RE: [hlds] ban files

2005-10-04 Thread Andrew Armstrong
We use banid 0.0 XXX etc on both 1.6 and CS Source/DodS servers without
an issue.

- Plasma


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of ac
Sent: Wednesday, 5 October 2005 8:21 AM
To: hlds@list.valvesoftware.com
Subject: [hlds] ban files

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ] Okay, here goes.  Want
to move my 1.6 bans over to DoDS.  I have a HUGE ban file (running a
very strict server for a little over 2 years now) so I have about 5000
unique steam IDs I want to move.

I understand the new format (ie 'banid 0.0' is now 'banid 0').   I
created a file called 16bans.cfg and called it in my server.cfg AFTER
banned_user.cfg.  When I booted the server, the banned_user.cfg was
immediately updated with the first 2777 IDs in the 16bans.cfg file.  I
don't know if that's all the bans allowed and I certainly can't figure
out why the bans were loaded into the banned_user.cfg when I'm trying to
keep them seperate.

Any help on getting this working would be great.  It's not that
important to me that I have all my bans in seperate files, but I do want
to make sure that the ENTIRE list of steam IDs is loaded in so that
those that have been banned, stay banned.
Thanks
AnxietyClown
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RE: [hlds] Various issues with DoD:S

2005-10-04 Thread ozmosissound
--
[ Picked text/plain from multipart/alternative ]

Might wanna try

mp_teamoverride 1|0

It's a switch, but there is no definition in the list. Maybe making it a 1 will 
force players over, not sure.  Would appreciate it if you replied after testing 
it.
-- Original message --

> --
> [ Picked text/plain from multipart/alternative ]
>
> It's now
>
>
> mp_limitteams x
>
> x is how many more players one team can have over another, I.E. 1 makes it so
> whoever has the least players is what team you have to pick to join the game.
>
> --Ozz
> -- Original message --
>
> > OK, after a few tests... I am not seeing any difference in CPU usage between
> > sv_turbophysics on or off.
> >
> > I forgot to mention one thing... mp_autoteambalance. This cvar is also
> > missing in DoD:S.
> >
> > Thx for the feedback so far Alfred.
> >
> > - K2
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds
> > Sent: Monday, October 03, 2005 9:05 PM
> > To: hlds@list.valvesoftware.com
> > Subject: RE: [hlds] Various issues with DoD:S
> >
> > The camera behavior after death is by design (we spent a while bouncing back
> > and forwards with that). CPU usage is what it is, we are looking into
> > optimisations but there isn't any low hanging fruit. I will ask about team
> > wounding, I don't remember ever talking about the logging strategy for it.
> >
> > - Alfred
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of K2
> > Sent: Monday, October 03, 2005 11:59 PM
> > To: hlds@list.valvesoftware.com
> > Subject: [hlds] Various issues with DoD:S
> >
> > I'll keep it short 'n sweet:
> >
> > 1) CPU usage - DoD:S, at default settings, is a CPU hog... at least on the
> > Linux platform. Other admins I have discussed this with that run this on
> > win2000/w2k3 also agree. With the number of players and the tickrate being
> > equal (66), DoD:S uses about double the amount of CPU as CS:S does.
> > However,
> > I have talked to one admin who says setting the sv_turbophysics cvar to zero
> > brings CPU usage down to normal levels. He says leaving the cvar set to one
> > lets players actually knock over objects as opposed to bouncing off of them
> > (e.g. a barrel). I noticed that CS:S also has the cvar now, but by default
> > is set to zero. I'd like some official clarification on this setting, and
> > what kind of CPU usage we should expect leaving it on vs. leaving it off,
> > and if the number of movable objects on a map makes a difference.
> >
> > 2) Team wounding reporting - with CS:S, if a player wounds a teammate, the
> > rest of the team sees notification of it. In DoD:S this is missing.
> >
> > 3) I noticed mp_forcecamera defaults to one, which is a good thing for this
> > type of game. However, when you die, for the 3-4 seconds before you respawn,
> > the in-game camera points directly to the player that killed you, and tracks
> > their movements. If you're a sniper, this pretty much gives away your
> > position to the other team (granted you shouldn't stay in the same spot for
> > more than a few seconds anyways, but that's moot). Several of my playerbase
> > have noticed this and have been asking my admin staff to turn it off - and
> > of course we cant. If the CPL ever pulls their collective heads out of their
> > ass and host DoD:S at one of their next big tournaments, this is going to be
> > a problem. It kinda already is... would like to see a cvar to allow admins
> > to enable/disable this behavior at the very least.
> >
> > That's all I have for now, hope to see some feedback on this list (hi Alfred
> > ;-) ). Thx for your time.
> >
> > - K2
> > http://www.hardfought.org
> >
> >
> > ___
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> > please visit:
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> >
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> >
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RE: [hlds] Various issues with DoD:S

2005-10-04 Thread ozmosissound
--
[ Picked text/plain from multipart/alternative ]

It's now


mp_limitteams x

x is how many more players one team can have over another, I.E. 1 makes it so 
whoever has the least players is what team you have to pick to join the game.

--Ozz
-- Original message --

> OK, after a few tests... I am not seeing any difference in CPU usage between
> sv_turbophysics on or off.
>
> I forgot to mention one thing... mp_autoteambalance. This cvar is also
> missing in DoD:S.
>
> Thx for the feedback so far Alfred.
>
> - K2
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds
> Sent: Monday, October 03, 2005 9:05 PM
> To: hlds@list.valvesoftware.com
> Subject: RE: [hlds] Various issues with DoD:S
>
> The camera behavior after death is by design (we spent a while bouncing back
> and forwards with that). CPU usage is what it is, we are looking into
> optimisations but there isn't any low hanging fruit. I will ask about team
> wounding, I don't remember ever talking about the logging strategy for it.
>
> - Alfred
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of K2
> Sent: Monday, October 03, 2005 11:59 PM
> To: hlds@list.valvesoftware.com
> Subject: [hlds] Various issues with DoD:S
>
> I'll keep it short 'n sweet:
>
> 1) CPU usage - DoD:S, at default settings, is a CPU hog... at least on the
> Linux platform. Other admins I have discussed this with that run this on
> win2000/w2k3 also agree. With the number of players and the tickrate being
> equal (66), DoD:S uses about double the amount of CPU as CS:S does.
> However,
> I have talked to one admin who says setting the sv_turbophysics cvar to zero
> brings CPU usage down to normal levels. He says leaving the cvar set to one
> lets players actually knock over objects as opposed to bouncing off of them
> (e.g. a barrel). I noticed that CS:S also has the cvar now, but by default
> is set to zero. I'd like some official clarification on this setting, and
> what kind of CPU usage we should expect leaving it on vs. leaving it off,
> and if the number of movable objects on a map makes a difference.
>
> 2) Team wounding reporting - with CS:S, if a player wounds a teammate, the
> rest of the team sees notification of it. In DoD:S this is missing.
>
> 3) I noticed mp_forcecamera defaults to one, which is a good thing for this
> type of game. However, when you die, for the 3-4 seconds before you respawn,
> the in-game camera points directly to the player that killed you, and tracks
> their movements. If you're a sniper, this pretty much gives away your
> position to the other team (granted you shouldn't stay in the same spot for
> more than a few seconds anyways, but that's moot). Several of my playerbase
> have noticed this and have been asking my admin staff to turn it off - and
> of course we cant. If the CPL ever pulls their collective heads out of their
> ass and host DoD:S at one of their next big tournaments, this is going to be
> a problem. It kinda already is... would like to see a cvar to allow admins
> to enable/disable this behavior at the very least.
>
> That's all I have for now, hope to see some feedback on this list (hi Alfred
> ;-) ). Thx for your time.
>
> - K2
> http://www.hardfought.org
>
>
> ___
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Re: [hlds] Bots causing memory read errors

2005-10-04 Thread ozmosissound
--
[ Picked text/plain from multipart/alternative ]
Np m8.  Everyone's here to help make it all better.  Keep us up to date with 
whatever you try!!

--Ozz

-- Original message --

>
> sKel and Oz,
>
> Again thanks for your suggestions, I've implemented and still no joy. I am
> still seeing crashes due to a C++ error.
>
> I am convinced that there is a problem with the update that is causing some
> kind of memory leak -- maybe usage of the .NET memory handler ;-)
>
> Regards,
>
> Bud Ingram
>
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Re: [hlds] RE: hlds digest, Vol 1 #4069 - 11 msgs

2005-10-04 Thread ozmosissound
--
[ Picked text/plain from multipart/alternative ]

[I dunno anything about bot configs] but logically I would define the quota 
before I told it to kick them. else it sounds like a repeating loop.  Kick 
bot... whoops need 8 there's only 7... join bot... kick bot.oops etc.

This only after having read all the concerns lately and the use of bots is the 
common denominator.

Try It!

-Ozz
-- Original message --

>
> IMO do yourself a favor , first set your perfmon to monitor BEFORE you start
> the server. Make sure you have it checking Ram Page file CPU and Bandwidth
> in/out. Then Get a hold of hlsw and have it connected to the server w/
> internet get log enabled. HLSW will show you what was going on in game when
> it crashed and the last thing that was processed. The only problem I had
> with bots cause crashes was one time I defined kick_bots followed by
> bot_quota 8. One map wouldn't load the bots so I added bot_add to the config
> file which worked perfectly fine mind you until a player would leave , or
> something of the sort at which point the bots would leave and rejoin at such
> a rapid rate that the server would lag out and eventually crash. It was my
> own dumb oversight and not a srcds problem though. Not sure if this helps
> but a shout out none the less .
>
> -NewQ
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of
> [EMAIL PROTECTED]
> Sent: Tuesday, October 04, 2005 2:28 PM
> To: hlds@list.valvesoftware.com
> Subject: hlds digest, Vol 1 #4069 - 11 msgs
>
> Send hlds mailing list submissions to
> hlds@list.valvesoftware.com
>
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> When replying, please edit your Subject line so it is more specific
> than "Re: Contents of hlds digest..."
>
>
> Today's Topics:
>
> 1. Re: Bots causing memory read errors (Bud Ingram)
> 2. Re: Bots causing memory read errors (Whisper)
> 3. Re: CS:S Admins, a call to arms! (Zachary Doherty)
> 4. Re: Bots causing memory read errors ([EMAIL PROTECTED])
> 5. Re: Bots causing memory read errors ([EMAIL PROTECTED])
> 6. Re: Bots causing memory read errors ([EMAIL PROTECTED])
> 7. Re: Bots causing memory read errors (sKel)
> 8. mp_autokick 1 and HL2mp (James McKenna)
> 9. Re: Bots causing memory read errors ([EMAIL PROTECTED])
> 10. Re: Bots causing memory read errors (Bud Ingram)
> 11. Re: Bots causing memory read errors (sKel)
>
> --__--__--
>
> Message: 1
> From: "Bud Ingram"
> To:
> Subject: Re: [hlds] Bots causing memory read errors
> Date: Tue, 4 Oct 2005 08:54:02 -0500
> Reply-To: hlds@list.valvesoftware.com
>
> Okay again my server is a Win2K Server machine... My question here is do we
> have any non-default settings that are the same that could be the culprit?
>
> Command Line:
> srcdx.exe -game cstrike +map cs_assault +maxplayers 32 -console +fps_max
> 999 -tickrate 45 -exec server.cfg -autoupdate
>
> I am not convinced that there is a problem with the "server.cfg" file as I
> just removed it from my system (running everything in default) and received
> the C++ abnormal termination error again. I do have several MDMP (memory
> dump) files in my root server directory, but they are all 0 KB -- they are
> apparently being created when SRCDS.EXE dies.
>
> Also, turning off my high-precision timer (srcdsfpsboost.exe), I go down to
> between 10 and 20 FPS (does this matter still?) and I do not see crashes
> every 5 minutes, it acutally stayed up 10 minutes this time...
>
> Regards,
>
> Bud Ingram
>
>
>
>
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Re: [hlds] Bots causing memory read errors

2005-10-04 Thread ozmosissound
--
[ Picked text/plain from multipart/alternative ]
Both my dod and my dods servers are running at an avg of 513 fps m8 I put 
mine in the server.cfg.

I'm not saying you are wrong about what you said (may have been that way).

I just don't see the point of stacking the command line with redundancies when 
for me it works in the config.

--Ozz

-- Original message --

> As far as I understand, it is recommended to put fps_max in the command
> line in
> order for the server fps to take effect upon initial load. otherwise, any
> changes made (ie, from default to whatever you have set in server.cfg when it
> is exec'd) will require a changelevel.
>
> i do not believe it is an "on the fly" change that can be made. correct me of
> i'm wrong of course.
>
> /p
>
> Quoting [EMAIL PROTECTED]:
>
> > --
> > [ Picked text/plain from multipart/alternative ]
> > put the fps max in your server cfg, don't stack up your command line
> > needlessly.
> >
> > -Ozz
> >
> > -- Original message --
> >
> >> --
> >> [ Picked text/plain from multipart/alternative ]
> >> Here is ours: srcds.exe -console -game cstrike -port 27115 -tickrate 66
> >> +fps_max 300 +maxplayers 25 +map de_prodigy -heapsize 512000 +exec
> >> server.cfg
> >>
> >> On 10/4/05, Bud Ingram wrote:
> >> >
> >> > Okay again my server is a Win2K Server machine... My question here is do
> >> > we
> >> > have any non-default settings that are the same that could be the 
> >> > culprit?
> >> >
> >> > Command Line:
> >> > srcdx.exe -game cstrike +map cs_assault +maxplayers 32 -console +fps_max
> >> > 999 -tickrate 45 -exec server.cfg -autoupdate
> >> >
> >> > I am not convinced that there is a problem with the "server.cfg" file as 
> >> > I
> >> > just removed it from my system (running everything in default) and
> >> > received
> >> > the C++ abnormal termination error again. I do have several MDMP (memory
> >> > dump) files in my root server directory, but they are all 0 KB -- they 
> >> > are
> >> > apparently being created when SRCDS.EXE dies.
> >> >
> >> > Also, turning off my high-precision timer (srcdsfpsboost.exe), I go down
> >> > to
> >> > between 10 and 20 FPS (does this matter still?) and I do not see crashes
> >> > every 5 minutes, it acutally stayed up 10 minutes this time...
> >> >
> >> > Regards,
> >> >
> >> > Bud Ingram
> >> >
> >> > ___
> >> > To unsubscribe, edit your list preferences, or view the list archives,
> >> > please visit:
> >> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >> >
> >> --
> >>
> >> ___
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> >> archives, please
> >> visit:
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> > --
> >
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> >
>
>
>
> 
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Re: [hlds] DoDs mp_autokick 1 is dropping players after just 50secs idle

2005-10-04 Thread Brandon Canary
--
[ Picked text/plain from multipart/alternative ]
autokick is meant to kick players that are idle for 50 sec?

so why just afteR?

On 10/3/05, K2 <[EMAIL PROTECTED]> wrote:
>
> Roger that, turning it off is just a quick solution, but creates other
> problems. I'm about to send off an email of some other issues myself and
> some of my admins have noticed with DoD:S...
>
> - K2
> http://www.hardfought.org
>
>
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Dagok
> Sent: Monday, October 03, 2005 7:42 PM
> To: hlds@list.valvesoftware.com
> Subject: Re: [hlds] DoDs mp_autokick 1 is dropping players after just
> 50secs
> idle
>
> Thanks for that smart-ass. We use weapon class limits on our server. With
> autokick off, people go AFK indefinitely, blocking others from using those
> weapon classes.
>
> Dagok
>
>
> - Original Message -
> From: "emtpy" <[EMAIL PROTECTED]>
> To: 
> Sent: Monday, October 03, 2005 9:29 PM
> Subject: Re: [hlds] DoDs mp_autokick 1 is dropping players after just
> 50secs
> idle
>
>
> > Dagok wrote:
> >
> >>This is a multi-part message in MIME format.
> >>--
> >>[ Picked text/plain from multipart/alternative ] Alfred, can you
> >>please pass this along to the appropriate people?
> >>
> >>Only in DoD Source (CSS is fine), mp_autokick 1 is dropping players
> >>that are only idle for 50 seconds.
> >>
> >>thanks,
> >>Dagok
> >>--
> >>
> >>
> >>___
> >>To unsubscribe, edit your list preferences, or view the list archives,
> >>please visit:
> >>http://list.valvesoftware.com/mailman/listinfo/hlds
> >>
> >>
> >>
> > THEN TURN IT OFF!
> >
> > ___
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> >
> >
> >
>
>
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[hlds] ban files

2005-10-04 Thread ac
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Okay, here goes.  Want to move my 1.6 bans over to DoDS.  I have a HUGE ban 
file (running a very strict server for a little over 2 years now) so I have 
about 5000 unique steam IDs I want to move.

I understand the new format (ie 'banid 0.0' is now 'banid 0').   I created a 
file called 16bans.cfg and called it in my server.cfg AFTER banned_user.cfg.  
When I booted the server, the banned_user.cfg was immediately updated with the 
first 2777 IDs in the 16bans.cfg file.  I don't know if that's all the bans 
allowed and I certainly can't figure out why the bans were loaded into the 
banned_user.cfg when I'm trying to keep them seperate.

Any help on getting this working would be great.  It's not that important to me 
that I have all my bans in seperate files, but I do want to make sure that the 
ENTIRE list of steam IDs is loaded in so that those that have been banned, stay 
banned.
Thanks
AnxietyClown
--


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RE: [hlds] Various issues with DoD:S

2005-10-04 Thread K2
OK, after a few tests... I am not seeing any difference in CPU usage between
sv_turbophysics on or off.

I forgot to mention one thing... mp_autoteambalance. This cvar is also
missing in DoD:S.

Thx for the feedback so far Alfred.

- K2

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds
Sent: Monday, October 03, 2005 9:05 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Various issues with DoD:S

The camera behavior after death is by design (we spent a while bouncing back
and forwards with that). CPU usage is what it is, we are looking into
optimisations but there isn't any low hanging fruit. I will ask about team
wounding, I don't remember ever talking about the logging strategy for it.

- Alfred

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of K2
Sent: Monday, October 03, 2005 11:59 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] Various issues with DoD:S

I'll keep it short 'n sweet:

1) CPU usage - DoD:S, at default settings, is a CPU hog... at least on the
Linux platform. Other admins I have discussed this with that run this on
win2000/w2k3 also agree. With the number of players and the tickrate being
equal (66), DoD:S uses about double the amount of CPU as CS:S does.
However,
I have talked to one admin who says setting the sv_turbophysics cvar to zero
brings CPU usage down to normal levels. He says leaving the cvar set to one
lets players actually knock over objects as opposed to bouncing off of them
(e.g. a barrel). I noticed that CS:S also has the cvar now, but by default
is set to zero. I'd like some official clarification on this setting, and
what kind of CPU usage we should expect leaving it on vs. leaving it off,
and if the number of movable objects on a map makes a difference.

2) Team wounding reporting - with CS:S, if a player wounds a teammate, the
rest of the team sees notification of it. In DoD:S this is missing.

3) I noticed mp_forcecamera defaults to one, which is a good thing for this
type of game. However, when you die, for the 3-4 seconds before you respawn,
the in-game camera points directly to the player that killed you, and tracks
their movements. If you're a sniper, this pretty much gives away your
position to the other team (granted you shouldn't stay in the same spot for
more than a few seconds anyways, but that's moot). Several of my playerbase
have noticed this and have been asking my admin staff to turn it off - and
of course we cant. If the CPL ever pulls their collective heads out of their
ass and host DoD:S at one of their next big tournaments, this is going to be
a problem. It kinda already is... would like to see a cvar to allow admins
to enable/disable this behavior at the very least.

That's all I have for now, hope to see some feedback on this list (hi Alfred
;-) ). Thx for your time.

- K2
http://www.hardfought.org


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[hlds] source TV Proxies

2005-10-04 Thread hlds
This is a multi-part message in MIME format.
--
Okay I Have a cs source server setup up with  -tvmasteronly



I want to have another server (sourceTV only) Connect to it. I can get the
source server to connect but I can't get it to Change the server name or
player slots. I tried adding a server cfg but it still has 128 players and
the default server name.  How can I get a SourceTV Proxy to expect different
values for TV cvars



Thx Munra



--
[ winmail.dat of type application/ms-tnef deleted ]
--


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Re: [hlds] Bots causing memory read errors

2005-10-04 Thread Bud Ingram

sKel and Oz,

Again thanks for your suggestions, I've implemented and still no joy.  I am
still seeing crashes due to a C++ error.

I am convinced that there is a problem with the update that is causing some
kind of memory leak -- maybe usage of the .NET memory handler ;-)

Regards,

Bud Ingram

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Re: [hlds] People, please stop this

2005-10-04 Thread Dan Stevens (IAmAI)
--
[ Picked text/plain from multipart/alternative ]
You can filter replies to digest using the following string: [*] re: *
digest,*

That will work for all mailing lists that use that subject format for
digests. Hope that helps.
--

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[hlds] RE: hlds digest, Vol 1 #4069 - 11 msgs

2005-10-04 Thread NewQ

IMO do yourself a favor , first set your perfmon to monitor BEFORE you start
the server. Make sure you have it checking Ram Page file CPU and Bandwidth
in/out. Then Get a hold of hlsw and have it connected to the server w/
internet get log enabled. HLSW will show you what was going on in game when
it crashed and the last thing that was processed. The only problem I had
with bots cause crashes was one time I defined kick_bots followed by
bot_quota 8. One map wouldn't load the bots so I added bot_add to the config
file which worked perfectly fine mind you until a player would leave , or
something of the sort at which point the bots would leave and rejoin at such
a rapid rate that the server would lag out and eventually crash. It was my
own dumb oversight and not a srcds problem though. Not sure if this helps
but a shout out none the less .

-NewQ

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: Tuesday, October 04, 2005 2:28 PM
To: hlds@list.valvesoftware.com
Subject: hlds digest, Vol 1 #4069 - 11 msgs

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Today's Topics:

   1. Re: Bots causing memory read errors (Bud Ingram)
   2. Re: Bots causing memory read errors (Whisper)
   3. Re: CS:S Admins, a call to arms! (Zachary Doherty)
   4. Re: Bots causing memory read errors ([EMAIL PROTECTED])
   5. Re: Bots causing memory read errors ([EMAIL PROTECTED])
   6. Re: Bots causing memory read errors ([EMAIL PROTECTED])
   7. Re: Bots causing memory read errors (sKel)
   8. mp_autokick 1 and HL2mp (James McKenna)
   9. Re: Bots causing memory read errors ([EMAIL PROTECTED])
  10. Re: Bots causing memory read errors (Bud Ingram)
  11. Re: Bots causing memory read errors (sKel)

--__--__--

Message: 1
From: "Bud Ingram" <[EMAIL PROTECTED]>
To: 
Subject: Re: [hlds] Bots causing memory read errors
Date: Tue, 4 Oct 2005 08:54:02 -0500
Reply-To: hlds@list.valvesoftware.com

Okay again my server is a Win2K Server machine...  My question here is do we
have any non-default settings that are the same that could be the culprit?

Command Line:
srcdx.exe -game cstrike +map cs_assault +maxplayers 32 -console +fps_max
999 -tickrate 45 -exec server.cfg -autoupdate

I am not convinced that there is a problem with the "server.cfg" file as I
just removed it from my system (running everything in default) and received
the C++ abnormal termination error again.  I do have several MDMP (memory
dump) files in my root server directory, but they are all 0 KB -- they are
apparently being created when SRCDS.EXE dies.

Also, turning off my high-precision timer (srcdsfpsboost.exe), I go down to
between 10 and 20 FPS (does this matter still?) and I do not see crashes
every 5 minutes, it acutally stayed up 10 minutes this time...

Regards,

Bud Ingram




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Re: [hlds] CS:S Admins, a call to arms!

2005-10-04 Thread Brian M Frain (eternal)
--
[ Picked text/plain from multipart/alternative ]
We should be using this mailing list to compare notes on what measures we
all take against cheaters, and how many cheaters, specific servers seem to
get.
For example if we have someone here who seems to get a lot of cheaters, we
can try different things to combat it, take notes on what works and share
that info with this mailing list.
It would go a much farther way towards cleaning up servers than the united
admins idea.
 I personally don't see much of any cheating on two different cs:s servers
we have at thegamerplanet.com 
69.93.245.8:27016  no awp/auto
69.93.245.8:27017  no restrictions
They use the cal source plug in (to alleviate some issues before they start)
Steambans (for quick short bans)
Beetlefarts (despite others thinking its a waste, if it catches even one
it's worth it to me)
Vac2 (for long term bans)
Constant admin prescence
 There is also matties event scripts which can do many things to combat
issues like rate glitches or annoying players that constantly tk for fun.

 On 10/4/05, [DMA]RocketUSA <[EMAIL PROTECTED]> wrote:
>
> If you read it a little better, I'm talking about VAC2 not VAC1 for CS 1.6
> .
>
> [DMA]RocketUSA
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Zachary Doherty
> Sent: Tuesday, October 04, 2005 1:08 PM
> To: hlds@list.valvesoftware.com
> Subject: Re: [hlds] CS:S Admins, a call to arms!
>
> --
> [ Picked text/plain from multipart/alternative ]
> Valve abandoned VAC a long time ago...
>
> GGH4X
>
> --Zack Doherty
> --
>
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RE: [hlds] CS:S Admins, a call to arms!

2005-10-04 Thread [DMA]RocketUSA
If you read it a little better, I'm talking about VAC2 not VAC1 for CS 1.6.

[DMA]RocketUSA

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Zachary Doherty
Sent: Tuesday, October 04, 2005 1:08 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] CS:S Admins, a call to arms!

--
[ Picked text/plain from multipart/alternative ]
Valve abandoned VAC a long time ago...

GGH4X

--Zack Doherty
--

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Re: [hlds] Bots causing memory read errors

2005-10-04 Thread sKel


Sent by an evaluation copy of MailSite - see http://www.rockliffe.com/ for 
further details.

the server.cfg file is executed on startup.. or how would the server
know what to be named, and what the rcon password is at startup? i mean
really. and yes. you can change fps_max on the fly.. atleast i can. i
remember hearing some where that you can't. but i have done it before
when i was experimenting with things. and it workd just fine for me.


[EMAIL PROTECTED] wrote:


As far as I understand, it is recommended to put fps_max in the command
line in
order for the server fps to take effect upon initial load.  otherwise,
any
changes made (ie, from default to whatever you have set in server.cfg
when it
is exec'd) will require a changelevel.

i do not believe it is an "on the fly" change that can be made.
correct me of
i'm wrong of course.

/p

Quoting [EMAIL PROTECTED]:


--
[ Picked text/plain from multipart/alternative ]
put the fps max in your server cfg, don't stack up your command line
needlessly.

-Ozz

-- Original message --


--
[ Picked text/plain from multipart/alternative ]
Here is ours: srcds.exe -console -game cstrike -port 27115 -tickrate 66
+fps_max 300 +maxplayers 25 +map de_prodigy -heapsize 512000 +exec
server.cfg

On 10/4/05, Bud Ingram wrote:
>
> Okay again my server is a Win2K Server machine... My question here
is do
> we
> have any non-default settings that are the same that could be the
culprit?
>
> Command Line:
> srcdx.exe -game cstrike +map cs_assault +maxplayers 32 -console
+fps_max
> 999 -tickrate 45 -exec server.cfg -autoupdate
>
> I am not convinced that there is a problem with the "server.cfg"
file as I
> just removed it from my system (running everything in default) and
> received
> the C++ abnormal termination error again. I do have several MDMP
(memory
> dump) files in my root server directory, but they are all 0 KB --
they are
> apparently being created when SRCDS.EXE dies.
>
> Also, turning off my high-precision timer (srcdsfpsboost.exe), I
go down
> to
> between 10 and 20 FPS (does this matter still?) and I do not see
crashes
> every 5 minutes, it acutally stayed up 10 minutes this time...
>
> Regards,
>
> Bud Ingram
>
> ___
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archives,
> please visit:
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Re: [hlds] Bots causing memory read errors

2005-10-04 Thread Bud Ingram
Thanks sKel and Oz, I appreciate the feedback.  My concern though is that I
have been running the server successfully for nearly a year -- the September
update is what killed me.  The only other thing that I didn't mention is
that I am running the Server Monitor as advertised by SaintK (DUMB Clan) to
this list.  I'll try pulling out the tick rate and the FPS as described, as
well as moving the -console to the front, but I am very skeptical that these
changes will actaully affect the errors I am seeing.

Regards,

Bud Ingram

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Re: [hlds] Bots causing memory read errors

2005-10-04 Thread hlds

As far as I understand, it is recommended to put fps_max in the command
line in
order for the server fps to take effect upon initial load.  otherwise, any
changes made (ie, from default to whatever you have set in server.cfg when it
is exec'd) will require a changelevel.

i do not believe it is an "on the fly" change that can be made.  correct me of
i'm wrong of course.

/p

Quoting [EMAIL PROTECTED]:


--
[ Picked text/plain from multipart/alternative ]
put the fps max in your server cfg, don't stack up your command line
needlessly.

-Ozz

-- Original message --


--
[ Picked text/plain from multipart/alternative ]
Here is ours: srcds.exe -console -game cstrike -port 27115 -tickrate 66
+fps_max 300 +maxplayers 25 +map de_prodigy -heapsize 512000 +exec
server.cfg

On 10/4/05, Bud Ingram wrote:
>
> Okay again my server is a Win2K Server machine... My question here is do
> we
> have any non-default settings that are the same that could be the culprit?
>
> Command Line:
> srcdx.exe -game cstrike +map cs_assault +maxplayers 32 -console +fps_max
> 999 -tickrate 45 -exec server.cfg -autoupdate
>
> I am not convinced that there is a problem with the "server.cfg" file as I
> just removed it from my system (running everything in default) and
> received
> the C++ abnormal termination error again. I do have several MDMP (memory
> dump) files in my root server directory, but they are all 0 KB -- they are
> apparently being created when SRCDS.EXE dies.
>
> Also, turning off my high-precision timer (srcdsfpsboost.exe), I go down
> to
> between 10 and 20 FPS (does this matter still?) and I do not see crashes
> every 5 minutes, it acutally stayed up 10 minutes this time...
>
> Regards,
>
> Bud Ingram
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds
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[hlds] mp_autokick 1 and HL2mp

2005-10-04 Thread James McKenna

Does this cvar work for hl2mp? We have two hl2 team dm servers, and afkers
ruin the action. I havn't had time to test it out... I know it works on my
css, and apparantly dod it just boots after 50 seconds... But what about
deathmatch?
--
Sincerely,

James McKenna



- Original Message -
From: "Alfred Reynolds" <[EMAIL PROTECTED]>
To: 
Sent: Tuesday, October 04, 2005 12:04 AM
Subject: RE: [hlds] Various issues with DoD:S



The camera behavior after death is by design (we spent a while bouncing
back and forwards with that). CPU usage is what it is, we are looking
into optimisations but there isn't any low hanging fruit. I will ask
about team wounding, I don't remember ever talking about the logging
strategy for it.

- Alfred

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of K2
Sent: Monday, October 03, 2005 11:59 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] Various issues with DoD:S

I'll keep it short 'n sweet:

1) CPU usage - DoD:S, at default settings, is a CPU hog... at least on
the
Linux platform. Other admins I have discussed this with that run this on
win2000/w2k3 also agree. With the number of players and the tickrate
being
equal (66), DoD:S uses about double the amount of CPU as CS:S does.
However,
I have talked to one admin who says setting the sv_turbophysics cvar to
zero
brings CPU usage down to normal levels. He says leaving the cvar set to
one
lets players actually knock over objects as opposed to bouncing off of
them
(e.g. a barrel). I noticed that CS:S also has the cvar now, but by
default
is set to zero. I'd like some official clarification on this setting,
and
what kind of CPU usage we should expect leaving it on vs. leaving it
off,
and if the number of movable objects on a map makes a difference.

2) Team wounding reporting - with CS:S, if a player wounds a teammate,
the
rest of the team sees notification of it. In DoD:S this is missing.

3) I noticed mp_forcecamera defaults to one, which is a good thing for
this
type of game. However, when you die, for the 3-4 seconds before you
respawn,
the in-game camera points directly to the player that killed you, and
tracks
their movements. If you're a sniper, this pretty much gives away your
position to the other team (granted you shouldn't stay in the same spot
for
more than a few seconds anyways, but that's moot). Several of my
playerbase
have noticed this and have been asking my admin staff to turn it off -
and
of course we cant. If the CPL ever pulls their collective heads out of
their
ass and host DoD:S at one of their next big tournaments, this is going
to be
a problem. It kinda already is... would like to see a cvar to allow
admins
to enable/disable this behavior at the very least.

That's all I have for now, hope to see some feedback on this list (hi
Alfred
;-) ). Thx for your time.

- K2
http://www.hardfought.org


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Re: [hlds] Bots causing memory read errors

2005-10-04 Thread sKel

yea from what i have heard you should use 66 if not 33, because 100 has been
known to cause problems on some systems.

and fps_max should be at 600, because from tests i have done that gets you
as much as anything..  it raises it to like 560 or something no matter how
high you have it.. so that huge number might have something to do with it...
i dont know though


- Original Message -
From: <[EMAIL PROTECTED]>
To: 
Sent: Tuesday, October 04, 2005 12:33 PM
Subject: Re: [hlds] Bots causing memory read errors



--
[ Picked text/plain from multipart/alternative ]
Oh, and get rid of 45.. they recommend you do 33,66 or 100, probably
for a reason.  You're messing with cpu internal characteristics there.
Might be the exact cause for all I know.

-Ozz

-- Original message --


Okay again my server is a Win2K Server machine... My question here is do
we
have any non-default settings that are the same that could be the
culprit?

Command Line:
srcdx.exe -game cstrike +map cs_assault +maxplayers 32 -console +fps_max
999 -tickrate 45 -exec server.cfg -autoupdate

I am not convinced that there is a problem with the "server.cfg" file as
I
just removed it from my system (running everything in default) and
received
the C++ abnormal termination error again. I do have several MDMP (memory
dump) files in my root server directory, but they are all 0 KB -- they
are
apparently being created when SRCDS.EXE dies.

Also, turning off my high-precision timer (srcdsfpsboost.exe), I go down
to
between 10 and 20 FPS (does this matter still?) and I do not see crashes
every 5 minutes, it acutally stayed up 10 minutes this time...

Regards,

Bud Ingram

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Re: [hlds] Bots causing memory read errors

2005-10-04 Thread ozmosissound
--
[ Picked text/plain from multipart/alternative ]
put the fps max in your server cfg, don't stack up your command line needlessly.

-Ozz

-- Original message --

> --
> [ Picked text/plain from multipart/alternative ]
> Here is ours: srcds.exe -console -game cstrike -port 27115 -tickrate 66
> +fps_max 300 +maxplayers 25 +map de_prodigy -heapsize 512000 +exec
> server.cfg
>
> On 10/4/05, Bud Ingram wrote:
> >
> > Okay again my server is a Win2K Server machine... My question here is do
> > we
> > have any non-default settings that are the same that could be the culprit?
> >
> > Command Line:
> > srcdx.exe -game cstrike +map cs_assault +maxplayers 32 -console +fps_max
> > 999 -tickrate 45 -exec server.cfg -autoupdate
> >
> > I am not convinced that there is a problem with the "server.cfg" file as I
> > just removed it from my system (running everything in default) and
> > received
> > the C++ abnormal termination error again. I do have several MDMP (memory
> > dump) files in my root server directory, but they are all 0 KB -- they are
> > apparently being created when SRCDS.EXE dies.
> >
> > Also, turning off my high-precision timer (srcdsfpsboost.exe), I go down
> > to
> > between 10 and 20 FPS (does this matter still?) and I do not see crashes
> > every 5 minutes, it acutally stayed up 10 minutes this time...
> >
> > Regards,
> >
> > Bud Ingram
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
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Re: [hlds] Bots causing memory read errors

2005-10-04 Thread ozmosissound
--
[ Picked text/plain from multipart/alternative ]
Oh, and get rid of 45.. they recommend you do 33,66 or 100, probably for a 
reason.  You're messing with cpu internal characteristics there. Might be 
the exact cause for all I know.

-Ozz

-- Original message --

> Okay again my server is a Win2K Server machine... My question here is do we
> have any non-default settings that are the same that could be the culprit?
>
> Command Line:
> srcdx.exe -game cstrike +map cs_assault +maxplayers 32 -console +fps_max
> 999 -tickrate 45 -exec server.cfg -autoupdate
>
> I am not convinced that there is a problem with the "server.cfg" file as I
> just removed it from my system (running everything in default) and received
> the C++ abnormal termination error again. I do have several MDMP (memory
> dump) files in my root server directory, but they are all 0 KB -- they are
> apparently being created when SRCDS.EXE dies.
>
> Also, turning off my high-precision timer (srcdsfpsboost.exe), I go down to
> between 10 and 20 FPS (does this matter still?) and I do not see crashes
> every 5 minutes, it acutally stayed up 10 minutes this time...
>
> Regards,
>
> Bud Ingram
>
> ___
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> visit:
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Re: [hlds] Bots causing memory read errors

2005-10-04 Thread ozmosissound
--
[ Picked text/plain from multipart/alternative ]

I would recommend putting -tickrate and -console in the front of the list m8.

--Just an observation

Ozz
-- Original message --

> Okay again my server is a Win2K Server machine... My question here is do we
> have any non-default settings that are the same that could be the culprit?
>
> Command Line:
> srcdx.exe -game cstrike +map cs_assault +maxplayers 32 -console +fps_max
> 999 -tickrate 45 -exec server.cfg -autoupdate
>
> I am not convinced that there is a problem with the "server.cfg" file as I
> just removed it from my system (running everything in default) and received
> the C++ abnormal termination error again. I do have several MDMP (memory
> dump) files in my root server directory, but they are all 0 KB -- they are
> apparently being created when SRCDS.EXE dies.
>
> Also, turning off my high-precision timer (srcdsfpsboost.exe), I go down to
> between 10 and 20 FPS (does this matter still?) and I do not see crashes
> every 5 minutes, it acutally stayed up 10 minutes this time...
>
> Regards,
>
> Bud Ingram
>
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Re: [hlds] CS:S Admins, a call to arms!

2005-10-04 Thread Zachary Doherty
--
[ Picked text/plain from multipart/alternative ]
Valve abandoned VAC a long time ago...

GGH4X

--Zack Doherty
--

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Re: [hlds] Bots causing memory read errors

2005-10-04 Thread Whisper
--
[ Picked text/plain from multipart/alternative ]
Here is ours: srcds.exe -console -game cstrike -port 27115 -tickrate 66
+fps_max 300 +maxplayers 25 +map de_prodigy -heapsize 512000 +exec
server.cfg

On 10/4/05, Bud Ingram <[EMAIL PROTECTED]> wrote:
>
> Okay again my server is a Win2K Server machine... My question here is do
> we
> have any non-default settings that are the same that could be the culprit?
>
> Command Line:
> srcdx.exe -game cstrike +map cs_assault +maxplayers 32 -console +fps_max
> 999 -tickrate 45 -exec server.cfg -autoupdate
>
> I am not convinced that there is a problem with the "server.cfg" file as I
> just removed it from my system (running everything in default) and
> received
> the C++ abnormal termination error again. I do have several MDMP (memory
> dump) files in my root server directory, but they are all 0 KB -- they are
> apparently being created when SRCDS.EXE dies.
>
> Also, turning off my high-precision timer (srcdsfpsboost.exe), I go down
> to
> between 10 and 20 FPS (does this matter still?) and I do not see crashes
> every 5 minutes, it acutally stayed up 10 minutes this time...
>
> Regards,
>
> Bud Ingram
>
> ___
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> please visit:
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Re: [hlds] Bots causing memory read errors

2005-10-04 Thread Bud Ingram
Okay again my server is a Win2K Server machine...  My question here is do we
have any non-default settings that are the same that could be the culprit?

Command Line:
srcdx.exe -game cstrike +map cs_assault +maxplayers 32 -console +fps_max
999 -tickrate 45 -exec server.cfg -autoupdate

I am not convinced that there is a problem with the "server.cfg" file as I
just removed it from my system (running everything in default) and received
the C++ abnormal termination error again.  I do have several MDMP (memory
dump) files in my root server directory, but they are all 0 KB -- they are
apparently being created when SRCDS.EXE dies.

Also, turning off my high-precision timer (srcdsfpsboost.exe), I go down to
between 10 and 20 FPS (does this matter still?) and I do not see crashes
every 5 minutes, it acutally stayed up 10 minutes this time...

Regards,

Bud Ingram

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RE: [hlds] Various issues with DoD:S

2005-10-04 Thread Alexander Kobbevik
 There's nothing worse than a team mate shooting
you back on purpose after shooting them by mistake.
--

I would say its worse to be shoot by a team mate on purpose.



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Re: [hlds] Various issues with DoD:S

2005-10-04 Thread Dan Stevens (IAmAI)
--
[ Picked text/plain from multipart/alternative ]
stalker333 wrote:

> 3) I have seen those messages on some DOD:S servers, probably because of a
> plugin. I would love to see TK msgs be standard and def to on. Most people
> have realized that killing teammates can get you in trouble, while more
> often than not just shooting them 1-3 times (to lower their health to
> nothing) goes unpunished longer, for various reasons.


They are useful on Counter-Strike Source; so you can appologise if you
accidently hit a team mate. There's nothing worse than a team mate shooting
you back on purpose after shooting them by mistake.
--

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RE: [hlds] Various issues with DoD:S

2005-10-04 Thread stalker333

Alfred,

1) I actually like the camera thing - on pubs. If I were playing in a match, I 
wouldn't care for it. So something that disables it would be very nice and much 
appreciated I'm sure ;-)

2) CPU usage is obviously kicking the crap out of some of these servers and clients 
alike. While I'm sure you've done a very good job keeping resource usage seemingly to a 
minimum, it's not uncommon for other people (or even the same people) to see a 
"better way" (less resource intensive way) to do things after looking it over 
again.

Seems like an obvious thing to say, but there ya go anyway lol.

3) I have seen those messages on some DOD:S servers, probably because of a 
plugin. I would love to see TK msgs be standard and def to on. Most people have 
realized that killing teammates can get you in trouble, while more often than 
not just shooting them 1-3 times (to lower their health to nothing) goes 
unpunished longer, for various reasons.

Hope your vacation was fun, looks like a lot of work ahead :)

Good luck,

-Stoned Smurf
AKA The Joint Chief


Subject: RE: [hlds] Various issues with DoD:S
Date: Tue, 4 Oct 2005 00:04:45 -0700
From: "Alfred Reynolds" <[EMAIL PROTECTED]>
To: 
Reply-To: hlds@list.valvesoftware.com

The camera behavior after death is by design (we spent a while bouncing
back and forwards with that). CPU usage is what it is, we are looking
into optimisations but there isn't any low hanging fruit. I will ask
about team wounding, I don't remember ever talking about the logging
strategy for it.

- Alfred


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Re: [hlds] Bots causing memory read errors

2005-10-04 Thread Bud Ingram

Whisper,

Could it be settings in the command line or the SERVER.CFG file?  I'll get
mine when I can remote in.

Bud

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Re: [hlds] Various issues with DoD:S

2005-10-04 Thread Dan Stevens (IAmAI)
--
[ Picked text/plain from multipart/alternative ]
Alfred Reynolds:

> The camera behavior after death is by design (we spent a while bouncing
> back and forwards with that).


I'm curious about that. Could you go into more detail?
--

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Re: [hlds] Various issues with DoD:S

2005-10-04 Thread Dagok

Alfred, at least give admins the option of using  mp_fadetoblack  with DoDs.
As I understand it, this cvar doesnt work in DoDs (haven't checked myself),
and would be a decent alternative to the default camera behavior.

thanks,
Dagok


- Original Message -
From: "Alfred Reynolds" <[EMAIL PROTECTED]>
To: 
Sent: Tuesday, October 04, 2005 12:04 AM
Subject: RE: [hlds] Various issues with DoD:S



The camera behavior after death is by design (we spent a while bouncing
back and forwards with that). CPU usage is what it is, we are looking
into optimisations but there isn't any low hanging fruit. I will ask
about team wounding, I don't remember ever talking about the logging
strategy for it.

- Alfred

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of K2
Sent: Monday, October 03, 2005 11:59 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] Various issues with DoD:S

I'll keep it short 'n sweet:

1) CPU usage - DoD:S, at default settings, is a CPU hog... at least on
the
Linux platform. Other admins I have discussed this with that run this on
win2000/w2k3 also agree. With the number of players and the tickrate
being
equal (66), DoD:S uses about double the amount of CPU as CS:S does.
However,
I have talked to one admin who says setting the sv_turbophysics cvar to
zero
brings CPU usage down to normal levels. He says leaving the cvar set to
one
lets players actually knock over objects as opposed to bouncing off of
them
(e.g. a barrel). I noticed that CS:S also has the cvar now, but by
default
is set to zero. I'd like some official clarification on this setting,
and
what kind of CPU usage we should expect leaving it on vs. leaving it
off,
and if the number of movable objects on a map makes a difference.

2) Team wounding reporting - with CS:S, if a player wounds a teammate,
the
rest of the team sees notification of it. In DoD:S this is missing.

3) I noticed mp_forcecamera defaults to one, which is a good thing for
this
type of game. However, when you die, for the 3-4 seconds before you
respawn,
the in-game camera points directly to the player that killed you, and
tracks
their movements. If you're a sniper, this pretty much gives away your
position to the other team (granted you shouldn't stay in the same spot
for
more than a few seconds anyways, but that's moot). Several of my
playerbase
have noticed this and have been asking my admin staff to turn it off -
and
of course we cant. If the CPL ever pulls their collective heads out of
their
ass and host DoD:S at one of their next big tournaments, this is going
to be
a problem. It kinda already is... would like to see a cvar to allow
admins
to enable/disable this behavior at the very least.

That's all I have for now, hope to see some feedback on this list (hi
Alfred
;-) ). Thx for your time.

- K2
http://www.hardfought.org


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RE: [hlds] Various issues with DoD:S

2005-10-04 Thread Alfred Reynolds
The camera behavior after death is by design (we spent a while bouncing
back and forwards with that). CPU usage is what it is, we are looking
into optimisations but there isn't any low hanging fruit. I will ask
about team wounding, I don't remember ever talking about the logging
strategy for it.

- Alfred

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of K2
Sent: Monday, October 03, 2005 11:59 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] Various issues with DoD:S

I'll keep it short 'n sweet:

1) CPU usage - DoD:S, at default settings, is a CPU hog... at least on
the
Linux platform. Other admins I have discussed this with that run this on
win2000/w2k3 also agree. With the number of players and the tickrate
being
equal (66), DoD:S uses about double the amount of CPU as CS:S does.
However,
I have talked to one admin who says setting the sv_turbophysics cvar to
zero
brings CPU usage down to normal levels. He says leaving the cvar set to
one
lets players actually knock over objects as opposed to bouncing off of
them
(e.g. a barrel). I noticed that CS:S also has the cvar now, but by
default
is set to zero. I'd like some official clarification on this setting,
and
what kind of CPU usage we should expect leaving it on vs. leaving it
off,
and if the number of movable objects on a map makes a difference.

2) Team wounding reporting - with CS:S, if a player wounds a teammate,
the
rest of the team sees notification of it. In DoD:S this is missing.

3) I noticed mp_forcecamera defaults to one, which is a good thing for
this
type of game. However, when you die, for the 3-4 seconds before you
respawn,
the in-game camera points directly to the player that killed you, and
tracks
their movements. If you're a sniper, this pretty much gives away your
position to the other team (granted you shouldn't stay in the same spot
for
more than a few seconds anyways, but that's moot). Several of my
playerbase
have noticed this and have been asking my admin staff to turn it off -
and
of course we cant. If the CPL ever pulls their collective heads out of
their
ass and host DoD:S at one of their next big tournaments, this is going
to be
a problem. It kinda already is... would like to see a cvar to allow
admins
to enable/disable this behavior at the very least.

That's all I have for now, hope to see some feedback on this list (hi
Alfred
;-) ). Thx for your time.

- K2
http://www.hardfought.org


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[hlds] Various issues with DoD:S

2005-10-04 Thread K2
I'll keep it short 'n sweet:

1) CPU usage - DoD:S, at default settings, is a CPU hog... at least on the
Linux platform. Other admins I have discussed this with that run this on
win2000/w2k3 also agree. With the number of players and the tickrate being
equal (66), DoD:S uses about double the amount of CPU as CS:S does. However,
I have talked to one admin who says setting the sv_turbophysics cvar to zero
brings CPU usage down to normal levels. He says leaving the cvar set to one
lets players actually knock over objects as opposed to bouncing off of them
(e.g. a barrel). I noticed that CS:S also has the cvar now, but by default
is set to zero. I'd like some official clarification on this setting, and
what kind of CPU usage we should expect leaving it on vs. leaving it off,
and if the number of movable objects on a map makes a difference.

2) Team wounding reporting - with CS:S, if a player wounds a teammate, the
rest of the team sees notification of it. In DoD:S this is missing.

3) I noticed mp_forcecamera defaults to one, which is a good thing for this
type of game. However, when you die, for the 3-4 seconds before you respawn,
the in-game camera points directly to the player that killed you, and tracks
their movements. If you're a sniper, this pretty much gives away your
position to the other team (granted you shouldn't stay in the same spot for
more than a few seconds anyways, but that's moot). Several of my playerbase
have noticed this and have been asking my admin staff to turn it off - and
of course we cant. If the CPL ever pulls their collective heads out of their
ass and host DoD:S at one of their next big tournaments, this is going to be
a problem. It kinda already is... would like to see a cvar to allow admins
to enable/disable this behavior at the very least.

That's all I have for now, hope to see some feedback on this list (hi Alfred
;-) ). Thx for your time.

- K2
http://www.hardfought.org


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