Re: [hlds] High Ping Players Lag Server?

2006-05-04 Thread Nashalife | Newbie

Whoa DT, don't be that angry, I didn't intend to flame and I did not call
you a noob. "Newbie" is my nickname (as you can probably see in From field
of this e-mail) and it's a long story how I got it. Excuse me if I made you
think that I call you a noob, yet again, this was not my intention.

Coming back to the topic, please take your time to read
http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking - it's
all there, clear and simple, describing how networking works in Source, how
lag compensation is implemented, etc. I just don't see the point in
copy-pasting the whole article here.

Cheers,
Newbie ( <- that's my name, not an attempt to insult you)

- Original Message -
From: "DT" <[EMAIL PROTECTED]>
To: 
Sent: Friday, May 05, 2006 3:01 AM
Subject: Re: [hlds] High Ping Players Lag Server?



Well I've only been playing since '99 with beta .9.  I guess that is why
your calling me newbie?  Because I've only seen it happen a million
times.  I say it does and it is a matter of common sense.  You have the
server (1 computer) that is interacting with let's say 30 clients.  So
29 of those are running at a ping rate of under 50 and 1 at 300.  Your
telling me that when I hit the 300 ping guy with 3 hs in a row that he's
300 ping has registered my hits?  Or that his 1 hs on me 300 ms ago
would not affect the other 4 people that are shooting at him at the same
time?  Like in a room with 6 people all shooting at each other.  The
server has to register all hits. Since his are registering 6 times later
than the rest of ours, the server has to "lag" to update "all" of the
information.  I tell you what REAL NOOB, you show me how it's possible
NOT to lag with the situation that I just explained?  Oh! and the 56
k'ers can go to a server where there are other 56 K'ers just like I did
when I was on modem.  Why am I and the other 28 guys who have broadband
penalized because 1 Austrian guy wants to play with us instead of his
own kind?

I am eagerly anticipating your reply so we can see who the real NOOB is.


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Re: [hlds] tv_record command inconvenience

2006-05-04 Thread Stuart Stegall

Along with EP1 is supposed to be a whole new SourceTV system. (let's not
talk about anything until then, because it's just b0rked)
Roman Hatsiev wrote:

This post is mostly addressed to Valve gurus :)

Here is minor issue with tv_record which bothers me a lot - it does
not add date-time-map info to demo name passed to it as a parameter in
the way HLTV record command does. Thus I cannot use tv_record in
script without risk of overwriting old demo recorded using the same
script.
It would be very nice if you could add this little bit of
functionality to tv_record command as soon as have time to deal with
SourceTV code base ;)

Kind regards.

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Re: [hlds] High Ping Players Lag Server?

2006-05-04 Thread DT





The server does not wait. This is why higher lag players being to jump

around.  There's a lag compensation part to it that attempts to smooth
out movement and shots, but eventually it begins to not work due to
insufficient information from the client with high ping.  Do you
honestly beieve the server packet handling thread(or however the
internal architecture is) just sits there and waits for one client for
500ms?

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To clarify also, my definition of lag in this e-mail is not only when
you get yank from where you are to where you were but also, when your
shooting and none of your bullets are registering. BTW,  like what
happened to me last night at a server with 36 people.  All were
broadband and no ping was over 80.  I guy came in at 300 but jumped to
600 then to 800.  Not only were we stopped in our place but then after 5
seconds were somewhere else then choppy back and forth till the 600-800
ping went back to 300.  We played with this lag as the modem guy kept
spiking until HE voluntarily left stating "I'm sorry guys to mess up
your game. I'm having problems".  He left and it went back to normal
immediately.  I would suggest some of you to play at a server with ALL
low-pingers and watch when a high pinger comes in.  As clients we do not
complain about the lag all the time, even we it happens regularly.
Complaints usually only happen after constantly laggy for several
minutes.  Test it yourself on the client side


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Re: [hlds] High Ping Players Lag Server?

2006-05-04 Thread Matt Albiniak
--
[ Picked text/plain from multipart/alternative ]
drag this into a back alley or something, but keep this nonsense off the
mailing list.

On 5/4/06, DT <[EMAIL PROTECTED]> wrote:
>
> Nashalife | Newbie wrote:
> > DT, my friend, you are wrong twice in your messages.
> > First, the server draws the frame based on information it has and
> doesn't
> > really care about you ping at that time. The information about
> > player's ping
> > is used to calculate hit registration but it has nothing to do with
> > lag. If
> > you want details, some very comprehensive researches about it
> > available at
> > Valve Dev community wiki and in Steampowered forums. High ping players
> do
> > not cause lag and there's no way thet actualy can.
> >
> > Second, you seem to have forgot that not everyone lives in US, UK or
> > other
> > location with broadly available cheap DSL lines. You might be
> > surprised to
> > know that there are places where DSL would cost you about 1000 USD/month
> > (that one thousand, not typo) and there are other places, where DSL is
> > not
> > an option at all and dial-up is the only way to get into internet.
> >
> > Cheers,
> > Newbie
> >
> > - Original Message -
> > From: "DT" <[EMAIL PROTECTED]>
> > To: 
> > Sent: Thursday, May 04, 2006 5:24 PM
> > Subject: Re: [hlds] High Ping Players Lag Server?
> >
> >
> >> Brian M Frain (eternal) wrote:
> >>> --
> >>> [ Picked text/plain from multipart/alternative ]
> >>> I play on dial-up all the time, no lag caused by me being there.
> >>> Someone
> >>> is
> >>> feeding you a line. Now I will say that people who have serious lag do
> >>> cause
> >>> issues. They hop all over and are almost impossible to hit but that is
> >>> someone with a +500 ping. I get around 2-300 and when I am lucky it
> >>> is in
> >>> the 100's.
> >>>
> >>>
> >>>
> >>>
> >>> On 5/3/06, L.o.D. <[EMAIL PROTECTED]> wrote:
> >>>
>  --
>  --
>  [ Picked text/plain from multipart/alternative ]
>  I recently was in a tfc server, not same game but same engine, and
>  there
>  was
>  a player with a constant 3000+ ping & the server never lagged once.
>  I believe that to be a farce that laggers lag a server.
> 
>  ---Original Message---
> 
>  From: Steve Dawson
>  Date: 05/03/06 18:27:43
>  To: hlds@list.valvesoftware.com
>  Subject: [hlds] High Ping Players Lag Server?
> 
>  --
>  [ Picked text/plain from multipart/alternative ]
>  Hi, do hi pinging players lag a cs 1.6 server.  It would make sense
> to
>  me.
>  This is what i heard:
>  Laggers DO Lag the Server:
>  Because of the way hlds deals with lag compensation, players that are
>  lagging on the server actually really do lag the entire server.
>  This is
>  because if the server has to wait for data from all players on the
>  server
>  before it can calculate each frame. So if everyone on the server has
>  under
>  50 ping except 1 person with 200 ping, the server has to wait an
> extra
>  150
>  ms per frame it calculates. This is why I highly reccomend a high
> ping
>  kicker set to kick anybody with over 100 ping.
> 
>  Thanks
>  --
> 
>  ___
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> 
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> >>> --
> >>>
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> >>>
> >>>
> >>>
> >> I'm sorry that you cannot afford 12.99 to 17.99 a month for DSL.  I bet
> >> you use dial-up because of that reason only.  You are wrong when you
> say
> >> "you don't cause lag" you do.  I have used dial-up, and every time I
> did
> >> I was told that I lagged the server.  I have DSL now.  I see it all the
> >> time when the speeds are good because everyone has Broadband and one
> guy
> >> who is too cheap to buy broadband, comes in with 300 ping and lags the
> >> whole thing.  We have been playing without lag for an hour, all of a
> >> sudden huge lag, over and over and over.  A guy came on with 250 ping.
> >> Once he leaves it's back to perfect for another hour till the next
> cheap
> >> skate comes in.
> >>
> >> One person with 200-300 ping 

Re: [hlds] High Ping Players Lag Server?

2006-05-04 Thread DT

Nashalife | Newbie wrote:

DT, my friend, you are wrong twice in your messages.
First, the server draws the frame based on information it has and doesn't
really care about you ping at that time. The information about
player's ping
is used to calculate hit registration but it has nothing to do with
lag. If
you want details, some very comprehensive researches about it
available at
Valve Dev community wiki and in Steampowered forums. High ping players do
not cause lag and there's no way thet actualy can.

Second, you seem to have forgot that not everyone lives in US, UK or
other
location with broadly available cheap DSL lines. You might be
surprised to
know that there are places where DSL would cost you about 1000 USD/month
(that one thousand, not typo) and there are other places, where DSL is
not
an option at all and dial-up is the only way to get into internet.

Cheers,
Newbie

- Original Message -
From: "DT" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, May 04, 2006 5:24 PM
Subject: Re: [hlds] High Ping Players Lag Server?



Brian M Frain (eternal) wrote:

--
[ Picked text/plain from multipart/alternative ]
I play on dial-up all the time, no lag caused by me being there.
Someone
is
feeding you a line. Now I will say that people who have serious lag do
cause
issues. They hop all over and are almost impossible to hit but that is
someone with a +500 ping. I get around 2-300 and when I am lucky it
is in
the 100's.




On 5/3/06, L.o.D. <[EMAIL PROTECTED]> wrote:


--
--
[ Picked text/plain from multipart/alternative ]
I recently was in a tfc server, not same game but same engine, and
there
was
a player with a constant 3000+ ping & the server never lagged once.
I believe that to be a farce that laggers lag a server.

---Original Message---

From: Steve Dawson
Date: 05/03/06 18:27:43
To: hlds@list.valvesoftware.com
Subject: [hlds] High Ping Players Lag Server?

--
[ Picked text/plain from multipart/alternative ]
Hi, do hi pinging players lag a cs 1.6 server.  It would make sense to
me.
This is what i heard:
Laggers DO Lag the Server:
Because of the way hlds deals with lag compensation, players that are
lagging on the server actually really do lag the entire server.
This is
because if the server has to wait for data from all players on the
server
before it can calculate each frame. So if everyone on the server has
under
50 ping except 1 person with 200 ping, the server has to wait an extra
150
ms per frame it calculates. This is why I highly reccomend a high ping
kicker set to kick anybody with over 100 ping.

Thanks
--

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I'm sorry that you cannot afford 12.99 to 17.99 a month for DSL.  I bet
you use dial-up because of that reason only.  You are wrong when you say
"you don't cause lag" you do.  I have used dial-up, and every time I did
I was told that I lagged the server.  I have DSL now.  I see it all the
time when the speeds are good because everyone has Broadband and one guy
who is too cheap to buy broadband, comes in with 300 ping and lags the
whole thing.  We have been playing without lag for an hour, all of a
sudden huge lag, over and over and over.  A guy came on with 250 ping.
Once he leaves it's back to perfect for another hour till the next cheap
skate comes in.

One person with 200-300 ping does wreak the fun of the other 30 players
because he is too cheap.  If it were reversed and I was doing that to
you?  Or something similar at your work or home I'm sure you would be
one of those cursing too.  Why is it fair that because you don't have
dsl we all have to suffer?


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Well I've only been playing since '99 with beta .9.  I guess that is why
your calling me newbie?  Because I've only seen it happen a 

[hlds] tv_record command inconvenience

2006-05-04 Thread Roman Hatsiev

This post is mostly addressed to Valve gurus :)

Here is minor issue with tv_record which bothers me a lot - it does
not add date-time-map info to demo name passed to it as a parameter in
the way HLTV record command does. Thus I cannot use tv_record in
script without risk of overwriting old demo recorded using the same
script.
It would be very nice if you could add this little bit of
functionality to tv_record command as soon as have time to deal with
SourceTV code base ;)

Kind regards.

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Re: [hlds] SRCDS Web Adminpanel

2006-05-04 Thread Stuart Stegall

GamePanel is an abandoned product in favor of making it into a
commercial product.  And I'll still say that most real GSPs can make a
better product.  Of course I'm also biased as this is the part of my job
that involves our gaming business. (And architectural game server type
issues like server loading and what not.)

Chris Bass wrote:

gamepanel is still available.

TCadmin is doing quite well at least last time I talked one of the guys
who owns it. It's better then 99.9% of GSPs have time or manpower to
develop.

Stuart Stegall wrote:


This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
GamePanel became The Gamehosting Control Panel, ie TCA.
http://www.tcadmin.com/

It's a commercial product.  Basically they are trying to sell it to GSPs
who for the most part develop their own.  To be honest this is most of
what seperates GSPs  (also how they load their servers and what kind of
machines they lease/buy)
DLinkOZ wrote:



http://www.gamepanel.org/site/



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Nashalife |
Newbie
Sent: Thursday, May 04, 2006 5:42 AM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] SRCDS Web Adminpanel

Just an addition: google for rcon.class.php, this might help.
Also, there's a hack for Psychostats made by Quark and available at
http://psmod.net that has this functionality built in so you can
condier
using it right away.

Newbie
- Original Message -
From: "Nashalife | Newbie" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, May 04, 2006 2:11 PM
Subject: Re: [hlds] SRCDS Web Adminpanel






You could create a php script to send rcon commands to your server
which makes it pretty much an admin panel


[SNIP]

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Re: [hlds] OT: Maps for HL1DM:SOURCE

2006-05-04 Thread Kevin Ottalini

I see a number of problems with it just due to it being so new:

1. the player animations are a bit wacky (everyone looks like they are
running around looking at the ground),
2. Animations in the water appear to be too low, even going into the ground)
3. the speed is a little too fast for player motion (compared to HLDM)
4. hitbox registration is off
5. weapon response can be odd at times, sometimes slow, sometimes things
happen with no animation at all.
6. weapon damage is quite different frmo HLDM - some more tweaking needed
there.
7. deployed satchels don't appear to be destroyed when the player dies, on
several servers I visited there were hundreds of satchels all over the place
8. some weapon entities appear to be in the ground (at least on bounce)
9. several of the maps have fog controllers of some kind running, quite
different from HLDM (makes it hard to see over a distance)
10. on crossfire, the big guns were totally wacked out doing some sort of
funky chicken dance.

None of the servers I visited crashed and I was on for a few hours with lots
of players ... when I finally quit, I was twitching due to the unusually
fast player motions though (and I play HLDM normally!).

I was able to start a server ok, I only let it run for a bit though.


From what I can see in HLDM right now based on my server stats, there are

about 500 die-hard players and about 3000 occasional players.  HLDM is very
solid, very accurate and there are more then 2500 maps and about 2200 player
models to choose from.

There are not many HLDM servers though (averages about 250 but the count has
been slowly dropping) and way too many of them have nothing but bots on ...
not much fun to play.

Although HLDM:S is much better looking, it has months of work ahead of it to
get it tuned up and debugged.  It will also take some time for good maps to
appear ... personally, I can only take so much of the stock maps (even if
they do look better).

I suspect folks who only get EP1 (and probably have HL2) will be happy
playing HLDM:S or HL2DM but most of the HLDM die-hards would much rather
play HLDM and have the predictable play and their custom map assortment for
now.

Players with only HL2 have been playing HL2DM quite a bit (compared to
HLDM), I see about 1500 regular players perhaps 20,000 casual players and
there are typically 700 or more servers up.  I've had more then 20,000
players download dm_spookface now from just my 4-player server since it was
released ~10 months ago.

If I can find an HL1MP.FGD I'll convert a couple of my maps over so at least
there will be a little variety  to start with ...

qUiCkSiLvEr


- Original Message -
From: ooks
To: 
Sent: Thursday, May 04, 2006 10:58 AM
Subject: Re: [hlds] OT: Maps for HL1DM:SOURCE



I played a bit last night. I found the client to be fast, smooth, and
stable. Very very nice looking, Crossfire was awesome! OMG, even the
windows
had broken glass shards sticking out of the frame. But the server kept
crashing. I'll try to fire up a server this weekend and see how it works.

I'm guessing all the old mods will need to be redone from scratch? Is this
finally the end of OP4? Remember who told you first. Non source
multiplayer
games will be phased out, and eventually Valve will shut off the master
servers, just as they shut down WON. Source is the future.

OTOH, who will play this? How many will stay with HL1DM (not that there
are
that many people playing anymore anyhow). This looks very nice, but I'm
betting it will never become very popular. Few people play HL1 DM anymore.
I
hope I'm wrong, but my pessimistic side is winning out right now. Where is
HL1Dm:Source going to go? Where will the players come from? What is Valve
going to do to get people to play Source mods? Besides Counter-Shite, that
is?


- Original Message -
From: "Skul`Hamr" To: 
Sent: Thursday, May 04, 2006 10:10 AM
Subject: RE: [hlds] OT: Maps for HL1DM:SOURCE



I downloaded the HL2E1 "pre" files last night and along with it came
Half-Life Deathmatch: Source.  It seemed pretty buggy to me.  It took
several tries of loading to get it up without fragging the video.  Once
it
was up, it straightened out and looked great, but when I shut it down, it
hung and I had to Cntl-alt-del to get it down all the way.  Does that
every
time on my setup.

I tried to run a listen server and everything worked great except that we
started getting lag when only two or three people were playing on it.
Dunno
what that's about.

Anyhow, it's another nice gimme from Valve and when they get the bugs out
I'm guessing it will be popular.  I don't figure they intend to do away
with
Deathmatch Classic.  Remember, it's a salute to the people at id
software.

-Skul`Hamr





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Re: [hlds] SRCDS Web Adminpanel

2006-05-04 Thread Chris Bass

gamepanel is still available.

TCadmin is doing quite well at least last time I talked one of the guys
who owns it. It's better then 99.9% of GSPs have time or manpower to
develop.

Stuart Stegall wrote:


This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
GamePanel became The Gamehosting Control Panel, ie TCA.
http://www.tcadmin.com/

It's a commercial product.  Basically they are trying to sell it to GSPs
who for the most part develop their own.  To be honest this is most of
what seperates GSPs  (also how they load their servers and what kind of
machines they lease/buy)
DLinkOZ wrote:



http://www.gamepanel.org/site/



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Nashalife | Newbie
Sent: Thursday, May 04, 2006 5:42 AM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] SRCDS Web Adminpanel

Just an addition: google for rcon.class.php, this might help.
Also, there's a hack for Psychostats made by Quark and available at
http://psmod.net that has this functionality built in so you can condier
using it right away.

Newbie
- Original Message -
From: "Nashalife | Newbie" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, May 04, 2006 2:11 PM
Subject: Re: [hlds] SRCDS Web Adminpanel






You could create a php script to send rcon commands to your server
which makes it pretty much an admin panel

Newbie
- Original Message -
From: "Groove" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, May 04, 2006 1:44 PM
Subject: [hlds] SRCDS Web Adminpanel






Hi,

is there any web based admin panel for windows servers ?

And if yes, could you tell me the name please :D

Thx in advance !

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Re: [hlds] OT: Maps for HL1DM:SOURCE

2006-05-04 Thread Stuart Stegall

Eventually they will play hl2dm.
[EMAIL PROTECTED] wrote:

I played a bit last night. I found the client to be fast, smooth, and
stable. Very very nice looking, Crossfire was awesome! OMG, even the
windows
had broken glass shards sticking out of the frame. But the server kept
crashing. I'll try to fire up a server this weekend and see how it works.

I'm guessing all the old mods will need to be redone from scratch? Is
this
finally the end of OP4? Remember who told you first. Non source
multiplayer
games will be phased out, and eventually Valve will shut off the master
servers, just as they shut down WON. Source is the future.

OTOH, who will play this? How many will stay with HL1DM (not that
there are
that many people playing anymore anyhow). This looks very nice, but I'm
betting it will never become very popular. Few people play HL1 DM
anymore. I
hope I'm wrong, but my pessimistic side is winning out right now.
Where is
HL1Dm:Source going to go? Where will the players come from? What is Valve
going to do to get people to play Source mods? Besides Counter-Shite,
that
is?


- Original Message -
From: "Skul`Hamr" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, May 04, 2006 10:10 AM
Subject: RE: [hlds] OT: Maps for HL1DM:SOURCE



I downloaded the HL2E1 "pre" files last night and along with it came
Half-Life Deathmatch: Source.  It seemed pretty buggy to me.  It took
several tries of loading to get it up without fragging the video.
Once it
was up, it straightened out and looked great, but when I shut it
down, it
hung and I had to Cntl-alt-del to get it down all the way.  Does that
every
time on my setup.

I tried to run a listen server and everything worked great except
that we
started getting lag when only two or three people were playing on it.
Dunno
what that's about.

Anyhow, it's another nice gimme from Valve and when they get the bugs
out
I'm guessing it will be popular.  I don't figure they intend to do away
with
Deathmatch Classic.  Remember, it's a salute to the people at id
software.

-Skul`Hamr


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Doug Crabtree
Sent: Wednesday, May 03, 2006 6:49 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] OT: Maps for HL1DM:SOURCE

We (I) am asking about HL1DM:Source.  Not the HL1:source that has
been out
for a while.  The DM:Source is supposed to be HL1DM redone in HL2DM
Source
Engine.  I've played it and it's pretty ugly compared to regular HL1.  I
hope if they do plan on phasing out the older version that they get this
one
fixed first.

Doug Crabtree

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: Wednesday, May 03, 2006 5:34 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] OT: Maps for HL1DM:SOURCE

Am I missing something? Is Are we talking about HL2 DM, or is this
actually
Half-Life (Not HL2) death match - source, instead of the old non-source
Half-Life multiplayer?

And if this is what is going on, is the non-source HLDM going to be
turned
off sometime soon? Have I been living under a rock lately?


- Original Message -
From: "Doug Crabtree" <[EMAIL PROTECTED]>
To: 
Sent: Wednesday, May 03, 2006 1:13 PM
Subject: [hlds] OT: Maps for HL1DM:SOURCE



As this is released, I wanted to convert an old map to the new system.
Does
anybody know when the Hammer config will be included to use this game?

Doug Crabtree


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Re: [hlds] OT: Maps for HL1DM:SOURCE

2006-05-04 Thread ooksserver

I played a bit last night. I found the client to be fast, smooth, and
stable. Very very nice looking, Crossfire was awesome! OMG, even the windows
had broken glass shards sticking out of the frame. But the server kept
crashing. I'll try to fire up a server this weekend and see how it works.

I'm guessing all the old mods will need to be redone from scratch? Is this
finally the end of OP4? Remember who told you first. Non source multiplayer
games will be phased out, and eventually Valve will shut off the master
servers, just as they shut down WON. Source is the future.

OTOH, who will play this? How many will stay with HL1DM (not that there are
that many people playing anymore anyhow). This looks very nice, but I'm
betting it will never become very popular. Few people play HL1 DM anymore. I
hope I'm wrong, but my pessimistic side is winning out right now. Where is
HL1Dm:Source going to go? Where will the players come from? What is Valve
going to do to get people to play Source mods? Besides Counter-Shite, that
is?


- Original Message -
From: "Skul`Hamr" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, May 04, 2006 10:10 AM
Subject: RE: [hlds] OT: Maps for HL1DM:SOURCE



I downloaded the HL2E1 "pre" files last night and along with it came
Half-Life Deathmatch: Source.  It seemed pretty buggy to me.  It took
several tries of loading to get it up without fragging the video.  Once it
was up, it straightened out and looked great, but when I shut it down, it
hung and I had to Cntl-alt-del to get it down all the way.  Does that
every
time on my setup.

I tried to run a listen server and everything worked great except that we
started getting lag when only two or three people were playing on it.
Dunno
what that's about.

Anyhow, it's another nice gimme from Valve and when they get the bugs out
I'm guessing it will be popular.  I don't figure they intend to do away
with
Deathmatch Classic.  Remember, it's a salute to the people at id software.

-Skul`Hamr


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Doug Crabtree
Sent: Wednesday, May 03, 2006 6:49 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] OT: Maps for HL1DM:SOURCE

We (I) am asking about HL1DM:Source.  Not the HL1:source that has been out
for a while.  The DM:Source is supposed to be HL1DM redone in HL2DM Source
Engine.  I've played it and it's pretty ugly compared to regular HL1.  I
hope if they do plan on phasing out the older version that they get this
one
fixed first.

Doug Crabtree

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: Wednesday, May 03, 2006 5:34 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] OT: Maps for HL1DM:SOURCE

Am I missing something? Is Are we talking about HL2 DM, or is this
actually
Half-Life (Not HL2) death match - source, instead of the old non-source
Half-Life multiplayer?

And if this is what is going on, is the non-source HLDM going to be turned
off sometime soon? Have I been living under a rock lately?


- Original Message -
From: "Doug Crabtree" <[EMAIL PROTECTED]>
To: 
Sent: Wednesday, May 03, 2006 1:13 PM
Subject: [hlds] OT: Maps for HL1DM:SOURCE



As this is released, I wanted to convert an old map to the new system.
Does
anybody know when the Hammer config will be included to use this game?

Doug Crabtree


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Re: [hlds] High Ping Players Lag Server?

2006-05-04 Thread ooksserver

I have regulars from Europe that play a lot on my server. They ping 250-350,
and have never lagged the HPBs.

- Original Message -
From: "Alkaline" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, May 04, 2006 10:18 AM
Subject: Re: [hlds] High Ping Players Lag Server?



Meh, I ping about 30-40 constantly in my server, I had a guy join with
200+
ping, all I noticed out of him was stalling and occasional skipping, I
have
never really noticed that pings rise due to that one guy, it would make
all
sense that if you cannot keep up with the tick you will just skip it,
hence
the pullback or something when your running. I dunno... my opinion on the
matter.
- Original Message -
From: "Stuart Stegall" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, May 04, 2006 11:28 AM
Subject: Re: [hlds] High Ping Players Lag Server?



The server does not wait.  This is why higher lag players being to jump
around.  There's a lag compensation part to it that attempts to smooth
out movement and shots, but eventually it begins to not work due to
insufficient information from the client with high ping.  Do you
honestly beieve the server packet handling thread(or however the
internal architecture is) just sits there and waits for one client for
500ms?
Steve Dawson wrote:

--
[ Picked text/plain from multipart/alternative ]
OK I have heard high pingers do lag the server by 1 person and the rest
said
that they dont.  When thinking about it for second, what I want to know
is
how can they not lag the server.  Think about this scenario:

10 players all with 30 ping, rate 2, update and cmd rates of 101,
ex_interp .01,
server:  200 fps, maxupdate 101, max rate 2, sv_maxunlag 0.5

On the server, a frame, or a world update, can be be finalized and sent
to
the players only after it has recieved all player data relating to that
frame.
Since the server recieves data from all players within 40ms from each
player, it can calculate and send that world update immediately after
But if there is a player with 300 ping, doesnt the server have to wait
to
recieve that players packet for it to be able to finalize the world
update
and send it to the players?  up to .5 seconds because of max unlag?

Let me give an example:
you have 3 players.
players a and b have 30 ping, rate 2, update and cmd rates of 101,
ex_interp .01.
player c has 350 ping, update and cmd rates of 20, ex_interp .1.
Lets say that at a specific point in time, player A shoots at player B's
head.  The server recieves the update packet for both of those players
for
that point in time and is able to calculate that player a killed player
b.
the server is able to determine this 40ms after it happened.  But even
so,
it cant finalize that  kill  and send it  in a world update because what
happens if 10 ms before player A shot player B, player C shot player A
and
killed him?
So i figure that the world data must be stored in a timeline and that
any
givin point on the timeline can only be finalized after all client data
for
that specific has been recieved, or 500ms has passed because sv_maxunlag
is
500ms.

Considering all of this, wouldnt it be better to set sv_maxunlag .2 so
that
world updates would be sent at maximum 200ms after they occured?

Please let me hear feedback on my assumptions and let me know how i am
wrong
or how i am right.  Thank you.
--

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Re: [hlds] High Ping Players Lag Server?

2006-05-04 Thread Stuart Stegall

Going into even just how we believe lag compensation to work (and it
might not be that complex or that simple because we don't know) will
take about 15 pages of text.  So you'll have to forgive me to not go
into it.  Check out the steamforums and the CS forums both have some
people's surmations on how it works.  Also note that the hlds and srcds
engines work VERY differently.

Steve Dawson wrote:

--
[ Picked text/plain from multipart/alternative ]
I honestly don't know, why else would i be asking the question?

So what your saying is, if person A (450ms) shoots at Person B (30ms)  10
ms  before Person B shoots at Person A (30ms), and both shots were accurate,
then first person C dies then person B dies.

Or more importantly, lets say person A (450ms) and Person B (30ms)  both see
eachother and shoot at eachother at the same time.

Time X:  Person A has a shoots Person B with an awp and sends that
information to the server.
Time X + 10ms:  Person B shoots person A with an awp and sends that
information to the server.

The server gets the player information for player A at (Time X + 450ms)
The server gets the player information for player B at (Time X + 30ms)

Player A shot first but the server recieves player B's data almost a half a
second before recieving player A's data.   Who dies?

If what your saying is true then where is the so called lag compensation
that hlds is supposed to perform?
This would give a huge advantage to players with lower pings if the server
didnt wait for all players packet data before calculating a frame wouldnt
it?



The server does not wait. This is why higher lag players being to jump





around.  There's a lag compensation part to it that attempts to smooth
out movement and shots, but eventually it begins to not work due to
insufficient information from the client with high ping.  Do you
honestly beieve the server packet handling thread(or however the
internal architecture is) just sits there and waits for one client for
500ms?


--

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RE: [hlds] High Ping Players Lag Server?

2006-05-04 Thread Steve Dawson
--
[ Picked text/plain from multipart/alternative ]
Sorry typo.  I meant to say:

So what your saying is, if person A (450ms) shoots at Person B (30ms)  10
ms  before Person B shoots at Person C (30ms), and both shots were accurate,
then first person C dies then person B dies.

Instead of:

So what your saying is, if person A (450ms) shoots at Person B (30ms)  10
ms  before Person B shoots at Person A (30ms), and both shots were accurate,
then first person C dies then person B dies.
--

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RE: [hlds] High Ping Players Lag Server?

2006-05-04 Thread Steve Dawson
--
[ Picked text/plain from multipart/alternative ]
>I have never really noticed that pings rise due to that one guy,

Not saying that pings would raise, just that the server would have to
wait longer to finalize world frame data.

> it would make all sense that if you cannot keep up with the tick you will 
> just skip it,

It seems to me that if the server just skipped ticks that a high
pinger couldnt keep up with to at the average rate that the rest of
the players could keep up, then the server would end up skipping all
of them.
--

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Re: [hlds] CS:S Server Hangs on World triggered "Round_Start"

2006-05-04 Thread Stuart Stegall

This is the only time I have ever had that particular problem.  If the
round changes are not sync'd then it's not a problem.

Nashalife | Newbie wrote:

It does... Fresh copy, no mani, no bots, etc... But still, when
running 3-4
busy servers on single Windows box, one of them will eventually hang...
Problem is that it's really hard to reproduce, as stated by original
poster,
they may run well for a week or hang every one or two hours...

May be it really has something to do with simultaneous Round Start
events as
pointed by Stuart... Need to test it a bit...

Newbie
- Original Message -
From: "Adam Sando" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, May 04, 2006 4:21 AM
Subject: RE: [hlds] CS:S Server Hangs on World triggered "Round_Start"



Do you run any cmdline parameters other than -tickrate, +maxplayers,
etc?
Are you running bots at all? If so, have you tried disabling bots?
Have you tried removing all files relating to Mani-admin (including
config dirs, etc) and trying again?
Have you tried running HLDSUpdateTool and creating a fresh default SRCDS
file structure?

I suggest creating a brand new copy of the source content from scratch,
using the HLDSUpdateTool, and see if that exhibits the same problems.

Regards,
Adam

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Roman Hatsiev
Sent: Wednesday, 3 May 2006 23:41 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] CS:S Server Hangs on World triggered "Round_Start"

Here is the problem which is haunting me for last few months (starting
January I think).
I've got six pretty busy CS:S public servers, Windows 2003, 16 slots,
mostly standard maps, tickrate 66, Mani Admin Plugin, StatsMe Minimum.
Occasionally one of them hangs consuming as much CPU as it can grab.
Can't see any pattern - servers may work for few days without this
problem and then may start dying every hour or two. The only common sign
is that last line in the console always says World triggered
"Round_Start"
I verified installation with hldsupdatetool, tried to disable StatsMe
and Mani - still no luck. Any suggestions?

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RE: [hlds] High Ping Players Lag Server?

2006-05-04 Thread Steve Dawson
--
[ Picked text/plain from multipart/alternative ]
I honestly don't know, why else would i be asking the question?

So what your saying is, if person A (450ms) shoots at Person B (30ms)  10
ms  before Person B shoots at Person A (30ms), and both shots were accurate,
then first person C dies then person B dies.

Or more importantly, lets say person A (450ms) and Person B (30ms)  both see
eachother and shoot at eachother at the same time.

Time X:  Person A has a shoots Person B with an awp and sends that
information to the server.
Time X + 10ms:  Person B shoots person A with an awp and sends that
information to the server.

The server gets the player information for player A at (Time X + 450ms)
The server gets the player information for player B at (Time X + 30ms)

Player A shot first but the server recieves player B's data almost a half a
second before recieving player A's data.   Who dies?

If what your saying is true then where is the so called lag compensation
that hlds is supposed to perform?
This would give a huge advantage to players with lower pings if the server
didnt wait for all players packet data before calculating a frame wouldnt
it?

>The server does not wait. This is why higher lag players being to jump

>around.  There's a lag compensation part to it that attempts to smooth
>out movement and shots, but eventually it begins to not work due to
>insufficient information from the client with high ping.  Do you
>honestly beieve the server packet handling thread(or however the
>internal architecture is) just sits there and waits for one client for
>500ms?
--

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Re: [hlds] <-- doesn't this imply HL1?

2006-05-04 Thread Stuart Stegall

I dunno.  Personally I don't even think we should have a windows and a
linux list.  Should just have one list.  And the hlds/srcds issues is
very rare.  Most of the issues are common to all 4 situations.

Nashalife | Newbie wrote:

Then it should probably be [EMAIL PROTECTED]

Newbie
- Original Message -
From: "Jason O. Washburn" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, May 04, 2006 8:47 AM
Subject: RE: [hlds] <-- doesn't this imply HL1?



I think that would be a good idea also.


Jason

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Chorizo Omelet
Sent: Wednesday, May 03, 2006 11:39 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] <-- doesn't this imply HL1?


Not to shake the boat too much, as I know most of the list readers would
rather blaze than actually help anyone, but shouldn't valve create a
separate mailing list for Source?

Plenty of us have been unnecessarily confused by bogus advise from
*experts* who were actually talking about one system or the other.

Alfred, can valve create [EMAIL PROTECTED]

It is hard enough to find pure hlds information on the valve website; no
so with Source.  Of course, I understand the company wants to move
forward and supporting the past is a painful endeavor.  Still, this
would go along way.

Thanks,

Chorizo Omelet

Come and play! http://gs1.ender.us

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Re: [hlds] SRCDS Web Adminpanel

2006-05-04 Thread Stuart Stegall
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
GamePanel became The Gamehosting Control Panel, ie TCA.
http://www.tcadmin.com/

It's a commercial product.  Basically they are trying to sell it to GSPs
who for the most part develop their own.  To be honest this is most of
what seperates GSPs  (also how they load their servers and what kind of
machines they lease/buy)
DLinkOZ wrote:
> http://www.gamepanel.org/site/
>
>
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Nashalife | Newbie
> Sent: Thursday, May 04, 2006 5:42 AM
> To: hlds@list.valvesoftware.com
> Subject: Re: [hlds] SRCDS Web Adminpanel
>
> Just an addition: google for rcon.class.php, this might help.
> Also, there's a hack for Psychostats made by Quark and available at
> http://psmod.net that has this functionality built in so you can condier
> using it right away.
>
> Newbie
> - Original Message -
> From: "Nashalife | Newbie" <[EMAIL PROTECTED]>
> To: 
> Sent: Thursday, May 04, 2006 2:11 PM
> Subject: Re: [hlds] SRCDS Web Adminpanel
>
>
>
>> You could create a php script to send rcon commands to your server
>> which makes it pretty much an admin panel
>>
>> Newbie
>> - Original Message -
>> From: "Groove" <[EMAIL PROTECTED]>
>> To: 
>> Sent: Thursday, May 04, 2006 1:44 PM
>> Subject: [hlds] SRCDS Web Adminpanel
>>
>>
>>
>>> Hi,
>>>
>>> is there any web based admin panel for windows servers ?
>>>
>>> And if yes, could you tell me the name please :D
>>>
>>> Thx in advance !
>>>
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>>>
>>
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>>
>
>
>
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Re: [hlds] High Ping Players Lag Server?

2006-05-04 Thread Alkaline

Meh, I ping about 30-40 constantly in my server, I had a guy join with 200+
ping, all I noticed out of him was stalling and occasional skipping, I have
never really noticed that pings rise due to that one guy, it would make all
sense that if you cannot keep up with the tick you will just skip it, hence
the pullback or something when your running. I dunno... my opinion on the
matter.
- Original Message -
From: "Stuart Stegall" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, May 04, 2006 11:28 AM
Subject: Re: [hlds] High Ping Players Lag Server?



The server does not wait.  This is why higher lag players being to jump
around.  There's a lag compensation part to it that attempts to smooth
out movement and shots, but eventually it begins to not work due to
insufficient information from the client with high ping.  Do you
honestly beieve the server packet handling thread(or however the
internal architecture is) just sits there and waits for one client for
500ms?
Steve Dawson wrote:

--
[ Picked text/plain from multipart/alternative ]
OK I have heard high pingers do lag the server by 1 person and the rest
said
that they dont.  When thinking about it for second, what I want to know
is
how can they not lag the server.  Think about this scenario:

10 players all with 30 ping, rate 2, update and cmd rates of 101,
ex_interp .01,
server:  200 fps, maxupdate 101, max rate 2, sv_maxunlag 0.5

On the server, a frame, or a world update, can be be finalized and sent
to
the players only after it has recieved all player data relating to that
frame.
Since the server recieves data from all players within 40ms from each
player, it can calculate and send that world update immediately after
But if there is a player with 300 ping, doesnt the server have to wait to
recieve that players packet for it to be able to finalize the world
update
and send it to the players?  up to .5 seconds because of max unlag?

Let me give an example:
you have 3 players.
players a and b have 30 ping, rate 2, update and cmd rates of 101,
ex_interp .01.
player c has 350 ping, update and cmd rates of 20, ex_interp .1.
Lets say that at a specific point in time, player A shoots at player B's
head.  The server recieves the update packet for both of those players
for
that point in time and is able to calculate that player a killed player
b.
the server is able to determine this 40ms after it happened.  But even
so,
it cant finalize that  kill  and send it  in a world update because what
happens if 10 ms before player A shot player B, player C shot player A
and
killed him?
So i figure that the world data must be stored in a timeline and that any
givin point on the timeline can only be finalized after all client data
for
that specific has been recieved, or 500ms has passed because sv_maxunlag
is
500ms.

Considering all of this, wouldnt it be better to set sv_maxunlag .2 so
that
world updates would be sent at maximum 200ms after they occured?

Please let me hear feedback on my assumptions and let me know how i am
wrong
or how i am right.  Thank you.
--

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RE: [hlds] OT: Maps for HL1DM:SOURCE

2006-05-04 Thread Skul`Hamr
I downloaded the HL2E1 "pre" files last night and along with it came
Half-Life Deathmatch: Source.  It seemed pretty buggy to me.  It took
several tries of loading to get it up without fragging the video.  Once it
was up, it straightened out and looked great, but when I shut it down, it
hung and I had to Cntl-alt-del to get it down all the way.  Does that every
time on my setup.

I tried to run a listen server and everything worked great except that we
started getting lag when only two or three people were playing on it.  Dunno
what that's about.

Anyhow, it's another nice gimme from Valve and when they get the bugs out
I'm guessing it will be popular.  I don't figure they intend to do away with
Deathmatch Classic.  Remember, it's a salute to the people at id software.

-Skul`Hamr


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Doug Crabtree
Sent: Wednesday, May 03, 2006 6:49 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] OT: Maps for HL1DM:SOURCE

We (I) am asking about HL1DM:Source.  Not the HL1:source that has been out
for a while.  The DM:Source is supposed to be HL1DM redone in HL2DM Source
Engine.  I've played it and it's pretty ugly compared to regular HL1.  I
hope if they do plan on phasing out the older version that they get this one
fixed first.

Doug Crabtree

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: Wednesday, May 03, 2006 5:34 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] OT: Maps for HL1DM:SOURCE

Am I missing something? Is Are we talking about HL2 DM, or is this actually
Half-Life (Not HL2) death match - source, instead of the old non-source
Half-Life multiplayer?

And if this is what is going on, is the non-source HLDM going to be turned
off sometime soon? Have I been living under a rock lately?


- Original Message -
From: "Doug Crabtree" <[EMAIL PROTECTED]>
To: 
Sent: Wednesday, May 03, 2006 1:13 PM
Subject: [hlds] OT: Maps for HL1DM:SOURCE


> As this is released, I wanted to convert an old map to the new system.
> Does
> anybody know when the Hammer config will be included to use this game?
>
> Doug Crabtree
>
>
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> please visit:
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Re: [hlds] High Ping Players Lag Server?

2006-05-04 Thread ooksserver

I can't comment about your scenario - but I too have regulars from Europe
with 250-350 ping that play all the time on my OP4 server. I've never once
see them cause lag for HPBs.


--
[ Picked text/plain from multipart/alternative ]
OK I have heard high pingers do lag the server by 1 person and the rest
said
that they dont.  When thinking about it for second, what I want to know is
how can they not lag the server.  Think about this scenario:

10 players all with 30 ping, rate 2, update and cmd rates of 101,
ex_interp .01,
server:  200 fps, maxupdate 101, max rate 2, sv_maxunlag 0.5

On the server, a frame, or a world update, can be be finalized and sent to
the players only after it has recieved all player data relating to that
frame.
Since the server recieves data from all players within 40ms from each
player, it can calculate and send that world update immediately after
But if there is a player with 300 ping, doesnt the server have to wait to
recieve that players packet for it to be able to finalize the world update
and send it to the players?  up to .5 seconds because of max unlag?

Let me give an example:
you have 3 players.
players a and b have 30 ping, rate 2, update and cmd rates of 101,
ex_interp .01.
player c has 350 ping, update and cmd rates of 20, ex_interp .1.
Lets say that at a specific point in time, player A shoots at player B's
head.  The server recieves the update packet for both of those players for
that point in time and is able to calculate that player a killed player b.
the server is able to determine this 40ms after it happened.  But even so,
it cant finalize that  kill  and send it  in a world update because what
happens if 10 ms before player A shot player B, player C shot player A and
killed him?
So i figure that the world data must be stored in a timeline and that any
givin point on the timeline can only be finalized after all client data
for
that specific has been recieved, or 500ms has passed because sv_maxunlag
is
500ms.

Considering all of this, wouldnt it be better to set sv_maxunlag .2 so
that
world updates would be sent at maximum 200ms after they occured?

Please let me hear feedback on my assumptions and let me know how i am
wrong
or how i am right.  Thank you.
--

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Re: [hlds] High Ping Players Lag Server?

2006-05-04 Thread Stuart Stegall

The server does not wait.  This is why higher lag players being to jump
around.  There's a lag compensation part to it that attempts to smooth
out movement and shots, but eventually it begins to not work due to
insufficient information from the client with high ping.  Do you
honestly beieve the server packet handling thread(or however the
internal architecture is) just sits there and waits for one client for
500ms?
Steve Dawson wrote:

--
[ Picked text/plain from multipart/alternative ]
OK I have heard high pingers do lag the server by 1 person and the rest said
that they dont.  When thinking about it for second, what I want to know is
how can they not lag the server.  Think about this scenario:

10 players all with 30 ping, rate 2, update and cmd rates of 101,
ex_interp .01,
server:  200 fps, maxupdate 101, max rate 2, sv_maxunlag 0.5

On the server, a frame, or a world update, can be be finalized and sent to
the players only after it has recieved all player data relating to that
frame.
Since the server recieves data from all players within 40ms from each
player, it can calculate and send that world update immediately after
But if there is a player with 300 ping, doesnt the server have to wait to
recieve that players packet for it to be able to finalize the world update
and send it to the players?  up to .5 seconds because of max unlag?

Let me give an example:
you have 3 players.
players a and b have 30 ping, rate 2, update and cmd rates of 101,
ex_interp .01.
player c has 350 ping, update and cmd rates of 20, ex_interp .1.
Lets say that at a specific point in time, player A shoots at player B's
head.  The server recieves the update packet for both of those players for
that point in time and is able to calculate that player a killed player b.
the server is able to determine this 40ms after it happened.  But even so,
it cant finalize that  kill  and send it  in a world update because what
happens if 10 ms before player A shot player B, player C shot player A and
killed him?
So i figure that the world data must be stored in a timeline and that any
givin point on the timeline can only be finalized after all client data for
that specific has been recieved, or 500ms has passed because sv_maxunlag is
500ms.

Considering all of this, wouldnt it be better to set sv_maxunlag .2 so that
world updates would be sent at maximum 200ms after they occured?

Please let me hear feedback on my assumptions and let me know how i am wrong
or how i am right.  Thank you.
--

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RE: [hlds] High Ping Players Lag Server?

2006-05-04 Thread Newbie
Steve, you're wrong on thinking how server generates frames... It doesn't
wait for everybody to submit the data for several reasons:

- in this case people with higher ping would definitely lag the server and
it doesn't matter whether the ping is 100 or 500, any player with ping
higher than other would cause lag
- every client has own network settings which control the number of updates
it sends to server per second and these settings are not always the same as
server's tickrate (number of world simulations per second which you referred
to as frames)
- single packet lost in transit would cause yet bigger lag on the server.

>From what you've written I see that you're talking about HL1 engine, but
that doesn't differ too much with Source so if you're really curious on how
networking works in Valve games, please refer to
http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking for
general description. If you want more information, dig
http://forums.steampowered.com/forums - there are quite some comprehensive
guides on the topic (but be careful, a lot of speculation can be found there
as well)...

Regards,
Newbie

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Steve Dawson
Sent: Thursday, May 04, 2006 08:22 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] High Ping Players Lag Server?

--
[ Picked text/plain from multipart/alternative ] OK I have heard high
pingers do lag the server by 1 person and the rest said that they dont.
When thinking about it for second, what I want to know is how can they not
lag the server.  Think about this scenario:

10 players all with 30 ping, rate 2, update and cmd rates of 101,
ex_interp .01,
server:  200 fps, maxupdate 101, max rate 2, sv_maxunlag 0.5

On the server, a frame, or a world update, can be be finalized and sent to
the players only after it has recieved all player data relating to that
frame.
Since the server recieves data from all players within 40ms from each
player, it can calculate and send that world update immediately after But if
there is a player with 300 ping, doesnt the server have to wait to recieve
that players packet for it to be able to finalize the world update and send
it to the players?  up to .5 seconds because of max unlag?

Let me give an example:
you have 3 players.
players a and b have 30 ping, rate 2, update and cmd rates of 101,
ex_interp .01.
player c has 350 ping, update and cmd rates of 20, ex_interp .1.
Lets say that at a specific point in time, player A shoots at player B's
head.  The server recieves the update packet for both of those players for
that point in time and is able to calculate that player a killed player b.
the server is able to determine this 40ms after it happened.  But even so,
it cant finalize that  kill  and send it  in a world update because what
happens if 10 ms before player A shot player B, player C shot player A and
killed him?
So i figure that the world data must be stored in a timeline and that any
givin point on the timeline can only be finalized after all client data for
that specific has been recieved, or 500ms has passed because sv_maxunlag is
500ms.

Considering all of this, wouldnt it be better to set sv_maxunlag .2 so that
world updates would be sent at maximum 200ms after they occured?

Please let me hear feedback on my assumptions and let me know how i am wrong
or how i am right.  Thank you.
--

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[hlds] High Ping Players Lag Server?

2006-05-04 Thread Steve Dawson
--
[ Picked text/plain from multipart/alternative ]
OK I have heard high pingers do lag the server by 1 person and the rest said
that they dont.  When thinking about it for second, what I want to know is
how can they not lag the server.  Think about this scenario:

10 players all with 30 ping, rate 2, update and cmd rates of 101,
ex_interp .01,
server:  200 fps, maxupdate 101, max rate 2, sv_maxunlag 0.5

On the server, a frame, or a world update, can be be finalized and sent to
the players only after it has recieved all player data relating to that
frame.
Since the server recieves data from all players within 40ms from each
player, it can calculate and send that world update immediately after
But if there is a player with 300 ping, doesnt the server have to wait to
recieve that players packet for it to be able to finalize the world update
and send it to the players?  up to .5 seconds because of max unlag?

Let me give an example:
you have 3 players.
players a and b have 30 ping, rate 2, update and cmd rates of 101,
ex_interp .01.
player c has 350 ping, update and cmd rates of 20, ex_interp .1.
Lets say that at a specific point in time, player A shoots at player B's
head.  The server recieves the update packet for both of those players for
that point in time and is able to calculate that player a killed player b.
the server is able to determine this 40ms after it happened.  But even so,
it cant finalize that  kill  and send it  in a world update because what
happens if 10 ms before player A shot player B, player C shot player A and
killed him?
So i figure that the world data must be stored in a timeline and that any
givin point on the timeline can only be finalized after all client data for
that specific has been recieved, or 500ms has passed because sv_maxunlag is
500ms.

Considering all of this, wouldnt it be better to set sv_maxunlag .2 so that
world updates would be sent at maximum 200ms after they occured?

Please let me hear feedback on my assumptions and let me know how i am wrong
or how i am right.  Thank you.
--

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Re: [hlds] High Ping Players Lag Server?

2006-05-04 Thread Nashalife | Newbie

DT, my friend, you are wrong twice in your messages.
First, the server draws the frame based on information it has and doesn't
really care about you ping at that time. The information about player's ping
is used to calculate hit registration but it has nothing to do with lag. If
you want details, some very comprehensive researches about it available at
Valve Dev community wiki and in Steampowered forums. High ping players do
not cause lag and there's no way thet actualy can.

Second, you seem to have forgot that not everyone lives in US, UK or other
location with broadly available cheap DSL lines. You might be surprised to
know that there are places where DSL would cost you about 1000 USD/month
(that one thousand, not typo) and there are other places, where DSL is not
an option at all and dial-up is the only way to get into internet.

Cheers,
Newbie

- Original Message -
From: "DT" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, May 04, 2006 5:24 PM
Subject: Re: [hlds] High Ping Players Lag Server?



Brian M Frain (eternal) wrote:

--
[ Picked text/plain from multipart/alternative ]
I play on dial-up all the time, no lag caused by me being there. Someone
is
feeding you a line. Now I will say that people who have serious lag do
cause
issues. They hop all over and are almost impossible to hit but that is
someone with a +500 ping. I get around 2-300 and when I am lucky it is in
the 100's.




On 5/3/06, L.o.D. <[EMAIL PROTECTED]> wrote:


--
--
[ Picked text/plain from multipart/alternative ]
I recently was in a tfc server, not same game but same engine, and there
was
a player with a constant 3000+ ping & the server never lagged once.
I believe that to be a farce that laggers lag a server.

---Original Message---

From: Steve Dawson
Date: 05/03/06 18:27:43
To: hlds@list.valvesoftware.com
Subject: [hlds] High Ping Players Lag Server?

--
[ Picked text/plain from multipart/alternative ]
Hi, do hi pinging players lag a cs 1.6 server.  It would make sense to
me.
This is what i heard:
Laggers DO Lag the Server:
Because of the way hlds deals with lag compensation, players that are
lagging on the server actually really do lag the entire server. This is
because if the server has to wait for data from all players on the
server
before it can calculate each frame. So if everyone on the server has
under
50 ping except 1 person with 200 ping, the server has to wait an extra
150
ms per frame it calculates. This is why I highly reccomend a high ping
kicker set to kick anybody with over 100 ping.

Thanks
--

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__ NOD32 1.1518 (20060503) Information __

This message was checked by NOD32 antivirus system.
http://www.eset.com


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I'm sorry that you cannot afford 12.99 to 17.99 a month for DSL.  I bet
you use dial-up because of that reason only.  You are wrong when you say
"you don't cause lag" you do.  I have used dial-up, and every time I did
I was told that I lagged the server.  I have DSL now.  I see it all the
time when the speeds are good because everyone has Broadband and one guy
who is too cheap to buy broadband, comes in with 300 ping and lags the
whole thing.  We have been playing without lag for an hour, all of a
sudden huge lag, over and over and over.  A guy came on with 250 ping.
Once he leaves it's back to perfect for another hour till the next cheap
skate comes in.

One person with 200-300 ping does wreak the fun of the other 30 players
because he is too cheap.  If it were reversed and I was doing that to
you?  Or something similar at your work or home I'm sure you would be
one of those cursing too.  Why is it fair that because you don't have
dsl we all have to suffer?


--
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Checked by AVG Free Edition.
Version: 7.1.392 / Virus Database: 268.5.2/330 - Release Date: 5/3/2006


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RE: [hlds] High Ping Players Lag Server?

2006-05-04 Thread Doug Crabtree
I don't think ping is the only problem.  I think packet loss has something
to do with it also.  We had a member of our clan that lives in Germany, when
he plays he is between 200 and 300 ping all the time.  Didn't ever effect
our servers.  We have many visitors from over seas that don't effect our
servers.  On the other hand I have seen some in there with 200-300 pings
when they get in the whole experience grinds to a halt.  So it can't be
_just_ ping.  There has to be another reason...  Not all 200+ pingers are
cheapskates :)

Doug Crabtree
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of DT
Sent: Thursday, May 04, 2006 9:24 AM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] High Ping Players Lag Server?



I'm sorry that you cannot afford 12.99 to 17.99 a month for DSL.  I bet
you use dial-up because of that reason only.  You are wrong when you say
"you don't cause lag" you do.  I have used dial-up, and every time I did
I was told that I lagged the server.  I have DSL now.  I see it all the
time when the speeds are good because everyone has Broadband and one guy
who is too cheap to buy broadband, comes in with 300 ping and lags the
whole thing.  We have been playing without lag for an hour, all of a
sudden huge lag, over and over and over.  A guy came on with 250 ping.
Once he leaves it's back to perfect for another hour till the next cheap
skate comes in.

One person with 200-300 ping does wreak the fun of the other 30 players
because he is too cheap.  If it were reversed and I was doing that to
you?  Or something similar at your work or home I'm sure you would be
one of those cursing too.  Why is it fair that because you don't have
dsl we all have to suffer?


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Re: [hlds] High Ping Players Lag Server?

2006-05-04 Thread DT

Brian M Frain (eternal) wrote:

--
[ Picked text/plain from multipart/alternative ]
I play on dial-up all the time, no lag caused by me being there. Someone is
feeding you a line. Now I will say that people who have serious lag do cause
issues. They hop all over and are almost impossible to hit but that is
someone with a +500 ping. I get around 2-300 and when I am lucky it is in
the 100's.




On 5/3/06, L.o.D. <[EMAIL PROTECTED]> wrote:


--
--
[ Picked text/plain from multipart/alternative ]
I recently was in a tfc server, not same game but same engine, and there
was
a player with a constant 3000+ ping & the server never lagged once.
I believe that to be a farce that laggers lag a server.

---Original Message---

From: Steve Dawson
Date: 05/03/06 18:27:43
To: hlds@list.valvesoftware.com
Subject: [hlds] High Ping Players Lag Server?

--
[ Picked text/plain from multipart/alternative ]
Hi, do hi pinging players lag a cs 1.6 server.  It would make sense to me.
This is what i heard:
Laggers DO Lag the Server:
Because of the way hlds deals with lag compensation, players that are
lagging on the server actually really do lag the entire server. This is
because if the server has to wait for data from all players on the server
before it can calculate each frame. So if everyone on the server has under
50 ping except 1 person with 200 ping, the server has to wait an extra 150
ms per frame it calculates. This is why I highly reccomend a high ping
kicker set to kick anybody with over 100 ping.

Thanks
--

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__ NOD32 1.1518 (20060503) Information __

This message was checked by NOD32 antivirus system.
http://www.eset.com


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I'm sorry that you cannot afford 12.99 to 17.99 a month for DSL.  I bet
you use dial-up because of that reason only.  You are wrong when you say
"you don't cause lag" you do.  I have used dial-up, and every time I did
I was told that I lagged the server.  I have DSL now.  I see it all the
time when the speeds are good because everyone has Broadband and one guy
who is too cheap to buy broadband, comes in with 300 ping and lags the
whole thing.  We have been playing without lag for an hour, all of a
sudden huge lag, over and over and over.  A guy came on with 250 ping.
Once he leaves it's back to perfect for another hour till the next cheap
skate comes in.

One person with 200-300 ping does wreak the fun of the other 30 players
because he is too cheap.  If it were reversed and I was doing that to
you?  Or something similar at your work or home I'm sure you would be
one of those cursing too.  Why is it fair that because you don't have
dsl we all have to suffer?


--
No virus found in this outgoing message.
Checked by AVG Free Edition.
Version: 7.1.392 / Virus Database: 268.5.2/330 - Release Date: 5/3/2006


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Re: [hlds] High Ping Players Lag Server?

2006-05-04 Thread DT

Steve Dawson wrote:

--
[ Picked text/plain from multipart/alternative ]
Hi, do hi pinging players lag a cs 1.6 server.  It would make sense to me.
This is what i heard:
Laggers DO Lag the Server:
Because of the way hlds deals with lag compensation, players that are
lagging on the server actually really do lag the entire server. This is
because if the server has to wait for data from all players on the server
before it can calculate each frame. So if everyone on the server has under
50 ping except 1 person with 200 ping, the server has to wait an extra 150
ms per frame it calculates. This is why I highly reccomend a high ping
kicker set to kick anybody with over 100 ping.

Thanks
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Valve might say it doesn't but I disagree.  From my own playing
experience.  How many times I can tell that a high pinger has just
started playing.  I have watched this carefully.  I hope some of the
other playing admin's give their experience too.  The lag starts when
the "high pinger" arrived and stops when they leave too.  If it is just
my imagination?  Then why does it happen every time? Plus, explain how
the server does NOT LAG if you have 30 players below 60 ping and 1 - 250
pinger comes on. How does the server link up all the packets arriving at
the same speed but ONE and NOT cause some sort lag.

To the guy who says he plays between 200-300 ping and does not cause lag
to the other players with 4X faster ping?  How do you know your not
causing lag?  Maybe, your are... maybe the guys that spend money to have
a fast Internet connection are also polite. Besides, DSL is so cheap now.


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RE: [hlds] SRCDS Web Adminpanel

2006-05-04 Thread DLinkOZ
http://www.gamepanel.org/site/



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Nashalife | Newbie
Sent: Thursday, May 04, 2006 5:42 AM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] SRCDS Web Adminpanel

Just an addition: google for rcon.class.php, this might help.
Also, there's a hack for Psychostats made by Quark and available at
http://psmod.net that has this functionality built in so you can condier
using it right away.

Newbie
- Original Message -
From: "Nashalife | Newbie" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, May 04, 2006 2:11 PM
Subject: Re: [hlds] SRCDS Web Adminpanel


> You could create a php script to send rcon commands to your server
> which makes it pretty much an admin panel
>
> Newbie
> - Original Message -
> From: "Groove" <[EMAIL PROTECTED]>
> To: 
> Sent: Thursday, May 04, 2006 1:44 PM
> Subject: [hlds] SRCDS Web Adminpanel
>
>
>> Hi,
>>
>> is there any web based admin panel for windows servers ?
>>
>> And if yes, could you tell me the name please :D
>>
>> Thx in advance !
>>
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>> archives, please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds
>>
>
>
>
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Re: [hlds] SRCDS Web Adminpanel

2006-05-04 Thread Nashalife | Newbie

Just an addition: google for rcon.class.php, this might help.
Also, there's a hack for Psychostats made by Quark and available at
http://psmod.net that has this functionality built in so you can condier
using it right away.

Newbie
- Original Message -
From: "Nashalife | Newbie" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, May 04, 2006 2:11 PM
Subject: Re: [hlds] SRCDS Web Adminpanel



You could create a php script to send rcon commands to your server which
makes it pretty much an admin panel

Newbie
- Original Message -
From: "Groove" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, May 04, 2006 1:44 PM
Subject: [hlds] SRCDS Web Adminpanel



Hi,

is there any web based admin panel for windows servers ?

And if yes, could you tell me the name please :D

Thx in advance !

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Re: [hlds] SRCDS Web Adminpanel

2006-05-04 Thread Nashalife | Newbie

You could create a php script to send rcon commands to your server which
makes it pretty much an admin panel

Newbie
- Original Message -
From: "Groove" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, May 04, 2006 1:44 PM
Subject: [hlds] SRCDS Web Adminpanel



Hi,

is there any web based admin panel for windows servers ?

And if yes, could you tell me the name please :D

Thx in advance !

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[hlds] SRCDS Web Adminpanel

2006-05-04 Thread Groove

Hi,

is there any web based admin panel for windows servers ?

And if yes, could you tell me the name please :D

Thx in advance !

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