[hlds_linux] CS:S update
-- [ Picked text/plain from multipart/alternative ] Hey, I have installed MetaMod on my CS:S-server, but every time its auto updates all my conf. a deleted, how can I change that ? it is very annoying to reinstall my conf. / [Team-Jogge] SuicideMe [DK] _ Prøv Live.com – din hurtige, personlige startside med alle de ting, som betyder noget for dig, samlet på ét sted. http://www.live.com/getstarted -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] CS:S update
i guess that only the gameinfo.txt is being overwritten bei steam. changing file permissions should solve the problem. Henrik Dige Semark schrieb: -- [ Picked text/plain from multipart/alternative ] Hey, I have installed MetaMod on my CS:S-server, but every time its auto updates all my conf. a deleted, how can I change that ? it is very annoying to reinstall my conf. / [Team-Jogge] SuicideMe [DK] _ Prøv Live.com – din hurtige, personlige startside med alle de ting, som betyder noget for dig, samlet på ét sted. http://www.live.com/getstarted -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Server Config File
-- [ Picked text/plain from multipart/alternative ] There is a nice little config maker at cstrike-planet.com you should just add it to you cfg folder. Also make sure its server.cfg not server.txt.cfg. On 9/30/06, Juston Griggs [EMAIL PROTECTED] wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Ok I got hl2mp setup on my linux server and when I do ./srcds_run -console -game hl2mp -port 27015 +ip 192.168.1.85 +map dm_lockdown +maxplayers 3 I get this Auto detecting CPU Using SSE2 Optimised binary. Auto-restarting the server on crash Console initialized. Game.dll loaded for Half-Life 2 Deathmatch CSoundEmitterSystem::AddSoundsFromFile: No such file scripts/level_sounds_e3_c17.txt CSoundEmitterSystem::AddSoundsFromFile: No such file scripts/level_sounds_e3_town.txt CSoundEmitterSystem::AddSoundsFromFile: No such file scripts/level_sounds_e3_bugbait.txt CSoundEmitterSystem::AddSoundsFromFile: No such file scripts/level_sounds_eli_lab.txt CSoundEmitterSystem::AddSoundsFromFile: No such file scripts/level_sounds_trainyard.txt CSoundEmitterSystem::AddSoundsFromFile: No such file scripts/level_sounds_k_lab.txt CSoundEmitterSystem::AddSoundsFromFile: No such file scripts/level_sounds_k_lab2.txt CSoundEmitterSystem::AddSoundsFromFile: No such file scripts/level_sounds_coast.txt CSoundEmitterSystem::AddSoundsFromFile: No such file scripts/level_sounds_streetwar.txt CSoundEmitterSystem::AddSoundsFromFile: No such file scripts/level_sounds_streetwar2.txt CSoundEmitterSystem::AddSoundsFromFile: No such file scripts/level_sounds_breencast.txt CSoundEmitterSystem::AddSoundsFromFile: No such file scripts/level_sounds_citadel.txt CSoundEmitterSystem::AddSoundsFromFile: No such file scripts/level_sounds_canals.txt CSoundEmitterSystem::AddSoundsFromFile: No such file scripts/level_sounds_ravenholm.txt CSoundEmitterSystem::AddSoundsFromFile: No such file scripts/level_sounds_ravenholm2.txt CSoundEmitterSystem::AddSoundsFromFile: No such file scripts/level_sounds_canals2.txt CSoundEmitterSystem::AddSoundsFromFile: No such file scripts/level_sounds_music.txt CSoundEmitterSystem::AddSoundsFromFile: No such file scripts/npc_sounds_eli.txt CSoundEmitterSystem::AddSoundsFromFile: No such file scripts/npc_sounds_alyx.txt CSoundEmitterSystem::AddSoundsFromFile: No such file scripts/npc_sounds_dog.txt CSoundEmitterSystem::AddSoundsFromFile: No such file scripts/npc_sounds_citizen.txt CSoundEmitterSystem::AddSoundsFromFile: No such file scripts/npc_sounds_barney.txt CSoundEmitterSystem::AddSoundsFromFile: No such file scripts/npc_sounds_soldier.txt CSoundEmitterSystem::AddSoundsFromFile: No such file scripts/npc_sounds_strider.txt CSoundEmitterSystem::AddSoundsFromFile: No such file scripts/npc_sounds_zombie.txt CSoundEmitterSystem::AddSoundsFromFile: No such file scripts/npc_sounds_vortigaunt.txt CSoundEmitterSystem::AddSoundsFromFile: No such file scripts/npc_sounds_turret.txt CSoundEmitterSystem::AddSoundsFromFile: No such file scripts/npc_sounds_scanner.txt CSoundEmitterSystem::AddSoundsFromFile: No such file scripts/npc_sounds_rollermine.txt CSoundEmitterSystem::AddSoundsFromFile: No such file scripts/npc_sounds_poisonzombie.txt CSoundEmitterSystem::AddSoundsFromFile: No such file scripts/npc_sounds_metropolice.txt CSoundEmitterSystem::AddSoundsFromFile: No such file scripts/npc_sounds_combinecamera.txt CSoundEmitterSystem::AddSoundsFromFile: No such file scripts/npc_sounds_manhack.txt CSoundEmitterSystem::AddSoundsFromFile: No such file scripts/npc_sounds_ichthyosaur.txt CSoundEmitterSystem::AddSoundsFromFile: No such file scripts/npc_sounds_blackheadcrab.txt CSoundEmitterSystem::AddSoundsFromFile: No such file scripts/npc_sounds_fastheadcrab.txt CSoundEmitterSystem::AddSoundsFromFile: No such file scripts/npc_sounds_headcrab.txt CSoundEmitterSystem::AddSoundsFromFile: No such file scripts/npc_sounds_fastzombie.txt CSoundEmitterSystem::AddSoundsFromFile: No such file scripts/npc_sounds_birds.txt CSoundEmitterSystem::AddSoundsFromFile: No such file scripts/npc_sounds_gunship.txt CSoundEmitterSystem::AddSoundsFromFile: No such file scripts/npc_sounds_dropship.txt CSoundEmitterSystem::AddSoundsFromFile: No such file scripts/npc_sounds_barnacle.txt CSoundEmitterSystem::AddSoundsFromFile: No such file scripts/npc_sounds_attackheli.txt CSoundEmitterSystem::AddSoundsFromFile: No such file scripts/npc_sounds_antlionguard.txt CSoundEmitterSystem::AddSoundsFromFile: No such file scripts/npc_sounds_antlion.txt CSoundEmitterSystem::AddSoundsFromFile: No such file scripts/npc_sounds_env_headcrabcanister.txt CSoundEmitterSystem::AddSoundsFromFile: No such file scripts/npc_sounds_combine_mine.txt CSoundEmitterSystem::AddSoundsFromFile: No such file
Re: [hlds_linux] CS:S - Net-Code FIX - open letter
I didn't see any explination of how to fix the netcode, or even what it should do differently. All this guy is doing is pointing out some problems that are inherient in games played over the internet. The problem is, there is no fix. Latency is not going away, ever. With latency in the picture, all you can do is find ways to optimize around it, which is what is currently done with the netcode. If that guy is so smart he should at least provide a description of how the new netcode should work. Rónai György wrote: [ Converted text/html to text/plain ] I dont think that fixing the netcode is just that simple. Its something naturally, like if you would say stop the wind blowing. If you play on the internet, there will be always a latency, and an amount of lag, wich must be corrected somehow. The server collects infos from the players, calculates the new world frame, and then sends it back to the users, in updates. All the steps of this needs time, and this time is latency, that must be corrected. Since all net-connections are different, there must be a buffer, to collect, correct, and then display changes. Therefore, a perfect hitreg will never be, with this system. Of course, they could make client side hitreg, where if you someone, the hit info sent by your client to the server, that it must be a hit. But it would make impossible, to filter out cheaters, since anyone could send false hitreg updates, with a cheat, or even if there is a client side anticheat, from a 3rd computer. This is not just a problem, where we can say, that 'Valve fix it asap!'. Try explain them how... Locutus Michael McKoy írta: ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
RE: [hlds_linux] Server crash
I got the cfg file issue solved. I added some maps redid my maplist.txt mapcycle.txt now when I try to start the server I get this: ./srcds_run: line 426: 4073 Segmentation fault $HL_CMD Any ideas? Thanks -Juston ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] CS:S - Net-Code FIX - open letter
The latency have risen from 1.0 to 1.6.. (Yes, I know this should be css). I runned a very popular 1.1c server. Back then the ingame latency was more or less the same as if you used a normal ping. Hit recognition was really good too. But somewhere in between there was some changes that made the ingame latency go up. Either there was a problem with the old netcode or valve just decided to even out the differences. I would really like to see a revival of the netcode from early 1.x in 1.6. At least test it to see if there hitrecognitions gets better. The lag compensation should be a thing in the past, noone (almost) is playing with a modem anymore. And most of the users dont play on servers where the latency is too high. If ingame latency gets over somewhere 50-60 ms, they will move to an other server. Another way, that have been requested before, is a pro edition. Where all the time consuming things will be removed. Both for server and client.It really would be fun to see how such a version would operate. /Bjorn On Sat, 30 Sep 2006, Midnight wrote: I didn't see any explination of how to fix the netcode, or even what it should do differently. All this guy is doing is pointing out some problems that are inherient in games played over the internet. The problem is, there is no fix. Latency is not going away, ever. With latency in the picture, all you can do is find ways to optimize around it, which is what is currently done with the netcode. If that guy is so smart he should at least provide a description of how the new netcode should work. Rónai György wrote: [ Converted text/html to text/plain ] I dont think that fixing the netcode is just that simple. Its something naturally, like if you would say stop the wind blowing. If you play on the internet, there will be always a latency, and an amount of lag, wich must be corrected somehow. The server collects infos from the players, calculates the new world frame, and then sends it back to the users, in updates. All the steps of this needs time, and this time is latency, that must be corrected. Since all net-connections are different, there must be a buffer, to collect, correct, and then display changes. Therefore, a perfect hitreg will never be, with this system. Of course, they could make client side hitreg, where if you someone, the hit info sent by your client to the server, that it must be a hit. But it would make impossible, to filter out cheaters, since anyone could send false hitreg updates, with a cheat, or even if there is a client side anticheat, from a 3rd computer. This is not just a problem, where we can say, that 'Valve fix it asap!'. Try explain them how... Locutus Michael McKoy írta: ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] CS:S - Net-Code FIX - open letter
I believe what you are describing is how we are all now much more in tune with high performance. Back in 1.0 days many people where on modems and slow machines mean that leading a player and human compension for delayed actions was the norm. As time has passed machines have got quicker, net connections have improved to the point where it has hightened peoples sences to the effects of variations in transmission times. I believe it is this hightened sensitivity which is the main cause of the issues people talk about now. When we were all on modems with 150 - 200 ping a and 30 fps clients a jump of 20ms for a split second was less than a 10% change and hence smoothed out without us thinking about it. Now with 30ms being common place this sort of jump is quite noticable as its almost a 100% change. This is why a stable ping is generally more imporantant than a low one as the human brain is much better at applying compensation for constant errors than it is for high variations. My point being? Going back and actually playing 1.0 with todays connections and machines you would more than likely see the similar issues as you do with the current code. Thats not to say it cant be improved upon Im sure it can but people who constantly moan that version 1.x was how it should be, might want to actually try it as they will find its not quite the bed of roses they remember it as :P kama wrote: The latency have risen from 1.0 to 1.6.. (Yes, I know this should be css). I runned a very popular 1.1c server. Back then the ingame latency was more or less the same as if you used a normal ping. Hit recognition was really good too. But somewhere in between there was some changes that made the ingame latency go up. Either there was a problem with the old netcode or valve just decided to even out the differences. This e.mail is private and confidential between Multiplay (UK) Ltd. and the person or entity to whom it is addressed. In the event of misdirection, the recipient is prohibited from using, copying, printing or otherwise disseminating it or any information contained in it. In the event of misdirection, illegible or incomplete transmission please telephone +44 845 868 1337 or return the E.mail to [EMAIL PROTECTED] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] CS:S - Net-Code FIX - open letter
good point! - Original Message - From: Steven Hartland [EMAIL PROTECTED] To: hlds_linux@list.valvesoftware.com Sent: Saturday, September 30, 2006 11:46 PM Subject: Re: [hlds_linux] CS:S - Net-Code FIX - open letter I believe what you are describing is how we are all now much more in tune with high performance. Back in 1.0 days many people where on modems and slow machines mean that leading a player and human compension for delayed actions was the norm. As time has passed machines have got quicker, net connections have improved to the point where it has hightened peoples sences to the effects of variations in transmission times. I believe it is this hightened sensitivity which is the main cause of the issues people talk about now. When we were all on modems with 150 - 200 ping a and 30 fps clients a jump of 20ms for a split second was less than a 10% change and hence smoothed out without us thinking about it. Now with 30ms being common place this sort of jump is quite noticable as its almost a 100% change. This is why a stable ping is generally more imporantant than a low one as the human brain is much better at applying compensation for constant errors than it is for high variations. My point being? Going back and actually playing 1.0 with todays connections and machines you would more than likely see the similar issues as you do with the current code. Thats not to say it cant be improved upon Im sure it can but people who constantly moan that version 1.x was how it should be, might want to actually try it as they will find its not quite the bed of roses they remember it as :P kama wrote: The latency have risen from 1.0 to 1.6.. (Yes, I know this should be css). I runned a very popular 1.1c server. Back then the ingame latency was more or less the same as if you used a normal ping. Hit recognition was really good too. But somewhere in between there was some changes that made the ingame latency go up. Either there was a problem with the old netcode or valve just decided to even out the differences. This e.mail is private and confidential between Multiplay (UK) Ltd. and the person or entity to whom it is addressed. In the event of misdirection, the recipient is prohibited from using, copying, printing or otherwise disseminating it or any information contained in it. In the event of misdirection, illegible or incomplete transmission please telephone +44 845 868 1337 or return the E.mail to [EMAIL PROTECTED] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[hlds_linux] CPU Issue
We are talking about the netcode, there are always, ALWAYS improvements to do on ones netcode. As we all know the source engine is a huge resouce hog already however, if they can optimize the netcode further, I purely don't get why Source Engine takes up an extreme amount of CPU usage on dual core/dual cpu servers, or even dual cpu servers at best. 70% cpu usage on a 20 man 100tick pub with no fps boosting whatsoever, with a customized kernel. Where is the love? When increasing the net ticks, this indicates that the netcode on it is very CPU intensive, meaning there is issues with it performing at full. That is where Valve needs to take a week and look at the netcode and optimize it. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Re: CPUInfo
However, in the case specified previously, he has a server running user mode linux, which appears to have an incompatible form of cpuinfo which doesnt contain the cpu mhz line. i still think theres a way to fake it, but havent worked out how quite yet. perhaps mapping bogomips to cpu mhz, its a filthy hack but i could work. Adam-CEO wrote: Alright Guys, If your server says cannot determine your frequency of your processor. A. Your server has been infected by a virus (Worst Case Scenario) B. Its trying to find the cpuinfo file(and its not there) C. Your on FreeBSD and haven't correctly installed cpuinfo(linux base) and you need to install it in the emulators, if not download it off a website or go into ports and download it. D. You need to reinstall it :) Thanks, Adam - CEO Next-Generation Game Servers NextGenServers.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Re: CPUInfo
fishy wrote: However, in the case specified previously, he has a server running user mode linux, which appears to have an incompatible form of cpuinfo which doesnt contain the cpu mhz line. i still think theres a way to fake it, but havent worked out how quite yet. perhaps mapping bogomips to cpu mhz, its a filthy hack but i could work. Or better yet, get the provider to map the real /proc/cpuinfo into the uml chroot. Adam-CEO wrote: Alright Guys, If your server says cannot determine your frequency of your processor. A. Your server has been infected by a virus (Worst Case Scenario) B. Its trying to find the cpuinfo file(and its not there) C. Your on FreeBSD and haven't correctly installed cpuinfo(linux base) and you need to install it in the emulators, if not download it off a website or go into ports and download it. D. You need to reinstall it :) Thanks, Adam - CEO Next-Generation Game Servers NextGenServers.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux