Re: [hlds] Low FPS even with pingbooster
-- [ 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? -- ___ 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] Low FPS even with pingbooster
-- [ 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Low FPS even with pingbooster
-- [ 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? -- ___ 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] 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. 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 -- ___ 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] DoD: Source server hardware resource requirements PER PLAYER: what I know and don't know - opinions wanted and appreciated
-- [ 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? -- ___ 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] Low FPS even with pingbooster
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
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? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] Low FPS even with pingbooster
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? -- ___ 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] 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- Ricardo Mota [EMAIL PROTECTED] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] css servers crashing on votemaps
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Low FPS even with pingbooster
-- [ 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? -- ___ 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] DoDs mp_autokick 1 is dropping players after just 50secs idle
-- [ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- Ricardo Mota [EMAIL PROTECTED] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Bots causing memory read errors
Mr. Reynolds, Has Valve been able to confirm that bots are creating memory errors on Windows Machines? Thank you, Bud Ingram ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
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. ___ 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] Low FPS even with pingbooster
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. ___ 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] Low FPS even with pingbooster
-- [ 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 :) -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] CS:S Map Differs Problem
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+ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] HL2DM: Slam/Tripmine Friendly Fire
-- [ 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Low FPS even with pingbooster
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[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. Anxietyclown -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] hitboxes
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 -- ___ 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
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- Ricardo Mota [EMAIL PROTECTED] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] more ban info requested...
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
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 -- ___ 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] Map Size
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 -- ___ 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] hitboxes
-- [ 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 -- ___ 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] DoDs mp_autokick 1 is dropping players after just 50secs idle
-- [ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- Ricardo Mota [EMAIL PROTECTED] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] DoDs mp_autokick 1 is dropping players after just 50secs idle
-- [ 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: http://list.valvesoftware.com/mailman/listinfo/hlds -- Ricardo Mota [EMAIL PROTECTED] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Low FPS even with pingbooster
-- [ 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. ___ 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] Low FPS even with pingbooster
-- [ 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. ___ 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] 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] server crashing
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? -- ___ 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
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 ___ 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] 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- Ricardo Mota [EMAIL PROTECTED] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] XP vs Server03 on Dual Xeon Servers
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 ___ 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] DoDs mp_autokick 1 is dropping players after just 50secs idle
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 ___ 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] DoDs mp_autokick 1 is dropping players after just 50secs idle
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- Ricardo Mota [EMAIL PROTECTED] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] DoDs mp_autokick 1 is dropping players after just 50secs idle
-- [ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- Ricardo Mota [EMAIL PROTECTED] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] hitboxes
-- [ 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 -- ___ 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] hitboxes
-- [ 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 -- ___ 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] DoDs mp_autokick 1 is dropping players after just 50secs idle
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 __ Yahoo! Mail - PC Magazine Editors' Choice 2005 http://mail.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds