RE: [hlds] Re: Questions about Tic rate

2005-06-02 Thread WayneH
This is why I have my .cfg's write protected, because I dislike people doing
anything to my setups.
Have a look at all the posts in the steam forums of admin totalling peoples
.cfg's just for fun or reprisal.
Another reason why admin mods are bloated and down right dangerous.

I wonder if you could have a case for the judicial system if you could prove
that an admin altered something on your computer without consent?
Especially if the MOTD did not mention such things may happen as a provision
of playing on said server.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Dagok
Sent: Friday, 3 June 2005 4:02 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Re: Questions about Tic rate

However, these rate values don't work in forcing a client to use them.  At
least in my experience.

In my server.cfg I have:

sv_maxrate 2
sv_minrate 1
sv_maxupdaterate 50
sv_minupdaterate 30

If I see people lagging (jittering) while moving, I will run ma_rates and I
get rates displayed for people as low as 2500 and as high as 3.

I have Client Commands setup in Mani Admin Plugin to change their rates for
those people and once I do they stop lagging.

It would be nice if these settings actually worked in the server.cfg.

Dagok



- Original Message -
From: "Whisper" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, June 02, 2005 10:29 PM
Subject: Re: [hlds] Re: Questions about Tic rate


> --
> [ Picked text/plain from multipart/alternative ]
> BTW, does anybody know what Eric really meant when he said in
> http://www.valve-erc.com/srcsdk/general/multiplayer_networking.html at the
> end of the 2nd paragraph under *Basic Networking*
> "Also the server admin can limit the data and snapshot rate values
> requested by clients with *sv_maxrate, sv_maxupdaterate* and *
> sv_maxupdaterate*."
> Is one of those supposed to be sv_minupdaterate?
> Thanks
> On 6/3/05, Whisper <[EMAIL PROTECTED]> wrote:
>>
>> OMG some documentation, FINALLY
>>  When did you find this Martin?
>>
>>  On 6/3/05, Martin Otten <[EMAIL PROTECTED]> wrote:
>> >
>> > The default tickrate for CS:S is 33, for HL2 & HL2DM 66.
>> >
>> > With tickrate 100, a CS:S server runs 3 times more simulation steps
>> > then
>> >
>> > a 33 tickrate server, which may cause a 3 times higher CPU usage. Also
>> > the client to server bandwidth increases by 300% since the client
>> > samples 3 times more input command than usual. I think with the recent
>> > fixes for lag compesentaion tickrate 100 isn't really needed, maybe 66
>> > if people are hypersensitive about that.
>> >
>> > So also
>> > http://www.valve-erc.com/srcsdk/general/multiplayer_networking.html
>> >
>> > -Original Message-
>> > From: [EMAIL PROTECTED]
>> > [mailto:[EMAIL PROTECTED] ] On Behalf Of leo bounds
>> > Sent: Thursday, June 02, 2005 8:08 AM
>> > To: hlds@list.valvesoftware.com
>> > Subject: [hlds] Re: Questions about Tic rate
>> >
>> > I have some questions about Tic rate.
>> >
>> > The default Tic rate is 33 correct ?
>> >
>> > Why is CAL requiring servers to be locked at a Tic rate of 100 and does
>> > this mean that the slice or percentage of CPU usage 100 Tic rate
>> > servers
>> > will be locked down or reserved?
>> >
>> > I mean does a 100 Tic rate server lock down a percentage of CPU to use
>> > for that server on a machine running multiple servers ?
>> >
>> > Is there any more information available about how 100 Tic rate affects
>> > CPU usage ?
>> >
>> > Thank you for any info about this. I have many people asking me about
>> > it.
>> >
>> >
>> >
>> > __
>> > Discover Yahoo!
>> > Get on-the-go sports scores, stock quotes, news and more. Check it out!
>> > http://discover.yahoo.com/mobile.html
>> >
>> > ___
>> > 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
>> >
>>
>>
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Re: [hlds] Re: Questions about Tic rate

2005-06-02 Thread Dagok

However, these rate values don't work in forcing a client to use them.  At
least in my experience.

In my server.cfg I have:

sv_maxrate 2
sv_minrate 1
sv_maxupdaterate 50
sv_minupdaterate 30

If I see people lagging (jittering) while moving, I will run ma_rates and I
get rates displayed for people as low as 2500 and as high as 3.

I have Client Commands setup in Mani Admin Plugin to change their rates for
those people and once I do they stop lagging.

It would be nice if these settings actually worked in the server.cfg.

Dagok



- Original Message -
From: "Whisper" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, June 02, 2005 10:29 PM
Subject: Re: [hlds] Re: Questions about Tic rate



--
[ Picked text/plain from multipart/alternative ]
BTW, does anybody know what Eric really meant when he said in
http://www.valve-erc.com/srcsdk/general/multiplayer_networking.html at the
end of the 2nd paragraph under *Basic Networking*
"Also the server admin can limit the data and snapshot rate values
requested by clients with *sv_maxrate, sv_maxupdaterate* and *
sv_maxupdaterate*."
Is one of those supposed to be sv_minupdaterate?
Thanks
On 6/3/05, Whisper <[EMAIL PROTECTED]> wrote:


OMG some documentation, FINALLY
 When did you find this Martin?

 On 6/3/05, Martin Otten <[EMAIL PROTECTED]> wrote:
>
> The default tickrate for CS:S is 33, for HL2 & HL2DM 66.
>
> With tickrate 100, a CS:S server runs 3 times more simulation steps
> then
>
> a 33 tickrate server, which may cause a 3 times higher CPU usage. Also
> the client to server bandwidth increases by 300% since the client
> samples 3 times more input command than usual. I think with the recent
> fixes for lag compesentaion tickrate 100 isn't really needed, maybe 66
> if people are hypersensitive about that.
>
> So also
> http://www.valve-erc.com/srcsdk/general/multiplayer_networking.html
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] ] On Behalf Of leo bounds
> Sent: Thursday, June 02, 2005 8:08 AM
> To: hlds@list.valvesoftware.com
> Subject: [hlds] Re: Questions about Tic rate
>
> I have some questions about Tic rate.
>
> The default Tic rate is 33 correct ?
>
> Why is CAL requiring servers to be locked at a Tic rate of 100 and does
> this mean that the slice or percentage of CPU usage 100 Tic rate
> servers
> will be locked down or reserved?
>
> I mean does a 100 Tic rate server lock down a percentage of CPU to use
> for that server on a machine running multiple servers ?
>
> Is there any more information available about how 100 Tic rate affects
> CPU usage ?
>
> Thank you for any info about this. I have many people asking me about
> it.
>
>
>
> __
> Discover Yahoo!
> Get on-the-go sports scores, stock quotes, news and more. Check it out!
> http://discover.yahoo.com/mobile.html
>
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> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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Re: [hlds] Re: Questions about Tic rate

2005-06-02 Thread Whisper
--
[ Picked text/plain from multipart/alternative ]
BTW, does anybody know what Eric really meant when he said in
http://www.valve-erc.com/srcsdk/general/multiplayer_networking.html at the
end of the 2nd paragraph under *Basic Networking*
 "Also the server admin can limit the data and snapshot rate values
requested by clients with *sv_maxrate, sv_maxupdaterate* and *
sv_maxupdaterate*."
 Is one of those supposed to be sv_minupdaterate?
 Thanks
 On 6/3/05, Whisper <[EMAIL PROTECTED]> wrote:
>
> OMG some documentation, FINALLY
>  When did you find this Martin?
>
>  On 6/3/05, Martin Otten <[EMAIL PROTECTED]> wrote:
> >
> > The default tickrate for CS:S is 33, for HL2 & HL2DM 66.
> >
> > With tickrate 100, a CS:S server runs 3 times more simulation steps then
> >
> > a 33 tickrate server, which may cause a 3 times higher CPU usage. Also
> > the client to server bandwidth increases by 300% since the client
> > samples 3 times more input command than usual. I think with the recent
> > fixes for lag compesentaion tickrate 100 isn't really needed, maybe 66
> > if people are hypersensitive about that.
> >
> > So also
> > http://www.valve-erc.com/srcsdk/general/multiplayer_networking.html
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] ] On Behalf Of leo bounds
> > Sent: Thursday, June 02, 2005 8:08 AM
> > To: hlds@list.valvesoftware.com
> > Subject: [hlds] Re: Questions about Tic rate
> >
> > I have some questions about Tic rate.
> >
> > The default Tic rate is 33 correct ?
> >
> > Why is CAL requiring servers to be locked at a Tic rate of 100 and does
> > this mean that the slice or percentage of CPU usage 100 Tic rate servers
> > will be locked down or reserved?
> >
> > I mean does a 100 Tic rate server lock down a percentage of CPU to use
> > for that server on a machine running multiple servers ?
> >
> > Is there any more information available about how 100 Tic rate affects
> > CPU usage ?
> >
> > Thank you for any info about this. I have many people asking me about
> > it.
> >
> >
> >
> > __
> > Discover Yahoo!
> > Get on-the-go sports scores, stock quotes, news and more. Check it out!
> > http://discover.yahoo.com/mobile.html
> >
> > ___
> > 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
> >
>
>
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Re: [hlds] Re: Questions about Tic rate

2005-06-02 Thread Whisper
--
[ Picked text/plain from multipart/alternative ]
OMG some documentation, FINALLY
 When did you find this Martin?

 On 6/3/05, Martin Otten <[EMAIL PROTECTED]> wrote:
>
> The default tickrate for CS:S is 33, for HL2 & HL2DM 66.
>
> With tickrate 100, a CS:S server runs 3 times more simulation steps then
> a 33 tickrate server, which may cause a 3 times higher CPU usage. Also
> the client to server bandwidth increases by 300% since the client
> samples 3 times more input command than usual. I think with the recent
> fixes for lag compesentaion tickrate 100 isn't really needed, maybe 66
> if people are hypersensitive about that.
>
> So also
> http://www.valve-erc.com/srcsdk/general/multiplayer_networking.html
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of leo bounds
> Sent: Thursday, June 02, 2005 8:08 AM
> To: hlds@list.valvesoftware.com
> Subject: [hlds] Re: Questions about Tic rate
>
> I have some questions about Tic rate.
>
> The default Tic rate is 33 correct ?
>
> Why is CAL requiring servers to be locked at a Tic rate of 100 and does
> this mean that the slice or percentage of CPU usage 100 Tic rate servers
> will be locked down or reserved?
>
> I mean does a 100 Tic rate server lock down a percentage of CPU to use
> for that server on a machine running multiple servers ?
>
> Is there any more information available about how 100 Tic rate affects
> CPU usage ?
>
> Thank you for any info about this. I have many people asking me about
> it.
>
>
>
> __
> Discover Yahoo!
> Get on-the-go sports scores, stock quotes, news and more. Check it out!
> http://discover.yahoo.com/mobile.html
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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Re: [hlds] Re: Questions about Tic rate

2005-06-02 Thread LiQuiDXAN3X
--
[ Picked text/plain from multipart/alternative ]
i put my back to default , to many peaplr coming in with dif rates , could
not get rid of choke no matter what rate i tried.
--

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Re: [hlds] Re: Questions about Tic rate

2005-06-02 Thread Richard Fennell

Martin Otten wrote:


The default tickrate for CS:S is 33, for HL2 & HL2DM 66.

With tickrate 100, a CS:S server runs 3 times more simulation steps then
a 33 tickrate server, which may cause a 3 times higher CPU usage. Also
the client to server bandwidth increases by 300% since the client
samples 3 times more input command than usual. I think with the recent
fixes for lag compesentaion tickrate 100 isn't really needed, maybe 66
if people are hypersensitive about that.




I think there is a big difference as to what level you play CSS at.
Public and low skilled / occasional clans will be fine at 33
Average clans playing 3 matches a week i would go for 66
Skilled Focused clan playing 4+ matches a week and playing league
matches on there server should go for 100 tickrate server.
Thats just in my opinion.

There is a big difference and i wont play on a server below 66 unless
its 18+ player public.

Im also hoping there will be some more improvements to the bullet reg or
machines become more powerfull enough to make it better as its far off
the level CS is at. Although it is still pretty good :D

All De_Best

Richy


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[hlds] Master Server List

2005-06-02 Thread Edson Sossai
--
[ Picked text/plain from multipart/alternative ]

I am having trouble to see my server at steam master server list.
I have checked all my router setup already and still does not show.
Does it has to do with the SV_LAN 1 only? IS there any other thing i must check?
Thanks
esossai
--


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Re: [hlds] Server Master List

2005-06-02 Thread Ned Haskin

Bud Ingram,
my servers fall off the master too, after they have been on a few days,
and sv_lan 0
And I have a dedicated ip, which is probably esossai 's problem dhcp
will change your ip
at any time and the masterservers will be pointing to the wrong ip.

esossai,

Does the console say that it is on the masterserver?

Ned


Buding Ram wrote:




SV_LAN 1

Do I win?

Good luck!

Regards,

Bud Ingram

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Re: [hlds] sv_visiblemaxplayers.

2005-06-02 Thread trickyb

Message: 5
From: "WayneH" <[EMAIL PROTECTED]>
To: 
Subject: RE: [hlds] sv_visiblemaxplayers.
Date: Thu, 2 Jun 2005 20:17:57 +1000
Reply-To: hlds@list.valvesoftware.com

I have looked into both mani and mini admin mods, they are both bloated
with
options that serves no purpose, other than to let the admin screw around
with players.

http://qoda.net/cssource/minimumadmin/doc/
and
http://www.mani-admin-plugin.com/forums/

Are both bloated, resource hogs and far too buggy, god knows what security
holes they have in them as well.

CS:S needs a few more CVARs to assist admin who like to run the game
without
add-ons to regulate the servers.

We have our own log parsers that assist us via IRC channels, but we are
unable to make spots that are password protected, spots that allow us to
join without having to kick PAYING customers, it's called running a
BUSINESS.

Don't tell me I'm stubborn when you only see what I type in this, you have
no idea who I am or what I do, other than the statements I have made here,
so keep your steam forums diatribe out thanks.





I would be interested to see the raw statistics you used to support the
above comments.

Mani
__


Mani mod has been one of the best mods we have used ,
with frequent updates and easy user operation/installation.
I know for a fact that 20-30 members with rcon to 2/3 servers would be
complete chaos
with this mod its a breeze to keep tabs on who is doing what to who etc
We use vanilla css servers and there isnt much between them ,
Except the mani mod server kicked some cheats.

TrickyB



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RE: [hlds] sv_visiblemaxplayers.

2005-06-02 Thread Giles Millward



Message: 5
From: "WayneH" <[EMAIL PROTECTED]>
To: 
Subject: RE: [hlds] sv_visiblemaxplayers.
Date: Thu, 2 Jun 2005 20:17:57 +1000
Reply-To: hlds@list.valvesoftware.com

I have looked into both mani and mini admin mods, they are both bloated with
options that serves no purpose, other than to let the admin screw around
with players.

http://qoda.net/cssource/minimumadmin/doc/
and
http://www.mani-admin-plugin.com/forums/

Are both bloated, resource hogs and far too buggy, god knows what security
holes they have in them as well.

CS:S needs a few more CVARs to assist admin who like to run the game without
add-ons to regulate the servers.

We have our own log parsers that assist us via IRC channels, but we are
unable to make spots that are password protected, spots that allow us to
join without having to kick PAYING customers, it's called running a
BUSINESS.

Don't tell me I'm stubborn when you only see what I type in this, you have
no idea who I am or what I do, other than the statements I have made here,
so keep your steam forums diatribe out thanks.





I would be interested to see the raw statistics you used to support the
above comments.

Mani


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RE: [hlds] Re: Questions about Tic rate

2005-06-02 Thread Martin Otten
The default tickrate for CS:S is 33, for HL2 & HL2DM 66.

With tickrate 100, a CS:S server runs 3 times more simulation steps then
a 33 tickrate server, which may cause a 3 times higher CPU usage. Also
the client to server bandwidth increases by 300% since the client
samples 3 times more input command than usual. I think with the recent
fixes for lag compesentaion tickrate 100 isn't really needed, maybe 66
if people are hypersensitive about that.

So also
http://www.valve-erc.com/srcsdk/general/multiplayer_networking.html

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of leo bounds
Sent: Thursday, June 02, 2005 8:08 AM
To: hlds@list.valvesoftware.com
Subject: [hlds] Re: Questions about Tic rate

I have some questions about Tic rate.

The default Tic rate is 33 correct ?

Why is CAL requiring servers to be locked at a Tic rate of 100 and does
this mean that the slice or percentage of CPU usage 100 Tic rate servers
will be locked down or reserved?

I mean does a 100 Tic rate server lock down a percentage of CPU to use
for that server on a machine running multiple servers ?

 Is there any more information available about how 100 Tic rate affects
CPU usage ?

Thank you for any info about this. I have many people asking me about
it.



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[hlds] Re: Questions about Tic rate

2005-06-02 Thread leo bounds
I have some questions about Tic rate.

The default Tic rate is 33 correct ?

Why is CAL requiring servers to be locked at a Tic
rate of 100 and does this mean that the slice or
percentage of CPU usage 100 Tic rate servers will be
locked down or reserved?

I mean does a 100 Tic rate server lock down a
percentage of CPU to use for that server on a machine
running multiple servers ?

 Is there any more information available about how 100
Tic rate affects CPU usage ?

Thank you for any info about this. I have many people
asking me about it.



__
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Re: [hlds] srcds.exe - Application Error

2005-06-02 Thread Ned Haskin

Yes, I am running some custom maps, did have trouble with a few and
stopped using those.
It wasn't just bot trouble, these maps had a lot of errors.

Ned

Matthew Welch wrote:




Are you running custom maps?  When I was experimenting with bots and
custom maps, I found that around a third of the custom maps would
crash the server.  I'm not sure if it was the same error but it was
very similar to the one posted.

On 6/1/05, Ned Haskin <[EMAIL PROTECTED]> wrote:



OH, I don't, that's odd

Ned

Rick Payton wrote:




Yeah I know that, I was just saying that when ever I run bots, I get
that error whether or not humans are on.

Rick Payton, IT Support
Morikawa & Associates
(808) 572-1745
http://www.mai-hawaii.com/









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[hlds] RE: FAO VALVE: No autoswitch?

2005-06-02 Thread mailinglist.hlds

>From the latest steam update news page:

"Added cvar "cl_autowepswitch" to allow automatic weapon switching to be
turned off "

OMFG, Don't tell me someone at valve was actually listening!

Wonders never cease.

No let's see if they can do anything about the gravity/physics getting
screwed up on dm_overpass and the frequent crashing of servers running
dm_steamlab, oh, and the grabage in the server console too.

Thanks,

Dominic Clifton


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[hlds] Re: Does any one know?

2005-06-02 Thread mailinglist.hlds
> http://forums.steampowered.com/forums/showthread.php?s=&threadid=295350

Hah!

That's my thread btw, but maybe those smart enough would have spotted the
correlation from my e-mail address and my steam forums account.  :)

Thanks,

Dominic Clifton


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Re: [hlds] FAO VALVE: Garbage in console log

2005-06-02 Thread mailinglist.hlds
> http://www.memtest.org/
>
> On 5/27/05, Clayton Macleod <[EMAIL PROTECTED]> wrote:
> > ran memtest86 already?

Yes, I always run memtestx86 (bootable cd, v3.2) on ALL new pc's and servers
I build and after every memory upgrade.

The server hardware was only bought in november and memtest was run on it
overnight with no errors.

> Not on this list. If the product even hiccups you will see a
> flood of reports.

Again, not nesesarily, I've been running a server for 6 months before I
decided to subscribe to this list to submit my problems here.  Seeing as
there have been so many issues with Source games (just as there is with
anything that valve has a hand in, but that's another story) I figured that
after reporting the issues elsewhere and with the amount of other bugs and
crash issues (a sign of bugged code if ever there was one) that the issues
would have been resolved by now, hence the delay in asking here.

Anyway, going back to my problem, I still have garbage appearing in the
console log, this can happen with just one user on the server.

I have recently upgraded every drive on my system to their latest versions.
(Chipset, Sata, Network, Video, Audio) - No change, problem still exists.
I'll take a screenshot and post a url to it soon.

Thanks,

Dominic Clifton


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Re: [hlds] Half-Life 2: Deathmatch update

2005-06-02 Thread Ian mu
Guess no fix to the spiralling 100% cpu bug still :/.

On 6/1/05, TrickyB <[EMAIL PROTECTED]> wrote:
> Any more patches this week?
> - Original Message -
> From: "Alfred Reynolds" <[EMAIL PROTECTED]>
> To: ; ;
> <[EMAIL PROTECTED]>
> Sent: Wednesday, June 01, 2005 8:42 PM
> Subject: [hlds] Half-Life 2: Deathmatch update
>
>
> > We have just released an update to Half-Life 2: Deathmatch. Run
> > hldsupdatetool to get this update.
> >
> > The update includes several fixes, go to:
> > http://www.steampowered.com/index.php?area=news&id=420
> > for more details.
> >
> > - Alfred
> >
> > ___
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> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
> >
> >
>
>
>
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Re:[hlds] This is not the steampowered.com forums

2005-06-02 Thread Rafael Lopez
I agree 100 percent. I swear, I am getting so tired of recieving like
10 in 2 days. It's definately not spam but it gets treated like it: I
dont open them when i see I'd have to read 4 more after that.

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Re: [hlds] sv_visiblemaxplayers.

2005-06-02 Thread munra

Hey Why don't you just write your own plugin What an Idea.  Umm that way you
can have what you want.  I don't think valve should take the time to add
these "useless cvars" When there are many other bugs that need fixed first..
And you'll have something that no one else has.

- Original Message -
From: "WayneH" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, June 02, 2005 6:17 AM
Subject: RE: [hlds] sv_visiblemaxplayers.



I have looked into both mani and mini admin mods, they are both bloated
with
options that serves no purpose, other than to let the admin screw around
with players.

http://qoda.net/cssource/minimumadmin/doc/
and
http://www.mani-admin-plugin.com/forums/

Are both bloated, resource hogs and far too buggy, god knows what security
holes they have in them as well.

CS:S needs a few more CVARs to assist admin who like to run the game
without
add-ons to regulate the servers.

We have our own log parsers that assist us via IRC channels, but we are
unable to make spots that are password protected, spots that allow us to
join without having to kick PAYING customers, it's called running a
BUSINESS.

Don't tell me I'm stubborn when you only see what I type in this, you have
no idea who I am or what I do, other than the statements I have made here,
so keep your steam forums diatribe out thanks.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alexander Kobbevik
Sent: Thursday, 2 June 2005 7:44 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] sv_visiblemaxplayers.

How bloated do you think it is if you keep it to a minimum?
Have you even tried to LOOK at it?

Some people are just too stuborn for their own good!


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of WayneH
Sent: 2. juni 2005 11:31
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] sv_visiblemaxplayers.


I haven't the time to sort all that out on some 22 servers, I was hoping
to
avoid using some bloated admin mod, for just a few little settings.


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Deadman Standing
Sent: Thursday, 2 June 2005 6:27 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] sv_visiblemaxplayers.

You know their IP address when they connect. Just watch for the same ip
address connecting n times in x seconds and kick or tmp ban as
appropriate.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Spencer 'voogru'
MacDonald
Sent: Thursday, June 02, 2005 3:22 AM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] sv_visiblemaxplayers.

And unfortunately you don't know who they are until they are fully
connected, meaning players that spam retry can block anybody from getting
in
when the server is "full".




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RE: [hlds] sv_visiblemaxplayers.

2005-06-02 Thread Alexander Kobbevik
"Don't tell me I'm stubborn when you only see what I type in this, you have
no idea who I am or what I do, other than the statements I have made here,
so keep your steam forums diatribe out thanks."

And your statements is from what I judge you. We cant know what you do if
you don't tell us.
But atleast you got your answer from Alfred.

Good luck in finding a mod you can use that is not bloated :)


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RE: [hlds] sv_visiblemaxplayers.

2005-06-02 Thread WayneH
I have looked into both mani and mini admin mods, they are both bloated with
options that serves no purpose, other than to let the admin screw around
with players.

http://qoda.net/cssource/minimumadmin/doc/
and
http://www.mani-admin-plugin.com/forums/

Are both bloated, resource hogs and far too buggy, god knows what security
holes they have in them as well.

CS:S needs a few more CVARs to assist admin who like to run the game without
add-ons to regulate the servers.

We have our own log parsers that assist us via IRC channels, but we are
unable to make spots that are password protected, spots that allow us to
join without having to kick PAYING customers, it's called running a
BUSINESS.

Don't tell me I'm stubborn when you only see what I type in this, you have
no idea who I am or what I do, other than the statements I have made here,
so keep your steam forums diatribe out thanks.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alexander Kobbevik
Sent: Thursday, 2 June 2005 7:44 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] sv_visiblemaxplayers.

How bloated do you think it is if you keep it to a minimum?
Have you even tried to LOOK at it?

Some people are just too stuborn for their own good!


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of WayneH
Sent: 2. juni 2005 11:31
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] sv_visiblemaxplayers.


I haven't the time to sort all that out on some 22 servers, I was hoping to
avoid using some bloated admin mod, for just a few little settings.


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Deadman Standing
Sent: Thursday, 2 June 2005 6:27 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] sv_visiblemaxplayers.

You know their IP address when they connect. Just watch for the same ip
address connecting n times in x seconds and kick or tmp ban as appropriate.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Spencer 'voogru'
MacDonald
Sent: Thursday, June 02, 2005 3:22 AM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] sv_visiblemaxplayers.

And unfortunately you don't know who they are until they are fully
connected, meaning players that spam retry can block anybody from getting in
when the server is "full".




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RE: [hlds] sv_visiblemaxplayers.

2005-06-02 Thread Alexander Kobbevik
How bloated do you think it is if you keep it to a minimum?
Have you even tried to LOOK at it?

Some people are just too stuborn for their own good!


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of WayneH
Sent: 2. juni 2005 11:31
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] sv_visiblemaxplayers.


I haven't the time to sort all that out on some 22 servers, I was hoping to
avoid using some bloated admin mod, for just a few little settings.


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Deadman Standing
Sent: Thursday, 2 June 2005 6:27 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] sv_visiblemaxplayers.

You know their IP address when they connect. Just watch for the same ip
address connecting n times in x seconds and kick or tmp ban as appropriate.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Spencer 'voogru'
MacDonald
Sent: Thursday, June 02, 2005 3:22 AM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] sv_visiblemaxplayers.

And unfortunately you don't know who they are until they are fully
connected, meaning players that spam retry can block anybody from getting in
when the server is "full".




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RE: [hlds] sv_visiblemaxplayers.

2005-06-02 Thread WayneH
I haven't the time to sort all that out on some 22 servers, I was hoping to
avoid using some bloated admin mod, for just a few little settings.


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Deadman Standing
Sent: Thursday, 2 June 2005 6:27 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] sv_visiblemaxplayers.

You know their IP address when they connect. Just watch for the same ip
address connecting n times in x seconds and kick or tmp ban as appropriate.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Spencer 'voogru'
MacDonald
Sent: Thursday, June 02, 2005 3:22 AM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] sv_visiblemaxplayers.

And unfortunately you don't know who they are until they are fully
connected, meaning players that spam retry can block anybody from getting in
when the server is "full".




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RE: [hlds] sv_visiblemaxplayers.

2005-06-02 Thread Deadman Standing
You know their IP address when they connect. Just watch for the same ip
address connecting n times in x seconds and kick or tmp ban as appropriate.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Spencer 'voogru'
MacDonald
Sent: Thursday, June 02, 2005 3:22 AM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] sv_visiblemaxplayers.

And unfortunately you don't know who they are until they are fully
connected, meaning players that spam retry can block anybody from getting in
when the server is "full".




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Re: [hlds] sv_visiblemaxplayers.

2005-06-02 Thread Graham Robinson
Is that still the case? I know HLSW will now show the full steamID
about half a second after the person joins so the server must know it
practically immediately.

On 6/2/05, Spencer 'voogru' MacDonald <[EMAIL PROTECTED]> wrote:
> And unfortunately you don't know who they are until they are fully
> connected, meaning players that spam retry can block anybody from getting in
> when the server is "full".

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RE: [hlds] srcds.exe - Application Error

2005-06-02 Thread Rick Payton
This is a multi-part message in MIME format.
--
No, no custom maps. I'm not worried about it though.

-Original Message-
From: [EMAIL PROTECTED] on behalf of Matthew Welch
Sent: Wed 6/1/2005 3:09 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] srcds.exe - Application Error

Are you running custom maps?  When I was experimenting with bots and
custom maps, I found that around a third of the custom maps would
crash the server.  I'm not sure if it was the same error but it was
very similar to the one posted.
--
[ winmail.dat of type application/ms-tnef deleted ]
--

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RE: [hlds] sv_visiblemaxplayers.

2005-06-02 Thread Spencer 'voogru' MacDonald
And unfortunately you don't know who they are until they are fully
connected, meaning players that spam retry can block anybody from getting in
when the server is "full".

-Original Message-
From: Alfred Reynolds [mailto:[EMAIL PROTECTED]
Sent: Thursday, June 02, 2005 3:11 AM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] sv_visiblemaxplayers.

You need to use a server plugin to achieve this.

- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of WayneH Sent:
Wednesday, June 01, 2005 11:58 PM To: hlds@list.valvesoftware.com
Subject: [hlds] sv_visiblemaxplayers.

> Alfred,
> Could you please make it that you need a password of some
> description to access a server that has so called "private slot(s)"
> on them.
>
> e.g. maxplayers is 19, sv_visiblemaxplayers is 18, so that we have an
> 18 man server with one private slot for the admin to join if
> required, without the need to kick someone.
>
> We have this currently set up on our 22 servers, but the players can
> still join if they know to just connect in console, to the ip address
> and they will get in.
>
> So a password protection of some description would make life so much
> easier for Admins.
>
> Thanks for your time.
>
>
> ___
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> archives, please visit:
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RE: [hlds] sv_visiblemaxplayers.

2005-06-02 Thread Alfred Reynolds
You need to use a server plugin to achieve this.

- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of WayneH Sent:
Wednesday, June 01, 2005 11:58 PM To: hlds@list.valvesoftware.com
Subject: [hlds] sv_visiblemaxplayers.

> Alfred,
> Could you please make it that you need a password of some
> description to access a server that has so called "private slot(s)"
> on them.
>
> e.g. maxplayers is 19, sv_visiblemaxplayers is 18, so that we have an
> 18 man server with one private slot for the admin to join if
> required, without the need to kick someone.
>
> We have this currently set up on our 22 servers, but the players can
> still join if they know to just connect in console, to the ip address
> and they will get in.
>
> So a password protection of some description would make life so much
> easier for Admins.
>
> Thanks for your time.
>
>
> ___
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> archives, please visit:
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[hlds] sv_visiblemaxplayers.

2005-06-02 Thread WayneH
Alfred,
  Could you please make it that you need a password of some
description to access a server that has so called "private slot(s)" on them.

e.g. maxplayers is 19, sv_visiblemaxplayers is 18, so that we have an 18 man
server with one private slot for the admin to join if required, without the
need to kick someone.

We have this currently set up on our 22 servers, but the players can still
join if they know to just connect in console, to the ip address and they
will get in.

So a password protection of some description would make life so much easier
for Admins.

Thanks for your time.


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