RE: [hlds] Authenication Error Server Number 35
There is no server 35, that is an error code (we have a pool of tens of authentication servers, with the userbase uniformly distributed through the set, and if one is down you can use any of the other ones). - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jim Sent: Tuesday, June 28, 2005 9:27 PM To: hlds@list.valvesoftware.com Subject: Re: [hlds] Authenication Error Server Number 35 > Alfred, > > I could send you some to you... as for the Server connection in this > case I was West DCoast California.. the Second was coming in from > West Virginia another out of Philidelphia... We all were in the > process within a 5 minute window of attempting to connect. > > We are all up and running today... figured I would point it out.. and > we all seemed to have the same issue with Server 35. We did after > numerous attempts able to log in to another server... > > Thanks, > > > ___ > 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] UOL AntiSPAM
uh, cuz apparently that's the only way it will get dealt with? It's not like it's actually hard to setup a mail rule. Complaining over and over is taking more energy. On 6/28/05, T3XAN <[EMAIL PROTECTED]> wrote: > Why should I have to block him? I know I can set my filters but why > should we have to go through the trouble? -- Clayton Macleod ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Authenication Error Server Number 35
Alfred, I could send you some to you... as for the Server connection in this case I was West DCoast California.. the Second was coming in from West Virginia another out of Philidelphia... We all were in the process within a 5 minute window of attempting to connect. We are all up and running today... figured I would point it out.. and we all seemed to have the same issue with Server 35. We did after numerous attempts able to log in to another server... Thanks, ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] UOL AntiSPAM
Why should I have to block him? I know I can set my filters but why should we have to go through the trouble? WayneH wrote: Just block him, use your preference/rules to autoblock/delete. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of T3XAN Sent: Wednesday, 29 June 2005 10:42 AM To: hlds@list.valvesoftware.com Subject: Re: [hlds] UOL AntiSPAM I among others have been complaining about this guys for months. Its getting really annoying. Alfred is there not anything you can do to get this guy out of here? Tex Ned Haskin wrote: The problem is that this guy hasn't clue, about spam filters, this list, any of it. "Valve took him off the list" once, he signed up again because he wasn't getting the list email and never had, just use your email filters. IMO Ned Clayton Macleod wrote: good for *A*OL... On 6/28/05, sebastian nielsen <[EMAIL PROTECTED]> wrote: I think AOL removed list detection because spammers can add list headers to abuse the list detection system. (bypass antispam system) -- Clayton Macleod ___ 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 ______ NOD32 1.1157 (20050628) Information __ This message was checked by NOD32 antivirus system. http://www.eset.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
RE: [hlds] UOL AntiSPAM
Just block him, use your preference/rules to autoblock/delete. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of T3XAN Sent: Wednesday, 29 June 2005 10:42 AM To: hlds@list.valvesoftware.com Subject: Re: [hlds] UOL AntiSPAM I among others have been complaining about this guys for months. Its getting really annoying. Alfred is there not anything you can do to get this guy out of here? Tex Ned Haskin wrote: > The problem is that this guy hasn't clue, about spam filters, this list, > any of it. > "Valve took him off the list" once, he signed up again because he wasn't > getting the list email > and never had, just use your email filters. > IMO > Ned > > Clayton Macleod wrote: > >> good for *A*OL... >> >> On 6/28/05, sebastian nielsen <[EMAIL PROTECTED]> wrote: >> >> >>> I think AOL removed list detection because spammers can add list >>> headers to >>> abuse the list detection system. (bypass antispam system) >>> >>> >> >> >> -- >> Clayton Macleod >> >> ___ >> 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 __ NOD32 1.1157 (20050628) Information __ This message was checked by NOD32 antivirus system. http://www.eset.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] client crashing
Yes, preferably server related issues please, otherwise it's just a spam fest like the Steam Forums. Steam Forums would be the better place to ask client side issue type questions. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] Sent: Wednesday, 29 June 2005 10:31 AM To: hlds@list.valvesoftware.com Subject: RE: [hlds] client crashing Since this is a server list, probably not the best place to ask, but I've also been getting more crashes. I'm pretty sure this is due to the new nVidia driver... Did you bychance install BF2 (demo or retail)? I'm looking for my old driver tonight to check... Friend of mine has an X850, and also claims the newest driver hosed up his system as well... Also loaded as part of the BF2 install... On Tuesday, June 28, 2005 10:58 am, sprout said: > This is a multi-part message in MIME format. > -- > [ Picked text/plain from multipart/alternative ] > I would imagin this has been confronted already but I have had MANY more > client crashes since last update. Probably had my client crash 4-5 times > this last week. If it hasn't been brought up to you then eh here you go > lol I don't have a error for you its a memory error I will get a > screenshot next 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 __ NOD32 1.1157 (20050628) Information __ This message was checked by NOD32 antivirus system. http://www.eset.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] UOL AntiSPAM
I among others have been complaining about this guys for months. Its getting really annoying. Alfred is there not anything you can do to get this guy out of here? Tex Ned Haskin wrote: The problem is that this guy hasn't clue, about spam filters, this list, any of it. "Valve took him off the list" once, he signed up again because he wasn't getting the list email and never had, just use your email filters. IMO Ned Clayton Macleod wrote: good for *A*OL... On 6/28/05, sebastian nielsen <[EMAIL PROTECTED]> wrote: I think AOL removed list detection because spammers can add list headers to abuse the list detection system. (bypass antispam system) -- Clayton Macleod ___ 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] client crashing
Since this is a server list, probably not the best place to ask, but I've also been getting more crashes. I'm pretty sure this is due to the new nVidia driver... Did you bychance install BF2 (demo or retail)? I'm looking for my old driver tonight to check... Friend of mine has an X850, and also claims the newest driver hosed up his system as well... Also loaded as part of the BF2 install... On Tuesday, June 28, 2005 10:58 am, sprout said: > This is a multi-part message in MIME format. > -- > [ Picked text/plain from multipart/alternative ] > I would imagin this has been confronted already but I have had MANY more > client crashes since last update. Probably had my client crash 4-5 times > this last week. If it hasn't been brought up to you then eh here you go > lol I don't have a error for you its a memory error I will get a > screenshot next 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
Re: [hlds] getting into a router.
Do you mean the -- modem has an internal router + there is another router + a hub -- if so connect the server directly to modem's router and all client computers that plan on connecting to the server must be also connected directly to modem's router, or an invalid steam ticket error occurs you will have to setup the router for the server, this will help http://steampowered.custhelp.com/cgi-bin/steampowered.cfg/php/enduser/std_adp.php?p_faqid=204 Ned Jack Wyatt wrote: Okay, my computer goes through router-hub-router-modem. Is it still possible for me to make a server if i open up teh ports? ___ 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] UOL AntiSPAM
The problem is that this guy hasn't clue, about spam filters, this list, any of it. "Valve took him off the list" once, he signed up again because he wasn't getting the list email and never had, just use your email filters. IMO Ned Clayton Macleod wrote: good for *A*OL... On 6/28/05, sebastian nielsen <[EMAIL PROTECTED]> wrote: I think AOL removed list detection because spammers can add list headers to abuse the list detection system. (bypass antispam system) -- Clayton Macleod ___ 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] getting into a router.
Okay, my computer goes through router-hub-router-modem. Is it still possible for me to make a server if i open up teh ports? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] UOL AntiSPAM
good for *A*OL... On 6/28/05, sebastian nielsen <[EMAIL PROTECTED]> wrote: > I think AOL removed list detection because spammers can add list headers to > abuse the list detection system. (bypass antispam system) -- Clayton Macleod ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] UOL AntiSPAM
I think AOL removed list detection because spammers can add list headers to abuse the list detection system. (bypass antispam system) _ Lättare att hitta drömresan med MSN Resor http://www.msn.se/resor/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] UOL AntiSPAM
ME FIVE -Original Message- From: Stephen Micheals [mailto:[EMAIL PROTECTED] Sent: Tuesday, June 28, 2005 3:47 PM To: hlds@list.valvesoftware.com Subject: Re: [hlds] UOL AntiSPAM me Fourth? O.o it would be nice if these moronic anti spam systems could detect mailing lists like this better. On 6/28/05, Matthew White <[EMAIL PROTECTED]> wrote: > me three ___ 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] Release: Server checker V1
Yes, it makes absolutely sure the procces is completely terminated before starting the new proccess Saint K. - Original Message - From: "OoksServer" <[EMAIL PROTECTED]> To: Sent: Tuesday, June 28, 2005 7:38 PM Subject: Re: [hlds] Release: Server checker V1 Does it/can it verify that the process has been killed before restarting it? What I see happen from time to time is that the process hangs, Serverdoc thinks it is dead and tries to restart it without first terminating the existing process, and it errors out because it can't get the port. After a couple of hundred aborted restarts, I finally get home so I can fix it. Your description indicates that it will kill the process if it pings out, I'm just wondering if it does any additional checking to make sure the process really is dead. - Original Message - From: "Saint K." <[EMAIL PROTECTED]> To: Sent: Tuesday, June 28, 2005 9:46 AM Subject: [hlds] Release: Server checker V1 We have released the first version of our server checker for hl1 and hl2 based servers. This program is created to keep your server online at all times. Now you think, we already have firedeamon and such, why get another tool? Our tool is differant. Instead of just checking if the procces is still alive, like all programs do, ours actually pings your server in order to check if its still online. The program sends out a ping request every 3 seconds with a timeout of 1 second. If it fails pinging 10 times (30 seconds) it will kill the procces and restart it. This tool was origionally build for our wc3 servers, as they often just stall instead of crash (so it never actually shuts down the proccess). On the download page you can also download the source and edit it to your own needs if you like. Link: http://www.dumbclan.co.uk/productions.php Enjoy, Saint K. ___ 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] UOL AntiSPAM
me Fourth? O.o it would be nice if these moronic anti spam systems could detect mailing lists like this better. On 6/28/05, Matthew White <[EMAIL PROTECTED]> wrote: > me three ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Authenication Error Server Number 35
Alfred, I have seen this many times on an existing server that used to work. Without changing anything on my end this starts to happen, and usually a few hours later, sometimes a day or two, it mysteriously goes away. I've never been sure if it's a problem with my ISP, bad weather on the Internet, or overloaded auth servers or what. It's not consistent, it never lasts long, and it always goes away without my having to do anything. Since it doesn't happen consistently, it's very difficult to troubleshoot. - Original Message - From: "Alfred Reynolds" <[EMAIL PROTECTED]> To: Sent: Tuesday, June 28, 2005 10:10 AM Subject: RE: [hlds] Authenication Error Server Number 35 Error number 35 during authentication means your server timed out its TCP/IP connection while talking to our servers. This can be because of a firewall at your end (preventing TCP/IP traffic to our servers). If this is a new problem on a server that used to work then send a couple of the users with that problem to me to help debug it. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jim Sent: Tuesday, June 28, 2005 12:26 AM To: hlds@list.valvesoftware.com Subject: [hlds] Authenication Error Server Number 35 Alfred, I think Valve Server number 35 needs a Bigger attitude adjustment made... with a Hammer... due to fail of authenication on Server number 35. I was talking to a few other regulars across the country who visit my server and everyone was having the same issue trying to connect either here at my server or various other servers we frequent. Thanks Jim @ CT Dummies ___ 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] Release: Server checker V1
Does it/can it verify that the process has been killed before restarting it? What I see happen from time to time is that the process hangs, Serverdoc thinks it is dead and tries to restart it without first terminating the existing process, and it errors out because it can't get the port. After a couple of hundred aborted restarts, I finally get home so I can fix it. Your description indicates that it will kill the process if it pings out, I'm just wondering if it does any additional checking to make sure the process really is dead. - Original Message - From: "Saint K." <[EMAIL PROTECTED]> To: Sent: Tuesday, June 28, 2005 9:46 AM Subject: [hlds] Release: Server checker V1 We have released the first version of our server checker for hl1 and hl2 based servers. This program is created to keep your server online at all times. Now you think, we already have firedeamon and such, why get another tool? Our tool is differant. Instead of just checking if the procces is still alive, like all programs do, ours actually pings your server in order to check if its still online. The program sends out a ping request every 3 seconds with a timeout of 1 second. If it fails pinging 10 times (30 seconds) it will kill the procces and restart it. This tool was origionally build for our wc3 servers, as they often just stall instead of crash (so it never actually shuts down the proccess). On the download page you can also download the source and edit it to your own needs if you like. Link: http://www.dumbclan.co.uk/productions.php Enjoy, Saint K. ___ 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] client crashing
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I would imagin this has been confronted already but I have had MANY more client crashes since last update. Probably had my client crash 4-5 times this last week. If it hasn't been brought up to you then eh here you go lol I don't have a error for you its a memory error I will get a screenshot next time -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] Authenication Error Server Number 35
Error number 35 during authentication means your server timed out its TCP/IP connection while talking to our servers. This can be because of a firewall at your end (preventing TCP/IP traffic to our servers). If this is a new problem on a server that used to work then send a couple of the users with that problem to me to help debug it. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jim Sent: Tuesday, June 28, 2005 12:26 AM To: hlds@list.valvesoftware.com Subject: [hlds] Authenication Error Server Number 35 > Alfred, > > I think Valve Server number 35 needs a Bigger attitude adjustment > made... > with a Hammer... due to fail of authenication on Server number 35. > > I was talking to a few other regulars across the country who visit my > server and everyone was having the same issue trying to connect > either here at my server or various other servers we frequent. > > Thanks > > Jim @ CT Dummies > > > ___ > 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] UOL AntiSPAM
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] me three --- Matt White [ [EMAIL PROTECTED] ] Whisper wrote: >-- >[ Picked text/plain from multipart/alternative ] >Me too! > >On 6/29/05, OoksServer <[EMAIL PROTECTED]> wrote: > > >>It's Portuguese (isn't that the language in Brazil?). Bable fish renders >>this very crude translation: >> >>debtor for entering in contact, I will answer thus that to be able >> >>What it means is something like this: >> >>Thanks for entering your contact information, I will now be able to >>receive >>your email. >> >>It's an automated message. I still vote for kicking him off of the list. >> >>- Original Message - >>From: "James Tucker" <[EMAIL PROTECTED]> >>To: >>Sent: Tuesday, June 28, 2005 4:58 AM >>Subject: [hlds] UOL AntiSPAM >> >> >> >> >>>Hi, I decided to verify one of those UOL Anti-Spam messages, got this >>>auto reply... >>> >>>I am not sure there is even a human at the end of this e-mail address. >>> >>>-- Forwarded message -- >>>From: [EMAIL PROTECTED] <[EMAIL PROTECTED]> >>>Date: Jun 28, 2005 12:42 PM >>>Subject: RE:RE: Re: [hlds] Re: sv_unlag and Ping >>>To: [EMAIL PROTECTED] >>> >>> >>>- The following is an automated response to your message >>> >>>- generated on behalf of [EMAIL PROTECTED] >>> >>> >>> >>>obrigado por entrar em contato, responderei assim que poder >>> >>>___ >>>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] UOL AntiSPAM
This is a multi-part message in MIME format. -- me 3. -- [ 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
[hlds] Release: Server checker V1
We have released the first version of our server checker for hl1 and hl2 based servers. This program is created to keep your server online at all times. Now you think, we already have firedeamon and such, why get another tool? Our tool is differant. Instead of just checking if the procces is still alive, like all programs do, ours actually pings your server in order to check if its still online. The program sends out a ping request every 3 seconds with a timeout of 1 second. If it fails pinging 10 times (30 seconds) it will kill the procces and restart it. This tool was origionally build for our wc3 servers, as they often just stall instead of crash (so it never actually shuts down the proccess). On the download page you can also download the source and edit it to your own needs if you like. Link: http://www.dumbclan.co.uk/productions.php Enjoy, Saint K. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] UOL AntiSPAM
-- [ Picked text/plain from multipart/alternative ] Me too! On 6/29/05, OoksServer <[EMAIL PROTECTED]> wrote: > > It's Portuguese (isn't that the language in Brazil?). Bable fish renders > this very crude translation: > > debtor for entering in contact, I will answer thus that to be able > > What it means is something like this: > > Thanks for entering your contact information, I will now be able to > receive > your email. > > It's an automated message. I still vote for kicking him off of the list. > > - Original Message - > From: "James Tucker" <[EMAIL PROTECTED]> > To: > Sent: Tuesday, June 28, 2005 4:58 AM > Subject: [hlds] UOL AntiSPAM > > > > Hi, I decided to verify one of those UOL Anti-Spam messages, got this > > auto reply... > > > > I am not sure there is even a human at the end of this e-mail address. > > > > -- Forwarded message -- > > From: [EMAIL PROTECTED] <[EMAIL PROTECTED]> > > Date: Jun 28, 2005 12:42 PM > > Subject: RE:RE: Re: [hlds] Re: sv_unlag and Ping > > To: [EMAIL PROTECTED] > > > > > > - The following is an automated response to your message > > > > - generated on behalf of [EMAIL PROTECTED] > > > > > > > > obrigado por entrar em contato, responderei assim que poder > > > > ___ > > 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] UOL AntiSPAM
It's Portuguese (isn't that the language in Brazil?). Bable fish renders this very crude translation: debtor for entering in contact, I will answer thus that to be able What it means is something like this: Thanks for entering your contact information, I will now be able to receive your email. It's an automated message. I still vote for kicking him off of the list. - Original Message - From: "James Tucker" <[EMAIL PROTECTED]> To: Sent: Tuesday, June 28, 2005 4:58 AM Subject: [hlds] UOL AntiSPAM Hi, I decided to verify one of those UOL Anti-Spam messages, got this auto reply... I am not sure there is even a human at the end of this e-mail address. -- Forwarded message -- From: [EMAIL PROTECTED] <[EMAIL PROTECTED]> Date: Jun 28, 2005 12:42 PM Subject: RE:RE: Re: [hlds] Re: sv_unlag and Ping To: [EMAIL PROTECTED] - The following is an automated response to your message - generated on behalf of [EMAIL PROTECTED] obrigado por entrar em contato, responderei assim que poder ___ 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] Mirror damage.
Alexander Kobbevik wrote: > Did this built in mirrordamage ever work for cs1.6? > If it does: What are the commands? > > Thanks for any info. It never worked in any version of CS. If I remember correctly, TFC was the only mod to make use of it. If you want mirror damage on your CS server, check out AMXx and get the ATAC plugin. It does friendly-fire management, including mirror damage. -- ironchef http://www.dexworld.org/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Attack Console Messages not logged
-- [ Picked text/plain from multipart/alternative ] Sorry my mistake TeamAttacks just show up as *"player name" Team Attacked *and the message shows up on screen and in players console but not in server logs TeamKills show up as *Console: "player name" Team Killed* But also do not appear to show up in server logs either as far as I can see, but I might be doing something silly. In any case, it is the Team Attacks I'd like to see show up in the server logs and the Team Kills as well if they do not already Thanks On 6/28/05, Whisper <[EMAIL PROTECTED]> wrote: > > It only comes up as a normal attack > If you are on th server though you will see a message > *Console: "player name" Team Attacked* > or > *Console: "player name" Team Killed* > > These messages show up on players screens and in players console, but they > do not show up in the actual server logs even with mp_logdetail set to 3 > Cheers > On 6/28/05, Alexander Kobbevik <[EMAIL PROTECTED]> wrote: > > > > logdetail 3 should show both I think. > > But I cant find teamattack damage (I'm not 100% sure.. didn't look too > > good). > > > > My stats show friendly-fire kills by it self.. so that must be in the > > logs > > though. > > > > -Alex > > > > > > -Original Message- > > From: [EMAIL PROTECTED] > > [mailto:[EMAIL PROTECTED] On Behalf Of Whisper > > Sent: 28. juni 2005 10:46 > > To: HLDS > > Subject: [hlds] Team Attack Console Messages not logged > > > > > > -- > > [ Picked text/plain from multipart/alternative ] > > Is it possible for the console team attack and team kill messages to > > show up > > in the server logs? > > I thought that it was the case, until I checked the logs and played on > > the > > server and noticed that the console messages for team attacks and team > > kills > > are not coming up in the logs. > > Thanks > > -- > > > > ___ > > 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] UOL AntiSPAM
Hi, I decided to verify one of those UOL Anti-Spam messages, got this auto reply... I am not sure there is even a human at the end of this e-mail address. -- Forwarded message -- From: [EMAIL PROTECTED] <[EMAIL PROTECTED]> Date: Jun 28, 2005 12:42 PM Subject: RE:RE: Re: [hlds] Re: sv_unlag and Ping To: [EMAIL PROTECTED] - The following is an automated response to your message - generated on behalf of [EMAIL PROTECTED] obrigado por entrar em contato, responderei assim que poder ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Re: sv_unlag and Ping
IMHO cl_interpolate could be locked, but i dont really see the need, what does need to be done is to ensure that all players (ideally) are playing the same game tick at the same time. cl_interp should be locked at 0.1 or lower, any longer starts to get quite noticeable. I play on 0.05 regularly right now, but I am a broadband user. cl_smooth surely should default to 0, or in the very least not be FORCED to 1. I'd like to know: cl_lagcomp_errorcheck, does it work? it feels good, but that may just be a placebo. can't see anything on showhitboxes or showimpacts. On 6/28/05, Ben <[EMAIL PROTECTED]> wrote: > I agree completely, cl_interp and cl_interpolate should be locked or at > least a cheat cvar. > > > I can see no reason why you should be able to change them apart from for > debugging purposes perhaps. > > Alfred can you shed any light on this? > > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of James Tucker > Sent: 28 June 2005 12:23 > To: hlds@list.valvesoftware.com > Subject: Re: [hlds] Re: sv_unlag and Ping > > I thought as clayton did for quite some time, and the reason is simply > due to the use of the word "interpolation" and the fact that some > documentation (alhtough I cant find it) suggested cl_interp was a > 'maximum' value. > > The documentation at the link posted explains that the value of > cl_interp is a delay value, by which all game world representation is > re-wound prior to rendering. Unfortuantely, this means that the fight > is for lower values of cl_interp (you will see your enemies before > they see you). I don't know many other peoples direct opinions but I > know that it's possible to die in less than 50ms. It does beg the > question though, why cl_interp is not locked for internet gaming. I > would imagine it is similar however to the state of cl_smooth and the > choices of default updaterate and cmdrate values. > > So much for cheats really, when you can clearly gain advantage by > optimising your cvars. > > On 6/28/05, Ben <[EMAIL PROTECTED]> wrote: > > That's not how it works I'm afraid ;) It's all explained in this guide: > > http://www.valve-erc.com/srcsdk/general/multiplayer_networking.html > > > > It explains the interpolation, prediction, and lag compensation. > > Regards, > > Ben > > > > -Original Message- > > From: [EMAIL PROTECTED] > > [mailto:[EMAIL PROTECTED] On Behalf Of > [EMAIL PROTECTED] > > Sent: 27 June 2005 17:59 > > To: hlds@list.valvesoftware.com > > Subject: RE: [hlds] Re: sv_unlag and Ping > > > > I'm not totally sure about this, so anyone can feel free to correct me. I > > think if you turn cl_interpolate of, but set cl_interp 0.5, then the > > hitbox lags .5 seconds behinds the player. Some players might use this to > > hit players that appear to have already hidden behind a wall, or run > > through a crack in the doors... I've never tried it, as I try to get my > > models and hitboxes in the same place, but thats what I've kind of > > gathered. > > > > Again, not totally sure on this... > > > > Thanks for input though > > On Monday, June 27, 2005 2:01 am, Ben said: > > > What are you worried about exactly? People using high interp values to > > > cause > > > annoyance to other players? Seems like a strange thing to worry about. > > > > > > -Original Message- > > > From: [EMAIL PROTECTED] > > > [mailto:[EMAIL PROTECTED] On Behalf Of Steve Dalberg > > > Sent: 26 June 2005 23:24 > > > To: hlds@list.valvesoftware.com > > > Subject: Re: [hlds] Re: sv_unlag and Ping > > > > > > Would turning sv_unlag down to the highest acceptable limit on our > > > server keep people from using interpolate to have hitboxes lag behind > > > models? We usually accept a 125ms-140ms ping, and start kicking at > > > higher than that... (mainly as a way for the regs to get in). So should > > > we set sv_unlag to 0.140? > > > > > > Thanks, > > > Steve > > > > > > > > > iceflatline wrote: > > > > > > > well, obviously... > > > > > > > > Clayton Macleod wrote: > > > > > > > >> well, obviously, sv_unlag is what turns on the compensation for > > > >> clients' latency. It's what makes it so you don't have to lead your > > > >> shots in front of the model you see, so you can actually aim at the > > > >> model as if you had no latency at all. Turning it off just brings you > > > >> back to the quake 1 days when there was nothing done to compensate > for > > > >> latency at all. The only situation where you might consider turning > > > >> this off is on a LAN, but even then it makes no sense to turn it off, > > > >> really. > > > >> > > > >> On 6/25/05, iceflatline <[EMAIL PROTECTED]> wrote: > > > >> > > > >> > > > >>> i agree. i run hl and tfc servers (iceflatline.homeip.net) with that > > > >>> cvar enabled and it does seem to help clients with latency issues. > > > >>> > > > >>> > > > >> > > > >> > > > >> -- > > > >> Clayton Macleod > > > >> > > > >> ___ > > > >> To u
Re: [hlds] Team Attack Console Messages not logged
-- [ Picked text/plain from multipart/alternative ] It only comes up as a normal attack If you are on th server though you will see a message *Console: "player name" Team Attacked* or *Console: "player name" Team Killed* These messages show up on players screens and in players console, but they do not show up in the actual server logs even with mp_logdetail set to 3 Cheers On 6/28/05, Alexander Kobbevik <[EMAIL PROTECTED]> wrote: > > logdetail 3 should show both I think. > But I cant find teamattack damage (I'm not 100% sure.. didn't look too > good). > > My stats show friendly-fire kills by it self.. so that must be in the logs > though. > > -Alex > > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Whisper > Sent: 28. juni 2005 10:46 > To: HLDS > Subject: [hlds] Team Attack Console Messages not logged > > > -- > [ Picked text/plain from multipart/alternative ] > Is it possible for the console team attack and team kill messages to show > up > in the server logs? > I thought that it was the case, until I checked the logs and played on the > server and noticed that the console messages for team attacks and team > kills > are not coming up in the logs. > Thanks > -- > > ___ > 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: sv_unlag and Ping
Cl_interp is not machine/network specific - the default of 0.1 was chosen because it minimises the effects of lost packets. There is no reason why anyone should be allowed to set it any lower. I suspect however that if valve did remove the ability to change it that there would be an uproar from the community as many misinformed people believe that setting cl_interp to 0 "lines up the hitboxes with the models" or some other silly witchcraft. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of James Tucker Sent: 28 June 2005 12:23 To: hlds@list.valvesoftware.com Subject: Re: [hlds] Re: sv_unlag and Ping I thought as clayton did for quite some time, and the reason is simply due to the use of the word "interpolation" and the fact that some documentation (alhtough I cant find it) suggested cl_interp was a 'maximum' value. The documentation at the link posted explains that the value of cl_interp is a delay value, by which all game world representation is re-wound prior to rendering. Unfortuantely, this means that the fight is for lower values of cl_interp (you will see your enemies before they see you). I don't know many other peoples direct opinions but I know that it's possible to die in less than 50ms. It does beg the question though, why cl_interp is not locked for internet gaming. I would imagine it is similar however to the state of cl_smooth and the choices of default updaterate and cmdrate values. So much for cheats really, when you can clearly gain advantage by optimising your cvars. On 6/28/05, Ben <[EMAIL PROTECTED]> wrote: > That's not how it works I'm afraid ;) It's all explained in this guide: > http://www.valve-erc.com/srcsdk/general/multiplayer_networking.html > > It explains the interpolation, prediction, and lag compensation. > Regards, > Ben > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] > Sent: 27 June 2005 17:59 > To: hlds@list.valvesoftware.com > Subject: RE: [hlds] Re: sv_unlag and Ping > > I'm not totally sure about this, so anyone can feel free to correct me. I > think if you turn cl_interpolate of, but set cl_interp 0.5, then the > hitbox lags .5 seconds behinds the player. Some players might use this to > hit players that appear to have already hidden behind a wall, or run > through a crack in the doors... I've never tried it, as I try to get my > models and hitboxes in the same place, but thats what I've kind of > gathered. > > Again, not totally sure on this... > > Thanks for input though > On Monday, June 27, 2005 2:01 am, Ben said: > > What are you worried about exactly? People using high interp values to > > cause > > annoyance to other players? Seems like a strange thing to worry about. > > > > -Original Message- > > From: [EMAIL PROTECTED] > > [mailto:[EMAIL PROTECTED] On Behalf Of Steve Dalberg > > Sent: 26 June 2005 23:24 > > To: hlds@list.valvesoftware.com > > Subject: Re: [hlds] Re: sv_unlag and Ping > > > > Would turning sv_unlag down to the highest acceptable limit on our > > server keep people from using interpolate to have hitboxes lag behind > > models? We usually accept a 125ms-140ms ping, and start kicking at > > higher than that... (mainly as a way for the regs to get in). So should > > we set sv_unlag to 0.140? > > > > Thanks, > > Steve > > > > > > iceflatline wrote: > > > > > well, obviously... > > > > > > Clayton Macleod wrote: > > > > > >> well, obviously, sv_unlag is what turns on the compensation for > > >> clients' latency. It's what makes it so you don't have to lead your > > >> shots in front of the model you see, so you can actually aim at the > > >> model as if you had no latency at all. Turning it off just brings you > > >> back to the quake 1 days when there was nothing done to compensate for > > >> latency at all. The only situation where you might consider turning > > >> this off is on a LAN, but even then it makes no sense to turn it off, > > >> really. > > >> > > >> On 6/25/05, iceflatline <[EMAIL PROTECTED]> wrote: > > >> > > >> > > >>> i agree. i run hl and tfc servers (iceflatline.homeip.net) with that > > >>> cvar enabled and it does seem to help clients with latency issues. > > >>> > > >>> > > >> > > >> > > >> -- > > >> Clayton Macleod > > >> > > >> ___ > > >> 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] Team Attack Console Messages not logged
logdetail 3 should show both I think. But I cant find teamattack damage (I'm not 100% sure.. didn't look too good). My stats show friendly-fire kills by it self.. so that must be in the logs though. -Alex -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Whisper Sent: 28. juni 2005 10:46 To: HLDS Subject: [hlds] Team Attack Console Messages not logged -- [ Picked text/plain from multipart/alternative ] Is it possible for the console team attack and team kill messages to show up in the server logs? I thought that it was the case, until I checked the logs and played on the server and noticed that the console messages for team attacks and team kills are not coming up in the logs. Thanks -- ___ 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: sv_unlag and Ping
I agree completely, cl_interp and cl_interpolate should be locked or at least a cheat cvar. I can see no reason why you should be able to change them apart from for debugging purposes perhaps. Alfred can you shed any light on this? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of James Tucker Sent: 28 June 2005 12:23 To: hlds@list.valvesoftware.com Subject: Re: [hlds] Re: sv_unlag and Ping I thought as clayton did for quite some time, and the reason is simply due to the use of the word "interpolation" and the fact that some documentation (alhtough I cant find it) suggested cl_interp was a 'maximum' value. The documentation at the link posted explains that the value of cl_interp is a delay value, by which all game world representation is re-wound prior to rendering. Unfortuantely, this means that the fight is for lower values of cl_interp (you will see your enemies before they see you). I don't know many other peoples direct opinions but I know that it's possible to die in less than 50ms. It does beg the question though, why cl_interp is not locked for internet gaming. I would imagine it is similar however to the state of cl_smooth and the choices of default updaterate and cmdrate values. So much for cheats really, when you can clearly gain advantage by optimising your cvars. On 6/28/05, Ben <[EMAIL PROTECTED]> wrote: > That's not how it works I'm afraid ;) It's all explained in this guide: > http://www.valve-erc.com/srcsdk/general/multiplayer_networking.html > > It explains the interpolation, prediction, and lag compensation. > Regards, > Ben > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] > Sent: 27 June 2005 17:59 > To: hlds@list.valvesoftware.com > Subject: RE: [hlds] Re: sv_unlag and Ping > > I'm not totally sure about this, so anyone can feel free to correct me. I > think if you turn cl_interpolate of, but set cl_interp 0.5, then the > hitbox lags .5 seconds behinds the player. Some players might use this to > hit players that appear to have already hidden behind a wall, or run > through a crack in the doors... I've never tried it, as I try to get my > models and hitboxes in the same place, but thats what I've kind of > gathered. > > Again, not totally sure on this... > > Thanks for input though > On Monday, June 27, 2005 2:01 am, Ben said: > > What are you worried about exactly? People using high interp values to > > cause > > annoyance to other players? Seems like a strange thing to worry about. > > > > -Original Message- > > From: [EMAIL PROTECTED] > > [mailto:[EMAIL PROTECTED] On Behalf Of Steve Dalberg > > Sent: 26 June 2005 23:24 > > To: hlds@list.valvesoftware.com > > Subject: Re: [hlds] Re: sv_unlag and Ping > > > > Would turning sv_unlag down to the highest acceptable limit on our > > server keep people from using interpolate to have hitboxes lag behind > > models? We usually accept a 125ms-140ms ping, and start kicking at > > higher than that... (mainly as a way for the regs to get in). So should > > we set sv_unlag to 0.140? > > > > Thanks, > > Steve > > > > > > iceflatline wrote: > > > > > well, obviously... > > > > > > Clayton Macleod wrote: > > > > > >> well, obviously, sv_unlag is what turns on the compensation for > > >> clients' latency. It's what makes it so you don't have to lead your > > >> shots in front of the model you see, so you can actually aim at the > > >> model as if you had no latency at all. Turning it off just brings you > > >> back to the quake 1 days when there was nothing done to compensate for > > >> latency at all. The only situation where you might consider turning > > >> this off is on a LAN, but even then it makes no sense to turn it off, > > >> really. > > >> > > >> On 6/25/05, iceflatline <[EMAIL PROTECTED]> wrote: > > >> > > >> > > >>> i agree. i run hl and tfc servers (iceflatline.homeip.net) with that > > >>> cvar enabled and it does seem to help clients with latency issues. > > >>> > > >>> > > >> > > >> > > >> -- > > >> Clayton Macleod > > >> > > >> ___ > > >> 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: sv_unlag and Ping
I thought as clayton did for quite some time, and the reason is simply due to the use of the word "interpolation" and the fact that some documentation (alhtough I cant find it) suggested cl_interp was a 'maximum' value. The documentation at the link posted explains that the value of cl_interp is a delay value, by which all game world representation is re-wound prior to rendering. Unfortuantely, this means that the fight is for lower values of cl_interp (you will see your enemies before they see you). I don't know many other peoples direct opinions but I know that it's possible to die in less than 50ms. It does beg the question though, why cl_interp is not locked for internet gaming. I would imagine it is similar however to the state of cl_smooth and the choices of default updaterate and cmdrate values. So much for cheats really, when you can clearly gain advantage by optimising your cvars. On 6/28/05, Ben <[EMAIL PROTECTED]> wrote: > That's not how it works I'm afraid ;) It's all explained in this guide: > http://www.valve-erc.com/srcsdk/general/multiplayer_networking.html > > It explains the interpolation, prediction, and lag compensation. > Regards, > Ben > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] > Sent: 27 June 2005 17:59 > To: hlds@list.valvesoftware.com > Subject: RE: [hlds] Re: sv_unlag and Ping > > I'm not totally sure about this, so anyone can feel free to correct me. I > think if you turn cl_interpolate of, but set cl_interp 0.5, then the > hitbox lags .5 seconds behinds the player. Some players might use this to > hit players that appear to have already hidden behind a wall, or run > through a crack in the doors... I've never tried it, as I try to get my > models and hitboxes in the same place, but thats what I've kind of > gathered. > > Again, not totally sure on this... > > Thanks for input though > On Monday, June 27, 2005 2:01 am, Ben said: > > What are you worried about exactly? People using high interp values to > > cause > > annoyance to other players? Seems like a strange thing to worry about. > > > > -Original Message- > > From: [EMAIL PROTECTED] > > [mailto:[EMAIL PROTECTED] On Behalf Of Steve Dalberg > > Sent: 26 June 2005 23:24 > > To: hlds@list.valvesoftware.com > > Subject: Re: [hlds] Re: sv_unlag and Ping > > > > Would turning sv_unlag down to the highest acceptable limit on our > > server keep people from using interpolate to have hitboxes lag behind > > models? We usually accept a 125ms-140ms ping, and start kicking at > > higher than that... (mainly as a way for the regs to get in). So should > > we set sv_unlag to 0.140? > > > > Thanks, > > Steve > > > > > > iceflatline wrote: > > > > > well, obviously... > > > > > > Clayton Macleod wrote: > > > > > >> well, obviously, sv_unlag is what turns on the compensation for > > >> clients' latency. It's what makes it so you don't have to lead your > > >> shots in front of the model you see, so you can actually aim at the > > >> model as if you had no latency at all. Turning it off just brings you > > >> back to the quake 1 days when there was nothing done to compensate for > > >> latency at all. The only situation where you might consider turning > > >> this off is on a LAN, but even then it makes no sense to turn it off, > > >> really. > > >> > > >> On 6/25/05, iceflatline <[EMAIL PROTECTED]> wrote: > > >> > > >> > > >>> i agree. i run hl and tfc servers (iceflatline.homeip.net) with that > > >>> cvar enabled and it does seem to help clients with latency issues. > > >>> > > >>> > > >> > > >> > > >> -- > > >> Clayton Macleod > > >> > > >> ___ > > >> 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 > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlds > ___ To uns
RE: [hlds] Re: sv_unlag and Ping
Doh! There's an article written by yahn about it too that is floating about in various places on the net - http://www.gamesurge.com/pc/interviews/netcode.shtml - interview http://www.gdconf.com/archives/2001/bernier.doc - article -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Clayton Macleod Sent: 28 June 2005 11:54 To: hlds@list.valvesoftware.com Subject: Re: [hlds] Re: sv_unlag and Ping that link's no good anymore :( On 6/28/05, Ben <[EMAIL PROTECTED]> wrote: > That's not how it works I'm afraid ;) It's all explained in this guide: > http://www.valve-erc.com/srcsdk/general/multiplayer_networking.html > > It explains the interpolation, prediction, and lag compensation. > Regards, > Ben -- Clayton Macleod ___ 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: sv_unlag and Ping
that link's no good anymore :( On 6/28/05, Ben <[EMAIL PROTECTED]> wrote: > That's not how it works I'm afraid ;) It's all explained in this guide: > http://www.valve-erc.com/srcsdk/general/multiplayer_networking.html > > It explains the interpolation, prediction, and lag compensation. > Regards, > Ben -- Clayton Macleod ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] Re: sv_unlag and Ping
That's not how it works I'm afraid ;) It's all explained in this guide: http://www.valve-erc.com/srcsdk/general/multiplayer_networking.html It explains the interpolation, prediction, and lag compensation. Regards, Ben -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] Sent: 27 June 2005 17:59 To: hlds@list.valvesoftware.com Subject: RE: [hlds] Re: sv_unlag and Ping I'm not totally sure about this, so anyone can feel free to correct me. I think if you turn cl_interpolate of, but set cl_interp 0.5, then the hitbox lags .5 seconds behinds the player. Some players might use this to hit players that appear to have already hidden behind a wall, or run through a crack in the doors... I've never tried it, as I try to get my models and hitboxes in the same place, but thats what I've kind of gathered. Again, not totally sure on this... Thanks for input though On Monday, June 27, 2005 2:01 am, Ben said: > What are you worried about exactly? People using high interp values to > cause > annoyance to other players? Seems like a strange thing to worry about. > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Steve Dalberg > Sent: 26 June 2005 23:24 > To: hlds@list.valvesoftware.com > Subject: Re: [hlds] Re: sv_unlag and Ping > > Would turning sv_unlag down to the highest acceptable limit on our > server keep people from using interpolate to have hitboxes lag behind > models? We usually accept a 125ms-140ms ping, and start kicking at > higher than that... (mainly as a way for the regs to get in). So should > we set sv_unlag to 0.140? > > Thanks, > Steve > > > iceflatline wrote: > > > well, obviously... > > > > Clayton Macleod wrote: > > > >> well, obviously, sv_unlag is what turns on the compensation for > >> clients' latency. It's what makes it so you don't have to lead your > >> shots in front of the model you see, so you can actually aim at the > >> model as if you had no latency at all. Turning it off just brings you > >> back to the quake 1 days when there was nothing done to compensate for > >> latency at all. The only situation where you might consider turning > >> this off is on a LAN, but even then it makes no sense to turn it off, > >> really. > >> > >> On 6/25/05, iceflatline <[EMAIL PROTECTED]> wrote: > >> > >> > >>> i agree. i run hl and tfc servers (iceflatline.homeip.net) with that > >>> cvar enabled and it does seem to help clients with latency issues. > >>> > >>> > >> > >> > >> -- > >> Clayton Macleod > >> > >> ___ > >> 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] Team Attack Console Messages not logged
-- [ Picked text/plain from multipart/alternative ] Is it possible for the console team attack and team kill messages to show up in the server logs? I thought that it was the case, until I checked the logs and played on the server and noticed that the console messages for team attacks and team kills are not coming up in the logs. Thanks -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] Authenication Error Server Number 35
Alfred, I think Valve Server number 35 needs a Bigger attitude adjustment made... with a Hammer... due to fail of authenication on Server number 35. I was talking to a few other regulars across the country who visit my server and everyone was having the same issue trying to connect either here at my server or various other servers we frequent. Thanks Jim @ CT Dummies ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds