Re: [hlds] Teleport Lag on Bigger Servers Since Last Update...

2005-07-12 Thread Whisper
--
[ 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
  
  
  
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Re: [hlds] Teleport Lag on Bigger Servers Since Last Update...

2005-07-12 Thread Graham Robinson
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.

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Re: [hlds] Teleport Lag on Bigger Servers Since Last Update...

2005-07-12 Thread Morten Trydal

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



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Re: Re: [hlds] HL2 server errors

2005-07-12 Thread Ian mu
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?
  
  
  
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Re: [hlds] Teleport Lag on Bigger Servers Since Last Update...

2005-07-12 Thread Whisper
--
[ 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
 
 
 
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RE: [hlds] Teleport Lag on Bigger Servers Since Last Update...

2005-07-12 Thread Ben
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
 
 
 
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  please visit:
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Re: [hlds] Teleport Lag on Bigger Servers Since Last Update...

2005-07-12 Thread Whisper
--
[ 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

2005-07-12 Thread RelvisTCB
--
[ 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
--

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Re: Re: [hlds] HL2 server errors

2005-07-12 Thread iceflatline
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?
   
   
   
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Re: [hlds] Teleport Lag on Bigger Servers Since Last Update...

2005-07-12 Thread Aaron Matthews
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

2005-07-12 Thread Rafael Lopez
http://forums.steampowered.com/forums/showthread.php?s=threadid=313137

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Re: [hlds] Teleport Lag on Bigger Servers Since Last Update...

2005-07-12 Thread Whisper
--
[ 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...

2005-07-12 Thread Aaron Matthews
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...

2005-07-12 Thread Ben
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...

2005-07-12 Thread Dexion
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.]



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Re: [hlds] Teleport Lag on Bigger Servers Since Last Update...

2005-07-12 Thread Aaron Matthews
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.]



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Re: [hlds] SDK not loading water_wasteland

2005-07-12 Thread RelvisTCB
--
[ 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]
--

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Re: [hlds] Re: plugin pausing issue

2005-07-12 Thread Oompa
--
[ 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

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~Oompa
--

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Re: [hlds] my email address

2005-07-12 Thread Mikee

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]
--

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Re: [hlds] Teleport Lag on Bigger Servers Since Last Update...

2005-07-12 Thread Fernando Sanchez

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.]



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Re: [hlds] Banlist too big? Causing crashes?

2005-07-12 Thread Jim

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

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Re: [hlds] Banlist too big? Causing crashes?

2005-07-12 Thread Andrew Armstrong

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

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