Re: [hlds] Re: 64 bit Steam concept

2020-11-14 Thread Clayton Macleod
Mine's four-digit.  Your F5 skills are lacking.  Just because I didn't
mention WONID doesn't mean I don't know what it is.  I was present at a
Valve demo of Half-Life before it was released. *shrug* And I've been
gaming since before you were born.  So keep on acting like you're old
school.  Nobody cares.  Dumbass.

On Sat, 14 Nov 2020 at 20:26, Stealthmode Hu 
wrote:

> Ok Cley-ton.
>
> Yeah 5 digit. Steam beta ended. Everyones accounts got wiped. Then
> official release happened. Network was so muffed up you couldn't register
> for two hours.  That launch was not the best. But it was a brand new
> platform back then. And they did not anticipate the bandwidth needs.
>
> ButI did notice you failed to recognize a WONID.
>
> So that tells me all I need to know.
>
> And seriously. It has everything to do with these lists.
>
> Know why there are not more old heads around?
>
> Intellectual Theft.
>
> Which has everything to do with these lists.
>
> So again, troll, keep off my threads.
>
> Buh bye.
>
> Respectfully,
>
> Dr. StealthMode Hu
>
> Sovereign Ambassador of the Hu Civilization
>
> All Rights / Rites Reserved
>
>
>
> On Sat, Nov 14, 2020, 23:19 Clayton Macleod  wrote:
>
>> Five-digit steamid?  Newb.  Seriously, no matter what is or is not going
>> on between you and Valve it has absolutely nothing to do with this mailing
>> list and nothing you say here is going to change anything.  This is an
>> ancient mailing list for notifying server admins about stuff related to an
>> ancient piece of game server software.  Nobody here cares about your deal.
>> You're accomplishing nothing beyond making yourself look like a tool and
>> pissing random people off by wasting their time.  Heh.  Give it a rest.
>> You got a legal issue with Valve, deal with it as though it were a legal
>> issue.  This mailing list ain't gonna do nothin' for you on that front.
>> SMRT
>>
>> On Sat, 14 Nov 2020 at 19:56, Stealthmode Hu 
>> wrote:
>>
>>> I walk away after this next post. Forgive me Ook. And Wally.
>>>
>>> https://steamcommunity.com/id/StealthMode/
>>>
>>> Steamid: in Cs1.6 Stesm_0:0:28918 ( add multiplier for newer games ).
>>>
>>> WONID: 2116995
>>> Most of you do not even know what WON was.
>>>
>>> So please do not ever try to troll another post I make.
>>>
>>> Thank you.
>>>
>>> Respectfully,
>>>
>>> Dr. StealthMode Hu
>>>
>>> Sovereign Ambassador of the Hu Civilization
>>>
>>> All Rights / Rites Reserved
>>>
>>>
>>>
>>> On Sat, Nov 14, 2020, 22:33 Stealthmode Hu 
>>> wrote:
>>>
>>>> Hey Wally. Thank the kids. I wouldn't have posted any further. But
>>>> since Stephanie's post, my notifications blew up to.
>>>>
>>>> Respectfully,
>>>>
>>>> Dr. StealthMode Hu
>>>>
>>>> Sovereign Ambassador of the Hu Civilization
>>>>
>>>> All Rights / Rites Reserved
>>>>
>>>>
>>>>
>>>> On Sat, Nov 14, 2020, 22:25 Wally Z  wrote:
>>>>
>>>>> This list has hundreds of people in it that just got 26 email
>>>>> notifications in the past hour.
>>>>>
>>>>> Take this shit to private messages somewhere
>>>>>
>>>>> On Sat, Nov 14, 2020 at 10:23 PM Brie  wrote:
>>>>>
>>>>>> I'm not a fanboy, I just use this for early update warnings lol I
>>>>>> just wanna know what the hell is going on
>>>>>>
>>>>>> On Sat, Nov 14, 2020 at 10:20 PM Stealthmode Hu <
>>>>>> stealthmode1...@gmail.com> wrote:
>>>>>>
>>>>>>> It's all good Ook. You have a name easily remembered. And I have
>>>>>>> barely been active. Tske care old friend. See ya round the net.
>>>>>>>
>>>>>>> Respectfully,
>>>>>>>
>>>>>>> Dr. StealthMode Hu
>>>>>>>
>>>>>>> Sovereign Ambassador of the Hu Civilization
>>>>>>>
>>>>>>> All Rights / Rites Reserved
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> On Sat, Nov 14, 2020, 22:15 Ook  wrote:
>>>>>>>
>>>>>>>> Yeah, got it -- you know, memory is the second thing to go as you
>>>>>>>> get older.

Re: [hlds] Re: 64 bit Steam concept

2020-11-14 Thread Clayton Macleod
lthMode Hu
>>>>>>>
>>>>>>> Sovereign Ambassador of the Hu Civilization
>>>>>>>
>>>>>>> All Rights / Rites Reserved
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> On Sat, Nov 14, 2020, 22:02 Ook  wrote:
>>>>>>>
>>>>>>>> Saying that doesn't make it so. And I've been on this list for
>>>>>>>> almost 20 years, and I've never heard of you. Good luck with your law 
>>>>>>>> suit.
>>>>>>>> Don't quit your daytime job.
>>>>>>>>
>>>>>>>> On 11/14/20 7:59 PM, Stealthmode Hu wrote:
>>>>>>>>
>>>>>>>> Gabe.
>>>>>>>>
>>>>>>>> I got you by the balls this time.
>>>>>>>> I saved the emails. I have where I said NDA IMPLIED. NO USE WITHOUT
>>>>>>>> COMPENSATION.
>>>>>>>>
>>>>>>>> AND TOUR FAT RAT ASS STOLE MY CONCEPT, JUST LIKE THE NAME STEAM
>>>>>>>> INSTEAD OF REAKTOR.
>>>>>>>>
>>>>>>>> INTELLECTUAL PROPERTY THEFT.
>>>>>>>>
>>>>>>>> BEST CUT ME A CHECK FAT RAT. OR I AM GOING FOR $17,000,000 in
>>>>>>>> damages in World Court.
>>>>>>>>
>>>>>>>> You piece of shit.
>>>>>>>>
>>>>>>>> -StealthMode
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>> On Sat, Nov 14, 2020, 21:58 Stealthmode Hu <
>>>>>>>> stealthmode1...@gmail.com> wrote:
>>>>>>>>
>>>>>>>>> Sueing*
>>>>>>>>>
>>>>>>>>> Respectfully,
>>>>>>>>>
>>>>>>>>> Dr. StealthMode Hu
>>>>>>>>>
>>>>>>>>> Sovereign Ambassador of the Hu Civilization
>>>>>>>>>
>>>>>>>>> All Rights / Rites Reserved
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> On Sat, Nov 14, 2020, 21:57 Stealthmode Hu <
>>>>>>>>> stealthmode1...@gmail.com> wrote:
>>>>>>>>>
>>>>>>>>>> No. Bitches stole my concepts again. I'll drop this list if I
>>>>>>>>>> want when I am done seeing the shit out of them you n00b. I been on 
>>>>>>>>>> this
>>>>>>>>>> list longer than you script kiddies " Stephanie ".
>>>>>>>>>>
>>>>>>>>>> Respectfully,
>>>>>>>>>>
>>>>>>>>>> Dr. StealthMode Hu
>>>>>>>>>>
>>>>>>>>>> Sovereign Ambassador of the Hu Civilization
>>>>>>>>>>
>>>>>>>>>> All Rights / Rites Reserved
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>> On Sat, Nov 14, 2020, 21:38 stephanie lenzo
>>>>>>>>>>   wrote:
>>>>>>>>>>
>>>>>>>>>>> stop fucking using the hlds list to spam bullshit please thank
>>>>>>>>>>> you
>>>>>>>>>>>
>>>>>>>>>>> On Nov 14, 2020, at 9:23 PM, Stealthmode Hu <
>>>>>>>>>>> stealthmode1...@gmail.com> wrote:
>>>>>>>>>>>
>>>>>>>>>>> 
>>>>>>>>>>> Also, when did you kill the list-owner email address?
>>>>>>>>>>>
>>>>>>>>>>> Respectfully,
>>>>>>>>>>>
>>>>>>>>>>> Dr. StealthMode Hu
>>>>>>>>>>>
>>>>>>>>>>> Sovereign Ambassador of the Hu Civilization
>>>>>>>>>>>
>>>>>>>>>>> All Rights / Rites Reserved
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>> On Sat, Nov 14, 2020, 21:20 Stealthmode Hu <
>>>>>>>>>>> stealthmode1...@gmail.com> wrote:
>>>>>>>>>>>
>>>>>>>>>>>> Y'all do realize I saved that email from 2016 when I wrote Gabe
>>>>>>>>>>>> about porting Steam to 64 bit right?
>>>>>>>>>>>>
>>>>>>>>>>>> Pay up or we are going to International Vourt for Intellectual
>>>>>>>>>>>> Property theft. It was under Non-Disclosure Agreement that I told 
>>>>>>>>>>>> Gabe
>>>>>>>>>>>> about in the email.
>>>>>>>>>>>>
>>>>>>>>>>>> Respectfully,
>>>>>>>>>>>>
>>>>>>>>>>>> Dr. StealthMode Hu
>>>>>>>>>>>>
>>>>>>>>>>>> Sovereign Ambassador of the Hu Civilization
>>>>>>>>>>>>
>>>>>>>>>>>> All Rights / Rites Reserved
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
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Re: [hlds] Re: sv_consistency

2005-09-15 Thread Clayton Macleod
yes, I consider that cheating as well, but how do you propose to block
things like that without blocking any and all replacements?  You have
to remember, one of the reasons there is such a big community for
Valve's games is the degree of customizability that exists.  Somehow I
doubt they're going to all of a sudden stop one of the big attractions
to their product.

On 9/15/05, Desolate_One [EMAIL PROTECTED] wrote:
 Well good old sv_inforcenothing.

 VALVe do everyone a favour and make consistency work for ALL skins as soon
 as you can please.

 Having skins like that [links supplied by Whisper] is just another form of
 cheating don't you think?


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Re: [hlds] Vac2 - Proff positive?

2005-09-08 Thread Clayton Macleod
don't forget, vac bans don't take effect immediately.  It's not until
some days later that a cheater gets banned.  So while you may see some
cheaters on your servers that doesn't necessarily mean you'll see them
*again.*


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Re: [hlds] stop nav creation in srcds

2005-09-07 Thread Clayton Macleod
like Alex Spencer just said, and like I originally said, you're only
making ONE config file, and just copying it to a handful of different
names.  He said himself he only needs about 50 or so that won't have
bots, and about 300 or so that will.  Even making 300 or so copies of
one file won't take that long.  And I already spelled out how to
quickly do that.  Capture a bare dir listing to a text file, then you
have your list of copy destinations already.  And simply add a 'copy
bots.cfg ' to the beginning of each line.  Wouldn't take much time at
all.  Heh.  It ain't rocket science.

On 9/6/05, SKELETOR [EMAIL PROTECTED] wrote:
 hmm.. ok.. lets see you make 300+ map config files in 5 minutes..


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Re: [hlds] stop nav creation in srcds

2005-09-07 Thread Clayton Macleod
well, I don't know about in practice since I haven't tried it, but you
would think that in theory it would be better to start all maps
without bots since what he is trying to do is avoid calculation of nav
files.  Perhaps it wouldn't make a difference if you used server.cfg
to spawn your bots and then immediately used a map cfg file to cancel
the spawning.  Seems to me, though, that this would still cause the
navs to be calculated.  Which is why I suggested making no-bots the
default instead, and then spawning bots from map cfg files so that the
non-bot maps would not have bots spawning at all, which would mean no
nav files would be calculated.  I'd say in theory the no-bot-default
would be safer, but perhaps in practice it doesn't matter which way
you do it.  Not having tried it, I couldn't say for sure.

On 9/6/05, Whisper [EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 You only make the config files for maps you don't want bots on
  If you have to create 300+ config files for maps that you do not want bots
 on, then perhaps you should think about not bloody well running any bots at
 all for crying out loud!!
  Or if you in fact do have that many servers that you can support 300 maps,
 then perhaps you ought to run some servers with maps that can support bots
 and some servers with maps that do not. Either way, hardly anything you have
 said makes any sense and lots of people here have given you many idea's on
 how to solve your problem, if in fact you have a problem at all.
  300 maps, my gawd, do you just run every dumb arse source map ever created
 just for the sake of it?
  300 maps with a 5 minute map time would take 25 hours to run through a
 rotation just once!!


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Re: [hlds] stop nav creation in srcds

2005-09-06 Thread Clayton Macleod
um, you only have to make one.  One that spawns bots.  Your regular
server.cfg will ensure bots don't spawn.  Then the config file you
make that does spawn bots can simply be copied.  Copy it to the names
of all the maps that you want bots on.  Relatively simple task.  There
might be a more elegant way to do it, but I'd just do a directory
listing, redirected to a text file.  That'll give you the names of all
the maps you have.  Then just search and replace .bsp with .cfg.  Add
a copy command to the beginning of each line.  Wouldn't take very long
to do at all.

On 9/5/05, SKELETOR [EMAIL PROTECTED] wrote:
 yea, well that would work.. but i run about 300 different maps, most all of
 them, minus about 50 run bots fine.. making that many cfg files.. would take
 like a day..


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Re: [hlds] stop nav creation in srcds

2005-09-06 Thread Clayton Macleod
actually it would take about 5 minutes :P  Lazy ass.

On 9/6/05, SKELETOR [EMAIL PROTECTED] wrote:
 yea. thnx a lot i was just asking if there was a cvar to disable the
 auto-creation of a nav file! i have on problem going through and making the
 nav files, i just wanted to know if there was a way to make it not do that!

 i know everything else i can do, like makin the config file for each map
 telling it to add the bots per map.. and blah blah blah, but that would take
 a very long time regardless of how its done. i would rather just create nav
 files.

 so unless anyone has USEFULL input.. this topic is dead


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Re: [hlds] stop nav creation in srcds

2005-09-05 Thread Clayton Macleod
my idea was to have them disabled in server.cfg and then enable them
only in the maps you want them in.  That way it should start every map
without them, and hopefully avoid making navs for maps.  Then for the
maps you do want them on, put the bot commands in the custom map cfgs.
 Whether this would work as planned is another matter, haven't tried
it.

On 9/5/05, Whisper [EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 I would have a per map config that just disabled bots on those particular
 maps.


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Re: [hlds] stop nav creation in srcds

2005-09-04 Thread Clayton Macleod
instead of making it so it kicks bots, make it so it doesn't have bots
to begin with?

On 9/4/05, SKELETOR [EMAIL PROTECTED] wrote:
 hello i run a css server with 4 bots in normally that get kickd when people
 join, but i have recently added a lot of surf maps on the server, cuz there
 fun every now and then, but anyways a lot of these maps don't have nav
 files, cuz well, bots suck on surf maps. so i made a map.cfg file for each
 surf map and put it in the mani map config folder. and made it so it kicks
 bots, and does a couple other random things for the maps. and well.. if it
 doesn't have the nav file.. it still creates one! and some surf maps take
 hours to make, so i was wondering if there was some cvar or something to
 disable this automatic making of the nav file.

 thnx for any help givin. Skel


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Re: [hlds] Anybody running SRCDS and 2GB of RAM?

2005-09-03 Thread Clayton Macleod
again, the 2GB limit you're worrying about only involves seperate
processes, it's got nothing to do with the box and all its processes
as a whole.  Since a single SRCDS process is never going to get
anywhere near 2GB of memory usage you have no concerns there at all.
You don't have to do anything special just because you have more than
2GB of ram installed.  The only time you have to do anything special
is if you specifically want to give *ONE* process access to more than
2GB of ram.  You can specify in boot.ini that you would like to give
single processes access of up to 3GB of ram by using the 3GB switch.
This does not mean that if you don't use that 3GB switch that the OS
won't use 3GB of ram.  The switch only changes the usual 2GB per
process limit to 3GB per process.  The OS will happily use more than
2GB of ram without using this switch.  It only pertains to
single-process limits, not the OS as a whole.

On 9/2/05, Whisper [EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 Let me rephrase
  Is anybody running multiple SRCDS (4 or more) on Dual CPU boxes with 2GB
 of RAM


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Re: [hlds] Anybody running SRCDS and 2GB of RAM?

2005-09-03 Thread Clayton Macleod
nah, they're all treated as seperate entities.  If you turn on the
process ID column in task manager's processes tab, view, select
columns, you can see that they're all seperate processes and have
their own IDs.

Every process in windows gets its own private 4GB 'virtual' address
space.  This gets mapped onto the machine's 'real' address space, the
ram, by the memory manager.  But that task is invisible to the app
itself and only the OS worries about it.  So as far as each process is
concerned it has the entire 4GB to itself, minus the 1GB that the OS
sets aside for itself for hardware etc.  Then the 3GB that was left
over was artificially limited to 2GB, the reason for doing so escapes
me at the moment.  Probably in the docs somewhere.  But you can bypass
that limit by using the 3GB switch in boot.ini if you want.  I guess
they put it in boot.ini since it isn't something very many people are
going to be doing on a regular basis.

On 9/3/05, Whisper [EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 Is that correct Alfred?
  What Clayton says makes sense, as each instance of SRCDS ougth to be
 treated as seperate applications on a single box, and making changes to the
 way the OS treats memory won't make any difference, or does the OS for
 whatever reason treat all instances of SRCDS as one application?
  Thanks


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Re: [hlds] Anybody running SRCDS and 2GB of RAM?

2005-09-02 Thread Clayton Macleod
you don't need to do anything, srcds itself isn't going to use more
than 2GB *per process* anyways.  *Per process* being the important
piece of information.

On 9/2/05, Whisper [EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 If you are running SRCDS on a server with 2GB or RAM what boot.ini changes
 (or any other changes) have you made (if any) to optimise for full use of
 physical RAM above 2GB?
  What are the options with Windows 2003?
 What are the options with Windows 2000?
  Thanks


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[hlds] Re: [hlds] No Steam Logon on VAC² Server

2005-08-28 Thread Clayton Macleod
try LvlLord's tcpip.sys hack, perhaps.  Might help, might not.
http://mitglied.lycos.de/lvllord/download-mirror.htm

On 8/28/05, Andreas Steuer [EMAIL PROTECTED] wrote:
 Hi

 We have the problem with the NO Steam Logon error und we are testing
 for a solution.
 The error comes after 4-5 minutes.
 We have install WindowsXP with:
 Service-Pack1 = no problem all good
 Service-Pack2 = No Steam Logon

 Now we have deinstalled the SP2 and it works again.
 Again install SP2 and we have the error No Steam Logon. Deinstall SP2
 and it works.

 The setups are always on the same machine with no change on every
 hardware, router, settings,drivers etc.
 Is there a problem with the SP2 from WinXP, Steam and VAC² ?

 greetz
 Andreas

 PS: sorry my poor english.


 ---
 avast! Antivirus: Ausgehende Nachricht sauber.
 Virus-Datenbank (VPS): 0534-4, 26.08.2005
 Getestet um: 28.08.2005 11:55:22
 avast! - copyright (c) 1988-2005 ALWIL Software.
 http://www.avast.com




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[hlds] Re: [hlds] RE: [hlds] No Steam Logon on VAC² Server

2005-08-28 Thread Clayton Macleod
if you've disabled the firewall then obviously it isn't blocking
anything.  Further evidence that you should try the patch by LvlLord
that I mentioned earlier.

On 8/28/05, Andreas Steuer [EMAIL PROTECTED] wrote:
 This is a multi-part message in MIME format.
 --
 [ Converted text/html to text/plain ]
 We have disabled the firewall and the antivirus. No chance.
 Then we have deinstalled the sp2 from WinXP and it works now.
 We have installed all patches from Microsoft and have no problem but when the
 sp2 is installed the same error.
 Its only a problem with the sp2 and the integrated firewall.
 Block the firewall from sp2 furthermore the traffic that is needed for VAC ?


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[hlds] Re: [hlds] RE: [hlds] No Steam Logon on VAC² Server

2005-08-28 Thread Clayton Macleod
if you've disabled the firewall then obviously it isn't blocking
anything.  Further evidence that you should try the patch by LvlLord
that I mentioned earlier.

On 8/28/05, Andreas Steuer [EMAIL PROTECTED] wrote:
 This is a multi-part message in MIME format.
 --
 [ Converted text/html to text/plain ]
 We have disabled the firewall and the antivirus. No chance.
 Then we have deinstalled the sp2 from WinXP and it works now.
 We have installed all patches from Microsoft and have no problem but when the
 sp2 is installed the same error.
 Its only a problem with the sp2 and the integrated firewall.
 Block the firewall from sp2 furthermore the traffic that is needed for VAC ?


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Re: [hlds] OT: Time-stamped ping.

2005-08-26 Thread Clayton Macleod
scripting something?

win32:
echo.|time
ping yahoo.com

linux-etc:
date
ping yahoo.com


On 8/26/05, Alexander Kobbevik [EMAIL PROTECTED] wrote:
 Anyone know a tool that timestamps a ping with hour:minute:second?

 Sorry for asking this list... but admit it... this list holds a lot of
 knowledgeable people ;)



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Re: [hlds] OT: Time-stamped ping.

2005-08-26 Thread Clayton Macleod
I just gave you the simplest of the simplest.  I'm not exactly sure
what you're trying to accomplish here.  How is this timestamp going to
be of any use to you?  What is going to issue your ping command?  If
you're simply typing it in manually, well, look at a clock! ;)  If
you're using some script or batch file to run the command then I just
gave you the commands to put in your script or batch file.  I think
it's pretty safe to say that ping -T isn't really what you're
thinking it is, and isn't what you want.  If you want to know what the
time was/is when you issue a command, the simplest way to do that is
to issue a command just before/after that displays the current
date/time.  In win32 you can do that with the command I showed
earlier, a echo.|time will display the current time.  In linux/*nix
you can display that with the date command.

On 8/26/05, Alexander Kobbevik [EMAIL PROTECTED] wrote:
 I'm pretty lost when it comes to scripting.
 Basically I would like the ping -t command to have a timestamp in front or
 between pings.

 I have searched for it on Google etc. But either they try to get paid for a
 tool or it gets too complicated.
 I just need the simplest of simplest.


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Re: [hlds] OT: Time-stamped ping.

2005-08-26 Thread Clayton Macleod
I see.  Well, this batch file will accomplish that.  It'll only give
you a timestamp after each ping command finishes though.  Still,
that'll give you a timestamp every x seconds, 4 by default.  Might be
better to make that every 10 seconds or 60 or something.  Just change
the -n 10 to however many you want between timestamps.  Just remember
this will also contain the four lines of ping statistics for each
repetition.

:start
echo.|time
ping -n 10 yahoo.com
goto start

put that in some file called pingstats.cmd or pingstats.bat and run
it, it'll keep going until you Ctrl-C it.  I guess you'll actually
want a log of its output too, so you'd just redirect it to some text
file.

pingstats  pinglogs.txt

Then to stop it you just Ctrl-C and then hit Y to answer yes to the
'terminate batch' question that you can't see.  You can't see it
because of the redirection of output to the text file.

On 8/26/05, Alexander Kobbevik [EMAIL PROTECTED] wrote:
 As an example:

 Im pinging a computer or a VPN connection: ping yahoo.com -t
 Pinging this for 48 hours and I want to know when and for how long the
 connection was down.

 Ping is great but I would like to have every line timestamped.

 C:\ping yahoo.com -t

 Pinging yahoo.com [66.94.234.13] with 32 bytes of data:

 Reply from 66.94.234.13: bytes=32 time=173ms TTL=50
 Reply from 66.94.234.13: bytes=32 time=188ms TTL=50
 Reply from 66.94.234.13: bytes=32 time=173ms TTL=50
 Reply from 66.94.234.13: bytes=32 time=173ms TTL=50
 Reply from 66.94.234.13: bytes=32 time=173ms TTL=50

 Ex.

 12:51:23Reply from 66.94.234.13: bytes=32 time=173ms TTL=50
 12:51:24Reply from 66.94.234.13: bytes=32 time=188ms TTL=50
 12:51:25Reply from 66.94.234.13: bytes=32 time=173ms TTL=50
 12:51:26Reply from 66.94.234.13: bytes=32 time=173ms TTL=50
 12:51:27Reply from 66.94.234.13: bytes=32 time=173ms TTL=50

 Possible?


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Re: [hlds] OT: Time-stamped ping.

2005-08-26 Thread Clayton Macleod
oh, and add an @echo off line before the :start line and your log
will be cleaner...


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Re: [hlds] OT: Time-stamped ping.

2005-08-26 Thread Clayton Macleod
yeah, would be a lot nicer to get it on one line so you could just
grep for the timeouts, rather than having to search manually for them
and take note of the nearest 'time' command.

This stuff may be of interest.  I don't know how simple it is to get
it up and running, as I've only just found it now, but it might do the
trick for you.

http://www.grzyby.pl/monitor/tools.htm
http://www.grzyby.pl/monitor/index.htm
http://www.grzyby.pl/monitor/ping.htm

On 8/26/05, Alexander Kobbevik [EMAIL PROTECTED] wrote:
 Thank you, Clayton.

 Im still open for suggestions how to make it happen on one line though.
 Running this for a weekend and then trying to analyze the log will give me a
 headace.

 Thanks.


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Re: [hlds] Day of Defeat server update

2005-08-24 Thread Clayton Macleod
getting real close to a release?  Uh, he just said it was released.

On 8/24/05, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
 This is Good News Maybe Getting Real Close to a release


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Re: [hlds] RE: Constant crash on SRCDS - Missing Shutdown Function?

2005-08-21 Thread Clayton Macleod
hey brainiac, YOU signed up for the mailing list, heh.  And EVERY mail
you're getting has a link at the bottom that states To
unsubscribe...

On 8/21/05, Joakim Waaktaar [EMAIL PROTECTED] wrote:
 Fuck you motherfuckers. Quit spamming you fucking retards.

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Re: [hlds] Coming Soon BS...

2005-08-16 Thread Clayton Macleod
it wouldn't be so bad if it were used wisely.  Putting it in there a
few weeks ahead of time so that we could preload the stuff that has
been finalized so that the final download would be relatively small is
a good idea.  But having it in there for months and months for no
reason makes no sense.


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Re: [hlds] SRCDS Mod Wanted

2005-08-16 Thread Clayton Macleod
I'd be surprised if Mani wouldn't add #2 to his plugin if it's
possible to do.  He's pretty accomodating.

On 8/16/05, Whisper [EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 Wanted
  Mod that does the following:
  *1.* Takes Care of Team Attacking/Killing
 *2.* Will limit the allowed range of values for rate cl_cmdrate
 cl_updaterate cl_interp
  Those are the only 2 things we need:
  A little rcon or text spammer would be nice but not neccessary.
  Are there simple SRCDS mods out there that only do this without inflicting
 upon me and my users 1000 other options we do not want or need?
  Thanks


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Re: [hlds] Just a little ranting

2005-08-16 Thread Clayton Macleod
oh, there were bug fixes released for HL2.  Steam just makes that
process relatively painless, you may not even notice it happens,
versus having to download patches manually and apply them manually.

On 8/16/05, Rick Payton [EMAIL PROTECTED] wrote:
 I seem to recall HL2 getting held up from release by vivendi, if not for 
 their court squabbles we would've gotten the game even sooner. HL2 single 
 player appears to have been released properly, unless their bug fixes for it 
 I missed ...

 HL1 wasn't released properly either?


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Re: [hlds] windows 2003 memory tweaking

2005-08-15 Thread Clayton Macleod
uh, yeah.  Like I said, you need a refresher.  It's quite apparent
from your disabling the paging executive statement.  Clearly you
think you are disabling something called the paging executive which
you think means you're causing the OS to hit the pagefile less.  Sorry
to tell you, but the setting you're talking about doesn't disable
something called the paging executive.  What that setting does is
stop pages from the executive from ever going out of ram and into
the pagefile. i.e. the kernel, drivers, etc.  It doesn't affect any
applications in any way, shape, or form.  Any applications you have
running will still get pages paged out just as much/little as before
you disabled paging of the executive.

side note:  it's really not necessary to respond inline like that for
something so short as this. It does nothing but make replying to such
a short conversation take a lot longer than it needs to, since it
takes forever to trim out all the stuff you've quoted.

On 8/15/05, James Tucker [EMAIL PROTECTED] wrote:
 How many kernels have you built?


 This statement bears no meaning on what I said. This rule is still for a
 dynamic environment.


 Actually, the article was written by technical documentation staff.
 There are plenty of videos from the Microsoft development labs regarding
 their memory architectures and dynamic caching routines. I was fortunate
 enough to study these in detail during the windows nt 4.0 days. Alot has
 changed, but many of the basics of the NT kernel are the same. Several
 MVP's have also published detailed documentation on this subject and
 none agree with the above statement. This was the principle of 9X
 paging, and is no longer required for a stable kernel (whereas it was
 required to keep 9X stable in high memory conditions).

 No, you misunderstand the reason - what is the data transfer rate of
 your harddisk?
 And your ram?

 Now, next question, what is the speed of the bus that each of them is
 attatched to? Frequency develops latency and switching rate develops
 burst timings. Is the bus intelligent / managed? What about DMA? What's
 the DMA penalty? Blah Blah Blah.

 There is nothing wrong with the defaults - but the defaults are designed
 for systems that can sometimes be run by home users rarely loading more
 than internet explorer, who want blistering performance - in this case
 alot of the static data and unused strings are loaded into the pagefile
 - as they are rarely needed. When they are needed it is often the case
 that processing is in flow for other operations (such as building part
 of the gui) and the IDE latency rarely causes issue. As such the choice
 of data page here provided more free memory for new applications, whilst
 producing a minimal impact to system performance. Similarly a user
 running an arbritrarily large single application, such as say Lightwave,
 will find that paging can become an excess when close to the physical
 ram limits. This is no issue when handling that single application, but
 the paging nature is not idealistic - even loading a small app such as
 an explorer window can cause a massive re-page of the now unfocused app.
 In this case, because the memory balence between apps is poor, and the
 system takes no knowledge of each programs intentions - a bad decision
 is made. In this case (one that I have spent a good deal of time on)
 disabling the paging executive was the only way to get smooth non-paging
 performance out of the system.

 Finally, FYI - registry entries are rarely wasted by Micorosft - most
 configuration options will change something when the switch is flicked
 and they are put there for good reason! Why don't you try looking for
 some information on those keys and see what other Micorosft articles you
 find - if you read those the same way you read that last one, we'll have
 you screaming that they are contradictory by the end of the week.

 right.


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Re: [hlds] windows 2003 memory tweaking

2005-08-15 Thread Clayton Macleod
hahahaha, I'm just having a conversation, Mr. Angry Eyes.

On 8/15/05, James Tucker [EMAIL PROTECTED] wrote:

 Go check explorer performance in this scenario and fuck off with your
 arrogance. If you think that dynamic systems can be optimised form the
 theoretical standpoint then you have little experience with doing so.
 The choice of settings was made using educated emperical changes in
 order to find the optimal, which is the only way this can be done in
 most scenarios. Sorry, but that response is totally defunct, even though
 most of it is correct.

 Besides, you made no effort to think what IS and ISN'T really getting
 paged in and out in the precense of a fat application like that. Most
 applications are no where near standalone, did you forget that?


 Actually, that ensures I don't miss anything. Have a nice day.


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Re: [hlds] windows 2003 memory tweaking

2005-08-15 Thread Clayton Macleod
actually, no, task manager doesn't tell you exactly what you think it
is telling you. If MS didn't purge their beta newsgroups after the end
of their betas I could find a quote for you. (dammit) I'm not sure if
a similar explanation is in any of their public docs or not. I'll take
a look in the morning, day off with nothing planned. (well, actually,
putting off getting under the car and getting all greasy, haha)

On 8/15/05, James Tucker [EMAIL PROTECTED] wrote:
 Clayton Macleod wrote:
  MS themselves say that there is no way for us to know how much of any
  process is in RAM and how much is in the pagefile,

 Really? Well that individual needs to be fired. You couldn't even become
 an MCSE without some basic knowledge of where to find this stuff. HERES
 SOME TOOLS: TASKLIST, TASKMGR, PMON from Systeminternals.com. The first
 two SHIP WITH WINDOWS! There are some more tools (IIRC) in the support
 folders of the install CD too (although I cant remember how much sysint
 stuff is still being shipped with 2003).


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Re: [hlds] windows 2003 memory tweaking

2005-08-15 Thread Clayton Macleod
re: memory reporting, even the working set value you get from the
'performance monitor' doesn't really necessarily tell you how much RAM
the process is actually using just for itself, because this value
includes any shared memory, not just private memory.  I'm honestly
sorry that I can't recall which MS guy said it, or exactly how he
phrased it, but the gist of it was that you really cannot tell exactly
how much RAM/pagefile is being used by processes since some of the
data being reported to you includes memory that is shared between
processes, and some of the values only relate to virtual memory space
allocated.  I just remember reading this during one of the windows
betas in MS's beta newsgroups, possibly the initial release of XP. I
imagine it was in the 'performance' group and came from one of the
guys that deals with memory management.  Yeah, yeah, anecdotal.  But
if you look through their various memory management/monitoring
articles you get basically the same information.  Most of the memory
usage values reported are vritual memory stats, not real/physical
memory, and even the value for the working set is 'dirtied' by shared
memory.  You can get a good enough idea from all the various reported
values, yeah.  But you can't get exact figures.  Hell, they even
changed task manager's title from mem usage to PF usage, and for good
reason.

Setting that option *does* reduce paging.  I'm not disputing that.  I
only disputed that it is going to change the paging behaviour of
applications.  Clearly it will not, since applications and their
memory don't fall under the umbrella of this setting, which only deals
with the executive (NTExecutive I believe is the proper name) and the
things which belong to it. i.e. kernel and drivers.

On 8/15/05, James Tucker [EMAIL PROTECTED] wrote:



 The discussions on MSDN are not important here, as the process scheduler
 was made to report accurately for SP2(XP) and SP1(2k3). Amoung other
 things this is a requirement for DEP internals. Most of these docs can
 be found through a partner login. Sadly, the only public docs I've found
 so far are the exact same as you have just sent.

 The latter of which is an old bug we used to suffer frequently on our
 Citrix mainframes. (Ah, the reason he's been screwing with process and
 memory management!).


 N.B. Did ya miss MS's other two support sites? (just joking, I _love_
 the way they make us trawl 5 different places for info ;-).

 --

 None of these negate what I have said. In fact all they do is negate
 what you said about never changing from defaults, as here you will find
 MS suggesting that people look at these articles for their solutions
 (having been on the phone for hours to MS waiting for some id-10t (it's
 been a while) to point me to Q184419, despite being outdated and useless
 to the problems we ever encounter on the citrix platforms. The techs are
 never as good as the consultants. :-(

 Back to the point in hand, setting this option can reduce paging in
 certain instances where the data paged is stored in driver space - this
 is particularly more common in certian development scnearios. You CAN
 analyse these effects by careful observation of kernel and process
 running times, along with changes in memory deltas and other less
 important varaibles. Generally you will need a program in ring 0 to
 properly observe these things though, and never forget that everything
 you do on the system affects the system.


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Re: [hlds] windows 2003 memory tweaking

2005-08-15 Thread Clayton Macleod
well, I guess there would be some collateral damage done since there
will be slightly less RAM available for the apps to use, since the
executive isn't being paged anymore.  So indirectly the amount of
application paging would increase, though I don't think it would be
enough of an impact to worry about.  You may see some performance
benefit from not paging the executive, but you may not either.  All
depends what you're doing.  Probably the biggest thing you'd notice is
if it is a machine you're actually using, and the UI would probably
remain more responsive during high paging activity.

On 8/15/05, Clayton Macleod [EMAIL PROTECTED] wrote:
 Setting that option *does* reduce paging.  I'm not disputing that.  I
 only disputed that it is going to change the paging behaviour of
 applications.

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Re: [hlds] windows 2003 memory tweaking

2005-08-15 Thread Clayton Macleod
Been too long I guess, I don't recall.  For some reason my memory
seems to do better with the meat than with the potatoes.

Yeah, I addressed the collateral stuff in my next post there.

I'm not saying the executive memory space is unimportant.  I only said
that applications' memory space isn't the executive's memory space.
Because it's not, they're definitely seperate from each other, and
handled seperately/differently.  I simply stated that this setting
doesn't affect applications and the paging of their memory.  Perhaps
it would've been more accurate to say that this setting doesn't
*directly* affect applications and their paging activity.  Since the
only way it affects it is by the fact that if you disable the
executive's paging you are left with a smaller amount of RAM that
could be available to applications.  And indirectly this could/would
change the amount of paging the applications experience.  But windows
comes with a default setting to allow the executive's memory space to
be paged out for a reason, because portions of it can be inactive
enough to warrant paging it out.  No reason for my scanner driver to
be in RAM when the scanner hasn't been used or even looked at since
bootup, for instance.  And allowing the executive to be paged would
likely mean that driver would indeed be paged out whenever the OS
could use that RAM elsewhere.  Even if it's only a few dozen k.

On 8/15/05, James Tucker [EMAIL PROTECTED] wrote:
 The most common cause of misrepresentation is the fact that Windows
 pre-pages most data to prevent massive delays in freeing physical ram
 when necessary. Was it Wang that was talking about that? Might have
 been, and IIRC it was discussed during beta 2.


 Just because taskmgr doesn't report accurately does not mean the system
 cannot account for all memory. Wang would be most upset (and probably
 out of a job) if this was the case. Complete enumeration of these values
 is costly however, which is why it's unecessary for taskmgr. It's almost
 more important to have the values provided anyway.


 phew.


 It does, because all changes to paging rates will change paging rates of
 other applications too. Call it what you will, starvation, pre-tension,
 or any of the other terms that people have tried to use to coin the
 factor of side-effects within dynamic caching algorithms, but it's
 princliple is the same. If there is something that needs to be regularly
 accessed but is not regularly scheduled it can cause failures (well,
 fail is too strong a word, but you know.) in the algorithms which can be
 reduced by changing their run-time settings. This is simply what happens
 in this scenario. Never underestimate how active the kernel and driver
 pages are!


 Please don't try to tell me that the executive memory space is
 unimportant, I know that you already know this isn't true.


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Re: [hlds] windows 2003 memory tweaking

2005-08-15 Thread Clayton Macleod
well, the point there wasn't that servers are going to have
superfluous hardware.  The point was that pretty much nothing is going
to cause every single page used by the executive to be active enough
to keep it all in ram at all times.  Given that this is likely to be
way under a hundred megs, way way under on a server, and that you're
likely to have a gig or two of ram, keeping it all in ram probably
isn't going to hurt much.  And while I see your point about a
single-application server only doing so much, I kinda doubt that
having the executive eligible for paging is going to affect it that
much either.  Perhaps the biggest chance for any performance
differences to arise here would be at map change, and that's actually
a point when performance doesn't really matter much at all.  Gameplay
isn't going to be affected.

Another freakin' all-nighter, whodathunkit, haha...6:35am here, gonna
get some shuteye before I decide whether or not to put off working on
the car after lunch.  Which I guess will technically be breakfast,
heh. Have a good one.

On 8/15/05, James Tucker [EMAIL PROTECTED] wrote:
 In general server machines should not suffer the problems associated
 with having excess hardware. Ideally, un-used hardware should be disabled.


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Re: [hlds] windows 2003 memory tweaking

2005-08-15 Thread Clayton Macleod
yeah, basically apps just deal with virtual memory, and the OS is what
deals between RAM and the pagefile.  Each app gets its own 2gigs of
address space to allocate memory for itself from, and the OS is what
determines the actual RAM/pagefile usage.

On 8/15/05, Dustin Tuft [EMAIL PROTECTED] wrote:
 Minor interjection..

 Did I miss understand the whole point of mixing Virtual and Physical ram?
 was it not the point of the OS telling the App where and how to get memory,
 and if I am not mistaken, Apps don't even directly touch ram, that little
 interface called HAL handles it, so as far as the App is concerned it's all
 physical ram.

 So back to the point, static setup for a static need, it's not like were
 going to have a melt down if you can't lunch solitaire on the server that's
 meant for serving...

 oh yes the MS KB, how I miss the internal one, if only I was allowed a
 burner while I was employed under the PSS outsource :'(


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Re: [hlds] windows 2003 memory tweaking

2005-08-15 Thread Clayton Macleod
nah, that's ok.

On 8/15/05, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
 Your HLDS and SRCDS work don't they? STFU and go join a chatroom somewhere
 or shack up as roommates. Either way STFU.


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Re: [hlds] windows 2003 memory tweaking

2005-08-15 Thread Clayton Macleod
well, I'm not sure we're saying the exact same thing.  The point I was
trying to make was, that while a great portion of the executive's
memory is going to be active all the time, and stay in RAM, a portion
of it will also go unused and be candidates for the pagefile.  I said
I doubt that something is going to access every single page of the
executive's memory.  I didn't say that I thought paging activity of
the executive's memory was going to be rampant, which I think is what
you're saying.

On 8/15/05, James Tucker [EMAIL PROTECTED] wrote:

 Ah so you agree with me there. What can we do to keep page fault
 latency down then?

 Indeed. :)


 In latency terms, we're talking about real-time importance. All
 latency added to the system for processing, particularly in IDE, are
 going to be significant to the next frame. Smoothing this out reduces
 jitter, or more definably reduces the standard deviation of server
 performance variables.


 Just out of interest with regard to this stuff, anyone started up an
 HLDS or SRCDS instance on QNX?


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Re: [hlds] Coming Soon BS...

2005-08-15 Thread Clayton Macleod
uh, nobody mentioned Ragdoll Kung Fu...they're talking about Lost
Coast, DoDS, (TFC2, Aftermath)...

On 8/15/05, T3XAN [EMAIL PROTECTED] wrote:
  Ok I'll respond to this just because Im tired of hearing about it, if
 you would have taken the time to read what was said about the new game
 (Ragdoll Kung Fu) you would have noticed Valve is not developing it. It
 is being developed by a private developer. Valve is just putting it on
 Steam. Yes Im sure they get royalties but they are not doing the
 developing they have theyre resources spread out a little far I would
 think to be bringing up anything new.


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Re: [hlds] debug command line switch?

2005-08-14 Thread Clayton Macleod
basic troubleshooting, remove all addons...  There's no sense
wondering why something is going on if you're not going to try to
track it down.  Remove everything you'd added, see if behaviour goes
away or keeps happening.  If it goes away, put your addons back *one
at a time* until you see the behaviour return, and then go bug the
people that develop the addon at fault.  It's only Valve's
responsibility if it is happening with no 3rd party software present.

On 8/13/05, Rick Payton [EMAIL PROTECTED] wrote:
 Is there a -debug type switch for srcds?
snip

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Re: [hlds] windows 2003 memory tweaking

2005-08-14 Thread Clayton Macleod
MS themselves say that there is no way for us to know how much of any
process is in RAM and how much is in the pagefile, so, I don't know
where you're getting this information from.  Besides, *everything* is
in virtual memory.  And there is no point in keeping pages in RAM that
aren't being accessed when that RAM could be actively used for some
other purpose.  If pages are active, they'll be in RAM, don't worry
about it.

On 8/12/05, dexion [EMAIL PROTECTED] wrote:
 Hi all,

 Just wondering about something. I have all windows2003 boxes and run
 multiple instances of hlds and srcds. I notice for instance that if I run x
 bumber of  servers I am using 1.6 gigs of ram total, but only about 1000 of
 that would be in the actual physical ram. The rest is is virtual. I have 2
 gigs of ram per box. My question would be, is there any performance gain in
 trying to push more of the hlds/srcds process into physical ram? I dont
 really experience any problems, but I would like to use the ram as opposed
 the virtual since I have it why not use it if there is a benefit. Would
 the -heapsize switch help since I do not use it? Anyone out there know how
 to get windows to be more sparing with the virtual and push more into
 physical ram? Why would the os want to use any virtual since im under the
 physical ram in the first place? Seems silly.
 tia
 dex



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Re: [hlds] DoD Exploit

2005-08-13 Thread Clayton Macleod
next time email Alfred/Valve directly, no need to spread word of
things like this further than their ears.

On 8/13/05, Your Name [EMAIL PROTECTED] wrote:
snip

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Re: [hlds] Serious Config Hack - Lag Comp bug

2005-08-12 Thread Clayton Macleod
yes, let's all just pull numbers out of our asses and tout them as
fact...I have a request for the next one...please tell us all how we
can only see 24fps!  Sheesh.

On 8/12/05, James Tucker [EMAIL PROTECTED] wrote:
 Ben - please don't start new subject threads by hitting reply to other
 mailing list messages - whilst your mail program may not be dynamic
 enough to present data in a non-linear form, mine is - and the meta data
 (There is an in-reply-to: messageid header in your mail) keeps this
 new topic under old threads. - This is not a bug in my software, you
 aren't attepting to continue a topic, so don't reply to a topic. Just a
 minor gripe. Thanks.

 With regard to these settings - I've seen this mentioned a while back
 too. Whilst it's a problem, the advantage is not real - you only gain
 the ability to inaccurately shoot at something which you cannot see. The
 advantage through areas such as double doors is a misnomer because -
 the reason you cant react to it straight is because the visibility time
 is very low. This time frame doesn't change length as a result of this
 bug, you simply remove all triggers except human timing. Now, the human
 brain operates at around about 17Hz, it is capable of appearing faster
 as a product of associativity and connectivity aswell as a continuous
 and asynchronous network layout. The point merely is, that humans are
 not very goot at replicating individual 10hz triggers - thus I think
 it's unlikely that a significant number of kills is going to be gained
 by this.

 If this is as far as a player is willing to cheat (seems a bit odd to go
 so far, and no further, except in fear of vac maybe) then it's not
 unlikely they have some reasonable skill to play the average masses
 anyway, and in this regard, any annoyance they generate is likely more
 attributable to general CS anger.

 Try the reaction time test on asciitable.com - see if you can get 0.1s
 regularly.


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Re: [hlds] Serious Config Hack - Lag Comp bug

2005-08-12 Thread Clayton Macleod
and please trim posts, thanks

On 8/12/05, Ben [EMAIL PROTECTED] wrote:
 Apologies, I wasn't aware that other mail clients had a problem with it and
 it's a convenient way of doing it.

 The advantage is real. With my normal ping, which is about 50ms I could set
 a cl_interp time of up to 0.5, which is plenty of time to see someone cross,
 have a fag and beer, and then headshot them.

 I could even tweak it so that the timing matched my average reaction time.


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Re: [hlds] shots registering

2005-08-09 Thread Clayton Macleod
pre-script (probably not an actual term, heh. Probably should be
'foreword.'): I've rewritten this about 5 times now, trying to come at
it from different angles each time, heh.  I still am not sure if it
comes across very well...

well, I don't know if I'm grossly misunderstanding something or if you
are.  The server takes client input and calculates the next tick. Then
it sends that tick's data to clients.  The fact that there are 33
ticks per second doesn't mean the server is taking 1/33 of a second to
calculate a tick.  The amount of time it takes to handle that player
input doesn't mean the next tick is delayed by that much.  The ticks
happen at a fixed rate.  Not an approximate one.  Not a loosely
governed one.  They happen at regular intervals.  This does not mean
that it takes 1/33 of a second to calculate them.  This only means
that 33 of them occur per second.  It might only take 1/333 of a
second to calculate it.  The rest of the time is spent doing
absolutely nothing.  Again, the server fps tells you how quickly the
code that handles input is running.  If it is running faster than the
tickrate, then this means that the tick calculations are not being
starved for data.  This means everything is happening fast enough for
the gameworld to continue onward without incident.  This is why Alfred
(or if not Alfred, it was someone from Valve anyways) has said in the
past that as long as your server fps is higher than your tickrate
everything is hunky dory.  How much higher it is is irrelevant, since
as long as it is higher the gamestate calculations aren't being
starved.  As server fps gets higher and higher it only means that
there is a lot more idle time spent doing absolutely nothing.
Gamestate is king.  Nothing happens faster or more often than the
gamestate rate, since the only thing happening is that gamestate
progression.

On 8/9/05, James Tucker [EMAIL PROTECTED] wrote:
 No I didn't, I said it is capable of processing a piece of client data
 in 1/500 seconds, as opposed to 1/33 seconds (the fact that it rewinds
 by cl_interp+latency and processes that tick is irrelevant for this
 discussion). When you do the calculations of the timeline of
 processing of packets vs. gameworld progression (tick's passing) you
 will find that server side FPS has a major impact on PROCESSING
 LATENCY. This has NOTHING TO DO WITH CLIENT LATENCY. Interpolation is
 not important here, it is merely affected, and moreso when a server is
 running at a low FPS. The REASON is simple - at 33 fps the server
 takes - 1 whole tick to process a frame - next update will happen in a
 minimum of 1 tick's time (no sub-tick udpates (client re-play will
 occur for corrected ticks) and so on. Forget about the gameworld rate
 - this is about how fast the server processes data WHEN IT HAS ARRIVED
 to WHEN IT LEAVES (the server). On a server that is only managing to
 process one frame per tick (or marginally worse as is common when fps
 is so low (typicall a machine which can manage 30-35 fps will only run
 at 30-31, however I have neither the time nor inclanation to explain
 that one) will send responses 1 tick later than optimal as the next
 update after a processed command will be 2 ticks after it arrived.
 Arrive mid-tick - tick completes, next frame makes new tick AND
 processes client data (can it do both in one frame?), data into queue,
 next tick - send.

 I hope this is more clear. :-)

 Client side interpolation is affected if the updaterate is too low or
 more importantly the real packetrate. (As updaterate is merely a
 desired 'boot-time' variable, whereas packetrate is an observed
 variable of the run-time system). at cl_interp 0.1 the above scenario
 cuts a VERY fine line and will cause an extrapolation scenario
 relatively frequently.


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Re: [hlds] shots registering

2005-08-09 Thread Clayton Macleod
I give up.  You're contradicting yourself, stating one thing and a
little while later something else, disagreeing with me one minute, and
agreeing the next while thinking you're still disagreeing, and even
throwing in some condescension for good measure. (OK, that part I
liked, heh)  Have a good one.  I've lost interest trying to find out
where we're both wrong and both right.

On 8/9/05, James Tucker [EMAIL PROTECTED] wrote:
snip

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Re: [hlds] shots registering

2005-08-08 Thread Clayton Macleod
I'm sure I miss some stuff quite often, we're all human. And, well,
from the description Alfred just gave for server fps and from reading
the Source netcode description page and associating the two,
generating packets to send to clients and the rate that packets get
sent at seem to have absolutely nothing to do with server fps and
everything to do with tickrate. **Alfred just said that server fps
does not change the game simulation.** The server doesn't send packets
out for each server 'frame', it sends packets out after each tick,
containing the data calculated for that tick. Every tick is a seperate
moment in time, a seperate state of the game, a gamestate. Got a
default 33 tickrate server, you get 33 seperate gamestates per second,
no more, (and CPU not being a hinderance) no less. You just stated
that a 500fps server will give you 500 updates per second, when
clearly this is not the case. I also don't know why you're talking
about client-side rendering interpolation, that has nothing to do with
the server fps we're talking about. I think the fact that it has been
called server fps is a little confusing, since we measure our
graphics performance by this same term, fps. But the two aren't
nearly the same thing. Client-side interpolation only serves to smooth
out your view between server ticks, it's got nothing to do with the
server. If your computer can give you 66fps and you're playing on a 33
tickrate server then you get one interpolated frame for every 'real'
frame. The server is still only generating 33 seperate gamestates.
Client-side interpolation is part of the whole seperation of netcode
and graphics. If your computer's beefy enough to render graphics at a
much faster rate than the server is generating seperate gamestates,
well, no reason it shouldn't give you as smooth an experience as
possible. But it does so by making up its own data that has nothing to
do with the server's data, other than the fact that it is using the
server's seperate moments in time to form its guess at what goes
inbetween the server's moments in time. The server still only deals
with its own rate of simulation. If there is any benefit to the server
being able to process input faster than it is simulating the
gameworld, I'm not sure I see what that might be. If it only simulates
the gameworld 33 times a second, why would it need to process player
input at a rate any faster than that? As long as it is capable of
processing that input fast enough to feed the next simulation step,
you're golden. It's not a continuously changing world like our world
is. It is a world based on completely seperate instances in time,
coming at a fixed rate, but each one a representation of the world
only at that instant. It is not a continuous, uninterrupted flow of
time. Being able to process more input data than there are simulation
steps shouldn't mean anything, since it is still only those simulation
steps that make up the world.


On 8/8/05, James Tucker [EMAIL PROTECTED] wrote:
 Clayton, honestly sir for someone with quite a good knowledge of the
 source engine you do sometimes miss some really important stuff

 You will ALWAYS gain an advantage LOWERING LATENCY by increasing the
 server (and client) side FPS. No, this does not increase the tick rate
 you are correct, and again, it is correct that it doesn't change teh
 rate of gameworld simulation - IT DOES CHANGE THE TIME TO PROCESS
 PACKET AND THE TIME TO NEXT PACKET GENERATION - READ: LATENCY.

 Quick example:

 @500fps
 packet arrives at server at 0ms
 next frame comes in a max of 0.002 seconds
 frame takes 0.002 seconds
 packet put in outbound queue at t= 0.004s.
 Server processing latency: 0.004s.
 (update rate and rate also put limits on this, however you will see
 that there is an optimal, but it's not at the tickrate).

 @33fps
 packet arrives again at 0ms
 next frame comes in a max of 0.033s
 frame takes 0.033s seconds
 packet put in queue at t=0.066
 Server processing latency: 0.066s.

 N.B. that at 33fps the server is starting to approach several of the
 source netcode latency limits already - and this is without RTT or
 DTT's completed. Yes there are adjustments made for this, however we
 haven't as I said, hit any networking yet.

 Remember too that a frame doesn't necessarily process the next tick! A
 frame can process any tick back to a maximum of the largest clients
 cl_interp (or it's cap).


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Re: [hlds] shots registering

2005-08-07 Thread Clayton Macleod
I have sent a description to the hlds_linux list two times in the last
couple of months :)

FPS is how quickly the input processing loop runs, tickrate is how often
the game runs a simulation step. So FPS will be equal or greater than
tickrate. A larger FPS will read packets faster but won't simulate the
game differently.

- Alfred

That last sentence is rather nice. So, are you still worrying about
500fps when even 34 would be more than enough? (at least on a default
33 tickrate server...)


On 8/3/05, Whisper [EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 Ask the guys that know directly


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Re: [hlds] Web server

2005-08-05 Thread Clayton Macleod
says you ;)

On 8/5/05, James Tucker [EMAIL PROTECTED] wrote:
 End of discussion.


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Re: [hlds] How Long is 1 Wait in SRCDS?

2005-08-05 Thread Clayton Macleod
in case you missed it, it was accidentally in the TFC thread...

The wait command delays execution until the next frame. So the
duration of a wait depends upon your frame rate.

- Alfred


On 8/5/05, Whisper [EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 Thanks anyway


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Re: [hlds] sv_downloadurl

2005-08-04 Thread Clayton Macleod
resources
{
materials/brick/brickwall016g.vmt file
}

On 8/4/05, Johan Brandhorst [EMAIL PROTECTED] wrote:
 [ Converted text/html to text/plain ]

 Thank you very much pal!

 Since I deleted every email in my inbox before vacation, I could need a bit
 help on how to create these .res files. What should be typed in them and can
 they be created with notepad? If a have a custom skin on my server and want
 everybody to download these for example, how would the .res file look?

 Thanks again bla bla hopefully this will work :)


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Re: [hlds] Web server

2005-08-04 Thread Clayton Macleod
bah, there are no conclusive peer-reviewed numbers anywhere. You can
find just as many 'apache wins' articles as you can 'iis wins'
articles. But there certainly has to be a reason for so many huge
places not using iis...

On 8/4/05, James Tucker [EMAIL PROTECTED] wrote:
 With regard to all the bullcrap about security and performance, I
 suggest you all go read some whitepapers and shut up. IIS has been
 built in many major environments combining multihomed multifaceted
 hybrid database environments and outperformed with massive margins ALL
 other competitors - some of the advantages of dynamic algorithms that
 are so heavily researched inside of Microsoft coding labs and FEW
 OTHER places on the planet. This isn't overly important though, as
 there isn't a single person on this list who likely has a clue what
 kind of environment I describe. Gaming isn't everything ;)
snip

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Re: [hlds] Has VALVe abandoned TFC for good?

2005-08-04 Thread Clayton Macleod
but, but, they're still working on TF2! hehe

On 8/4/05, Brian M Frain [EMAIL PROTECTED] wrote:
 I just wish fortress forever stayed true to the original, I used to
 love engy's but with FF it seems they are taking the parts THEY think
 should be in. I WANT MY TELEPORTER! :(



 On 8/4/05, David Newbould [EMAIL PROTECTED] wrote:
  That's true - BF2 is great (but a bit buggy) and fortress forever looks
  amazing! (the screenshots on the website look awesome, and are served
  excellently by their webhosts Burstfire.net (is that too shameless a plug?
  [tries desperately to hide his email address (and to manage these nested
  brackets)]))
 
  Dave :)
 
   Seems like it.  Shame that prior to abandonment they couldn't have at
   least
   fixed some of the problems that got introduced with its move over to
   Steam,
   as well as all the other many problems which never got resolved pre Steam.
   A lot of the TFC players seem to have now moved onto BF2 or awaiting
   Fortress Forever Mod.
  
   SteveP
  
  
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Re: [hlds] Web server

2005-08-04 Thread Clayton Macleod
yes, multi-million/multi-billion dollar companies are worried about
paying for iis, you're right...

On 8/4/05, James Tucker [EMAIL PROTECTED] wrote:
 there is, apache is free.


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Re: [hlds] shots registering

2005-08-03 Thread Clayton Macleod
has valve ever explained how tickrate relates to server fps? I don't
recall. I'd always thought that as long as server fps is greater than
tickrate then you shouldn't notice any hiccups in the game at all. But
if server fps falls below tickrate, then not every tick is producing
new data. I don't know that that is correct, though.

On 8/2/05, Whisper [EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 This is how I understand it:

 tickrate = the amount of times per second a calculation of all player
 actions and physics is done

 fps or server fps = the amount of times per second Inputs and Outputs are
 monitored

 The reson for wanting a higher fps is that it gives you a finer granularity
 over I/O's than you would otherwise have, if left at Windows default of 60
 times a second. It is also important in context of a server because there
 are multiple clients connected to it, thus the server needs to be able to
 deal with incoming data from multiple sources, and when running a high
 tickrate/high rate server, with clients who also run at equally high fps and
 rates, there is a hell of a lot more I/O going on than if server  client
 was all running at default.

 In any case there is no reason to believe what I have just said, the
 important thing is how the server feels once the changes to tickrate,
 fps_max, sv_maxrate  sv_maxupdaterate have been implemented.

 Those of you who have the hardware and connection to cope will know that
 playing on a well configured server with a great Internet connection with a
 client that also hardware capable, with a suitable Internet connection, and
 properly configured rates, is a vastly superior gaming experience than
 playing with defaults.

 The fact of the matter is, in many case, somewhere along the line a crucial
 part of this very precarious balancing act falls down and somebody (never
 the client god forbid) has to take the blame.

 Too many times a poor gaming experience can be attributed to either a poorly
 configured server for the resources available and/or a poorly configured
 client.

 People tend to forget that the Valve defaults tend to cater to the lowest
 common denominator, which provides for a reasonable, and more importantly
 hoped for trouble free experience, but these setups are less than optimal so
 long as all pieces of the puzzle can cope with optimization of Valves
 default setups.


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Re: [hlds] shots registering

2005-08-03 Thread Clayton Macleod
where are you seeing this fps = i/o at? Because their network code
description page says that i/o is part of each tick's calculation.

On 8/3/05, Whisper [EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 The higher the better.
  A tickrate of 100 means the server is theoretically running simulations
 every 10ms
  An fps of 500 means the server is theoretically doing I/O updates ever 2ms
  The only reason I have suggested that tickrate 600 be used is:
  a) Nothing seems to work to change the fps_max until a value greater than
 500 is used
  b) I cbf working out exactly what the value greater than 500 is
  c) Nobody has provided any explanation whatsoever as to why it is
 impossible to change the *rcon stats* fps actual value unless you do change
 by at least this amount, nor has anybody disagreed with me and said, No,


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Re: [hlds] The logic behind steams server browser is incorrect from eupe.

2005-07-27 Thread Clayton Macleod
um, doesn't it default to sorting by ping/latency? Does here.

On 7/27/05, Saint K. [EMAIL PROTECTED] wrote:
 The logic is incorrect.
 According to alfred, the servers closest to your IP display first.
 For example i have 80.0.0.1, and a server 80.0.0.2 then that server will
 show first.
 Allthought here in most parts of eurpe, client IPs start mostly with
 6x.xx.xx.xx or 8x.xx.xx.xx (8x is most commen).
 But all the data centers server providers have other ranges (mostly
 2xx.xx.xx.xx) Meaning the servers being most close to us, actually dont get
 listen on top as they should be (best performance/pings 1st).

 Saint K.


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Re: [hlds] Re: Tickrates...

2005-07-26 Thread Clayton Macleod
yup, it needs to be allowed to send as many updates as you're having
it calculate. Having the server calculate 100 updates a second isn't
going to help anything when you're only allowing clients to be sent 19
updates per second.

On 7/26/05, Rafael Lopez [EMAIL PROTECTED] wrote:
 Oh so it had nothing to do with tickrates? It was just my updaterate?
 Cause sure enough,

 sv_maxupdaterate 19 is what i have in my server.cfg. Do you suggest
 having at it 100?


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Re: [hlds] rate toggle

2005-07-25 Thread Clayton Macleod
I understand it just fine, I'm not the one stating something and then
pointing to a document that doesn't come close to stating the same
thing as proof...

On 7/24/05, Whisper [EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 I think you clearly misunderstand the document I refer to


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Re: [hlds] rate toggle

2005-07-25 Thread Clayton Macleod
doubt all you like, the document clearly spells out what cl_interp
is/does. It's got to do with you and your view of the server's data.
Your view of the server data has nothing to do with my view of the
server data. You can alter *your* 'delay' all you like, it doesn't
affect me, as I have my own setting, and my own communication with the
server. It's the same thing as saying that because you have a 500ms
ping that I also have an effective 500ms ping, even though I actually
have a 25ms ping. Your ping is your business, not mine, and it doesn't
change anything with my communication with the server. It only affects
you.

On 7/24/05, Whisper [EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 Some how I doubt you have even bother to read it


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Re: [hlds] rate toggle

2005-07-25 Thread Clayton Macleod
I've read and understood it. You, obviously, have done one of those.
Your client is not my client. Read that last sentence about 100 times.

On 7/24/05, Whisper [EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 Look, it is quite clear that you haven't even bothered to look at the
 dicument let alone read the section I specifically quoted
  What part of *command execution* don't understand?


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Re: [hlds] rate toggle

2005-07-25 Thread Clayton Macleod
once again you fail to understand what's going on. I'm not disputing
what you're saying about client view interpolation. I'm trying to
point out to you that this only affects communication between *you*
and the server. The communication between *me* and the server isn't
affected by *you* one iota. That's the point here, Elvis. Why are you
so mad, cuz you're wrong? heh. Calm down. Kids these days.

On 7/25/05, Whisper [EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 Clayton you are once again being your usual arguing for the sake of it
 fucktard self
  You said quite specifically:

  I thought cl_interp only affects that client's view, and not anything to
  do with actual network communication, no?
 
  Once again for the dummy:
 http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking#Lag_Compensation

   The lag compensation system keeps a history of all recent player
  positions for a time span of about one second (can be changed with
  sv_maxunlag). If a user command is executed, the server estimates at what
  time the command was created. This command execution time is calculated as
  followed:
 
  *Command Execution Time* = Current Server Time - Client Latency - *Client 
  View Interpolation*
 
  Then the server moves all other players back to where they were at the
  command execution time. The user command is executed and the hit is detected
  correctly. After the user command has been processed, the players are moved
  back to their original position. On a listen server you can enable 
  sv_showimpacts
  1 to see the different server and client hitboxes:
 
 Since the server is the final arbiter of what happen excluding Cheats or
 Client Side exploits, it is quite clear from that explanation, the server
 takes into consideration the clients interpolation.
  This means each and every clients interpolation settings has an effect on
 when the server decides an action takes place and is a core component of the
 of the Source netcode.
  Clayton do I need to make the words *Client View Interpolation* larger,
 more bold or a different colour before you will pay attention to them and
 accept the fact it is a key component to Client Server communications for
 Source, or do you want to continue to deny its existence?
  You made a statement, the statement was incorrect. I politely at the time
 corrected it, but rather that accept your mistake you persist on arguing the
 point regardless. You cannot even bring yourself to quote from the source
 material I am using to back up your incorrect point of view, because you
 know you are wrong!
  Usually Clayton your arguments on this list are you taking some sort of
 grey area position where there is some 5% wriggle room for you to give
 yourself an excuse to have an argument, in this case there is no wriggle
 room for you, you are incorrect, and everybody on this list can see the
 proof for themselves and judge accordingly.
  This is not the first time you have tried to pull this shit, but I here to
 make sure people are well aware of who you are and what you attempt to do,
 each and almost everytime you reply to this list.
  For the record, I am not here for a pissing contest, I'm just sick and
 tired of this Clayton dickhead polluting threads on this list with
 misleading, or flatout incorrect information for whatever perverted reason
 he has for doing such things.
  On 7/25/05, Clayton Macleod [EMAIL PROTECTED] wrote:
 
  I've read and understood it. You, obviously, have done one of those.
  Your client is not my client. Read that last sentence about 100 times.
 
  On 7/24/05, Whisper [EMAIL PROTECTED] wrote:
   --
   [ Picked text/plain from multipart/alternative ]
   Look, it is quite clear that you haven't even bothered to look at the
   dicument let alone read the section I specifically quoted
   What part of *command execution* don't understand?
 
 
  --
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Re: [hlds] rate toggle

2005-07-24 Thread Clayton Macleod
again, that won't affect me and my view of the world if you have
changed your value. It will change how things behave for your view of
the world and your commands sent to the server. It won't affect the
communication between me and the server at all. It only makes your
view worse, doesn't change anything on my side. It's user-specific.
The user that's changed this setting sees a difference according to
that change. Other clients don't see what you see. Other clients see
what the server tells them.

On 7/23/05, Whisper [EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 If I read this correctly
 http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
  cl_interp is a key component to whether you hit something or not according
 to the server!

 http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking#Lag_Compensation
  *Command Execution Time = Current Server Time - Client Latency - Client
 View Interpolation*


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Re: [hlds] rate toggle

2005-07-24 Thread Clayton Macleod
then you clearly misunderstand the document you referred to.

On 7/24/05, Whisper [EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from multipart/alternative ]
  It is patently clear that *cl_interp* *IS* critical to network
 communications, and is used by the server to decide how the in game world is
 represented back to all players on the server, which does affect you!


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Re: [hlds] rate toggle

2005-07-23 Thread Clayton Macleod
I thought cl_interp only affects that client's view, and not anything
to do with actual network communication, no? Why would it affect
anything on my side if you changed cl_interp on your machine?

On 7/23/05, James Tucker [EMAIL PROTECTED] wrote:
 I disagree however, the fact that people are turning their cl_interp
 values down is a large part the cause of the low rate users warping
 or being harder to hit. It is no doubt however that there is an impact
 to model placement accuracy with cmdrate set so low, whether by lack
 of human compensation or algorithmic, or simply not enough data.

 You can see players on 56k connections running low rates and high
 cl_interp values having a really good gaming experience at times - it
 just takes some common sense.

 This problem has been going on for quite some time, and the few rate
 checking plugins I have seen floating around were built very
 inefficiently.


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Re: [hlds] assigning to different cpu?

2005-07-21 Thread Clayton Macleod
it's got nothing to do with the program you are running, the OS is
what takes care of which CPU is used. The OS is supposed to split the
load evenly among all available processors, though it's not always
perfect in execution. You shouldn't have to set affinity yourself, but
it is an option worth trying to see how it goes.

On 7/21/05, [BIATCH]Tef [EMAIL PROTECTED] wrote:
 Hi,

 I was finding that with a CS:S and a CS 1.6 game on the same server (dual
 AMD) that the first processor tended to get loaded and the second was
 practially idle.  Have set processor affinity last night and waiting to
 see if it makes any difference now.

 Should 1.6 automatically switch to the send cpu, or is it just cs:s?

 To answer the original post, I use firedemon and in the advanced options
 you can set processor affinity for each service separately.

 Tef


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Re: [hlds] Please Explain Latency Measurements in Counter-Strike Source

2005-07-20 Thread Clayton Macleod
ping isn't latency, ping is there and back. latency is here to there,
the time it takes your command to reach the server

On 7/19/05, Whisper [EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 Can somebody please explain why the latency measurements for:
  The Scoreboard
 Net_graph 3
 Stats  rcon stats
  Are 3 completely different and unrelated numbers, all purporting to be
 measuring latency (ping) of the players connection.
  As a rule of thumb, it appears (but I could be wrong and it could just be
 me) that the scoreboard ping is always the lowest,
 net_graph 3 ping is twice that of the scoreboard
 stats  rcon stats it twice that of net_graph 3.
  The only thing that makes sense is the scoreboard latency, which seems to
 be for the most part, a reasonably accurate reflection of what your latency
 is if you measured it with a cmdline ping in Windows.
  Anyhow, if somebody could provide a accurate logical explanation as to why
 these 3 latency measurements are completely different and why, it would be
 much appreciated.
  Cheers
 --

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Re: [hlds] Which cpu combo would be better for hlds/srcds?

2005-07-20 Thread Clayton Macleod
I'd rather go with the opterons, should perform better with game
server loads. Much/any of a price difference?

On 7/19/05, Kevin [EMAIL PROTECTED] wrote:
 2 AMD Opteron 246s

 Or

 2 Intel Xeon 3.0ghz with 2Mb L2 Cache

 I'm a little stuck in the middle with these two. They both have identical
 specs aside from the CPUs.


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Re: [hlds] Differentiating HLDS VAC versus VAC2 Protection?

2005-07-20 Thread Clayton Macleod
no, VAC2 is for all games.

On 7/20/05, Ronny Schedel [EMAIL PROTECTED] wrote:
 HL1 engine - VAC1
 HL2 engine - VAC2


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Re: [hlds] Re: Differentiating HLDS VAC versus VAC2 Protection?

2005-07-20 Thread Clayton Macleod
as has been stated over and over and over and over, you can't actually
set sv_secure because it only reports the server's status. You *MUST*
use the command line switches to set your secure/insecure status.

On 7/20/05, Mikee [EMAIL PROTECTED] wrote:
 Alfred, I have been putting the sv_secure 1 CVAR in my autoexec.cfg
 server file,  not on the command line (Win32 server).  I assume either
 place is ok?


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Re: [hlds] alfred

2005-07-19 Thread Clayton Macleod
learn to read

On 7/19/05, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 Is vac still beta? and if not will we be notified by the steam update  news
 --

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Re: [hlds] wondering about next update

2005-07-19 Thread Clayton Macleod
linux, man, linux. -autoupdate

On 7/19/05, Ian mu [EMAIL PROTECTED] wrote:
 Seconded hehe, at worst stay in and have fun, bottom of the list comes
 updating servers normally good for when laid up with a hangover.

 On 7/19/05, Jonathan [EMAIL PROTECTED] wrote:
  Maybe it's just me, but I think going out and having fun ought to take
  precedence regardless of a game update.
 

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Re: [hlds] Re: sv_unlag and Ping

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



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

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


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Re: [hlds] Re: sv_unlag and Ping

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

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

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

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

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

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

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

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


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Re: [hlds] Re: sv_unlag and Ping

2005-07-16 Thread Clayton Macleod
1.0

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


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Re: [hlds] Banlist too big? Causing crashes?

2005-07-11 Thread Clayton Macleod
sounds like quite the banlist, hehe. Do you actually notice that much
recurring troublemaking? I find that after a couple weeks or a month
or two of being banned that those people never return anyways, but I
suppose there could be some fools that would just keep on coming back
again and again even after being banned for a few weeks and having
that ban removed...

On 7/11/05, Andrew Armstrong [EMAIL PROTECTED] wrote:
 This seems like the ideal alternative, thanks.


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Re: [hlds] Srcds.exe undownloadable?

2005-07-10 Thread Clayton Macleod
username and password are no longer used

On 7/10/05, Giulio Pipitone [EMAIL PROTECTED] wrote:
 Great! You got the solution:
 1-using a folder not shared with hlds
 2-specify -username and -password

 Thank you all for your help, my server is up :)


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Re: [hlds] changelog

2005-07-08 Thread Clayton Macleod
yeah, that would be great. Thanks! I took these to try to show the
difference, then I found out the laptop no longer had CS Source
installed at all so I couldn't take comparisons.

http://www3.telus.net/~phuncky/cs_model_scale

On 7/7/05, Graham Robinson [EMAIL PROTECTED] wrote:
 Of my 2 PCs on my desk of work 1 has the update and 1 doesn't. Do you
 want me to take a screenshot and post it somewhere for you?


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Re: [hlds] changelog

2005-07-08 Thread Clayton Macleod
thanks. Too bad you didn't get any shots by the crate in the CT spawn,
nice to have that reference directly beside the model. Makes it a lot
easier to see the changes. I used nav editing mode with bot_zombie 1
in order to direct the bot where I wanted it to be. Thanks for the
effort though.

On 7/8/05, Graham Robinson [EMAIL PROTECTED] wrote:
 http://www.mediaguy.co.uk/singlepage.php?linkname=assaultupdate


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Re: [hlds] changelog

2005-07-08 Thread Clayton Macleod
great, thank you! Well, it might be easier if you make a backup of
your config and then 'exec nav.cfg' which you can get from my webspace
here. http://www3.telus.net/~phuncky/nav.zip  Once you do that you
should automatically be in nav editing mode and a bunch of your binds
will have changed. This will also turn on bot_zombie 1 for you so the
bot will just do nothing unless you tell it to do something.

join CT

exec nav

bot_add_ct

'select' one of the nav areas beside that crate by aiming at it and
hitting Insert

once selected you can hit Enter and the bot should run over to the
center of your selected nav area

F1/F2 turns the nav edit mode on/off if you don't want the nav areas
in the screenshot

then hit spacebar to take a jpeg screenshot




On 7/8/05, Graham Robinson [EMAIL PROTECTED] wrote:
 Tell me which commands to run to get a bot to move where I want and
 I'll do you another screenshot


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[hlds] changelog

2005-07-07 Thread Clayton Macleod
wonder why they never mentioned the player model scaling change in the
changelog? Now player models are all out of proportion with every
single map out there. Funny that Valve would choose to change the
player model scaling rather than raising the 1st person point of view
origin to the correct height. Now everybody's about four and a half
feet tall.

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Re: [hlds] changelog

2005-07-07 Thread Clayton Macleod
wish I had some screen shots from before the update in the spawn on
de_dust. If you look at the models now they're only an inch or two
taller than the crates there. Pretty sure they were significantly
taller than the crates before, couldn't you at least see their whole
heads over them?

On 7/7/05, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
 I feel like I'm shooting kids though...


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Re: [hlds] Hyperthreading vs 64 bits + more

2005-07-06 Thread Clayton Macleod
the bus isn't going to affect the thermal characteristics of the card
in any fashion, the fact that it's a different card is going to be the
reason.

On 7/5/05, Jim [EMAIL PROTECTED] wrote:
 I am running the AGP, a buddy of mine just upgraded and went over to the PCI
 express. Noted the ideo card was running extreemly hotter than his previous
 AGP. I would double check on the thermal conditions if making the change.

 Currently looking at changing my water cooled system over to a sub freezing
 pump to run cooler yet.

 http://www.aquastealth.com/index.asp?PageAction=VIEWPRODProdID=96


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Re: [hlds] Hyperthreading vs 64 bits + more

2005-07-06 Thread Clayton Macleod
if you already have a socket939 system it's a little easier choice,
since all you have to do is drop one in. But yeah, if you are
upgrading to a socket939 system it probably makes more sense in the
long run to get a PCI-E board at the same time.

On 7/6/05, Jim [EMAIL PROTECTED] wrote:
 totally agree with that one... I was just pointing out the mear fact that
 his new card is running extreemly hot..

 But it is going to take a lot of convincing to give up my AGP GeForce 6800
 OC video card right now... But may not have a lot of choices with the new
 Dual Core Athlons out...


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Re: [hlds] Hyperthreading vs 64 bits + more

2005-07-04 Thread Clayton Macleod
I think valve themselves stated that converting the hlds server to
64bitness yielded something like 15% better performance without doing
anything other than basically recompiling. No real code changes, just
recompiled with the 64bit compiler. Likely due just to having more
registers available to use. Personally, I'd go with the Athlon64 since
it'll run cooler, use less power, and perform better, even without
running a 64bit version of the server.

I wouldn't say hlds is 'better supported' on windows than it is on
linux. The fact that valve chooses to run the windows version in-house
doesn't mean much except that they'd rather have windows boxes around
than linux ones. I'd say linux servers have always been more stable.
Not to mention they can autoupdate ;)

As far as RAM goes, well, you only need as much as you need. 1GB or
more isn't going to make any difference when you're not even using
256MB of it. He is, after all, only going to be running one game
server. RAM's still cheap for the moment anyways, but I'm sure 512MB
will do just fine for just one game server, with plenty to spare for
disk cache duty. It's true a faster HD will give you faster load
times, that's obvious. But run of the mill 7200rpm drives will do
fine, servers don't load much data compared to clients. Server load
times are pretty quick, especially in this case when there's only
going to be one game server running anyway. No contention.

On 7/4/05, KingPin Servers [EMAIL PROTECTED] wrote:
 Ram = more the better
 OS = Windows because hlds is better supported on microsoft OS's (I
 personally use linux so I know the hard way)
 HDD RPM = the faster HDD means better load times for maps etc.
 64 bit HLDS = :/ i would forget such claims and go with anything you
 wish, don't believe things promised that more than like wont come true
 till Half life ( or so.
 out of the two CPU's I personally use varieties of both and would
 suggest going for which ever you like and can get a better deal for.
 the 64bit means that you have a choice of a 64bit OS, but that also
 means you have to find 64bit drivers etc. the Intel.. well its just a
 fast CPU, if you want it, then get it :) others might also drop their
 opinions here so you shall get more insight.


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Re: [hlds] Hyperthreading vs 64 bits + more

2005-07-04 Thread Clayton Macleod
yeah, that would be the best option, a socket 939 package will allow
you to upgrade later to the dual core chips too if you decide later
that you want to. Usually requires at most a bios upgrade, then just
drop the dual core in and you're good to go.

On 7/4/05, Ned [EMAIL PROTECTED] wrote:
 The AMD 64 has the memory controller on chip and with Hypertransport
 technology, decreases bottlenecks, and accesses memory
 faster than Intel P4 can. I would go for the AMD 64 3200 in 939 pin
 ADA3200DIK4BI, unless you can afford the dual core chips
 that just came out.


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Re: [hlds] Hyperthreading vs 64 bits + more

2005-07-04 Thread Clayton Macleod
I've built a few desktop machines on the nforce3-based MSI K8N Neo 2
Platinum motherboard lately, very nice board. Great reviews, and
personal experience would agree, great performer. I believe the
nforce4-based Neo 4 Platinum and Neo 4 Platinum SLI are both good
board if you want PCI-Express instead of AGP, too. I've yet to upgrade
my own AthlonXP 3200+ system yet, but it'll be one of those bunch when
I get around to it. Haven't decided yet whether I want to keep my AGP
video card or upgrade to PCI-Express while I'm at it and get a new
card too...

On 7/4/05, Ook [EMAIL PROTECTED] wrote:
 Any good mobos you would recommend?


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Re: [hlds] Counter Strike Server Lag

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

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


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Re: [hlds] Windows 2003 Error

2005-07-02 Thread Clayton Macleod
I don't see any technical reasons for doing so, but they must have a
reason. Controlling what gets drawn/printed at which location in the
window is entirely under your control regardless of whether or not you
spawn a new window. Who knows why they've done it this way, but maybe
someone there will tell us. shrug

On 7/2/05, Ook [EMAIL PROTECTED] wrote:
 I didn't use a shortcut, I simply ran cmd.exe, AKA Windows Command
 Processor. AFAIK, it's always been this way back from the start. Is there
 anyone at Valve that remembers why it was done this way? I'm guessing it has
 to do with the way it updates the status at the first line of the window,
 and scrolls the output up the windows. shrug


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Re: [hlds] Windows 2003 Error

2005-07-01 Thread Clayton Macleod
you misunderstand. He said to manually open a command prompt window,
one that you can type any commands you wish, and it stays open after
those commands are executed. Doing this so that after the server exits
the window will still be open and you can see what happened.

On 6/30/05, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
 No error is generated it simply closes the window instantly!

 Also yes no other mods are running!

 Thanks

 Dan


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Re: [hlds] Windows 2003 Error

2005-07-01 Thread Clayton Macleod
well, you could always try redirecting output to a file, though I
don't know if it'll help or work properly. Add a  error.txt to the
end of your command to attempt that. Should give you a new file called
error.txt that hopefully contains something useful.

On 7/1/05, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
 This has been done this command prompt closes!!!


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Re: [hlds] Windows 2003 Error

2005-07-01 Thread Clayton Macleod
I haven't tried it with hlds, but this would be the first win32
console app I've seen that would open up its own console window when
you're already running in one. And 'command prompt' in
win2000/winxp/win2003server is NOT a DOS shell. It is a win32 console.

On 7/1/05, OoksServer [EMAIL PROTECTED] wrote:
 IIRC, this doesn't work because hlds still opens up it's own console window
 if run from a command/cmd window. Hlds is not a DOS application and does not
 run in a DOS shell. It is a win32 console application. Unlike
 bsp/rad/vis/etc, it opens up it's own console and runs in that. The only
 thing I've been able to do that helps is to quickly press Print Screen
 immediately before the console window closes. The timing is tricky but it
 should work.


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Re: [hlds] Windows 2003 Error

2005-07-01 Thread Clayton Macleod
under win9x is pointless, since that *is* a DOS shell and not a win32 console.

On 7/1/05, OoksServer [EMAIL PROTECTED] wrote:
 Try it and see what happens, then let us know what you found. I'll do it
 myself tonight. Under Win9x, it most definitely opens it's own console, and
 I'm fairly certain it does so under Win2000+ as well. I'm sure someone here
 will try it and report their findings fairly soon.


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Re: [hlds] Windows 2003 Error

2005-07-01 Thread Clayton Macleod
Yup, just for you, cuz you like it rough. And the point is it is not a
*DOS* shell, and there is no reason for a win32 console app to open a
new console when it's already running in one. There is a big
difference between a DOS shell in win9x and a command prompt/console
in win2000-onward.

On 7/1/05, m0gely [EMAIL PROTECTED] wrote:

 Are you always this abrasive?  It's a shell.  I'm sure you'll have some
 argument saying MS's definition of their own product is wrong.

 http://www.microsoft.com/resources/documentation/windows/xp/all/proddocs/en-us/ntcmds_shelloverview.mspx

 I can't understand why I let myself reply to this.


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Re: [hlds] Windows 2003 Error

2005-07-01 Thread Clayton Macleod
you'll notice the shortcut you use to get that command prompt is
called command prompt ;) And yeah, it does open in a brand new
window of its own for whatever reason. Kind of strange, I see no
reason to open a new console when it's already running in one. Oh
well. That's valve for you.

On 7/1/05, Ook [EMAIL PROTECTED] wrote:
 OK, boys and girls, once and for all.

 drum roll.

 If you start hlds.exe from a Command Shell under Win9x, WinXP, or Win2000,
 it will open it's own console and run in that. The command shell you start
 it from does this:

 Microsoft Windows XP [Version 5.1.2600]
 (C) Copyright 1985-2001 Microsoft Corp.

 P:\hlds -console

 P:\

 You are back at the ...um...so, can I call this a DOS prompt? Or is it more
 correctly the command shell prompt? Whatever you want to call it, you are
 there and hlds is running in it's own console/shell.


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Re: [hlds] Re: sv_unlag and Ping

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

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

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


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Re: [hlds] UOL AntiSPAM

2005-06-28 Thread Clayton Macleod
good for *A*OL...

On 6/28/05, sebastian nielsen [EMAIL PROTECTED] wrote:
 I think AOL removed list detection because spammers can add list headers to
 abuse the list detection system. (bypass antispam system)


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Re: [hlds] Re: VSM failing to download

2005-06-27 Thread Clayton Macleod
it's not that hard to automatically delete emails from that
address...I haven't seen those emails in a long time. Obviously
they're not going to do anything about it on valve's end, so just deal
with it on your end. Set your email client to delete messages from
that address, done.

On 6/27/05, Alexander Kobbevik [EMAIL PROTECTED] wrote:
 Get used to it ;)
 They been here for ages, and no one wants to deal with it...


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Re: [hlds] Re: VSM failing to download

2005-06-27 Thread Clayton Macleod
regardless, I don't see them anymore. The result is what's important to me.

On 6/27/05, Alexander Kobbevik [EMAIL PROTECTED] wrote:
 I like it... it's a faster confirmation (then valve can give me) that my
 mail did go through to the list.
 And handling it client side is not a solution, it's a work-around.


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Re: [hlds] Re: VSM failing to download

2005-06-27 Thread Clayton Macleod
oh, I agree, but clearly valve's not taken him off the list yet, as
people are still complaining. So if you really want to stop getting
them, add a rule to your email client...

On 6/27/05, Jason Benoit [EMAIL PROTECTED] wrote:
 Regardless, it is ridiculous that anyone who responds has to deal with
 this guys emails. I have emailed him. NO response. NONE. Why should we
 all be subject to this SPAM by an anti spam and also be forced to
 block it? EVERYONE has to block it that doesn't want to see it.. It is
 a real turn off let me tell you.

  Anyone ever thought they did this knowing what would happen? Seems
 malicious to me, even if it isn't he needs to just dedicate an email
 to this list without that protection for the sake of everyone that
 mails into this list. It is only right. If he doesn't I say take the
 rude jerk off the list. My understanding is this is a privalige NOT a
 right, at least last time I checked.


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Re: [hlds] Re: sv_unlag and Ping

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

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

 Again, not totally sure on this...

 Thanks for input though


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Re: [hlds] Re: sv_unlag and Ping

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

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

 Thanks for info


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