Re: [hlds] Web server
Wow, I can't believe this debate is ... so heated. The guy just wants to host a few pages on his home connection, I doubt the page is going to be a high profile target for any non-obvious 0-day security vulnerability (all major http daemons have had their fare share in recent years) Nor are the performance differences going to matter for a few likely static pages. My advice, if the original poster hasn't run to the hills IIS [Consumer/Limited flavor] Pro's: 1. GUI Interface for setup. therefore you might find it more intuitive IIS Cons [I'm not up to date here, unfortunately]: 1. Limited to 10 concurrent connections (maybe less?, not really an issue though here) Apache Win32 Pros: ( www.apache.org ) 1. Flat httpd.conf file for setup, which is fairly simple if you read the comments, also makes one-step restoration of default settings and soforth possible 2. No connection limits or anything of the sort Apache Win32 Cons: 1. httpd.conf isn't always that simple, especially at first I personally prefer Apache2 Win32 for my own similar small stuff, since the artificial connection limit of IIS bothers me on a subconcious level, and I feel more at home with a .conf file than an obfuscated GUI, But that doesn't apply to everyone. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] The logic behind steams server browser is incorrect from eupe.
The IP fanning method in action: http://pub-i.com/misc/jjb/cs1.wmv (sorry, made this video a while back and WME's desktop recorder was the only thing handy) I'm in chicago, basically you see it find a few random servers around the midwest, and then take a global (minute long) detour pinging servers in europe/etc to little or no avail, and then finally bring back some of the nicer datacenter servers in the 2xx. range ... The speed improves a lot if I restrict the region, but not many think to do that ... (To get that ip address field just right click one of the column titles) I'm not really sure what can be done about this Encourage clients to set the region filter somehow? -though I understand the region settings aren't quite fine-grained enough for some parts of the world. Apply favortism to known datacenter-owned subnets? -good for datacenters .. Randomize it? -I guess that's somewhat fair ... Hmm Ian mu wrote: when you do a refresh, right click on a server and view server info and check the IP address. Mine are all 81.x.x.x and 82.x.x.x, my IP is 81.x.x.x. They "look" as though they are in order of latency, but thats not the whole picture. It's a fairly well known issue, and some ISPs have even been changing their ip:ports where possible to get further up the list for more people. Absolutely crazy design that whoever designed should be shot for. On 7/27/05, Saint K. <[EMAIL PROTECTED]> wrote: doesnt with me, just when ever i click on the latency to sort it - Original Message - From: "Clayton Macleod" <[EMAIL PROTECTED]> To: Sent: Wednesday, July 27, 2005 12:59 PM Subject: Re: [hlds] The logic behind steams server browser is incorrect from eupe. 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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- Clayton Macleod ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] r_3dsky
This thread is hilariousily offtopic, just give the poor kid some screenshots already or ignore him.. Anyway, because I cannot resist, without having seen any gameplay advantages in r_3dsky myself ... I'd guess if I were one to justify the decision it would be for the following reasons 1. It makes the game (CS:S) look ridiculous 2. 3d skyboxes, and the way they're used in source (for things like treetops etc), allows for quite expansive-looking and detailed maps without a huge performance hit, if 1/3rd of your audience is going to be turning them off, mappers (maybe even valve themselves) might end up having to take it into consideration, either by making the maps less efficient or cutting back on detail so the map doesn't look like a joke for 3dsky haters. Saying that, I'd probably turn 3dsky off in a heartbeat for my poor Ti4200 64mb ... but I can atleast sympathize with valve a bit on their decision, based on my own thoughts. Clayton Macleod wrote: you're right, I keep saying something over and over even though I don't know. Yeah, that's it. *sigh* Fact remains you could have easily seen for yourself by now, several times over. On 5/31/05, fsjk85 <[EMAIL PROTECTED]> wrote: "too easy." ?, sounds like you dont know :) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Force demo playback?
This is the just the reality of steam and valve's update practices, obviousily before steam you could just archive the older versions - but sweeping changes did not happen nearly this often. This last rash of updates was hard on one community I'm familar with, they had a well-known player all of a sudden doing some weird things with his crosshair and going on uncharacteristic killing sprees, another player spent a week gathering evidence (as required for a ban) and then BAM, update kills the demos demos are discarded by most, and the player gets some new ones, BAM broken again - and nothing for the head admins to review (on their schedule), eventually he was nailed but it was quite the annoying situation for those involved. I think we'll just have to hold out, valve can't possibly do this every week and eventually most of the bugs they're ironing out, will be. though I just thought of something - what if archiving previous versions would work?, in theory - with 1.6 atleast, you could extract the cl_dlls from the gcf's and slap them in the "physical" folder and the engine would run that version (unless the update changed something significant), I wonder if this would work in source in some situations ... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] When doing a Server Search on steam
I'm sure you're aware that this doesn't have much to do with HLDS/SRCDS, but I'll save you the lecture since steampowered.com's forums are awful and not many places address this particular issue Do some research on the components involved in your connection, particularily if some sort of NAT router/modem is involved, there are a number of devices that will just roll over and die if you open too many connections at once, alternatively try lowering steam's connection setting to DSL 256k or so, which will reduce the number of servers steam tries to query at once. Donovan Pratt wrote: When i do a server serach on steam. doesnt matter what game i look for. but when i open up the main server list. and it started listing the servers under the game i pick. it always kills my internet. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Server Listings
(WARNING: potentially mistaken personal observation and 90% speculation ahead, as it always is when dealing with netcode due to lack of documented facts) As I understand it, client rates (that aren't clamped down by sv_ settings) introduce more of a bandwidth penalty than one of system load, a client requesting/sending 100 updates a second isn't going to magically send the server into overdrive, infact I imagine with an untweaked server it will result in ignored or redundant position updates at most (both ways). If you're on a partial T1 or something, you might want to look into clamping down rates. but if you're on any kind of decent backbone connection it shouldn't be a problem. having managed some 1.6 servers in the past, full of "Competitive" players with absurd voodoo magic rates - I've never seen it cause noticible server strain, not much experience with source though ... but I can't imagine it being too different. I'd like to throw in a plea to valve to consider publishing a netcode whitepaper (or similar), if they can find some poor unoccopied guy that had a hand in the netcode development, to sit down and write it - it would be extremely useful to players and admins alike. Of course, it could just be a "trade secrets" issue, pity if that's the reason these questions have seemed to have fallen on deaf ears for so long. TrickyB wrote: Alfred if 5 or more clients on a 20 man server had rates of 25000 or ,and cmd and update rates of 100 100 [seen them with 101/101] would it cause the server to lag? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] sv... gravity? how do i get this setting!
This is ancient knowledge from back when I had the oppertunity to play during the Condition-Zero-era beta, but it seemed the floaty object/ragdall behavior happened when you 1. Started a map 2. Altered sv_gravity 3. Cycled the map (changing to another or reloading the same one, I'd guess) 4. Altered sv_gravity again At the time it seemed like physics/ragdoll gravity was pre-computated based on the sv_gravity set during mapload. Ssomething fun to do was setting the gravity to near-zero, reloading the map, and then setting it back to normal (or near-normal), you'd be able to run backwards and drop your gun ... seeing it float in mid-air, etc. Lorenzo Fife wrote: this affects objects, but i'm not seeing a change in corpses when they die. the way they were... when they'd die, it's like the body would freeze in the position it was in when it was shot dead, and would SLWWWY fall down. i'm pretty sure i didn't play with the "sv" stuff though :-/ i have the mani admin plugin, maybe it's something it did? From: "Vernon Riley" <[EMAIL PROTECTED]> Reply-To: hlds@list.valvesoftware.com To: Subject: RE: [hlds] sv... gravity? how do i get this setting! Date: Sun, 3 Apr 2005 22:23:44 -0400 put matrixon.cfg in your cfg dir with these lines phys_timescale 0.1 //Slows objects down phys_pushscale ### //Blowback pretty hard away from you - change to your preference between 2-1000 then put matrixoff.cfg in cfg dir with these lines phys_timescale 1 phys_pushscale 1 then just rcon exec matrixon.cfg or matrixoff.cfg -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Elmer Fudd Sent: Sunday, April 03, 2005 9:07 PM To: hlds@list.valvesoftware.com Subject: Re: [hlds] sv... gravity? how do i get this setting! phys_timescale .2 On Apr 3, 2005 8:42 PM, Lorenzo Fife <[EMAIL PROTECTED]> wrote: > I was playing around with the SV stuff, and i set somthing so that when > people get shot dead, instead of them falling to the ground right away, they > fall in VEE slow motion. almost like the matrix :p ... also, > when the round starts, you can see all the 'objects' (bricks, crates, > oranges, etc.) in the map falling down, but they fall very slowly. and when > you shoot something, it flies (slowly) away... it's like the gravity of > OBJECTS is very low, but the player gravity is regular (the sv_gravity is > set to default 800). > > i had to restart my server since then, so that setting's gone, and i can't > figure out how to get it back again :( :( :( > > help! > > Thx > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds > -- Cheers! -- Elmer Fudd ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds