Re: [hlds] srcds--when minimized

2005-04-04 Thread Whisper
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
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Re: [hlds] sv... gravity? how do i get this setting!

2005-04-04 Thread Jordan Barker
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

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Cheers!
-- Elmer Fudd
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[hlds] Server at ~70 fps. -tickrate fps_max questions

2005-04-04 Thread Kyrios
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.

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Re: [hlds] Server at ~70 fps. -tickrate fps_max questions

2005-04-04 Thread Ian mu
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.

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RE: [hlds] 1000fps bug in SRCDS still exists

2005-04-04 Thread Alfred Reynolds
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



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Re: [hlds] 1000fps bug in SRCDS still exists

2005-04-04 Thread k2_1971
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



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RE: [hlds] 1000fps bug in SRCDS still exists

2005-04-04 Thread Alfred Reynolds
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



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 please visit:
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RE: [hlds] 1000fps bug in SRCDS still exists

2005-04-04 Thread Napier, Kevin
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



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 please visit:
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