Re: [hlds] Team Fortress 2 Update Coming

2009-03-07 Thread Spencer 'voogru' MacDonald
Server administrators and plug-in writers are QA.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of 1nsane
Sent: Saturday, March 07, 2009 6:45 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 Update Coming

The janitor does everything at Valve. Maintains Steam, content servers, does
steam support, writes WOW gold bots for Gabe, Q&A, Steam community
maintenance... perhaps more? I think someone more qualified should do Q&A
though.

On Sat, Mar 7, 2009 at 5:28 PM, Patrick Shelley  wrote:

> That was the office cleaner i think
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Re: [hlds] Team Fortress 2 Update Coming

2009-03-07 Thread 1nsane
The janitor does everything at Valve. Maintains Steam, content servers, does
steam support, writes WOW gold bots for Gabe, Q&A, Steam community
maintenance... perhaps more? I think someone more qualified should do Q&A
though.

On Sat, Mar 7, 2009 at 5:28 PM, Patrick Shelley  wrote:

> That was the office cleaner i think
> ___
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> please visit:
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Re: [hlds] Team Fortress 2 Update Coming

2009-03-07 Thread Robert Whelan
All I saw was an update today to address Empire: Total War issues, nothing TF2 
related which I think is the topic here :p






From: DontWannaName! 
To: Half-Life dedicated Win32 server mailing list 
Sent: Saturday, March 7, 2009 4:17:35 PM
Subject: Re: [hlds] Team Fortress 2 Update Coming

Someone does because they released a fix for Steam at 10 am today, Saturday
:P
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Re: [hlds] Team Fortress 2 Update Coming

2009-03-07 Thread Patrick Shelley
That was the office cleaner i think
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Re: [hlds] Team Fortress 2 Update Coming

2009-03-07 Thread Saul Rennison
10 GMT or EST?

2009/3/7 DontWannaName! 

> Someone does because they released a fix for Steam at 10 am today, Saturday
> :P
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-- 
Thanks,
- Saul.
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Re: [hlds] Team Fortress 2 Update Coming

2009-03-07 Thread DontWannaName!
Someone does because they released a fix for Steam at 10 am today, Saturday
:P
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Re: [hlds] Team Fortress 2 Update Released

2009-03-07 Thread Karl Weckstrom
You're kidding, right?

When we build up our communities, we take it as seriously as possible. We do it 
because we have a passion for gaming and want to build up a playerbase...

But what the FUCK is valve doing? Really - to just push out an update like this 
and make their bread and butter suffer?

How could they just blast out a piece of shit update on a friday, and just let 
the rest of us to sweat out the weekend? How is that being a responsible 
developer?

Valve, stop shitting on us. Really. This is out of control.

-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Saul Rennison
Sent: Saturday, March 07, 2009 3:47 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 Update Released

Please name a better company / game with active developers that try to fix
exploits and issues with their games as quick as Valve do. Stop shooting
them down. The more you whinge the less motivated they will be to fix
things.
Shut the f*** up and stop acting like a 6 year old.

2009/3/7 Steve Stifler 

> Whats happened is that Valve put the screws to ya with another crappy,
> seemingly untested, Friday update. There is nothing you can do so just
> suffer with it until they put out a fix. They seem to be on a slide with
> there poorly written and tested updates so find another company/game to
> invest your time and money in
>
>
>
> On 3/7/09, Coldorak  wrote:
> >
> > Hi
> >
> > What's with the lag since the update 2 days ago?
> > Here's what I encountered a few minutes ago on my server. Note the ping,
> as
> > I usually have less than 20ms with my server.
> > Many players were disconnected several time with a message like
> "connection
> > net packet overflow" (don't remember exactly)
> >
> > Here are some screenshots of my net_graph 4:
> >
> > http://www.coldorak.net/tf2/lag/lag1.jpg
> > http://www.coldorak.net/tf2/lag/lag2.jpg
> > http://www.coldorak.net/tf2/lag/lag3.jpg
> > http://www.coldorak.net/tf2/lag/lag4.jpg
> >
> > About my server net settings:
> >
> > sv_minrate 2 <--- tried with 1 and 3
> > sv_maxrate 3 <-- tried with 3 (while minrate=10k) to 10
> (while
> > minrate=30k)
> > decalfrequency 10
> > sv_maxupdaterate 100
> > sv_minupdaterate 66
> > sv_mincmdrate 66
> > sv_maxcmdrate 100
> >
> > no fps_max setting.
> > My cl_rate is 3 but many players left it by default.
> >
> > Are other people experiencing the same problem? I saw a few mails talking
> > about lag, so I thought I could add some info.
> > My server is launched with -NoQueudUpdateThread.
> > We talk about 10-20s lag every few minutes...
> >
> > Cold
> >
> >
> >
> > On Sat, Mar 7, 2009 at 4:31 PM, SmOoThEm  wrote:
> >
> > > Like I said before, a simple pre-release beta test would help us ALL
> out
> > in
> > > this area. I'm sure valve would like to stop releasing broken
> "updates".
> > > Its also takes a lot of time for admins to update 10+ servers daily.
> Most
> > > of
> > > the time were forced to shut down full servers during "prime" game time
> > > because that's when valve decides it's time to release and go home.
> > >
> > > There is a better way to do these updates valve, please give us a
> chance
> > > instead of blowing us off
> > > -Original Message-
> > > From: hlds-boun...@list.valvesoftware.com
> > > [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Chris
> > > Sent: Saturday, March 07, 2009 7:17 AM
> > > To: Half-Life dedicated Win32 server mailing list
> > > Subject: Re: [hlds] Team Fortress 2 Update Released
> > >
> > > lag spikes here too...
> > >
> > > I appreciate Valve releasing updates and fixing bugs, but the last 10
> or
> > so
> > > seem to have caused issues elsewhere, quite frankly I would prefer NOT
> to
> > > get an update wait an extra two weeks and have an update which has been
> > > thoroughly tested.
> > >
> > > Obviously there will be updates which break other things which are
> > > difficult
> > > to test, but seriously I cannot recall the last update which didnt
> > require
> > > subsequent updates to address issues the first broke.
> > >
> > > I'm becomming less and less impressed by the testers and QA processes.
> > >
> > > /me ends rant
> > >
> > > /me puts on flame suit
> > >
> > > /me hopes Valve reads.
> > > On Sat, Mar 7, 2009 at 3:09 PM, Karl Weckstrom 
> > wrote:
> > >
> > > > lagspikes galore here too.
> > > >
> > > > -Original Message-
> > > > From: hlds-boun...@list.valvesoftware.com [mailto:
> > > > hlds-boun...@list.valvesoftware.com] On Behalf Of o k
> > > > Sent: Friday, March 06, 2009 11:51 PM
> > > > To: Half-Life dedicated Win32 server mailing list
> > > > Subject: Re: [hlds] Team Fortress 2 Update Released
> > > >
> > > > Lag spikes here, and whole teams disconnected. Very odd. I was
> running
> > > fine
> > > > before the most recent update.
> > > >
> > > > On Fri, Mar 6, 2009 at 11:43 PM, Clyde cide <
> > thedrunkenbraw...@g

Re: [hlds] Team Fortress 2 Update Released

2009-03-07 Thread Steve Stifler
Gimme a break... We've been asking for beta testing forever and sending out
updates that break things on a Friday is just plain idiotic. I pity the poor
admins that have to suffer with this thru the weekend. How much business
will be lost for them?? How many customers are going to be dissatisfied?? I
would rather live with an issue that can be fixed by Neph's code than suffer
with a new bug...

