Re: [hlds] Extremely slow map loading on TF2 Server.

2007-10-22 Thread Kevin Ottalini

Those all look like missing cubemaps which are normally embedded in the BSP.

I also see this on my regular (server2003) TF2 server so the problem is the
current version of cp_dustbowl needs to have cubemaps rebuilt.

Valve must do this and release the update, rebuilding cubemaps yourself will
make the map incompatible with all client maps.

This should not cause any functional problems on the server or clients other
then the slightly longer load times (caused by searching for the missing
textures) so best to just wait it out.



- Original Message -
From: Kitteny Berk
To: hlds@list.valvesoftware.com
Sent: Sunday, October 21, 2007 11:11 PM
Subject: Re: [hlds] Extremely slow map loading on TF2 Server.



Just to help in tribbleshooting,

http://www.5punk.co.uk/uploads/TF2%20Console%20stuff.txt  is the console
output from changing my server to every map it has.


Kitteny Berk wrote:

I'm using

E:\GameServers\orangebox\srcds.exe -game tf -console +ip x.x.x.x -port
27035 +maxplayers 24 +exec server.cfg +map cp_well

Also still get the same errors on the gui version. (srcds.exe -game tf
+ip x.x.x.x -port 27035 +maxplayers 24 +exec server.cfg)


Mike Holgate wrote:

Here is my command line in console mode:
C:\srcds\orangebox\srcds.exe -console -game tf -tickrate 33 -ip
192.168.0.101 -port 27015 +maxplayers 8 +map cp_well -autoupdate

Also, I just realized that if I run in GUI mode with this command
line, it
doesn't have the problem:
C:\srcds\orangebox\srcds.exe -game tf +maxplayers 8 -autoupdate

-
Mike Holgate



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Kitteny Berk
Sent: Sunday, October 21, 2007 9:52 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Extremely slow map loading on TF2 Server.

Well, it's good to know i'm not crazy.

Just out of interest, are you running using
C:\servers\orangebox\srcds.exe  or C:\servers\srcds.exe ?

I'm wondering if there's some screwups somewhere if not using
\orangebox\ , I'm thinking that may be an issue given it seems to decide
randomly if it's going to use \orangebox\ or not when you update.

Mike Holgate wrote:


I too am having this problem, on 2 separate machines. The maps will
load
eventually but after several minutes.

Mike Holgate

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Kitteny Berk
Sent: Sunday, October 21, 2007 7:03 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] Extremely slow map loading on TF2 Server.

Hi,

I'm having a bit of trouble with my TF2 server, no-one i've talked
to so
far seems to have any ideas.

My server has been loading some maps vry slowly due to hundreds of
errors like this

cmaterial::precachevars: error loading vmt file for
maps/cp_gravelpit/nature/blendbackgroundtograve1004_wvt_patch

I've reinstalled the server a few times, I've tried downloading on
other
machines and I've tried replacing ost of the server map/texture etc
files with ones from my GCFs.

However, the issue still remains, but it varies on each map, some will
load instantly (as they should), others will take a few minutes,  This
occurs on official and custom maps, seems to depend on what materials
the map uses.

As far as I can tell, the process of borkage goes Changelevel  CP_well
  lots of errors as above  map loads as it should.

I'm certain my server is up to the task, as it was running very well up
until the last update or 2 ago.


Anyone have any ideas?

Cheers



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[hlds] TF2 Class limits

2007-10-22 Thread Dan Offord
--
[ Picked text/plain from multipart/alternative ]
Hi,

Is there any chance Valve will be introducing class limits in to TF2, like
we had with TFC?

Now, before you all flame me telling me class limits ruins the game, they
don't, and for competition they are needed.
Nothing is worse than a team complain that the match was unfair due to an
8man scout rush on a cp_ map, or even a loosing team all sat being heavys on
there flag.

While at the moment, we are using good sportsmanship to stop this kind of
thing from happening, it would also benefit public servers as well, in the
sense they won't have the same problems.

Regards,
Dan.
--

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Re: [hlds] TF2 Class limits

2007-10-22 Thread Col Grigson
--
[ Picked text/plain from multipart/alternative ]
Beetlesmod allows to enforce class limits, you do need to disallow random
class as well though

On 10/22/07, Dan Offord [EMAIL PROTECTED] wrote:

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

 Is there any chance Valve will be introducing class limits in to TF2, like
 we had with TFC?

 Now, before you all flame me telling me class limits ruins the game, they
 don't, and for competition they are needed.
 Nothing is worse than a team complain that the match was unfair due to an
 8man scout rush on a cp_ map, or even a loosing team all sat being heavys
 on
 there flag.

 While at the moment, we are using good sportsmanship to stop this kind of
 thing from happening, it would also benefit public servers as well, in the
 sense they won't have the same problems.

 Regards,
 Dan.
 --

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RE: [hlds] TF2 Class limits

2007-10-22 Thread Saint K.
Isn't the whole idea behind the game, to choose a class which fits the needs
of the moment?

I mean if your being bashed by 8 scouts, just get 3 or 4 Engineers to setup
some SG's at strategic points for a scoutproof defense.

The others in your team then can aim at offense, at one point their scouts
have to change class to be able to properly defend their flag, as your team
is running off with it.

If I'm being defeated by some sort of tactic, I always feel the urge to find
a counter-tactic to prevent them from succeeding the next round with the
same trick.

Saint K.

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Dan Offord
Verzonden: Monday, October 22, 2007 10:45 AM
Aan: hlds@list.valvesoftware.com
Onderwerp: [hlds] TF2 Class limits

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

Is there any chance Valve will be introducing class limits in to TF2, like
we had with TFC?

Now, before you all flame me telling me class limits ruins the game, they
don't, and for competition they are needed.
Nothing is worse than a team complain that the match was unfair due to an
8man scout rush on a cp_ map, or even a loosing team all sat being heavys on
there flag.

While at the moment, we are using good sportsmanship to stop this kind of
thing from happening, it would also benefit public servers as well, in the
sense they won't have the same problems.

Regards,
Dan.
--

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No virus found in this incoming message.
Checked by AVG Free Edition.
Version: 7.5.488 / Virus Database: 269.15.5/1084 - Release Date: 10/21/2007
3:09 PM



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Re: [hlds] TF2 Class limits

2007-10-22 Thread LouLou Bizou
--
[ Picked text/plain from multipart/alternative ]
Yes please VALVe make a class restriction !

Make it same as DODS 

2007/10/22, Saint K. [EMAIL PROTECTED]:

 Isn't the whole idea behind the game, to choose a class which fits the
 needs
 of the moment?

 I mean if your being bashed by 8 scouts, just get 3 or 4 Engineers to
 setup
 some SG's at strategic points for a scoutproof defense.

 The others in your team then can aim at offense, at one point their scouts
 have to change class to be able to properly defend their flag, as your
 team
 is running off with it.

 If I'm being defeated by some sort of tactic, I always feel the urge to
 find
 a counter-tactic to prevent them from succeeding the next round with the
 same trick.

 Saint K.

 -Oorspronkelijk bericht-
 Van: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Namens Dan Offord
 Verzonden: Monday, October 22, 2007 10:45 AM
 Aan: hlds@list.valvesoftware.com
 Onderwerp: [hlds] TF2 Class limits

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

 Is there any chance Valve will be introducing class limits in to TF2, like
 we had with TFC?

 Now, before you all flame me telling me class limits ruins the game, they
 don't, and for competition they are needed.
 Nothing is worse than a team complain that the match was unfair due to an
 8man scout rush on a cp_ map, or even a loosing team all sat being heavys
 on
 there flag.

 While at the moment, we are using good sportsmanship to stop this kind of
 thing from happening, it would also benefit public servers as well, in the
 sense they won't have the same problems.

 Regards,
 Dan.
 --

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 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds



 --
 No virus found in this incoming message.
 Checked by AVG Free Edition.
 Version: 7.5.488 / Virus Database: 269.15.5/1084 - Release Date:
 10/21/2007
 3:09 PM



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Re: [hlds] TF2 Class limits

2007-10-22 Thread Dan Offord
--
[ Picked text/plain from multipart/alternative ]
Saint,

While I agree with what you say, but you can get 8 good scouts which will
ruin a game.

I've not personally had a problem with being rush by 8 scouts, but then
again, I've been playing on servers with cevo class limits, where everyone
knows the rules  if you do have too many of something, you change it
quickly.

On 22/10/2007, Saint K. [EMAIL PROTECTED] wrote:

 Isn't the whole idea behind the game, to choose a class which fits the
 needs
 of the moment?

 I mean if your being bashed by 8 scouts, just get 3 or 4 Engineers to
 setup
 some SG's at strategic points for a scoutproof defense.

 The others in your team then can aim at offense, at one point their scouts
 have to change class to be able to properly defend their flag, as your
 team
 is running off with it.

 If I'm being defeated by some sort of tactic, I always feel the urge to
 find
 a counter-tactic to prevent them from succeeding the next round with the
 same trick.

 Saint K.

--

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Re: [hlds] EventScripts 2.0 Public Beta released for Source games

2007-10-22 Thread Steven Hartland

That's great news Mattie, Python support = :

We'll look to get this into testing here ASAP. I assume the forums
are the best place for feedback?

   Regards
   Steve

- Original Message -
From: Mattie Casper [EMAIL PROTECTED]



--
[ Picked text/plain from multipart/alternative ]
October has been a stellar month for Source! Orange box releases, Mani
returns and SourceMod announced TF2 support and lots of new features.

Just to keep the fun rolling here's some more news:

I'm happy to announce that EventScripts 2.0 is ready for public beta.

This new version of ES is a huge leap in features and performance over ES
1.x. The biggest change is that we've added full Python 2.5 scripting
support to Source. In addition, we will be introducing  easy/automatic addon
downloads, and a full eXtensible Admin addon coming standard with ES2. Our
goal is to continue to make the lives of admins as easy as possible.

Our latest public beta doesn't have TF2 support yet-- but we're working on
that. (I love that game.)

For more information visit the announcement thread:
http://forums.mattie.info/cs/forums/viewtopic.php?t=17891

Or visit the ES Python homepage:
http://python.eventscripts.com

Thanks for your time,
-Mattie




This e.mail is private and confidential between Multiplay (UK) Ltd. and the 
person or entity to whom it is addressed. In the event of misdirection, the 
recipient is prohibited from using, copying, printing or otherwise 
disseminating it or any information contained in it.

In the event of misdirection, illegible or incomplete transmission please 
telephone +44 845 868 1337
or return the E.mail to [EMAIL PROTECTED]


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Re: [hlds] TF2 Class limits

2007-10-22 Thread Keith Simpson
This is a multipart message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
As TF2 relies heavily on teamwork to win the game, any team that tries to
stack an entire team with just one class (like a scout rush on cp_well) is
going to fail more often than not. Players find out real quick that if ya
don't have at least a couple medics, an engineer, and a demoman/pyro to
compliment your heavies/soldiers, you're gonna lose.



Well. the smart players anyways ;)



Besides, have you ever seen a 12 man spy rush, with all the spies disguised
as one class, or just straight cloaked? It's funny as hell. You can't get
those 'I'm crying because I am laughing so damn hard' moments with classes
locked.



I could see this option being useful for an official match if the
organizations rules call for restrictions (I am all about having options),
but seriously - you start restricting classes on a pub, watch your
playerbase drop.



- Keith Simpson

- http://www.hardfought.org

--


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RE: [hlds] EventScripts 2.0 Public Beta released for Source games

2007-10-22 Thread Kerry Dorsey
Beautiful Mattie! Thanks a million.



Kerry


- -Original Message-
- From: [EMAIL PROTECTED] [mailto:hlds-
- [EMAIL PROTECTED] On Behalf Of Mattie Casper
- Sent: Sunday, October 21, 2007 9:24 PM
- To: hlds@list.valvesoftware.com
- Subject: [hlds] EventScripts 2.0 Public Beta released for Source
games
-
- --
- [ Picked text/plain from multipart/alternative ]
- October has been a stellar month for Source! Orange box releases,
Mani
- returns and SourceMod announced TF2 support and lots of new features.
-
- Just to keep the fun rolling here's some more news:
-
- I'm happy to announce that EventScripts 2.0 is ready for public beta.
-
- This new version of ES is a huge leap in features and performance
over
- ES
- 1.x. The biggest change is that we've added full Python 2.5 scripting
- support to Source. In addition, we will be introducing
easy/automatic
- addon
- downloads, and a full eXtensible Admin addon coming standard with
ES2.
- Our
- goal is to continue to make the lives of admins as easy as possible.
-
- Our latest public beta doesn't have TF2 support yet-- but we're
- working on
- that. (I love that game.)
-
- For more information visit the announcement thread:
- http://forums.mattie.info/cs/forums/viewtopic.php?t=17891
-
- Or visit the ES Python homepage:
- http://python.eventscripts.com
-
- Thanks for your time,
- -Mattie
- --
-
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Re: [hlds] hlds win2k3 crash

2007-10-22 Thread jpbrown
--
[ Picked text/plain from multipart/alternative ]
That's the latest DLL (SP2).
Man, this thread caused me a little grief.
It Looks like I haven't rebooted my box since my install of SP2 because I still 
have the SP1 version (5.2.3790.1830) in my windows/system directory.

Regardless, HLDS (also a vanilla install) is running fine on the SP1 DLL.  Can 
you backrev to that file, or do you want me to send you mine (which I will now 
be backing up before I reboot).



- Original Message 
From: [EMAIL PROTECTED] [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Monday, October 22, 2007 3:53:23 PM
Subject: RE: [hlds] hlds win2k3 crash


Is the fault address always the same?  Make sure all your
 windows-updates
(windowsupdate.microsoft.com) are done and run a memtest/swap out the
 ram.
If you haven't, make sure it's virus/spyware free.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Rikard Bremark
Sent: Monday, October 22, 2007 1:28 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] hlds win2k3 crash

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
this is new for me, i have never seen it before, the hlds.exe just
crashed with almost at vanilla install.
amxmodx, metamod and hlguard installed gave me this after some hours of
running:



The crash:

---
Faulting application hlds.exe, version 4.1.1.1, faulting module
ntdll.dll, version 5.2.3790.3959, fault address 0x0002a7ae.

For more information, see Help and Support Center at
http://go.microsoft.com/fwlink/events.asp.
---

The information after the termination:

---
The application, D:\hlds\cs1\hlds.exe, generated an application error
The error occurred on 10/21/2007 @ 20:20:16.375 The exception generated
was c005 at address 7C82A7AE (ntdll!wcslen)

For more information, see Help and Support Center at
http://go.microsoft.com/fwlink/events.asp.
---


anyone that have seen this problem before or should i just ignore it to
the next time it happens if it happens?
--
//Rikard 'Zapy' Bremark
[EMAIL PROTECTED]
Warzone Short Valley - Warzone.nu


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Re: [hlds] hlds win2k3 crash

2007-10-22 Thread Rikard Bremark
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
no thats fine, it hasnt crashed after that one.
the hole win2k3 is a vanilla install and all the updates should be in
place, i shall make sure of that asap.
ill report back if it crashes again.
--
//Rikard 'Zapy' Bremark
[EMAIL PROTECTED]
Warzone Short Valley - Warzone.nu


[EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 That's the latest DLL (SP2).
 Man, this thread caused me a little grief.
 It Looks like I haven't rebooted my box since my install of SP2 because I 
 still have the SP1 version (5.2.3790.1830) in my windows/system directory.

 Regardless, HLDS (also a vanilla install) is running fine on the SP1 DLL.  
 Can you backrev to that file, or do you want me to send you mine (which I 
 will now be backing up before I reboot).



 - Original Message 
 From: [EMAIL PROTECTED] [EMAIL PROTECTED]
 To: hlds@list.valvesoftware.com
 Sent: Monday, October 22, 2007 3:53:23 PM
 Subject: RE: [hlds] hlds win2k3 crash


 Is the fault address always the same?  Make sure all your
  windows-updates
 (windowsupdate.microsoft.com) are done and run a memtest/swap out the
  ram.
 If you haven't, make sure it's virus/spyware free.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Rikard Bremark
 Sent: Monday, October 22, 2007 1:28 PM
 To: hlds@list.valvesoftware.com
 Subject: [hlds] hlds win2k3 crash

 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 this is new for me, i have never seen it before, the hlds.exe just
 crashed with almost at vanilla install.
 amxmodx, metamod and hlguard installed gave me this after some hours of
 running:



 The crash:

 ---
 Faulting application hlds.exe, version 4.1.1.1, faulting module
 ntdll.dll, version 5.2.3790.3959, fault address 0x0002a7ae.

 For more information, see Help and Support Center at
 http://go.microsoft.com/fwlink/events.asp.
 ---

 The information after the termination:

 ---
 The application, D:\hlds\cs1\hlds.exe, generated an application error
 The error occurred on 10/21/2007 @ 20:20:16.375 The exception generated
 was c005 at address 7C82A7AE (ntdll!wcslen)

 For more information, see Help and Support Center at
 http://go.microsoft.com/fwlink/events.asp.
 ---


 anyone that have seen this problem before or should i just ignore it to
 the next time it happens if it happens?
 --
 //Rikard 'Zapy' Bremark
 [EMAIL PROTECTED]
 Warzone Short Valley - Warzone.nu


 --

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[hlds] P4 vs. Celeron vs. AMD

2007-10-22 Thread taytrrs
Does anyone have, or could refer me to, any SRCDS specific performance
comparisons between Celeron and P4 processors--or same for AMD?  More
specifically, how much better for how much more cache/bus and at what amount
of cache/bus does the performance curve level?  Would a (P4 3GHz 800MHz 2MB)
outperform a (P4 3GHz 800MHz 1MB)? A (P4 3GHz 800MHz 1MB) outperform a (P4
3GHz 533MHz 256KB)? By how much?

For example: What is average CPU% for (P4 3GHz 800MHz 1MB) vs. a (Celeron
3GHz 533MHz 256KB) given all other factors equal.

Thanks!!
Rick



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Re: [hlds] P4 vs. Celeron vs. AMD

2007-10-22 Thread Kevin Ottalini


For running one or two srcds, you probably won't see a big difference for
512K, 1MB or 2MB L2 cache or 533 / 800 MHz for that matter.

256K L2 cache will be noticeably slower though.

If I had to rate value I would say:

1. P4 Northwood or newer (not Celeron)
2. higher cpu clock rate (higher clock rates demands a better cpu cooler
like a zalman though)
3. matched performance memory (2 sticks in Dual channel mode)
4. more system memory (1GB minimum, 2GB best, no more then 2 sticks in
either case, 4 stick of memory = slower)
5. 800MHz memory (PC3200 C2)

Normal P4: 512K L2 cache (Northwood) is fine, no need to burn money on EE
P4: 2MB L2 cache
AMD 64 cpu running 32-bit OS is going to be pretty similar (forget 64-bit
OS).

Is an AMD 3200+ as good as an Intel 3.0 P4? IMO it's a toss up.  I have both
but prefer intel, Intel mobos seem to be a little more stable.

A really good case and powersupply with good flow-through cooling is worth
the extra expense as well as a good UPS.

As a baseline comparison, a P4 3.0GHz / 800MHz / 512K L2 machine with 2GB
memory can run 4ea SRCDS (no bots!, 300FPS) and see an average ~50%
utilization peaking occasionally at 75% (map changes) with 50 to 64 players
(hi-res timer enabled).

CPU% is very dependent on the map and the mod though, so two or three TF2
sessions (or CSS with bots) might max the system out.

I'm also talking pure vanilla SRCDS here, no addons.

Win2K3 is going to be a little better then XP Pro but disabling unneeded
services in both can make a big difference.

If you're looking at a datacenter box, get the 3.0 P4/800/512K L2 with 2GB
memory unless $ is a big problem, it's worth the extra pennies.

If you need to run more then 4 SRCDS on one box look into a newer core2duo
or dual AMD but be aware that 2 physical CPUs does not give you 2X the
performance, and more servers means you will need more physical memory too
($ is going to be a lot more overall).



- Original Message -
From: taytrrs
To: hlds@list.valvesoftware.com
Sent: Monday, October 22, 2007 5:01 PM
Subject: [hlds] P4 vs. Celeron vs. AMD



Does anyone have, or could refer me to, any SRCDS specific performance
comparisons between Celeron and P4 processors--or same for AMD?  More
specifically, how much better for how much more cache/bus and at what
amount
of cache/bus does the performance curve level?  Would a (P4 3GHz 800MHz
2MB)
outperform a (P4 3GHz 800MHz 1MB)? A (P4 3GHz 800MHz 1MB) outperform a (P4
3GHz 533MHz 256KB)? By how much?

For example: What is average CPU% for (P4 3GHz 800MHz 1MB) vs. a (Celeron
3GHz 533MHz 256KB) given all other factors equal.

Thanks!!
Rick



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Re: [hlds] P4 vs. Celeron vs. AMD

2007-10-22 Thread Chad

but of course you have to factor in that Intel wants to put adds in our
games (1.6) and AMD doesn't, which imho is a big deal and I will give
more money to AMD than to Intel for a comparative product because of
that among other things.

[EMAIL PROTECTED] wrote:

Does anyone have, or could refer me to, any SRCDS specific performance
comparisons between Celeron and P4 processors--or same for AMD?  More
specifically, how much better for how much more cache/bus and at what amount
of cache/bus does the performance curve level?  Would a (P4 3GHz 800MHz 2MB)
outperform a (P4 3GHz 800MHz 1MB)? A (P4 3GHz 800MHz 1MB) outperform a (P4
3GHz 533MHz 256KB)? By how much?

For example: What is average CPU% for (P4 3GHz 800MHz 1MB) vs. a (Celeron
3GHz 533MHz 256KB) given all other factors equal.

Thanks!!
Rick



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