RE: [hlds] DoDs mp_autokick 1 is dropping players after just 50secs idle
Roger that, turning it off is just a quick solution, but creates other problems. I'm about to send off an email of some other issues myself and some of my admins have noticed with DoD:S... - K2 http://www.hardfought.org -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Dagok Sent: Monday, October 03, 2005 7:42 PM To: hlds@list.valvesoftware.com Subject: Re: [hlds] DoDs mp_autokick 1 is dropping players after just 50secs idle Thanks for that smart-ass. We use weapon class limits on our server. With autokick off, people go AFK indefinitely, blocking others from using those weapon classes. Dagok - Original Message - From: emtpy [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Sent: Monday, October 03, 2005 9:29 PM Subject: Re: [hlds] DoDs mp_autokick 1 is dropping players after just 50secs idle Dagok wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Alfred, can you please pass this along to the appropriate people? Only in DoD Source (CSS is fine), mp_autokick 1 is dropping players that are only idle for 50 seconds. thanks, Dagok -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds THEN TURN IT OFF! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] Various issues with DoD:S
I'll keep it short 'n sweet: 1) CPU usage - DoD:S, at default settings, is a CPU hog... at least on the Linux platform. Other admins I have discussed this with that run this on win2000/w2k3 also agree. With the number of players and the tickrate being equal (66), DoD:S uses about double the amount of CPU as CS:S does. However, I have talked to one admin who says setting the sv_turbophysics cvar to zero brings CPU usage down to normal levels. He says leaving the cvar set to one lets players actually knock over objects as opposed to bouncing off of them (e.g. a barrel). I noticed that CS:S also has the cvar now, but by default is set to zero. I'd like some official clarification on this setting, and what kind of CPU usage we should expect leaving it on vs. leaving it off, and if the number of movable objects on a map makes a difference. 2) Team wounding reporting - with CS:S, if a player wounds a teammate, the rest of the team sees notification of it. In DoD:S this is missing. 3) I noticed mp_forcecamera defaults to one, which is a good thing for this type of game. However, when you die, for the 3-4 seconds before you respawn, the in-game camera points directly to the player that killed you, and tracks their movements. If you're a sniper, this pretty much gives away your position to the other team (granted you shouldn't stay in the same spot for more than a few seconds anyways, but that's moot). Several of my playerbase have noticed this and have been asking my admin staff to turn it off - and of course we cant. If the CPL ever pulls their collective heads out of their ass and host DoD:S at one of their next big tournaments, this is going to be a problem. It kinda already is... would like to see a cvar to allow admins to enable/disable this behavior at the very least. That's all I have for now, hope to see some feedback on this list (hi Alfred ;-) ). Thx for your time. - K2 http://www.hardfought.org ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] Various issues with DoD:S
The camera behavior after death is by design (we spent a while bouncing back and forwards with that). CPU usage is what it is, we are looking into optimisations but there isn't any low hanging fruit. I will ask about team wounding, I don't remember ever talking about the logging strategy for it. - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of K2 Sent: Monday, October 03, 2005 11:59 PM To: hlds@list.valvesoftware.com Subject: [hlds] Various issues with DoD:S I'll keep it short 'n sweet: 1) CPU usage - DoD:S, at default settings, is a CPU hog... at least on the Linux platform. Other admins I have discussed this with that run this on win2000/w2k3 also agree. With the number of players and the tickrate being equal (66), DoD:S uses about double the amount of CPU as CS:S does. However, I have talked to one admin who says setting the sv_turbophysics cvar to zero brings CPU usage down to normal levels. He says leaving the cvar set to one lets players actually knock over objects as opposed to bouncing off of them (e.g. a barrel). I noticed that CS:S also has the cvar now, but by default is set to zero. I'd like some official clarification on this setting, and what kind of CPU usage we should expect leaving it on vs. leaving it off, and if the number of movable objects on a map makes a difference. 2) Team wounding reporting - with CS:S, if a player wounds a teammate, the rest of the team sees notification of it. In DoD:S this is missing. 3) I noticed mp_forcecamera defaults to one, which is a good thing for this type of game. However, when you die, for the 3-4 seconds before you respawn, the in-game camera points directly to the player that killed you, and tracks their movements. If you're a sniper, this pretty much gives away your position to the other team (granted you shouldn't stay in the same spot for more than a few seconds anyways, but that's moot). Several of my playerbase have noticed this and have been asking my admin staff to turn it off - and of course we cant. If the CPL ever pulls their collective heads out of their ass and host DoD:S at one of their next big tournaments, this is going to be a problem. It kinda already is... would like to see a cvar to allow admins to enable/disable this behavior at the very least. That's all I have for now, hope to see some feedback on this list (hi Alfred ;-) ). Thx for your time. - K2 http://www.hardfought.org ___ 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] Various issues with DoD:S
Alfred, at least give admins the option of using mp_fadetoblack with DoDs. As I understand it, this cvar doesnt work in DoDs (haven't checked myself), and would be a decent alternative to the default camera behavior. thanks, Dagok - Original Message - From: Alfred Reynolds [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Sent: Tuesday, October 04, 2005 12:04 AM Subject: RE: [hlds] Various issues with DoD:S The camera behavior after death is by design (we spent a while bouncing back and forwards with that). CPU usage is what it is, we are looking into optimisations but there isn't any low hanging fruit. I will ask about team wounding, I don't remember ever talking about the logging strategy for it. - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of K2 Sent: Monday, October 03, 2005 11:59 PM To: hlds@list.valvesoftware.com Subject: [hlds] Various issues with DoD:S I'll keep it short 'n sweet: 1) CPU usage - DoD:S, at default settings, is a CPU hog... at least on the Linux platform. Other admins I have discussed this with that run this on win2000/w2k3 also agree. With the number of players and the tickrate being equal (66), DoD:S uses about double the amount of CPU as CS:S does. However, I have talked to one admin who says setting the sv_turbophysics cvar to zero brings CPU usage down to normal levels. He says leaving the cvar set to one lets players actually knock over objects as opposed to bouncing off of them (e.g. a barrel). I noticed that CS:S also has the cvar now, but by default is set to zero. I'd like some official clarification on this setting, and what kind of CPU usage we should expect leaving it on vs. leaving it off, and if the number of movable objects on a map makes a difference. 2) Team wounding reporting - with CS:S, if a player wounds a teammate, the rest of the team sees notification of it. In DoD:S this is missing. 3) I noticed mp_forcecamera defaults to one, which is a good thing for this type of game. However, when you die, for the 3-4 seconds before you respawn, the in-game camera points directly to the player that killed you, and tracks their movements. If you're a sniper, this pretty much gives away your position to the other team (granted you shouldn't stay in the same spot for more than a few seconds anyways, but that's moot). Several of my playerbase have noticed this and have been asking my admin staff to turn it off - and of course we cant. If the CPL ever pulls their collective heads out of their ass and host DoD:S at one of their next big tournaments, this is going to be a problem. It kinda already is... would like to see a cvar to allow admins to enable/disable this behavior at the very least. That's all I have for now, hope to see some feedback on this list (hi Alfred ;-) ). Thx for your time. - K2 http://www.hardfought.org ___ 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] Various issues with DoD:S
-- [ Picked text/plain from multipart/alternative ] Alfred Reynolds: The camera behavior after death is by design (we spent a while bouncing back and forwards with that). I'm curious about that. Could you go into more detail? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Bots causing memory read errors
Whisper, Could it be settings in the command line or the SERVER.CFG file? I'll get mine when I can remote in. Bud ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] Various issues with DoD:S
Alfred, 1) I actually like the camera thing - on pubs. If I were playing in a match, I wouldn't care for it. So something that disables it would be very nice and much appreciated I'm sure ;-) 2) CPU usage is obviously kicking the crap out of some of these servers and clients alike. While I'm sure you've done a very good job keeping resource usage seemingly to a minimum, it's not uncommon for other people (or even the same people) to see a better way (less resource intensive way) to do things after looking it over again. Seems like an obvious thing to say, but there ya go anyway lol. 3) I have seen those messages on some DOD:S servers, probably because of a plugin. I would love to see TK msgs be standard and def to on. Most people have realized that killing teammates can get you in trouble, while more often than not just shooting them 1-3 times (to lower their health to nothing) goes unpunished longer, for various reasons. Hope your vacation was fun, looks like a lot of work ahead :) Good luck, -Stoned Smurf AKA The Joint Chief Subject: RE: [hlds] Various issues with DoD:S Date: Tue, 4 Oct 2005 00:04:45 -0700 From: Alfred Reynolds [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Reply-To: hlds@list.valvesoftware.com The camera behavior after death is by design (we spent a while bouncing back and forwards with that). CPU usage is what it is, we are looking into optimisations but there isn't any low hanging fruit. I will ask about team wounding, I don't remember ever talking about the logging strategy for it. - Alfred ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Various issues with DoD:S
-- [ Picked text/plain from multipart/alternative ] stalker333 wrote: 3) I have seen those messages on some DOD:S servers, probably because of a plugin. I would love to see TK msgs be standard and def to on. Most people have realized that killing teammates can get you in trouble, while more often than not just shooting them 1-3 times (to lower their health to nothing) goes unpunished longer, for various reasons. They are useful on Counter-Strike Source; so you can appologise if you accidently hit a team mate. There's nothing worse than a team mate shooting you back on purpose after shooting them by mistake. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] Various issues with DoD:S
There's nothing worse than a team mate shooting you back on purpose after shooting them by mistake. -- I would say its worse to be shoot by a team mate on purpose. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Bots causing memory read errors
Okay again my server is a Win2K Server machine... My question here is do we have any non-default settings that are the same that could be the culprit? Command Line: srcdx.exe -game cstrike +map cs_assault +maxplayers 32 -console +fps_max 999 -tickrate 45 -exec server.cfg -autoupdate I am not convinced that there is a problem with the server.cfg file as I just removed it from my system (running everything in default) and received the C++ abnormal termination error again. I do have several MDMP (memory dump) files in my root server directory, but they are all 0 KB -- they are apparently being created when SRCDS.EXE dies. Also, turning off my high-precision timer (srcdsfpsboost.exe), I go down to between 10 and 20 FPS (does this matter still?) and I do not see crashes every 5 minutes, it acutally stayed up 10 minutes this time... Regards, Bud Ingram ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Bots causing memory read errors
-- [ Picked text/plain from multipart/alternative ] Here is ours: srcds.exe -console -game cstrike -port 27115 -tickrate 66 +fps_max 300 +maxplayers 25 +map de_prodigy -heapsize 512000 +exec server.cfg On 10/4/05, Bud Ingram [EMAIL PROTECTED] wrote: Okay again my server is a Win2K Server machine... My question here is do we have any non-default settings that are the same that could be the culprit? Command Line: srcdx.exe -game cstrike +map cs_assault +maxplayers 32 -console +fps_max 999 -tickrate 45 -exec server.cfg -autoupdate I am not convinced that there is a problem with the server.cfg file as I just removed it from my system (running everything in default) and received the C++ abnormal termination error again. I do have several MDMP (memory dump) files in my root server directory, but they are all 0 KB -- they are apparently being created when SRCDS.EXE dies. Also, turning off my high-precision timer (srcdsfpsboost.exe), I go down to between 10 and 20 FPS (does this matter still?) and I do not see crashes every 5 minutes, it acutally stayed up 10 minutes this time... Regards, Bud Ingram ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] CS:S Admins, a call to arms!
-- [ Picked text/plain from multipart/alternative ] Valve abandoned VAC a long time ago... GGH4X --Zack Doherty -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Bots causing memory read errors
-- [ Picked text/plain from multipart/alternative ] I would recommend putting -tickrate and -console in the front of the list m8. --Just an observation Ozz -- Original message -- Okay again my server is a Win2K Server machine... My question here is do we have any non-default settings that are the same that could be the culprit? Command Line: srcdx.exe -game cstrike +map cs_assault +maxplayers 32 -console +fps_max 999 -tickrate 45 -exec server.cfg -autoupdate I am not convinced that there is a problem with the server.cfg file as I just removed it from my system (running everything in default) and received the C++ abnormal termination error again. I do have several MDMP (memory dump) files in my root server directory, but they are all 0 KB -- they are apparently being created when SRCDS.EXE dies. Also, turning off my high-precision timer (srcdsfpsboost.exe), I go down to between 10 and 20 FPS (does this matter still?) and I do not see crashes every 5 minutes, it acutally stayed up 10 minutes this time... Regards, Bud Ingram ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Bots causing memory read errors
-- [ Picked text/plain from multipart/alternative ] Oh, and get rid of 45.. they recommend you do 33,66 or 100, probably for a reason. You're messing with cpu internal characteristics there. Might be the exact cause for all I know. -Ozz -- Original message -- Okay again my server is a Win2K Server machine... My question here is do we have any non-default settings that are the same that could be the culprit? Command Line: srcdx.exe -game cstrike +map cs_assault +maxplayers 32 -console +fps_max 999 -tickrate 45 -exec server.cfg -autoupdate I am not convinced that there is a problem with the server.cfg file as I just removed it from my system (running everything in default) and received the C++ abnormal termination error again. I do have several MDMP (memory dump) files in my root server directory, but they are all 0 KB -- they are apparently being created when SRCDS.EXE dies. Also, turning off my high-precision timer (srcdsfpsboost.exe), I go down to between 10 and 20 FPS (does this matter still?) and I do not see crashes every 5 minutes, it acutally stayed up 10 minutes this time... Regards, Bud Ingram ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Bots causing memory read errors
yea from what i have heard you should use 66 if not 33, because 100 has been known to cause problems on some systems. and fps_max should be at 600, because from tests i have done that gets you as much as anything.. it raises it to like 560 or something no matter how high you have it.. so that huge number might have something to do with it... i dont know though - Original Message - From: [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Sent: Tuesday, October 04, 2005 12:33 PM Subject: Re: [hlds] Bots causing memory read errors -- [ Picked text/plain from multipart/alternative ] Oh, and get rid of 45.. they recommend you do 33,66 or 100, probably for a reason. You're messing with cpu internal characteristics there. Might be the exact cause for all I know. -Ozz -- Original message -- Okay again my server is a Win2K Server machine... My question here is do we have any non-default settings that are the same that could be the culprit? Command Line: srcdx.exe -game cstrike +map cs_assault +maxplayers 32 -console +fps_max 999 -tickrate 45 -exec server.cfg -autoupdate I am not convinced that there is a problem with the server.cfg file as I just removed it from my system (running everything in default) and received the C++ abnormal termination error again. I do have several MDMP (memory dump) files in my root server directory, but they are all 0 KB -- they are apparently being created when SRCDS.EXE dies. Also, turning off my high-precision timer (srcdsfpsboost.exe), I go down to between 10 and 20 FPS (does this matter still?) and I do not see crashes every 5 minutes, it acutally stayed up 10 minutes this time... Regards, Bud Ingram ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] mp_autokick 1 and HL2mp
Does this cvar work for hl2mp? We have two hl2 team dm servers, and afkers ruin the action. I havn't had time to test it out... I know it works on my css, and apparantly dod it just boots after 50 seconds... But what about deathmatch? -- Sincerely, James McKenna - Original Message - From: Alfred Reynolds [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Sent: Tuesday, October 04, 2005 12:04 AM Subject: RE: [hlds] Various issues with DoD:S The camera behavior after death is by design (we spent a while bouncing back and forwards with that). CPU usage is what it is, we are looking into optimisations but there isn't any low hanging fruit. I will ask about team wounding, I don't remember ever talking about the logging strategy for it. - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of K2 Sent: Monday, October 03, 2005 11:59 PM To: hlds@list.valvesoftware.com Subject: [hlds] Various issues with DoD:S I'll keep it short 'n sweet: 1) CPU usage - DoD:S, at default settings, is a CPU hog... at least on the Linux platform. Other admins I have discussed this with that run this on win2000/w2k3 also agree. With the number of players and the tickrate being equal (66), DoD:S uses about double the amount of CPU as CS:S does. However, I have talked to one admin who says setting the sv_turbophysics cvar to zero brings CPU usage down to normal levels. He says leaving the cvar set to one lets players actually knock over objects as opposed to bouncing off of them (e.g. a barrel). I noticed that CS:S also has the cvar now, but by default is set to zero. I'd like some official clarification on this setting, and what kind of CPU usage we should expect leaving it on vs. leaving it off, and if the number of movable objects on a map makes a difference. 2) Team wounding reporting - with CS:S, if a player wounds a teammate, the rest of the team sees notification of it. In DoD:S this is missing. 3) I noticed mp_forcecamera defaults to one, which is a good thing for this type of game. However, when you die, for the 3-4 seconds before you respawn, the in-game camera points directly to the player that killed you, and tracks their movements. If you're a sniper, this pretty much gives away your position to the other team (granted you shouldn't stay in the same spot for more than a few seconds anyways, but that's moot). Several of my playerbase have noticed this and have been asking my admin staff to turn it off - and of course we cant. If the CPL ever pulls their collective heads out of their ass and host DoD:S at one of their next big tournaments, this is going to be a problem. It kinda already is... would like to see a cvar to allow admins to enable/disable this behavior at the very least. That's all I have for now, hope to see some feedback on this list (hi Alfred ;-) ). Thx for your time. - K2 http://www.hardfought.org ___ 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] Bots causing memory read errors
As far as I understand, it is recommended to put fps_max in the command line in order for the server fps to take effect upon initial load. otherwise, any changes made (ie, from default to whatever you have set in server.cfg when it is exec'd) will require a changelevel. i do not believe it is an on the fly change that can be made. correct me of i'm wrong of course. /p Quoting [EMAIL PROTECTED]: -- [ Picked text/plain from multipart/alternative ] put the fps max in your server cfg, don't stack up your command line needlessly. -Ozz -- Original message -- -- [ Picked text/plain from multipart/alternative ] Here is ours: srcds.exe -console -game cstrike -port 27115 -tickrate 66 +fps_max 300 +maxplayers 25 +map de_prodigy -heapsize 512000 +exec server.cfg On 10/4/05, Bud Ingram wrote: Okay again my server is a Win2K Server machine... My question here is do we have any non-default settings that are the same that could be the culprit? Command Line: srcdx.exe -game cstrike +map cs_assault +maxplayers 32 -console +fps_max 999 -tickrate 45 -exec server.cfg -autoupdate I am not convinced that there is a problem with the server.cfg file as I just removed it from my system (running everything in default) and received the C++ abnormal termination error again. I do have several MDMP (memory dump) files in my root server directory, but they are all 0 KB -- they are apparently being created when SRCDS.EXE dies. Also, turning off my high-precision timer (srcdsfpsboost.exe), I go down to between 10 and 20 FPS (does this matter still?) and I do not see crashes every 5 minutes, it acutally stayed up 10 minutes this time... Regards, Bud Ingram ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds This message was sent using IMP, the Internet Messaging Program. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Bots causing memory read errors
Thanks sKel and Oz, I appreciate the feedback. My concern though is that I have been running the server successfully for nearly a year -- the September update is what killed me. The only other thing that I didn't mention is that I am running the Server Monitor as advertised by SaintK (DUMB Clan) to this list. I'll try pulling out the tick rate and the FPS as described, as well as moving the -console to the front, but I am very skeptical that these changes will actaully affect the errors I am seeing. Regards, Bud Ingram ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Bots causing memory read errors
Sent by an evaluation copy of MailSite - see http://www.rockliffe.com/ for further details. the server.cfg file is executed on startup.. or how would the server know what to be named, and what the rcon password is at startup? i mean really. and yes. you can change fps_max on the fly.. atleast i can. i remember hearing some where that you can't. but i have done it before when i was experimenting with things. and it workd just fine for me. [EMAIL PROTECTED] wrote: As far as I understand, it is recommended to put fps_max in the command line in order for the server fps to take effect upon initial load. otherwise, any changes made (ie, from default to whatever you have set in server.cfg when it is exec'd) will require a changelevel. i do not believe it is an on the fly change that can be made. correct me of i'm wrong of course. /p Quoting [EMAIL PROTECTED]: -- [ Picked text/plain from multipart/alternative ] put the fps max in your server cfg, don't stack up your command line needlessly. -Ozz -- Original message -- -- [ Picked text/plain from multipart/alternative ] Here is ours: srcds.exe -console -game cstrike -port 27115 -tickrate 66 +fps_max 300 +maxplayers 25 +map de_prodigy -heapsize 512000 +exec server.cfg On 10/4/05, Bud Ingram wrote: Okay again my server is a Win2K Server machine... My question here is do we have any non-default settings that are the same that could be the culprit? Command Line: srcdx.exe -game cstrike +map cs_assault +maxplayers 32 -console +fps_max 999 -tickrate 45 -exec server.cfg -autoupdate I am not convinced that there is a problem with the server.cfg file as I just removed it from my system (running everything in default) and received the C++ abnormal termination error again. I do have several MDMP (memory dump) files in my root server directory, but they are all 0 KB -- they are apparently being created when SRCDS.EXE dies. Also, turning off my high-precision timer (srcdsfpsboost.exe), I go down to between 10 and 20 FPS (does this matter still?) and I do not see crashes every 5 minutes, it acutally stayed up 10 minutes this time... Regards, Bud Ingram ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds This message was sent using IMP, the Internet Messaging Program. ___ 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] CS:S Admins, a call to arms!
If you read it a little better, I'm talking about VAC2 not VAC1 for CS 1.6. [DMA]RocketUSA -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Zachary Doherty Sent: Tuesday, October 04, 2005 1:08 PM To: hlds@list.valvesoftware.com Subject: Re: [hlds] CS:S Admins, a call to arms! -- [ Picked text/plain from multipart/alternative ] Valve abandoned VAC a long time ago... GGH4X --Zack Doherty -- ___ 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] CS:S Admins, a call to arms!
-- [ Picked text/plain from multipart/alternative ] We should be using this mailing list to compare notes on what measures we all take against cheaters, and how many cheaters, specific servers seem to get. For example if we have someone here who seems to get a lot of cheaters, we can try different things to combat it, take notes on what works and share that info with this mailing list. It would go a much farther way towards cleaning up servers than the united admins idea. I personally don't see much of any cheating on two different cs:s servers we have at thegamerplanet.com http://thegamerplanet.com 69.93.245.8:27016 http://69.93.245.8:27016 no awp/auto 69.93.245.8:27017 http://69.93.245.8:27017 no restrictions They use the cal source plug in (to alleviate some issues before they start) Steambans (for quick short bans) Beetlefarts (despite others thinking its a waste, if it catches even one it's worth it to me) Vac2 (for long term bans) Constant admin prescence There is also matties event scripts which can do many things to combat issues like rate glitches or annoying players that constantly tk for fun. On 10/4/05, [DMA]RocketUSA [EMAIL PROTECTED] wrote: If you read it a little better, I'm talking about VAC2 not VAC1 for CS 1.6 . [DMA]RocketUSA -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Zachary Doherty Sent: Tuesday, October 04, 2005 1:08 PM To: hlds@list.valvesoftware.com Subject: Re: [hlds] CS:S Admins, a call to arms! -- [ Picked text/plain from multipart/alternative ] Valve abandoned VAC a long time ago... GGH4X --Zack Doherty -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] RE: hlds digest, Vol 1 #4069 - 11 msgs
IMO do yourself a favor , first set your perfmon to monitor BEFORE you start the server. Make sure you have it checking Ram Page file CPU and Bandwidth in/out. Then Get a hold of hlsw and have it connected to the server w/ internet get log enabled. HLSW will show you what was going on in game when it crashed and the last thing that was processed. The only problem I had with bots cause crashes was one time I defined kick_bots followed by bot_quota 8. One map wouldn't load the bots so I added bot_add to the config file which worked perfectly fine mind you until a player would leave , or something of the sort at which point the bots would leave and rejoin at such a rapid rate that the server would lag out and eventually crash. It was my own dumb oversight and not a srcds problem though. Not sure if this helps but a shout out none the less . -NewQ -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] Sent: Tuesday, October 04, 2005 2:28 PM To: hlds@list.valvesoftware.com Subject: hlds digest, Vol 1 #4069 - 11 msgs Send hlds mailing list submissions to hlds@list.valvesoftware.com To subscribe or unsubscribe via the World Wide Web, visit http://list.valvesoftware.com/mailman/listinfo/hlds or, via email, send a message with subject or body 'help' to [EMAIL PROTECTED] You can reach the person managing the list at [EMAIL PROTECTED] When replying, please edit your Subject line so it is more specific than Re: Contents of hlds digest... Today's Topics: 1. Re: Bots causing memory read errors (Bud Ingram) 2. Re: Bots causing memory read errors (Whisper) 3. Re: CS:S Admins, a call to arms! (Zachary Doherty) 4. Re: Bots causing memory read errors ([EMAIL PROTECTED]) 5. Re: Bots causing memory read errors ([EMAIL PROTECTED]) 6. Re: Bots causing memory read errors ([EMAIL PROTECTED]) 7. Re: Bots causing memory read errors (sKel) 8. mp_autokick 1 and HL2mp (James McKenna) 9. Re: Bots causing memory read errors ([EMAIL PROTECTED]) 10. Re: Bots causing memory read errors (Bud Ingram) 11. Re: Bots causing memory read errors (sKel) --__--__-- Message: 1 From: Bud Ingram [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Subject: Re: [hlds] Bots causing memory read errors Date: Tue, 4 Oct 2005 08:54:02 -0500 Reply-To: hlds@list.valvesoftware.com Okay again my server is a Win2K Server machine... My question here is do we have any non-default settings that are the same that could be the culprit? Command Line: srcdx.exe -game cstrike +map cs_assault +maxplayers 32 -console +fps_max 999 -tickrate 45 -exec server.cfg -autoupdate I am not convinced that there is a problem with the server.cfg file as I just removed it from my system (running everything in default) and received the C++ abnormal termination error again. I do have several MDMP (memory dump) files in my root server directory, but they are all 0 KB -- they are apparently being created when SRCDS.EXE dies. Also, turning off my high-precision timer (srcdsfpsboost.exe), I go down to between 10 and 20 FPS (does this matter still?) and I do not see crashes every 5 minutes, it acutally stayed up 10 minutes this time... Regards, Bud Ingram ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] People, please stop this
-- [ Picked text/plain from multipart/alternative ] You can filter replies to digest using the following string: [*] re: * digest,* That will work for all mailing lists that use that subject format for digests. Hope that helps. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Bots causing memory read errors
sKel and Oz, Again thanks for your suggestions, I've implemented and still no joy. I am still seeing crashes due to a C++ error. I am convinced that there is a problem with the update that is causing some kind of memory leak -- maybe usage of the .NET memory handler ;-) Regards, Bud Ingram ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] source TV Proxies
This is a multi-part message in MIME format. -- Okay I Have a cs source server setup up with -tvmasteronly I want to have another server (sourceTV only) Connect to it. I can get the source server to connect but I can't get it to Change the server name or player slots. I tried adding a server cfg but it still has 128 players and the default server name. How can I get a SourceTV Proxy to expect different values for TV cvars Thx Munra -- [ winmail.dat of type application/ms-tnef deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] Various issues with DoD:S
OK, after a few tests... I am not seeing any difference in CPU usage between sv_turbophysics on or off. I forgot to mention one thing... mp_autoteambalance. This cvar is also missing in DoD:S. Thx for the feedback so far Alfred. - K2 -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds Sent: Monday, October 03, 2005 9:05 PM To: hlds@list.valvesoftware.com Subject: RE: [hlds] Various issues with DoD:S The camera behavior after death is by design (we spent a while bouncing back and forwards with that). CPU usage is what it is, we are looking into optimisations but there isn't any low hanging fruit. I will ask about team wounding, I don't remember ever talking about the logging strategy for it. - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of K2 Sent: Monday, October 03, 2005 11:59 PM To: hlds@list.valvesoftware.com Subject: [hlds] Various issues with DoD:S I'll keep it short 'n sweet: 1) CPU usage - DoD:S, at default settings, is a CPU hog... at least on the Linux platform. Other admins I have discussed this with that run this on win2000/w2k3 also agree. With the number of players and the tickrate being equal (66), DoD:S uses about double the amount of CPU as CS:S does. However, I have talked to one admin who says setting the sv_turbophysics cvar to zero brings CPU usage down to normal levels. He says leaving the cvar set to one lets players actually knock over objects as opposed to bouncing off of them (e.g. a barrel). I noticed that CS:S also has the cvar now, but by default is set to zero. I'd like some official clarification on this setting, and what kind of CPU usage we should expect leaving it on vs. leaving it off, and if the number of movable objects on a map makes a difference. 2) Team wounding reporting - with CS:S, if a player wounds a teammate, the rest of the team sees notification of it. In DoD:S this is missing. 3) I noticed mp_forcecamera defaults to one, which is a good thing for this type of game. However, when you die, for the 3-4 seconds before you respawn, the in-game camera points directly to the player that killed you, and tracks their movements. If you're a sniper, this pretty much gives away your position to the other team (granted you shouldn't stay in the same spot for more than a few seconds anyways, but that's moot). Several of my playerbase have noticed this and have been asking my admin staff to turn it off - and of course we cant. If the CPL ever pulls their collective heads out of their ass and host DoD:S at one of their next big tournaments, this is going to be a problem. It kinda already is... would like to see a cvar to allow admins to enable/disable this behavior at the very least. That's all I have for now, hope to see some feedback on this list (hi Alfred ;-) ). Thx for your time. - K2 http://www.hardfought.org ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] ban files
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Okay, here goes. Want to move my 1.6 bans over to DoDS. I have a HUGE ban file (running a very strict server for a little over 2 years now) so I have about 5000 unique steam IDs I want to move. I understand the new format (ie 'banid 0.0' is now 'banid 0'). I created a file called 16bans.cfg and called it in my server.cfg AFTER banned_user.cfg. When I booted the server, the banned_user.cfg was immediately updated with the first 2777 IDs in the 16bans.cfg file. I don't know if that's all the bans allowed and I certainly can't figure out why the bans were loaded into the banned_user.cfg when I'm trying to keep them seperate. Any help on getting this working would be great. It's not that important to me that I have all my bans in seperate files, but I do want to make sure that the ENTIRE list of steam IDs is loaded in so that those that have been banned, stay banned. Thanks AnxietyClown -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] DoDs mp_autokick 1 is dropping players after just 50secs idle
-- [ Picked text/plain from multipart/alternative ] autokick is meant to kick players that are idle for 50 sec? so why just afteR? On 10/3/05, K2 [EMAIL PROTECTED] wrote: Roger that, turning it off is just a quick solution, but creates other problems. I'm about to send off an email of some other issues myself and some of my admins have noticed with DoD:S... - K2 http://www.hardfought.org -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Dagok Sent: Monday, October 03, 2005 7:42 PM To: hlds@list.valvesoftware.com Subject: Re: [hlds] DoDs mp_autokick 1 is dropping players after just 50secs idle Thanks for that smart-ass. We use weapon class limits on our server. With autokick off, people go AFK indefinitely, blocking others from using those weapon classes. Dagok - Original Message - From: emtpy [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Sent: Monday, October 03, 2005 9:29 PM Subject: Re: [hlds] DoDs mp_autokick 1 is dropping players after just 50secs idle Dagok wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Alfred, can you please pass this along to the appropriate people? Only in DoD Source (CSS is fine), mp_autokick 1 is dropping players that are only idle for 50 seconds. thanks, Dagok -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds THEN TURN IT OFF! ___ 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] Bots causing memory read errors
-- [ Picked text/plain from multipart/alternative ] Both my dod and my dods servers are running at an avg of 513 fps m8 I put mine in the server.cfg. I'm not saying you are wrong about what you said (may have been that way). I just don't see the point of stacking the command line with redundancies when for me it works in the config. --Ozz -- Original message -- As far as I understand, it is recommended to put fps_max in the command line in order for the server fps to take effect upon initial load. otherwise, any changes made (ie, from default to whatever you have set in server.cfg when it is exec'd) will require a changelevel. i do not believe it is an on the fly change that can be made. correct me of i'm wrong of course. /p Quoting [EMAIL PROTECTED]: -- [ Picked text/plain from multipart/alternative ] put the fps max in your server cfg, don't stack up your command line needlessly. -Ozz -- Original message -- -- [ Picked text/plain from multipart/alternative ] Here is ours: srcds.exe -console -game cstrike -port 27115 -tickrate 66 +fps_max 300 +maxplayers 25 +map de_prodigy -heapsize 512000 +exec server.cfg On 10/4/05, Bud Ingram wrote: Okay again my server is a Win2K Server machine... My question here is do we have any non-default settings that are the same that could be the culprit? Command Line: srcdx.exe -game cstrike +map cs_assault +maxplayers 32 -console +fps_max 999 -tickrate 45 -exec server.cfg -autoupdate I am not convinced that there is a problem with the server.cfg file as I just removed it from my system (running everything in default) and received the C++ abnormal termination error again. I do have several MDMP (memory dump) files in my root server directory, but they are all 0 KB -- they are apparently being created when SRCDS.EXE dies. Also, turning off my high-precision timer (srcdsfpsboost.exe), I go down to between 10 and 20 FPS (does this matter still?) and I do not see crashes every 5 minutes, it acutally stayed up 10 minutes this time... Regards, Bud Ingram ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds This message was sent using IMP, the Internet Messaging Program. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] RE: hlds digest, Vol 1 #4069 - 11 msgs
-- [ Picked text/plain from multipart/alternative ] [I dunno anything about bot configs] but logically I would define the quota before I told it to kick them. else it sounds like a repeating loop. Kick bot... whoops need 8 there's only 7... join bot... kick bot.oops etc. This only after having read all the concerns lately and the use of bots is the common denominator. Try It! -Ozz -- Original message -- IMO do yourself a favor , first set your perfmon to monitor BEFORE you start the server. Make sure you have it checking Ram Page file CPU and Bandwidth in/out. Then Get a hold of hlsw and have it connected to the server w/ internet get log enabled. HLSW will show you what was going on in game when it crashed and the last thing that was processed. The only problem I had with bots cause crashes was one time I defined kick_bots followed by bot_quota 8. One map wouldn't load the bots so I added bot_add to the config file which worked perfectly fine mind you until a player would leave , or something of the sort at which point the bots would leave and rejoin at such a rapid rate that the server would lag out and eventually crash. It was my own dumb oversight and not a srcds problem though. Not sure if this helps but a shout out none the less . -NewQ -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] Sent: Tuesday, October 04, 2005 2:28 PM To: hlds@list.valvesoftware.com Subject: hlds digest, Vol 1 #4069 - 11 msgs Send hlds mailing list submissions to hlds@list.valvesoftware.com To subscribe or unsubscribe via the World Wide Web, visit http://list.valvesoftware.com/mailman/listinfo/hlds or, via email, send a message with subject or body 'help' to [EMAIL PROTECTED] You can reach the person managing the list at [EMAIL PROTECTED] When replying, please edit your Subject line so it is more specific than Re: Contents of hlds digest... Today's Topics: 1. Re: Bots causing memory read errors (Bud Ingram) 2. Re: Bots causing memory read errors (Whisper) 3. Re: CS:S Admins, a call to arms! (Zachary Doherty) 4. Re: Bots causing memory read errors ([EMAIL PROTECTED]) 5. Re: Bots causing memory read errors ([EMAIL PROTECTED]) 6. Re: Bots causing memory read errors ([EMAIL PROTECTED]) 7. Re: Bots causing memory read errors (sKel) 8. mp_autokick 1 and HL2mp (James McKenna) 9. Re: Bots causing memory read errors ([EMAIL PROTECTED]) 10. Re: Bots causing memory read errors (Bud Ingram) 11. Re: Bots causing memory read errors (sKel) --__--__-- Message: 1 From: Bud Ingram To: Subject: Re: [hlds] Bots causing memory read errors Date: Tue, 4 Oct 2005 08:54:02 -0500 Reply-To: hlds@list.valvesoftware.com Okay again my server is a Win2K Server machine... My question here is do we have any non-default settings that are the same that could be the culprit? Command Line: srcdx.exe -game cstrike +map cs_assault +maxplayers 32 -console +fps_max 999 -tickrate 45 -exec server.cfg -autoupdate I am not convinced that there is a problem with the server.cfg file as I just removed it from my system (running everything in default) and received the C++ abnormal termination error again. I do have several MDMP (memory dump) files in my root server directory, but they are all 0 KB -- they are apparently being created when SRCDS.EXE dies. Also, turning off my high-precision timer (srcdsfpsboost.exe), I go down to between 10 and 20 FPS (does this matter still?) and I do not see crashes every 5 minutes, it acutally stayed up 10 minutes this time... Regards, Bud Ingram ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] Various issues with DoD:S
-- [ Picked text/plain from multipart/alternative ] It's now mp_limitteams x x is how many more players one team can have over another, I.E. 1 makes it so whoever has the least players is what team you have to pick to join the game. --Ozz -- Original message -- OK, after a few tests... I am not seeing any difference in CPU usage between sv_turbophysics on or off. I forgot to mention one thing... mp_autoteambalance. This cvar is also missing in DoD:S. Thx for the feedback so far Alfred. - K2 -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds Sent: Monday, October 03, 2005 9:05 PM To: hlds@list.valvesoftware.com Subject: RE: [hlds] Various issues with DoD:S The camera behavior after death is by design (we spent a while bouncing back and forwards with that). CPU usage is what it is, we are looking into optimisations but there isn't any low hanging fruit. I will ask about team wounding, I don't remember ever talking about the logging strategy for it. - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of K2 Sent: Monday, October 03, 2005 11:59 PM To: hlds@list.valvesoftware.com Subject: [hlds] Various issues with DoD:S I'll keep it short 'n sweet: 1) CPU usage - DoD:S, at default settings, is a CPU hog... at least on the Linux platform. Other admins I have discussed this with that run this on win2000/w2k3 also agree. With the number of players and the tickrate being equal (66), DoD:S uses about double the amount of CPU as CS:S does. However, I have talked to one admin who says setting the sv_turbophysics cvar to zero brings CPU usage down to normal levels. He says leaving the cvar set to one lets players actually knock over objects as opposed to bouncing off of them (e.g. a barrel). I noticed that CS:S also has the cvar now, but by default is set to zero. I'd like some official clarification on this setting, and what kind of CPU usage we should expect leaving it on vs. leaving it off, and if the number of movable objects on a map makes a difference. 2) Team wounding reporting - with CS:S, if a player wounds a teammate, the rest of the team sees notification of it. In DoD:S this is missing. 3) I noticed mp_forcecamera defaults to one, which is a good thing for this type of game. However, when you die, for the 3-4 seconds before you respawn, the in-game camera points directly to the player that killed you, and tracks their movements. If you're a sniper, this pretty much gives away your position to the other team (granted you shouldn't stay in the same spot for more than a few seconds anyways, but that's moot). Several of my playerbase have noticed this and have been asking my admin staff to turn it off - and of course we cant. If the CPL ever pulls their collective heads out of their ass and host DoD:S at one of their next big tournaments, this is going to be a problem. It kinda already is... would like to see a cvar to allow admins to enable/disable this behavior at the very least. That's all I have for now, hope to see some feedback on this list (hi Alfred ;-) ). Thx for your time. - K2 http://www.hardfought.org ___ 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] Bots causing memory read errors
-- [ Picked text/plain from multipart/alternative ] Np m8. Everyone's here to help make it all better. Keep us up to date with whatever you try!! --Ozz -- Original message -- sKel and Oz, Again thanks for your suggestions, I've implemented and still no joy. I am still seeing crashes due to a C++ error. I am convinced that there is a problem with the update that is causing some kind of memory leak -- maybe usage of the .NET memory handler ;-) Regards, Bud Ingram ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] Various issues with DoD:S
-- [ Picked text/plain from multipart/alternative ] Might wanna try mp_teamoverride 1|0 It's a switch, but there is no definition in the list. Maybe making it a 1 will force players over, not sure. Would appreciate it if you replied after testing it. -- Original message -- -- [ Picked text/plain from multipart/alternative ] It's now mp_limitteams x x is how many more players one team can have over another, I.E. 1 makes it so whoever has the least players is what team you have to pick to join the game. --Ozz -- Original message -- OK, after a few tests... I am not seeing any difference in CPU usage between sv_turbophysics on or off. I forgot to mention one thing... mp_autoteambalance. This cvar is also missing in DoD:S. Thx for the feedback so far Alfred. - K2 -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds Sent: Monday, October 03, 2005 9:05 PM To: hlds@list.valvesoftware.com Subject: RE: [hlds] Various issues with DoD:S The camera behavior after death is by design (we spent a while bouncing back and forwards with that). CPU usage is what it is, we are looking into optimisations but there isn't any low hanging fruit. I will ask about team wounding, I don't remember ever talking about the logging strategy for it. - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of K2 Sent: Monday, October 03, 2005 11:59 PM To: hlds@list.valvesoftware.com Subject: [hlds] Various issues with DoD:S I'll keep it short 'n sweet: 1) CPU usage - DoD:S, at default settings, is a CPU hog... at least on the Linux platform. Other admins I have discussed this with that run this on win2000/w2k3 also agree. With the number of players and the tickrate being equal (66), DoD:S uses about double the amount of CPU as CS:S does. However, I have talked to one admin who says setting the sv_turbophysics cvar to zero brings CPU usage down to normal levels. He says leaving the cvar set to one lets players actually knock over objects as opposed to bouncing off of them (e.g. a barrel). I noticed that CS:S also has the cvar now, but by default is set to zero. I'd like some official clarification on this setting, and what kind of CPU usage we should expect leaving it on vs. leaving it off, and if the number of movable objects on a map makes a difference. 2) Team wounding reporting - with CS:S, if a player wounds a teammate, the rest of the team sees notification of it. In DoD:S this is missing. 3) I noticed mp_forcecamera defaults to one, which is a good thing for this type of game. However, when you die, for the 3-4 seconds before you respawn, the in-game camera points directly to the player that killed you, and tracks their movements. If you're a sniper, this pretty much gives away your position to the other team (granted you shouldn't stay in the same spot for more than a few seconds anyways, but that's moot). Several of my playerbase have noticed this and have been asking my admin staff to turn it off - and of course we cant. If the CPL ever pulls their collective heads out of their ass and host DoD:S at one of their next big tournaments, this is going to be a problem. It kinda already is... would like to see a cvar to allow admins to enable/disable this behavior at the very least. That's all I have for now, hope to see some feedback on this list (hi Alfred ;-) ). Thx for your time. - K2 http://www.hardfought.org ___ 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] ban files
We use banid 0.0 XXX etc on both 1.6 and CS Source/DodS servers without an issue. - Plasma -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of ac Sent: Wednesday, 5 October 2005 8:21 AM To: hlds@list.valvesoftware.com Subject: [hlds] ban files This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Okay, here goes. Want to move my 1.6 bans over to DoDS. I have a HUGE ban file (running a very strict server for a little over 2 years now) so I have about 5000 unique steam IDs I want to move. I understand the new format (ie 'banid 0.0' is now 'banid 0'). I created a file called 16bans.cfg and called it in my server.cfg AFTER banned_user.cfg. When I booted the server, the banned_user.cfg was immediately updated with the first 2777 IDs in the 16bans.cfg file. I don't know if that's all the bans allowed and I certainly can't figure out why the bans were loaded into the banned_user.cfg when I'm trying to keep them seperate. Any help on getting this working would be great. It's not that important to me that I have all my bans in seperate files, but I do want to make sure that the ENTIRE list of steam IDs is loaded in so that those that have been banned, stay banned. Thanks AnxietyClown -- ___ 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