Re: [hlds] Re: sv_unlag and Ping

2005-07-20 Thread David Williams

Firstly i would like to thank ned for all those commands and advice he
has given. When i get i time to look at the server again i'll give them
a test with my testing team (i've not been of the best health atm). Also
to m0gley look mate i am and it works i happen to know that the average
bandwith usage per player is in the regaion of  3 - 3.5 kilobytes p/s
but hey if you guys say i can't run the server at all and i've got 6
players max running fime then i'm winning already. FYI this is only
practice for a bigger paid for server my clan is goin to invest in and
coz i'm the smart assed techie i got the job of server admin.

and finally my system specs for you all to laugh at

athlon 3000+ barton (fried it only runs at 1.3)
1GB ddr 333 corsair match pair ram
windows xp pro
120GB 7200rpm hdd

the system is in the middle of an upgrade and i do have a habit of
playing  in the server from the client on the same system (if that makes
sense)

Ned wrote:


David,

I 'm wrong on the FPS HLDS Servers use the CVAR *sys_ticrate* to control
how many frames per second are rendered.
*sys_ticrate 300 and open Medialayer.exe *this page explains why.
http://steampowered.custhelp.com/cgi-bin/steampowered.cfg/php/enduser/std_adp.php?p_faqid=108

and sv_tickrate isn't used in 1.6, I host CS Source, got confused
-tickrate 33 is in the command line of CSS

BTW what cpu are you using, how much ram? Windows?
This link will show you your true speed http://www.dslreports.com/

Ned

Ned wrote:


Hi David,

run in the console to see whats going on
netgraph X Shows the network graph. This will bring up a graph
showing the performance of your internet connection. It will also tell
you your Frames Per Second, the current amount of packet loss, and the
amount of choke. Packet loss and Choke are one of the major causes of
lag. Valid choices are 1 2 3 or 0 (off) click the link for more info
http://home.covad.net/~k25125/SteamyThings/NetGraph_Steam.htm


// max frame rate (60-1000) higher is better if your machine can
handle it
*sys_ticrate 300*

// Maximum updates per second that the server will allow (default 60)
// 60 for updaterate is LAN ONLY use 13 for internet hlds
// 20 is default but will cut the maxplayers you can handle in 1/2
// for SRCDS Servers use 30 - you might be able to use 20
sv_maxupdaterate 20  try changing this down to 13 lowest

// Minimum updates per second that the server will allow (default 10)
// this is the minimum playable updaterate, leave this at 13 for srcds
10 hlds
sv_minupdaterate 10

//Enables player lag compensation 0 - 1
sv_unlag 1

// Maximum lag compensation in seconds (min. 0.00 max. 1.00)
sv_maxunlag 1

// Enable instanced baselines - Saves network overhead
sv_instancebaselines 1

//Force server side preloading (default 0)
sv_forcepreload 1

sv_minratesv_maxrate are for map and spray loading only they don't
effect play

You still won't see much improvement at 7 players, you mite be able to
get 5 to work

128kbs / 5 = 25.5kbs per player this link will give you more info
http://steampowered.custhelp.com/cgi-bin/steampowered.cfg/php/enduser/std_adp.php?p_faqid=108



Good Luck,
Ned

PS: you can always add bots so there is more players

add as the last line in server.cfg
exec bot.cfg

put this in a text file, name it bot.cfg [word wrap off]
List of bot commands:
// bots
bot_add   //needed to add bots
bot_quota 6   //# of bots
bot_quota_mode fill   //bot_quota_mode - If 'Fill', the server will
adjust bots to keep # players in the game, where # is bot_quota (from
above) Default: Normal
bot_difficulty 2  //1 easy 2 normal 3 hard 4 expert
bot_chatter normal//radio chatter
bot_auto_follow 1 //follow humans
bot_auto_vacate 0 //kick for human if too many players ie: over
maxplayers
bot_join_after_player 1   // if this is 0 then bots will play the map
with out humans
bot_defer_to_human 1   //bot_defer_to_human - Can bots complete
objectives if there are humans on a team? Default: No 1
bot_allow_rogues 0//crazy bots
bot_walk 0//walk only
bot_join_team any  // team t, ct, any
bot_eco_limit 2000//limits their spending, leaving $ for humans on
the same team
bot_all_weapons 1 //the following commands are null if this is set
to 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


David Williams wrote:


well guys this is all very interesting to see you fight over a
scientific fact but the whole reason we are even have this
disscucion is
coz i have a problem and i quote

i'm new to this and i've been reading this thread with interest as i
have a 128 kilobit upload and a 1 megabit download on my connection and
i want to run 8 players on my cs 1.6 server (currently
6) now my rates are set low to around 6000 but it get's really laggy
when 7 ppl are playing. I also have 2 computers on the same lan as the
server but it would seem that effects 

Re: [hlds] Re: sv_unlag and Ping

2005-07-18 Thread Clayton Macleod
my word, you are a little mixed up. 1MB is 1024KB, not 1048KB, though
you got the actual number of bytes correct. But I'm sorry to tell you
that communications is indeed measured in base 10 numbers, not base 2.
As I stated already, 1Mbps is 1,000,000 bits per second, and 1Kbps is
1,000 bits per second. Most definitely not 1,048,576 bits per second
or 1024 bits per second or anything else like that. Yes, computers are
binary devices. Yes, they only work with ones and zeroes. Yes, their
math is all based off that fact. But communications speeds are all
measured with literal thousands and millions, rather than base 2
mathematics, 1024 etc. A 56Kbps modem isn't capable of a maximum of
57344bps, it is capable of a maximum of 56000bps. (Telephone line
voltage permitting...) This is well-established fact, not worth
debating because there is no debate.



On 7/18/05, Hemminger Corey SrA 735 CES/CEUD
[EMAIL PROTECTED] wrote:
 It's not 1000MB or 1,000,000KB ect... Computers only work with powers of
 2 so you get, 1,2,4,8,16,32,64,128 ect.., it takes 8 bits to make a
 byte. Thus 4 is 2 to the power of 2 in binary 4 would be 0010. One
 Byte is all 8 binary digits grouped together. So 1MB is actually 1048KB
 which is 1,048,576 Bytes 2 to the power of 20. then you take that and
 multiply that by 8 = 8,388,608 bits, which is all the ones and zeros
 your modem has to transmit. KB and MB are just units of deviation like
 millimeter, centimeter, meter, kilometer. For simplicity they just round
 things down, especially because like Macleod said you get a little over
 head in the data.

 For the internet you can't have an IP digit greater than 255 because in
 an 8 bit octet it's . thus an IP of 192.168.0.1 is
 0011.00010101..1 each place in the binary represents
 the 1,2,4,8,32,64,124 so the first octet that's 192 says there is only
 1-124 and 1-64 added together gives 192. So now you have had a brief
 explanation on Binary and you understand a little bit of how those 1's
 and 0's work in computers.


--
Clayton Macleod

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Re: [hlds] Re: sv_unlag and Ping

2005-07-18 Thread James Tucker
Clayton is correct, yes I made a mistake previously, but as he said in
his e-mail, there is no debate.

On 7/18/05, Hemminger Corey SrA 735 CES/CEUD
[EMAIL PROTECTED] wrote:
 It's not 1000MB or 1,000,000KB ect... Computers only work with powers of
 2 so you get, 1,2,4,8,16,32,64,128 ect.., it takes 8 bits to make a
 byte. Thus 4 is 2 to the power of 2 in binary 4 would be 0010.

A computer might store it like that (it transmitted it like that). But
4 in 8-bit binary un-encoded should surely by 0100. Anyone for now
teaching endianess? Why not move onto a swift lesson on 2's complement
and IEE754 floats.

 One
 Byte is all 8 binary digits grouped together. So 1MB is actually 1048KB
 which is 1,048,576 Bytes 2 to the power of 20. then you take that and
 multiply that by 8 = 8,388,608 bits, which is all the ones and zeros
 your modem has to transmit. KB and MB are just units of deviation like
 millimeter, centimeter, meter, kilometer. For simplicity they just round
 things down, especially because like Macleod said you get a little over
 head in the data.

 For the internet you can't have an IP digit greater than 255 because in
 an 8 bit octet it's . thus an IP of 192.168.0.1 is
 0011.00010101..1 each place in the binary represents
 the 1,2,4,8,32,64,124 so the first octet that's 192 says there is only
 1-124 and 1-64 added together gives 192. So now you have had a brief
 explanation on Binary and you understand a little bit of how those 1's
 and 0's work in computers.

Thank you so much.


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of sprout
 Sent: Saturday, July 16, 2005 7:39 PM
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Re: sv_unlag and Ping

 MB=mega byte Mb means mega bit ... thats where the confusion is its all
 in the abreviation but clayton has it right as well as james just
 diffeernt views but for the reasoning of the server I think its figured
 in bits so clayton is altimatly right
 - Original Message -
 From: Steve Dalberg [EMAIL PROTECTED]
 To: hlds@list.valvesoftware.com
 Sent: Saturday, July 16, 2005 12:01 PM
 Subject: Re: [hlds] Re: sv_unlag and Ping


  I'll second what Clayton says...  100b/s is 1Mbps
 
  Clayton Macleod wrote:
 
 sorry, but you're wrong. 1Mbps in terms of *network communication* is
 always 1,000,000 bits, just like 1Kbps is always 1,000 bits.
 
 On 7/16/05, James Tucker [EMAIL PROTECTED] wrote:
 
 
 Sorry, but I just want to verify, you do know those byte values are
 wrong don't you?
 
 1MB is 1024 KB which is 1048576 Bytes, which is 8388608 bits.
 
 Gb-Mb-Kb always factors of 1024 different.
 There are 8 bits in a byte.
 
 1Mbps (bits per second, the standard measurement for most
 telcommunications speeds)
 
 1Mbps is capable of sending 1024kbps, which is 1048576 bits per
 second.
 128k is actually 131072 bits per second 16k is 16384 bits per second.
 
 Rounded values are however good as they leave some space for
 oversubscription / link control / protocol overhead.
 
 Yeah, I couldn't recommend running a server on 16kbps up.
 
 
 
 
 --
 Clayton Macleod
 
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 To unsubscribe, edit your list preferences, or view the list archives,

 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds
 
 
 
 
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Re: [hlds] Re: sv_unlag and Ping

2005-07-18 Thread David Williams

well guys this is all very interesting to see you fight over a
scientific fact but the whole reason we are even have this disscucion is
coz i have a problem and i quote

i'm new to this and i've been reading this thread with interest as i
have a 128 kilobit upload and a 1 megabit download on my connection and
i want to run 8 players on my cs 1.6 server (currently
6) now my rates are set low to around 6000 but it get's really laggy
when 7 ppl are playing. I also have 2 computers on the same lan as the
server but it would seem that effects the lag to (as if they were
talkin to it from outside the network) now i would like to know what
value's i should use to try and compensate for the realitivly low
general connection speed. any thought's welcome but please try and be as
descriptive as you can. i need to know exactly what to do 

now can we get back to the point before i lose my temper again like i
did yesterday (i get mad when i'm tryin to learn and the teacher isn't
paying attention coz he/she is pleasuring him/herself when i'm nopt lookin)

cheers guys

James Tucker wrote:


Clayton is correct, yes I made a mistake previously, but as he said in
his e-mail, there is no debate.

On 7/18/05, Hemminger Corey SrA 735 CES/CEUD
[EMAIL PROTECTED] wrote:



It's not 1000MB or 1,000,000KB ect... Computers only work with powers of
2 so you get, 1,2,4,8,16,32,64,128 ect.., it takes 8 bits to make a
byte. Thus 4 is 2 to the power of 2 in binary 4 would be 0010.




A computer might store it like that (it transmitted it like that). But
4 in 8-bit binary un-encoded should surely by 0100. Anyone for now
teaching endianess? Why not move onto a swift lesson on 2's complement
and IEE754 floats.




One
Byte is all 8 binary digits grouped together. So 1MB is actually 1048KB
which is 1,048,576 Bytes 2 to the power of 20. then you take that and
multiply that by 8 = 8,388,608 bits, which is all the ones and zeros
your modem has to transmit. KB and MB are just units of deviation like
millimeter, centimeter, meter, kilometer. For simplicity they just round
things down, especially because like Macleod said you get a little over
head in the data.

For the internet you can't have an IP digit greater than 255 because in
an 8 bit octet it's . thus an IP of 192.168.0.1 is
0011.00010101..1 each place in the binary represents
the 1,2,4,8,32,64,124 so the first octet that's 192 says there is only
1-124 and 1-64 added together gives 192. So now you have had a brief
explanation on Binary and you understand a little bit of how those 1's
and 0's work in computers.




Thank you so much.




-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of sprout
Sent: Saturday, July 16, 2005 7:39 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Re: sv_unlag and Ping

MB=mega byte Mb means mega bit ... thats where the confusion is its all
in the abreviation but clayton has it right as well as james just
diffeernt views but for the reasoning of the server I think its figured
in bits so clayton is altimatly right
- Original Message -
From: Steve Dalberg [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Saturday, July 16, 2005 12:01 PM
Subject: Re: [hlds] Re: sv_unlag and Ping





I'll second what Clayton says...  100b/s is 1Mbps

Clayton Macleod wrote:




sorry, but you're wrong. 1Mbps in terms of *network communication* is
always 1,000,000 bits, just like 1Kbps is always 1,000 bits.

On 7/16/05, James Tucker [EMAIL PROTECTED] wrote:





Sorry, but I just want to verify, you do know those byte values are
wrong don't you?

1MB is 1024 KB which is 1048576 Bytes, which is 8388608 bits.

Gb-Mb-Kb always factors of 1024 different.
There are 8 bits in a byte.

1Mbps (bits per second, the standard measurement for most
telcommunications speeds)

1Mbps is capable of sending 1024kbps, which is 1048576 bits per



second.



128k is actually 131072 bits per second 16k is 16384 bits per second.

Rounded values are however good as they leave some space for
oversubscription / link control / protocol overhead.

Yeah, I couldn't recommend running a server on 16kbps up.





--
Clayton Macleod

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please visit:
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Re: [hlds] Re: sv_unlag and Ping

2005-07-18 Thread Whisper
--
[ Picked text/plain from multipart/alternative ]
b is fo bit
B is for Bytes
 128Kilobit is 16KB/s Upload speeds
 With sv_maxrate of 6000 you need approximately 36KB/s of upload bandwidth
for 6 players
With sv_maxrate of 6000 you need approximately 48KB/s of upload bandwidth
for 6 players
 Your problem is you do not have enough bandwidth.
 You need to divide 16KB/s by the number of players then multiple that
number by 1000 to get your bytes per second you can theorectically sustain
on your connection.
 My advice is, not to bother, as 128Kb Upload speed is not enough to run a
server on.
 Does that help?
 On 7/19/05, David Williams [EMAIL PROTECTED] wrote:

 well guys this is all very interesting to see you fight over a
 scientific fact but the whole reason we are even have this disscucion is
 coz i have a problem and i quote

 i'm new to this and i've been reading this thread with interest as i
 have a 128 kilobit upload and a 1 megabit download on my connection and
 i want to run 8 players on my cs 1.6 server (currently
 6) now my rates are set low to around 6000 but it get's really laggy
 when 7 ppl are playing. I also have 2 computers on the same lan as the
 server but it would seem that effects the lag to (as if they were
 talkin to it from outside the network) now i would like to know what
 value's i should use to try and compensate for the realitivly low
 general connection speed. any thought's welcome but please try and be as
 descriptive as you can. i need to know exactly what to do 

 now can we get back to the point before i lose my temper again like i
 did yesterday (i get mad when i'm tryin to learn and the teacher isn't
 paying attention coz he/she is pleasuring him/herself when i'm nopt
 lookin)

 cheers guys

 James Tucker wrote:

 Clayton is correct, yes I made a mistake previously, but as he said in
 his e-mail, there is no debate.
 
 On 7/18/05, Hemminger Corey SrA 735 CES/CEUD
 [EMAIL PROTECTED] wrote:
 
 
 It's not 1000MB or 1,000,000KB ect... Computers only work with powers of
 2 so you get, 1,2,4,8,16,32,64,128 ect.., it takes 8 bits to make a
 byte. Thus 4 is 2 to the power of 2 in binary 4 would be 0010.
 
 
 
 A computer might store it like that (it transmitted it like that). But
 4 in 8-bit binary un-encoded should surely by 0100. Anyone for now
 teaching endianess? Why not move onto a swift lesson on 2's complement
 and IEE754 floats.
 
 
 
 One
 Byte is all 8 binary digits grouped together. So 1MB is actually 1048KB
 which is 1,048,576 Bytes 2 to the power of 20. then you take that and
 multiply that by 8 = 8,388,608 bits, which is all the ones and zeros
 your modem has to transmit. KB and MB are just units of deviation like
 millimeter, centimeter, meter, kilometer. For simplicity they just round
 things down, especially because like Macleod said you get a little over
 head in the data.
 
 For the internet you can't have an IP digit greater than 255 because in
 an 8 bit octet it's . thus an IP of 
 192.168.0.1http://192.168.0.1is
 0011.00010101..1 each place in the binary represents
 the 1,2,4,8,32,64,124 so the first octet that's 192 says there is only
 1-124 and 1-64 added together gives 192. So now you have had a brief
 explanation on Binary and you understand a little bit of how those 1's
 and 0's work in computers.
 
 
 
 Thank you so much.
 
 
 
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of sprout
 Sent: Saturday, July 16, 2005 7:39 PM
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Re: sv_unlag and Ping
 
 MB=mega byte Mb means mega bit ... thats where the confusion is its all
 in the abreviation but clayton has it right as well as james just
 diffeernt views but for the reasoning of the server I think its figured
 in bits so clayton is altimatly right
 - Original Message -
 From: Steve Dalberg [EMAIL PROTECTED]
 To: hlds@list.valvesoftware.com
 Sent: Saturday, July 16, 2005 12:01 PM
 Subject: Re: [hlds] Re: sv_unlag and Ping
 
 
 
 
 I'll second what Clayton says... 100b/s is 1Mbps
 
 Clayton Macleod wrote:
 
 
 
 sorry, but you're wrong. 1Mbps in terms of *network communication* is
 always 1,000,000 bits, just like 1Kbps is always 1,000 bits.
 
 On 7/16/05, James Tucker [EMAIL PROTECTED] wrote:
 
 
 
 
 Sorry, but I just want to verify, you do know those byte values are
 wrong don't you?
 
 1MB is 1024 KB which is 1048576 Bytes, which is 8388608 bits.
 
 Gb-Mb-Kb always factors of 1024 different.
 There are 8 bits in a byte.
 
 1Mbps (bits per second, the standard measurement for most
 telcommunications speeds)
 
 1Mbps is capable of sending 1024kbps, which is 1048576 bits per
 
 
 second.
 
 
 128k is actually 131072 bits per second 16k is 16384 bits per second.
 
 Rounded values are however good as they leave some space for
 oversubscription / link control / protocol overhead.
 
