Re: [hlds] Low FPS even with pingbooster

2005-10-06 Thread Yup
--
[ Picked text/plain from multipart/alternative ]
I don't understand why the server would lag if the CPU load is only at 80%.

When the 24 player server is full, the CPU load averages about 80% with
pingbooster off, yet the FPS fluctuates between 8 and 40. The server only
gets skippy when the FPS drops below 20. What does the CPU have to do with
FPS if it's only at 80% load?

On 10/5/05, Whisper [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 You do not have enough CPU
 You are running into a well known phenomenon with Valve Server
 Applications
 as they relate to their player number and CPU requirements.
 Don't run with over 18 players on that CPU.

 On 10/6/05, Yup [EMAIL PROTECTED] wrote:
 
  --
  [ Picked text/plain from multipart/alternative ]
  What would be the cause of low FPS on a Windows SRCDS? vid card? CPU?
  mobo?
  low FSB?
 
  The reason I ask is because my XP 1900+ 1GB RAM is struggling with FPS
  when
  more than 20 players join my 24 slot server. With 0 players, FPS is
 steady
  at 64 because of the Windows cap. With 20 players, it jumps between 30
 and
  50 FPS. With more than 20 players, it jumps between 8 and 40 FPS (very
  skippy gameplay). Even if pingbooster is enabled, the results are pretty
  much the same unless of course there are no players then it's in the
 200+
  range. When the server is completely full, the CPU averages about 80%
  load,
  yet the FPS is so low. Why?
  --
 
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Re: [hlds] Low FPS even with pingbooster

2005-10-06 Thread scott brown
--
[ Picked text/plain from multipart/alternative ]
I was asking the same questons 2 days ago. This may not help you with your
preformance issues but it will tell you everything you need to know about
framerates/tickrates. It also has a niffty fpsping boost utility thats
really sweet. I went from 20-60 fps to 500 empty 200+ full server fps using
this guide. Also a lot of my clients are commenting how aim has improved
with the high 100 tickrate our servers run at.
Hope this helps!
 http://forums.steampowered.com/forums/showthread.php?s=threadid=293285
--

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Re: [hlds] Low FPS even with pingbooster

2005-10-06 Thread Yup
--
[ Picked text/plain from multipart/alternative ]
But that's just the thing; with pingbooster off, the 24 player server only
uses about 70-80% is full, yet the FPS jumps between 8 and 40. How can this
be if there's still a good 20% free on the CPU?

On 10/5/05, sKel [EMAIL PROTECTED] wrote:

 yea, i would say just kill the pingbooster, that helps cpu, and just try
 to
 keep it at atleast 60ish.. i know on one of my boxes with 16 ppl playing
 the
 cpu is around like 15%, but if i enable a pingbooster, cpu automatically
 jumps to like 60%. but yea basically... your cpu is just too weak.


 - Original Message -
 From: Yup [EMAIL PROTECTED]
 To:  hlds@list.valvesoftware.com
 Sent: Thursday, October 06, 2005 12:21 AM
 Subject: [hlds] Low FPS even with pingbooster


  --
  [ Picked text/plain from multipart/alternative ]
  What would be the cause of low FPS on a Windows SRCDS? vid card? CPU?
  mobo?
  low FSB?
 
  The reason I ask is because my XP 1900+ 1GB RAM is struggling with FPS
  when
  more than 20 players join my 24 slot server. With 0 players, FPS is
 steady
  at 64 because of the Windows cap. With 20 players, it jumps between 30
 and
  50 FPS. With more than 20 players, it jumps between 8 and 40 FPS (very
  skippy gameplay). Even if pingbooster is enabled, the results are pretty
  much the same unless of course there are no players then it's in the
 200+
  range. When the server is completely full, the CPU averages about 80%
  load,
  yet the FPS is so low. Why?
  --
 
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  please visit:
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Re: [hlds] Low FPS even with pingbooster

2005-10-06 Thread Yup
--
[ Picked text/plain from multipart/alternative ]
Again, pingbooster does nothing because the server can't go above 40 FPS (it
doesn't matter if pingbooster is on or off) when there are more than 20
players connected even though the CPU load is only at 80%. Sorry for all the
replies, I sent that last one by mistake. I just don't understand what's
limiting the FPS.

On 10/5/05, scott brown [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 I was asking the same questons 2 days ago. This may not help you with your
 preformance issues but it will tell you everything you need to know about
 framerates/tickrates. It also has a niffty fpsping boost utility thats
 really sweet. I went from 20-60 fps to 500 empty 200+ full server fps
 using
 this guide. Also a lot of my clients are commenting how aim has improved
 with the high 100 tickrate our servers run at.
 Hope this helps!
 http://forums.steampowered.com/forums/showthread.php?s=threadid=293285
 --

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Re: [hlds] DoD: Source server hardware resource requirements PER PLAYER: what I know and don't know - opinions wanted and appreciated

2005-10-06 Thread Yup
--
[ Picked text/plain from multipart/alternative ]
Right. So the two 32 player servers are 66 tickrate, what about the other
three servers?

On 10/5/05, Whisper [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 66 is the default tickrate for DoD:S

 On 10/6/05, Yup [EMAIL PROTECTED] wrote:
 
  --
  [ Picked text/plain from multipart/alternative ]
  How are the servers arranged on that box?
 
  I would guess CPU #1 = 32 player + 23 player and CPU #2 = 32 player + 13
  player + 8 player
 
  What are the tickrates on these servers?
 
  On 10/5/05, Hell Phoenix [EMAIL PROTECTED] wrote:
  
   I have a dual 3.2 emt64 xeon box with 2gigs of ram. We run 2 32player
   DoD:S servers, 1 23player Dystopia server, 1 13player sven server, and
 1
   8player Tim--Coop server. The cpu sits at about 80% when all are full.
   Connection is 100mb full duplex, and its running on win2k3 server.
  
   Trizik wrote:
  
   --
   [ Picked text/plain from multipart/alternative ]
   First let me lay out WHAT I DO KNOW:
   
   1) I've read that a full 16 player CS: Source server uses about 60Hz
  per
   player and have come to the conclusion that this is an accurate
  estimate.
   
   2) I understand that a 20+ player server uses quite a bit more
  resources
   on
   a PER PLAYER basis than a server with less than 20 players.
   
   3) I understand that a DoD: Source server uses noticeably more
  resources
   (mainly CPU power) than a CS: Source server.
   
   WHAT I DON'T KNOW:
   
   ...about 1) Is the 60Hz per player estimate based on a 33 or 66
  tickrate
   CS:
   Source server? If 33, what is the 66 estimation?
   
   ...about 2) How many more resources does each player use on a FULL 32
   player
   DoD: Source server at 66 tickrate?
   
   ...about 3) Is this simply because the DoD: Source server defaults to
 a
   66
   tickrate and the CS: Source server defaults to a 33 tickrate OR is it
   more
   complicated than that? In other words, would a DoD: Source 66
 tickrate
   server still use more resources than a CS: Source 66 tickrate server?
   
   My DoD: Source servers are bogging and I'm very interested in hearing
   about
   your experiences with DoD: Source. I'm considering the following
 setup
   and
   hope to squeeze around 100 DoD: Source slots on it.
   
   Dual Xeon 2.4GHz HT
   2GB RAM
   Windows 2K
   100Mbps full duplex port
   
   I'm probably dreaming, but I'd like to have a 32 player and 24 player
  on
   the
   same CPU. What do you think? Is it at all possible when both are
 full?
   --
   
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RE: [hlds] Low FPS even with pingbooster

2005-10-06 Thread Alexander Kobbevik
At 80% you are close to maxing out your CPU.
What tools do you use to measure load?
If it uses average, maybe your server is acctually hitting 100% many times
as you will experience this as lag spikes. Big shoot-outs at big open spaces
on a map will cause more use of CPU.

I don't know how a CPU works, but there must be a cueue of some sort, right?
At 80% this cueue will probably have a longer prosessing time then if you
ran at 20-30%.
Also the CPU might have a problem with heat at higher loads.

Just brain-storming :)


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Yup
Sent: 6. oktober 2005 09:25
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Low FPS even with pingbooster

--
[ Picked text/plain from multipart/alternative ]
Again, pingbooster does nothing because the server can't go above 40 FPS (it
doesn't matter if pingbooster is on or off) when there are more than 20
players connected even though the CPU load is only at 80%. Sorry for all the
replies, I sent that last one by mistake. I just don't understand what's
limiting the FPS.



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Re: [hlds] Low FPS even with pingbooster

2005-10-06 Thread Dan Stevens (IAmAI)
--
[ Picked text/plain from multipart/alternative ]
What's frame rate got to do with a dedicated server, or it is not a
dedicated server?
--

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RE: [hlds] Low FPS even with pingbooster

2005-10-06 Thread Alexander Kobbevik
Hi,

Please start quoting something or someone in your mails.
Makes it so much more easy not having to go back to the older mails to
understand what your replying to.

Thanks :)


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Dan Stevens (IAmAI)
Sent: 6. oktober 2005 10:15
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Low FPS even with pingbooster

--
[ Picked text/plain from multipart/alternative ]
What's frame rate got to do with a dedicated server, or it is not a
dedicated server?
--

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Re: [hlds] DoDs mp_autokick 1 is dropping players after just 50secs idle

2005-10-06 Thread Ricardo Mota
--
[ Picked text/plain from multipart/alternative ]
i think it's related to the sv_timeout.

I mean, the autokick strikes after the time stated on sv_timeout is reached.
it is, by default, 65 seconds, i believe. Problem i'm having is that i can't
seem to be able to CHANGE the sv_timeout!!! I mean, i've chenged it to 180
on my configs and updated them, but it works on the first map after the
server starts but is then changed back to the default value after a map
change. Can anyone help with that?

On 10/6/05, Suck. [EMAIL PROTECTED] wrote:

 Heh, we turned it off partially because it's so short that it was
 sometimes
 kicking a machine gunner or sniper sitting in a good position while
 waiting
 for a target. =P


 -Grant.


 -Original Message-
 From: Dagok
 Sent: Monday, October 03, 2005 11:16 PM
 Subject: [hlds] DoDs mp_autokick 1 is dropping players after just 50secs
 idle

 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



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--
Ricardo Mota
[EMAIL PROTECTED]
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[hlds] css servers crashing on votemaps

2005-10-06 Thread [xXx] infexXxious clan
i have a 50 man source server and have it updated as well as beetlemod
updated, but every time my admins vote a map when it is full we crash.
when they vote and theres about 30 in the vote often succeeds.
ive done a fresh install and done maintenance on the dual xeon buyt we still
get the same results.
even when the server is full we never go over 20% cpu usage on our dual xeon
3.0 ghz
has anyone else had this problem?
any suggestions?



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Re: [hlds] Low FPS even with pingbooster

2005-10-06 Thread Yup
--
[ Picked text/plain from multipart/alternative ]
Yes, it's a dedicated server and the frame rate has a lot to do with it.

The frame rate is how often the server checks for game packets. A server
with a low frame rate like my full 24 player DoD: Source server won't check
for game packets as often as a server with a high frame rate. This results
in lag because although the server is cycling 66 ticks per second, the
client only checks for a portion of those packets due to the server's low
FPS even though the client has high FPS. Read more about it here:
http://forums.steampowered.com/forums/showthread.php?s=threadid=293285

This is why I'm so puzzled. My server's CPU is only at 80% load but the FPS
is way too low. It would make more sense if the CPU was at 100% load.
Alexander Kobbevik made some good points with the reasoning being this (just
what I was looking for!) in another reply that I am going to respond to now.
**

On 10/5/05, Dan Stevens (IAmAI) [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 What's frame rate got to do with a dedicated server, or it is not a
 dedicated server?
 --

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Re: [hlds] DoDs mp_autokick 1 is dropping players after just 50secs idle

2005-10-06 Thread Yup
--
[ Picked text/plain from multipart/alternative ]
Actually, sv_timeout isn't related to mp_autokick at all.

The description of sv_timeout is: After this many seconds without a message
from a client, the client is dropped.

sv_timeout defines the amount of time a not responding client has to
respond again. It's like pulling your network cable out of the wall for ten
seconds and then plugging it back in. If the server's sv_timeout is 5, you
would be dropped (disconnected) from the server. If the sv_timeout is 15,
you would still be in the game.

On 10/5/05, Ricardo Mota [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 i think it's related to the sv_timeout.

 I mean, the autokick strikes after the time stated on sv_timeout is
 reached.
 it is, by default, 65 seconds, i believe. Problem i'm having is that i
 can't
 seem to be able to CHANGE the sv_timeout!!! I mean, i've chenged it to 180
 on my configs and updated them, but it works on the first map after the
 server starts but is then changed back to the default value after a map
 change. Can anyone help with that?

 On 10/6/05, Suck. [EMAIL PROTECTED] wrote:
 
  Heh, we turned it off partially because it's so short that it was
  sometimes
  kicking a machine gunner or sniper sitting in a good position while
  waiting
  for a target. =P
 
 
  -Grant.
 
 
  -Original Message-
  From: Dagok
  Sent: Monday, October 03, 2005 11:16 PM
  Subject: [hlds] DoDs mp_autokick 1 is dropping players after just 50secs
  idle
 
  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
 
 
 
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 --
 Ricardo Mota
 [EMAIL PROTECTED]
 --

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Re: [hlds] Bots causing memory read errors

2005-10-06 Thread Bud Ingram

Mr. Reynolds,

Has Valve been able to confirm that bots are creating memory errors on
Windows Machines?

Thank you,

Bud Ingram

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Re: [hlds] Low FPS even with pingbooster

2005-10-06 Thread Yup
--
[ Picked text/plain from multipart/alternative ]
I'm just using Task Manager and it's showing actual CPU usage, not average.
I watch the Task Manager and the server's console FPS very carefully when
the server is full. The CPU load very rarely reaches 100% but like I said
most of the time (43 minutes out of the 45 minute map) it's at around 80%.

What you said about the queue slowing down at 80% makes sense because yes
the CPU will be hotter and heat slows things down. The theory seems correct
but I don't know if it's completely true in this case. Anyone?

Thanks for the reply, helped me get my head out of the numbers.

On 10/5/05, Alexander Kobbevik [EMAIL PROTECTED] wrote:

 At 80% you are close to maxing out your CPU.
 What tools do you use to measure load?
 If it uses average, maybe your server is acctually hitting 100% many times
 as you will experience this as lag spikes. Big shoot-outs at big open
 spaces
 on a map will cause more use of CPU.

 I don't know how a CPU works, but there must be a cueue of some sort,
 right?
 At 80% this cueue will probably have a longer prosessing time then if you
 ran at 20-30%.
 Also the CPU might have a problem with heat at higher loads.

 Just brain-storming :)


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Yup
 Sent: 6. oktober 2005 09:25
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Low FPS even with pingbooster

 --
 [ Picked text/plain from multipart/alternative ]
 Again, pingbooster does nothing because the server can't go above 40 FPS
 (it
 doesn't matter if pingbooster is on or off) when there are more than 20
 players connected even though the CPU load is only at 80%. Sorry for all
 the
 replies, I sent that last one by mistake. I just don't understand what's
 limiting the FPS.



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Re: [hlds] Low FPS even with pingbooster

2005-10-06 Thread sKel

alright.. with a cpu basically.. it can only do one single thing at a time,
so the higher the usage, the longer any one thing has to wait to be
processed (for say a frame) plus a million other things the cpu does at any
one point in time. so basically when the cpu usage gets that hight, and
since its a pretty weak cpu to begin with, it makes each frame, or process
for the server wait. and every frame when theres more people has to process
more, and then when the frame rate drops that low, it has to process even
more to make up for the time it lost. so the cpu may only think its at 80%
but when the FPS drops that low on a server.. your working the cpu wayy too
hard.

skel

sorry if some of that sounds a bit dillusional. i just got out of bed...
- Original Message -
From: Yup [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Thursday, October 06, 2005 6:05 AM
Subject: Re: [hlds] Low FPS even with pingbooster



--
[ Picked text/plain from multipart/alternative ]
I'm just using Task Manager and it's showing actual CPU usage, not
average.
I watch the Task Manager and the server's console FPS very carefully when
the server is full. The CPU load very rarely reaches 100% but like I said
most of the time (43 minutes out of the 45 minute map) it's at around 80%.

What you said about the queue slowing down at 80% makes sense because yes
the CPU will be hotter and heat slows things down. The theory seems
correct
but I don't know if it's completely true in this case. Anyone?

Thanks for the reply, helped me get my head out of the numbers.

On 10/5/05, Alexander Kobbevik [EMAIL PROTECTED] wrote:


At 80% you are close to maxing out your CPU.
What tools do you use to measure load?
If it uses average, maybe your server is acctually hitting 100% many
times
as you will experience this as lag spikes. Big shoot-outs at big open
spaces
on a map will cause more use of CPU.

I don't know how a CPU works, but there must be a cueue of some sort,
right?
At 80% this cueue will probably have a longer prosessing time then if you
ran at 20-30%.
Also the CPU might have a problem with heat at higher loads.

Just brain-storming :)


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Yup
Sent: 6. oktober 2005 09:25
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Low FPS even with pingbooster

--
[ Picked text/plain from multipart/alternative ]
Again, pingbooster does nothing because the server can't go above 40 FPS
(it
doesn't matter if pingbooster is on or off) when there are more than 20
players connected even though the CPU load is only at 80%. Sorry for all
the
replies, I sent that last one by mistake. I just don't understand what's
limiting the FPS.



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Re: [hlds] Low FPS even with pingbooster

2005-10-06 Thread Dan Stevens (IAmAI)
--
[ Picked text/plain from multipart/alternative ]
I remove quotes in my replies in the mailing list as I use Gmail which
cleverly lists previous messages with the same subject (like a web forum),
so I don't have to go looking for messages. It makes it easier and looks
nicer.

I have plenty invitations so if you, or anyone else would like a Gmail
address feel free to request one from me. Gmail is excellent. The client has
excellent features, it's spam free and has (as your probably know) masses or
storage capacity (and its increasing all the time ^_^ )

Would anyone be bothered if I started a thread offering Gmail accounts, or
would that be inappropriate? The more people using Gmail, the happier I'll
be because then I don't have to include quotes in my messages ^_^

On 06/10/05, Alexander Kobbevik [EMAIL PROTECTED] wrote:

 Hi,

 Please start quoting something or someone in your mails.
 Makes it so much more easy not having to go back to the older mails to
 understand what your replying to.

 Thanks :)
--

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RE: [hlds] CS:S Map Differs Problem

2005-10-06 Thread hlds
I will Try that Right now I am using WS_FTP Maybe I'll use a FTP that
has less Features and is not as advance

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of scott brown
Sent: Wednesday, October 05, 2005 5:18 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] CS:S Map Differs Problem

--
[ Picked text/plain from multipart/alternative ]
I had this problem with a new svurl host. When I uploaded the maps it
was
time stamping them. Which made the server think they were different
maps. I
used the upload function in dreamweaver to upload them again and all was
good. Try a different FTP client. This may not be your problem but it
was
mine.

On 10/5/05, Wolvie [EMAIL PROTECTED] wrote:



 -Original Message-
 From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
 Sent: Wednesday, October 05, 2005 3:57 PM
 To: hlds@list.valvesoftware.com
 Subject: [hlds] CS:S Map Differs Problem

 Hello

 I am notice a problem with my CSS server. IT is a Custom Map server
 with fast downloads with bz2. All the maps work after uploading the
 maps. However the same maps that worked before have started to give
the
 client Map differs errors. What is Strange is that this has started on
 stock maps also such as cs_assault

 Any ideas On what Should Cause this or any Fixes to the Problem

 Server specs
 Win 2000
 2 gig ram
 dual amd 2400+


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[hlds] HL2DM: Slam/Tripmine Friendly Fire

2005-10-06 Thread Sirusdv
--
[ Picked text/plain from multipart/alternative ]
Do any of you know any way to make the tripmines inflict damage to teammates
as well as the opposition?


Thanks for the help!

--Sirusdv
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Re: [hlds] Low FPS even with pingbooster

2005-10-06 Thread m0gely

dkorp1 wrote:


Microsoft says that if your cpu usage is at 80% constantly then you
don't have enough cpu power. If srcds is maxing that then maybe your cpu
is the issue.


Well the resolution of the graph in Windows isn't exactly realtime.
Possibly it's spiking up to the 100% frequently but not long enough to
show up in the graph.  The thing about running at such high limits is
you give yourself nowhere to go when the process requires that quick
extra bit of CPU.

--
- m0gely
http://quake2.telestream.com/
Q2 | Q3A | Counter-strike

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[hlds] more ban info requested...

2005-10-06 Thread ac
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
I posted a question about why my old bans being executed in their own file were 
being written into the default banned_user.cfg file.  I understand the answer 
now (that all bans loaded into memory, regardless of what file they originate 
in, are written to the banned_user.cfg file).

My problem is this.  Only the first 2777 bans are being written into the 
banned_user.cfg and I have closer to 5000 banned steam IDs to deal with.  
Questions:

#1 - is there a limit to the # of banned IDs a source server can handle?

#2 - is there a limit to the size of a banned_user.cfg file?

#3 - how can I manage this large number of bans in source?

Thanks for helping me get these questions answered.

Anxietyclown
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[hlds] hitboxes

2005-10-06 Thread sprout
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[ Picked text/plain from multipart/alternative ]
I get the wrong feeling hitboxes are still way off still.  Any idea when valve 
plans on fixing that? cause I get the feeling they are worse since last update 
cause I just played and sat there emptyed a clip right on a player with him 
sliding and got 2 hits for 20 damage.   m4 should do more damage and should hit 
a bit more then that
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Re: [hlds] DoDs mp_autokick 1 is dropping players after just 50secs idle

2005-10-06 Thread Dagok

It shouldnt be related to sv_timeout and isnt supposed to be.

sv_timeout is for when the server loses connection with that player...after
the specified amount of time the server will drop that player.

mp_autokick is to kick players that dont give any keystroke or mouse input
after a certain amount of time.  I believe it's supposed to be 10 or 15min.

Dagok



- Original Message -
From: Ricardo Mota [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Thursday, October 06, 2005 1:40 AM
Subject: Re: [hlds] DoDs mp_autokick 1 is dropping players after just 50secs
idle



--
[ Picked text/plain from multipart/alternative ]
i think it's related to the sv_timeout.

I mean, the autokick strikes after the time stated on sv_timeout is
reached.
it is, by default, 65 seconds, i believe. Problem i'm having is that i
can't
seem to be able to CHANGE the sv_timeout!!! I mean, i've chenged it to 180
on my configs and updated them, but it works on the first map after the
server starts but is then changed back to the default value after a map
change. Can anyone help with that?

On 10/6/05, Suck. [EMAIL PROTECTED] wrote:


Heh, we turned it off partially because it's so short that it was
sometimes
kicking a machine gunner or sniper sitting in a good position while
waiting
for a target. =P


-Grant.


-Original Message-
From: Dagok
Sent: Monday, October 03, 2005 11:16 PM
Subject: [hlds] DoDs mp_autokick 1 is dropping players after just 50secs
idle

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



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[EMAIL PROTECTED]
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RE: [hlds] more ban info requested...

2005-10-06 Thread Napier, Kevin
I dont run a server anymore so take this for what is which is only my 
recollection of things with cs and tfc (steam and nosteam).

#1) There was long time ago it was like 4k, however I also recall it being 
raised about a year'ish ago to I think to something like 32k or 64k, One would 
assume there is not a limit it source, but certainly not that low.

#2) used to be, I think they finally fixed that at the same time, one related 
to the other as I recall.

I think either you've found a bug, which is about as likely as it is unlikey, 
but I would think there would be alot of people reporting this already, or 
something else is to blame for the activity your seeing. Perhaps there is 
something it's choking on while adding the 2778th ban.

...another useless post by me :)

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of ac
Sent: Thursday, October 06, 2005 4:53 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] more ban info requested...
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
I posted a question about why my old bans being executed in their own file were 
being written into the default banned_user.cfg file.  I understand the answer 
now (that all bans loaded into memory, regardless of what file they originate 
in, are written to the banned_user.cfg file).

My problem is this.  Only the first 2777 bans are being written into the 
banned_user.cfg and I have closer to 5000 banned steam IDs to deal with.  
Questions:

#1 - is there a limit to the # of banned IDs a source server can handle?

#2 - is there a limit to the size of a banned_user.cfg file?

#3 - how can I manage this large number of bans in source?

Thanks for helping me get these questions answered.

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[hlds] Map Size

2005-10-06 Thread Jim
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Someone had posted recently how to allow maps greater than than the default 
valuve of 15 to be downloaded.  Could you repost the cvar used.  I have a 
couple custom maps I would like to bring back to my server using that 
information to allow large than the normal custom map.

Thanks

-Jim
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Re: [hlds] Map Size

2005-10-06 Thread [xXx] infexXxious clan
net_maxfilesize 26

- Original Message -
From: Jim [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Thursday, October 06, 2005 3:02 PM
Subject: [hlds] Map Size


This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Someone had posted recently how to allow maps greater than than the default
valuve of 15 to be downloaded.  Could you repost the cvar used.  I have a
couple custom maps I would like to bring back to my server using that
information to allow large than the normal custom map.

Thanks

-Jim
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Re: [hlds] Map Size

2005-10-06 Thread Jim

Thanks for the feedback on this one...

- Original Message -
From: [xXx] infexXxious clan [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Thursday, October 06, 2005 5:20 PM
Subject: Re: [hlds] Map Size



net_maxfilesize 26

- Original Message -
From: Jim [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Thursday, October 06, 2005 3:02 PM
Subject: [hlds] Map Size


This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Someone had posted recently how to allow maps greater than than the
default
valuve of 15 to be downloaded.  Could you repost the cvar used.  I have a
couple custom maps I would like to bring back to my server using that
information to allow large than the normal custom map.

Thanks

-Jim
--


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Re: [hlds] hitboxes

2005-10-06 Thread Tyler Cook
--
[ Picked text/plain from multipart/alternative ]
maybe you should go onto a 100 tick server?

On 10/6/05, sprout [EMAIL PROTECTED] wrote:

 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 I get the wrong feeling hitboxes are still way off still. Any idea when
 valve plans on fixing that? cause I get the feeling they are worse since
 last update cause I just played and sat there emptyed a clip right on a
 player with him sliding and got 2 hits for 20 damage. m4 should do more
 damage and should hit a bit more then that
 --


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Re: [hlds] DoDs mp_autokick 1 is dropping players after just 50secs idle

2005-10-06 Thread ozmosissound
--
[ Picked text/plain from multipart/alternative ]

I would suggest making a seperate cfg text file with the timeout cvar only and 
call it in your server.cfg.

i.e.:

exec autokicktime.cfg

where 'autokicktime.cfg' is a simple text file that contains sv_timeout 180.

Pretty similar to using 'userconfig.cfg' as a client, where the game wont look 
to try and change anything in it because it is designed for the end user to 
customize.

-Ozz
-- Original message --

 --
 [ Picked text/plain from multipart/alternative ]
 i think it's related to the sv_timeout.

 I mean, the autokick strikes after the time stated on sv_timeout is reached.
 it is, by default, 65 seconds, i believe. Problem i'm having is that i can't
 seem to be able to CHANGE the sv_timeout!!! I mean, i've chenged it to 180
 on my configs and updated them, but it works on the first map after the
 server starts but is then changed back to the default value after a map
 change. Can anyone help with that?

 On 10/6/05, Suck. wrote:
 
  Heh, we turned it off partially because it's so short that it was
  sometimes
  kicking a machine gunner or sniper sitting in a good position while
  waiting
  for a target. =P
 
 
  -Grant.
 
 
  -Original Message-
  From: Dagok
  Sent: Monday, October 03, 2005 11:16 PM
  Subject: [hlds] DoDs mp_autokick 1 is dropping players after just 50secs
  idle
 
  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
 
 
 
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 [EMAIL PROTECTED]
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Re: [hlds] DoDs mp_autokick 1 is dropping players after just 50secs idle

2005-10-06 Thread ozmosissound
--
[ Picked text/plain from multipart/alternative ]
then why does it work on the first map and then revert back to 65 on him after 
the map change?

-Ozz

-- Original message --

 --
 [ Picked text/plain from multipart/alternative ]
 Actually, sv_timeout isn't related to mp_autokick at all.

 The description of sv_timeout is: After this many seconds without a message
 from a client, the client is dropped.

 sv_timeout defines the amount of time a not responding client has to
 respond again. It's like pulling your network cable out of the wall for ten
 seconds and then plugging it back in. If the server's sv_timeout is 5, you
 would be dropped (disconnected) from the server. If the sv_timeout is 15,
 you would still be in the game.

 On 10/5/05, Ricardo Mota wrote:
 
  --
  [ Picked text/plain from multipart/alternative ]
  i think it's related to the sv_timeout.
 
  I mean, the autokick strikes after the time stated on sv_timeout is
  reached.
  it is, by default, 65 seconds, i believe. Problem i'm having is that i
  can't
  seem to be able to CHANGE the sv_timeout!!! I mean, i've chenged it to 180
  on my configs and updated them, but it works on the first map after the
  server starts but is then changed back to the default value after a map
  change. Can anyone help with that?
 
  On 10/6/05, Suck. wrote:
  
   Heh, we turned it off partially because it's so short that it was
   sometimes
   kicking a machine gunner or sniper sitting in a good position while
   waiting
   for a target. =P
  
  
   -Grant.
  
  
   -Original Message-
   From: Dagok
   Sent: Monday, October 03, 2005 11:16 PM
   Subject: [hlds] DoDs mp_autokick 1 is dropping players after just 50secs
   idle
  
   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:
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  --
  Ricardo Mota
  [EMAIL PROTECTED]
  --
 
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Re: [hlds] Low FPS even with pingbooster

2005-10-06 Thread ozmosissound
--
[ Picked text/plain from multipart/alternative ]
You haven't stated what the FSB or anything else about it is other than the 
processor.

In the same token, you are effortlessly trying to condemn your processor when 
it isnt literally hard wired to the internet there are many things in 
between your clients and the cpu.  Start figuring out why its riding high 
instead of trying to figure out why you get skippy at 80% load.  The 'skippy' 
feeling at 80% would be EXPECTED, not troubleshot!!

Something else is bottlenecking you, and it sounds like you arent setting up 
the ping booster correctly.

Turn off the ping booster, open Windows Media Player on the desktop and see 
where your fps goes.  If it goes up, you need to look at what is going on in 
the background on this machine.  If it goes down, you DEFINITELY have something 
major going wrong.  Maybe you have a bad piece of hardware somewhere, it's a 
matter of diagnosing whats going on where.

If you are running at 100 tick rate, start by lowering it and see if it eases 
the cpu load.

But personally, I think your cpu is already underpowered to run a 24 man server.

--Ozz

-- Original message --

 --
 [ Picked text/plain from multipart/alternative ]
 I'm just using Task Manager and it's showing actual CPU usage, not average.
 I watch the Task Manager and the server's console FPS very carefully when
 the server is full. The CPU load very rarely reaches 100% but like I said
 most of the time (43 minutes out of the 45 minute map) it's at around 80%.

 What you said about the queue slowing down at 80% makes sense because yes
 the CPU will be hotter and heat slows things down. The theory seems correct
 but I don't know if it's completely true in this case. Anyone?

 Thanks for the reply, helped me get my head out of the numbers.

 On 10/5/05, Alexander Kobbevik wrote:
 
  At 80% you are close to maxing out your CPU.
  What tools do you use to measure load?
  If it uses average, maybe your server is acctually hitting 100% many times
  as you will experience this as lag spikes. Big shoot-outs at big open
  spaces
  on a map will cause more use of CPU.
 
  I don't know how a CPU works, but there must be a cueue of some sort,
  right?
  At 80% this cueue will probably have a longer prosessing time then if you
  ran at 20-30%.
  Also the CPU might have a problem with heat at higher loads.
 
  Just brain-storming :)
 
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Yup
  Sent: 6. oktober 2005 09:25
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] Low FPS even with pingbooster
 
  --
  [ Picked text/plain from multipart/alternative ]
  Again, pingbooster does nothing because the server can't go above 40 FPS
  (it
  doesn't matter if pingbooster is on or off) when there are more than 20
  players connected even though the CPU load is only at 80%. Sorry for all
  the
  replies, I sent that last one by mistake. I just don't understand what's
  limiting the FPS.
 
 
 
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  please visit:
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Re: [hlds] Low FPS even with pingbooster

2005-10-06 Thread Yup
--
[ Picked text/plain from multipart/alternative ]
thanks for the reply

On 10/6/05, sKel [EMAIL PROTECTED] wrote:

 alright.. with a cpu basically.. it can only do one single thing at a
 time,
 so the higher the usage, the longer any one thing has to wait to be
 processed (for say a frame) plus a million other things the cpu does at
 any
 one point in time. so basically when the cpu usage gets that hight, and
 since its a pretty weak cpu to begin with, it makes each frame, or process
 for the server wait. and every frame when theres more people has to
 process
 more, and then when the frame rate drops that low, it has to process even
 more to make up for the time it lost. so the cpu may only think its at 80%
 but when the FPS drops that low on a server.. your working the cpu wayy
 too
 hard.

 skel

 sorry if some of that sounds a bit dillusional. i just got out of bed...
 - Original Message -
 From: Yup [EMAIL PROTECTED]
 To: hlds@list.valvesoftware.com
 Sent: Thursday, October 06, 2005 6:05 AM
 Subject: Re: [hlds] Low FPS even with pingbooster


  --
  [ Picked text/plain from multipart/alternative ]
  I'm just using Task Manager and it's showing actual CPU usage, not
  average.
  I watch the Task Manager and the server's console FPS very carefully
 when
  the server is full. The CPU load very rarely reaches 100% but like I
 said
  most of the time (43 minutes out of the 45 minute map) it's at around
 80%.
 
  What you said about the queue slowing down at 80% makes sense because
 yes
  the CPU will be hotter and heat slows things down. The theory seems
  correct
  but I don't know if it's completely true in this case. Anyone?
 
  Thanks for the reply, helped me get my head out of the numbers.
 
  On 10/5/05, Alexander Kobbevik [EMAIL PROTECTED] wrote:
 
  At 80% you are close to maxing out your CPU.
  What tools do you use to measure load?
  If it uses average, maybe your server is acctually hitting 100% many
  times
  as you will experience this as lag spikes. Big shoot-outs at big open
  spaces
  on a map will cause more use of CPU.
 
  I don't know how a CPU works, but there must be a cueue of some sort,
  right?
  At 80% this cueue will probably have a longer prosessing time then if
 you
  ran at 20-30%.
  Also the CPU might have a problem with heat at higher loads.
 
  Just brain-storming :)
 
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Yup
  Sent: 6. oktober 2005 09:25
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] Low FPS even with pingbooster
 
  --
  [ Picked text/plain from multipart/alternative ]
  Again, pingbooster does nothing because the server can't go above 40
 FPS
  (it
  doesn't matter if pingbooster is on or off) when there are more than 20
  players connected even though the CPU load is only at 80%. Sorry for
 all
  the
  replies, I sent that last one by mistake. I just don't understand
 what's
  limiting the FPS.
 
 
 
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  please visit:
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RE: [hlds] DoDs mp_autokick 1 is dropping players after just 50secs idle

2005-10-06 Thread Aaron L.
Hey all. I've ran multiple servers with multiple game servers for years now,
I've always either used win2000 or XP on all my p4 machines.
I've recently purchased four 3.0 dual xeon servers 2MB cache and am going
back and fourth on what OS to use.

Any suggestions? I'm going between XP and 2003 Server.

I mainly run valve dedicated servers. But also do other multiplayer games,
I'm also hosting BF2. I just wanted to see if 2003 Server would maximize the
amount of game servers on one box? I have plenty of resources on my network
for bw so that's not an issue. Each machine has 3GB of ram. With 10k RPM
drives.
Please if you have any experience with this subject or have any benchmarks
with your xeon machines using different OSs I would be greatly appreciative.

How many game servers are current owners of dual xeon 3.0s currently
running?
Thank guys for all the great feedback that goes through this list.

Aaron
Nodramaclan.com
DarkRecon Game Servers



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[hlds] server crashing

2005-10-06 Thread [xXx] infexXxious clan
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
can noone help me with my problem?

ever since the last update in cs source we have had trouble with our servers 
and votemaps as well as using rcon commands.

our 50  man source server runs in high priority and uses about 20% of our dual 
xeon.

when we vote on a map or whatever when there are a few players we have about a 
50% chance of crash, but when our server is full we would definitely crash if 
we were to votemaps.

any suggestions?
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Re: [hlds] DoDs mp_autokick 1 is dropping players after just 50secs idle

2005-10-06 Thread [xXx] infexXxious clan
dual xeon responds real well to win 2k3 web edition
- Original Message -
From: Aaron L. [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Thursday, October 06, 2005 4:29 PM
Subject: RE: [hlds] DoDs mp_autokick 1 is dropping players after just 50secs
idle


 Hey all. I've ran multiple servers with multiple game servers for years
now,
 I've always either used win2000 or XP on all my p4 machines.
 I've recently purchased four 3.0 dual xeon servers 2MB cache and am going
 back and fourth on what OS to use.

 Any suggestions? I'm going between XP and 2003 Server.

 I mainly run valve dedicated servers. But also do other multiplayer games,
 I'm also hosting BF2. I just wanted to see if 2003 Server would maximize
the
 amount of game servers on one box? I have plenty of resources on my
network
 for bw so that's not an issue. Each machine has 3GB of ram. With 10k RPM
 drives.
 Please if you have any experience with this subject or have any benchmarks
 with your xeon machines using different OSs I would be greatly
appreciative.

 How many game servers are current owners of dual xeon 3.0s currently
 running?
 Thank guys for all the great feedback that goes through this list.

 Aaron
 Nodramaclan.com
 DarkRecon Game Servers



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Re: [hlds] DoDs mp_autokick 1 is dropping players after just 50secs idle

2005-10-06 Thread ozmosissound
--
[ Picked text/plain from multipart/alternative ]

You guys are distorting the definition for sv_timeout. Quoting the DoD client 
cvar list (which includes server for obvious reasons) it states:

sv_timout, 65 --- default, After this many seconds without a message from 
the client, the client is dropped

I have experimented with what a 'message' is as a client, especially when 
trying to do something while idle on a server.  As long as I crouched or shot 
my gun or jumped in the air every so often, i didn't get kicked.  If I tried 
something like a voice_command bind, I got dropped.

Having experimented with the sv_timeout on Monday the 26th (everyone was trying 
to adjust their video settings to gain fps, resulting in that repetitive pause 
for 60+ seconds sometimes), I feel confident that like Ricardo says, the 
sv_timeout value reverts back to the default after the map change, because I 
had extended the value via RCON ingame, and for that map only, people weren't 
dropping like flies.

Try my aforementioned fix (previous email) and see if it works.

--Ozz

-- Original message --

 It shouldnt be related to sv_timeout and isnt supposed to be.

 sv_timeout is for when the server loses connection with that player...after
 the specified amount of time the server will drop that player.

 mp_autokick is to kick players that dont give any keystroke or mouse input
 after a certain amount of time. I believe it's supposed to be 10 or 15min.

 Dagok



 - Original Message -
 From: Ricardo Mota
 To:
 Sent: Thursday, October 06, 2005 1:40 AM
 Subject: Re: [hlds] DoDs mp_autokick 1 is dropping players after just 50secs
 idle


  --
  [ Picked text/plain from multipart/alternative ]
  i think it's related to the sv_timeout.
 
  I mean, the autokick strikes after the time stated on sv_timeout is
  reached.
  it is, by default, 65 seconds, i believe. Problem i'm having is that i
  can't
  seem to be able to CHANGE the sv_timeout!!! I mean, i've chenged it to 180
  on my configs and updated them, but it works on the first map after the
  server starts but is then changed back to the default value after a map
  change. Can anyone help with that?
 
  On 10/6/05, Suck. wrote:
 
  Heh, we turned it off partially because it's so short that it was
  sometimes
  kicking a machine gunner or sniper sitting in a good position while
  waiting
  for a target. =P
 
 
  -Grant.
 
 
  -Original Message-
  From: Dagok
  Sent: Monday, October 03, 2005 11:16 PM
  Subject: [hlds] DoDs mp_autokick 1 is dropping players after just 50secs
  idle
 
  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
 
 
 
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  please visit:
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  --
  Ricardo Mota
  [EMAIL PROTECTED]
  --
 
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RE: [hlds] XP vs Server03 on Dual Xeon Servers

2005-10-06 Thread Aaron L.
Sorry I forgot to change the subject...

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Aaron L.
Sent: Thursday, October 06, 2005 7:29 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] DoDs mp_autokick 1 is dropping players after just 50secs
idle

Hey all. I've ran multiple servers with multiple game servers for years now,
I've always either used win2000 or XP on all my p4 machines.
I've recently purchased four 3.0 dual xeon servers 2MB cache and am going
back and fourth on what OS to use.

Any suggestions? I'm going between XP and 2003 Server.

I mainly run valve dedicated servers. But also do other multiplayer games,
I'm also hosting BF2. I just wanted to see if 2003 Server would maximize the
amount of game servers on one box? I have plenty of resources on my network
for bw so that's not an issue. Each machine has 3GB of ram. With 10k RPM
drives.
Please if you have any experience with this subject or have any benchmarks
with your xeon machines using different OSs I would be greatly appreciative.

How many game servers are current owners of dual xeon 3.0s currently
running?
Thank guys for all the great feedback that goes through this list.

Aaron
Nodramaclan.com
DarkRecon Game Servers



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Re: [hlds] DoDs mp_autokick 1 is dropping players after just 50secs idle

2005-10-06 Thread Dagok

Sorry, but what does this have to do with autokick?  Start your own topic
and don't derail this one.

Dagok


- Original Message -
From: Aaron L. [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Thursday, October 06, 2005 4:29 PM
Subject: RE: [hlds] DoDs mp_autokick 1 is dropping players after just 50secs
idle



Hey all. I've ran multiple servers with multiple game servers for years
now,
I've always either used win2000 or XP on all my p4 machines.
I've recently purchased four 3.0 dual xeon servers 2MB cache and am going
back and fourth on what OS to use.

Any suggestions? I'm going between XP and 2003 Server.

I mainly run valve dedicated servers. But also do other multiplayer games,
I'm also hosting BF2. I just wanted to see if 2003 Server would maximize
the
amount of game servers on one box? I have plenty of resources on my
network
for bw so that's not an issue. Each machine has 3GB of ram. With 10k RPM
drives.
Please if you have any experience with this subject or have any benchmarks
with your xeon machines using different OSs I would be greatly
appreciative.

How many game servers are current owners of dual xeon 3.0s currently
running?
Thank guys for all the great feedback that goes through this list.

Aaron
Nodramaclan.com
DarkRecon Game Servers



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Re: [hlds] DoDs mp_autokick 1 is dropping players after just 50secs idle

2005-10-06 Thread Dagok

I didnt distort anything.  I said the same thing as the what the cvar list
says, I just said it in my own words.

If it is reverting back to 65 after a map change, fine, it's a bug...I was
saying it has nothing to do with mp_autokick and it still has nothing to do
with mp_autokick.  Two different functions for 2 different purposes.

sv_timeout is not based on keyboard strokes or movement input.  It's based
on a net connection to that player.  If you turned off mp_autokick, the
player could sit there afk all night long as long as their net connection
continues to send packaets to the server.  But if that connection stops
sending packets to the server, this is when sv_timeout would kick in and
drop the player after the specified amount of time.

Dagok


- Original Message -
From: [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Thursday, October 06, 2005 4:32 PM
Subject: Re: [hlds] DoDs mp_autokick 1 is dropping players after just 50secs
idle


--
[ Picked text/plain from multipart/alternative ]

You guys are distorting the definition for sv_timeout. Quoting the DoD
client cvar list (which includes server for obvious reasons) it states:

sv_timout, 65 --- default, After this many seconds without a message
from the client, the client is dropped

I have experimented with what a 'message' is as a client, especially when
trying to do something while idle on a server.  As long as I crouched or
shot my gun or jumped in the air every so often, i didn't get kicked.  If I
tried something like a voice_command bind, I got dropped.

Having experimented with the sv_timeout on Monday the 26th (everyone was
trying to adjust their video settings to gain fps, resulting in that
repetitive pause for 60+ seconds sometimes), I feel confident that like
Ricardo says, the sv_timeout value reverts back to the default after the map
change, because I had extended the value via RCON ingame, and for that map
only, people weren't dropping like flies.

Try my aforementioned fix (previous email) and see if it works.

--Ozz

-- Original message --


It shouldnt be related to sv_timeout and isnt supposed to be.

sv_timeout is for when the server loses connection with that
player...after
the specified amount of time the server will drop that player.

mp_autokick is to kick players that dont give any keystroke or mouse input
after a certain amount of time. I believe it's supposed to be 10 or 15min.

Dagok



- Original Message -
From: Ricardo Mota
To:
Sent: Thursday, October 06, 2005 1:40 AM
Subject: Re: [hlds] DoDs mp_autokick 1 is dropping players after just
50secs
idle


 --
 [ Picked text/plain from multipart/alternative ]
 i think it's related to the sv_timeout.

 I mean, the autokick strikes after the time stated on sv_timeout is
 reached.
 it is, by default, 65 seconds, i believe. Problem i'm having is that i
 can't
 seem to be able to CHANGE the sv_timeout!!! I mean, i've chenged it to
 180
 on my configs and updated them, but it works on the first map after the
 server starts but is then changed back to the default value after a map
 change. Can anyone help with that?

 On 10/6/05, Suck. wrote:

 Heh, we turned it off partially because it's so short that it was
 sometimes
 kicking a machine gunner or sniper sitting in a good position while
 waiting
 for a target. =P


 -Grant.


 -Original Message-
 From: Dagok
 Sent: Monday, October 03, 2005 11:16 PM
 Subject: [hlds] DoDs mp_autokick 1 is dropping players after just
 50secs
 idle

 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



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 Ricardo Mota
 [EMAIL PROTECTED]
 --

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Re: [hlds] DoDs mp_autokick 1 is dropping players after just 50secs idle

2005-10-06 Thread Yup
--
[ Picked text/plain from multipart/alternative ]
Again, sv_timeout does not define the amount of idle time in mp_autokick.
The idle time in mp_autokick is what it is and there is no way to change it.
Have you ever seen a player frozen in the air? Eventually that player is
auto kicked, right? sv_timeout is the amount of time in seconds a server
will wait before kicking that frozen player.

Do this:

1) Set sv_timeout 5 and mp_autokick 1 in your server.cfg
2) Change the map
3) Join the server and don't touch anything! Not your mouse, not your
keyboard, NOTHING!

If sv_timeout was related to mp_autokick, you should be kicked after being
idle for 5 seconds. But you won't be kicked after 5 seconds. You won't
even be kicked after 30 seconds. You will be kicked after 50+ seconds
because that's what mp_autokick considers idle time.

I'm not sure exactly what's working for you on the first map, but if
sv_timeout is reverting to 65 on a map change even though it's set to a
different value in your server.cfg, then there must be a bug with setting
sv_timeout on map changes.

On 10/6/05, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 then why does it work on the first map and then revert back to 65 on him
 after the map change?

 -Ozz

 -- Original message --

  --
  [ Picked text/plain from multipart/alternative ]
  Actually, sv_timeout isn't related to mp_autokick at all.
 
  The description of sv_timeout is: After this many seconds without a
 message
  from a client, the client is dropped.
 
  sv_timeout defines the amount of time a not responding client has to
  respond again. It's like pulling your network cable out of the wall for
 ten
  seconds and then plugging it back in. If the server's sv_timeout is 5,
 you
  would be dropped (disconnected) from the server. If the sv_timeout is
 15,
  you would still be in the game.
 
  On 10/5/05, Ricardo Mota wrote:
  
   --
   [ Picked text/plain from multipart/alternative ]
   i think it's related to the sv_timeout.
  
   I mean, the autokick strikes after the time stated on sv_timeout is
   reached.
   it is, by default, 65 seconds, i believe. Problem i'm having is that i
   can't
   seem to be able to CHANGE the sv_timeout!!! I mean, i've chenged it to
 180
   on my configs and updated them, but it works on the first map after
 the
   server starts but is then changed back to the default value after a
 map
   change. Can anyone help with that?
  
   On 10/6/05, Suck. wrote:
   
Heh, we turned it off partially because it's so short that it was
sometimes
kicking a machine gunner or sniper sitting in a good position while
waiting
for a target. =P
   
   
-Grant.
   
   
-Original Message-
From: Dagok
Sent: Monday, October 03, 2005 11:16 PM
Subject: [hlds] DoDs mp_autokick 1 is dropping players after just
 50secs
idle
   
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
   
   
   
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 archives,
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   --
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Re: [hlds] hitboxes

2005-10-06 Thread Whisper
--
[ Picked text/plain from multipart/alternative ]
Its not a hit box issue
 Its a shot registration issue and the lower the tickrate the more likely
the issue raises its head.
 Its next to impossible to reproduce, other than knowing that you are
standing still and the other player is standing still and you burst, not
spam and hit bugger all, or maybe 1 shot in 10 hits even though you are
aiming at the torso.
 I know for a fact that if a player is alt-tabbed or lagging out, they seem
to take twice as many bullets to kill as a person who is not.

 On 10/7/05, Tyler Cook [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 maybe you should go onto a 100 tick server?

 On 10/6/05, sprout [EMAIL PROTECTED] wrote:
 
  This is a multi-part message in MIME format.
  --
  [ Picked text/plain from multipart/alternative ]
  I get the wrong feeling hitboxes are still way off still. Any idea when
  valve plans on fixing that? cause I get the feeling they are worse since
  last update cause I just played and sat there emptyed a clip right on a
  player with him sliding and got 2 hits for 20 damage. m4 should do more
  damage and should hit a bit more then that
  --
 
 
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Re: [hlds] hitboxes

2005-10-06 Thread Tyler Cook
--
[ Picked text/plain from multipart/alternative ]
so, why dont u just play on a 100 tick server?

On 10/6/05, Whisper [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 Its not a hit box issue
 Its a shot registration issue and the lower the tickrate the more likely
 the issue raises its head.
 Its next to impossible to reproduce, other than knowing that you are
 standing still and the other player is standing still and you burst, not
 spam and hit bugger all, or maybe 1 shot in 10 hits even though you are
 aiming at the torso.
 I know for a fact that if a player is alt-tabbed or lagging out, they seem
 to take twice as many bullets to kill as a person who is not.

 On 10/7/05, Tyler Cook [EMAIL PROTECTED] wrote:
 
  --
  [ Picked text/plain from multipart/alternative ]
  maybe you should go onto a 100 tick server?
 
  On 10/6/05, sprout [EMAIL PROTECTED] wrote:
  
   This is a multi-part message in MIME format.
   --
   [ Picked text/plain from multipart/alternative ]
   I get the wrong feeling hitboxes are still way off still. Any idea
 when
   valve plans on fixing that? cause I get the feeling they are worse
 since
   last update cause I just played and sat there emptyed a clip right on
 a
   player with him sliding and got 2 hits for 20 damage. m4 should do
 more
   damage and should hit a bit more then that
   --
  
  
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Re: [hlds] DoDs mp_autokick 1 is dropping players after just 50secs idle

2005-10-06 Thread CAIN
mp_autokick 1 gives you ~60 seconds before the client is kicked for inactivty.

mp_autokick 2 gives you ~120 seconds before the client is kicked for
inactivity.

mp_autokick 3 gives you ~180 seconds, and so forth.

Try it, it seems to work for me.

-- Cain





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