Re: [hlds] Counter Strike Server Lag

2005-07-06 Thread James Tucker
Interesting as the 1 that appears in the VDF file is clearly wrong anyway.

On 7/5/05, Kevin Ottalini [EMAIL PROTECTED] wrote:

 I did a detailed test, results are here:
 http://home.covad.net/~k25125/SteamyThings/rate_test.jpg

 I did this test on an HLDM (HL1) server (same for CS 1.6) and client, HL2
 servers and clients might have different (lower) maxrates.

 the information (for HL1) is described here:
 http://steampowered.custhelp.com/cgi-bin/steampowered.cfg/php/enduser/std_adp.php?p_faqid=166

 sv_maxrate is valid from 0 (which means no set maxrate IE: whatever the
 client is set for up to 2)

 if you do a find sv_maxrate on a SRCDS server it will return:
 (def . 0) - Max bandwidth rate allowed on server, 0 == unlimited

 where unlimited means any client rate from sv_minrate to 1 maximum
 (maybe 2?).

 sv_minrate and sv_maxrate are both in bytes/second.

 there is also a detailed description of the multiplayer networking here:
 http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking

 for HL2 Servers, I did find these comments in the
 C:\HL2Server\platform\admin\helpfile.vdf

 sv_maxrate
 {
   text sv_maxrate:set the max data transfer rate in bytes per second for
 any one client on the server.
 Setting this to 0 or any value over 1 defaults to 1. Default:0
 {

 sv_minrate
 {
   text sv_minrate: set the min data transfer rate in bytes per second for
 any one client on the server.
 Setting this to 0 or any value under 500 defaults to 500. Default:0
 }

 I suggest you do your own test as I did if you still have doubts.


 - Original Message -
 From: James Tucker
 To: hlds@list.valvesoftware.com
 Sent: Tuesday, July 05, 2005 6:57 AM
 Subject: Re: [hlds] Counter Strike Server Lag


  On 7/5/05, Kevin Ottalini  wrote:
  there is no such thing as maxrate 25000
  2 is the maximum, always has been,  therefore changing it from 25k to
  20k won't make any difference.
 
  Documentation reference please. I see no (min. value) (max. value)
  in the cvar documentation for Source.


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Re: [hlds] Counter Strike Server Lag

2005-07-06 Thread Whisper
--
[ Picked text/plain from multipart/alternative ]
1 is definitely incorrect.
 Any Bandwith Monitoring Program will tell you that you can do in excess of
15KB/s when playing CS:S, so long as the client and server are set up
appropriately.

 On 7/7/05, James Tucker [EMAIL PROTECTED] wrote:

 Interesting as the 1 that appears in the VDF file is clearly wrong
 anyway.

 On 7/5/05, Kevin Ottalini [EMAIL PROTECTED] wrote:
 
  I did a detailed test, results are here:
  http://home.covad.net/~k25125/SteamyThings/rate_test.jpg
 
  I did this test on an HLDM (HL1) server (same for CS 1.6) and client,
 HL2
  servers and clients might have different (lower) maxrates.
 
  the information (for HL1) is described here:
 
 http://steampowered.custhelp.com/cgi-bin/steampowered.cfg/php/enduser/std_adp.php?p_faqid=166
 
  sv_maxrate is valid from 0 (which means no set maxrate IE: whatever the
  client is set for up to 2)
 
  if you do a find sv_maxrate on a SRCDS server it will return:
  (def . 0) - Max bandwidth rate allowed on server, 0 == unlimited
 
  where unlimited means any client rate from sv_minrate to 1 maximum
  (maybe 2?).
 
  sv_minrate and sv_maxrate are both in bytes/second.
 
  there is also a detailed description of the multiplayer networking here:
  http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
 
  for HL2 Servers, I did find these comments in the
  C:\HL2Server\platform\admin\helpfile.vdf
 
  sv_maxrate
  {
  text sv_maxrate:set the max data transfer rate in bytes per second
 for
  any one client on the server.
  Setting this to 0 or any value over 1 defaults to 1. Default:0
  {
 
  sv_minrate
  {
  text sv_minrate: set the min data transfer rate in bytes per second
 for
  any one client on the server.
  Setting this to 0 or any value under 500 defaults to 500. Default:0
  }
 
  I suggest you do your own test as I did if you still have doubts.
 
 
  - Original Message -
  From: James Tucker
  To: hlds@list.valvesoftware.com
  Sent: Tuesday, July 05, 2005 6:57 AM
  Subject: Re: [hlds] Counter Strike Server Lag
 
 
   On 7/5/05, Kevin Ottalini wrote:
   there is no such thing as maxrate 25000
   2 is the maximum, always has been, therefore changing it from 25k
 to
   20k won't make any difference.
  
   Documentation reference please. I see no (min. value) (max. value)
   in the cvar documentation for Source.
 
 
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Re: [hlds] Counter Strike Server Lag

2005-07-05 Thread James Tucker
On 7/5/05, Kevin Ottalini [EMAIL PROTECTED] wrote:
 there is no such thing as maxrate 25000
 2 is the maximum, always has been,  therefore changing it from 25k to
 20k won't make any difference.

Documentation reference please. I see no (min. value) (max. value)
in the cvar documentation for Source.

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Re: [hlds] Counter Strike Server Lag

2005-07-05 Thread Kevin Ottalini


I did a detailed test, results are here:
http://home.covad.net/~k25125/SteamyThings/rate_test.jpg

I did this test on an HLDM (HL1) server (same for CS 1.6) and client, HL2
servers and clients might have different (lower) maxrates.

the information (for HL1) is described here:
http://steampowered.custhelp.com/cgi-bin/steampowered.cfg/php/enduser/std_adp.php?p_faqid=166

sv_maxrate is valid from 0 (which means no set maxrate IE: whatever the
client is set for up to 2)

if you do a find sv_maxrate on a SRCDS server it will return:
(def . 0) - Max bandwidth rate allowed on server, 0 == unlimited

where unlimited means any client rate from sv_minrate to 1 maximum
(maybe 2?).

sv_minrate and sv_maxrate are both in bytes/second.

there is also a detailed description of the multiplayer networking here:
http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking

for HL2 Servers, I did find these comments in the
C:\HL2Server\platform\admin\helpfile.vdf

sv_maxrate
{
 text sv_maxrate:set the max data transfer rate in bytes per second for
any one client on the server.
Setting this to 0 or any value over 1 defaults to 1. Default:0
{

sv_minrate
{
 text sv_minrate: set the min data transfer rate in bytes per second for
any one client on the server.
Setting this to 0 or any value under 500 defaults to 500. Default:0
}

I suggest you do your own test as I did if you still have doubts.


- Original Message -
From: James Tucker
To: hlds@list.valvesoftware.com
Sent: Tuesday, July 05, 2005 6:57 AM
Subject: Re: [hlds] Counter Strike Server Lag



On 7/5/05, Kevin Ottalini  wrote:

there is no such thing as maxrate 25000
2 is the maximum, always has been,  therefore changing it from 25k to
20k won't make any difference.


Documentation reference please. I see no (min. value) (max. value)
in the cvar documentation for Source.



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Re: [hlds] Counter Strike Server Lag

2005-07-04 Thread Stephen Moretti

James Tucker wrote:


What does an 'rcon stats' say? (fps)



260fps, but when I was watching it this morning I was noticing that,
according to rcon stats, the CPU would spike up to 80%+ and FPS would
drop to 30fps for no apparent reason.  Nothing special going on on the
server either hardware or Source Server.


Average load on the box? (other apps?)



Very little - this is a server with dual xeon processors running a BF2
server and a CS Source server.  Before this lag started occurring we've
had 60 players in the BF2 server and 24 in the CS Source server and it
was only using 30% CPU max.


Restart frequency? (daily?)



No definately shouldn't be restarting servers on a daily basis...
Something is probably seriously wrong if you are.


Are you getting drive thrashing? (logs could contribute)



I cleared down the logs to only July's logs, so there are distinctly
fewer logs in there now. Made no difference.

Still trying to get a hold of the command line params that are used to
start the server.

I have tried unloading the addons, which made a bit of difference, but
still gave some lag.

I have to say I'm unconvinced that the plugin_load and _unload actually
do their jobs properly.  I know for definate that if you have an addon
in memory, unload it and then try loading a new version of the dll you
will still be on the old version.  unload appears not to remove the dll
(I can only speak for experience on windows) from memory even on a map
change and load appears to load a plugin from memory rather than picking
up the physical dll file and loading that.  :-/

Anyway, still no closer to working out what the hell is going on with
the server.  Apparently it crashed yesterday too!

Stephen


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Re: [hlds] Counter Strike Server Lag

2005-07-04 Thread Whisper
--
[ Picked text/plain from multipart/alternative ]
Sorry
 What Operating System
 Apologies if you've already stated it.

 On 7/4/05, Stephen Moretti [EMAIL PROTECTED] wrote:

 James Tucker wrote:

 What does an 'rcon stats' say? (fps)
 
 
 260fps, but when I was watching it this morning I was noticing that,
 according to rcon stats, the CPU would spike up to 80%+ and FPS would
 drop to 30fps for no apparent reason. Nothing special going on on the
 server either hardware or Source Server.

 Average load on the box? (other apps?)
 
 
 Very little - this is a server with dual xeon processors running a BF2
 server and a CS Source server. Before this lag started occurring we've
 had 60 players in the BF2 server and 24 in the CS Source server and it
 was only using 30% CPU max.

 Restart frequency? (daily?)
 
 
 No definately shouldn't be restarting servers on a daily basis...
 Something is probably seriously wrong if you are.

 Are you getting drive thrashing? (logs could contribute)
 
 
 I cleared down the logs to only July's logs, so there are distinctly
 fewer logs in there now. Made no difference.

 Still trying to get a hold of the command line params that are used to
 start the server.

 I have tried unloading the addons, which made a bit of difference, but
 still gave some lag.

 I have to say I'm unconvinced that the plugin_load and _unload actually
 do their jobs properly. I know for definate that if you have an addon
 in memory, unload it and then try loading a new version of the dll you
 will still be on the old version. unload appears not to remove the dll
 (I can only speak for experience on windows) from memory even on a map
 change and load appears to load a plugin from memory rather than picking
 up the physical dll file and loading that. :-/

 Anyway, still no closer to working out what the hell is going on with
 the server. Apparently it crashed yesterday too!

 Stephen


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Re: [hlds] Counter Strike Server Lag

2005-07-04 Thread Stephen Moretti

Whisper wrote:


Sorry
What Operating System
Apologies if you've already stated it.



Thats ok.. I forgot...

Its windows server.  I'm afraid I'm not sure what flavour, most likely
2000 or 2003 server.

Stephen


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Re: [hlds] Counter Strike Server Lag

2005-07-04 Thread Stephen Moretti

Whisper wrote:


Command Line and Server.cfg content please



Command Line : -console -game cstrike +map de_dust +maxplayers 28
-autoupdate
OS : Windows XP Pro (sorry about the misinformation before)




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Re: [hlds] Counter Strike Server Lag

2005-07-04 Thread James Tucker
Changes in processor useage can only really be attributed to a change
in what is running.

You should ask your host to log processor useage for a time and see
what that shows you.

On 7/4/05, Stephen Moretti [EMAIL PROTECTED] wrote:
 Whisper wrote:

 Command Line and Server.cfg content please
 
 
 Command Line : -console -game cstrike +map de_dust +maxplayers 28
 -autoupdate
 OS : Windows XP Pro (sorry about the misinformation before)




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Re: [hlds] Counter Strike Server Lag

2005-07-04 Thread Whisper
--
[ Picked text/plain from multipart/alternative ]
Try turning your sv_maxrate 25000 down to 2
 See if that helps

 On 7/5/05, James Tucker [EMAIL PROTECTED] wrote:

 Changes in processor useage can only really be attributed to a change
 in what is running.

 You should ask your host to log processor useage for a time and see
 what that shows you.

 On 7/4/05, Stephen Moretti [EMAIL PROTECTED] wrote:
  Whisper wrote:
 
  Command Line and Server.cfg content please
  
  
  Command Line : -console -game cstrike +map de_dust +maxplayers 28
  -autoupdate
  OS : Windows XP Pro (sorry about the misinformation before)
 
 
 
 
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Re: [hlds] Counter Strike Server Lag

2005-07-04 Thread Kevin Ottalini

there is no such thing as maxrate 25000
2 is the maximum, always has been,  therefore changing it from 25k to
20k won't make any difference.

1. if you have lag problems with a full server (no one d/l) , then decrease
the max number of players or decrease the sv_maxupdaterate

2. if you have lag problems during map changes and when a number of players
are downloading custom maps then decrease your sv_maxrate to 15000 or 1.

3. if you have cpu utilization problems (more then 50% with a full server)
then decrease number of players, decrease the ticrate or drop the max_fps
for the server.

4. if you are running BOTS, they can bring your server to its knees, run
fewer bots if you have cpu utilization problem and have bots enabled.

as far as I know, -autoupdate is only a linux server option and does not
work for Win32 servers.


- Original Message -
From: Whisper [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Monday, July 04, 2005 8:48 PM
Subject: Re: [hlds] Counter Strike Server Lag



--
[ Picked text/plain from multipart/alternative ]
Try turning your sv_maxrate 25000 down to 2
See if that helps

On 7/5/05, James Tucker [EMAIL PROTECTED] wrote:


Changes in processor useage can only really be attributed to a change
in what is running.

You should ask your host to log processor useage for a time and see
what that shows you.

On 7/4/05, Stephen Moretti [EMAIL PROTECTED] wrote:
 Whisper wrote:

 Command Line and Server.cfg content please
 
 
 Command Line : -console -game cstrike +map de_dust +maxplayers 28
 -autoupdate
 OS : Windows XP Pro (sorry about the misinformation before)




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Re: [hlds] Counter Strike Server Lag

2005-07-04 Thread Clayton Macleod
used to be 25000, actually

On 7/4/05, Kevin Ottalini [EMAIL PROTECTED] wrote:
 there is no such thing as maxrate 25000
 2 is the maximum, always has been,  therefore changing it from 25k to
 20k won't make any difference.


--
Clayton Macleod

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Re: [hlds] Counter Strike Server Lag

2005-07-03 Thread James Tucker
What does an 'rcon stats' say? (fps)
Average load on the box? (other apps?)
Restart frequency? (daily?)
Are you getting drive thrashing? (logs could contribute)

On 7/2/05, Stephen Moretti [EMAIL PROTECTED] wrote:
 Whisper wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 Command Line and Server.cfg content please
 
 
 Command line to follow (need to get it off the guy that admin's the
 hardware), but here's the server config.  Nothing special really... Let
 me know if there is anything else you want to see

 Thanks for the help

 Stephen

 Server.cfg
 ===
 //Host settings
 hostname WHITE_WIDOW_*CS-SOURCE*
 sv_lan 0
 sv_hltv 0
 sv_region 0
 sv_contact .

 //Rcon Password
 rcon_password 

 //Logging
 log 1
 sv_logbans 1
 sv_logecho 1
 sv_logfile 1
 sv_log_onefile 0

 //Main Server Cvars
 //Dead Player/Spectator settings
 mp_allowspectators 1
 mp_fadetoblack 0
 mp_forcecamera 1

 //Kicks and punishment handled by Mani
 mp_autokick 0
 mp_tkpunish 0

 // team balancing done by Mani Admin, but team limits still need to be
 set here
 mp_autoteambalance 0
 mp_limitteams 1


 // player/client settings
 sv_consistency 1 // some of the hacks require that you change the model
 skins to make players a certain colour etc.
 mp_buytime 2
 mp_chattime 3
 mp_flashlight 1
 mp_footsteps 1
 mp_friendlyfire 1
 mp_hostagepenalty 5
 sv_maxspeed 320
 sv_pausable 0
 sv_timeout 65

 // Bandwidth Rates
 sv_minrate 0  // Recommended 5000, but this discounts dial-up users -
 lord love 'em ;)
 sv_maxrate 25000  // 0 gives unlimited bandwidth to the source server -
 25000 is probably sufficient though.
 sv_minupdaterate 25
 sv_maxupdaterate 65
 sv_unlag 1
 sv_maxunlag 1
 decalfrequency 10

 //Voice comms settings
 sv_voiceenable 1
 sv_alltalk 0

 // round cvars
 mp_freezetime 4
 mp_roundtime 5
 mp_maxrounds 30
 mp_timelimit 30
 mp_startmoney 800
 mp_c4timer 45
 mp_fraglimit 100
 mp_winlimit 15
 mp_playerid 0
 mp_spawnprotectiontime 5

 // Execute the mani admin config
 exec mani_server.cfg

 //Execute the ban configs/logs
 exec banned_ip.cfg
 exec banned_user.cfg

 // execute the bot configs
 exec bot_normal.cfg

 // execute event scripts
 exec customconfig/serverevent.cfg

 bot_normal.cfg
 ==
 echo Adding Bots
 // bots
 bot_quota 8
 // bot_add
 bot_quota_mode fill
 bot_difficulty 2
 bot_chatter normal
 bot_auto_follow 1
 bot_auto_vacate 1
 bot_join_after_player 1
 bot_defer_to_human 1
 bot_allow_rogues 0
 bot_walk 0
 bot_join_team any
 bot_eco_limit 2000

 // bot weapon restriction
 bot_all_weapons 1
 bot_allow_grenades 1
 bot_allow_grenades 1
 bot_allow_pistols 1
 bot_allow_sub_machine_guns 1
 bot_allow_shotguns 1
 bot_allow_rifles 1
 bot_allow_snipers 1
 bot_allow_machine_guns 1


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[hlds] Counter Strike Server Lag

2005-07-02 Thread Stephen Moretti

Server set up.

Hardware - ridiculously powerful
Network Connection/bandwidth - vast

CS Source Server - Completely upto date.
Players - 28
Add ons - Mani Admin version 1.1.0p
 - Matti's Event scripts

VAC2 Beta is NOT enabled.

Server IP : 216.89.93.99:27016

In the last few days to a week now we've been getting some bizarre lag
occurring on our server.  You basically get a bit of a very regular
two-step effect.  Moving foward you get two steps forward and then one
back giving a somewhat sickening flicker.  This has been reported by
players on our server from across the globe (we have clan members in the
UK, France, Canada and the US).  Network and hardware issues have been
completely ruled out and are beyond reproach.

Nothing has been added or removed from the server and no settings have
been changed on the server in the last couple of weeks.

So what I'm wandering is, is anyone else seen anything like this?  Could
the server be being affected by something external? Any thoughts on what
to do to try to diagnose and fix the problem?

TIA

Stephen


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Re: [hlds] Counter Strike Server Lag

2005-07-02 Thread Whisper
--
[ Picked text/plain from multipart/alternative ]
Don;t forget to delete the rcon password

On 7/2/05, Whisper [EMAIL PROTECTED] wrote:

 Command Line and Server.cfg content please

 On 7/2/05, Stephen Moretti [EMAIL PROTECTED] wrote:
 
  Server set up.
 
  Hardware - ridiculously powerful
  Network Connection/bandwidth - vast
 
  CS Source Server - Completely upto date.
  Players - 28
  Add ons - Mani Admin version 1.1.0p
  - Matti's Event scripts
 
  VAC2 Beta is NOT enabled.
 
  Server IP : 216.89.93.99:27016 http://216.89.93.99:27016/
 
  In the last few days to a week now we've been getting some bizarre lag
  occurring on our server. You basically get a bit of a very regular
  two-step effect. Moving foward you get two steps forward and then one
  back giving a somewhat sickening flicker. This has been reported by
  players on our server from across the globe (we have clan members in the
  UK, France, Canada and the US). Network and hardware issues have been
  completely ruled out and are beyond reproach.
 
  Nothing has been added or removed from the server and no settings have
  been changed on the server in the last couple of weeks.
 
  So what I'm wandering is, is anyone else seen anything like this? Could
  the server be being affected by something external? Any thoughts on what
  to do to try to diagnose and fix the problem?
 
  TIA
 
  Stephen
 
 
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Re: [hlds] Counter Strike Server Lag

2005-07-02 Thread Whisper
--
[ Picked text/plain from multipart/alternative ]
Command Line and Server.cfg content please

On 7/2/05, Stephen Moretti [EMAIL PROTECTED] wrote:

 Server set up.

 Hardware - ridiculously powerful
 Network Connection/bandwidth - vast

 CS Source Server - Completely upto date.
 Players - 28
 Add ons - Mani Admin version 1.1.0p
 - Matti's Event scripts

 VAC2 Beta is NOT enabled.

 Server IP : 216.89.93.99:27016 http://216.89.93.99:27016

 In the last few days to a week now we've been getting some bizarre lag
 occurring on our server. You basically get a bit of a very regular
 two-step effect. Moving foward you get two steps forward and then one
 back giving a somewhat sickening flicker. This has been reported by
 players on our server from across the globe (we have clan members in the
 UK, France, Canada and the US). Network and hardware issues have been
 completely ruled out and are beyond reproach.

 Nothing has been added or removed from the server and no settings have
 been changed on the server in the last couple of weeks.

 So what I'm wandering is, is anyone else seen anything like this? Could
 the server be being affected by something external? Any thoughts on what
 to do to try to diagnose and fix the problem?

 TIA

 Stephen


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Re: [hlds] Counter Strike Server Lag

2005-07-02 Thread Stephen Moretti

Whisper wrote:


--
[ Picked text/plain from multipart/alternative ]
Command Line and Server.cfg content please



Command line to follow (need to get it off the guy that admin's the
hardware), but here's the server config.  Nothing special really... Let
me know if there is anything else you want to see

Thanks for the help

Stephen

Server.cfg
===
//Host settings
hostname WHITE_WIDOW_*CS-SOURCE*
sv_lan 0
sv_hltv 0
sv_region 0
sv_contact .

//Rcon Password
rcon_password 

//Logging
log 1
sv_logbans 1
sv_logecho 1
sv_logfile 1
sv_log_onefile 0

//Main Server Cvars
//Dead Player/Spectator settings
mp_allowspectators 1
mp_fadetoblack 0
mp_forcecamera 1

//Kicks and punishment handled by Mani
mp_autokick 0
mp_tkpunish 0

// team balancing done by Mani Admin, but team limits still need to be
set here
mp_autoteambalance 0
mp_limitteams 1


// player/client settings
sv_consistency 1 // some of the hacks require that you change the model
skins to make players a certain colour etc.
mp_buytime 2
mp_chattime 3
mp_flashlight 1
mp_footsteps 1
mp_friendlyfire 1
mp_hostagepenalty 5
sv_maxspeed 320
sv_pausable 0
sv_timeout 65

// Bandwidth Rates
sv_minrate 0  // Recommended 5000, but this discounts dial-up users -
lord love 'em ;)
sv_maxrate 25000  // 0 gives unlimited bandwidth to the source server -
25000 is probably sufficient though.
sv_minupdaterate 25
sv_maxupdaterate 65
sv_unlag 1
sv_maxunlag 1
decalfrequency 10

//Voice comms settings
sv_voiceenable 1
sv_alltalk 0

// round cvars
mp_freezetime 4
mp_roundtime 5
mp_maxrounds 30
mp_timelimit 30
mp_startmoney 800
mp_c4timer 45
mp_fraglimit 100
mp_winlimit 15
mp_playerid 0
mp_spawnprotectiontime 5

// Execute the mani admin config
exec mani_server.cfg

//Execute the ban configs/logs
exec banned_ip.cfg
exec banned_user.cfg

// execute the bot configs
exec bot_normal.cfg

// execute event scripts
exec customconfig/serverevent.cfg

bot_normal.cfg
==
echo Adding Bots
// bots
bot_quota 8
// bot_add
bot_quota_mode fill
bot_difficulty 2
bot_chatter normal
bot_auto_follow 1
bot_auto_vacate 1
bot_join_after_player 1
bot_defer_to_human 1
bot_allow_rogues 0
bot_walk 0
bot_join_team any
bot_eco_limit 2000

// bot weapon restriction
bot_all_weapons 1
bot_allow_grenades 1
bot_allow_grenades 1
bot_allow_pistols 1
bot_allow_sub_machine_guns 1
bot_allow_shotguns 1
bot_allow_rifles 1
bot_allow_snipers 1
bot_allow_machine_guns 1


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