I tried looking this up but to no avail...will CS:GO ever have an easy way
to install a ds without needing a steam account with go on it? I wanted to
begin preparations for when it goes public and I wanted to know how soon
until I can install it at my host. Right now the steps are looking a little
Hi, Aaron!
Yeah, there eventually will be! I'm going to go ahead and assume you'd
probably like the source of my answer as well as some details to accompany
it, so I'm including a copy of an email that Alfred sent around a month ago
on the topic.
Make sure you specifically take a look at the two
its alredy fixed (dproto)
2012/8/7 Alfred Reynolds alf...@valvesoftware.com
I dug into a user report of this, they were running a plugin that lets
people from stolen versions of the game play on servers (dproto), that
software has (at least one) bug that means you can be attacked. So yeah, be
Thnx Alfred, for clarifying the root cause.
Tbh, such pollution I would not want here on the mailing list.
And @hasta : if you're running that, be at least man enough to name that crap
when having a problem, so any legit server owner can ignore you as they should.
Thank you! Now I actually remember that email lol.
On Aug 7, 2012 1:19 AM, Jeff Sugar jeffsu...@gmail.com wrote:
Hi, Aaron!
Yeah, there eventually will be! I'm going to go ahead and assume you'd
probably like the source of my answer as well as some details to accompany
it, so I'm including a
Mart-Jan but replying to the email and in such a nasty manner is increasing the
pollution as well ;)
Your's Truly and very best friend,
Collin
From: Mart-Jan Reeuwijk mreeu...@yahoo.com
To: Half-Life dedicated Linux server mailing list
A huge rate does not mean that the data is split in very small packets
where the payload is less than 10%.
In old HL2 engine the rate was used only for computing the time when the
next update can be sent to a client. The formula was something like:
next_time = current_time + (bytes_send
I'm not 100% sure, because I don't have the source code, but:
1. If the data that must be sent to a client is smaller or equal than 1260
bytes then is sent immediately in one packet.
2. If the data has a length greater than 1260 bytes then is split in
multiple packets. First packets have 1248
Right, so what would be the optimal values of both the convars (or rather all
the rate-related commands) be? I run sv_maxrate 10 on both 24 and 32 slot.
From: invalidprotocolvers...@gmail.com
To: hlds_linux@list.valvesoftware.com
Date: Tue, 7 Aug 2012 21:54:37 +0300
Subject: Re:
sv_minrate 10
sv_maxrate 0
This fixes clients with wrong (way too low rate) while doesn't limit if
anyone has it higher. For slow connections below 1mbit/s download this
could cause some small ping spikes but should still be playable even on
512kbit/s download. Slower ones are kicked by
Ill intervene, having sv_maxrate at 0 can cause the major issues. Make
it a very large number instead such as 10.
On 8/7/2012 12:46 PM, Adam Nowacki wrote:
sv_minrate 10
sv_maxrate 0
This fixes clients with wrong (way too low rate) while doesn't limit
if anyone has it higher. For
What kind of major issues? rate is capped to 1MB/s on client side (if I
remember correctly) and I had those settings on my server for at least a
year with no major issues so please explain (I hate FUD).
On 2012-08-07 21:49, Cameron Munroe wrote:
Ill intervene, having sv_maxrate at 0 can cause
sv_maxrate 0 means the server can send as much traffic as it wants. When
I had my servers setup with sv_maxrate 0 I would have tons and tons of
players disconnected via buffer overflow. Long story short, the server
sends information in spikes then that can overwhelm the client.
On 8/7/2012
On 07.08.2012 19:15, Invalid Protocol wrote:
And net_splitrate and net_splitpacket_maxrate have nothing to do with
how
packets are created, their size etc...
If you know what they do, I am all ears. (And, i'm pretty sure plenty
of others are)
It would seem that there are quite a lot of
Ok, with that I'd agree but it's not really that many disconnects and
they happen mostly during map change (client takes too long to load?).
I'd rather see it fixed by Valve and the more clients kicked the more
incentive for Valve to fix it ;)
On 2012-08-07 22:01, Cameron Munroe wrote:
Hello,
just as I was playing on my DD Server today, I've noticed a Bug.
In the first Round everything is running fine, but in the next Round the
Top of the Rocket is missing.
After doing a mp_restartgame or Changing the Map, it's working fine again
for one round, then it starts again.
To which did you set it? for a number of different ones where posted.
From: Peter Reinhold peter_va...@reinhold.dk
To: Half-Life dedicated Linux server mailing list
hlds_linux@list.valvesoftware.com
Sent: Tuesday, 7 August 2012, 22:06
Subject: Re: [hlds_linux]
The original graphs look exactly like what happens when a client has
manually twiddled their rate settings and it doesn't match the server.
Or, the user has their rates manually set too low, ala this:
http://whisper.ausgamers.com/wiki/index.php/Bad_choke_solution
If you want to try it
daniel nilsson jokihao wrote: Sorry for duplicate answers, but:
Choke is when the player can't receive all the packets that the
server are sending.
Wrong.
Russell Smith wrote:
Choke itself is caused by the server holding back sending packets to a
player. This is due to the players
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