 Yeah, I couldn't recommend running a server on 16kbps up.
 
 
 
 
 --
 Clayton Macleod

Re: [hlds] Re: sv_unlag and Ping

2005-07-18 Thread Whisper
--
[ Picked text/plain from multipart/alternative ]
sorry
 With sv_maxrate of 6000 you need approximately 48KB/s of upload bandwidth
for 8 players
 On 7/19/05, Whisper [EMAIL PROTECTED] wrote:

 b is fo bit
 B is for Bytes
  128Kilobit is 16KB/s Upload speeds
  With sv_maxrate of 6000 you need approximately 36KB/s of upload bandwidth
 for 6 players
 With sv_maxrate of 6000 you need approximately 48KB/s of upload bandwidth
 for 6 players
  Your problem is you do not have enough bandwidth.
  You need to divide 16KB/s by the number of players then multiple that
 number by 1000 to get your bytes per second you can theorectically sustain
 on your connection.
  My advice is, not to bother, as 128Kb Upload speed is not enough to run a
 server on.
  Does that help?
  On 7/19/05, David Williams [EMAIL PROTECTED] wrote:
 
  well guys this is all very interesting to see you fight over a
  scientific fact but the whole reason we are even have this disscucion is
 
  coz i have a problem and i quote
 
  i'm new to this and i've been reading this thread with interest as i
  have a 128 kilobit upload and a 1 megabit download on my connection and
  i want to run 8 players on my cs 1.6 server (currently
  6) now my rates are set low to around 6000 but it get's really laggy
  when 7 ppl are playing. I also have 2 computers on the same lan as the
  server but it would seem that effects the lag to (as if they were
  talkin to it from outside the network) now i would like to know what
  value's i should use to try and compensate for the realitivly low
  general connection speed. any thought's welcome but please try and be as
  descriptive as you can. i need to know exactly what to do 
 
  now can we get back to the point before i lose my temper again like i
  did yesterday (i get mad when i'm tryin to learn and the teacher isn't
  paying attention coz he/she is pleasuring him/herself when i'm nopt
  lookin)
 
  cheers guys
 
  James Tucker wrote:
 
  Clayton is correct, yes I made a mistake previously, but as he said in
  his e-mail, there is no debate.
  
  On 7/18/05, Hemminger Corey SrA 735 CES/CEUD
  [EMAIL PROTECTED] wrote:
  
  
  It's not 1000MB or 1,000,000KB ect... Computers only work with powers
  of
  2 so you get, 1,2,4,8,16,32,64,128 ect.., it takes 8 bits to make a
  byte. Thus 4 is 2 to the power of 2 in binary 4 would be 0010.
  
  
  
  A computer might store it like that (it transmitted it like that). But
  4 in 8-bit binary un-encoded should surely by 0100. Anyone for now
  teaching endianess? Why not move onto a swift lesson on 2's complement
  and IEE754 floats.
  
  
  
  One
  Byte is all 8 binary digits grouped together. So 1MB is actually
  1048KB
  which is 1,048,576 Bytes 2 to the power of 20. then you take that and
  multiply that by 8 = 8,388,608 bits, which is all the ones and zeros
  your modem has to transmit. KB and MB are just units of deviation like
 
  millimeter, centimeter, meter, kilometer. For simplicity they just
  round
  things down, especially because like Macleod said you get a little
  over
  head in the data.
  
  For the internet you can't have an IP digit greater than 255 because
  in
  an 8 bit octet it's . thus an IP of 
  192.168.0.1http://192.168.0.1/is
  0011.00010101..1 each place in the binary
  represents
  the 1,2,4,8,32,64,124 so the first octet that's 192 says there is only
 
  1-124 and 1-64 added together gives 192. So now you have had a brief
  explanation on Binary and you understand a little bit of how those 1's
  and 0's work in computers.
  
  
  
  Thank you so much.
  
  
  
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto: [EMAIL PROTECTED] On Behalf Of sprout
  Sent: Saturday, July 16, 2005 7:39 PM
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] Re: sv_unlag and Ping
  
  MB=mega byte Mb means mega bit ... thats where the confusion is its
  all
  in the abreviation but clayton has it right as well as james just
  diffeernt views but for the reasoning of the server I think its
  figured
  in bits so clayton is altimatly right
  - Original Message -
  From: Steve Dalberg  [EMAIL PROTECTED]
  To: hlds@list.valvesoftware.com
  Sent: Saturday, July 16, 2005 12:01 PM
  Subject: Re: [hlds] Re: sv_unlag and Ping
  
  
  
  
  I'll second what Clayton says... 100b/s is 1Mbps
  
  Clayton Macleod wrote:
  
  
  
  sorry, but you're wrong. 1Mbps in terms of *network communication*
  is
  always 1,000,000 bits, just like 1Kbps is always 1,000 bits.
  
  On 7/16/05, James Tucker  [EMAIL PROTECTED] wrote:
  
  
  
  
  Sorry, but I just want to verify, you do know those byte values are
 
  wrong don't you?
  
  1MB is 1024 KB which is 1048576 Bytes, which is 8388608 bits.
  
  Gb-Mb-Kb always factors of 1024 different.
  There are 8 bits in a byte.
  
  1Mbps (bits per second, the standard measurement for most
  telcommunications speeds)
  
  1Mbps is capable of sending 1024kbps, which is 1048576

Re: [hlds] Re: sv_unlag and Ping

2005-07-18 Thread Ned

Hi David,

run in the console to see whats going on
netgraph X Shows the network graph. This will bring up a graph
showing the performance of your internet connection. It will also tell
you your Frames Per Second, the current amount of packet loss, and the
amount of choke. Packet loss and Choke are one of the major causes of
lag. Valid choices are 1 2 3 or 0 (off) click the link for more info
http://home.covad.net/~k25125/SteamyThings/NetGraph_Steam.htm

sv_tickrate 33

// max frame rate (60-1000)
fps_max 60

// Maximum updates per second that the server will allow (default 60)
// 60 for updaterate is LAN ONLY use 13 for internet hlds
// 20 is default but will cut the maxplayers you can handle in 1/2
// for SRCDS Servers use 30 - you might be able to use 20
sv_maxupdaterate 20  try changing this down to 13 lowest

// Minimum updates per second that the server will allow (default 10)
// this is the minimum playable updaterate, leave this at 13 for srcds
10 hlds
sv_minupdaterate 10

//Enables player lag compensation 0 - 1
sv_unlag 1

// Maximum lag compensation in seconds (min. 0.00 max. 1.00)
sv_maxunlag 1

// Enable instanced baselines - Saves network overhead
sv_instancebaselines 1

//Force server side preloading (default 0)
sv_forcepreload 1

sv_minratesv_maxrate are for map and spray loading only they don't
effect play

You still won't see much improvement at 7 players, you mite be able to
get 5 to work

128kbs / 5 = 25.5kbs per player this link will give you more info
http://steampowered.custhelp.com/cgi-bin/steampowered.cfg/php/enduser/std_adp.php?p_faqid=108

Good Luck,
Ned

PS: you can always add bots so there is more players

add as the last line in server.cfg
exec bot.cfg

put this in a text file, name it bot.cfg [word wrap off]
List of bot commands:
// bots
bot_add   //needed to add bots
bot_quota 6   //# of bots
bot_quota_mode fill   //bot_quota_mode - If 'Fill', the server will
adjust bots to keep # players in the game, where # is bot_quota (from
above) Default: Normal
bot_difficulty 2  //1 easy 2 normal 3 hard 4 expert
bot_chatter normal//radio chatter
bot_auto_follow 1 //follow humans
bot_auto_vacate 0 //kick for human if too many players ie: over
maxplayers
bot_join_after_player 1   // if this is 0 then bots will play the map
with out humans
bot_defer_to_human 1   //bot_defer_to_human - Can bots complete
objectives if there are humans on a team? Default: No 1
bot_allow_rogues 0//crazy bots
bot_walk 0//walk only
bot_join_team any  // team t, ct, any
bot_eco_limit 2000//limits their spending, leaving $ for humans on
the same team
bot_all_weapons 1 //the following commands are null if this is set to 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


David Williams wrote:


well guys this is all very interesting to see you fight over a
scientific fact but the whole reason we are even have this disscucion is
coz i have a problem and i quote

i'm new to this and i've been reading this thread with interest as i
have a 128 kilobit upload and a 1 megabit download on my connection and
i want to run 8 players on my cs 1.6 server (currently
6) now my rates are set low to around 6000 but it get's really laggy
when 7 ppl are playing. I also have 2 computers on the same lan as the
server but it would seem that effects the lag to (as if they were
talkin to it from outside the network) now i would like to know what
value's i should use to try and compensate for the realitivly low
general connection speed. any thought's welcome but please try and be as
descriptive as you can. i need to know exactly what to do 

now can we get back to the point before i lose my temper again like i
did yesterday (i get mad when i'm tryin to learn and the teacher isn't
paying attention coz he/she is pleasuring him/herself when i'm nopt
lookin)

cheers guys




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Re: [hlds] Re: sv_unlag and Ping

2005-07-18 Thread Ned

Sprout,

the unlag command is either on or off

sv_unlag : 0 - 1: ,
sv   : Enables player lag compensation

use sv_maxunlag to set the amount of lag compensation, IMO though if
your servers are working, don't change a lot of stuff at once or you
could screw your self.

sv_maxunlag   0 .1 - 1: , sv
: Maximum lag compensation in seconds

sv_instancebaselines   0 - 1:: Enable
instanced baselines. Saves network overhead.

netgraph X Show the network graph. This will bring up a graph
showing the performance of your internet connection. It will also tell
you your Frames Per Second, the current amount of packet loss, and the
amount of choke. Packet loss and Choke are one of the major causes of
lag. Valid choices are 1 2 3 or 0 (off).

of course there a bunch of other rate tweaks just type in 'cvarlist' in
the console.