On Sat, Mar 7, 2009 at 3:46 PM, Saul Rennison wrote:

> Please name a better company / game with active developers that try to fix
> exploits and issues with their games as quick as Valve do. Stop shooting
> them down. The more you whinge the less motivated they will be to fix
> things.
> Shut the f*** up and stop acting like a 6 year old.
>
> 2009/3/7 Steve Stifler 
>
> > Whats happened is that Valve put the screws to ya with another crappy,
> > seemingly untested, Friday update. There is nothing you can do so just
> > suffer with it until they put out a fix. They seem to be on a slide with
> > there poorly written and tested updates so find another company/game to
> > invest your time and money in
> >
> >
> >
> > On 3/7/09, Coldorak  wrote:
> > >
> > > Hi
> > >
> > > What's with the lag since the update 2 days ago?
> > > Here's what I encountered a few minutes ago on my server. Note the
> ping,
> > as
> > > I usually have less than 20ms with my server.
> > > Many players were disconnected several time with a message like
> > "connection
> > > net packet overflow" (don't remember exactly)
> > >
> > > Here are some screenshots of my net_graph 4:
> > >
> > > http://www.coldorak.net/tf2/lag/lag1.jpg
> > > http://www.coldorak.net/tf2/lag/lag2.jpg
> > > http://www.coldorak.net/tf2/lag/lag3.jpg
> > > http://www.coldorak.net/tf2/lag/lag4.jpg
> > >
> > > About my server net settings:
> > >
> > > sv_minrate 2 <--- tried with 1 and 3
> > > sv_maxrate 3 <-- tried with 3 (while minrate=10k) to 10
> > (while
> > > minrate=30k)
> > > decalfrequency 10
> > > sv_maxupdaterate 100
> > > sv_minupdaterate 66
> > > sv_mincmdrate 66
> > > sv_maxcmdrate 100
> > >
> > > no fps_max setting.
> > > My cl_rate is 3 but many players left it by default.
> > >
> > > Are other people experiencing the same problem? I saw a few mails
> talking
> > > about lag, so I thought I could add some info.
> > > My server is launched with -NoQueudUpdateThread.
> > > We talk about 10-20s lag every few minutes...
> > >
> > > Cold
> > >
> > >
> > >
> > > On Sat, Mar 7, 2009 at 4:31 PM, SmOoThEm 
> wrote:
> > >
> > > > Like I said before, a simple pre-release beta test would help us ALL
> > out
> > > in
> > > > this area. I'm sure valve would like to stop releasing broken
> > "updates".
> > > > Its also takes a lot of time for admins to update 10+ servers daily.
> > Most
> > > > of
> > > > the time were forced to shut down full servers during "prime" game
> time
> > > > because that's when valve decides it's time to release and go home.
> > > >
> > > > There is a better way to do these updates valve, please give us a
> > chance
> > > > instead of blowing us off
> > > > -Original Message-
> > > > From: hlds-boun...@list.valvesoftware.com
> > > > [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Chris
> > > > Sent: Saturday, March 07, 2009 7:17 AM
> > > > To: Half-Life dedicated Win32 server mailing list
> > > > Subject: Re: [hlds] Team Fortress 2 Update Released
> > > >
> > > > lag spikes here too...
> > > >
> > > > I appreciate Valve releasing updates and fixing bugs, but the last 10
> > or
> > > so
> > > > seem to have caused issues elsewhere, quite frankly I would prefer
> NOT
> > to
> > > > get an update wait an extra two weeks and have an update which has
> been
> > > > thoroughly tested.
> > > >
> > > > Obviously there will be updates which break other things which are
> > > > difficult
> > > > to test, but seriously I cannot recall the last update which didnt
> > > require
> > > > subsequent updates to address issues the first broke.
> > > >
> > > > I'm becomming less and less impressed by the testers and QA
> processes.
> > > >
> > > > /me ends rant
> > > >
> > > > /me puts on flame suit
> > > >
> > > > /me hopes Valve reads.
> > > > On Sat, Mar 7, 2009 at 3:09 PM, Karl Weckstrom 
> > > wrote:
> > > >
> > > > > lagspikes galore here too.
> > > > >
> > > > > -Original Message-
> > > > > From: hlds-boun...@list.valvesoftware.com [mailto:
> > > > > hlds-boun...@list.valvesoftware.com] On Behalf Of o k
> > > > > Sent: Friday, March 06, 2009 11:51 PM
> > > > > To: Half-Life dedicated Win32 server mailing list
> > > > > Subject: Re: [hlds] Team Fortress 2 Update Released
> > > > >
> > > > > Lag spikes here, and whole teams disconnected. Very odd. I was
> > running
> > > > fine
> > > > > before the most recent update.
> > > > >
> > > > > On Fri, Mar 6, 2009 at 11:43 PM, Clyde cide <
> > > thedrunkenbraw...@gmail.com
> > > > > >wrote:
> > > > >
> > > > > > Mine are running crash free! The Lag spikes though..

Re: [hlds] Team Fortress 2 Update Released

2009-03-07 Thread Saul Rennison
Please name a better company / game with active developers that try to fix
exploits and issues with their games as quick as Valve do. Stop shooting
them down. The more you whinge the less motivated they will be to fix
things.
Shut the f*** up and stop acting like a 6 year old.

2009/3/7 Steve Stifler 

> Whats happened is that Valve put the screws to ya with another crappy,
> seemingly untested, Friday update. There is nothing you can do so just
> suffer with it until they put out a fix. They seem to be on a slide with
> there poorly written and tested updates so find another company/game to
> invest your time and money in
>
>
>
> On 3/7/09, Coldorak  wrote:
> >
> > Hi
> >
> > What's with the lag since the update 2 days ago?
> > Here's what I encountered a few minutes ago on my server. Note the ping,
> as
> > I usually have less than 20ms with my server.
> > Many players were disconnected several time with a message like
> "connection
> > net packet overflow" (don't remember exactly)
> >
> > Here are some screenshots of my net_graph 4:
> >
> > http://www.coldorak.net/tf2/lag/lag1.jpg
> > http://www.coldorak.net/tf2/lag/lag2.jpg
> > http://www.coldorak.net/tf2/lag/lag3.jpg
> > http://www.coldorak.net/tf2/lag/lag4.jpg
> >
> > About my server net settings:
> >
> > sv_minrate 2 <--- tried with 1 and 3
> > sv_maxrate 3 <-- tried with 3 (while minrate=10k) to 10
> (while
> > minrate=30k)
> > decalfrequency 10
> > sv_maxupdaterate 100
> > sv_minupdaterate 66
> > sv_mincmdrate 66
> > sv_maxcmdrate 100
> >
> > no fps_max setting.
> > My cl_rate is 3 but many players left it by default.
> >
> > Are other people experiencing the same problem? I saw a few mails talking
> > about lag, so I thought I could add some info.
> > My server is launched with -NoQueudUpdateThread.
> > We talk about 10-20s lag every few minutes...
> >
> > Cold
> >
> >
> >
> > On Sat, Mar 7, 2009 at 4:31 PM, SmOoThEm  wrote:
> >
> > > Like I said before, a simple pre-release beta test would help us ALL
> out
> > in
> > > this area. I'm sure valve would like to stop releasing broken
> "updates".
> > > Its also takes a lot of time for admins to update 10+ servers daily.
> Most
> > > of
> > > the time were forced to shut down full servers during "prime" game time
> > > because that's when valve decides it's time to release and go home.
> > >
> > > There is a better way to do these updates valve, please give us a
> chance
> > > instead of blowing us off
> > > -Original Message-
> > > From: hlds-boun...@list.valvesoftware.com
> > > [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Chris
> > > Sent: Saturday, March 07, 2009 7:17 AM
> > > To: Half-Life dedicated Win32 server mailing list
> > > Subject: Re: [hlds] Team Fortress 2 Update Released
> > >
> > > lag spikes here too...
> > >
> > > I appreciate Valve releasing updates and fixing bugs, but the last 10
> or
> > so
> > > seem to have caused issues elsewhere, quite frankly I would prefer NOT
> to
> > > get an update wait an extra two weeks and have an update which has been
> > > thoroughly tested.
> > >
> > > Obviously there will be updates which break other things which are
> > > difficult
> > > to test, but seriously I cannot recall the last update which didnt
> > require
> > > subsequent updates to address issues the first broke.
> > >
> > > I'm becomming less and less impressed by the testers and QA processes.
> > >
> > > /me ends rant
> > >
> > > /me puts on flame suit
> > >
> > > /me hopes Valve reads.
> > > On Sat, Mar 7, 2009 at 3:09 PM, Karl Weckstrom 
> > wrote:
> > >
> > > > lagspikes galore here too.
> > > >
> > > > -Original Message-
> > > > From: hlds-boun...@list.valvesoftware.com [mailto:
> > > > hlds-boun...@list.valvesoftware.com] On Behalf Of o k
> > > > Sent: Friday, March 06, 2009 11:51 PM
> > > > To: Half-Life dedicated Win32 server mailing list
> > > > Subject: Re: [hlds] Team Fortress 2 Update Released
> > > >
> > > > Lag spikes here, and whole teams disconnected. Very odd. I was
> running
> > > fine
> > > > before the most recent update.
> > > >
> > > > On Fri, Mar 6, 2009 at 11:43 PM, Clyde cide <
> > thedrunkenbraw...@gmail.com
> > > > >wrote:
> > > >
> > > > > Mine are running crash free! The Lag spikes though.. is another
> > > story
> > > > >
> > > > > =(
> > > > > ___
> > > > > To unsubscribe, edit your list preferences, or view the list
> > archives,
> > > > > please visit:
> > > > > http://list.valvesoftware.com/mailman/listinfo/hlds
> > > > >
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view the list
> archives,
> > > > please visit:
> > > > http://list.valvesoftware.com/mailman/listinfo/hlds
> > > >
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view the list
> archives,
> > > > please visit:
> > > > http://list.valvesoftware.com/mail

Re: [hlds] Team Fortress 2 Update Released

2009-03-07 Thread Steve Stifler
Whats happened is that Valve put the screws to ya with another crappy,
seemingly untested, Friday update. There is nothing you can do so just
suffer with it until they put out a fix. They seem to be on a slide with
there poorly written and tested updates so find another company/game to
invest your time and money in



On 3/7/09, Coldorak  wrote:
>
> Hi
>
> What's with the lag since the update 2 days ago?
> Here's what I encountered a few minutes ago on my server. Note the ping, as
> I usually have less than 20ms with my server.
> Many players were disconnected several time with a message like "connection
> net packet overflow" (don't remember exactly)
>
> Here are some screenshots of my net_graph 4:
>
> http://www.coldorak.net/tf2/lag/lag1.jpg
> http://www.coldorak.net/tf2/lag/lag2.jpg
> http://www.coldorak.net/tf2/lag/lag3.jpg
> http://www.coldorak.net/tf2/lag/lag4.jpg
>
> About my server net settings:
>
> sv_minrate 2 <--- tried with 1 and 3
> sv_maxrate 3 <-- tried with 3 (while minrate=10k) to 10 (while
> minrate=30k)
> decalfrequency 10
> sv_maxupdaterate 100
> sv_minupdaterate 66
> sv_mincmdrate 66
> sv_maxcmdrate 100
>
> no fps_max setting.
> My cl_rate is 3 but many players left it by default.
>
> Are other people experiencing the same problem? I saw a few mails talking
> about lag, so I thought I could add some info.
> My server is launched with -NoQueudUpdateThread.
> We talk about 10-20s lag every few minutes...
>
> Cold
>
>
>
> On Sat, Mar 7, 2009 at 4:31 PM, SmOoThEm  wrote:
>
> > Like I said before, a simple pre-release beta test would help us ALL out
> in
> > this area. I'm sure valve would like to stop releasing broken "updates".
> > Its also takes a lot of time for admins to update 10+ servers daily. Most
> > of
> > the time were forced to shut down full servers during "prime" game time
> > because that's when valve decides it's time to release and go home.
> >
> > There is a better way to do these updates valve, please give us a chance
> > instead of blowing us off
> > -Original Message-
> > From: hlds-boun...@list.valvesoftware.com
> > [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Chris
> > Sent: Saturday, March 07, 2009 7:17 AM
> > To: Half-Life dedicated Win32 server mailing list
> > Subject: Re: [hlds] Team Fortress 2 Update Released
> >
> > lag spikes here too...
> >
> > I appreciate Valve releasing updates and fixing bugs, but the last 10 or
> so
> > seem to have caused issues elsewhere, quite frankly I would prefer NOT to
> > get an update wait an extra two weeks and have an update which has been
> > thoroughly tested.
> >
> > Obviously there will be updates which break other things which are
> > difficult
> > to test, but seriously I cannot recall the last update which didnt
> require
> > subsequent updates to address issues the first broke.
> >
> > I'm becomming less and less impressed by the testers and QA processes.
> >
> > /me ends rant
> >
> > /me puts on flame suit
> >
> > /me hopes Valve reads.
> > On Sat, Mar 7, 2009 at 3:09 PM, Karl Weckstrom 
> wrote:
> >
> > > lagspikes galore here too.
> > >
> > > -Original Message-
> > > From: hlds-boun...@list.valvesoftware.com [mailto:
> > > hlds-boun...@list.valvesoftware.com] On Behalf Of o k
> > > Sent: Friday, March 06, 2009 11:51 PM
> > > To: Half-Life dedicated Win32 server mailing list
> > > Subject: Re: [hlds] Team Fortress 2 Update Released
> > >
> > > Lag spikes here, and whole teams disconnected. Very odd. I was running
> > fine
> > > before the most recent update.
> > >
> > > On Fri, Mar 6, 2009 at 11:43 PM, Clyde cide <
> thedrunkenbraw...@gmail.com
> > > >wrote:
> > >
> > > > Mine are running crash free! The Lag spikes though.. is another
> > story
> > > >
> > > > =(
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view the list
> archives,
> > > > please visit:
> > > > http://list.valvesoftware.com/mailman/listinfo/hlds
> > > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlds
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlds
> > >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
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> >
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Re: [hlds] Team Fortress 2 Update Released

2009-03-07 Thread Coldorak
Hi

What's with the lag since the update 2 days ago?
Here's what I encountered a few minutes ago on my server. Note the ping, as
I usually have less than 20ms with my server.
Many players were disconnected several time with a message like "connection
net packet overflow" (don't remember exactly)

Here are some screenshots of my net_graph 4:

http://www.coldorak.net/tf2/lag/lag1.jpg
http://www.coldorak.net/tf2/lag/lag2.jpg
http://www.coldorak.net/tf2/lag/lag3.jpg
http://www.coldorak.net/tf2/lag/lag4.jpg

About my server net settings:

sv_minrate 2 <--- tried with 1 and 3
sv_maxrate 3 <-- tried with 3 (while minrate=10k) to 10 (while
minrate=30k)
decalfrequency 10
sv_maxupdaterate 100
sv_minupdaterate 66
sv_mincmdrate 66
sv_maxcmdrate 100

no fps_max setting.
My cl_rate is 3 but many players left it by default.

Are other people experiencing the same problem? I saw a few mails talking
about lag, so I thought I could add some info.
My server is launched with -NoQueudUpdateThread.
We talk about 10-20s lag every few minutes...

Cold


On Sat, Mar 7, 2009 at 4:31 PM, SmOoThEm  wrote:

> Like I said before, a simple pre-release beta test would help us ALL out in
> this area. I'm sure valve would like to stop releasing broken "updates".
> Its also takes a lot of time for admins to update 10+ servers daily. Most
> of
> the time were forced to shut down full servers during "prime" game time
> because that's when valve decides it's time to release and go home.
>
> There is a better way to do these updates valve, please give us a chance
> instead of blowing us off
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Chris
> Sent: Saturday, March 07, 2009 7:17 AM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Team Fortress 2 Update Released
>
> lag spikes here too...
>
> I appreciate Valve releasing updates and fixing bugs, but the last 10 or so
> seem to have caused issues elsewhere, quite frankly I would prefer NOT to
> get an update wait an extra two weeks and have an update which has been
> thoroughly tested.
>
> Obviously there will be updates which break other things which are
> difficult
> to test, but seriously I cannot recall the last update which didnt require
> subsequent updates to address issues the first broke.
>
> I'm becomming less and less impressed by the testers and QA processes.
>
> /me ends rant
>
> /me puts on flame suit
>
> /me hopes Valve reads.
> On Sat, Mar 7, 2009 at 3:09 PM, Karl Weckstrom  wrote:
>
> > lagspikes galore here too.
> >
> > -Original Message-
> > From: hlds-boun...@list.valvesoftware.com [mailto:
> > hlds-boun...@list.valvesoftware.com] On Behalf Of o k
> > Sent: Friday, March 06, 2009 11:51 PM
> > To: Half-Life dedicated Win32 server mailing list
> > Subject: Re: [hlds] Team Fortress 2 Update Released
> >
> > Lag spikes here, and whole teams disconnected. Very odd. I was running
> fine
> > before the most recent update.
> >
> > On Fri, Mar 6, 2009 at 11:43 PM, Clyde cide  > >wrote:
> >
> > > Mine are running crash free! The Lag spikes though.. is another
> story
> > >
> > > =(
> > > ___
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Re: [hlds] Team Fortress 2 Update Coming

2009-03-07 Thread AnAkIn .
VALVe usually don't work on weekends, so I doubt there'll be an update
today.

2009/3/7 Karl Weckstrom 

> Jason,
>
> Will this be fixed at all today? We're all kind of dead in the water
> here...
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] On Behalf Of Jason Ruymen
> Sent: Friday, March 06, 2009 8:14 PM
> To: Half-Life dedicated Win32 server mailing list;
> hlds_li...@list.valvesoftware.com
> Subject: [hlds] Team Fortress 2 Update Coming
>
> A required update for Team Fortress 2 is coming.  It should be live within
> the hour.
>
> We're still investigating the problem where clients are unable to join a
> team or maintain a connection to the server. If your server is experiencing
> this, can you try running your server with "-NoQueuedPacketThread" in the
> command line as a temporary work-around.
>
> Jason
>
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Re: [hlds] Team Fortress 2 Update Coming

2009-03-07 Thread Karl Weckstrom
Jason, 

Will this be fixed at all today? We're all kind of dead in the water here... 

-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jason Ruymen
Sent: Friday, March 06, 2009 8:14 PM
To: Half-Life dedicated Win32 server mailing list; 
hlds_li...@list.valvesoftware.com
Subject: [hlds] Team Fortress 2 Update Coming

A required update for Team Fortress 2 is coming.  It should be live within the 
hour.

We're still investigating the problem where clients are unable to join a team 
or maintain a connection to the server. If your server is experiencing this, 
can you try running your server with "-NoQueuedPacketThread" in the command 
line as a temporary work-around.

Jason

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Re: [hlds] Team Fortress 2 Update Released

2009-03-07 Thread SmOoThEm
Like I said before, a simple pre-release beta test would help us ALL out in
this area. I'm sure valve would like to stop releasing broken "updates". 
Its also takes a lot of time for admins to update 10+ servers daily. Most of
the time were forced to shut down full servers during "prime" game time
because that's when valve decides it's time to release and go home. 

There is a better way to do these updates valve, please give us a chance
instead of blowing us off
-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Chris
Sent: Saturday, March 07, 2009 7:17 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 Update Released

lag spikes here too...

I appreciate Valve releasing updates and fixing bugs, but the last 10 or so
seem to have caused issues elsewhere, quite frankly I would prefer NOT to
get an update wait an extra two weeks and have an update which has been
thoroughly tested.

Obviously there will be updates which break other things which are difficult
to test, but seriously I cannot recall the last update which didnt require
subsequent updates to address issues the first broke.

I'm becomming less and less impressed by the testers and QA processes.

/me ends rant

/me puts on flame suit

/me hopes Valve reads.
On Sat, Mar 7, 2009 at 3:09 PM, Karl Weckstrom  wrote:

> lagspikes galore here too.
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] On Behalf Of o k
> Sent: Friday, March 06, 2009 11:51 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Team Fortress 2 Update Released
>
> Lag spikes here, and whole teams disconnected. Very odd. I was running
fine
> before the most recent update.
>
> On Fri, Mar 6, 2009 at 11:43 PM, Clyde cide  >wrote:
>
> > Mine are running crash free! The Lag spikes though.. is another
story
> >
> > =(
> > ___
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> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
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Re: [hlds] Team Fortress 2 Update Released

2009-03-07 Thread Chris
lag spikes here too...

I appreciate Valve releasing updates and fixing bugs, but the last 10 or so
seem to have caused issues elsewhere, quite frankly I would prefer NOT to
get an update wait an extra two weeks and have an update which has been
thoroughly tested.

Obviously there will be updates which break other things which are difficult
to test, but seriously I cannot recall the last update which didnt require
subsequent updates to address issues the first broke.

I'm becomming less and less impressed by the testers and QA processes.

/me ends rant

/me puts on flame suit

/me hopes Valve reads.
On Sat, Mar 7, 2009 at 3:09 PM, Karl Weckstrom  wrote:

> lagspikes galore here too.
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] On Behalf Of o k
> Sent: Friday, March 06, 2009 11:51 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Team Fortress 2 Update Released
>
> Lag spikes here, and whole teams disconnected. Very odd. I was running fine
> before the most recent update.
>
> On Fri, Mar 6, 2009 at 11:43 PM, Clyde cide  >wrote:
>
> > Mine are running crash free! The Lag spikes though.. is another story
> >
> > =(
> > ___
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> > please visit:
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Re: [hlds] Team Fortress 2 Update Released

2009-03-07 Thread Karl Weckstrom
lagspikes galore here too. 

-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of o k
Sent: Friday, March 06, 2009 11:51 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 Update Released

Lag spikes here, and whole teams disconnected. Very odd. I was running fine
before the most recent update.

On Fri, Mar 6, 2009 at 11:43 PM, Clyde cide wrote:

> Mine are running crash free! The Lag spikes though.. is another story
>
> =(
> ___
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Re: [hlds] how does sv_downloadurl work?

2009-03-07 Thread Philip Bembridge
{semi off-topic} A little tip for all of you, you never know someone may
benefit: Don't bz2 mp3s because it does next to nothing for the filesize but
it takes extra time for the client to uncompress them!

Phil
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Re: [hlds] Crouching is still broken

2009-03-07 Thread AnAkIn .
It is probably the update before last update (bounding box fixes), because
last one says "Increased the jump velocity", and it's not really the problem
here, even if I jump higher, I should still be able to go through the
window.

2009/3/7 AnAkIn . 

> There still seem to be a few issues with crouching, even after the last
> update. I can now get on cp_badlands train correctly, but for example, I can
> no longer go through dustbowl stage 2 cp1 window (
> http://img18.imageshack.us/img18/2474/cpdustbowl0009.jpg).
>
>
> It makes me feel like my model is too big, or I am not crouching at all. I
> don't think it has anything to do with crouch jumping, by bounding box
> changes:
>
>
> "Increased the jump velocity to account for the tuned bounding box sizes.
> Jump height should now match the prior-to-last-update heights"
>
> (last update)
>
> or
>
> "Fixed several bounding box issues with jumping, falling, and rocket jump
> air-walking. Bounding box should be much more accurate there now"
>
> (update before last update)
>
>
>
>
>
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Re: [hlds] how does sv_downloadurl work?

2009-03-07 Thread Tony Paloma
Would you happen to be using Windows Apache?

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of DontWannaName!
Sent: Friday, March 06, 2009 6:28 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] how does sv_downloadurl work?

Turns out my download speed from my server is terrible, like 300 kb/s on a
30mb DL Line. It should be 1.1 mbps or so but its not. I used apache.
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[hlds] Crouching is still broken

2009-03-07 Thread AnAkIn .
There still seem to be a few issues with crouching, even after the last
update. I can now get on cp_badlands train correctly, but for example, I can
no longer go through dustbowl stage 2 cp1 window (
http://img18.imageshack.us/img18/2474/cpdustbowl0009.jpg).


It makes me feel like my model is too big, or I am not crouching at all. I
don't think it has anything to do with crouch jumping, by bounding box
changes:


"Increased the jump velocity to account for the tuned bounding box sizes.
Jump height should now match the prior-to-last-update heights"

(last update)

or

"Fixed several bounding box issues with jumping, falling, and rocket jump
air-walking. Bounding box should be much more accurate there now"

(update before last update)
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