Re: [hlcoders] gpGlobals->realtime standing still

2006-05-13 Thread Nick
--
[ Picked text/plain from multipart/alternative ]
try it, see how well it works for you... LOL

On 5/14/06, Adam amckern Mckern <[EMAIL PROTECTED]> wrote:
>
> So BK,
>
> It would be best for all of us working on MP based
> mod's to find and replace every instance of realtime
> with curtime?
>
> Adam
>
>
>
> --- [EMAIL PROTECTED] wrote:
>
> > FYI all, since dumping ->realtime in favor of
> > ->curtime I have not seen the serious form of this
> > repro.  The bug was intermittent, so it could be
> > luck, but it's been about 2 weeks, so it's looking
> > like that was the only bug.
> >
> > Just a heads-up to anyone thinking of using realtime
> > for anything other than maybe perf testing, don't.
> > (And even that use is questionable.)
> >
> > -bk
> >
> > At 2006/04/18 06:42 PM,
> > [EMAIL PROTECTED] wrote:
> > >No, I do not need real time accuracy.  I just need
> > to know how the game thinks time is advancing each
> > tick.  To give an example, I'm using
> > gpGlobals->realtime to set a stamp and change the
> > weird feature where you can switch weapons over and
> > over almost limitlessly fast in HL2 DM.
> > >
> > >I left it running overnight with curtime and didn't
> > get any odd curtimes (well, except for the level
> > changes, but that's ok.)  Thanks again - this seems
> > resolve the second biggest SDK issue I know of,
> > which has been a source of user complaints for a
> > quite a while.
> > >
> > >-bk
> > >
> > >At 2006/04/17 11:36 PM, Yahn Bernier wrote:
> > >>Yes.  Curtime is the server's clock, which is
> > bounded by the tick
> > >>interval and smoothly increases in each call to
> > GameFrame.  If the
> > >>actuall time for a frame takes longer than one
> > tick interval, then you
> > >>can have multiple calls to GameFrame (with
> > advancing curtime) but only
> > >>get a single update to gpGlobals->realtime.  If
> > you need sub-frame clock
> > >>accuracy (only useful for perf. Analysis really),
> > then use
> > >>Plat_FloatTime() which is independent of
> > gpGlobals->realtime and
> > >>->curtime.  Otherwise, if you need a clock,
> > ->curtime is good enough,
> > >>but does reset between levels.
> > gpGlobals->realtime does not, but,
> > >>again, it only gets advanced at the start of a
> > frame (as opposed to each
> > >>tick).
> > >>
> > >>Yahn
> > >>
> > >>-Original Message-
> > >>From: [EMAIL PROTECTED]
> > >>[mailto:[EMAIL PROTECTED] On
> > Behalf Of
> > >>[EMAIL PROTECTED]
> > >>Sent: Monday, April 17, 2006 8:16 PM
> > >>To: hlcoders@list.valvesoftware.com
> > >>Subject: RE: [hlcoders] gpGlobals->realtime
> > standing still
> > >>
> > >>Thanks much.  When you say curtime "will reflect
> > the 0.015 increments
> > >>per tick", it sounds like you're saying that
> > realtime is broken in this
> > >>regard and I should use curtime instead?  That's
> > ok, but please confirm,
> > >>as I will need to do a lot of search and replace.
> > >>
> > >>I've run a few tests and curtime always seems
> > consistent and monotonic,
> > >>however it seems that curtime doesn't start moving
> > until the map loads,
> > >>and is reset on map load.  Is that the expected
> > behavior?
> > >>
> > >>-bk
> > >>
> > >>At 2006/04/13 12:33 PM, Yahn Bernier wrote:
> > >>>gpGlobals->curtime will reflect the 0.015
> > increments per tick.
> > >>>Plat_FloatTime() will resample the high perf
> > clock.
> > >>>
> > >>>Yahn
> > >>>
> > >>>-Original Message-
> > >>>From: [EMAIL PROTECTED]
> > >>>[mailto:[EMAIL PROTECTED] On
> > Behalf Of Jay Stelly
> > >>>Sent: Thursday, April 13, 2006 10:21 AM
> > >>>To: hlcoders@list.valvesoftware.com
> > >>>Subject: RE: [hlcoders] gpGlobals->realtime
> > standing still
> > >>>
> > >>>Yahn found this one - realtime is only integrated
> > once per sever frame.
> > >>>Game frame is called once per server tick.  When
> > you run something that
> > >>>uses 100% CPU the server gets starved, then tries
> > to make up the time
> > >>>all in one frame.  It's a little more complex
> > than that because there's
> > >>>a cap on the sim time it will try to execute in
> > one frame, but ignoring
> > >>>that:
> > >>>
> > >>>The first GameFrame() has the complete update to
> > realtime, then the
> > >>>subsequent calls don't change because you're
> > still running ticks to
> > >>>catch up.
> > >>>
> > >>>So in this example:
> >  >odd realtime 11168195898843186 105.437195
> > 105.486000 0.015000
> >  >odd realtime 11168195901330214 105.486000
> > 105.486000 0.015000
> >  >odd realtime 1116819590426 105.486000
> > 105.486000 0.015000
> > >>>
> > >>>Frame 2 has a 49ms jump in realtime, and frame 3
> > has the realtime the
> > >>>same because each tick is 15 ms, so you need to
> > run multiple ticks to
> > >>>catch up.
> > >>>
> > >>>We can change it to make it more incremental, but
> > you're not actually
> > >>>losing any time (at least I can't see any in this
> > data).
> > >>>
> > >>>Jay
> > >>>
> > >>>
> >  -Original Message-
> >  From: [EMAIL PROTECTED]
>

Re: [hlcoders] FW: Source Beta Engine Released

2006-05-13 Thread Jason Houston
--
[ Picked text/plain from multipart/alternative ]
"This is nice.

But what we really want is an SDK update."

This man is a genius. It's nearly a year, and there has been 2 or 3 big
engine updates, as well as many fixes to stuff in hl2dm, bugs every mod
inherits :(



--
Draco
--

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RE: [hlcoders] gpGlobals->realtime standing still

2006-05-13 Thread Adam \"amckern\" Mckern
So BK,

It would be best for all of us working on MP based
mod's to find and replace every instance of realtime
with curtime?

Adam



--- [EMAIL PROTECTED] wrote:

> FYI all, since dumping ->realtime in favor of
> ->curtime I have not seen the serious form of this
> repro.  The bug was intermittent, so it could be
> luck, but it's been about 2 weeks, so it's looking
> like that was the only bug.
>
> Just a heads-up to anyone thinking of using realtime
> for anything other than maybe perf testing, don't.
> (And even that use is questionable.)
>
> -bk
>
> At 2006/04/18 06:42 PM,
> [EMAIL PROTECTED] wrote:
> >No, I do not need real time accuracy.  I just need
> to know how the game thinks time is advancing each
> tick.  To give an example, I'm using
> gpGlobals->realtime to set a stamp and change the
> weird feature where you can switch weapons over and
> over almost limitlessly fast in HL2 DM.
> >
> >I left it running overnight with curtime and didn't
> get any odd curtimes (well, except for the level
> changes, but that's ok.)  Thanks again - this seems
> resolve the second biggest SDK issue I know of,
> which has been a source of user complaints for a
> quite a while.
> >
> >-bk
> >
> >At 2006/04/17 11:36 PM, Yahn Bernier wrote:
> >>Yes.  Curtime is the server's clock, which is
> bounded by the tick
> >>interval and smoothly increases in each call to
> GameFrame.  If the
> >>actuall time for a frame takes longer than one
> tick interval, then you
> >>can have multiple calls to GameFrame (with
> advancing curtime) but only
> >>get a single update to gpGlobals->realtime.  If
> you need sub-frame clock
> >>accuracy (only useful for perf. Analysis really),
> then use
> >>Plat_FloatTime() which is independent of
> gpGlobals->realtime and
> >>->curtime.  Otherwise, if you need a clock,
> ->curtime is good enough,
> >>but does reset between levels.
> gpGlobals->realtime does not, but,
> >>again, it only gets advanced at the start of a
> frame (as opposed to each
> >>tick).
> >>
> >>Yahn
> >>
> >>-Original Message-
> >>From: [EMAIL PROTECTED]
> >>[mailto:[EMAIL PROTECTED] On
> Behalf Of
> >>[EMAIL PROTECTED]
> >>Sent: Monday, April 17, 2006 8:16 PM
> >>To: hlcoders@list.valvesoftware.com
> >>Subject: RE: [hlcoders] gpGlobals->realtime
> standing still
> >>
> >>Thanks much.  When you say curtime "will reflect
> the 0.015 increments
> >>per tick", it sounds like you're saying that
> realtime is broken in this
> >>regard and I should use curtime instead?  That's
> ok, but please confirm,
> >>as I will need to do a lot of search and replace.
> >>
> >>I've run a few tests and curtime always seems
> consistent and monotonic,
> >>however it seems that curtime doesn't start moving
> until the map loads,
> >>and is reset on map load.  Is that the expected
> behavior?
> >>
> >>-bk
> >>
> >>At 2006/04/13 12:33 PM, Yahn Bernier wrote:
> >>>gpGlobals->curtime will reflect the 0.015
> increments per tick.
> >>>Plat_FloatTime() will resample the high perf
> clock.
> >>>
> >>>Yahn
> >>>
> >>>-Original Message-
> >>>From: [EMAIL PROTECTED]
> >>>[mailto:[EMAIL PROTECTED] On
> Behalf Of Jay Stelly
> >>>Sent: Thursday, April 13, 2006 10:21 AM
> >>>To: hlcoders@list.valvesoftware.com
> >>>Subject: RE: [hlcoders] gpGlobals->realtime
> standing still
> >>>
> >>>Yahn found this one - realtime is only integrated
> once per sever frame.
> >>>Game frame is called once per server tick.  When
> you run something that
> >>>uses 100% CPU the server gets starved, then tries
> to make up the time
> >>>all in one frame.  It's a little more complex
> than that because there's
> >>>a cap on the sim time it will try to execute in
> one frame, but ignoring
> >>>that:
> >>>
> >>>The first GameFrame() has the complete update to
> realtime, then the
> >>>subsequent calls don't change because you're
> still running ticks to
> >>>catch up.
> >>>
> >>>So in this example:
>  >odd realtime 11168195898843186 105.437195
> 105.486000 0.015000
>  >odd realtime 11168195901330214 105.486000
> 105.486000 0.015000
>  >odd realtime 1116819590426 105.486000
> 105.486000 0.015000
> >>>
> >>>Frame 2 has a 49ms jump in realtime, and frame 3
> has the realtime the
> >>>same because each tick is 15 ms, so you need to
> run multiple ticks to
> >>>catch up.
> >>>
> >>>We can change it to make it more incremental, but
> you're not actually
> >>>losing any time (at least I can't see any in this
> data).
> >>>
> >>>Jay
> >>>
> >>>
>  -Original Message-
>  From: [EMAIL PROTECTED]
>  [mailto:[EMAIL PROTECTED]
> On Behalf Of
>  [EMAIL PROTECTED]
>  Sent: Wednesday, April 12, 2006 9:06 PM
>  To: hlcoders@list.valvesoftware.com
>  Subject: RE: [hlcoders] gpGlobals->realtime
> standing still
> 
>  Oh yea forgot to say it's an intel p4 single
> proc with HT enabled.
> 
>  Here's one that repeated 6 times lasting 5
> ms...
> 
>  odd realtime 11172032919604142 1479.026855
> 1479.368408 0.015000
>

RE: [hlcoders] FW: Source Beta Engine Released

2006-05-13 Thread Jay C.
Thanks =P

> -Original Message-
> From: [EMAIL PROTECTED] [mailto:hlcoders-
> [EMAIL PROTECTED] On Behalf Of Alfred Reynolds
> Sent: 13 May 2006 19:10
> To: hlcoders@list.valvesoftware.com
> Subject: RE: [hlcoders] FW: Source Beta Engine Released
>
> Remove the -beta part of the command line.
>
> Jay C. wrote:
> > And how do I revert?
> >
> >> -Original Message-
> >> From: [EMAIL PROTECTED] [mailto:hlcoders-
> >> [EMAIL PROTECTED] On Behalf Of Alfred Reynolds
> >> Sent: 13 May 2006 18:40
> >> To: hlcoders@list.valvesoftware.com
> >> Subject: RE: [hlcoders] FW: Source Beta Engine Released
> >>
> >> Add it to the hldsupdatetool command line (just like other betas we
> >> have run with the dedicated server :)
> >>
> >> Jay C. wrote:
> >>> Oh thanks for the reply, so to use it with hldsupdatetool, do I add
> >>> the -beta engine to the srcds start up line with -autoupdate or do
> >>> I add it to the hldsupdatetool cmd line?
> >>>
> >>> Sorry for being a pest.
> >>>
>  -Original Message-
>  From: [EMAIL PROTECTED] [mailto:hlcoders-
>  [EMAIL PROTECTED] On Behalf Of Alfred Reynolds
>  Sent: 12 May 2006 19:18
>  To: hlcoders@list.valvesoftware.com
>  Subject: RE: [hlcoders] FW: Source Beta Engine Released
> 
>  No, both the Steam UI and hldsupdatetool win32 dedicated server can
>  participate in the Source Engine beta.
> 
>  - Alfred
> 
>  Jay C. wrote:
> > "The Linux Dedicated Server is not affected by this beta; Win32
> > Dedicated Server is updated by this beta."
> >
> > Im guessing this means only the Steam contained srcds and not
> > hldsupdatetool srcds right?
> >
> > It would be nice if you could display somewhere on the GUI that it
> > has in fact loaded the beta engine.
> >
> >> -Original Message-
> >> From: [EMAIL PROTECTED] [mailto:hlcoders-
> >> [EMAIL PROTECTED] On Behalf Of Jason Deakins
> >> Sent: 12 May 2006 01:05
> >> To: hlcoders@list.valvesoftware.com
> >> Subject: [hlcoders] FW: Source Beta Engine Released
> >>
> >> This is a multi-part message in MIME format.
> >> --
> >> [ Picked text/plain from multipart/alternative ]
> >>
> >>  We have enabled a beta version of the Source engine.  This
> >> ongoing beta will allow you to test new engine updates with your
> >> system's configuration.  It also allows mod makers to ensure a
> >> new engine drop will be compatible with their released games
> >> before it is made publicly available.
> >>
> >> To learn about the beta, please go read the Source Beta Engine
> >> page here:
> >> http://developer.valvesoftware.com/wiki/Source_Engine_Beta .
> >>
> >> Please let us know of any issues you find with the new engine by
> >> sending reports to this mailing list, or by joining the
> >> discussion on the Valve Developer Community.
> >>
> >> Thanks,
> >> -Jason
> >> --
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list
> >> archives, please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>
> >
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list
> > archives, please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> 
>  ___
>  To unsubscribe, edit your list preferences, or view the list
>  archives, please visit:
>  http://list.valvesoftware.com/mailman/listinfo/hlcoders
> 
> >>>
> >>>
> >>>
> >>> ___
> >>> To unsubscribe, edit your list preferences, or view the list
> >>> archives, please visit:
> >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list
> >> archives, please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>
> >
> >
> >
> > ___
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> > archives, please visit:
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>
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RE: [hlcoders] FW: Source Beta Engine Released

2006-05-13 Thread Jay C.
And how do I revert?

> -Original Message-
> From: [EMAIL PROTECTED] [mailto:hlcoders-
> [EMAIL PROTECTED] On Behalf Of Alfred Reynolds
> Sent: 13 May 2006 18:40
> To: hlcoders@list.valvesoftware.com
> Subject: RE: [hlcoders] FW: Source Beta Engine Released
>
> Add it to the hldsupdatetool command line (just like other betas we have
> run with the dedicated server :)
>
> Jay C. wrote:
> > Oh thanks for the reply, so to use it with hldsupdatetool, do I add
> > the -beta engine to the srcds start up line with -autoupdate or do I
> > add it to
> > the hldsupdatetool cmd line?
> >
> > Sorry for being a pest.
> >
> >> -Original Message-
> >> From: [EMAIL PROTECTED] [mailto:hlcoders-
> >> [EMAIL PROTECTED] On Behalf Of Alfred Reynolds
> >> Sent: 12 May 2006 19:18
> >> To: hlcoders@list.valvesoftware.com
> >> Subject: RE: [hlcoders] FW: Source Beta Engine Released
> >>
> >> No, both the Steam UI and hldsupdatetool win32 dedicated server can
> >> participate in the Source Engine beta.
> >>
> >> - Alfred
> >>
> >> Jay C. wrote:
> >>> "The Linux Dedicated Server is not affected by this beta; Win32
> >>> Dedicated Server is updated by this beta."
> >>>
> >>> Im guessing this means only the Steam contained srcds and not
> >>> hldsupdatetool srcds right?
> >>>
> >>> It would be nice if you could display somewhere on the GUI that it
> >>> has in fact loaded the beta engine.
> >>>
>  -Original Message-
>  From: [EMAIL PROTECTED] [mailto:hlcoders-
>  [EMAIL PROTECTED] On Behalf Of Jason Deakins
>  Sent: 12 May 2006 01:05
>  To: hlcoders@list.valvesoftware.com
>  Subject: [hlcoders] FW: Source Beta Engine Released
> 
>  This is a multi-part message in MIME format.
>  --
>  [ Picked text/plain from multipart/alternative ]
> 
>   We have enabled a beta version of the Source engine.  This ongoing
>  beta will allow you to test new engine updates with your system's
>  configuration.  It also allows mod makers to ensure a new engine
>  drop will be compatible with their released games before it is
>  made publicly available.
> 
>  To learn about the beta, please go read the Source Beta Engine page
>  here: http://developer.valvesoftware.com/wiki/Source_Engine_Beta .
> 
>  Please let us know of any issues you find with the new engine by
>  sending reports to this mailing list, or by joining the discussion
>  on the Valve Developer Community.
> 
>  Thanks,
>  -Jason
>  --
> 
>  ___
>  To unsubscribe, edit your list preferences, or view the list
>  archives, please visit:
>  http://list.valvesoftware.com/mailman/listinfo/hlcoders
> 
> >>>
> >>>
> >>>
> >>> ___
> >>> To unsubscribe, edit your list preferences, or view the list
> >>> archives, please visit:
> >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list
> >> archives, please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>
> >
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list
> > archives, please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
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RE: [hlcoders] FW: Source Beta Engine Released

2006-05-13 Thread Alfred Reynolds
Remove the -beta part of the command line.

Jay C. wrote:
> And how do I revert?
>
>> -Original Message-
>> From: [EMAIL PROTECTED] [mailto:hlcoders-
>> [EMAIL PROTECTED] On Behalf Of Alfred Reynolds
>> Sent: 13 May 2006 18:40
>> To: hlcoders@list.valvesoftware.com
>> Subject: RE: [hlcoders] FW: Source Beta Engine Released
>>
>> Add it to the hldsupdatetool command line (just like other betas we
>> have run with the dedicated server :)
>>
>> Jay C. wrote:
>>> Oh thanks for the reply, so to use it with hldsupdatetool, do I add
>>> the -beta engine to the srcds start up line with -autoupdate or do
>>> I add it to the hldsupdatetool cmd line?
>>>
>>> Sorry for being a pest.
>>>
 -Original Message-
 From: [EMAIL PROTECTED] [mailto:hlcoders-
 [EMAIL PROTECTED] On Behalf Of Alfred Reynolds
 Sent: 12 May 2006 19:18
 To: hlcoders@list.valvesoftware.com
 Subject: RE: [hlcoders] FW: Source Beta Engine Released

 No, both the Steam UI and hldsupdatetool win32 dedicated server can
 participate in the Source Engine beta.

 - Alfred

 Jay C. wrote:
> "The Linux Dedicated Server is not affected by this beta; Win32
> Dedicated Server is updated by this beta."
>
> Im guessing this means only the Steam contained srcds and not
> hldsupdatetool srcds right?
>
> It would be nice if you could display somewhere on the GUI that it
> has in fact loaded the beta engine.
>
>> -Original Message-
>> From: [EMAIL PROTECTED] [mailto:hlcoders-
>> [EMAIL PROTECTED] On Behalf Of Jason Deakins
>> Sent: 12 May 2006 01:05
>> To: hlcoders@list.valvesoftware.com
>> Subject: [hlcoders] FW: Source Beta Engine Released
>>
>> This is a multi-part message in MIME format.
>> --
>> [ Picked text/plain from multipart/alternative ]
>>
>>  We have enabled a beta version of the Source engine.  This
>> ongoing beta will allow you to test new engine updates with your
>> system's configuration.  It also allows mod makers to ensure a
>> new engine drop will be compatible with their released games
>> before it is made publicly available.
>>
>> To learn about the beta, please go read the Source Beta Engine
>> page here:
>> http://developer.valvesoftware.com/wiki/Source_Engine_Beta .
>>
>> Please let us know of any issues you find with the new engine by
>> sending reports to this mailing list, or by joining the
>> discussion on the Valve Developer Community.
>>
>> Thanks,
>> -Jason
>> --
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list
>> archives, please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>
>
>
>
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> archives, please visit:
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 ___
 To unsubscribe, edit your list preferences, or view the list
 archives, please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders

>>>
>>>
>>>
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list
>>> archives, please visit:
>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list
>> archives, please visit:
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>>
>
>
>
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RE: [hlcoders] gpGlobals->realtime standing still

2006-05-13 Thread bloodykenny
FYI all, since dumping ->realtime in favor of ->curtime I have not seen the 
serious form of this repro.  The bug was intermittent, so it could be luck, but 
it's been about 2 weeks, so it's looking like that was the only bug.

Just a heads-up to anyone thinking of using realtime for anything other than 
maybe perf testing, don't.  (And even that use is questionable.)

-bk

At 2006/04/18 06:42 PM, [EMAIL PROTECTED] wrote:
>No, I do not need real time accuracy.  I just need to know how the game thinks 
>time is advancing each tick.  To give an example, I'm using 
>gpGlobals->realtime to set a stamp and change the weird feature where you can 
>switch weapons over and over almost limitlessly fast in HL2 DM.
>
>I left it running overnight with curtime and didn't get any odd curtimes 
>(well, except for the level changes, but that's ok.)  Thanks again - this 
>seems resolve the second biggest SDK issue I know of, which has been a source 
>of user complaints for a quite a while.
>
>-bk
>
>At 2006/04/17 11:36 PM, Yahn Bernier wrote:
>>Yes.  Curtime is the server's clock, which is bounded by the tick
>>interval and smoothly increases in each call to GameFrame.  If the
>>actuall time for a frame takes longer than one tick interval, then you
>>can have multiple calls to GameFrame (with advancing curtime) but only
>>get a single update to gpGlobals->realtime.  If you need sub-frame clock
>>accuracy (only useful for perf. Analysis really), then use
>>Plat_FloatTime() which is independent of gpGlobals->realtime and
>>->curtime.  Otherwise, if you need a clock, ->curtime is good enough,
>>but does reset between levels.  gpGlobals->realtime does not, but,
>>again, it only gets advanced at the start of a frame (as opposed to each
>>tick).
>>
>>Yahn
>>
>>-Original Message-
>>From: [EMAIL PROTECTED]
>>[mailto:[EMAIL PROTECTED] On Behalf Of
>>[EMAIL PROTECTED]
>>Sent: Monday, April 17, 2006 8:16 PM
>>To: hlcoders@list.valvesoftware.com
>>Subject: RE: [hlcoders] gpGlobals->realtime standing still
>>
>>Thanks much.  When you say curtime "will reflect the 0.015 increments
>>per tick", it sounds like you're saying that realtime is broken in this
>>regard and I should use curtime instead?  That's ok, but please confirm,
>>as I will need to do a lot of search and replace.
>>
>>I've run a few tests and curtime always seems consistent and monotonic,
>>however it seems that curtime doesn't start moving until the map loads,
>>and is reset on map load.  Is that the expected behavior?
>>
>>-bk
>>
>>At 2006/04/13 12:33 PM, Yahn Bernier wrote:
>>>gpGlobals->curtime will reflect the 0.015 increments per tick.
>>>Plat_FloatTime() will resample the high perf clock.
>>>
>>>Yahn
>>>
>>>-Original Message-
>>>From: [EMAIL PROTECTED]
>>>[mailto:[EMAIL PROTECTED] On Behalf Of Jay Stelly
>>>Sent: Thursday, April 13, 2006 10:21 AM
>>>To: hlcoders@list.valvesoftware.com
>>>Subject: RE: [hlcoders] gpGlobals->realtime standing still
>>>
>>>Yahn found this one - realtime is only integrated once per sever frame.
>>>Game frame is called once per server tick.  When you run something that
>>>uses 100% CPU the server gets starved, then tries to make up the time
>>>all in one frame.  It's a little more complex than that because there's
>>>a cap on the sim time it will try to execute in one frame, but ignoring
>>>that:
>>>
>>>The first GameFrame() has the complete update to realtime, then the
>>>subsequent calls don't change because you're still running ticks to
>>>catch up.
>>>
>>>So in this example:
 >odd realtime 11168195898843186 105.437195 105.486000 0.015000
 >odd realtime 11168195901330214 105.486000 105.486000 0.015000
 >odd realtime 1116819590426 105.486000 105.486000 0.015000
>>>
>>>Frame 2 has a 49ms jump in realtime, and frame 3 has the realtime the
>>>same because each tick is 15 ms, so you need to run multiple ticks to
>>>catch up.
>>>
>>>We can change it to make it more incremental, but you're not actually
>>>losing any time (at least I can't see any in this data).
>>>
>>>Jay
>>>
>>>
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of
 [EMAIL PROTECTED]
 Sent: Wednesday, April 12, 2006 9:06 PM
 To: hlcoders@list.valvesoftware.com
 Subject: RE: [hlcoders] gpGlobals->realtime standing still

 Oh yea forgot to say it's an intel p4 single proc with HT enabled.

 Here's one that repeated 6 times lasting 5 ms...

 odd realtime 11172032919604142 1479.026855 1479.368408 0.015000
 odd realtime 11172032923627014 1479.368408 1479.368408 0.015000
 odd realtime 11172032926027614 1479.368408 1479.368408 0.015000
 odd realtime 11172032930865690 1479.368408 1479.368408 0.015000
 odd realtime 11172032932857506 1479.368408 1479.368408 0.015000
 odd realtime 11172032936032430 1479.368408 1479.368408 0.015000
 odd realtime 11172032937616626 1479.368408 1479.368408 0.015000

 At 2006/04/12 10:45 PM, [EMAIL PROTE

RE: [hlcoders] FW: Source Beta Engine Released

2006-05-13 Thread Alfred Reynolds
Add it to the hldsupdatetool command line (just like other betas we have
run with the dedicated server :)

Jay C. wrote:
> Oh thanks for the reply, so to use it with hldsupdatetool, do I add
> the -beta engine to the srcds start up line with -autoupdate or do I
> add it to
> the hldsupdatetool cmd line?
>
> Sorry for being a pest.
>
>> -Original Message-
>> From: [EMAIL PROTECTED] [mailto:hlcoders-
>> [EMAIL PROTECTED] On Behalf Of Alfred Reynolds
>> Sent: 12 May 2006 19:18
>> To: hlcoders@list.valvesoftware.com
>> Subject: RE: [hlcoders] FW: Source Beta Engine Released
>>
>> No, both the Steam UI and hldsupdatetool win32 dedicated server can
>> participate in the Source Engine beta.
>>
>> - Alfred
>>
>> Jay C. wrote:
>>> "The Linux Dedicated Server is not affected by this beta; Win32
>>> Dedicated Server is updated by this beta."
>>>
>>> Im guessing this means only the Steam contained srcds and not
>>> hldsupdatetool srcds right?
>>>
>>> It would be nice if you could display somewhere on the GUI that it
>>> has in fact loaded the beta engine.
>>>
 -Original Message-
 From: [EMAIL PROTECTED] [mailto:hlcoders-
 [EMAIL PROTECTED] On Behalf Of Jason Deakins
 Sent: 12 May 2006 01:05
 To: hlcoders@list.valvesoftware.com
 Subject: [hlcoders] FW: Source Beta Engine Released

 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]

  We have enabled a beta version of the Source engine.  This ongoing
 beta will allow you to test new engine updates with your system's
 configuration.  It also allows mod makers to ensure a new engine
 drop will be compatible with their released games before it is
 made publicly available.

 To learn about the beta, please go read the Source Beta Engine page
 here: http://developer.valvesoftware.com/wiki/Source_Engine_Beta .

 Please let us know of any issues you find with the new engine by
 sending reports to this mailing list, or by joining the discussion
 on the Valve Developer Community.

 Thanks,
 -Jason
 --

 ___
 To unsubscribe, edit your list preferences, or view the list
 archives, please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders

>>>
>>>
>>>
>>> ___
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>>> archives, please visit:
>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>
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>
>
>
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RE: [hlcoders] FW: Source Beta Engine Released

2006-05-13 Thread Jay C.
Oh thanks for the reply, so to use it with hldsupdatetool, do I add the
-beta engine to the srcds start up line with -autoupdate or do I add it to
the hldsupdatetool cmd line?

Sorry for being a pest.

> -Original Message-
> From: [EMAIL PROTECTED] [mailto:hlcoders-
> [EMAIL PROTECTED] On Behalf Of Alfred Reynolds
> Sent: 12 May 2006 19:18
> To: hlcoders@list.valvesoftware.com
> Subject: RE: [hlcoders] FW: Source Beta Engine Released
>
> No, both the Steam UI and hldsupdatetool win32 dedicated server can
> participate in the Source Engine beta.
>
> - Alfred
>
> Jay C. wrote:
> > "The Linux Dedicated Server is not affected by this beta; Win32
> > Dedicated
> > Server is updated by this beta."
> >
> > Im guessing this means only the Steam contained srcds and not
> > hldsupdatetool
> > srcds right?
> >
> > It would be nice if you could display somewhere on the GUI that it
> > has in
> > fact loaded the beta engine.
> >
> >> -Original Message-
> >> From: [EMAIL PROTECTED] [mailto:hlcoders-
> >> [EMAIL PROTECTED] On Behalf Of Jason Deakins
> >> Sent: 12 May 2006 01:05
> >> To: hlcoders@list.valvesoftware.com
> >> Subject: [hlcoders] FW: Source Beta Engine Released
> >>
> >> This is a multi-part message in MIME format.
> >> --
> >> [ Picked text/plain from multipart/alternative ]
> >>
> >>  We have enabled a beta version of the Source engine.  This ongoing
> >> beta will allow you to test new engine updates with your system's
> >> configuration.  It also allows mod makers to ensure a new engine drop
> >> will be compatible with their released games before it is made
> >> publicly available.
> >>
> >> To learn about the beta, please go read the Source Beta Engine page
> >> here: http://developer.valvesoftware.com/wiki/Source_Engine_Beta .
> >>
> >> Please let us know of any issues you find with the new engine by
> >> sending reports to this mailing list, or by joining the discussion
> >> on the Valve Developer Community.
> >>
> >> Thanks,
> >> -Jason
> >> --
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list
> >> archives, please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>
> >
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list
> > archives, please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
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> please visit:
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