Re: [hlds_linux] AntiCheat

2010-08-02 Thread GRYZOR
Oi! SUCH SPAMMING OF THE LIST! Shame on you! -The G On Sun, Aug 1, 2010 at 10:14 PM, AnAkIn . anakin...@gmail.com wrote: w4rezz, thanks for your troll post. Now, please go back to your cracked servers. 2010/8/1 w4rezz w4r...@gmail.com If VAC ban something what isn't cheat, Valve should

Re: [hlds_linux] baseuser.cpp (424) : Assertion Failed

2010-08-02 Thread clad iron
i think it has to do with valve setting up there own servers. i have seen in the TF2 master server list. Just guessing, maybe it's got to do with admin on there servers /VALVE/rackadmin. I'm not sure ,but thats why i asked if anyone else has noticed this. On Mon, Aug 2, 2010 at 1:55 AM, oGre

[hlds_linux] Nemrun v1.4 Released

2010-08-02 Thread Nephyrin Zey
Derp! Fixes problems with python interpreters (oh god that's not an ascii character! Quick! Abort!) and bash interpreters (-1?! WE AINT GOT NO NEGATIVE NUMBERS HERE SON) being whiny. Upgrade if you're getting python and/or bash errors. http://nephyrin.net/tools/nemrun/1.4/ On 07/11/2010

Re: [hlds_linux] Nemrun v1.4 Released

2010-08-02 Thread Crazy Canucks
Gotta love it when code jockeys start talking to their scripts... :D On 02/08/2010 10:17 AM, Nephyrin Zey wrote: Derp! Fixes problems with python interpreters (oh god that's not an ascii character! Quick! Abort!) and bash interpreters (-1?! WE AINT GOT NO NEGATIVE NUMBERS HERE SON) being

Re: [hlds_linux] High FPS?

2010-08-02 Thread Marco Padovan
In that page the negraph are never showing values over 990fps... even when set to 10k... How are those test done? 20k fps can be done and should appear on the netgraph too not only in rcon stats... right? On Fri, Jul 30, 2010 at 11:16 AM, Blob b...@amg-it.co.uk wrote: I totally agree with

Re: [hlds_linux] High FPS?

2010-08-02 Thread Tony Paloma
The net graph won't display server fps values 1000 or higher and will instead display the last received value that was under 1000 fps. Instead you can monitor the value right of var: to ensure server fps variance remains low. -Original Message- From:

Re: [hlds_linux] High FPS?

2010-08-02 Thread Steven Hartland
Pretty much what Tony said expect it doesn't seem to be true that it displays the last value under 1000 fps, as it often gets stuck at values the servers never reported. We suspect that there is also an int overflow in play here which makes the output totally meaningless. Alternatively it could

Re: [hlds_linux] High FPS?

2010-08-02 Thread Steven Hartland
Useful info there Tony thanks for that, any idea what precision that is? I still suspect something odd is going on with that as logging the frame times on the server doesn't show any variation during normal play that would cause the behaviour you see on the fps on netgraph. As you say though a

Re: [hlds_linux] High FPS?

2010-08-02 Thread Tony Paloma
The frame time transmitted over the network to clients should be precise to the hundred thousandths, so I don't think that's the issue. However, it also only receives FPS updates as fast as the update rate. Perhaps the discrepancy between what you are recording on the server and what you see on

[hlds_linux] [L4D2] Server crashes on map change somewhat regularly

2010-08-02 Thread Brent Veal
It seems that on every map change, there's a 10% chance that the server will crash and give this error: Mon Aug 2 16:47:23 CDT 2010: Server restart in 10 seconds email debug.log to li...@valvesoftware.com cat: hlds.14132.pid: No such file or directory ./srcds_run: line 336: 23490 Segmentation

Re: [hlds_linux] High FPS?

2010-08-02 Thread Marek Sieradzki
Frames are well frames during which server performs anything. Frame can perform a tick. Doing complicated magic to get over 1000 frames per second serves nothing. But game server companies have to sell servers. ___ To unsubscribe, edit your list

Re: [hlds_linux] [L4D2] Server crashes on map change somewhat regularly

2010-08-02 Thread clad iron
I have a suggestion which is really basic. double check your map files and make sure there is no bad maps listed. for example in tf2 i have seen background01 in the maplist.txt (no idea why they add it) On Mon, Aug 2, 2010 at 5:49 PM, Brent Veal naslund.fan...@gmail.com wrote: It seems that

Re: [hlds_linux] [L4D2] Server crashes on map change somewhat regularly

2010-08-02 Thread clad iron
sry for the double post, but also check and make sure the maps are there. On Mon, Aug 2, 2010 at 6:06 PM, clad iron cladi...@gmail.com wrote: I have a suggestion which is really basic. double check your map files and make sure there is no bad maps listed. for example in tf2 i have seen

Re: [hlds_linux] [L4D2] Server crashes on map change somewhat regularly

2010-08-02 Thread ics
Have you tried to update the server multiple times with option -verify_all ? Sometimes just 1 time isn't enough and if you have incomplete installation, it might just do the crashing. It could also be that the server has some sort of custom vpk addon that is crashing it. -ics 3.8.2010 0:49,

Re: [hlds_linux] High FPS?

2010-08-02 Thread Steven Hartland
hundred thousands would explain it being unable to go above 990, so that clears something up :) I'm not using a plugin, I'm using an OS override to correct the interframe sleep time so its should have the most accurate view of the simulation possible, unless I'm missing something. If its using

Re: [hlds_linux] High FPS?

2010-08-02 Thread Gary Stanley
At 06:33 PM 8/2/2010, Steven Hartland wrote: hundred thousands would explain it being unable to go above 990, so that clears something up :) I'm not using a plugin, I'm using an OS override to correct the interframe sleep time so its should have the most accurate view of the simulation

Re: [hlds_linux] High FPS?

2010-08-02 Thread Gary Stanley
At 06:33 PM 8/2/2010, Steven Hartland wrote: hundred thousands would explain it being unable to go above 990, so that clears something up :) I'm not using a plugin, I'm using an OS override to correct the interframe sleep time so its should have the most accurate view of the simulation

[hlds_linux] Counter-Strike: Source Update Released

2010-08-02 Thread Jason Ruymen
A required update for Counter-Strike: Source is now available. Please run hldsupdatetool to receive the update. The specific changes include: - Fixed ragdoll bug with cl_ragdoll_physics_enable 0 and cl_minmodels 1 - Changed voice stealing of entity/channel pairs to only allow one overlapping