RE: [hlds_linux] [OT] Serverwiki Thank you

2005-10-21 Thread James Tucker


> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of
> Ben Kennish

> http://www.serverwiki.org/index.php/Advanced_Tickrate ...
>
> "rate   The Maximum amount of Bytes Per Second the Client will request
> from the server. rate overrides the servers sv_maxrate
> setting if rate is less than the servers sv_maxrate setting."

Rate and sv_maxrate are both values in Bytes per Second. This is a bandwidth
CAP (maximum flow limit) for network data transfer, on a per client basis.
These values are intended to allow clients or server admins to restrict
Source' use of bandwidth. At any one time, the lower of the two cvars is
used, unless the client cvar "rate" is below the servers sv_minrate, in
which case minrate is used.


> "cl_updaterate
>  The Maximum amount of Updates Per Second the Client will
> request from the server. cl_updaterate overrides the servers
> sv_maxupdaterate setting if cl_updaterate is less than the
> servers sv_maxupdaterate setting."

Sv_maxupdate rate puts a maximal cap and is the finally determining upper
cap. If a client has cl_updaterate higher than sv_maxupdaterate then
sv_maxupdaterate is used. Sv_minupdaterate is a minimal cap on this value,
if the clients cl_updaterate is less than sv_minupdaterate, then
sv_minupdaterate is used.

> Also it would be good to mention exactly what sort of "better
> experience" the players can expect by increasing the tick rate etc?

The best Source gaming experience comes from setting the rates to what they
_should_ be - this includes for low bandwidth links and low tickrates.
Updaterate 12, rate 5000 at 33 tick is actually playable with cl_interp 0.1
on a stable server. There is little reason to run at a tickrate above 66,
unless playing on very high bandwidth low latency connections (where pings
should average under 10ms or so). Tickrate 33 is noticably slow, and
interpolation, client prediction, and collision resolution being what they
are, you will get a more accurate world representation running on tickrate
66 with sv_maxupdaterate 66 and cl_updaterate 66 with sv_maxrate & rate
above 16000. The fruits of this can be observed by watching the deviation of
server positioning to client positioning over different interp and rate
settings.

If someone wouldn't mind cleaning up / amalgamating and addiung to the wiki
I'd be much obliged.


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Re: [hlds_linux] [OT] Serverwiki Thank you

2005-10-21 Thread Ben Kennish

Hi,

A few points from http://www.serverwiki.org/index.php/Advanced_Tickrate ...

"rate   The Maximum amount of Bytes Per Second the Client will request
from the server. rate overrides the servers sv_maxrate setting if rate
is less than the servers sv_maxrate setting."

Could this be clarified?  Do you mean that if the SERVER has 'rate' set
to a value less than sv_maxrate, the value for 'rate' is used instead?
This is a little confusing!

"cl_updaterate
The Maximum amount of Updates Per Second the Client will request
from the server. cl_updaterate overrides the servers sv_maxupdaterate
setting if cl_updaterate is less than the servers sv_maxupdaterate setting."

The same goes here.  Do you mean that if cl_updaterate on the SERVER is
set to less than sv_maxupdaterate then it uses cl_updaterate instead?

Also it would be good to mention exactly what sort of "better
experience" the players can expect by increasing the tick rate etc?

--
Ben

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Re: [hlds_linux] forbid bots on source Server

2005-10-21 Thread aXeR \(AmmoBOX\)

-nobots

- Original Message -
From: <[EMAIL PROTECTED]>
To: 
Sent: Friday, October 21, 2005 5:39 PM
Subject: [hlds_linux] forbid bots on source Server


Hi,

is there anyway to forbid bots on CSS Servers?
maybe with a parameter for command line?

thanks.

greetz theo

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[hlds_linux] forbid bots on source Server

2005-10-21 Thread Theo-mail
Hi,

is there anyway to forbid bots on CSS Servers?
maybe with a parameter for command line?

thanks.

greetz theo

--
Lust, ein paar Euro nebenbei zu verdienen? Ohne Kosten, ohne Risiko!
Satte Provisionen für GMX Partner: http://www.gmx.net/de/go/partner

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