Re: [hlds] srcds--when minimized
Run in foreground? On Apr 4, 2005 2:52 PM, Mebucko [EMAIL PROTECTED] wrote: -- -- [ Picked text/plain from multipart/alternative ] I have a strange problem. First off the computer is a HP server with dual pentium and 1.5GB of RAM. Running WinXP Pro SP2. Connection speed is 490kbps upload and 2.8mbps download. I run HL2 deathmatch and when I first start the server the fps stays at 290 for a little while then levels off at around 250. The cpu usage is low under 5%. The cpu load rises about 5% or so per player that joins. If I minimize the srcds window though, the cpu usage rises 50% higher than where it was and the fps drops off to around 140. When I maximize the window, cpu goes back down and fps jumps back up to 250. Any ideas? The computer isn't being used for anything else when this happens. Doesn't matter if players are on or not, still does it. When the server is not full gameplay is still smooth, but if I minimize the window when the server is full (10 players) the cpu load gets maxed out and is unplayable until some players drop. I can just leave the window maximized, but was wondering if others saw the same thing or just me. Mebucko -- Content-Description: AVG certification No virus found in this outgoing message. Checked by AVG Anti-Virus. Version: 7.0.308 / Virus Database: 266.9.1 - Release Date: 4/1/2005 -- ___ 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] 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: hlds@list.valvesoftware.com 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
[hlds] Server at ~70 fps. -tickrate fps_max questions
Hi List, today I first heard about tickrate. I then searched the steam forums and the Support DB. When I then tried (after reading the support DB Engine Article) i decided to try -tickrate 1000. What happend was the server running at 1000fps. After players joined the server the server fps dropped to 1. Unplayable ;) Now i've read on the list that 100 is the maximum suggestable. Trying this has now visible effect. The point why I'm trying all this is that my server fps are allways just arround 50-70. The machine is a P4 3,6 with 2 GB Ram. Also there are runnig 3 other instances on the machine I believe 70fps is far not enough (mostyl because the other instances do idle 23h a day). I also tried to change fps_max from default to higher and lower values. With fps_max 1000 there is no change at all. With fps_max lower than actual fps, the fps are divided and rounded :P Example rcon stats says the server does 61 fps. Then setting fps_max to 58 results in 33,3 fps. Very strange in my eyes. So here is the question ;-) How can I get more than 70fps or is the server really to slow? Remember the other instances really just idle arround Also I've read about -pingboost 3 or something like that. What does it actually do? Greets Thorsten P.S.: Sry for my terrible english ;) -- [EMAIL PROTECTED] ... black holes are where god divided by zero. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Server at ~70 fps. -tickrate fps_max questions
Not sure if its a little confusing your post, or maybe its just meare you talking about css (am assuming so from most of commands)? In which case ignore pingboost. fps_max (faik), is the max settable via rcon etc, so probably wouldn't affect it. tickrate would though. It may help if you include the o.s, kernel ver etc if applicable as it could be that limiting it as it can cause some oddities. Guessing fps_max probably will create some weird divisors if lower than tickrate as it may try to work out something from the original tickrate and know it can't go above it/reach it? (Not entirely sure on that one, but have seen similar in other game engines). The dropping down to 1 fps is a bit weird though, and makes me wonder a bit if there isn't something setup wrong with your system. Also make sure all instances are restarted every day if css etc as its got a weird fps halving+ bug which doesn't take all that long to appear. Anyway, bit more info would probably help those here narrow it down maybe. On Apr 4, 2005 11:16 PM, Kyrios [EMAIL PROTECTED] wrote: Hi List, today I first heard about tickrate. I then searched the steam forums and the Support DB. When I then tried (after reading the support DB Engine Article) i decided to try -tickrate 1000. What happend was the server running at 1000fps. After players joined the server the server fps dropped to 1. Unplayable ;) Now i've read on the list that 100 is the maximum suggestable. Trying this has now visible effect. The point why I'm trying all this is that my server fps are allways just arround 50-70. The machine is a P4 3,6 with 2 GB Ram. Also there are runnig 3 other instances on the machine I believe 70fps is far not enough (mostyl because the other instances do idle 23h a day). I also tried to change fps_max from default to higher and lower values. With fps_max 1000 there is no change at all. With fps_max lower than actual fps, the fps are divided and rounded :P Example rcon stats says the server does 61 fps. Then setting fps_max to 58 results in 33,3 fps. Very strange in my eyes. So here is the question ;-) How can I get more than 70fps or is the server really to slow? Remember the other instances really just idle arround Also I've read about -pingboost 3 or something like that. What does it actually do? Greets Thorsten P.S.: Sry for my terrible english ;) -- [EMAIL PROTECTED] ... black holes are where god divided by zero. ___ 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] 1000fps bug in SRCDS still exists
Thanks to Bobby's help we believe we have tracked down this problem, a fix will be included in the next update. For the technically minded amongst you it was caused by a precision problem in a float time counter (after a day or two of operation the exponent of the float got large enough to loose the precision we need). - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Bobby Sent: Tuesday, March 22, 2005 8:01 AM To: hlds@list.valvesoftware.com Subject: RE: [hlds] 1000fps bug in SRCDS still exists Message: 2 Subject: RE: [hlds] 1000fps bug in SRCDS still exists Date: Tue, 22 Mar 2005 01:48:15 -0800 From: Alfred Reynolds [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Reply-To: hlds@list.valvesoftware.com Does it do it if no players join (or only one or two join, perhaps with bot= s)? We have run been running servers internally and have yet to see this be= havior. Here is an Easter egg for you guys (and a way for me to get more useful dat= a). Add -BudgetPanel to the command line and you can see a nice breakdown= of exactly how much time the server is spending in each sub system. Note t= hat this panel consumes a fair amount of CPU in just displaying itself so d= on't run this constantly on production servers. - Alfred Alfred I'm seeing this a lot on servers that go empty for 3-4 days, pings go to 1000-2000 -Bobby ___ 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] 1000fps bug in SRCDS still exists
Sounds good Alfred... curious tho, does this fix also address the drop in FPS over time with srcds.exe that many admins have been mentioning? - K2 http://www.hardfought.org Alfred Reynolds [EMAIL PROTECTED] wrote: Thanks to Bobby's help we believe we have tracked down this problem, a fix will be included in the next update. For the technically minded amongst you it was caused by a precision problem in a float time counter (after a day or two of operation the exponent of the float got large enough to loose the precision we need). - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Bobby Sent: Tuesday, March 22, 2005 8:01 AM To: hlds@list.valvesoftware.com Subject: RE: [hlds] 1000fps bug in SRCDS still exists Message: 2 Subject: RE: [hlds] 1000fps bug in SRCDS still exists Date: Tue, 22 Mar 2005 01:48:15 -0800 From: Alfred Reynolds [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Reply-To: hlds@list.valvesoftware.com Does it do it if no players join (or only one or two join, perhaps with bot= s)? We have run been running servers internally and have yet to see this be= havior. Here is an Easter egg for you guys (and a way for me to get more useful dat= a). Add -BudgetPanel to the command line and you can see a nice breakdown= of exactly how much time the server is spending in each sub system. Note t= hat this panel consumes a fair amount of CPU in just displaying itself so d= on't run this constantly on production servers. - Alfred Alfred I'm seeing this a lot on servers that go empty for 3-4 days, pings go to 1000-2000 -Bobby ___ 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] 1000fps bug in SRCDS still exists
This is one and the same thing. - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] Sent: Monday, April 04, 2005 8:15 PM To: hlds@list.valvesoftware.com Subject: Re: [hlds] 1000fps bug in SRCDS still exists Sounds good Alfred... curious tho, does this fix also address the drop in FPS over time with srcds.exe that many admins have been mentioning? - K2 http://www.hardfought.org Alfred Reynolds [EMAIL PROTECTED] wrote: Thanks to Bobby's help we believe we have tracked down this problem, a fix will be included in the next update. For the technically minded amongst you it was caused by a precision problem in a float time counter (after a day or two of operation the exponent of the float got large enough to loose the precision we need). - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Bobby Sent: Tuesday, March 22, 2005 8:01 AM To: hlds@list.valvesoftware.com Subject: RE: [hlds] 1000fps bug in SRCDS still exists Message: 2 Subject: RE: [hlds] 1000fps bug in SRCDS still exists Date: Tue, 22 Mar 2005 01:48:15 -0800 From: Alfred Reynolds [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Reply-To: hlds@list.valvesoftware.com Does it do it if no players join (or only one or two join, perhaps with bot= s)? We have run been running servers internally and have yet to see this be= havior. Here is an Easter egg for you guys (and a way for me to get more useful dat= a). Add -BudgetPanel to the command line and you can see a nice breakdown= of exactly how much time the server is spending in each sub system. Note t= hat this panel consumes a fair amount of CPU in just displaying itself so d= on't run this constantly on production servers. - Alfred Alfred I'm seeing this a lot on servers that go empty for 3-4 days, pings go to 1000-2000 -Bobby ___ 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] 1000fps bug in SRCDS still exists
A very good find. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Alfred Reynolds Sent: Monday, April 04, 2005 11:26 PM To: hlds@list.valvesoftware.com Subject: RE: [hlds] 1000fps bug in SRCDS still exists This is one and the same thing. - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] Sent: Monday, April 04, 2005 8:15 PM To: hlds@list.valvesoftware.com Subject: Re: [hlds] 1000fps bug in SRCDS still exists Sounds good Alfred... curious tho, does this fix also address the drop in FPS over time with srcds.exe that many admins have been mentioning? - K2 http://www.hardfought.org Alfred Reynolds [EMAIL PROTECTED] wrote: Thanks to Bobby's help we believe we have tracked down this problem, a fix will be included in the next update. For the technically minded amongst you it was caused by a precision problem in a float time counter (after a day or two of operation the exponent of the float got large enough to loose the precision we need). - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Bobby Sent: Tuesday, March 22, 2005 8:01 AM To: hlds@list.valvesoftware.com Subject: RE: [hlds] 1000fps bug in SRCDS still exists Message: 2 Subject: RE: [hlds] 1000fps bug in SRCDS still exists Date: Tue, 22 Mar 2005 01:48:15 -0800 From: Alfred Reynolds [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Reply-To: hlds@list.valvesoftware.com Does it do it if no players join (or only one or two join, perhaps with bot= s)? We have run been running servers internally and have yet to see this be= havior. Here is an Easter egg for you guys (and a way for me to get more useful dat= a). Add -BudgetPanel to the command line and you can see a nice breakdown= of exactly how much time the server is spending in each sub system. Note t= hat this panel consumes a fair amount of CPU in just displaying itself so d= on't run this constantly on production servers. - Alfred Alfred I'm seeing this a lot on servers that go empty for 3-4 days, pings go to 1000-2000 -Bobby ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds