Re: [hlds] GMod Broken - Invalid Steam Key Size

2009-03-04 Thread AnAkIn .
AFAIK VALVe already fixed it, as it has been said on GMOD, DIPRIP, and a few
other forums. Try updating your server with -verify_all and see.

They changed the source engine GCF files used by games others than TF2 and
DoD S, so now when they do a TF2/DoD S engine update, it won't break mods.

TF2/DoD S now use multiplayer ob binaries.gcf and others use source 2007
binaries.gcf which is an older version of it.

2009/3/4 Stephen Micheals stephen.miche...@gmail.com

 This still has yet to be fixed, this problem was introduced on Feb
 16th and its now march 4th..

 having to revert server binaries to old saved copies on dedicated
 servers just to allow players to join without that error is getting
 old.

 mods such as GE:S, ZPS, stargate:TLS and who knows how many others
 have been waiting for what 16 days now and still not a word on a fix.

 is valve actually aware of this issue?

 On Sat, Feb 21, 2009 at 8:52 AM, Jarno Veuger h...@mr-green.nl wrote:
  Yeah, all Orange Box based multiplayer modifications got this problem.
  Hopefully Valve will fix it soon.
 
  Alec Sanger wrote:
  It's not just gmod... our zombie panic source server no longer works
 either. get the same error
 
  Thank you,
  Alec Sanger
  P: 248.941.3813
  F: 313.286.8945

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Re: [hlds] GMod Broken - Invalid Steam Key Size

2009-03-04 Thread Stephen Micheals
it may have been fixed for garrysmod but not for other games i listed such as:
GE:S, ZPS, stargate:TLS and other orangebox mods.

On Wed, Mar 4, 2009 at 3:46 AM, AnAkIn . anakin...@gmail.com wrote:
 AFAIK VALVe already fixed it, as it has been said on GMOD, DIPRIP, and a few
 other forums. Try updating your server with -verify_all and see.

 They changed the source engine GCF files used by games others than TF2 and
 DoD S, so now when they do a TF2/DoD S engine update, it won't break mods.

 TF2/DoD S now use multiplayer ob binaries.gcf and others use source 2007
 binaries.gcf which is an older version of it.

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[hlds] PL maps crashes - ignored?

2009-03-04 Thread Bengt Rosenberger
Is Valve actually aware of the problem of crashing PL maps or are we 
doomed to use sop_stb till the end of days?
I know they don't care about this list but maybe someone knows anything.

Do we have to wait 6 months again before they try to fix it and fail, 
like with the timeout bug?

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Re: [hlds] PL maps crashes - ignored?

2009-03-04 Thread Andreas Grimm
And there is an exploit, that every class can use the Scout's bonk drink,
too ...
They can't get killed ):-(

But I didn't find out how to use it yet.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Bengt Rosenberger
Sent: Wednesday, March 04, 2009 7:37 PM
To: Half-Life dedicated Win32 server mailing list
Subject: [hlds] PL maps crashes - ignored?

Is Valve actually aware of the problem of crashing PL maps or are we 
doomed to use sop_stb till the end of days?
I know they don't care about this list but maybe someone knows anything.

Do we have to wait 6 months again before they try to fix it and fail, 
like with the timeout bug?

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Re: [hlds] Come join me on HapkidoNet.com

2009-03-04 Thread Timothy L Havener
I'd rather shave my eyeballs.

Juliano wrote:
 HapkidoNet.com: Hapkido network for discussion, making friends, sharing 
 photos and more
 

 Come join me on HapkidoNet.com!

 Juliano

 Click the link below to Join:
 http://www.hapkidonet.com/?xgi=1qN9dK4

 If your email program doesn't recognize the web address above as an active 
 link,
 please copy and paste it into your web browser

 

 Members already on HapkidoNet.com
 Maicon Wissmann, Anderson Scaldaferri, Daniel McCullar, Boris Krivokapic, Wael

 

 About HapkidoNet.com
 HapkidoNet.com is a new online network for all Hapkido practitioners! All 
 styles and related arts welcome. Talk, share and enjoy yourselves.

 161 members
 426 photos
 43 videos
 58 discussions
 34 blog posts

 

 To control which emails you receive on the corner, or to opt-out, go to:
 http://www.hapkidonet.com/?xgo=KDpci-TqZEMvl9SsyMBZ6MajaRYBQShGFr5C-UcTZe33-Y7R5hvtwgrn777OK4cT
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Re: [hlds] PL maps crashes - ignored?

2009-03-04 Thread 1nsane
They know of it but they don't like us so they are ignoring us :(.

On Wed, Mar 4, 2009 at 1:37 PM, Bengt Rosenberger
bengt.rosenber...@gmx.dewrote:

 Is Valve actually aware of the problem of crashing PL maps or are we
 doomed to use sop_stb till the end of days?
 I know they don't care about this list but maybe someone knows anything.

 Do we have to wait 6 months again before they try to fix it and fail,
 like with the timeout bug?

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Re: [hlds] PL maps crashes - ignored?

2009-03-04 Thread Tony Paloma
Valve knows. Alfred asked me about it directly and I told him what it is and
how it works. I also told Eric, Yahn, and Robin while we were trying to
solve some problems together. I haven't heard from them since though.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Bengt Rosenberger
Sent: Wednesday, March 04, 2009 10:37 AM
To: Half-Life dedicated Win32 server mailing list
Subject: [hlds] PL maps crashes - ignored?

Is Valve actually aware of the problem of crashing PL maps or are we 
doomed to use sop_stb till the end of days?
I know they don't care about this list but maybe someone knows anything.

Do we have to wait 6 months again before they try to fix it and fail, 
like with the timeout bug?

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Re: [hlds] PL maps crashes - ignored?

2009-03-04 Thread Chris
Nice to see Valve developers know what's going on in their code base!

On Wed, Mar 4, 2009 at 6:48 PM, Tony Paloma drunkenf...@hotmail.com wrote:

 Valve knows. Alfred asked me about it directly and I told him what it is
 and
 how it works. I also told Eric, Yahn, and Robin while we were trying to
 solve some problems together. I haven't heard from them since though.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Bengt
 Rosenberger
 Sent: Wednesday, March 04, 2009 10:37 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: [hlds] PL maps crashes - ignored?

 Is Valve actually aware of the problem of crashing PL maps or are we
 doomed to use sop_stb till the end of days?
 I know they don't care about this list but maybe someone knows anything.

 Do we have to wait 6 months again before they try to fix it and fail,
 like with the timeout bug?

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Re: [hlds] PL maps crashes - ignored?

2009-03-04 Thread Flubber
Yeah, they are so reactive and efficient...

2009/3/4 Chris headad...@gmail.com

 Nice to see Valve developers know what's going on in their code base!

 On Wed, Mar 4, 2009 at 6:48 PM, Tony Paloma drunkenf...@hotmail.com
 wrote:

  Valve knows. Alfred asked me about it directly and I told him what it is
  and
  how it works. I also told Eric, Yahn, and Robin while we were trying to
  solve some problems together. I haven't heard from them since though.
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Bengt
  Rosenberger
  Sent: Wednesday, March 04, 2009 10:37 AM
  To: Half-Life dedicated Win32 server mailing list
  Subject: [hlds] PL maps crashes - ignored?
 
  Is Valve actually aware of the problem of crashing PL maps or are we
  doomed to use sop_stb till the end of days?
  I know they don't care about this list but maybe someone knows anything.
 
  Do we have to wait 6 months again before they try to fix it and fail,
  like with the timeout bug?
 
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  please visit:
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Re: [hlds] PL maps crashes - ignored?

2009-03-04 Thread Ronny Schedel

It's not only PL maps, also cp_steel crashes frequently.

 Is Valve actually aware of the problem of crashing PL maps or are we
 doomed to use sop_stb till the end of days?
 I know they don't care about this list but maybe someone knows anything.

 Do we have to wait 6 months again before they try to fix it and fail,
 like with the timeout bug?

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Re: [hlds] PL maps crashes - ignored?

2009-03-04 Thread Andreas Grimm
And people have connecting problems on ctf_2fort, too ;P

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Ronny Schedel
Sent: Wednesday, March 04, 2009 9:05 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] PL maps crashes - ignored?


It's not only PL maps, also cp_steel crashes frequently.

 Is Valve actually aware of the problem of crashing PL maps or are we
 doomed to use sop_stb till the end of days?
 I know they don't care about this list but maybe someone knows anything.

 Do we have to wait 6 months again before they try to fix it and fail,
 like with the timeout bug?

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 please visit:
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[hlds] Windows Server 2008 64bit: Couldn't allocate any hltv IP port / bind errors

2009-03-04 Thread Andrew Armstrong
Hi,

 

We are experiencing some problems trying to run a few Team Fortress 2
servers on a new Windows Server 2008 64bit machine.

 

While the server attempts to start, the following error messages appear in
the server console:

 

--

WARNING: NNET_OpenSocket: bind: WSAEINVAL

other log lines

steamservice.cpp (275) : Assertion Failed: Failed to start in-process Steam
Service

CreateBoundSocket: ::bind returned Win32 error 10022

cminterface.cpp (598) : Assertion Failed: NULL != m_hConnection

--

 

We also receive the following error at times:

 

--

A dialog box appears with an OK button saying: Couldn't allocate any hltv
IP port

--

 

I know someone is going to suggest the tv_port variable, and so we tried
setting that to a unique, free port. This removes the Couldn't allocate any
hltv IP port error. We have had hltv support disabled though the entire
time.

 

However, the server still boots up with the WARNING: NN_NET.. Log lines as
above, and the server remains insecure:  1.0.4.9/14 3755 insecure (secure
mode enabled, disconnected from Steam 3)

 

Please note we run the exact same server configuration on Windows 2003 32bit
without any problems.

 

Is this a known issue at Valve (a quick google indicates a few other people
have the same problem), or is there a fix available?

 

Thanks,

Andrew

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Re: [hlds] Windows Server 2008 64bit: Couldn't allocate any hltv IP port / bind errors

2009-03-04 Thread Chad Austin
I think I had the same issue, and it went away after I left more room 
inbetween the ports for each gameserver, an I did not use anything in 
the 2702x range.

I know its not a good solution, but its worth a try.

Andrew Armstrong wrote:
 Hi,

  

 We are experiencing some problems trying to run a few Team Fortress 2
 servers on a new Windows Server 2008 64bit machine.

  

 While the server attempts to start, the following error messages appear in
 the server console:

  

 --

 WARNING: NNET_OpenSocket: bind: WSAEINVAL

 other log lines

 steamservice.cpp (275) : Assertion Failed: Failed to start in-process Steam
 Service

 CreateBoundSocket: ::bind returned Win32 error 10022

 cminterface.cpp (598) : Assertion Failed: NULL != m_hConnection

 --

  

 We also receive the following error at times:

  

 --

 A dialog box appears with an OK button saying: Couldn't allocate any hltv
 IP port

 --

  

 I know someone is going to suggest the tv_port variable, and so we tried
 setting that to a unique, free port. This removes the Couldn't allocate any
 hltv IP port error. We have had hltv support disabled though the entire
 time.

  

 However, the server still boots up with the WARNING: NN_NET.. Log lines as
 above, and the server remains insecure:  1.0.4.9/14 3755 insecure (secure
 mode enabled, disconnected from Steam 3)

  

 Please note we run the exact same server configuration on Windows 2003 32bit
 without any problems.

  

 Is this a known issue at Valve (a quick google indicates a few other people
 have the same problem), or is there a fix available?

  

 Thanks,

 Andrew

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Re: [hlds] Windows Server 2008 64bit: Couldn't allocate any hltv IP port / bind errors

2009-03-04 Thread Robert C
We've continued having this problem even when running only a single 
instance on a host.

Another strange observation is that L4D servers run fine on the same 
hosts, but have a similar error displayed in the console:

cminterface.cpp (940) : Assertion Failed: NULL != m_hConnection

Chad Austin wrote:
 I think I had the same issue, and it went away after I left more room 
 inbetween the ports for each gameserver, an I did not use anything in 
 the 2702x range.

 I know its not a good solution, but its worth a try.

 Andrew Armstrong wrote:
   
 Hi,

  

 We are experiencing some problems trying to run a few Team Fortress 2
 servers on a new Windows Server 2008 64bit machine.

  

 While the server attempts to start, the following error messages appear in
 the server console:

  

 --

 WARNING: NNET_OpenSocket: bind: WSAEINVAL

 other log lines

 steamservice.cpp (275) : Assertion Failed: Failed to start in-process Steam
 Service

 CreateBoundSocket: ::bind returned Win32 error 10022

 cminterface.cpp (598) : Assertion Failed: NULL != m_hConnection

 --

  

 We also receive the following error at times:

  

 --

 A dialog box appears with an OK button saying: Couldn't allocate any hltv
 IP port

 --

  

 I know someone is going to suggest the tv_port variable, and so we tried
 setting that to a unique, free port. This removes the Couldn't allocate any
 hltv IP port error. We have had hltv support disabled though the entire
 time.

  

 However, the server still boots up with the WARNING: NN_NET.. Log lines as
 above, and the server remains insecure:  1.0.4.9/14 3755 insecure (secure
 mode enabled, disconnected from Steam 3)

  

 Please note we run the exact same server configuration on Windows 2003 32bit
 without any problems.

  

 Is this a known issue at Valve (a quick google indicates a few other people
 have the same problem), or is there a fix available?

  

 Thanks,

 Andrew

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Re: [hlds] Windows Server 2008 64bit: Couldn't allocate any hltv IP port / bind errors

2009-03-04 Thread Nephyrin Zey
Are you using any sort of NAT? Make sure you're bindg to the local IP 
and not the external IP.

Any sort of improper -ip setting will cause all sorts of everything to 
fail to bind to ports.

- Neph

On 03/04/2009 04:23 PM, Robert C wrote:
 We've continued having this problem even when running only a single
 instance on a host.

 Another strange observation is that L4D servers run fine on the same
 hosts, but have a similar error displayed in the console:

 cminterface.cpp (940) : Assertion Failed: NULL != m_hConnection

 Chad Austin wrote:

 I think I had the same issue, and it went away after I left more room
 inbetween the ports for each gameserver, an I did not use anything in
 the 2702x range.

 I know its not a good solution, but its worth a try.

 Andrew Armstrong wrote:

  
 Hi,



 We are experiencing some problems trying to run a few Team Fortress 2
 servers on a new Windows Server 2008 64bit machine.



 While the server attempts to start, the following error messages appear in
 the server console:



 --

 WARNING: NNET_OpenSocket: bind: WSAEINVAL

 other log lines

 steamservice.cpp (275) : Assertion Failed: Failed to start in-process Steam
 Service

 CreateBoundSocket: ::bind returned Win32 error 10022

 cminterface.cpp (598) : Assertion Failed: NULL != m_hConnection

 --



 We also receive the following error at times:



 --

 A dialog box appears with an OK button saying: Couldn't allocate any hltv
 IP port

 --



 I know someone is going to suggest the tv_port variable, and so we tried
 setting that to a unique, free port. This removes the Couldn't allocate any
 hltv IP port error. We have had hltv support disabled though the entire
 time.



 However, the server still boots up with the WARNING: NN_NET.. Log lines as
 above, and the server remains insecure:  1.0.4.9/14 3755 insecure (secure
 mode enabled, disconnected from Steam 3)



 Please note we run the exact same server configuration on Windows 2003 32bit
 without any problems.



 Is this a known issue at Valve (a quick google indicates a few other people
 have the same problem), or is there a fix available?



 Thanks,

 Andrew

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[hlds] Default client rate settings and you

2009-03-04 Thread Nephyrin Zey
this post is about rate settings, not any bugs relating to rate or lag 
that are going around, please keep those to their own threads

So last night in my TF2 server, one of my regulars was complaining about 
'the lag', and i asked him to open his console and type rate. '3500' he 
reads to me. Well, no wonder.

This is not the only time i've helped someone up their rate from 3500. I 
also have a scrolling message in my 32x servers advising that you up 
your rate from the normal max of 3 to even higher. Right now, both 
server and client rate settings have horrible defaults, and it is 
causing lag for everyone.

- rate seems to like to default to 3500 for some people, for some 
reason. I've experienced this myself, no idea what causes it.
- 32x servers use way more than 3 rate in heavy action, net_graph 4 
+ spectate makes this very clear
- Servers have net_splitpacket_maxrate set to 15000 by default, and 
there's little documentation on this. This causes 'skips' when you first 
happen upon a lot of action, as Tony documented.
- Since the l4d-networking-merge patch, either TF2 is using way more 
bandwidth, or the way it's calculating rate is more aggressive. 3 
used to be enough for 32x (though it wasn't perfectly smooth), but now 
its just plain laggy.

So please, everyone make sure your rate/maxrate settings are proper, and 
valve, please take a look at client rate defaults. I'm sure 90% of my 
players are using rate 3, and this is just a much laggier experience 
than what you could be getting. The other 10% probably have either 1 
(and probably have long since learned never to join 32x servers due to 
lag) or 3500. Neither of these is even for even a good 24x server, so 
that sucks.

- Neph

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Re: [hlds] Default client rate settings and you

2009-03-04 Thread DontWannaName!
What if we as server ops changed sv_minrate to 6, wouldnt that fix it.
Of course the people who dont have good connection wont do well with it but
I dont know how many people that would affect.

On Wed, Mar 4, 2009 at 5:13 PM, Nephyrin Zey nephy...@doublezen.net wrote:

 this post is about rate settings, not any bugs relating to rate or lag
 that are going around, please keep those to their own threads

 So last night in my TF2 server, one of my regulars was complaining about
 'the lag', and i asked him to open his console and type rate. '3500' he
 reads to me. Well, no wonder.

 This is not the only time i've helped someone up their rate from 3500. I
 also have a scrolling message in my 32x servers advising that you up
 your rate from the normal max of 3 to even higher. Right now, both
 server and client rate settings have horrible defaults, and it is
 causing lag for everyone.

 - rate seems to like to default to 3500 for some people, for some
 reason. I've experienced this myself, no idea what causes it.
 - 32x servers use way more than 3 rate in heavy action, net_graph 4
 + spectate makes this very clear
 - Servers have net_splitpacket_maxrate set to 15000 by default, and
 there's little documentation on this. This causes 'skips' when you first
 happen upon a lot of action, as Tony documented.
 - Since the l4d-networking-merge patch, either TF2 is using way more
 bandwidth, or the way it's calculating rate is more aggressive. 3
 used to be enough for 32x (though it wasn't perfectly smooth), but now
 its just plain laggy.

 So please, everyone make sure your rate/maxrate settings are proper, and
 valve, please take a look at client rate defaults. I'm sure 90% of my
 players are using rate 3, and this is just a much laggier experience
 than what you could be getting. The other 10% probably have either 1
 (and probably have long since learned never to join 32x servers due to
 lag) or 3500. Neither of these is even for even a good 24x server, so
 that sucks.

 - Neph

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Re: [hlds] Default client rate settings and you

2009-03-04 Thread Nephyrin Zey
That's a good point, though I'm not sure if minrate is 'minimum cvar 
rate setting for client' or actually enforces the minimum rate that must 
occur before they're kicked. If its the latter, finding a good rate to 
enforce (i'd think nearer to 48000 would be appropriate) might help.

- Neph

On 03/04/2009 05:22 PM, DontWannaName! wrote:
 What if we as server ops changed sv_minrate to 6, wouldnt that fix it.
 Of course the people who dont have good connection wont do well with it but
 I dont know how many people that would affect.

 On Wed, Mar 4, 2009 at 5:13 PM, Nephyrin Zeynephy...@doublezen.net  wrote:


 this post is about rate settings, not any bugs relating to rate or lag
 that are going around, please keep those to their own threads

 So last night in my TF2 server, one of my regulars was complaining about
 'the lag', and i asked him to open his console and type rate. '3500' he
 reads to me. Well, no wonder.

 This is not the only time i've helped someone up their rate from 3500. I
 also have a scrolling message in my 32x servers advising that you up
 your rate from the normal max of 3 to even higher. Right now, both
 server and client rate settings have horrible defaults, and it is
 causing lag for everyone.

 - rate seems to like to default to 3500 for some people, for some
 reason. I've experienced this myself, no idea what causes it.
 - 32x servers use way more than 3 rate in heavy action, net_graph 4
 + spectate makes this very clear
 - Servers have net_splitpacket_maxrate set to 15000 by default, and
 there's little documentation on this. This causes 'skips' when you first
 happen upon a lot of action, as Tony documented.
 - Since the l4d-networking-merge patch, either TF2 is using way more
 bandwidth, or the way it's calculating rate is more aggressive. 3
 used to be enough for 32x (though it wasn't perfectly smooth), but now
 its just plain laggy.

 So please, everyone make sure your rate/maxrate settings are proper, and
 valve, please take a look at client rate defaults. I'm sure 90% of my
 players are using rate 3, and this is just a much laggier experience
 than what you could be getting. The other 10% probably have either 1
 (and probably have long since learned never to join 32x servers due to
 lag) or 3500. Neither of these is even for even a good 24x server, so
 that sucks.

 - Neph

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Re: [hlds] Default client rate settings and you

2009-03-04 Thread DontWannaName!
sv_minrate = 3 ( def. 3500 )
  replicated
  - Min bandwidth rate allowed on server, 0 == unlimited

Im pretty sure it ups them, I set min cmd to 66 and it put everyone up to 66
instead of default 30.

On Wed, Mar 4, 2009 at 5:29 PM, Nephyrin Zey nephy...@doublezen.net wrote:

 That's a good point, though I'm not sure if minrate is 'minimum cvar
 rate setting for client' or actually enforces the minimum rate that must
 occur before they're kicked. If its the latter, finding a good rate to
 enforce (i'd think nearer to 48000 would be appropriate) might help.

 - Neph

 On 03/04/2009 05:22 PM, DontWannaName! wrote:
  What if we as server ops changed sv_minrate to 6, wouldnt that fix
 it.
  Of course the people who dont have good connection wont do well with it
 but
  I dont know how many people that would affect.
 
  On Wed, Mar 4, 2009 at 5:13 PM, Nephyrin Zeynephy...@doublezen.net
  wrote:
 
 
  this post is about rate settings, not any bugs relating to rate or lag
  that are going around, please keep those to their own threads
 
  So last night in my TF2 server, one of my regulars was complaining about
  'the lag', and i asked him to open his console and type rate. '3500' he
  reads to me. Well, no wonder.
 
  This is not the only time i've helped someone up their rate from 3500. I
  also have a scrolling message in my 32x servers advising that you up
  your rate from the normal max of 3 to even higher. Right now, both
  server and client rate settings have horrible defaults, and it is
  causing lag for everyone.
 
  - rate seems to like to default to 3500 for some people, for some
  reason. I've experienced this myself, no idea what causes it.
  - 32x servers use way more than 3 rate in heavy action, net_graph 4
  + spectate makes this very clear
  - Servers have net_splitpacket_maxrate set to 15000 by default, and
  there's little documentation on this. This causes 'skips' when you first
  happen upon a lot of action, as Tony documented.
  - Since the l4d-networking-merge patch, either TF2 is using way more
  bandwidth, or the way it's calculating rate is more aggressive. 3
  used to be enough for 32x (though it wasn't perfectly smooth), but now
  its just plain laggy.
 
  So please, everyone make sure your rate/maxrate settings are proper, and
  valve, please take a look at client rate defaults. I'm sure 90% of my
  players are using rate 3, and this is just a much laggier experience
  than what you could be getting. The other 10% probably have either 1
  (and probably have long since learned never to join 32x servers due to
  lag) or 3500. Neither of these is even for even a good 24x server, so
  that sucks.
 
  - Neph
 
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Re: [hlds] Windows Server 2008 64bit: Couldn't allocate any hltv IP port / bind errors

2009-03-04 Thread Andrew Armstrong
The server only has one IP, and that's the public one. I tried starting it
without +ip as well, but the same error occurred.

- Andrew

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Nephyrin Zey
Sent: Thursday, 5 March 2009 11:46 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Windows Server 2008 64bit: Couldn't allocate any hltv IP
port / bind errors

Are you using any sort of NAT? Make sure you're bindg to the local IP 
and not the external IP.

Any sort of improper -ip setting will cause all sorts of everything to 
fail to bind to ports.

- Neph

On 03/04/2009 04:23 PM, Robert C wrote:
 We've continued having this problem even when running only a single
 instance on a host.

 Another strange observation is that L4D servers run fine on the same
 hosts, but have a similar error displayed in the console:

 cminterface.cpp (940) : Assertion Failed: NULL != m_hConnection

 Chad Austin wrote:

 I think I had the same issue, and it went away after I left more room
 inbetween the ports for each gameserver, an I did not use anything in
 the 2702x range.

 I know its not a good solution, but its worth a try.

 Andrew Armstrong wrote:

  
 Hi,



 We are experiencing some problems trying to run a few Team Fortress 2
 servers on a new Windows Server 2008 64bit machine.



 While the server attempts to start, the following error messages appear
in
 the server console:



 --

 WARNING: NNET_OpenSocket: bind: WSAEINVAL

 other log lines

 steamservice.cpp (275) : Assertion Failed: Failed to start in-process
Steam
 Service

 CreateBoundSocket: ::bind returned Win32 error 10022

 cminterface.cpp (598) : Assertion Failed: NULL != m_hConnection

 --



 We also receive the following error at times:



 --

 A dialog box appears with an OK button saying: Couldn't allocate any
hltv
 IP port

 --



 I know someone is going to suggest the tv_port variable, and so we tried
 setting that to a unique, free port. This removes the Couldn't allocate
any
 hltv IP port error. We have had hltv support disabled though the entire
 time.



 However, the server still boots up with the WARNING: NN_NET.. Log
lines as
 above, and the server remains insecure:  1.0.4.9/14 3755 insecure
(secure
 mode enabled, disconnected from Steam 3)



 Please note we run the exact same server configuration on Windows 2003
32bit
 without any problems.



 Is this a known issue at Valve (a quick google indicates a few other
people
 have the same problem), or is there a fix available?



 Thanks,

 Andrew

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Re: [hlds] Default client rate settings and you

2009-03-04 Thread Matt Stanton
I've always been baffled by the min/max rate and fps settings a server 
should be using to optimize gameplay.  Right now I'm running 4 servers 
on a dedicated box with what may as well be unlimited bandwidth (and CPU 
never seems to creep much above 5% usage).  It's rocking Win2k3, so the 
max fps the game generates at this time is 64.  I have two 30 (32) slot 
servers, one 28 (30) slot server, and one 14 (16) slot server.

## (##) slots == sv_visiblemaxplayers (maxplayers) slots

Do you guys have any rate/fps setting suggestions, or do you know where 
I can find this information detailed on the web?  I'd like to know more 
about what the following cvars do and how they should be used to reduce 
lag/choke.  (Obviously I know you can't change the latency between the 
server and client, but what I'm referring to are the short hangs that a 
client experinces from time to time.)

sv_maxupdaterate
sv_minupdaterate
sv_maxrate
sv_minrate
sv_mincmdrate
sv_maxcmdrate
fps_max

Thanks.


DontWannaName! wrote:
 sv_minrate = 3 ( def. 3500 )
   replicated
   - Min bandwidth rate allowed on server, 0 == unlimited

 Im pretty sure it ups them, I set min cmd to 66 and it put everyone up to 66
 instead of default 30.

 On Wed, Mar 4, 2009 at 5:29 PM, Nephyrin Zey nephy...@doublezen.net wrote:

   
 That's a good point, though I'm not sure if minrate is 'minimum cvar
 rate setting for client' or actually enforces the minimum rate that must
 occur before they're kicked. If its the latter, finding a good rate to
 enforce (i'd think nearer to 48000 would be appropriate) might help.

 - Neph

 


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Re: [hlds] Default client rate settings and you

2009-03-04 Thread DontWannaName!
http://forums.srcds.com/viewtopic/1094

On Wed, Mar 4, 2009 at 5:56 PM, Matt Stanton 
inflatablesoulm...@brothersofchaos.com wrote:

 I've always been baffled by the min/max rate and fps settings a server
 should be using to optimize gameplay.  Right now I'm running 4 servers
 on a dedicated box with what may as well be unlimited bandwidth (and CPU
 never seems to creep much above 5% usage).  It's rocking Win2k3, so the
 max fps the game generates at this time is 64.  I have two 30 (32) slot
 servers, one 28 (30) slot server, and one 14 (16) slot server.

 ## (##) slots == sv_visiblemaxplayers (maxplayers) slots

 Do you guys have any rate/fps setting suggestions, or do you know where
 I can find this information detailed on the web?  I'd like to know more
 about what the following cvars do and how they should be used to reduce
 lag/choke.  (Obviously I know you can't change the latency between the
 server and client, but what I'm referring to are the short hangs that a
 client experinces from time to time.)

 sv_maxupdaterate
 sv_minupdaterate
 sv_maxrate
 sv_minrate
 sv_mincmdrate
 sv_maxcmdrate
 fps_max

 Thanks.


 DontWannaName! wrote:
  sv_minrate = 3 ( def. 3500 )
replicated
- Min bandwidth rate allowed on server, 0 == unlimited
 
  Im pretty sure it ups them, I set min cmd to 66 and it put everyone up to
 66
  instead of default 30.
 
  On Wed, Mar 4, 2009 at 5:29 PM, Nephyrin Zey nephy...@doublezen.net
 wrote:
 
 
  That's a good point, though I'm not sure if minrate is 'minimum cvar
  rate setting for client' or actually enforces the minimum rate that must
  occur before they're kicked. If its the latter, finding a good rate to
  enforce (i'd think nearer to 48000 would be appropriate) might help.
 
  - Neph
 
 


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Re: [hlds] Default client rate settings and you

2009-03-04 Thread DontWannaName!
You mean like fake the setting sorta like what sv_alltalk does sometime with
mods that use it? It wouldnt be hard to test, just see if its laggy with the
min set high and your client set low. :P

On Wed, Mar 4, 2009 at 6:03 PM, Nephyrin Zey nephy...@doublezen.net wrote:

 Yes i understand that, but what i'm saying is, if you force rate to
 6 client side i don't think it 'forces' them to reach that rate, it
 just forces them to have that as their 'target rate' even if they're not
 hitting it (ie due to net being too slow). Could be wrong though

 - Neph

 On 03/04/2009 05:44 PM, Matt 'mole' Ashton wrote:
  I believe setting sv_minrate enforces the client to run _at least_ that
  rate. So setting sv_minrate 3500 it shouldn't make a difference as the
  server will still force the client to run at what you set the minrate to.
 
  The same for setting mincmdrate and minupdaterate, where the server
 forces
  the client to take so many updates at minimum regardless of what the
 client
  sets on their side.
 
  Or that's been my taking on the way it works at least.
 
  Matt
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Nephyrin Zey
  Sent: 05 March 2009 01:29
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Default client rate settings and you
 
  That's a good point, though I'm not sure if minrate is 'minimum cvar
  rate setting for client' or actually enforces the minimum rate that must
  occur before they're kicked. If its the latter, finding a good rate to
  enforce (i'd think nearer to 48000 would be appropriate) might help.
 
  - Neph
 
  On 03/04/2009 05:22 PM, DontWannaName! wrote:
 
  What if we as server ops changed sv_minrate to 6, wouldnt that fix
 it.
  Of course the people who dont have good connection wont do well with it
 
  but
 
  I dont know how many people that would affect.
 
  On Wed, Mar 4, 2009 at 5:13 PM, Nephyrin Zeynephy...@doublezen.net
 
  wrote:
 
 
 
  this post is about rate settings, not any bugs relating to rate or lag
  that are going around, please keep those to their own threads
 
  So last night in my TF2 server, one of my regulars was complaining
 about
  'the lag', and i asked him to open his console and type rate. '3500' he
  reads to me. Well, no wonder.
 
  This is not the only time i've helped someone up their rate from 3500.
 I
  also have a scrolling message in my 32x servers advising that you up
  your rate from the normal max of 3 to even higher. Right now, both
  server and client rate settings have horrible defaults, and it is
  causing lag for everyone.
 
  - rate seems to like to default to 3500 for some people, for some
  reason. I've experienced this myself, no idea what causes it.
  - 32x servers use way more than 3 rate in heavy action, net_graph 4
  + spectate makes this very clear
  - Servers have net_splitpacket_maxrate set to 15000 by default, and
  there's little documentation on this. This causes 'skips' when you
 first
  happen upon a lot of action, as Tony documented.
  - Since the l4d-networking-merge patch, either TF2 is using way more
  bandwidth, or the way it's calculating rate is more aggressive. 3
  used to be enough for 32x (though it wasn't perfectly smooth), but now
  its just plain laggy.
 
  So please, everyone make sure your rate/maxrate settings are proper,
 and
  valve, please take a look at client rate defaults. I'm sure 90% of my
  players are using rate 3, and this is just a much laggier
 experience
  than what you could be getting. The other 10% probably have either
 1
  (and probably have long since learned never to join 32x servers due to
  lag) or 3500. Neither of these is even for even a good 24x server, so
  that sucks.
 
  - Neph
 
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  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 
 
  ___
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  please visit:
 
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Re: [hlds] Default client rate settings and you

2009-03-04 Thread DontWannaName!
So basically there is nothing to loose :P

On Wed, Mar 4, 2009 at 6:20 PM, Nephyrin Zey nephy...@doublezen.net wrote:

 ... no. I'm saying, it doesn't kick people who dont reach that rate, it
 just forces them to try to reach that rate. If the can only maintain a
 lower rate due to connection lag, it's not going to kick them for
 failing to achieve the desired rate. So i don't think there'd be any ill
 effects on slower clients, and they're likely not achieveing 3 in
 that case anyway, and just arn't going to do well in 32x period.

 - Neph

 On 03/04/2009 06:13 PM, DontWannaName! wrote:
  You mean like fake the setting sorta like what sv_alltalk does sometime
 with
  mods that use it? It wouldnt be hard to test, just see if its laggy with
 the
  min set high and your client set low. :P
 
  On Wed, Mar 4, 2009 at 6:03 PM, Nephyrin Zeynephy...@doublezen.net
  wrote:
 
 
  Yes i understand that, but what i'm saying is, if you force rate to
  6 client side i don't think it 'forces' them to reach that rate, it
  just forces them to have that as their 'target rate' even if they're not
  hitting it (ie due to net being too slow). Could be wrong though
 
  - Neph
 
  On 03/04/2009 05:44 PM, Matt 'mole' Ashton wrote:
 
  I believe setting sv_minrate enforces the client to run _at least_ that
  rate. So setting sv_minrate 3500 it shouldn't make a difference as the
  server will still force the client to run at what you set the minrate
 to.
 
  The same for setting mincmdrate and minupdaterate, where the server
 
  forces
 
  the client to take so many updates at minimum regardless of what the
 
  client
 
  sets on their side.
 
  Or that's been my taking on the way it works at least.
 
  Matt
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Nephyrin Zey
  Sent: 05 March 2009 01:29
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Default client rate settings and you
 
  That's a good point, though I'm not sure if minrate is 'minimum cvar
  rate setting for client' or actually enforces the minimum rate that
 must
  occur before they're kicked. If its the latter, finding a good rate to
  enforce (i'd think nearer to 48000 would be appropriate) might help.
 
  - Neph
 
  On 03/04/2009 05:22 PM, DontWannaName! wrote:
 
 
  What if we as server ops changed sv_minrate to 6, wouldnt that fix
 
  it.
 
  Of course the people who dont have good connection wont do well with
 it
 
 
  but
 
 
  I dont know how many people that would affect.
 
  On Wed, Mar 4, 2009 at 5:13 PM, Nephyrin Zeynephy...@doublezen.net
 
 
  wrote:
 
 
 
  this post is about rate settings, not any bugs relating to rate or
 lag
  that are going around, please keep those to their own threads
 
  So last night in my TF2 server, one of my regulars was complaining
 
  about
 
  'the lag', and i asked him to open his console and type rate. '3500'
 he
  reads to me. Well, no wonder.
 
  This is not the only time i've helped someone up their rate from
 3500.
 
  I
 
  also have a scrolling message in my 32x servers advising that you up
  your rate from the normal max of 3 to even higher. Right now,
 both
  server and client rate settings have horrible defaults, and it is
  causing lag for everyone.
 
  - rate seems to like to default to 3500 for some people, for some
  reason. I've experienced this myself, no idea what causes it.
  - 32x servers use way more than 3 rate in heavy action, net_graph
 4
  + spectate makes this very clear
  - Servers have net_splitpacket_maxrate set to 15000 by default, and
  there's little documentation on this. This causes 'skips' when you
 
  first
 
  happen upon a lot of action, as Tony documented.
  - Since the l4d-networking-merge patch, either TF2 is using way more
  bandwidth, or the way it's calculating rate is more aggressive. 3
  used to be enough for 32x (though it wasn't perfectly smooth), but
 now
  its just plain laggy.
 
  So please, everyone make sure your rate/maxrate settings are proper,
 
  and
 
  valve, please take a look at client rate defaults. I'm sure 90% of my
  players are using rate 3, and this is just a much laggier
 
  experience
 
  than what you could be getting. The other 10% probably have either
 
  1
 
  (and probably have long since learned never to join 32x servers due
 to
  lag) or 3500. Neither of these is even for even a good 24x server, so
  that sucks.
 
  - Neph
 
  ___
  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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  To unsubscribe, edit your 

[hlds] Orangebox Dedicated Server files

2009-03-04 Thread Jason Ruymen
Since Team Fortress 2 and Day of Defeat: Source are on a separate Orangebox 
engine depot that is incompatible with MODs, we've added a new hldsupdatetool 
entry to sync to the old files.  So if your running a MOD and need to use the 
old TF 2 engine and dedicated server depots, use the game name orangebox.  
There is also an entry named episode1, in case you need to download the 
engine and dedicated server files for an EP1 MOD.

Jason

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Re: [hlds] Default client rate settings and you

2009-03-04 Thread Mike O'Laughlen

 sv_minrate = 3 ( def. 3500 )

replicated

- Min bandwidth rate allowed on server, 0 == unlimited


 Im pretty sure it ups them, I set min cmd to 66 and it put everyone up to
 66

instead of default 30.


I can confirm that in the past few weeks I've experienced lag spikes. I had
no idea what was causing it as I've always had a very snappy connection.
After reading Neph's email, I realized that my rate of 10K wasn't enough, so
I bumped it up to 45K and the widely spaced bars I was seeing in the
net_graph went away to a large extent. I still ran across gaps when I
encountered a nearby enemies (lots of hand/mouse coordination).

So ... to some extent these defaults are related to my recent issues.
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Re: [hlds] Orangebox Dedicated Server files

2009-03-04 Thread Alec Sanger

Appreciate it, sir!

Thank you,
Alec Sanger
P: 248.941.3813
F: 313.286.8945



 From: jas...@valvesoftware.com
 To: hlds@list.valvesoftware.com; hlds_li...@list.valvesoftware.com
 Date: Wed, 4 Mar 2009 18:31:04 -0800
 Subject: [hlds] Orangebox Dedicated Server files
 
 Since Team Fortress 2 and Day of Defeat: Source are on a separate Orangebox 
 engine depot that is incompatible with MODs, we've added a new hldsupdatetool 
 entry to sync to the old files.  So if your running a MOD and need to use the 
 old TF 2 engine and dedicated server depots, use the game name orangebox.  
 There is also an entry named episode1, in case you need to download the 
 engine and dedicated server files for an EP1 MOD.
 
 Jason
 
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Re: [hlds] Default client rate settings and you

2009-03-04 Thread Mike O'Laughlen
 So ... to some extent these defaults are related to my recent issues.

OK when I rejoined I tested the rate again... It maxes out at 25K.  So I'm
not sure how Neph achieved 45K.
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Re: [hlds] Default client rate settings and you

2009-03-04 Thread Mike O'Laughlen
My eyes are playing tricks on me..  It remembered the value after another
close/reopen cycle of the client.

On Wed, Mar 4, 2009 at 10:13 PM, Mike O'Laughlen molaugh...@gmail.comwrote:

  So ... to some extent these defaults are related to my recent issues.

 OK when I rejoined I tested the rate again... It maxes out at 25K.  So I'm
 not sure how Neph achieved 45K.

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Re: [hlds] Default client rate settings and you

2009-03-04 Thread Mike O'Laughlen
OK I know what happened, I joined a server which capped my rate at 25K.

On Wed, Mar 4, 2009 at 10:20 PM, Mike O'Laughlen molaugh...@gmail.comwrote:

 My eyes are playing tricks on me..  It remembered the value after another
 close/reopen cycle of the client.


 On Wed, Mar 4, 2009 at 10:13 PM, Mike O'Laughlen molaugh...@gmail.comwrote:

  So ... to some extent these defaults are related to my recent issues.

 OK when I rejoined I tested the rate again... It maxes out at 25K.  So I'm
 not sure how Neph achieved 45K.



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Re: [hlds] Default client rate settings and you

2009-03-04 Thread msleeper
Thanks for the play-by-play, I was on the edge of my seat the whole
time.


On Wed, 2009-03-04 at 22:21 -0500, Mike O'Laughlen wrote:
 OK I know what happened, I joined a server which capped my rate at 25K.
 
 On Wed, Mar 4, 2009 at 10:20 PM, Mike O'Laughlen molaugh...@gmail.comwrote:
 
  My eyes are playing tricks on me..  It remembered the value after another
  close/reopen cycle of the client.
 
 
  On Wed, Mar 4, 2009 at 10:13 PM, Mike O'Laughlen 
  molaugh...@gmail.comwrote:
 
   So ... to some extent these defaults are related to my recent issues.
 
  OK when I rejoined I tested the rate again... It maxes out at 25K.  So I'm
  not sure how Neph achieved 45K.
 
 
 
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Re: [hlds] Default client rate settings and you

2009-03-04 Thread Nephyrin Zey
I know this, but mine's been at Cable/DSL forever, yet my rate has reset 
to 3500 on multiple occasions. Aside from that, how many people 
understand the importance of setting this properly and are running 
around with a lower-than-it-should be setting?

- Neph

On 03/04/2009 07:27 PM, Adam Nowacki wrote:
 default rate is based on steam internet connection speed setting, see
 Settings -  Downloads

 Nephyrin Zey wrote:

 - rate seems to like to default to 3500 for some people, for some
 reason. I've experienced this myself, no idea what causes it.
  


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Re: [hlds] Default client rate settings and you

2009-03-04 Thread msleeper
The huge and vast majority of people that I show them how to fix it, had
no clue about it before.


On Wed, 2009-03-04 at 19:52 -0800, Nephyrin Zey wrote:
 I know this, but mine's been at Cable/DSL forever, yet my rate has reset 
 to 3500 on multiple occasions. Aside from that, how many people 
 understand the importance of setting this properly and are running 
 around with a lower-than-it-should be setting?
 
 - Neph
 
 On 03/04/2009 07:27 PM, Adam Nowacki wrote:
  default rate is based on steam internet connection speed setting, see
  Settings -  Downloads
 
  Nephyrin Zey wrote:
 
  - rate seems to like to default to 3500 for some people, for some
  reason. I've experienced this myself, no idea what causes it.
   
 
 
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Re: [hlds] Default client rate settings and you

2009-03-04 Thread Patrick Shelley
I'm just popping out to the shop.
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Re: [hlds] Default client rate settings and you

2009-03-04 Thread msleeper
The fact that you delete previous message history means nobody has any
clue who or what you are talking about, more than usual.


On Thu, 2009-03-05 at 04:04 +, Patrick Shelley wrote:
 I'm just popping out to the shop.
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Re: [hlds] Default client rate settings and you

2009-03-04 Thread Patrick Shelley
LOL - i dont delete it, i was just keeping Mike up to date with what im up
to.

For once, I actually laughed at your reply re. play-by-play.
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Re: [hlds] hlds Digest, Vol 13, Issue 13

2009-03-04 Thread Major NuT
To piggy back onto DWN,

This is what I've been going by for the last month or so.

http://srcds.org/index.php?title=Rates

[FLASH] MjrNuT
Arise from Flames and Ash, Behold Immortality

www.flamesandash.com

Message: 6
 Date: Wed, 4 Mar 2009 18:05:53 -0800
 From: DontWannaName! ad...@topnotchclan.com
 Subject: Re: [hlds] Default client rate settings and you
 To: Half-Life dedicated Win32 server mailing list
hlds@list.valvesoftware.com
 Message-ID:
90b93ae20903041805q69236aencdf2c3901786...@mail.gmail.com
 Content-Type: text/plain; charset=ISO-8859-1

 http://forums.srcds.com/viewtopic/1094

 On Wed, Mar 4, 2009 at 5:56 PM, Matt Stanton 
 inflatablesoulm...@brothersofchaos.com wrote:

  I've always been baffled by the min/max rate and fps settings a server
  should be using to optimize gameplay.  Right now I'm running 4 servers
  on a dedicated box with what may as well be unlimited bandwidth (and CPU
  never seems to creep much above 5% usage).  It's rocking Win2k3, so the
  max fps the game generates at this time is 64.  I have two 30 (32) slot
  servers, one 28 (30) slot server, and one 14 (16) slot server.
 
  ## (##) slots == sv_visiblemaxplayers (maxplayers) slots
 
  Do you guys have any rate/fps setting suggestions, or do you know where
  I can find this information detailed on the web?  I'd like to know more
  about what the following cvars do and how they should be used to reduce
  lag/choke.  (Obviously I know you can't change the latency between the
  server and client, but what I'm referring to are the short hangs that a
  client experinces from time to time.)
 
  sv_maxupdaterate
  sv_minupdaterate
  sv_maxrate
  sv_minrate
  sv_mincmdrate
  sv_maxcmdrate
  fps_max
 
  Thanks.
 
 
  DontWannaName! wrote:
   sv_minrate = 3 ( def. 3500 )
 replicated
 - Min bandwidth rate allowed on server, 0 == unlimited
  
   Im pretty sure it ups them, I set min cmd to 66 and it put everyone up
 to
  66
   instead of default 30.
  
   On Wed, Mar 4, 2009 at 5:29 PM, Nephyrin Zey nephy...@doublezen.net
  wrote:
  
  
   That's a good point, though I'm not sure if minrate is 'minimum cvar
   rate setting for client' or actually enforces the minimum rate that
 must
   occur before they're kicked. If its the latter, finding a good rate to
   enforce (i'd think nearer to 48000 would be appropriate) might help.
  
   - Neph
  
  
 
 
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  please visit:
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Re: [hlds] Default client rate settings and you

2009-03-04 Thread Major NuT
Blarg, sorry abou the subject line.

[FLASH] MjrNuT
Arise from Flames and Ash, Behold Immortality

www.flamesandash.com


On Wed, Mar 4, 2009 at 8:48 PM, Major NuT mjr...@gmail.com wrote:

 To piggy back onto DWN,

 This is what I've been going by for the last month or so.

 http://srcds.org/index.php?title=Rates

 [FLASH] MjrNuT
 Arise from Flames and Ash, Behold Immortality

 www.flamesandash.com


 Message: 6
 Date: Wed, 4 Mar 2009 18:05:53 -0800
 From: DontWannaName! ad...@topnotchclan.com
 Subject: Re: [hlds] Default client rate settings and you
 To: Half-Life dedicated Win32 server mailing list
hlds@list.valvesoftware.com
 Message-ID:
90b93ae20903041805q69236aencdf2c3901786...@mail.gmail.com
 Content-Type: text/plain; charset=ISO-8859-1

 http://forums.srcds.com/viewtopic/1094

 On Wed, Mar 4, 2009 at 5:56 PM, Matt Stanton 
 inflatablesoulm...@brothersofchaos.com wrote:

  I've always been baffled by the min/max rate and fps settings a server
  should be using to optimize gameplay.  Right now I'm running 4 servers
  on a dedicated box with what may as well be unlimited bandwidth (and CPU
  never seems to creep much above 5% usage).  It's rocking Win2k3, so the
  max fps the game generates at this time is 64.  I have two 30 (32) slot
  servers, one 28 (30) slot server, and one 14 (16) slot server.
 
  ## (##) slots == sv_visiblemaxplayers (maxplayers) slots
 
  Do you guys have any rate/fps setting suggestions, or do you know where
  I can find this information detailed on the web?  I'd like to know more
  about what the following cvars do and how they should be used to reduce
  lag/choke.  (Obviously I know you can't change the latency between the
  server and client, but what I'm referring to are the short hangs that a
  client experinces from time to time.)
 
  sv_maxupdaterate
  sv_minupdaterate
  sv_maxrate
  sv_minrate
  sv_mincmdrate
  sv_maxcmdrate
  fps_max
 
  Thanks.
 
 
  DontWannaName! wrote:
   sv_minrate = 3 ( def. 3500 )
 replicated
 - Min bandwidth rate allowed on server, 0 == unlimited
  
   Im pretty sure it ups them, I set min cmd to 66 and it put everyone up
 to
  66
   instead of default 30.
  
   On Wed, Mar 4, 2009 at 5:29 PM, Nephyrin Zey nephy...@doublezen.net
  wrote:
  
  
   That's a good point, though I'm not sure if minrate is 'minimum cvar
   rate setting for client' or actually enforces the minimum rate that
 must
   occur before they're kicked. If its the latter, finding a good rate
 to
   enforce (i'd think nearer to 48000 would be appropriate) might help.
  
   - Neph
  
  
 
 
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  please visit:
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 --

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 End of hlds Digest, Vol 13, Issue 13
 



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Re: [hlds] Default client rate settings and you

2009-03-04 Thread Mike O'Laughlen
For the asshats who aren't able to keep score. I resolved any doubt
regarding whether or not sv_maxrate works or not.  It does... I also believe
all the lagouts I've been getting are probably due to the server admins not
updating their sv_rates to a higher, undisclosed recommended setting.  I
dunno maybe I'm fucking crazy but that's my perception on my latest issues
with TF2.
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Re: [hlds] Server not showing in Master Server List

2009-03-04 Thread CLAN RCR
Wow.. I never knew that! Nice!

OH SHI-

What is this I don't even

On Tue, Mar 3, 2009 at 2:15 PM, molaugh...@gmail.com wrote:

 Or for more info:

 http://en.wikipedia.org/wiki/Two's_complementhttp://en.wikipedia.org/wiki/Two%27s_complement

 Open calculator
 Click hex
 Click byte
 Then type -1 enter
 Click Dec

 What do you get?

 -1 = 255 :-)
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