exploit

2005-11-03 Thread Kyrios
Found this on the net

###
###
###
# Counter-Strike: Source Small Bug Freeze Players (everyone must be on
one team) -  # Comments (56)
# posted by [myg0t]g0d on Sunday, October 23 @ 11:52 PM

# Couter-Strike Source Bug

# Join a room
# Get everyone on one team
# Enter console, type bind / chooseteam;spectate
# Continue to press /1/1/1/1/1/1 very fast, or /2/2/2/2/2/2
# Press this many times until you recieve the score you wish

# If you press /1// , then you will spawn as a spectator, with 1 health.
# You can spectate people, but when u lock onto them, u will freeze them.
# As a spectator, you can pickup guns and other equiptment, have fun
on surfmaps as # these are the servers mostly people are on on one
team.

# Originally Posted by wind3x


2005/11/3, Tom French [EMAIL PROTECTED]:
 I agree, there was a player in our server, and he could freeze
 individual players, or the whole team.
 We banned him, but still do not know how he was doing it.


 Kyrios wrote:

 Hi there,
 
 There seems to exists a freeze exploit. I was currently playing on a
 german server when someone came on the server and frooze players. He
 claimed himself as a hacker ;)
 
 It feels like when you are stuck in a wall or something. You start
 jittering arround.
 
 Sry that I can't give more infos at the moment. I don't have any more.
 If someone would like to have the STEAM_ID of the so called hacker
 please message me.
 
 
 Greets
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Re: [hlds] changing the port

2005-11-02 Thread Kyrios
That sentence is awsome ;)
1.) You go onto your computer
2.) Your IP ;)
3.) You have your own internetah my mistake two internets :P

To avoid only having spam in this post:
It's a commandline parameter for the dedicated server
binary/executable. You specify the desired server port there and then
the servers tries to bind on that port.

2005/11/3, Justin [EMAIL PROTECTED]:
 --
 --
 [ Picked text/plain from multipart/alternative ]
 but when i go on my other computer the ip is like 50372 i have two computers
 with 2 internets

 ---Original Message---

 From: [EMAIL PROTECTED]
 Date: 11/02/05 16:58:23
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] changing the port

 How are you connected to the Internet? If your machines IP address is
 192.168.xxx.xxx, then you are behind a router. It's only a question of where
 the router is, and is quite likely built into your modem. What kind of
 Internet connection do you have, what kind of Modem do you have?

 To answer your question, the -port 27035 goes on the command line you use to
 start your server. If you have a shortcut on your desktop, then edit the
 shortcut and add it to the end of the target field, so you have something
 like this:

 hlds.exe -game cstrike -port 27035

 - Original Message -
 From: Justin [EMAIL PROTECTED]
 To: hlds@list.valvesoftware.com
 Sent: Wednesday, November 02, 2005 12:48 PM
 Subject: Re: [hlds] changing the port


  --
  --
  [ Picked text/plain from multipart/alternative ]
  i dont have a roughter but were to i put
  -port 27035
 
 
  ---Original Message---
 
  From: [EMAIL PROTECTED]
  Date: 11/01/05 11:03:00
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] changing the port
 
  And forward the port from your router to the box running the server. And
  check router and modem firewall settings.
 
  You add to the command line -port 27035 or whatever you will use.
 
  Mark,
  www.TeamRtb.co.uk
 
 
  how do i change the server's port its like 57036 and i want it to be
  like
  27018 or 27035
 
  please help its for cs 1.6
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Re: [hlds] HL2DM inherently unfair

2005-04-08 Thread Kyrios
Because you don't leave people the choice how they work with their emails ;)

On Apr 7, 2005 8:37 PM, Napier, Kevin [EMAIL PROTECTED] wrote:
 Why don't you leave my choice of which mail reader I use up to me.
 Thanks.


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Behalf Of Kyrios
 Sent: Thursday, April 07, 2005 1:58 PM
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] HL2DM inherently unfair

 because.

 this...X-Mailer: Microsoft Office Outlook, Build 11.0.6353
  isn't really a good one for mailinglists ;)

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Re: [hlds] Source dedicated server CONFIG FILES

2005-04-08 Thread Kyrios
server.cfg is the one read by default.

If you want to include others in that file juste exec them

exec myothercfg.cfg

You can always run any config while playing with rcon.

Just type in the console
rcon_password secretpw
rcon exec cal.cfg

note u only have to type the rcon_password once it's a cvar. Once
changed it stays until you change it or quit cs. You could also
include it in your client userconfig.

If u want to reload the server.cfg just do a mapchange OR rcon exec server.cfg

On Apr 8, 2005 10:20 PM, Lorenzo Fife [EMAIL PROTECTED] wrote:
 Hi

 I'm running CS:S Dedicated Server (Windows)

 when i start Source Dedicated Server... what .cfg file is it reading then?
 Which one does it open by default i mean. if i execute another one while the
 game's running (exec cal.cfg for example) how do i go and change it back to
 the original? How do i make the server start, and automatically read from a
 .cfg file?  I'm still confused when it comes to .cfg files.  in my /cfg
 directory, there's a few .CFG files, but all came with the Mani Admin
 Plugin...

 Let me know plz

 Thanks
 ~Lorenzo

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Re: [hlds] HL2DM inherently unfair

2005-04-07 Thread Kyrios
look at the name of the list.

It's a dedicated server list.

Not HLDM or CS or whatever. Just server!

On Apr 7, 2005 5:41 AM, Mikee [EMAIL PROTECTED] wrote:
 You are rightI just had to rant my frustration for a moment.  I forgot
 that no one wants to hear about any problems on this list unless they relate
 to Counterstrike, Counterstrike, or Counterstrike.  Just ignore my rant.
 Valve already does.

 Slurks off back under bridge with fellow trolls

 - Original Message -
 From: Kyrios [EMAIL PROTECTED]
 To: hlds@list.valvesoftware.com
 Sent: Wednesday, April 06, 2005 7:11 PM
 Subject: Re: [hlds] HL2DM inherently unfair

 I don'T disagree with u guys. But this mailinglist is really the wrong
  place for that.
 
  On Apr 7, 2005 1:02 AM, Mikee [EMAIL PROTECTED] wrote:
  There are a ton of bugs and major problems with this game, that has not
  been
  updated in a coon's age.  Most of them are listed in this topic:
 
  http://forums.steampowered.com/forums/showthread.php?s=threadid=248425perpage=15pagenumber=1
 
  The forum moderators won't even sticky this useful topiclet alone
  reply
  to any of them.   It's just Counterstrike, Counterstrike, Counterstrike.
  There are thousands of players who detest Counterstrike.  Why the hell
  did
  Valve even publish a HL2?  They should have just published a CS2 and
  officially screwed HL2, so we wouldn't have any expectations.  They have
  not
  even released the contest maps that were decided 2 months ago.  BS!
 
  - Original Message -
  From: K. Mike Bradley [EMAIL PROTECTED]
  To: hlds@list.valvesoftware.com
  Sent: Wednesday, April 06, 2005 2:30 PM
  Subject: [hlds] HL2DM inherently unfair
 
   Alfred,
  
   Valve needs to update HL2DM player walk sound effects.
  
   Anyone who plays as a combine has a jingly tingly walk sound (like keys
   and
   other metal gear would make on your belt) which can be heard a mile
   away.
  
   The human team has a much stealthier walk.
  
   Something must be done please.
  
  
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Re: [hlds] HL2DM inherently unfair

2005-04-07 Thread Kyrios
On Apr 7, 2005 7:50 PM, ironchef [EMAIL PROTECTED] wrote:
 Napier, Kevin wrote:
  Maybe he is better then you?  :--)  (joke! laugh god damit.. it's a
  game)

 Trim your messages, god damnit, it's a mailing list.
Incase bandwith or traffic isn't your problem try using a better email client :P

 --
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Re: [hlds] HL2DM inherently unfair

2005-04-07 Thread Kyrios
because.


this...X-Mailer: Microsoft Office Outlook, Build 11.0.6353
 isn't really a good one for mailinglists ;)

On Apr 7, 2005 7:57 PM, Kyrios [EMAIL PROTECTED] wrote:
 On Apr 7, 2005 7:50 PM, ironchef [EMAIL PROTECTED] wrote:
  Napier, Kevin wrote:
   Maybe he is better then you?  :--)  (joke! laugh god damit.. it's a
   game)
 
  Trim your messages, god damnit, it's a mailing list.
 Incase bandwith or traffic isn't your problem try using a better email client 
 :P
 
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  http://www.dexworld.org/
 
 
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Re: [hlds] in-game NAME problems

2005-04-07 Thread Kyrios
Got another issue that's propably already known.

if you play with mat_dxlevel 70 you can see light entitys threw the map.

Propably already known...

On Apr 7, 2005 9:24 PM, Z Teknology G-Mail [EMAIL PROTECTED] wrote:
 Alfred already knows about this.  He said that it is not on the high
 importance list which i think is silly.  Makes it hard to ban people
 when you can't see their real names and you have to try to match up the
 fake name to the right name in the status command

 Zack

 List Keeper wrote:

 Hm, the only issue I noticed so far was a player showing up in the Score 
 list, but not via status command.
 
 Perhaps it is related?
 
 
 On Thursday, April 07, 2005 01:37 PM [GMT-06:00],
 Kevin Cantrell [EMAIL PROTECTED] wrote:
 
 
 I read the threads on the SteamForums so I know it's a
 wide spread issue, but I thought I would start one
 here as well, because I haven't seen any of us talk
 about it yet.
 
 -
 Since the last update names have been messed up.
 If you join a server and hit the tab key you will
 see everyone's name correctly, but the longer you stay
 on the server and as people join/leave. the names will
 get messed up.
 Example: Last night I played on our Clan pub server
 for about 10 minutes, and as our Clan members joined
 and pubbers left. eventually I could not see a single
 one of our clan members names show up in the scores
 If they talked over Voice Chat I knew they were still
 there. (about 6 clan members and 10 pubbers)
 
 Others who had just joined said the names looked
 perfect to them, untill they had been on awhile, then
 the names started appearing wrong again.
 
 
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Re: [hlds] Sounds in motd.txt

2005-04-07 Thread Kyrios
To stop the sound with a hyperlink can be done with JavaScript. But
don't ask me how ;)
To stop the sound when the player chooses a team could be difficult.
Propably ask the admin plugin coders for input on that.

Other ideas:
If you don't want the sound to loop just try:
bgsound src=background.mid loop=1 (I suppose valve uses
InternetExplorer librarys)
I don't know how long your sound is but if you can't stop it
looping just edit the file in a soundeditor and add 90minutes silence
at the end.



On Apr 7, 2005 10:09 PM, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 All,

 I would like to add a WAV or MP3 file to the welcome screen on my CS:S
 server.

 I have been able to get this part working.  What I would like to do  now is
 have the sound stop when a user either clicks OK on the welcome screen or
 selects a team.

 Any ideas?

 Thanks

 Server is a Linux CS Source server
 --

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Re: [hlds] Server at ~70 fps. -tickrate fps_max questions

2005-04-06 Thread Kyrios
On Apr 6, 2005 5:14 PM, Kerry Dorsey [EMAIL PROTECTED] wrote:
 Kevin Cantrell wrote:

 yeh Germany is a bit far for me, but it still played
 fairly well...
 
 I am testing tonight also, I password protected all
 but one of my pubs.
 and bumped the -tickrate up to 100 and fps_max to 1000
 the console is showing around 512fps.
 I run Dual 1ghz CPU's and 2.5gb ECC ram. so I am
 interested if the tickrate setting will be too much
 when the server gets full later tonight.
 My server is in Dallas at a fast co-location facility
 right on the backbone.
 
 If anyone wants to test it out it's 69.13.208.40:27015
 
 
 --- Kyrios [EMAIL PROTECTED] wrote:
 
 
 It's server located in germany ;) So testing from
 the us won't be very
 intelligent :P I should have mentioned that ;)
 
 On Apr 6, 2005 1:15 AM, Kevin Cantrell
 [EMAIL PROTECTED] wrote:
 
 
 I had 150 ping on your server .
 
 so I couldn't see anything different.
 
 
 --- Kyrios [EMAIL PROTECTED] wrote:
 
 
 On Apr 6, 2005 12:44 AM, wArgOd
 
 
 [EMAIL PROTECTED]
 
 
 wrote:
 
 
 Kyrios wrote:
 
 
 
 So it must be just a subjective feeling.
 
 
 Perhaps
 
 
 this is supported by
 
 
 the sound also beeing smoother.
 
 
 
 
 
 be sure to solicit opinions from a number of
 
 
 players.
 Already done.
 
 
 I bet the response will be seems like i move
 
 
 faster here, etc.
 Try it yourself. Server IP was in the last
 
 
 email.
 
 
 
 
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 I too ran tests last night on our private CS:S server . All previous
 netcode settings were totally stock before (fps_max 300). The only
 adjustments made were:
   fps_max  500
   launch Windows Media player and minimize at the local console

 Immediately, the FPS went from a consistent 99fps to 499.27!  Keeping
 the previously unspecified fps_max setting (300), but running Media
 player yielded 299+fps. Thus, proving the media clock lock theory.
I don't know if u can say theory anymore. There is a article in the
official steam-support DB suggesting to use Mediaplayer.
 Without Media Player = 99fps max regardless of fps_max setting. With
 Media Player = fps reflecting max_fps setting. I never made any
 -tickrate changes. If the objective was to increase overall fps, then
 this shouldn't be a necessary procedure.
This was clear to me. If not to others I shoudl have pointed that out
more clearly.

From what Alfred posted in the other thread, tickrate in Source DS the
simulation updatefrequency.

Suppose the server runs at 1000fps and every client gets all requested
packages. All Clients use updaterate 100. Your client then really gets
100 packets a second. But (how I understood it) just 33/s are real new
data.

I'm really just guessing. Would be very nice if Alfred could explain
the relation between server fps and server tickrate.



 My test system is a 2.8 P4e w/ 2GB on a 3Mb muxed T-1 circuit. Total
 player load was 10ppl. Lower loads were filled w/ bots for a minimum of
 8 players at any given time. Every player noticed an improved latency by
 at least 10ms and commented on the improved fluidity of gameplay. The
 server is located in the Midwest USA and players were located across the
 US and Canada.

 The only remaining question is how bandwidth use was altered as a result
 of this test? General MRTG graphs showed NO change, but since the CPU
 load didn't seem to change either (I run srcds as a service) *something*
 had to change. Did anyone else notice any throughput changes?

 Kerry
 www.mikesmarauders.com

Re: [hlds] HL2DM inherently unfair

2005-04-06 Thread Kyrios
I don'T disagree with u guys. But this mailinglist is really the wrong
place for that.

On Apr 7, 2005 1:02 AM, Mikee [EMAIL PROTECTED] wrote:
 There are a ton of bugs and major problems with this game, that has not been
 updated in a coon's age.  Most of them are listed in this topic:

 http://forums.steampowered.com/forums/showthread.php?s=threadid=248425perpage=15pagenumber=1

 The forum moderators won't even sticky this useful topiclet alone reply
 to any of them.   It's just Counterstrike, Counterstrike, Counterstrike.
 There are thousands of players who detest Counterstrike.  Why the hell did
 Valve even publish a HL2?  They should have just published a CS2 and
 officially screwed HL2, so we wouldn't have any expectations.  They have not
 even released the contest maps that were decided 2 months ago.  BS!

 - Original Message -
 From: K. Mike Bradley [EMAIL PROTECTED]
 To: hlds@list.valvesoftware.com
 Sent: Wednesday, April 06, 2005 2:30 PM
 Subject: [hlds] HL2DM inherently unfair

  Alfred,
 
  Valve needs to update HL2DM player walk sound effects.
 
  Anyone who plays as a combine has a jingly tingly walk sound (like keys
  and
  other metal gear would make on your belt) which can be heard a mile away.
 
  The human team has a much stealthier walk.
 
  Something must be done please.
 
 
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  please visit:
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Re: [hlds] Server at ~70 fps. -tickrate fps_max questions

2005-04-05 Thread Kyrios
On Apr 5, 2005 9:54 AM, Whisper [EMAIL PROTECTED] wrote:
 Supposedly this is getting fixed shortly

 It wasn't a Windows 2003 issue, unless this is a seperate issue Im not aware 
 of

 On Apr 5, 2005 5:38 PM, Brandon Dumont - MWEB [EMAIL PROTECTED] wrote:
  Thanks Kyrios for asking something I've just been to busy (or lazy to
  do) for awhile now.
  Is the tickrate cmd set in the server.cfg like fps_max or a cmd
  parameter?
What I know now is:
sys_tickrate is the old (HLDS) CVAR for fps_max (CSSDS). Steam
Documentation says it's completly the same.
When talking about tickrate in CSSDS it is a completly new feature not
existing in HLDS. It's a launchoption only.
### CSSDS = Counter Strike Source Dedicated Server
### HLDS = the orginal old (HL1) Dedicated Server
 
  Please let me know what you find...
 
  Regarding CSS and win2003 server, are we still required to bounce the
  box daily to avoid the eventual performance degradation?
See the other post from Alfred.

Also it's never a bad idea to restart a process from time to time.
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Kyrios
  Sent: 05 April 2005 01:18
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] Server at ~70 fps. -tickrate fps_max questions
 
  Was just waiting for a reply to add the info that it is a cs:s Server ;)
 
  Meanwhile I continued googling around and read about windows not using
  high performance timers at startup and the workaround with starting
  mediaplayer or another multimedia programm.
 
  Unfortunatly I can't test it atm since it is a rented server and the
  admins are offline ;)
 
  I'll try it tomorrow and will let you know.
 
  Also I've now notived that the mtnioned Steam-Support DB Article is from
  march 2004. So it's propably for hlds.
  This now fits to Alfred's earlier post saying that tickrate greater 100
  can create strange problems.
  I think the 1FPS Bug is one of those weird problems.
 
  So what I will try tomorrow is:
  - tickrate 100
  - MediaPlayer in the background.
  - fps_max greater 300
 
  I hope/think this will give optimal performance ;)
 
  P.S.: Yes the post was confusing;) That's primary because I've been
  really confused. I totally mixed hlds and CSDS information.
 
  On Apr 5, 2005 12:58 AM, Ian mu [EMAIL PROTECTED] wrote:
   Not sure if its a little confusing your post, or maybe its just
   meare you talking about css (am assuming so from most of
   commands)? In which case ignore pingboost.
  
   fps_max (faik), is the max settable via rcon etc, so probably wouldn't
 
   affect it. tickrate would though. It may help if you include the o.s,
   kernel ver etc if applicable as it could be that limiting it as it can
 
   cause some oddities.
  
   Guessing fps_max probably will create some weird divisors if lower
   than tickrate as it may try to work out something from the original
   tickrate and know it can't go above it/reach it? (Not entirely sure on
 
   that one, but have seen similar in other game engines).
  
   The dropping down to 1 fps is a bit weird though, and makes me wonder
   a bit if there isn't something setup wrong with your system. Also make
 
   sure all instances are restarted every day if css etc as its got a
   weird fps halving+ bug which doesn't take all that long to appear.
  
   Anyway, bit more info would probably help those here narrow it down
  maybe.
  
   On Apr 4, 2005 11:16 PM, Kyrios [EMAIL PROTECTED] wrote:
Hi List,
   
today I first heard about tickrate. I then searched the steam forums
 
and the Support DB.
When I then tried (after reading the support DB Engine Article) i
decided to try -tickrate 1000.
   
What happend was the server running at 1000fps. After players joined
 
the server the server fps dropped to 1. Unplayable ;)
   
Now i've read on the list that 100 is the maximum suggestable.
Trying this has now visible effect.
   
The point why I'm trying all this is that my server fps are allways
just arround 50-70. The machine is a P4 3,6 with 2 GB Ram. Also
there are runnig 3 other instances on the machine I believe 70fps is
 
far not enough (mostyl because the other instances do idle 23h a
  day).
   
I also tried to change fps_max from default to higher and lower
  values.
   
With fps_max 1000 there is no change at all.
With fps_max lower than actual fps, the fps are divided and rounded
:P
   
Example
rcon stats says the server does 61 fps.
Then setting fps_max to 58 results in 33,3 fps.
   
Very strange in my eyes.
   
So here is the question ;-) How can I get more than 70fps or is the
 
server really to slow? Remember the other instances really just idle
 
arround
   
Also I've read about -pingboost 3 or something like that. What does
it actually do?
   
Greets
Thorsten
   
P.S.: Sry for my terrible english ;)
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Re: [hlds] Server at ~70 fps. -tickrate fps_max questions

2005-04-05 Thread Kyrios
I also prefer smaller servers.


But anyway.
The defaults should (and in this case propably are) always good for
the average user/server.

So if you are playing arround with all the performance settings you
can't suppose getting a 32slot server on a Pentium 1 with 10ms ping.

If u want to tune your server do it carefully and never forget
thinking about what you are doing!

I'm not a HLDS or CSSDS Server pro. But this is something generell .


What I know now (just talking about CSSDS) Please correct me if I'm wrong:
higher tickrate consumes more CPU time but results in more accurate
data sent to the client.
higher fps_max enables the server to render more frames a second. It's
just a cap. If your server can't do 350 frames increasing fps_max to
400 won't give you 400 frames. The more server fps the faster the
server replies will be (should affect scoreboard latency ?!?). I
haven't yet discovered a reasonable reason to set it lower than 1000.
Perhaps to decrease CPU usage

On Apr 5, 2005 6:03 PM, Whisper [EMAIL PROTECTED] wrote:
 Personally I prefer smaller servers to larger servers

 Larger servers are to random and cheat havens cause they can be more
 difficult to spot.

 On Apr 6, 2005 1:55 AM, Napier, Kevin [EMAIL PROTECTED] wrote:
  This is a multi-part message in MIME format.
  --
  Have a question..
 
  Who really (most of the time) want's to play with only 16 people ?
  If I read that right (and short of trying it out for the hell of it once in 
  december.. I've not run srcds), even a 3gig xeon can't run a 32 player cs 
  or dm without issues ?
 
  If that's true, that the realistic capping point for solid play on the 
  source engine is around 16 players, then that's pretty weak and sounds like 
  something that's not really going to be fixable in near term.  I don't see 
  how this is going to compete with the likes of say BF2 at 32-64 (granted at 
  about 3-4x the bandwidth).
 
  
 
  From: [EMAIL PROTECTED] on behalf of wArgOd
  Sent: Tue 4/5/2005 11:25 AM
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] Server at ~70 fps. -tickrate fps_max questions
 
  Whisper wrote:
 
  The Windows Multimedia Timer issue really ought to be fixed properly
  
  Maybe Alfred can have a look at it :)
  
  
  
  I'm not so sure the Windows Multimedia Timer thing is as much of an
  issue for srcds as we make it out to be.
 
  I have observed that as long as the player sclot count is less than 16
  per server the players don't have any issues at all.
  Even when the game servers are mostly full and the server has 20 servers
  running.
  The CPU level (dual xeon) does not start creeping above 20% until over
  half the available capacity is operating.
  On the other hand, if I do the multimedia timer thing with 50 players
  online, the CPU goes through the roof and the players begin complaining
  about lag.
 
  Seems to me like the srcds is designed for 16 players with a 65 fps
  rate shown on the console display.
  As long as this is what is happening on the server then the server can
  pretty much fill up 20 servers running efficient maps.
  Toss in poorly made or stunning visual effects maps and everything can
  go to hell in a heartbeat no mater how many servers or players are online.
 
  I guess this is good for the small server addicts. And there seems to be
  a lot of them out there.
  And the GSPs can sell them faster than 24 - 32 slot servers too since
  the cost is usually relative to the slot count.
 
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Re: [hlds] Server at ~70 fps. -tickrate fps_max questions

2005-04-05 Thread Kyrios
guys please start a extra thread or even better mail private

On Apr 5, 2005 8:49 PM, wArgOd [EMAIL PROTECTED] wrote:
 [EMAIL PROTECTED] wrote:

 All of your servers have YOUR name on them...I see
 none of them named to indicate that anybody wants YOU to run a server for
 them. So at least your ignorance hasn't infected too many people yet.
 Ray S.
 
 
 
 Ray, we don't rent servers out. We aren't a GSP. We don't want to be a GSP.
 We provide the servers free for anyone to play on unless they get
 banned. (so far 1400 bans in the list)
 Well, actually we do rent some out on the Linux host at a heavy discount
 in special cases where we know the people and they know us.
 In fact we have had people beg us to rent them a server.
 But we won't because we just don't compete with the main GSPs.
 battleague.com is a seperate entity and has no association with the host
 I operate.
 So whether I run 0, 1, or 10,000 servers has no relevance on you or any
 other GSP.

 So why are you so angry about it? There must be a reason?
 Could it be that you are one of the drunken fools who calls us on the
 telephone in the wee hours to raise hell and say stupid incoherent
 blabber like:
 It mush be nize to hrent out all dem suhvuhs fo freeh huh ashhole! CLICK

 Get a life ray. I'm 47 years old and have the money to lease 4 hosts and
 run that many more CSS server free for as long as I want to if I want
 to. It is my choice, not yours or anyone else's and theplanet.com
 appreciates the P2800S package business and they don't care how many css
 servers are running, etc.
 Again, it has nothing to do with GSP competition so you go be the
 excellent provider you are and keep the threads free of your useless flames.


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Re: [hlds] Server at ~70 fps. -tickrate fps_max questions

2005-04-05 Thread Kyrios
Tonight tested the server with:
- tickrate 100
- mediaplayer running
- fps_max 1000

Things that changed:

- fps 70 before = ~500 now
- server is a headshotmachine now
- Weapons seem to shoot faster (especially the AK47)

makes a lot of fun. But faster shooting weapons could be a bug ?!?
Perhaps Online Leagues will restrict tickrate change ?
Is it just subjective feeling?

I made 2 demos firing a complete AK47 magazine :
One on a listen server (should be tickrate 33 ? )
One on the dedicated (100 tickrate)

listenserver needed 295 ticks
dedicated needed 300 ticks

Hmm... enoug space for speculations..

On Apr 5, 2005 11:31 PM, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 what should tickrate be at? i get from 50-140 fps but does not stay  constant.
 I rent a server , so i would have to get the company to change the  command
 line for serverdoc? and will that effect the performance of the other  servers
 on the box?
 it would be nice to run a 100 fps all the time.
 --

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Re: [hlds] Server at ~70 fps. -tickrate fps_max questions

2005-04-05 Thread Kyrios
read the thread

On Apr 5, 2005 11:31 PM, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 what should tickrate be at? i get from 50-140 fps but does not stay  constant.
 I rent a server , so i would have to get the company to change the  command
 line for serverdoc? and will that effect the performance of the other  servers
 on the box?
 it would be nice to run a 100 fps all the time.
 --

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Re: [hlds] Server at ~70 fps. -tickrate fps_max questions

2005-04-05 Thread Kyrios
btw:

ping decreased ~10ms for all players.

On Apr 6, 2005 12:26 AM, Kyrios [EMAIL PROTECTED] wrote:
 allready testet with fps_max 1000 and tickrate default.
 The effect is a server not that precise in  my eyes. I will
 definetly continue running the server with tickrate 100. It feels much
 smoother and your aim is honoured.

 If you have players playing a lot (highskilled in CS:S language :P)
 they will LOVE tickrate 100.

 Update on AK47:
 I just checked it with a clock (my Nokia :P):

 It's on both servers around 3s. Of course this is not a very precise
 measurement. But i repeatet the tests 10 times on each server. And the
 average was 3 seconds for one magazine.

 So it must be just a subjective feeling. Perhaps this is supported by
 the sound also beeing smoother.

 Hmm... I don't really know so I will stop guessing arround :P

 My recommendation after these tests tonight (played a 5on5, tested
 around with clanmates) is definetly -tickrate 100 for a clanwar
 server. The first time I got the feeling my weapon hits where I aim :P

 FYI: my client settings tonight:
 rate 2;cl_rate ;cl_cmdrate 101;cl_updaterate 101;
 cl_cmdbackup 0; cl_smooth 0;cl_smoothtime 0.1; cl_interp
 0.01;cl_predict 1;cl_lagcompensation 1; cl_interpolate 1;

 If you want to try the server:
 IP: 213.131.244.251:27015
 PW: 1337

 ;)


 On Apr 6, 2005 12:03 AM, wArgOd [EMAIL PROTECTED] wrote:
  try getting rid of the tickrate option (default 33) and leave the
  max_fps at 1000 and see what you get.
  you might find you don't need to boost tickrate if you don't have to.
 
  Kyrios wrote:
 
  Tonight tested the server with:
  - tickrate 100
  - mediaplayer running
  - fps_max 1000
  
  Things that changed:
  
  - fps 70 before = ~500 now
  - server is a headshotmachine now
  - Weapons seem to shoot faster (especially the AK47)
  
  makes a lot of fun. But faster shooting weapons could be a bug ?!?
  Perhaps Online Leagues will restrict tickrate change ?
  Is it just subjective feeling?
  
  I made 2 demos firing a complete AK47 magazine :
  One on a listen server (should be tickrate 33 ? )
  One on the dedicated (100 tickrate)
  
  listenserver needed 295 ticks
  dedicated needed 300 ticks
  
  Hmm... enoug space for speculations..
  
  On Apr 5, 2005 11:31 PM, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
  
  
  --
  [ Picked text/plain from multipart/alternative ]
  what should tickrate be at? i get from 50-140 fps but does not stay  
  constant.
  I rent a server , so i would have to get the company to change the  
  command
  line for serverdoc? and will that effect the performance of the other  
  servers
  on the box?
  it would be nice to run a 100 fps all the time.
  --
  
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Re: [hlds] Server at ~70 fps. -tickrate fps_max questions

2005-04-05 Thread Kyrios
allready testet with fps_max 1000 and tickrate default.
The effect is a server not that precise in  my eyes. I will
definetly continue running the server with tickrate 100. It feels much
smoother and your aim is honoured.

If you have players playing a lot (highskilled in CS:S language :P)
they will LOVE tickrate 100.

Update on AK47:
I just checked it with a clock (my Nokia :P):

It's on both servers around 3s. Of course this is not a very precise
measurement. But i repeatet the tests 10 times on each server. And the
average was 3 seconds for one magazine.

So it must be just a subjective feeling. Perhaps this is supported by
the sound also beeing smoother.

Hmm... I don't really know so I will stop guessing arround :P

My recommendation after these tests tonight (played a 5on5, tested
around with clanmates) is definetly -tickrate 100 for a clanwar
server. The first time I got the feeling my weapon hits where I aim :P

FYI: my client settings tonight:
rate 2;cl_rate ;cl_cmdrate 101;cl_updaterate 101;
cl_cmdbackup 0; cl_smooth 0;cl_smoothtime 0.1; cl_interp
0.01;cl_predict 1;cl_lagcompensation 1; cl_interpolate 1;

If you want to try the server:
IP: 213.131.244.251:27015
PW: 1337

;)




On Apr 6, 2005 12:03 AM, wArgOd [EMAIL PROTECTED] wrote:
 try getting rid of the tickrate option (default 33) and leave the
 max_fps at 1000 and see what you get.
 you might find you don't need to boost tickrate if you don't have to.

 Kyrios wrote:

 Tonight tested the server with:
 - tickrate 100
 - mediaplayer running
 - fps_max 1000
 
 Things that changed:
 
 - fps 70 before = ~500 now
 - server is a headshotmachine now
 - Weapons seem to shoot faster (especially the AK47)
 
 makes a lot of fun. But faster shooting weapons could be a bug ?!?
 Perhaps Online Leagues will restrict tickrate change ?
 Is it just subjective feeling?
 
 I made 2 demos firing a complete AK47 magazine :
 One on a listen server (should be tickrate 33 ? )
 One on the dedicated (100 tickrate)
 
 listenserver needed 295 ticks
 dedicated needed 300 ticks
 
 Hmm... enoug space for speculations..
 
 On Apr 5, 2005 11:31 PM, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
 
 
 --
 [ Picked text/plain from multipart/alternative ]
 what should tickrate be at? i get from 50-140 fps but does not stay  
 constant.
 I rent a server , so i would have to get the company to change the  command
 line for serverdoc? and will that effect the performance of the other  
 servers
 on the box?
 it would be nice to run a 100 fps all the time.
 --
 
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 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds
 
 
 
 
 
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 please visit:
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Re: [hlds] Server at ~70 fps. -tickrate fps_max questions

2005-04-05 Thread Kyrios
On Apr 6, 2005 12:44 AM, wArgOd [EMAIL PROTECTED] wrote:
 Kyrios wrote:

 So it must be just a subjective feeling. Perhaps this is supported by
 the sound also beeing smoother.
 
 
 
 be sure to solicit opinions from a number of players.
Already done.
 I bet the response will be seems like i move faster here, etc.
Try it yourself. Server IP was in the last email.

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[hlds] Server at ~70 fps. -tickrate fps_max questions

2005-04-04 Thread Kyrios
Hi List,

today I first heard about tickrate. I then searched the steam forums
and the Support DB.
When I then tried (after reading the support DB Engine Article) i
decided to try -tickrate 1000.

What happend was the server running at 1000fps. After players joined
the server the server fps dropped to 1. Unplayable ;)

Now i've read on the list that 100 is the maximum suggestable.
Trying this has now visible effect.

The point why I'm trying all this is that my server fps are allways
just arround 50-70. The machine is a P4 3,6 with 2 GB Ram. Also there
are runnig 3 other instances on the machine I believe 70fps is far not
enough (mostyl because the other instances do idle 23h a day).

I also tried to change fps_max from default to higher and lower values.

With fps_max 1000 there is no change at all.
With fps_max lower than actual fps, the fps are divided and rounded :P

Example
rcon stats says the server does 61 fps.
Then setting fps_max to 58 results in 33,3 fps.

Very strange in my eyes.

So here is the question ;-) How can I get more than 70fps or is the
server really to slow? Remember the other instances really just idle
arround

Also I've read about -pingboost 3 or something like that. What does it
actually do?



Greets
Thorsten

P.S.: Sry for my terrible english ;)
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