RE: [hlds] Re: Questions about Tic rate
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 >> > >> >> > -- > > ___ > 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] 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 > -- ___ 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] 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 > > > > -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Re: Questions about Tic rate
-- [ 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: > 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] Re: Questions about Tic rate
-- [ 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. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Re: Questions about Tic rate
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] Master Server List
-- [ 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Server Master List
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 ___ 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_visiblemaxplayers.
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] sv_visiblemaxplayers.
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] Re: Questions about Tic rate
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
[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
Re: [hlds] srcds.exe - Application Error
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/ ___ 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
[hlds] RE: FAO VALVE: No autoswitch?
>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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] Re: Does any one know?
> 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] FAO VALVE: Garbage in console log
> 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Half-Life 2: Deathmatch update
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 > > > > ___ > > 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] This is not the steampowered.com forums
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] sv_visiblemaxplayers.
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". ___ 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
RE: [hlds] sv_visiblemaxplayers.
"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 :) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
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". ___ 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] 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". ___ 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] 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". ___ 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_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". ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] sv_visiblemaxplayers.
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". ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] srcds.exe - Application Error
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 ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
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". -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. > > > ___ > 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] 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. > > > ___ > 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] 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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds