Re: [hlds] 100 mb port

2005-11-03 Thread [xXx] [EMAIL PROTECTED]
this may be a possiblity. how would i be able to tell if one cpu was at 100%
?
and yes i have the bandwidth courtesy of hop one
- Original Message -
From: "Ian mu" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, November 03, 2005 10:27 AM
Subject: Re: [hlds] 100 mb port


> --
> [ Picked text/plain from multipart/alternative ]
> Just wondering on the dual xeon side, is it reporting 54% of "total cpu",
> i.e one single process could be hitting 50% total / 100% of one cpu? But
it
> would still look like you have plenty to spare (not taking into
> consideration ht)
>
> On 11/3/05, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
> >
> > I don't have experience with source CS servers, but I would wonder if
54%
> > cpu spikes can cause lag? How bad is the lag? And are you sure you have
> > the
> > bandwidth to support 100 players? Do your downline pipes have the
> > bandwidth
> > for the load? I'm suspecting two things - the cpu spikes, and actual
> > available bandwidth. If you have a second box, you could always put half
> > of
> > your servers on another box to see if it's a cpu/computer issue.
> >
> > - Original Message -
> > From: "[xXx] [EMAIL PROTECTED]" <[EMAIL PROTECTED]>
> > To: 
> > Sent: Thursday, November 03, 2005 2:51 AM
> > Subject: Re: [hlds] 100 mb port
> >
> >
> > > Ook , thank you for your response. im running only cs source servers
and
> > i
> > > see cpu spiking as high as 54%
> > > - Original Message -
> > > From: "Ook" <[EMAIL PROTECTED]>
> > > To: 
> > > Sent: Wednesday, November 02, 2005 7:52 PM
> > > Subject: Re: [hlds] 100 mb port
> > >
> > >
> > >> 100 players might use as much as 5Mb or so. Your observation of 6-10%
> > is
> > >> very reasonable. A 100Mb connection doesn't even break into a sweat
> > with
> > >> this kind of traffic. This is not the source of your lag. How much
> > > bandwidth
> > >> do you have? Real bandwidth determined by conducting bandwidth tests,
> > not
> > >> some theoretical maximum? What is your cpu spikes?
> > >>
> > >>
> > >> - Original Message -
> > >> From: "[xXx] [EMAIL PROTECTED]" <[EMAIL PROTECTED]>
> > >> To: 
> > >> Cc: 
> > >> Sent: Wednesday, November 02, 2005 4:33 PM
> > >> Subject: [hlds] 100 mb port
> > >>
> > >>
> > >> > This is a multi-part message in MIME format.
> > >> > --
> > >> > [ Picked text/plain from multipart/alternative ]
> > >> > can someone plz help me with this issue
> > >> > i have a dual xeon 3 gig processor with a 100mb port upgrade.
> > >> >
> > >> > when i have all servers full i have about 100 internet players
> > >> > connected
> > >> > to a 100mb port, but when i view networking in task manager i see
it
> > is
> > >> > only utilizing about 6-10 % of its capabilities. i have tried
> > >> > unrestricting bandwidth with no results.
> > >> > i feel this may be why the game servers seem to be lagging even
> > though
> > >> > server cpu is at 37%
> > >> > any suggestions?
> > >> > --
> > >> >
> > >> >
> > >> >
> > >> > ___
> > >> > 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
> > >>
> > >
> > >
> > >
> > > ___
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> > > please visit:
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> >
> >
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Re: [hlds] 100 mb port

2005-11-03 Thread [xXx] [EMAIL PROTECTED]
gary thank you for the input... could you please enlighten me as to what you
believe it may be?
- Original Message -
From: "Gary" <[EMAIL PROTECTED]>
To: ; 
Cc: 
Sent: Thursday, November 03, 2005 7:41 AM
Subject: Re: [hlds] 100 mb port


> Your bandwidth has nothing to do with why it's lagging.
>
> At 07:33 PM 11/2/2005, [xXx] [EMAIL PROTECTED] wrote:
> >This is a multi-part message in MIME format.
> >--
> >[ Picked text/plain from multipart/alternative ]
> >can someone plz help me with this issue
> >i have a dual xeon 3 gig processor with a 100mb port upgrade.
> >
> >when i have all servers full i have about 100 internet players
> >connected to a 100mb port, but when i view networking in task
> >manager i see it is only utilizing about 6-10 % of its capabilities.
> >i have tried unrestricting bandwidth with no results.
> >i feel this may be why the game servers seem to be lagging even
> >though server cpu is at 37%
> >any suggestions?
> >--
> >
> >
> >
> >___
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> >archives, please visit:
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>
>
>
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Re: [hlds] 100 mb port

2005-11-03 Thread [xXx] [EMAIL PROTECTED]
Ook , thank you for your response. im running only cs source servers and i
see cpu spiking as high as 54%
- Original Message -
From: "Ook" <[EMAIL PROTECTED]>
To: 
Sent: Wednesday, November 02, 2005 7:52 PM
Subject: Re: [hlds] 100 mb port


> 100 players might use as much as 5Mb or so. Your observation of 6-10% is
> very reasonable. A 100Mb connection doesn't even break into a sweat with
> this kind of traffic. This is not the source of your lag. How much
bandwidth
> do you have? Real bandwidth determined by conducting bandwidth tests, not
> some theoretical maximum? What is your cpu spikes?
>
>
> - Original Message -
> From: "[xXx] [EMAIL PROTECTED]" <[EMAIL PROTECTED]>
> To: 
> Cc: 
> Sent: Wednesday, November 02, 2005 4:33 PM
> Subject: [hlds] 100 mb port
>
>
> > This is a multi-part message in MIME format.
> > --
> > [ Picked text/plain from multipart/alternative ]
> > can someone plz help me with this issue
> > i have a dual xeon 3 gig processor with a 100mb port upgrade.
> >
> > when i have all servers full i have about 100 internet players connected
> > to a 100mb port, but when i view networking in task manager i see it is
> > only utilizing about 6-10 % of its capabilities. i have tried
> > unrestricting bandwidth with no results.
> > i feel this may be why the game servers seem to be lagging even though
> > server cpu is at 37%
> > any suggestions?
> > --
> >
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
>
>
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[hlds] 100 mb port

2005-11-02 Thread [xXx] [EMAIL PROTECTED]
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
can someone plz help me with this issue
i have a dual xeon 3 gig processor with a 100mb port upgrade.

when i have all servers full i have about 100 internet players connected to a 
100mb port, but when i view networking in task manager i see it is only 
utilizing about 6-10 % of its capabilities. i have tried unrestricting 
bandwidth with no results.
i feel this may be why the game servers seem to be lagging even though server 
cpu is at 37%
any suggestions?
--



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[hlds] dedicated server optimization

2005-11-02 Thread [xXx] [EMAIL PROTECTED]
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
dear valve,

  is there any way we could get your attention pointed to the errors in console 
that say "free sound list is full"
i know the message may be harmless, but i see it like 100 times a minute in the 
console of the dedicated server. It seems that without this error that would be 
a little more cpu freed up for the game.
  this error has been going on for some time and has gotten totally annoying.
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Re: [hlds] players/cpu us

2005-10-26 Thread [xXx] [EMAIL PROTECTED]
lol whisper your quite the analyzer.
i agree i left a very broad question on the table, but i was just trying to
open a new topic that might actually have some use for us noobie providors
lol
- Original Message -
From: "Whisper" <[EMAIL PROTECTED]>
To: 
Sent: Tuesday, October 25, 2005 9:46 PM
Subject: Re: [hlds] players/cpu us


> --
> [ Picked text/plain from multipart/alternative ]
> Its not as simple as that
>  A higher tickrate uses more cpu
> ping boosting uses more cpu
> A higher fps_max uses more cpu
> A higher sv_maxrate uses more cpu (Although the default is 0 thus should
in
> theory be using the maximum which is 3)
> A higher sv_maxupdaterate uses more cpu
>  You can, I think in theory, work out memory per player, but CPU per
player
> is a different question altogether and has many variables and also depends
> upon the game, whether it would be DoD, CS or HL.
>  On 10/26/05, [xXx] [EMAIL PROTECTED] <[EMAIL PROTECTED]>
> wrote:
> >
> > This is a multi-part message in MIME format.
> > --
> > [ Picked text/plain from multipart/alternative ]
> > anyone have a standard rule of thumb for player slots/ and or cpu usage
> >
> > currently i have a dual xeon 3 gig with 100 mb port and 1.5 gig ram. I
am
> > to comfortably run 100+ slots.
> > my cpu usually stays round 35%
> > --
> >
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
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> >
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[hlds] players/cpu us

2005-10-25 Thread [xXx] [EMAIL PROTECTED]
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
anyone have a standard rule of thumb for player slots/ and or cpu usage

currently i have a dual xeon 3 gig with 100 mb port and 1.5 gig ram. I am to 
comfortably run 100+ slots.
my cpu usually stays round 35%
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Re: [hlds] port answer from servre providors.

2005-10-21 Thread [xXx] [EMAIL PROTECTED]
ya , ive already moved my 60 man source off of the 27015 port. we will
suffer from lack of players for a while, but better than lagging customers
lol
- Original Message -
From: <[EMAIL PROTECTED]>
To: 
Sent: Friday, October 21, 2005 11:30 AM
Subject: Re: [hlds] port answer from servre providors.


--
[ Picked text/plain from multipart/alternative ]
Yes, this is what I assumed in my reply previously.  It is only logical that
1 device or network feed would have to work a little harder to maintain the
constant feeds, and a side effect is always latency.  Nanoseconds do add up,
just like pennies!!!

I assume you are going to use seperate ports for all your servers from now
on, yes??

--Ozz

-- Original message --

> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
> i got this answer from the ppl i buy my dual xeon servers from.
>
>
> Updated by: Harpreet Singh at Oct 21 01:49
> Hello Joe,
>
> 2 IPs do not have 2 ports. There is only one port. If you have one port
sending
> traffic to two separate IP's to two separate applications then you might
run
> into lag issues. Lag issues might be because of Network Latency at times.
>
> so i am saturating a port trunk by having to large servers running on
different
> ip's but sharing the same port
>
> --
>
>
>
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[hlds] port answer from servre providors.

2005-10-21 Thread [xXx] [EMAIL PROTECTED]
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
i got this answer from the ppl i buy my dual xeon servers from.


Updated by: Harpreet Singh at Oct 21 01:49
Hello Joe,

2 IPs do not have 2 ports. There is only one port. If you have one port sending 
traffic to two separate IP's to two separate applications then you  might run 
into lag issues. Lag issues might be because of Network Latency at times.

so i am saturating a port trunk by having to large servers running on different 
ip's but sharing the same port

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Re: [hlds] port question

2005-10-20 Thread [xXx] [EMAIL PROTECTED]

the servers with same ports seemed to lag and one 66 tic without didnt
- Original Message -
From: "Gary" <[EMAIL PROTECTED]>
To: ; 
Sent: Thursday, October 20, 2005 5:51 PM
Subject: Re: [hlds] port question


> You won't.
>
> At 02:01 PM 10/20/2005, [xXx] [EMAIL PROTECTED] wrote:
> >your right there too oz, i would like to see if i get even better latency
> >with diff ports
>
>
>
>
> G. Stanley
> Engineering
> Velocity Servers, DBA
> [EMAIL PROTECTED]
>
>
>
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Re: [hlds] port question

2005-10-20 Thread [xXx] [EMAIL PROTECTED]
your right there too oz, i would like to see if i get even better latency
with diff ports
- Original Message -
From: <[EMAIL PROTECTED]>
To: 
Sent: Thursday, October 20, 2005 11:43 AM
Subject: Re: [hlds] port question


> --
> [ Picked text/plain from multipart/alternative ]
> Yes I instantly emailed after that response to say I hadn't caught the '3
ip addresses' part of his original post.
>
> My response to that was 'If they are all sharing the same trunk he might
want to try different ports for the heck of it to see if the servers
actually play better'.
>
> --Ozz
>
> -- Original message --
>
> > I believe he's saying he does:
> > ip1:27015 (game 1)
> > ip2:27015 (game 2)
> > ip3:27015 (game 3)
> >
> > in which case, that is perfect acceptable. as long as you don't have 2
games
> > sharing the same port on the same ip, you shouldn't have any problems
> > (provided
> > your machine isn't overloaded, heh).
> >
> > /p
> >
> > Quoting [EMAIL PROTECTED]:
> >
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > When you try to start the second server you will get a 'Failure to
> > > allocate UDP port 27015' error.
> > >
> > > So, no, you can't.
> > >
> > > --Ozz
> > >
> > > -- Original message --
> > >
> > >> This is a multi-part message in MIME format.
> > >> --
> > >> [ Picked text/plain from multipart/alternative ]
> > >> ok question
> > >>
> > >> can i have 3 different ip addresses and 3 different games running on
> > >> them and
> > >> all are running on port 27015 ?
> > >> or would this cause lag?
> > >> i have a dual xeon 3 gig and all servers run just fine, im just
> > >> worried that i
> > >> may be screwing up selling 27015 port all the time.
> > >> --
> > >>
> > >>
> > >>
> > >> ___
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> > >> archives, please
> > >> visit:
> > >> http://list.valvesoftware.com/mailman/listinfo/hlds
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> > >
> >
> >
> >
> > 
> > This message was sent using IMP, the Internet Messaging Program.
> >
> >
> >
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Re: [hlds] port question

2005-10-20 Thread [xXx] [EMAIL PROTECTED]
thank you for the input, it reassures me that im still doing ok
- Original Message -
From: <[EMAIL PROTECTED]>
To: 
Sent: Thursday, October 20, 2005 11:21 AM
Subject: Re: [hlds] port question


> I believe he's saying he does:
>   ip1:27015 (game 1)
>   ip2:27015 (game 2)
>   ip3:27015 (game 3)
>
> in which case, that is perfect acceptable.  as long as you don't have 2
games
> sharing the same port on the same ip, you shouldn't have any problems
> (provided
> your machine isn't overloaded, heh).
>
> /p
>
> Quoting [EMAIL PROTECTED]:
>
> > --
> > [ Picked text/plain from multipart/alternative ]
> > When you try to start the second server you will get a 'Failure to
> > allocate UDP port 27015' error.
> >
> > So, no, you can't.
> >
> > --Ozz
> >
> > -- Original message --
> >
> >> This is a multi-part message in MIME format.
> >> --
> >> [ Picked text/plain from multipart/alternative ]
> >> ok question
> >>
> >> can i have 3 different ip addresses and 3 different games running on
> >> them and
> >> all are running on port 27015 ?
> >> or would this cause lag?
> >> i have a dual xeon 3 gig and all servers run just fine, im just
> >> worried that i
> >> may be screwing up selling 27015 port all the time.
> >> --
> >>
> >>
> >>
> >> ___
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> >> archives, please
> >> visit:
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> >
>
>
>
> 
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Re: [hlds] port question

2005-10-20 Thread [xXx] [EMAIL PROTECTED]
thank you, i used abovenormal priority , but managed to stay off of high
- Original Message -
From: "dasjoe" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, October 20, 2005 4:43 AM
Subject: Re: [hlds] port question


> --
> [ Picked text/plain from multipart/alternative ]
> 95 players at 33 ticks and 32 at 66 on a 3 ghz xeon? and no lag?
impressive
> ;)
> --
>
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Re: [hlds] (no subject)

2005-10-20 Thread [xXx] [EMAIL PROTECTED]
remade maps with more spawn points are sooo lagggy from editing them
- Original Message -
From: "Brian M Frain (eternal)" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, October 20, 2005 2:34 AM
Subject: Re: [hlds] (no subject)


> --
> [ Picked text/plain from multipart/alternative ]
> I do not want to re-download all the maps so you can have more spawn
points.
> It would seem more feasible to get a mapper to remake them for you.
>
>
>  On 10/19/05, [xXx] [EMAIL PROTECTED] <[EMAIL PROTECTED]>
> wrote:
> >
> > This is a multi-part message in MIME format.
> > --
> > [ Picked text/plain from multipart/alternative ]
> > a nice up date from valve would be to insert some spawn points into all
of
> > the traditional maps so we can play more than 40 on traditional maps
> > --
> >
> >
> >
> > ___
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Re: [hlds] port question

2005-10-19 Thread [xXx] [EMAIL PROTECTED]
thanks you for the answer, yes i currently have a 50 man css, a 45 man css ,
and a 32 man 66 tic all running on port 27015, full and not lagging, but i
was worried when i saw an earlier topic lol.
- Original Message -
From: "Ook" <[EMAIL PROTECTED]>
To: 
Sent: Wednesday, October 19, 2005 9:48 PM
Subject: Re: [hlds] port question


> I'm assuming you have 3 nics? Each ip address, or I believe more
> specifically, each network interface,  has it's own set of ports. So, yes,
> you can run on 3 different ip addresses, each on the same port.
>
> > ok question
> >
> > can i have 3 different ip addresses and 3 different games running on
them
> > and all are running on port 27015 ?
> > or would this cause lag?
> > i have a dual xeon 3 gig and all servers run just fine, im just worried
> > that i may be screwing up selling 27015 port all the time.
> > --
>
>
>
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Re: [hlds] Day of Defeat: Source and Source Engine update released

2005-10-19 Thread [xXx] [EMAIL PROTECTED]
in high priority i play infexXxiously with 60 players
- Original Message -
From: "Kevin Ottalini" <[EMAIL PROTECTED]>
To: 
Sent: Wednesday, October 19, 2005 8:29 PM
Subject: Re: [hlds] Day of Defeat: Source and Source Engine update released


> Copy over from the Linux email list:
>
> - Original Message -
> From: "Alfred Reynolds" <[EMAIL PROTECTED]>
> To: 
> Sent: Wednesday, October 19, 2005 6:03 PM
> Subject: RE: [hlds_linux] Day of Defeat: Source and Source Engine update
> released
>
> > The game and maps are designed for 32 players at most.
> >
> > - Alfred
> >
>
> - Original Message -
> From: "Brandon" <[EMAIL PROTECTED]>
> To: 
> Sent: Wednesday, October 19, 2005 6:21 PM
> Subject: Re: [hlds] Day of Defeat: Source and Source Engine update
released
>
>
> > --
> > alfred can you please give an official response about why the limit is
now
> > 32 players so i can keep quoting it over and over to the people who
> > complain
> >
> > On 10/19/05, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
> >>
> >> --
> >> [ Picked text/plain from multipart/alternative ]
> >>
> >> I explain it at the bottom of this post:
> >>
> >> http://www.landofozz.net/forums/viewtopic.php?t=224
> >>
> >> --Ozz
> >> -- Original message --
> >>
> >> > --
> >> > [ Picked text/plain from multipart/alternative ]
> >> > can anyone explain what cl_predict was please
> >> >
> >> > On 10/19/05, Alfred Reynolds wrote:
> >> > >
> >> > > We have released an update to Day of Defeat: Source and the Source
> >> > > Engine. If you run ANY Source game then run the hldsupdatetool to
get
> >> > > this update. This update is required for Day of Defeat: Source
> >> servers.
> >> > >
> >> > > The update includes numerous enhancements and fixes for Day of
> >> > > Defeat:
> >> > > Source and also makes cl_predict a cheat cvar (so clients will be
> >> forced
> >> > > to use the same setting as the server). More details can be read
> >> > > here:
> >> > > http://www.steampowered.com/index.php?area=news&id=466
> >> > >
> >> > >
> >> > > - Alfred
> >> > >
>
>
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Re: [hlds] port question

2005-10-19 Thread [xXx] [EMAIL PROTECTED]
i have them running now .i was just concerned after the fact because all the
servers were running on different ip addresses, but the same port
- Original Message -
From: <[EMAIL PROTECTED]>
To: 
Sent: Wednesday, October 19, 2005 8:24 PM
Subject: Re: [hlds] port question


> --
> [ Picked text/plain from multipart/alternative ]
> When you try to start the second server you will get a 'Failure to
allocate UDP port 27015' error.
>
> So, no, you can't.
>
> --Ozz
>
> -- Original message --
>
> > This is a multi-part message in MIME format.
> > --
> > [ Picked text/plain from multipart/alternative ]
> > ok question
> >
> > can i have 3 different ip addresses and 3 different games running on
them and
> > all are running on port 27015 ?
> > or would this cause lag?
> > i have a dual xeon 3 gig and all servers run just fine, im just worried
that i
> > may be screwing up selling 27015 port all the time.
> > --
> >
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
please
> > visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> --
>
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Re: [hlds] port question

2005-10-19 Thread [xXx] [EMAIL PROTECTED]
wait ozz i have the servers all running on different ip addresses right now
- Original Message -
From: <[EMAIL PROTECTED]>
To: 
Sent: Wednesday, October 19, 2005 8:24 PM
Subject: Re: [hlds] port question


> --
> [ Picked text/plain from multipart/alternative ]
> When you try to start the second server you will get a 'Failure to
allocate UDP port 27015' error.
>
> So, no, you can't.
>
> --Ozz
>
> -- Original message --
>
> > This is a multi-part message in MIME format.
> > --
> > [ Picked text/plain from multipart/alternative ]
> > ok question
> >
> > can i have 3 different ip addresses and 3 different games running on
them and
> > all are running on port 27015 ?
> > or would this cause lag?
> > i have a dual xeon 3 gig and all servers run just fine, im just worried
that i
> > may be screwing up selling 27015 port all the time.
> > --
> >
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
please
> > visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> --
>
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[hlds] (no subject)

2005-10-19 Thread [xXx] [EMAIL PROTECTED]
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
a nice up date from valve would be to insert some spawn points into all of the 
traditional maps so we can play more than 40 on traditional maps
--



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[hlds] port question

2005-10-19 Thread [xXx] [EMAIL PROTECTED]
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
ok question

can i have 3 different ip addresses and 3 different games running on them and 
all are running on port 27015 ?
or would this cause lag?
i have a dual xeon 3 gig and all servers run just fine, im just worried that i 
may be screwing up selling 27015 port all the time.
--



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Re: [hlds] Re: Child porn sprays are out of control

2005-10-16 Thread [xXx] [EMAIL PROTECTED]
excuse me, could you guys please end this sick ass child porn thread so i
dont have to keep seeing it in my email?
- Original Message -
From: "Ben Elvin" <[EMAIL PROTECTED]>
To: 
Sent: Sunday, October 16, 2005 4:46 AM
Subject: RE: [hlds] Re: Child porn sprays are out of control


> I totally agree - doesn't a multiplayer game involve social interaction?
> Why would the same rules about normal social interaction not apply? Why
> would the fact that you communicate and interact through a game
environment
> across the internet rather than face to face change the normal rules of
> etiquette, sportsmanship and politeness?
>
> It is because some people like acting like thugs - and in this environment
> they can get away with it.
>
> And let's be honest here - the chap is talking about CHILD PORN sprays.
> Which of you think that behaviour like that is acceptable in ANY
> circumstance?
>
>
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of stalker333
> Sent: 16 October 2005 09:33
> To: hlds@list.valvesoftware.com
> Subject: [hlds] Re: Child porn sprays are out of control
>
> Whisper,
>
> I agree, this "it's just a game" excuse crap is about as lame as it
> gets! Its the same thing as when you call in to get help with your
> credit card, computer, etc, and they act like assholes. They do it
> because they can get away with it, usually, and love to be idiots and
> mean to others. It's a mental issue these people have. Don't get
> yourself worked up over it, just ignore the idgits.
>
> -TheJointChief
> AKA StonedSmurf
>
> Date: Sun, 16 Oct 2005 16:08:44 +1000
> From: Whisper <[EMAIL PROTECTED]>
> To: hlds@list.valvesoftware.com
> Subject: Re: [hlds] Child porn sprays are out of control
> Reply-To: hlds@list.valvesoftware.com
>
> --
> [ Picked text/plain from multipart/alternative ]
> How does the "It's just a game" statement justify any of the mulitude of
> transgressions one can accomplish in these games, just because they can.
>  Why is acceptable to do something online that would not be acceptable
> offline? I am aware of why people do it, but there is no rationale that I
> have seen anybody put forward thus far, that can possibily justify any of
> it.
>
>
>
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