Re: [hlds] GMod Broken - Invalid Steam Key Size
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] GMod Broken - Invalid Steam Key Size
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] PL maps crashes - ignored?
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Come join me on HapkidoNet.com
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] PL maps crashes - ignored?
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] PL maps crashes - ignored?
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] PL maps crashes - ignored?
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] PL maps crashes - ignored?
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] PL maps crashes - ignored?
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] Windows Server 2008 64bit: Couldn't allocate any hltv IP port / bind errors
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Windows Server 2008 64bit: Couldn't allocate any hltv IP port / bind errors
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Windows Server 2008 64bit: Couldn't allocate any hltv IP port / bind errors
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] Default client rate settings and you
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
Re: [hlds] Default client rate settings and you
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Default client rate settings and you
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Windows Server 2008 64bit: Couldn't allocate any hltv IP port / bind errors
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Default client rate settings and you
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Default client rate settings and you
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Default client rate settings and you
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Default client rate settings and you
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your
[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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Default client rate settings and you
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Orangebox Dedicated Server files
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds _ HotmailĀ® is up to 70% faster. Now good news travels really fast. http://windowslive.com/online/hotmail?ocid=TXT_TAGLM_WL_HM_70faster_032009 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Default client rate settings and you
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Default client rate settings and you
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Default client rate settings and you
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Default client rate settings and you
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Default client rate settings and you
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Default client rate settings and you
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Default client rate settings and you
I'm just popping out to the shop. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Default client rate settings and you
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Default client rate settings and you
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] hlds Digest, Vol 13, Issue 13
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds End of hlds Digest, Vol 13, Issue 13 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Default client rate settings and you
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds End of hlds Digest, Vol 13, Issue 13 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Default client rate settings and you
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Server not showing in Master Server List
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 :-) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds