Re: [hlds] Teleport Lag on Bigger Servers Since Last Update...
-- [ Picked text/plain from multipart/alternative ] Well one thing I have found is that the net_graph 3 reports that the in rate falles to 1KB/s and 5 updates a second or worse, which explains a lot. Why servers on perfectly good Network connections and clients on good network connections suffer must be caused by the server not being able to calculate/send updates fast enough. Another anomaly is at respawn all the players hang in the air for a time before dropping and then being able to buy. On 7/12/05, Whisper [EMAIL PROTECTED] wrote: Shawn is correct Most of our servers were set to default tickrates and they were disgusting to play on Changing them to 66 tickrate helps with bullet registration but the warping feels worse, not that it was very good on defaults in the first place. On 7/12/05, Shawn Zipay [EMAIL PROTECTED] wrote: I disagree. I've had my settings on default (client side) for the longest time and I still experience the massive choke/loss of FPS that most everybody else is experiencing. Pings are perfectly fine and I've noticed nothing out of the ordinary in terms of lag spikes on any of the servers I've played on. I've played on 33 tickrate servers and 66 tickrate servers of various size (20 to 32+ players) and they all exhibit the same major stuttering since the latest update. For not having changed my rates from the default (outside of rate which is set at 21000), and for having no problems before this update (with the same rates), this is definately an issue brought by something in the latest update. dexion wrote: I have a few 32's running had 28 in it with no problems. But its all client side tweaks. 10k rate 30 cl_updaterate 20 cl_cmdrate Really the default settings the game sets up with dex With higher cl_cmdrate I was really having trouble. The problem is all the clients have to set their rates etc to realistic settings. That is just not going to happen. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Aaron Matthews Sent: Monday, July 11, 2005 8:49 PM To: hlds@list.valvesoftware.com Subject: Re: [hlds] Teleport Lag on Bigger Servers Since Last Update... What do you mean by 10k/30/20 settings? Are you saying you're able to run a lag/warp free server with over 30 people? Please explain, I would love to get my servers back up to their normal size. On 7/11/05, dexion [EMAIL PROTECTED] wrote: I am finding people with realistic client settings are fine. I have played around with my client settled on 10k/30/20 settings and everything went away. dex -Original Message- From: [EMAIL PROTECTED] [mailto: [EMAIL PROTECTED] Behalf Of Ben Sent: Monday, July 11, 2005 8:00 PM To: hlds@list.valvesoftware.com Subject: RE: [hlds] Teleport Lag on Bigger Servers Since Last Update... I have to say that I haven't experienced any of this... -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] Sent: 11 July 2005 21:55 To: hlds@list.valvesoftware.com Subject: re: [hlds] Teleport Lag on Bigger Servers Since Last Update... This warping lag is not restricted to 100 tic servers, reducing to 66 or 33 is a mildly ineffective remedy at best. While somewhat useful stop-gap solutions, dialing back tic-rates, reducing slots and rebooting your server every 6 hours aren't exactly satisfactory answers. Given the scale of this issue I can only assume (hope) Valve will release an update this week to address this. Message: 7 From: Steven Hartland [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Subject: Re: [hlds] Teleport Lag on Bigger Servers Since Last Update... Date: Mon, 11 Jul 2005 20:30:09 +0100 Reply-To: hlds@list.valvesoftware.com Play on a normal tick rate server :P ___ 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] Teleport Lag on Bigger Servers Since Last Update...
I've been seeing that for months to be honest. However I believe you are right that everything else seems to have come up in the past weeks. Another anomaly is at respawn all the players hang in the air for a time before dropping and then being able to buy. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Teleport Lag on Bigger Servers Since Last Update...
our tickrate 100 server was perfect before the update, with a sv_maxrate of 25000. I could run with rate 25000(even 2), cl_updaterate 100 and cl_cmdrate 100 and get no choke whatsoever. After the update i was getting 30-50 choke with the same server and client settings, along with the increased server CPU use etc. To get rid of the choke, it seems that i have to set sv_minrate to 15000(cause some people use 2 low rate with high update- and cmdrate) and sv_maxrate to 3. I have to use rate 3 to get rid of most of the choke, or else i have to lower my cl_updaterate wy down. Problem is, not everyone is allowed to use sv_maxrate 3 on their server, and it would also increase the server load... So i hope Valve does something about is as soon as possible, as the bullet registration felt perfect on a tickrate 100 server before the update. Morten - Original Message - From: dexion [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Sent: Tuesday, July 12, 2005 2:55 AM Subject: RE: [hlds] Teleport Lag on Bigger Servers Since Last Update... I have a few 32's running had 28 in it with no problems. But its all client side tweaks. 10k rate 30 cl_updaterate 20 cl_cmdrate Really the default settings the game sets up with dex With higher cl_cmdrate I was really having trouble. The problem is all the clients have to set their rates etc to realistic settings. That is just not going to happen. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Aaron Matthews Sent: Monday, July 11, 2005 8:49 PM To: hlds@list.valvesoftware.com Subject: Re: [hlds] Teleport Lag on Bigger Servers Since Last Update... What do you mean by 10k/30/20 settings? Are you saying you're able to run a lag/warp free server with over 30 people? Please explain, I would love to get my servers back up to their normal size. On 7/11/05, dexion [EMAIL PROTECTED] wrote: I am finding people with realistic client settings are fine. I have played around with my client settled on 10k/30/20 settings and everything went away. dex -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Ben Sent: Monday, July 11, 2005 8:00 PM To: hlds@list.valvesoftware.com Subject: RE: [hlds] Teleport Lag on Bigger Servers Since Last Update... I have to say that I haven't experienced any of this... -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] Sent: 11 July 2005 21:55 To: hlds@list.valvesoftware.com Subject: re: [hlds] Teleport Lag on Bigger Servers Since Last Update... This warping lag is not restricted to 100 tic servers, reducing to 66 or 33 is a mildly ineffective remedy at best. While somewhat useful stop-gap solutions, dialing back tic-rates, reducing slots and rebooting your server every 6 hours aren't exactly satisfactory answers. Given the scale of this issue I can only assume (hope) Valve will release an update this week to address this. Message: 7 From: Steven Hartland [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Subject: Re: [hlds] Teleport Lag on Bigger Servers Since Last Update... Date: Mon, 11 Jul 2005 20:30:09 +0100 Reply-To: hlds@list.valvesoftware.com Play on a normal tick rate server :P ___ 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
Re: Re: [hlds] HL2 server errors
Have you tried doing an update with -verify_all in the startup so it will hopefully check if there's any files missing? (I think thats the syntax, someone will correct me if wrong). Not running any hl2dm, so not sure if those errors are normal, just trying to think of things to try. On 7/12/05, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Thanks Mr Ingram, I appreciate your comments no matter how unhelpful and inaccurate they are. From: Bud Ingram [EMAIL PROTECTED] Date: 2005/07/11 Mon PM 06:59:47 EDT To: hlds@list.valvesoftware.com Subject: Re: [hlds] (no subject) Perhaps setting up a dedicated server behind a cable modem and violating your TOS with Cox? Other than that, I can't say I've experienced the same problems. Regards, Bud Ingram PGS Game Server 68.103.127.245 - Original Message - From: [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Sent: Monday, July 11, 2005 5:49 PM Subject: [hlds] (no subject) finally got around to setting up a source dedicated server this weekend. I'm getting the following feedback from the console when it fires up: Console initialized. Attempted to create unknown entity type event_queue_saveload_proxy! Game .dll loaded for Half-Life 2 Deathmatch CSoundEmitterSystem::AddSoundsFromFile: No such file scripts/level_sounds_e3_c17.txt CSoundEmitterSystem::AddSoundsFromFile: No such file scripts/level_sounds_e3_town.txt CSoundEmitterSystem::AddSoundsFromFile: No such file scripts/level_sounds_e3_bugbait.txt CSoundEmitterSystem::AddSoundsFromFile: No such file scripts/level_sounds_eli_lab.txt It goes on with several more messages like this which i won't bore you with here. I also receive messages similar to the following: Error: Material models/props_combine/combine_light001a : proxy Sine not found! Error: Material models/props_combine/combine_interface_disp : proxy Sine not found! Error: Material models/props_combine/combine_interface_disp : proxy Sine not found! Any thoughts on my my problem might be? ___ 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] Teleport Lag on Bigger Servers Since Last Update...
-- [ Picked text/plain from multipart/alternative ] Well we have gone back to: sv_maxupdaterate 60 sv_maxrate 1 tickrate 33 1 x Dual Xeon 3.0 Windows 2003 Box with 2GB of RAM Running: 1 x 32 SRCDS 2 x 24 SRCDS 1 x 20 SRCDS 1 x Dual Xeon 3.0 Windows 2003 Box with 2GB of RAM Running 6 x 16 SRCDS with most at or near capacity the lag has disappeared Wasn't a great gaming experience but certainly none of the ridiculous amount of lag we have gotten from the 06July2005 Update The terrible shot registration and I missed him but he died anyway crap is there though, but hey, no lag Hope this helps some people On 7/12/05, Morten Trydal [EMAIL PROTECTED] wrote: our tickrate 100 server was perfect before the update, with a sv_maxrate of 25000. I could run with rate 25000(even 2), cl_updaterate 100 and cl_cmdrate 100 and get no choke whatsoever. After the update i was getting 30-50 choke with the same server and client settings, along with the increased server CPU use etc. To get rid of the choke, it seems that i have to set sv_minrate to 15000(cause some people use 2 low rate with high update- and cmdrate) and sv_maxrate to 3. I have to use rate 3 to get rid of most of the choke, or else i have to lower my cl_updaterate wy down. Problem is, not everyone is allowed to use sv_maxrate 3 on their server, and it would also increase the server load... So i hope Valve does something about is as soon as possible, as the bullet registration felt perfect on a tickrate 100 server before the update. Morten - Original Message - From: dexion [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Sent: Tuesday, July 12, 2005 2:55 AM Subject: RE: [hlds] Teleport Lag on Bigger Servers Since Last Update... I have a few 32's running had 28 in it with no problems. But its all client side tweaks. 10k rate 30 cl_updaterate 20 cl_cmdrate Really the default settings the game sets up with dex With higher cl_cmdrate I was really having trouble. The problem is all the clients have to set their rates etc to realistic settings. That is just not going to happen. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Aaron Matthews Sent: Monday, July 11, 2005 8:49 PM To: hlds@list.valvesoftware.com Subject: Re: [hlds] Teleport Lag on Bigger Servers Since Last Update... What do you mean by 10k/30/20 settings? Are you saying you're able to run a lag/warp free server with over 30 people? Please explain, I would love to get my servers back up to their normal size. On 7/11/05, dexion [EMAIL PROTECTED] wrote: I am finding people with realistic client settings are fine. I have played around with my client settled on 10k/30/20 settings and everything went away. dex -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Ben Sent: Monday, July 11, 2005 8:00 PM To: hlds@list.valvesoftware.com Subject: RE: [hlds] Teleport Lag on Bigger Servers Since Last Update... I have to say that I haven't experienced any of this... -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] Sent: 11 July 2005 21:55 To: hlds@list.valvesoftware.com Subject: re: [hlds] Teleport Lag on Bigger Servers Since Last Update... This warping lag is not restricted to 100 tic servers, reducing to 66 or 33 is a mildly ineffective remedy at best. While somewhat useful stop-gap solutions, dialing back tic-rates, reducing slots and rebooting your server every 6 hours aren't exactly satisfactory answers. Given the scale of this issue I can only assume (hope) Valve will release an update this week to address this. Message: 7 From: Steven Hartland [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Subject: Re: [hlds] Teleport Lag on Bigger Servers Since Last Update... Date: Mon, 11 Jul 2005 20:30:09 +0100 Reply-To: hlds@list.valvesoftware.com Play on a normal tick rate server :P ___ 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
RE: [hlds] Teleport Lag on Bigger Servers Since Last Update...
It's NOT every server, so unless you give some kind of indication on how to replicate it, I doubt anything will be done. Like I said, I haven't seen anything like what your describing. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Whisper Sent: 12 July 2005 10:09 To: hlds@list.valvesoftware.com Subject: Re: [hlds] Teleport Lag on Bigger Servers Since Last Update... -- [ Picked text/plain from multipart/alternative ] Well we have gone back to: sv_maxupdaterate 60 sv_maxrate 1 tickrate 33 1 x Dual Xeon 3.0 Windows 2003 Box with 2GB of RAM Running: 1 x 32 SRCDS 2 x 24 SRCDS 1 x 20 SRCDS 1 x Dual Xeon 3.0 Windows 2003 Box with 2GB of RAM Running 6 x 16 SRCDS with most at or near capacity the lag has disappeared Wasn't a great gaming experience but certainly none of the ridiculous amount of lag we have gotten from the 06July2005 Update The terrible shot registration and I missed him but he died anyway crap is there though, but hey, no lag Hope this helps some people On 7/12/05, Morten Trydal [EMAIL PROTECTED] wrote: our tickrate 100 server was perfect before the update, with a sv_maxrate of 25000. I could run with rate 25000(even 2), cl_updaterate 100 and cl_cmdrate 100 and get no choke whatsoever. After the update i was getting 30-50 choke with the same server and client settings, along with the increased server CPU use etc. To get rid of the choke, it seems that i have to set sv_minrate to 15000(cause some people use 2 low rate with high update- and cmdrate) and sv_maxrate to 3. I have to use rate 3 to get rid of most of the choke, or else i have to lower my cl_updaterate wy down. Problem is, not everyone is allowed to use sv_maxrate 3 on their server, and it would also increase the server load... So i hope Valve does something about is as soon as possible, as the bullet registration felt perfect on a tickrate 100 server before the update. Morten - Original Message - From: dexion [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Sent: Tuesday, July 12, 2005 2:55 AM Subject: RE: [hlds] Teleport Lag on Bigger Servers Since Last Update... I have a few 32's running had 28 in it with no problems. But its all client side tweaks. 10k rate 30 cl_updaterate 20 cl_cmdrate Really the default settings the game sets up with dex With higher cl_cmdrate I was really having trouble. The problem is all the clients have to set their rates etc to realistic settings. That is just not going to happen. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Aaron Matthews Sent: Monday, July 11, 2005 8:49 PM To: hlds@list.valvesoftware.com Subject: Re: [hlds] Teleport Lag on Bigger Servers Since Last Update... What do you mean by 10k/30/20 settings? Are you saying you're able to run a lag/warp free server with over 30 people? Please explain, I would love to get my servers back up to their normal size. On 7/11/05, dexion [EMAIL PROTECTED] wrote: I am finding people with realistic client settings are fine. I have played around with my client settled on 10k/30/20 settings and everything went away. dex -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Ben Sent: Monday, July 11, 2005 8:00 PM To: hlds@list.valvesoftware.com Subject: RE: [hlds] Teleport Lag on Bigger Servers Since Last Update... I have to say that I haven't experienced any of this... -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] Sent: 11 July 2005 21:55 To: hlds@list.valvesoftware.com Subject: re: [hlds] Teleport Lag on Bigger Servers Since Last Update... This warping lag is not restricted to 100 tic servers, reducing to 66 or 33 is a mildly ineffective remedy at best. While somewhat useful stop-gap solutions, dialing back tic-rates, reducing slots and rebooting your server every 6 hours aren't exactly satisfactory answers. Given the scale of this issue I can only assume (hope) Valve will release an update this week to address this. Message: 7 From: Steven Hartland [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Subject: Re: [hlds] Teleport Lag on Bigger Servers Since Last Update... Date: Mon, 11 Jul 2005 20:30:09 +0100 Reply-To: hlds@list.valvesoftware.com Play on a normal tick rate server :P ___ 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
Re: [hlds] Teleport Lag on Bigger Servers Since Last Update...
-- [ Picked text/plain from multipart/alternative ] What is your setup Ben, because there are plenty of us having the problem and I just told you how I solved it, although less than optimally from the clients perspective. On 7/12/05, Ben [EMAIL PROTECTED] wrote: It's NOT every server, so unless you give some kind of indication on how to replicate it, I doubt anything will be done. Like I said, I haven't seen anything like what your describing. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Whisper Sent: 12 July 2005 10:09 To: hlds@list.valvesoftware.com Subject: Re: [hlds] Teleport Lag on Bigger Servers Since Last Update... -- [ Picked text/plain from multipart/alternative ] Well we have gone back to: sv_maxupdaterate 60 sv_maxrate 1 tickrate 33 1 x Dual Xeon 3.0 Windows 2003 Box with 2GB of RAM Running: 1 x 32 SRCDS 2 x 24 SRCDS 1 x 20 SRCDS 1 x Dual Xeon 3.0 Windows 2003 Box with 2GB of RAM Running 6 x 16 SRCDS with most at or near capacity the lag has disappeared Wasn't a great gaming experience but certainly none of the ridiculous amount of lag we have gotten from the 06July2005 Update The terrible shot registration and I missed him but he died anyway crap is there though, but hey, no lag Hope this helps some people On 7/12/05, Morten Trydal [EMAIL PROTECTED] wrote: our tickrate 100 server was perfect before the update, with a sv_maxrate of 25000. I could run with rate 25000(even 2), cl_updaterate 100 and cl_cmdrate 100 and get no choke whatsoever. After the update i was getting 30-50 choke with the same server and client settings, along with the increased server CPU use etc. To get rid of the choke, it seems that i have to set sv_minrate to 15000(cause some people use 2 low rate with high update- and cmdrate) and sv_maxrate to 3. I have to use rate 3 to get rid of most of the choke, or else i have to lower my cl_updaterate wy down. Problem is, not everyone is allowed to use sv_maxrate 3 on their server, and it would also increase the server load... So i hope Valve does something about is as soon as possible, as the bullet registration felt perfect on a tickrate 100 server before the update. Morten - Original Message - From: dexion [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Sent: Tuesday, July 12, 2005 2:55 AM Subject: RE: [hlds] Teleport Lag on Bigger Servers Since Last Update... I have a few 32's running had 28 in it with no problems. But its all client side tweaks. 10k rate 30 cl_updaterate 20 cl_cmdrate Really the default settings the game sets up with dex With higher cl_cmdrate I was really having trouble. The problem is all the clients have to set their rates etc to realistic settings. That is just not going to happen. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Aaron Matthews Sent: Monday, July 11, 2005 8:49 PM To: hlds@list.valvesoftware.com Subject: Re: [hlds] Teleport Lag on Bigger Servers Since Last Update... What do you mean by 10k/30/20 settings? Are you saying you're able to run a lag/warp free server with over 30 people? Please explain, I would love to get my servers back up to their normal size. On 7/11/05, dexion [EMAIL PROTECTED] wrote: I am finding people with realistic client settings are fine. I have played around with my client settled on 10k/30/20 settings and everything went away. dex -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Ben Sent: Monday, July 11, 2005 8:00 PM To: hlds@list.valvesoftware.com Subject: RE: [hlds] Teleport Lag on Bigger Servers Since Last Update... I have to say that I haven't experienced any of this... -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] Sent: 11 July 2005 21:55 To: hlds@list.valvesoftware.com Subject: re: [hlds] Teleport Lag on Bigger Servers Since Last Update... This warping lag is not restricted to 100 tic servers, reducing to 66 or 33 is a mildly ineffective remedy at best. While somewhat useful stop-gap solutions, dialing back tic-rates, reducing slots and rebooting your server every 6 hours aren't exactly satisfactory answers. Given the scale of this issue I can only assume (hope) Valve will release an update this week to address this. Message: 7 From: Steven Hartland [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Subject: Re: [hlds] Teleport Lag on Bigger Servers Since Last Update... Date: Mon, 11 Jul 2005 20:30:09 +0100 Reply-To: hlds@list.valvesoftware.com Play on a normal tick rate server :P ___ To unsubscribe,
[hlds] SDK Not loading water_wasteland files
-- [ Picked text/plain from multipart/alternative ] I tried refreshing, reinstalling steam and skd,and deleting skd content and still I cant get the textures files that I need for the water on my map water_wasteland002,003,004. please help or someone email the files ty -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: Re: [hlds] HL2 server errors
Ian, Thanks very much. I'll give that a try. iceflatline From: Ian mu [EMAIL PROTECTED] Date: 2005/07/12 Tue AM 04:46:55 EDT To: hlds@list.valvesoftware.com Subject: Re: Re: [hlds] HL2 server errors Have you tried doing an update with -verify_all in the startup so it will hopefully check if there's any files missing? (I think thats the syntax, someone will correct me if wrong). Not running any hl2dm, so not sure if those errors are normal, just trying to think of things to try. On 7/12/05, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Thanks Mr Ingram, I appreciate your comments no matter how unhelpful and inaccurate they are. From: Bud Ingram [EMAIL PROTECTED] Date: 2005/07/11 Mon PM 06:59:47 EDT To: hlds@list.valvesoftware.com Subject: Re: [hlds] (no subject) Perhaps setting up a dedicated server behind a cable modem and violating your TOS with Cox? Other than that, I can't say I've experienced the same problems. Regards, Bud Ingram PGS Game Server 68.103.127.245 - Original Message - From: [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Sent: Monday, July 11, 2005 5:49 PM Subject: [hlds] (no subject) finally got around to setting up a source dedicated server this weekend. I'm getting the following feedback from the console when it fires up: Console initialized. Attempted to create unknown entity type event_queue_saveload_proxy! Game .dll loaded for Half-Life 2 Deathmatch CSoundEmitterSystem::AddSoundsFromFile: No such file scripts/level_sounds_e3_c17.txt CSoundEmitterSystem::AddSoundsFromFile: No such file scripts/level_sounds_e3_town.txt CSoundEmitterSystem::AddSoundsFromFile: No such file scripts/level_sounds_e3_bugbait.txt CSoundEmitterSystem::AddSoundsFromFile: No such file scripts/level_sounds_eli_lab.txt It goes on with several more messages like this which i won't bore you with here. I also receive messages similar to the following: Error: Material models/props_combine/combine_light001a : proxy Sine not found! Error: Material models/props_combine/combine_interface_disp : proxy Sine not found! Error: Material models/props_combine/combine_interface_disp : proxy Sine not found! Any thoughts on my my problem might be? ___ 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] Teleport Lag on Bigger Servers Since Last Update...
Ben, The issue here is the CPU usage on machines as the number of full slots goes up. Since the last update, everyone running srcds seems to have this occurring. The reason it is not happening to you could be you are not running a large enough server, or, you are only running one server. I can run a 40 man server on my box with no lag since this update, yes. However, if i try to open another server with the 40 man running, the warpage lag appears. This is because its taxing on my processor too much. You can replicate it by opening another couple of servers and waiting for them to fill up. I can guarantee that the minute you get 3 servers with over 30 people, you will be seeing this problem. And whisper: In your response 2 emails ago, did you say that you have now successfully set up a lag free 32 man along with running 2 24 slots and a 20 slot? or did you say that you just have 6, 16 slot servers open? I have been screwing with rates on my servers, and that can help the choke a little bit, however, it always comes back to the processor usage when I get too many people in my servers. Valve, I think you seriously need to consider that you have a large memory leak in srcds since the last update. CPU usage is out of control. This update has magnified the amount of processing power srcds needs more than ever before. It is costing us server operators time, money, and clients. And I know personally that you are loosing players on a daily basis (I've heard many people say they aren't going to play source anymore because this last update 'ruined' the game for them). I beg that you seriously consider rolling back this last update or releasing an emergency patch which fixes this leak. On 7/12/05, Whisper [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] What is your setup Ben, because there are plenty of us having the problem and I just told you how I solved it, although less than optimally from the clients perspective. On 7/12/05, Ben [EMAIL PROTECTED] wrote: It's NOT every server, so unless you give some kind of indication on how to replicate it, I doubt anything will be done. Like I said, I haven't seen anything like what your describing. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Whisper Sent: 12 July 2005 10:09 To: hlds@list.valvesoftware.com Subject: Re: [hlds] Teleport Lag on Bigger Servers Since Last Update... -- [ Picked text/plain from multipart/alternative ] Well we have gone back to: sv_maxupdaterate 60 sv_maxrate 1 tickrate 33 1 x Dual Xeon 3.0 Windows 2003 Box with 2GB of RAM Running: 1 x 32 SRCDS 2 x 24 SRCDS 1 x 20 SRCDS 1 x Dual Xeon 3.0 Windows 2003 Box with 2GB of RAM Running 6 x 16 SRCDS with most at or near capacity the lag has disappeared Wasn't a great gaming experience but certainly none of the ridiculous amount of lag we have gotten from the 06July2005 Update The terrible shot registration and I missed him but he died anyway crap is there though, but hey, no lag Hope this helps some people On 7/12/05, Morten Trydal [EMAIL PROTECTED] wrote: our tickrate 100 server was perfect before the update, with a sv_maxrate of 25000. I could run with rate 25000(even 2), cl_updaterate 100 and cl_cmdrate 100 and get no choke whatsoever. After the update i was getting 30-50 choke with the same server and client settings, along with the increased server CPU use etc. To get rid of the choke, it seems that i have to set sv_minrate to 15000(cause some people use 2 low rate with high update- and cmdrate) and sv_maxrate to 3. I have to use rate 3 to get rid of most of the choke, or else i have to lower my cl_updaterate wy down. Problem is, not everyone is allowed to use sv_maxrate 3 on their server, and it would also increase the server load... So i hope Valve does something about is as soon as possible, as the bullet registration felt perfect on a tickrate 100 server before the update. Morten - Original Message - From: dexion [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Sent: Tuesday, July 12, 2005 2:55 AM Subject: RE: [hlds] Teleport Lag on Bigger Servers Since Last Update... I have a few 32's running had 28 in it with no problems. But its all client side tweaks. 10k rate 30 cl_updaterate 20 cl_cmdrate Really the default settings the game sets up with dex With higher cl_cmdrate I was really having trouble. The problem is all the clients have to set their rates etc to realistic settings. That is just not going to happen. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Aaron Matthews Sent: Monday, July 11, 2005 8:49 PM To: hlds@list.valvesoftware.com Subject: Re: [hlds] Teleport Lag on
[hlds] Re: plugin pausing issue
http://forums.steampowered.com/forums/showthread.php?s=threadid=313137 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Teleport Lag on Bigger Servers Since Last Update...
-- [ Picked text/plain from multipart/alternative ] Sorry Aaron You can either run: 6 by less than 20 player SRCDS on the Server Hardware I described above or 4 by greater than or equal to 20 player SRCDS on the Server Hardware I described above Does that make sense? On 7/13/05, Aaron Matthews [EMAIL PROTECTED] wrote: Ben, The issue here is the CPU usage on machines as the number of full slots goes up. Since the last update, everyone running srcds seems to have this occurring. The reason it is not happening to you could be you are not running a large enough server, or, you are only running one server. I can run a 40 man server on my box with no lag since this update, yes. However, if i try to open another server with the 40 man running, the warpage lag appears. This is because its taxing on my processor too much. You can replicate it by opening another couple of servers and waiting for them to fill up. I can guarantee that the minute you get 3 servers with over 30 people, you will be seeing this problem. And whisper: In your response 2 emails ago, did you say that you have now successfully set up a lag free 32 man along with running 2 24 slots and a 20 slot? or did you say that you just have 6, 16 slot servers open? I have been screwing with rates on my servers, and that can help the choke a little bit, however, it always comes back to the processor usage when I get too many people in my servers. Valve, I think you seriously need to consider that you have a large memory leak in srcds since the last update. CPU usage is out of control. This update has magnified the amount of processing power srcds needs more than ever before. It is costing us server operators time, money, and clients. And I know personally that you are loosing players on a daily basis (I've heard many people say they aren't going to play source anymore because this last update 'ruined' the game for them). I beg that you seriously consider rolling back this last update or releasing an emergency patch which fixes this leak. On 7/12/05, Whisper [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] What is your setup Ben, because there are plenty of us having the problem and I just told you how I solved it, although less than optimally from the clients perspective. On 7/12/05, Ben [EMAIL PROTECTED] wrote: It's NOT every server, so unless you give some kind of indication on how to replicate it, I doubt anything will be done. Like I said, I haven't seen anything like what your describing. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Whisper Sent: 12 July 2005 10:09 To: hlds@list.valvesoftware.com Subject: Re: [hlds] Teleport Lag on Bigger Servers Since Last Update... -- [ Picked text/plain from multipart/alternative ] Well we have gone back to: sv_maxupdaterate 60 sv_maxrate 1 tickrate 33 1 x Dual Xeon 3.0 Windows 2003 Box with 2GB of RAM Running: 1 x 32 SRCDS 2 x 24 SRCDS 1 x 20 SRCDS 1 x Dual Xeon 3.0 Windows 2003 Box with 2GB of RAM Running 6 x 16 SRCDS with most at or near capacity the lag has disappeared Wasn't a great gaming experience but certainly none of the ridiculous amount of lag we have gotten from the 06July2005 Update The terrible shot registration and I missed him but he died anyway crap is there though, but hey, no lag Hope this helps some people On 7/12/05, Morten Trydal [EMAIL PROTECTED] wrote: our tickrate 100 server was perfect before the update, with a sv_maxrate of 25000. I could run with rate 25000(even 2), cl_updaterate 100 and cl_cmdrate 100 and get no choke whatsoever. After the update i was getting 30-50 choke with the same server and client settings, along with the increased server CPU use etc. To get rid of the choke, it seems that i have to set sv_minrate to 15000(cause some people use 2 low rate with high update- and cmdrate) and sv_maxrate to 3. I have to use rate 3 to get rid of most of the choke, or else i have to lower my cl_updaterate wy down. Problem is, not everyone is allowed to use sv_maxrate 3 on their server, and it would also increase the server load... So i hope Valve does something about is as soon as possible, as the bullet registration felt perfect on a tickrate 100 server before the update. Morten - Original Message - From: dexion [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Sent: Tuesday, July 12, 2005 2:55 AM Subject: RE: [hlds] Teleport Lag on Bigger Servers Since Last Update... I have a few 32's running had 28 in it with no problems. But its all client side tweaks. 10k rate 30 cl_updaterate 20 cl_cmdrate Really the default settings the game sets up with
Re: [hlds] Teleport Lag on Bigger Servers Since Last Update...
Yes, thank you for your quick response. I understand. I still would love it if Valve would fix this so I can put my 40 slot servers back up. Anyone from Valve reading this yet? On 7/12/05, Whisper [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Sorry Aaron You can either run: 6 by less than 20 player SRCDS on the Server Hardware I described above or 4 by greater than or equal to 20 player SRCDS on the Server Hardware I described above Does that make sense? On 7/13/05, Aaron Matthews [EMAIL PROTECTED] wrote: Ben, The issue here is the CPU usage on machines as the number of full slots goes up. Since the last update, everyone running srcds seems to have this occurring. The reason it is not happening to you could be you are not running a large enough server, or, you are only running one server. I can run a 40 man server on my box with no lag since this update, yes. However, if i try to open another server with the 40 man running, the warpage lag appears. This is because its taxing on my processor too much. You can replicate it by opening another couple of servers and waiting for them to fill up. I can guarantee that the minute you get 3 servers with over 30 people, you will be seeing this problem. And whisper: In your response 2 emails ago, did you say that you have now successfully set up a lag free 32 man along with running 2 24 slots and a 20 slot? or did you say that you just have 6, 16 slot servers open? I have been screwing with rates on my servers, and that can help the choke a little bit, however, it always comes back to the processor usage when I get too many people in my servers. Valve, I think you seriously need to consider that you have a large memory leak in srcds since the last update. CPU usage is out of control. This update has magnified the amount of processing power srcds needs more than ever before. It is costing us server operators time, money, and clients. And I know personally that you are loosing players on a daily basis (I've heard many people say they aren't going to play source anymore because this last update 'ruined' the game for them). I beg that you seriously consider rolling back this last update or releasing an emergency patch which fixes this leak. On 7/12/05, Whisper [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] What is your setup Ben, because there are plenty of us having the problem and I just told you how I solved it, although less than optimally from the clients perspective. On 7/12/05, Ben [EMAIL PROTECTED] wrote: It's NOT every server, so unless you give some kind of indication on how to replicate it, I doubt anything will be done. Like I said, I haven't seen anything like what your describing. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Whisper Sent: 12 July 2005 10:09 To: hlds@list.valvesoftware.com Subject: Re: [hlds] Teleport Lag on Bigger Servers Since Last Update... -- [ Picked text/plain from multipart/alternative ] Well we have gone back to: sv_maxupdaterate 60 sv_maxrate 1 tickrate 33 1 x Dual Xeon 3.0 Windows 2003 Box with 2GB of RAM Running: 1 x 32 SRCDS 2 x 24 SRCDS 1 x 20 SRCDS 1 x Dual Xeon 3.0 Windows 2003 Box with 2GB of RAM Running 6 x 16 SRCDS with most at or near capacity the lag has disappeared Wasn't a great gaming experience but certainly none of the ridiculous amount of lag we have gotten from the 06July2005 Update The terrible shot registration and I missed him but he died anyway crap is there though, but hey, no lag Hope this helps some people On 7/12/05, Morten Trydal [EMAIL PROTECTED] wrote: our tickrate 100 server was perfect before the update, with a sv_maxrate of 25000. I could run with rate 25000(even 2), cl_updaterate 100 and cl_cmdrate 100 and get no choke whatsoever. After the update i was getting 30-50 choke with the same server and client settings, along with the increased server CPU use etc. To get rid of the choke, it seems that i have to set sv_minrate to 15000(cause some people use 2 low rate with high update- and cmdrate) and sv_maxrate to 3. I have to use rate 3 to get rid of most of the choke, or else i have to lower my cl_updaterate wy down. Problem is, not everyone is allowed to use sv_maxrate 3 on their server, and it would also increase the server load... So i hope Valve does something about is as soon as possible, as the bullet registration felt perfect on a tickrate 100 server before the update. Morten - Original Message - From: dexion [EMAIL PROTECTED] To: hlds@list.valvesoftware.com
RE: [hlds] Teleport Lag on Bigger Servers Since Last Update...
Fair enough, my servers are 18 and 20 man only, and I don't play on anything larger. Probably why I haven't seen it. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Aaron Matthews Sent: 12 July 2005 15:51 To: hlds@list.valvesoftware.com Subject: Re: [hlds] Teleport Lag on Bigger Servers Since Last Update... Ben, The issue here is the CPU usage on machines as the number of full slots goes up. Since the last update, everyone running srcds seems to have this occurring. The reason it is not happening to you could be you are not running a large enough server, or, you are only running one server. I can run a 40 man server on my box with no lag since this update, yes. However, if i try to open another server with the 40 man running, the warpage lag appears. This is because its taxing on my processor too much. You can replicate it by opening another couple of servers and waiting for them to fill up. I can guarantee that the minute you get 3 servers with over 30 people, you will be seeing this problem. And whisper: In your response 2 emails ago, did you say that you have now successfully set up a lag free 32 man along with running 2 24 slots and a 20 slot? or did you say that you just have 6, 16 slot servers open? I have been screwing with rates on my servers, and that can help the choke a little bit, however, it always comes back to the processor usage when I get too many people in my servers. Valve, I think you seriously need to consider that you have a large memory leak in srcds since the last update. CPU usage is out of control. This update has magnified the amount of processing power srcds needs more than ever before. It is costing us server operators time, money, and clients. And I know personally that you are loosing players on a daily basis (I've heard many people say they aren't going to play source anymore because this last update 'ruined' the game for them). I beg that you seriously consider rolling back this last update or releasing an emergency patch which fixes this leak. On 7/12/05, Whisper [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] What is your setup Ben, because there are plenty of us having the problem and I just told you how I solved it, although less than optimally from the clients perspective. On 7/12/05, Ben [EMAIL PROTECTED] wrote: It's NOT every server, so unless you give some kind of indication on how to replicate it, I doubt anything will be done. Like I said, I haven't seen anything like what your describing. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Whisper Sent: 12 July 2005 10:09 To: hlds@list.valvesoftware.com Subject: Re: [hlds] Teleport Lag on Bigger Servers Since Last Update... -- [ Picked text/plain from multipart/alternative ] Well we have gone back to: sv_maxupdaterate 60 sv_maxrate 1 tickrate 33 1 x Dual Xeon 3.0 Windows 2003 Box with 2GB of RAM Running: 1 x 32 SRCDS 2 x 24 SRCDS 1 x 20 SRCDS 1 x Dual Xeon 3.0 Windows 2003 Box with 2GB of RAM Running 6 x 16 SRCDS with most at or near capacity the lag has disappeared Wasn't a great gaming experience but certainly none of the ridiculous amount of lag we have gotten from the 06July2005 Update The terrible shot registration and I missed him but he died anyway crap is there though, but hey, no lag Hope this helps some people On 7/12/05, Morten Trydal [EMAIL PROTECTED] wrote: our tickrate 100 server was perfect before the update, with a sv_maxrate of 25000. I could run with rate 25000(even 2), cl_updaterate 100 and cl_cmdrate 100 and get no choke whatsoever. After the update i was getting 30-50 choke with the same server and client settings, along with the increased server CPU use etc. To get rid of the choke, it seems that i have to set sv_minrate to 15000(cause some people use 2 low rate with high update- and cmdrate) and sv_maxrate to 3. I have to use rate 3 to get rid of most of the choke, or else i have to lower my cl_updaterate wy down. Problem is, not everyone is allowed to use sv_maxrate 3 on their server, and it would also increase the server load... So i hope Valve does something about is as soon as possible, as the bullet registration felt perfect on a tickrate 100 server before the update. Morten - Original Message - From: dexion [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Sent: Tuesday, July 12, 2005 2:55 AM Subject: RE: [hlds] Teleport Lag on Bigger Servers Since Last Update... I have a few 32's running had 28 in it with no problems. But its all client side tweaks. 10k rate 30 cl_updaterate 20 cl_cmdrate Really the default settings the game sets up with dex With higher cl_cmdrate I was really having trouble. The problem is
Re: [hlds] Teleport Lag on Bigger Servers Since Last Update...
With the 50mhz a player rule oh thumg, 90 players would need 4.5 ghz at 100% cpu. Furthermore, 1 server would need 1.5ghz if if you have hyperthreaded processors, you must turn off hyperthreading as it splits the processing power in half but doubles the number of proccesors. Resulting in 2 1.5ghz Cpu's for each 3ghz ht enabled processer. Dex Keep in mind those numbers are at 100% cpu you should really figure 65mhz per player to leave room for mapchanges and such. -Original Message- From: Aaron Matthews[EMAIL PROTECTED] Sent: 7/12/05 10:51:11 AM To: hlds@list.valvesoftware.comhlds@list.valvesoftware.com Subject: Re: [hlds] Teleport Lag on Bigger Servers Since Last Update... Ben, The issue here is the CPU usage on machines as the number of full slots goes up. Since the last update, everyone running srcds seems to have this occurring. The reason it is not happening to you could be you are not running a large enough server, or, you are only running one server. I can run a 40 man server on my box with no lag since this update, yes. However, if i try to open another server with the 40 man running, the warpage lag appears. This is because its taxing on my processor too much. You can replicate it by opening another couple of servers and waiting for them to fill up. I can guarantee that the minute you get 3 servers with over 30 people, you will be seeing this problem. And whisper: In your response 2 emails ago, did you say that you have now successfully set up a lag free 32 man along with running 2 24 slots and a 20 slot? or did you say that you just have 6, 16 slot servers open? I have been screwing with rates on my servers, and that can help the choke a little bit, however, it always comes back to the processor usage when I get too many people in my servers. Valve, I think you seriously need to consider that you have a large memory leak in srcds since the last update. CPU usage is out of control. This update has magnified the amount of processing power srcds needs more than ever before. It is costing us server operators time, money, and clients. And I know personally that you are loosing players on a daily basis (I've heard many people say they aren't going [Message truncated. Tap Edit-Mark for Download to get remaining portion.] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Teleport Lag on Bigger Servers Since Last Update...
That's nice information, and thank you for sending it. But I don't know how relevant it is in this situation. My 6 servers (250 slots) were running fine prior to the update. Now I can't run any servers over 28 slots with out the warpage lag. The CPU usage is much much higher since the last update, indicating that there is either a leak in srcds or they changed the game so drastically that it actually upped the minimum requirements of the game two fold. Either way, its a large problem, and I don't think the 65mhz rule of thumb works anymore. The CPU usage increases exponentially as the number of players in the servers goes past 28 people. This is the issue at hand, and your response doesn't address this issue Dexion. On 7/12/05, Dexion [EMAIL PROTECTED] wrote: With the 50mhz a player rule oh thumg, 90 players would need 4.5 ghz at 100% cpu. Furthermore, 1 server would need 1.5ghz if if you have hyperthreaded processors, you must turn off hyperthreading as it splits the processing power in half but doubles the number of proccesors. Resulting in 2 1.5ghz Cpu's for each 3ghz ht enabled processer. Dex Keep in mind those numbers are at 100% cpu you should really figure 65mhz per player to leave room for mapchanges and such. -Original Message- From: Aaron Matthews[EMAIL PROTECTED] Sent: 7/12/05 10:51:11 AM To: hlds@list.valvesoftware.comhlds@list.valvesoftware.com Subject: Re: [hlds] Teleport Lag on Bigger Servers Since Last Update... Ben, The issue here is the CPU usage on machines as the number of full slots goes up. Since the last update, everyone running srcds seems to have this occurring. The reason it is not happening to you could be you are not running a large enough server, or, you are only running one server. I can run a 40 man server on my box with no lag since this update, yes. However, if i try to open another server with the 40 man running, the warpage lag appears. This is because its taxing on my processor too much. You can replicate it by opening another couple of servers and waiting for them to fill up. I can guarantee that the minute you get 3 servers with over 30 people, you will be seeing this problem. And whisper: In your response 2 emails ago, did you say that you have now successfully set up a lag free 32 man along with running 2 24 slots and a 20 slot? or did you say that you just have 6, 16 slot servers open? I have been screwing with rates on my servers, and that can help the choke a little bit, however, it always comes back to the processor usage when I get too many people in my servers. Valve, I think you seriously need to consider that you have a large memory leak in srcds since the last update. CPU usage is out of control. This update has magnified the amount of processing power srcds needs more than ever before. It is costing us server operators time, money, and clients. And I know personally that you are loosing players on a daily basis (I've heard many people say they aren't going [Message truncated. Tap Edit-Mark for Download to get remaining portion.] ___ 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] SDK not loading water_wasteland
-- [ Picked text/plain from multipart/alternative ] I tried refreshing, reinstalling steam and skd,and deleting skd content and still I cant get the textures files that I need for the water on my map water_wasteland002,03,04. please help or someone email the files [EMAIL PROTECTED] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Re: plugin pausing issue
-- [ Picked text/plain from multipart/alternative ] Smooth move On 7/12/05, Rafael Lopez [EMAIL PROTECTED] wrote: http://forums.steampowered.com/forums/showthread.php?s=threadid=313137 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- ~Oompa -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] my email address
You need to use this AOL translater, so he can understand your replies: http://ssshotaru.homestead.com/files/aolertranslator.html Go You!. translates into: GO U1!!11!11!1!11! WTF sorry the check didnt come from your mother. Translates into: SORY DA CHEK DIDNT COMA FROM UR MOTHAR!!1!!! OMG WTF (I'm just trying to be helpful in bridging the communication gap) - Original Message - From: dexion [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Sent: Wednesday, July 06, 2005 12:44 AM Subject: RE: [hlds] my email address sorry the check didnt come from your mother. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Alex Spencer Sent: Wednesday, July 06, 2005 12:39 AM To: hlds@list.valvesoftware.com Subject: Re: [hlds] my email address Go you!. [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] [EMAIL PROTECTED] -- ___ 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] Teleport Lag on Bigger Servers Since Last Update...
I been getting around 80 choke after this update From: Aaron Matthews [EMAIL PROTECTED] Reply-To: hlds@list.valvesoftware.com To: hlds@list.valvesoftware.com Subject: Re: [hlds] Teleport Lag on Bigger Servers Since Last Update... Date: Tue, 12 Jul 2005 12:37:41 -0400 That's nice information, and thank you for sending it. But I don't know how relevant it is in this situation. My 6 servers (250 slots) were running fine prior to the update. Now I can't run any servers over 28 slots with out the warpage lag. The CPU usage is much much higher since the last update, indicating that there is either a leak in srcds or they changed the game so drastically that it actually upped the minimum requirements of the game two fold. Either way, its a large problem, and I don't think the 65mhz rule of thumb works anymore. The CPU usage increases exponentially as the number of players in the servers goes past 28 people. This is the issue at hand, and your response doesn't address this issue Dexion. On 7/12/05, Dexion [EMAIL PROTECTED] wrote: With the 50mhz a player rule oh thumg, 90 players would need 4.5 ghz at 100% cpu. Furthermore, 1 server would need 1.5ghz if if you have hyperthreaded processors, you must turn off hyperthreading as it splits the processing power in half but doubles the number of proccesors. Resulting in 2 1.5ghz Cpu's for each 3ghz ht enabled processer. Dex Keep in mind those numbers are at 100% cpu you should really figure 65mhz per player to leave room for mapchanges and such. -Original Message- From: Aaron Matthews[EMAIL PROTECTED] Sent: 7/12/05 10:51:11 AM To: hlds@list.valvesoftware.comhlds@list.valvesoftware.com Subject: Re: [hlds] Teleport Lag on Bigger Servers Since Last Update... Ben, The issue here is the CPU usage on machines as the number of full slots goes up. Since the last update, everyone running srcds seems to have this occurring. The reason it is not happening to you could be you are not running a large enough server, or, you are only running one server. I can run a 40 man server on my box with no lag since this update, yes. However, if i try to open another server with the 40 man running, the warpage lag appears. This is because its taxing on my processor too much. You can replicate it by opening another couple of servers and waiting for them to fill up. I can guarantee that the minute you get 3 servers with over 30 people, you will be seeing this problem. And whisper: In your response 2 emails ago, did you say that you have now successfully set up a lag free 32 man along with running 2 24 slots and a 20 slot? or did you say that you just have 6, 16 slot servers open? I have been screwing with rates on my servers, and that can help the choke a little bit, however, it always comes back to the processor usage when I get too many people in my servers. Valve, I think you seriously need to consider that you have a large memory leak in srcds since the last update. CPU usage is out of control. This update has magnified the amount of processing power srcds needs more than ever before. It is costing us server operators time, money, and clients. And I know personally that you are loosing players on a daily basis (I've heard many people say they aren't going [Message truncated. Tap Edit-Mark for Download to get remaining portion.] ___ 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 _ Dont just search. Find. Check out the new MSN Search! http://search.msn.click-url.com/go/onm00200636ave/direct/01/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Banlist too big? Causing crashes?
Andrew, Being a concerned Host of a private server... do you ever share information on cheaters... we have had a few of our own... but in addtion to Steam thru Vac2 hoping to eliminate the pest it would be a good source to share such a large docmented list so some of us with less time could avoid the issues you encounter over the long period of time... Locks were ment to keep an a good person on the correct path... but a Thief will always be... Break thier finger and they are sure not to steal again - Original Message - From: Andrew Armstrong [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Sent: Monday, July 11, 2005 6:33 AM Subject: Re: [hlds] Banlist too big? Causing crashes? All of our bans are documented, and cheaters are permanently banned - Not for a few months, forever :) Its a collective list from over a few years though, so will be bigger than most - Damn cheaters! - Plasma - Original Message - From: Clayton Macleod [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Sent: Monday, July 11, 2005 8:58 PM Subject: Re: [hlds] Banlist too big? Causing crashes? sounds like quite the banlist, hehe. Do you actually notice that much recurring troublemaking? I find that after a couple weeks or a month or two of being banned that those people never return anyways, but I suppose there could be some fools that would just keep on coming back again and again even after being banned for a few weeks and having that ban removed... On 7/11/05, Andrew Armstrong [EMAIL PROTECTED] wrote: This seems like the ideal alternative, thanks. -- 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] Banlist too big? Causing crashes?
Hey Jim, Sorry, I cannot share the banlist as it is considered confidential information by the gaming service provider, and would be against my nda to release such info. I can say though our banlist has stopped growing so fast with the recent implementation of VAC2 which is good to know. - Andrew - Original Message - From: Jim [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Sent: Wednesday, July 13, 2005 3:04 PM Subject: Re: [hlds] Banlist too big? Causing crashes? Andrew, Being a concerned Host of a private server... do you ever share information on cheaters... we have had a few of our own... but in addtion to Steam thru Vac2 hoping to eliminate the pest it would be a good source to share such a large docmented list so some of us with less time could avoid the issues you encounter over the long period of time... Locks were ment to keep an a good person on the correct path... but a Thief will always be... Break thier finger and they are sure not to steal again - Original Message - From: Andrew Armstrong [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Sent: Monday, July 11, 2005 6:33 AM Subject: Re: [hlds] Banlist too big? Causing crashes? All of our bans are documented, and cheaters are permanently banned - Not for a few months, forever :) Its a collective list from over a few years though, so will be bigger than most - Damn cheaters! - Plasma - Original Message - From: Clayton Macleod [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Sent: Monday, July 11, 2005 8:58 PM Subject: Re: [hlds] Banlist too big? Causing crashes? sounds like quite the banlist, hehe. Do you actually notice that much recurring troublemaking? I find that after a couple weeks or a month or two of being banned that those people never return anyways, but I suppose there could be some fools that would just keep on coming back again and again even after being banned for a few weeks and having that ban removed... On 7/11/05, Andrew Armstrong [EMAIL PROTECTED] wrote: This seems like the ideal alternative, thanks. -- 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