Ned

sprout wrote:


well my question was mostly cause I run 3 40 person servers they run fine
but always looking to tweek them that little additional bit
- Original Message -
From: David Williams [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Sunday, July 17, 2005 7:41 AM
Subject: Re: [hlds] Re: sv_unlag and Ping



and to answer sprout who seems to be on the ball it's whatever the
default is mate.

rate = 6000
cmdupdate_rate = 101
update_rate = 101

sprout wrote:


its 1.0 so realisticly you should set it much higher if you have a nice
connection like 100Mb?
- Original Message -
From: Clayton Macleod [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Sunday, July 17, 2005 12:13 AM
Subject: Re: [hlds] Re: sv_unlag and Ping



1.0

On 7/16/05, sprout [EMAIL PROTECTED] wrote:


what is default sv_unlag?





--
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Re: [hlds] Re: sv_unlag and Ping

2005-07-18 Thread m0gely

David Williams wrote:

i'm new to this and i've been reading this thread with interest as i
have a 128 kilobit upload and a 1 megabit download on my connection and
i want to run 8 players on my cs 1.6 server


You can't.  My 1.6 server shows a peak of 4.5KB per player, per second
outbound traffic.  So:

4,500 bytes x 8 players = 36,000 bytes per second required.

Your connection is 128Kb or 128,000 bits per second which is equal to
16,000 Bytes per second.  Now if we use my 4,500 number for each player,
and divide that into your 16,000 number, we get 3.55 players for your
connection.  This is why it makes no sense.  I don't see how you can run
more than 3 and a half players.


now can we get back to the point before i lose my temper again like i
did yesterday (i get mad when i'm tryin to learn and the teacher isn't
paying attention coz he/she is pleasuring him/herself when i'm nopt lookin)


Get mad all you want.  You weren't being clear on your connection in
your initial email and I still don't think you know.  128Kb upload is
not enough to run 6 players on let alone 8.  Now, you say you're running
that and I believe you.  But I don't see how that's possible with a
128Kb connection so you must have something higher.  Connect to some
'fast' FTP server somewhere and start uploading a 2 or 3MB file.  Use a
client that shows what the speed of the transfer is and tell us the
sustained rate that it shows you.  I suppose you could you an online
bandwidth test too but I'm always skeptable of those.

Your question is dependent on giving us reliable information on your
network connection.  Don't bash us for trying to figure out what you're
not telling us.

--
- m0gely
http://quake2.telestream.com/
Q2 | Q3A | Counter-strike

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Re: [hlds] Re: sv_unlag and Ping

2005-07-18 Thread Ned

David,

I 'm wrong on the FPS HLDS Servers use the CVAR *sys_ticrate* to control
how many frames per second are rendered.
*sys_ticrate 300 and open Medialayer.exe *this page explains why.
http://steampowered.custhelp.com/cgi-bin/steampowered.cfg/php/enduser/std_adp.php?p_faqid=108
and sv_tickrate isn't used in 1.6, I host CS Source, got confused
-tickrate 33 is in the command line of CSS

BTW what cpu are you using, how much ram? Windows?
This link will show you your true speed http://www.dslreports.com/

Ned

Ned wrote:


Hi David,

run in the console to see whats going on
netgraph X Shows the network graph. This will bring up a graph
showing the performance of your internet connection. It will also tell
you your Frames Per Second, the current amount of packet loss, and the
amount of choke. Packet loss and Choke are one of the major causes of
lag. Valid choices are 1 2 3 or 0 (off) click the link for more info
http://home.covad.net/~k25125/SteamyThings/NetGraph_Steam.htm


// max frame rate (60-1000) higher is better if your machine can handle it
*sys_ticrate 300*

// Maximum updates per second that the server will allow (default 60)
// 60 for updaterate is LAN ONLY use 13 for internet hlds
// 20 is default but will cut the maxplayers you can handle in 1/2
// for SRCDS Servers use 30 - you might be able to use 20
sv_maxupdaterate 20  try changing this down to 13 lowest

// Minimum updates per second that the server will allow (default 10)
// this is the minimum playable updaterate, leave this at 13 for srcds
10 hlds
sv_minupdaterate 10

//Enables player lag compensation 0 - 1
sv_unlag 1

// Maximum lag compensation in seconds (min. 0.00 max. 1.00)
sv_maxunlag 1

// Enable instanced baselines - Saves network overhead
sv_instancebaselines 1

//Force server side preloading (default 0)
sv_forcepreload 1

sv_minratesv_maxrate are for map and spray loading only they don't
effect play

You still won't see much improvement at 7 players, you mite be able to
get 5 to work

128kbs / 5 = 25.5kbs per player this link will give you more info
http://steampowered.custhelp.com/cgi-bin/steampowered.cfg/php/enduser/std_adp.php?p_faqid=108


Good Luck,
Ned

PS: you can always add bots so there is more players

add as the last line in server.cfg
exec bot.cfg

put this in a text file, name it bot.cfg [word wrap off]
List of bot commands:
// bots
bot_add   //needed to add bots
bot_quota 6   //# of bots
bot_quota_mode fill   //bot_quota_mode - If 'Fill', the server will
adjust bots to keep # players in the game, where # is bot_quota (from
above) Default: Normal
bot_difficulty 2  //1 easy 2 normal 3 hard 4 expert
bot_chatter normal//radio chatter
bot_auto_follow 1 //follow humans
bot_auto_vacate 0 //kick for human if too many players ie: over
maxplayers
bot_join_after_player 1   // if this is 0 then bots will play the map
with out humans
bot_defer_to_human 1   //bot_defer_to_human - Can bots complete
objectives if there are humans on a team? Default: No 1
bot_allow_rogues 0//crazy bots
bot_walk 0//walk only
bot_join_team any  // team t, ct, any
bot_eco_limit 2000//limits their spending, leaving $ for humans on
the same team
bot_all_weapons 1 //the following commands are null if this is set
to 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


David Williams wrote:


well guys this is all very interesting to see you fight over a
scientific fact but the whole reason we are even have this disscucion is
coz i have a problem and i quote

i'm new to this and i've been reading this thread with interest as i
have a 128 kilobit upload and a 1 megabit download on my connection and
i want to run 8 players on my cs 1.6 server (currently
6) now my rates are set low to around 6000 but it get's really laggy
when 7 ppl are playing. I also have 2 computers on the same lan as the
server but it would seem that effects the lag to (as if they were
talkin to it from outside the network) now i would like to know what
value's i should use to try and compensate for the realitivly low
general connection speed. any thought's welcome but please try and be as
descriptive as you can. i need to know exactly what to do 

now can we get back to the point before i lose my temper again like i
did yesterday (i get mad when i'm tryin to learn and the teacher isn't
paying attention coz he/she is pleasuring him/herself when i'm nopt
lookin)

cheers guys




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Re: [hlds] Re: sv_unlag and Ping

2005-07-17 Thread David Williams

well i thought i was strange when the guy and tech support told me to
divide the 1,024 value (the download speed 1 megabit and the upload 128
kilobits) i am currently runnin 6 players on any map very comfortably
and i really don't apprieciate being treated like an idiot it's not that
hard to figure out. so now lets get back to the point of my original
question shall we.

WHAT SHOULD I SET MY RATES TO (AND IGNORE THE FACT THE I SHOULDN'T DO IT
YOPUR ONLY WASTING MY TIME)

James Tucker wrote:


Sorry, but I just want to verify, you do know those byte values are
wrong don't you?

1MB is 1024 KB which is 1048576 Bytes, which is 8388608 bits.

Gb-Mb-Kb always factors of 1024 different.
There are 8 bits in a byte.

1Mbps (bits per second, the standard measurement for most
telcommunications speeds)

1Mbps is capable of sending 1024kbps, which is 1048576 bits per second.
128k is actually 131072 bits per second
16k is 16384 bits per second.

Rounded values are however good as they leave some space for
oversubscription / link control / protocol overhead.

Yeah, I couldn't recommend running a server on 16kbps up.

On 7/15/05, m0gely [EMAIL PROTECTED] wrote:



David Williams wrote:




i'm new to this and i've been reading this thread with interest as i
have a 16k upload and a 128k download on my connection (1 megabit fibre
optic cable)



1Mb = 1,024,000 bytes
128k =  128,000 bytes
16k =16,000 bytes

Something you're saying isn't making sense to me.  So I'm just going to
use your upload and download numbers.




and i want to run 8 players on my cs 1.6 server



I don't see how you could get more than 4 people on that connection
without considerable lag.  My server graphs indicate 4.5Kb per player
outgoing as the ave for 1.6.  So, if you're certain that 16k is in fact
your outgoing limit, then this line just isn't suitable to run a server,
unless you like very small maps for 4 player action.  Outgoing line
speed is where the bulk of the traffic is due to each client getting
info from the server about all the other clients.

--
- m0gely
http://quake2.telestream.com/
Q2 | Q3A | Counter-strike

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Re: [hlds] Re: sv_unlag and Ping

2005-07-17 Thread David Williams

and to answer sprout who seems to be on the ball it's whatever the
default is mate.

rate = 6000
cmdupdate_rate = 101
update_rate = 101

sprout wrote:


its 1.0 so realisticly you should set it much higher if you have a nice
connection like 100Mb?
- Original Message -
From: Clayton Macleod [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Sunday, July 17, 2005 12:13 AM
Subject: Re: [hlds] Re: sv_unlag and Ping



1.0

On 7/16/05, sprout [EMAIL PROTECTED] wrote:


what is default sv_unlag?




--
Clayton Macleod

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Re: [hlds] Re: sv_unlag and Ping

2005-07-17 Thread sprout

well my question was mostly cause I run 3 40 person servers they run fine
but always looking to tweek them that little additional bit
- Original Message -
From: David Williams [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Sunday, July 17, 2005 7:41 AM
Subject: Re: [hlds] Re: sv_unlag and Ping



and to answer sprout who seems to be on the ball it's whatever the
default is mate.

rate = 6000
cmdupdate_rate = 101
update_rate = 101

sprout wrote:


its 1.0 so realisticly you should set it much higher if you have a nice
connection like 100Mb?
- Original Message -
From: Clayton Macleod [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Sunday, July 17, 2005 12:13 AM
Subject: Re: [hlds] Re: sv_unlag and Ping



1.0

On 7/16/05, sprout [EMAIL PROTECTED] wrote:


what is default sv_unlag?




--
Clayton Macleod

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Re: [hlds] Re: sv_unlag and Ping

2005-07-17 Thread James Tucker
On 7/16/05, Clayton Macleod [EMAIL PROTECTED] wrote:
 sorry, but you're wrong. 1Mbps in terms of *network communication* is
 always 1,000,000 bits, just like 1Kbps is always 1,000 bits.

Yes, you're right. Clearly you're on the ball today ;)


 On 7/16/05, James Tucker [EMAIL PROTECTED] wrote:
  Sorry, but I just want to verify, you do know those byte values are
  wrong don't you?
 
  1MB is 1024 KB which is 1048576 Bytes, which is 8388608 bits.
 
  Gb-Mb-Kb always factors of 1024 different.
  There are 8 bits in a byte.
 
  1Mbps (bits per second, the standard measurement for most
  telcommunications speeds)
 
  1Mbps is capable of sending 1024kbps, which is 1048576 bits per second.
  128k is actually 131072 bits per second
  16k is 16384 bits per second.
 
  Rounded values are however good as they leave some space for
  oversubscription / link control / protocol overhead.
 
  Yeah, I couldn't recommend running a server on 16kbps up.


 --
 Clayton Macleod

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Re: [hlds] Re: sv_unlag and Ping

2005-07-16 Thread James Tucker
Sorry, but I just want to verify, you do know those byte values are
wrong don't you?

1MB is 1024 KB which is 1048576 Bytes, which is 8388608 bits.

Gb-Mb-Kb always factors of 1024 different.
There are 8 bits in a byte.

1Mbps (bits per second, the standard measurement for most
telcommunications speeds)

1Mbps is capable of sending 1024kbps, which is 1048576 bits per second.
128k is actually 131072 bits per second
16k is 16384 bits per second.

Rounded values are however good as they leave some space for
oversubscription / link control / protocol overhead.

Yeah, I couldn't recommend running a server on 16kbps up.

On 7/15/05, m0gely [EMAIL PROTECTED] wrote:
 David Williams wrote:

  i'm new to this and i've been reading this thread with interest as i
  have a 16k upload and a 128k download on my connection (1 megabit fibre
  optic cable)

 1Mb = 1,024,000 bytes
 128k =  128,000 bytes
 16k =16,000 bytes

 Something you're saying isn't making sense to me.  So I'm just going to
 use your upload and download numbers.

  and i want to run 8 players on my cs 1.6 server

 I don't see how you could get more than 4 people on that connection
 without considerable lag.  My server graphs indicate 4.5Kb per player
 outgoing as the ave for 1.6.  So, if you're certain that 16k is in fact
 your outgoing limit, then this line just isn't suitable to run a server,
 unless you like very small maps for 4 player action.  Outgoing line
 speed is where the bulk of the traffic is due to each client getting
 info from the server about all the other clients.

 --
 - m0gely
 http://quake2.telestream.com/
 Q2 | Q3A | Counter-strike

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Re: [hlds] Re: sv_unlag and Ping

2005-07-16 Thread Clayton Macleod
sorry, but you're wrong. 1Mbps in terms of *network communication* is
always 1,000,000 bits, just like 1Kbps is always 1,000 bits.

On 7/16/05, James Tucker [EMAIL PROTECTED] wrote:
 Sorry, but I just want to verify, you do know those byte values are
 wrong don't you?

 1MB is 1024 KB which is 1048576 Bytes, which is 8388608 bits.

 Gb-Mb-Kb always factors of 1024 different.
 There are 8 bits in a byte.

 1Mbps (bits per second, the standard measurement for most
 telcommunications speeds)

 1Mbps is capable of sending 1024kbps, which is 1048576 bits per second.
 128k is actually 131072 bits per second
 16k is 16384 bits per second.

 Rounded values are however good as they leave some space for
 oversubscription / link control / protocol overhead.

 Yeah, I couldn't recommend running a server on 16kbps up.


--
Clayton Macleod

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Re: [hlds] Re: sv_unlag and Ping

2005-07-16 Thread Steve Dalberg

I'll second what Clayton says...  100b/s is 1Mbps

Clayton Macleod wrote:


sorry, but you're wrong. 1Mbps in terms of *network communication* is
always 1,000,000 bits, just like 1Kbps is always 1,000 bits.

On 7/16/05, James Tucker [EMAIL PROTECTED] wrote:



Sorry, but I just want to verify, you do know those byte values are
wrong don't you?

1MB is 1024 KB which is 1048576 Bytes, which is 8388608 bits.

Gb-Mb-Kb always factors of 1024 different.
There are 8 bits in a byte.

1Mbps (bits per second, the standard measurement for most
telcommunications speeds)

1Mbps is capable of sending 1024kbps, which is 1048576 bits per second.
128k is actually 131072 bits per second
16k is 16384 bits per second.

Rounded values are however good as they leave some space for
oversubscription / link control / protocol overhead.

Yeah, I couldn't recommend running a server on 16kbps up.





--
Clayton Macleod

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Re: [hlds] Re: sv_unlag and Ping

2005-07-16 Thread sprout

MB=mega byte Mb means mega bit ... thats where the confusion is its all in
the abreviation but clayton has it right as well as james just diffeernt
views but for the reasoning of the server I think its figured in bits so
clayton is altimatly right
- Original Message -
From: Steve Dalberg [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Saturday, July 16, 2005 12:01 PM
Subject: Re: [hlds] Re: sv_unlag and Ping



I'll second what Clayton says...  100b/s is 1Mbps

Clayton Macleod wrote:


sorry, but you're wrong. 1Mbps in terms of *network communication* is
always 1,000,000 bits, just like 1Kbps is always 1,000 bits.

On 7/16/05, James Tucker [EMAIL PROTECTED] wrote:



Sorry, but I just want to verify, you do know those byte values are
wrong don't you?

1MB is 1024 KB which is 1048576 Bytes, which is 8388608 bits.

Gb-Mb-Kb always factors of 1024 different.
There are 8 bits in a byte.

1Mbps (bits per second, the standard measurement for most
telcommunications speeds)

1Mbps is capable of sending 1024kbps, which is 1048576 bits per second.
128k is actually 131072 bits per second
16k is 16384 bits per second.

Rounded values are however good as they leave some space for
oversubscription / link control / protocol overhead.

Yeah, I couldn't recommend running a server on 16kbps up.





--
Clayton Macleod

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Re: [hlds] Re: sv_unlag and Ping

2005-07-16 Thread m0gely

sprout wrote:


MB=mega byte Mb means mega bit


bit's is what I meant, yes I know that a bad typographical error to make.

--
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http://quake2.telestream.com/
Q2 | Q3A | Counter-strike

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Re: [hlds] Re: sv_unlag and Ping

2005-07-16 Thread Mikee

I am always amazed at how the simple concept of bits and bytes are confused
by so many.  It goes back to hardware engineers using the Metric (base 10)
system in describing Hard Drive storage sizes, and bandwidth transfer speeds
being expressed in  bits of information.

Then the software programmers use base 2, and only describe useable data
expressed in terms of bytes (comprised of 8 bits--think of the parts of a
digital clock showing the numeral 8 which has 7 pieces + 1 where they are
all off).

It is pretty confusing that the only real way to properly distinguish
between bits and bytes is with a lower and upper case letter b/B
respectively.  They should have called a Byte something like a Zoot so
there would never have been this confusion.

- Original Message -
From: sprout [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Saturday, July 16, 2005 1:39 PM
Subject: Re: [hlds] Re: sv_unlag and Ping



MB=mega byte Mb means mega bit ... thats where the confusion is its all in
the abreviation but clayton has it right as well as james just diffeernt
views but for the reasoning of the server I think its figured in bits so
clayton is altimatly right




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Re: [hlds] Re: sv_unlag and Ping

2005-07-16 Thread sprout

what is default sv_unlag?
- Original Message -
From: Mikee [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Saturday, July 16, 2005 9:25 PM
Subject: Re: [hlds] Re: sv_unlag and Ping



I am always amazed at how the simple concept of bits and bytes are confused
by so many.  It goes back to hardware engineers using the Metric (base 10)
system in describing Hard Drive storage sizes, and bandwidth transfer
speeds
being expressed in  bits of information.

Then the software programmers use base 2, and only describe useable data
expressed in terms of bytes (comprised of 8 bits--think of the parts of a
digital clock showing the numeral 8 which has 7 pieces + 1 where they are
all off).

It is pretty confusing that the only real way to properly distinguish
between bits and bytes is with a lower and upper case letter b/B
respectively.  They should have called a Byte something like a Zoot so
there would never have been this confusion.

- Original Message -
From: sprout [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Saturday, July 16, 2005 1:39 PM
Subject: Re: [hlds] Re: sv_unlag and Ping



MB=mega byte Mb means mega bit ... thats where the confusion is its all
in
the abreviation but clayton has it right as well as james just diffeernt
views but for the reasoning of the server I think its figured in bits so
clayton is altimatly right




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Re: [hlds] Re: sv_unlag and Ping

2005-07-16 Thread Clayton Macleod
1.0

On 7/16/05, sprout [EMAIL PROTECTED] wrote:
 what is default sv_unlag?


--
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Re: [hlds] Re: sv_unlag and Ping

2005-07-16 Thread sprout

its 1.0 so realisticly you should set it much higher if you have a nice
connection like 100Mb?
- Original Message -
From: Clayton Macleod [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Sunday, July 17, 2005 12:13 AM
Subject: Re: [hlds] Re: sv_unlag and Ping



1.0

On 7/16/05, sprout [EMAIL PROTECTED] wrote:

what is default sv_unlag?



--
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Re: [hlds] Re: sv_unlag and Ping

2005-07-15 Thread m0gely

David Williams wrote:


i'm new to this and i've been reading this thread with interest as i
have a 16k upload and a 128k download on my connection (1 megabit fibre
optic cable)


1Mb = 1,024,000 bytes
128k =  128,000 bytes
16k =16,000 bytes

Something you're saying isn't making sense to me.  So I'm just going to
use your upload and download numbers.


and i want to run 8 players on my cs 1.6 server


I don't see how you could get more than 4 people on that connection
without considerable lag.  My server graphs indicate 4.5Kb per player
outgoing as the ave for 1.6.  So, if you're certain that 16k is in fact
your outgoing limit, then this line just isn't suitable to run a server,
unless you like very small maps for 4 player action.  Outgoing line
speed is where the bulk of the traffic is due to each client getting
info from the server about all the other clients.

--
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http://quake2.telestream.com/
Q2 | Q3A | Counter-strike

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RE: [hlds] Re: sv_unlag and Ping

2005-06-28 Thread Ben
That's not how it works I'm afraid ;)  It's all explained in this guide:
http://www.valve-erc.com/srcsdk/general/multiplayer_networking.html

It explains the interpolation, prediction, and lag compensation.
Regards,
Ben

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED]
Sent: 27 June 2005 17:59
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Re: sv_unlag and Ping

I'm not totally sure about this, so anyone can feel free to correct me.  I
think if you turn cl_interpolate of, but set cl_interp 0.5, then the
hitbox lags .5 seconds behinds the player.  Some players might use this to
hit players that appear to have already hidden behind a wall, or run
through a crack in the doors...  I've never tried it, as I try to get my
models and hitboxes in the same place, but thats what I've kind of
gathered.

Again, not totally sure on this...

Thanks for input though
On Monday, June 27, 2005 2:01 am, Ben said:
 What are you worried about exactly? People using high interp values to
 cause
 annoyance to other players?  Seems like a strange thing to worry about.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Steve Dalberg
 Sent: 26 June 2005 23:24
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Re: sv_unlag and Ping

 Would turning sv_unlag down to the highest acceptable limit on our
 server keep people from using interpolate to have hitboxes lag behind
 models?  We usually accept a 125ms-140ms ping, and start kicking at
 higher than that... (mainly as a way for the regs to get in).  So should
 we set sv_unlag to 0.140?

 Thanks,
 Steve


 iceflatline wrote:

  well, obviously...
 
  Clayton Macleod wrote:
 
  well, obviously, sv_unlag is what turns on the compensation for
  clients' latency. It's what makes it so you don't have to lead your
  shots in front of the model you see, so you can actually aim at the
  model as if you had no latency at all. Turning it off just brings you
  back to the quake 1 days when there was nothing done to compensate for
  latency at all. The only situation where you might consider turning
  this off is on a LAN, but even then it makes no sense to turn it off,
  really.
 
  On 6/25/05, iceflatline [EMAIL PROTECTED] wrote:
 
 
  i agree. i run hl and tfc servers (iceflatline.homeip.net) with that
  cvar enabled and it does seem to help clients with latency issues.
 
 
 
 
  --
  Clayton Macleod
 
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Re: [hlds] Re: sv_unlag and Ping

2005-06-28 Thread Clayton Macleod
that link's no good anymore :(

On 6/28/05, Ben [EMAIL PROTECTED] wrote:
 That's not how it works I'm afraid ;)  It's all explained in this guide:
 http://www.valve-erc.com/srcsdk/general/multiplayer_networking.html

 It explains the interpolation, prediction, and lag compensation.
 Regards,
 Ben


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RE: [hlds] Re: sv_unlag and Ping

2005-06-28 Thread Ben
Doh!  There's an article written by yahn about it too that is floating about
in various places on the net -
http://www.gamesurge.com/pc/interviews/netcode.shtml - interview
http://www.gdconf.com/archives/2001/bernier.doc - article


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Clayton Macleod
Sent: 28 June 2005 11:54
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Re: sv_unlag and Ping

that link's no good anymore :(

On 6/28/05, Ben [EMAIL PROTECTED] wrote:
 That's not how it works I'm afraid ;)  It's all explained in this guide:
 http://www.valve-erc.com/srcsdk/general/multiplayer_networking.html

 It explains the interpolation, prediction, and lag compensation.
 Regards,
 Ben


--
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Re: [hlds] Re: sv_unlag and Ping

2005-06-28 Thread James Tucker
I thought as clayton did for quite some time, and the reason is simply
due to the use of the word interpolation and the fact that some
documentation (alhtough I cant find it) suggested cl_interp was a
'maximum' value.

The documentation at the link posted explains that the value of
cl_interp is a delay value, by which all game world representation is
re-wound prior to rendering. Unfortuantely, this means that the fight
is for lower values of cl_interp (you will see your enemies before
they see you). I don't know many other peoples direct opinions but I
know that it's possible to die in less than 50ms. It does beg the
question though, why cl_interp is not locked for internet gaming. I
would imagine it is similar however to the state of cl_smooth and the
choices of default updaterate and cmdrate values.

So much for cheats really, when you can clearly gain advantage by
optimising your cvars.

On 6/28/05, Ben [EMAIL PROTECTED] wrote:
 That's not how it works I'm afraid ;)  It's all explained in this guide:
 http://www.valve-erc.com/srcsdk/general/multiplayer_networking.html

 It explains the interpolation, prediction, and lag compensation.
 Regards,
 Ben

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED]
 Sent: 27 June 2005 17:59
 To: hlds@list.valvesoftware.com
 Subject: RE: [hlds] Re: sv_unlag and Ping

 I'm not totally sure about this, so anyone can feel free to correct me.  I
 think if you turn cl_interpolate of, but set cl_interp 0.5, then the
 hitbox lags .5 seconds behinds the player.  Some players might use this to
 hit players that appear to have already hidden behind a wall, or run
 through a crack in the doors...  I've never tried it, as I try to get my
 models and hitboxes in the same place, but thats what I've kind of
 gathered.

 Again, not totally sure on this...

 Thanks for input though
 On Monday, June 27, 2005 2:01 am, Ben said:
  What are you worried about exactly? People using high interp values to
  cause
  annoyance to other players?  Seems like a strange thing to worry about.
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Steve Dalberg
  Sent: 26 June 2005 23:24
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] Re: sv_unlag and Ping
 
  Would turning sv_unlag down to the highest acceptable limit on our
  server keep people from using interpolate to have hitboxes lag behind
  models?  We usually accept a 125ms-140ms ping, and start kicking at
  higher than that... (mainly as a way for the regs to get in).  So should
  we set sv_unlag to 0.140?
 
  Thanks,
  Steve
 
 
  iceflatline wrote:
 
   well, obviously...
  
   Clayton Macleod wrote:
  
   well, obviously, sv_unlag is what turns on the compensation for
   clients' latency. It's what makes it so you don't have to lead your
   shots in front of the model you see, so you can actually aim at the
   model as if you had no latency at all. Turning it off just brings you
   back to the quake 1 days when there was nothing done to compensate for
   latency at all. The only situation where you might consider turning
   this off is on a LAN, but even then it makes no sense to turn it off,
   really.
  
   On 6/25/05, iceflatline [EMAIL PROTECTED] wrote:
  
  
   i agree. i run hl and tfc servers (iceflatline.homeip.net) with that
   cvar enabled and it does seem to help clients with latency issues.
  
  
  
  
   --
   Clayton Macleod
  
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RE: [hlds] Re: sv_unlag and Ping

2005-06-28 Thread Ben
I agree completely, cl_interp and cl_interpolate should be locked or at
least a cheat cvar.


I can see no reason why you should be able to change them apart from for
debugging purposes perhaps.

Alfred can you shed any light on this?


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of James Tucker
Sent: 28 June 2005 12:23
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Re: sv_unlag and Ping

I thought as clayton did for quite some time, and the reason is simply
due to the use of the word interpolation and the fact that some
documentation (alhtough I cant find it) suggested cl_interp was a
'maximum' value.

The documentation at the link posted explains that the value of
cl_interp is a delay value, by which all game world representation is
re-wound prior to rendering. Unfortuantely, this means that the fight
is for lower values of cl_interp (you will see your enemies before
they see you). I don't know many other peoples direct opinions but I
know that it's possible to die in less than 50ms. It does beg the
question though, why cl_interp is not locked for internet gaming. I
would imagine it is similar however to the state of cl_smooth and the
choices of default updaterate and cmdrate values.

So much for cheats really, when you can clearly gain advantage by
optimising your cvars.

On 6/28/05, Ben [EMAIL PROTECTED] wrote:
 That's not how it works I'm afraid ;)  It's all explained in this guide:
 http://www.valve-erc.com/srcsdk/general/multiplayer_networking.html

 It explains the interpolation, prediction, and lag compensation.
 Regards,
 Ben

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
 Sent: 27 June 2005 17:59
 To: hlds@list.valvesoftware.com
 Subject: RE: [hlds] Re: sv_unlag and Ping

 I'm not totally sure about this, so anyone can feel free to correct me.  I
 think if you turn cl_interpolate of, but set cl_interp 0.5, then the
 hitbox lags .5 seconds behinds the player.  Some players might use this to
 hit players that appear to have already hidden behind a wall, or run
 through a crack in the doors...  I've never tried it, as I try to get my
 models and hitboxes in the same place, but thats what I've kind of
 gathered.

 Again, not totally sure on this...

 Thanks for input though
 On Monday, June 27, 2005 2:01 am, Ben said:
  What are you worried about exactly? People using high interp values to
  cause
  annoyance to other players?  Seems like a strange thing to worry about.
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Steve Dalberg
  Sent: 26 June 2005 23:24
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] Re: sv_unlag and Ping
 
  Would turning sv_unlag down to the highest acceptable limit on our
  server keep people from using interpolate to have hitboxes lag behind
  models?  We usually accept a 125ms-140ms ping, and start kicking at
  higher than that... (mainly as a way for the regs to get in).  So should
  we set sv_unlag to 0.140?
 
  Thanks,
  Steve
 
 
  iceflatline wrote:
 
   well, obviously...
  
   Clayton Macleod wrote:
  
   well, obviously, sv_unlag is what turns on the compensation for
   clients' latency. It's what makes it so you don't have to lead your
   shots in front of the model you see, so you can actually aim at the
   model as if you had no latency at all. Turning it off just brings you
   back to the quake 1 days when there was nothing done to compensate
for
   latency at all. The only situation where you might consider turning
   this off is on a LAN, but even then it makes no sense to turn it off,
   really.
  
   On 6/25/05, iceflatline [EMAIL PROTECTED] wrote:
  
  
   i agree. i run hl and tfc servers (iceflatline.homeip.net) with that
   cvar enabled and it does seem to help clients with latency issues.
  
  
  
  
   --
   Clayton Macleod
  
   ___
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   archives, please visit:
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   please visit:
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RE: [hlds] Re: sv_unlag and Ping

2005-06-28 Thread Ben
Cl_interp is not machine/network specific - the default of 0.1 was chosen
because it minimises the effects of lost packets.  There is no reason why
anyone should be allowed to set it any lower.  I suspect however that if
valve did remove the ability to change it that there would be an uproar from
the community as many misinformed people believe that setting cl_interp to 0
lines up the hitboxes with the models or some other silly witchcraft.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of James Tucker
Sent: 28 June 2005 12:23
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Re: sv_unlag and Ping

I thought as clayton did for quite some time, and the reason is simply
due to the use of the word interpolation and the fact that some
documentation (alhtough I cant find it) suggested cl_interp was a
'maximum' value.

The documentation at the link posted explains that the value of
cl_interp is a delay value, by which all game world representation is
re-wound prior to rendering. Unfortuantely, this means that the fight
is for lower values of cl_interp (you will see your enemies before
they see you). I don't know many other peoples direct opinions but I
know that it's possible to die in less than 50ms. It does beg the
question though, why cl_interp is not locked for internet gaming. I
would imagine it is similar however to the state of cl_smooth and the
choices of default updaterate and cmdrate values.

So much for cheats really, when you can clearly gain advantage by
optimising your cvars.

On 6/28/05, Ben [EMAIL PROTECTED] wrote:
 That's not how it works I'm afraid ;)  It's all explained in this guide:
 http://www.valve-erc.com/srcsdk/general/multiplayer_networking.html

 It explains the interpolation, prediction, and lag compensation.
 Regards,
 Ben

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
 Sent: 27 June 2005 17:59
 To: hlds@list.valvesoftware.com
 Subject: RE: [hlds] Re: sv_unlag and Ping

 I'm not totally sure about this, so anyone can feel free to correct me.  I
 think if you turn cl_interpolate of, but set cl_interp 0.5, then the
 hitbox lags .5 seconds behinds the player.  Some players might use this to
 hit players that appear to have already hidden behind a wall, or run
 through a crack in the doors...  I've never tried it, as I try to get my
 models and hitboxes in the same place, but thats what I've kind of
 gathered.

 Again, not totally sure on this...

 Thanks for input though
 On Monday, June 27, 2005 2:01 am, Ben said:
  What are you worried about exactly? People using high interp values to
  cause
  annoyance to other players?  Seems like a strange thing to worry about.
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Steve Dalberg
  Sent: 26 June 2005 23:24
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] Re: sv_unlag and Ping
 
  Would turning sv_unlag down to the highest acceptable limit on our
  server keep people from using interpolate to have hitboxes lag behind
  models?  We usually accept a 125ms-140ms ping, and start kicking at
  higher than that... (mainly as a way for the regs to get in).  So should
  we set sv_unlag to 0.140?
 
  Thanks,
  Steve
 
 
  iceflatline wrote:
 
   well, obviously...
  
   Clayton Macleod wrote:
  
   well, obviously, sv_unlag is what turns on the compensation for
   clients' latency. It's what makes it so you don't have to lead your
   shots in front of the model you see, so you can actually aim at the
   model as if you had no latency at all. Turning it off just brings you
   back to the quake 1 days when there was nothing done to compensate
for
   latency at all. The only situation where you might consider turning
   this off is on a LAN, but even then it makes no sense to turn it off,
   really.
  
   On 6/25/05, iceflatline [EMAIL PROTECTED] wrote:
  
  
   i agree. i run hl and tfc servers (iceflatline.homeip.net) with that
   cvar enabled and it does seem to help clients with latency issues.
  
  
  
  
   --
   Clayton Macleod
  
   ___
   To unsubscribe, edit your list preferences, or view the list
   archives, please visit:
   http://list.valvesoftware.com/mailman/listinfo/hlds
  
  
  
  
  
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   please visit:
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Re: [hlds] Re: sv_unlag and Ping

2005-06-28 Thread James Tucker
IMHO

cl_interpolate could be locked, but i dont really see the need, what
does need to be done is to ensure that all players (ideally) are
playing the same game tick at the same time.

cl_interp should be locked at 0.1 or lower, any longer starts to get
quite noticeable. I play on 0.05 regularly right now, but I am a
broadband user.

cl_smooth surely should default to 0, or in the very least not be FORCED to 1.

I'd like to know:

cl_lagcomp_errorcheck, does it work? it feels good, but that may just
be a placebo. can't see anything on showhitboxes or showimpacts.

On 6/28/05, Ben [EMAIL PROTECTED] wrote:
 I agree completely, cl_interp and cl_interpolate should be locked or at
 least a cheat cvar.


 I can see no reason why you should be able to change them apart from for
 debugging purposes perhaps.

 Alfred can you shed any light on this?


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of James Tucker
 Sent: 28 June 2005 12:23
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Re: sv_unlag and Ping

 I thought as clayton did for quite some time, and the reason is simply
 due to the use of the word interpolation and the fact that some
 documentation (alhtough I cant find it) suggested cl_interp was a
 'maximum' value.

 The documentation at the link posted explains that the value of
 cl_interp is a delay value, by which all game world representation is
 re-wound prior to rendering. Unfortuantely, this means that the fight
 is for lower values of cl_interp (you will see your enemies before
 they see you). I don't know many other peoples direct opinions but I
 know that it's possible to die in less than 50ms. It does beg the
 question though, why cl_interp is not locked for internet gaming. I
 would imagine it is similar however to the state of cl_smooth and the
 choices of default updaterate and cmdrate values.

 So much for cheats really, when you can clearly gain advantage by
 optimising your cvars.

 On 6/28/05, Ben [EMAIL PROTECTED] wrote:
  That's not how it works I'm afraid ;)  It's all explained in this guide:
  http://www.valve-erc.com/srcsdk/general/multiplayer_networking.html
 
  It explains the interpolation, prediction, and lag compensation.
  Regards,
  Ben
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of
 [EMAIL PROTECTED]
  Sent: 27 June 2005 17:59
  To: hlds@list.valvesoftware.com
  Subject: RE: [hlds] Re: sv_unlag and Ping
 
  I'm not totally sure about this, so anyone can feel free to correct me.  I
  think if you turn cl_interpolate of, but set cl_interp 0.5, then the
  hitbox lags .5 seconds behinds the player.  Some players might use this to
  hit players that appear to have already hidden behind a wall, or run
  through a crack in the doors...  I've never tried it, as I try to get my
  models and hitboxes in the same place, but thats what I've kind of
  gathered.
 
  Again, not totally sure on this...
 
  Thanks for input though
  On Monday, June 27, 2005 2:01 am, Ben said:
   What are you worried about exactly? People using high interp values to
   cause
   annoyance to other players?  Seems like a strange thing to worry about.
  
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] On Behalf Of Steve Dalberg
   Sent: 26 June 2005 23:24
   To: hlds@list.valvesoftware.com
   Subject: Re: [hlds] Re: sv_unlag and Ping
  
   Would turning sv_unlag down to the highest acceptable limit on our
   server keep people from using interpolate to have hitboxes lag behind
   models?  We usually accept a 125ms-140ms ping, and start kicking at
   higher than that... (mainly as a way for the regs to get in).  So should
   we set sv_unlag to 0.140?
  
   Thanks,
   Steve
  
  
   iceflatline wrote:
  
well, obviously...
   
Clayton Macleod wrote:
   
well, obviously, sv_unlag is what turns on the compensation for
clients' latency. It's what makes it so you don't have to lead your
shots in front of the model you see, so you can actually aim at the
model as if you had no latency at all. Turning it off just brings you
back to the quake 1 days when there was nothing done to compensate
 for
latency at all. The only situation where you might consider turning
this off is on a LAN, but even then it makes no sense to turn it off,
really.
   
On 6/25/05, iceflatline [EMAIL PROTECTED] wrote:
   
   
i agree. i run hl and tfc servers (iceflatline.homeip.net) with that
cvar enabled and it does seem to help clients with latency issues.
   
   
   
   
--
Clayton Macleod
   
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RE: [hlds] Re: sv_unlag and Ping

2005-06-27 Thread Ben
No, because that doesn't include the default interpolation.  You need to do
max ping + max interp value.  So with default and 140 ping max = 0.14 + 0.1
= 0.24



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Steve Dalberg
Sent: 26 June 2005 23:24
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Re: sv_unlag and Ping

Would turning sv_unlag down to the highest acceptable limit on our
server keep people from using interpolate to have hitboxes lag behind
models?  We usually accept a 125ms-140ms ping, and start kicking at
higher than that... (mainly as a way for the regs to get in).  So should
we set sv_unlag to 0.140?

Thanks,
Steve


iceflatline wrote:

 well, obviously...

 Clayton Macleod wrote:

 well, obviously, sv_unlag is what turns on the compensation for
 clients' latency. It's what makes it so you don't have to lead your
 shots in front of the model you see, so you can actually aim at the
 model as if you had no latency at all. Turning it off just brings you
 back to the quake 1 days when there was nothing done to compensate for
 latency at all. The only situation where you might consider turning
 this off is on a LAN, but even then it makes no sense to turn it off,
 really.

 On 6/25/05, iceflatline [EMAIL PROTECTED] wrote:


 i agree. i run hl and tfc servers (iceflatline.homeip.net) with that
 cvar enabled and it does seem to help clients with latency issues.




 --
 Clayton Macleod

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RE: [hlds] Re: sv_unlag and Ping

2005-06-27 Thread Ben
What are you worried about exactly? People using high interp values to cause
annoyance to other players?  Seems like a strange thing to worry about.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Steve Dalberg
Sent: 26 June 2005 23:24
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Re: sv_unlag and Ping

Would turning sv_unlag down to the highest acceptable limit on our
server keep people from using interpolate to have hitboxes lag behind
models?  We usually accept a 125ms-140ms ping, and start kicking at
higher than that... (mainly as a way for the regs to get in).  So should
we set sv_unlag to 0.140?

Thanks,
Steve


iceflatline wrote:

 well, obviously...

 Clayton Macleod wrote:

 well, obviously, sv_unlag is what turns on the compensation for
 clients' latency. It's what makes it so you don't have to lead your
 shots in front of the model you see, so you can actually aim at the
 model as if you had no latency at all. Turning it off just brings you
 back to the quake 1 days when there was nothing done to compensate for
 latency at all. The only situation where you might consider turning
 this off is on a LAN, but even then it makes no sense to turn it off,
 really.

 On 6/25/05, iceflatline [EMAIL PROTECTED] wrote:


 i agree. i run hl and tfc servers (iceflatline.homeip.net) with that
 cvar enabled and it does seem to help clients with latency issues.




 --
 Clayton Macleod

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RE: [hlds] Re: sv_unlag and Ping

2005-06-27 Thread steve
I'm not totally sure about this, so anyone can feel free to correct me.  I
think if you turn cl_interpolate of, but set cl_interp 0.5, then the
hitbox lags .5 seconds behinds the player.  Some players might use this to
hit players that appear to have already hidden behind a wall, or run
through a crack in the doors...  I've never tried it, as I try to get my
models and hitboxes in the same place, but thats what I've kind of
gathered.

Again, not totally sure on this...

Thanks for input though
On Monday, June 27, 2005 2:01 am, Ben said:
 What are you worried about exactly? People using high interp values to
 cause
 annoyance to other players?  Seems like a strange thing to worry about.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Steve Dalberg
 Sent: 26 June 2005 23:24
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Re: sv_unlag and Ping

 Would turning sv_unlag down to the highest acceptable limit on our
 server keep people from using interpolate to have hitboxes lag behind
 models?  We usually accept a 125ms-140ms ping, and start kicking at
 higher than that... (mainly as a way for the regs to get in).  So should
 we set sv_unlag to 0.140?

 Thanks,
 Steve


 iceflatline wrote:

  well, obviously...
 
  Clayton Macleod wrote:
 
  well, obviously, sv_unlag is what turns on the compensation for
  clients' latency. It's what makes it so you don't have to lead your
  shots in front of the model you see, so you can actually aim at the
  model as if you had no latency at all. Turning it off just brings you
  back to the quake 1 days when there was nothing done to compensate for
  latency at all. The only situation where you might consider turning
  this off is on a LAN, but even then it makes no sense to turn it off,
  really.
 
  On 6/25/05, iceflatline [EMAIL PROTECTED] wrote:
 
 
  i agree. i run hl and tfc servers (iceflatline.homeip.net) with that
  cvar enabled and it does seem to help clients with latency issues.
 
 
 
 
  --
  Clayton Macleod
 
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Re: [hlds] Re: sv_unlag and Ping

2005-06-27 Thread Clayton Macleod
as I understand it the interp value is just a maximum, and it doesn't
interpolate anywhere past the data it is receiving. So if you are
receiving data every 50ms, 20 updates a second, but getting 40fps,
25ms, it's not going to be interpolating anything beyond 25ms anyways
since you are getting real data for every second frame that gets
rendered. Is that not how it works in practice? I thought
interpolation only applied from last update through to the next
update, and had nothing to do with your ping/latency in that regard.
Just my theory, could be wrong. But I think the lag compensation is
kind of seperate from packet-to-packet interpolation.

On 6/27/05, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
 I'm not totally sure about this, so anyone can feel free to correct me.  I
 think if you turn cl_interpolate of, but set cl_interp 0.5, then the
 hitbox lags .5 seconds behinds the player.  Some players might use this to
 hit players that appear to have already hidden behind a wall, or run
 through a crack in the doors...  I've never tried it, as I try to get my
 models and hitboxes in the same place, but thats what I've kind of
 gathered.

 Again, not totally sure on this...

 Thanks for input though


--
Clayton Macleod

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[hlds] Re: sv_unlag and Ping

2005-06-25 Thread leo bounds
I saw someone talking about sv_unlag and ping
performance. Is it a good idea to have sv_unlag 1 in
all our server.cfg files as a general rule to help
people with bad ping rates and if so would that be for
all HL games, CS, DOD, CSS etc ?

Thanks for info





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Re: [hlds] Re: sv_unlag and Ping

2005-06-25 Thread Clayton Macleod
playing without sv_unlag makes no sense at all, especially not over
the internet.

On 6/25/05, leo bounds [EMAIL PROTECTED] wrote:
 I saw someone talking about sv_unlag and ping
 performance. Is it a good idea to have sv_unlag 1 in
 all our server.cfg files as a general rule to help
 people with bad ping rates and if so would that be for
 all HL games, CS, DOD, CSS etc ?

 Thanks for info


--
Clayton Macleod

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Re: [hlds] Re: sv_unlag and Ping

2005-06-25 Thread iceflatline

i agree. i run hl and tfc servers (iceflatline.homeip.net) with that
cvar enabled and it does seem to help clients with latency issues.

Clayton Macleod wrote:


playing without sv_unlag makes no sense at all, especially not over
the internet.

On 6/25/05, leo bounds [EMAIL PROTECTED] wrote:



I saw someone talking about sv_unlag and ping
performance. Is it a good idea to have sv_unlag 1 in
all our server.cfg files as a general rule to help
people with bad ping rates and if so would that be for
all HL games, CS, DOD, CSS etc ?

Thanks for info





--
Clayton Macleod

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Re: [hlds] Re: sv_unlag and Ping

2005-06-25 Thread Clayton Macleod
well, obviously, sv_unlag is what turns on the compensation for
clients' latency. It's what makes it so you don't have to lead your
shots in front of the model you see, so you can actually aim at the
model as if you had no latency at all. Turning it off just brings you
back to the quake 1 days when there was nothing done to compensate for
latency at all. The only situation where you might consider turning
this off is on a LAN, but even then it makes no sense to turn it off,
really.

On 6/25/05, iceflatline [EMAIL PROTECTED] wrote:
 i agree. i run hl and tfc servers (iceflatline.homeip.net) with that
 cvar enabled and it does seem to help clients with latency issues.


--
Clayton Macleod

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RE: [hlds] Re: sv_unlag and Ping

2005-06-25 Thread Ben
And it's on by default so you don't really need it in the config either.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Clayton Macleod
Sent: 25 June 2005 21:23
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Re: sv_unlag and Ping

well, obviously, sv_unlag is what turns on the compensation for
clients' latency. It's what makes it so you don't have to lead your
shots in front of the model you see, so you can actually aim at the
model as if you had no latency at all. Turning it off just brings you
back to the quake 1 days when there was nothing done to compensate for
latency at all. The only situation where you might consider turning
this off is on a LAN, but even then it makes no sense to turn it off,
really.

On 6/25/05, iceflatline [EMAIL PROTECTED] wrote:
 i agree. i run hl and tfc servers (iceflatline.homeip.net) with that
 cvar enabled and it does seem to help clients with latency issues.


--
Clayton Macleod

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