[hlds] console: server is damaged ?

2008-04-22 Thread Dabosman
We run the mod 'hide n seek v10' pretty much 24/7.  Had a report from one of
our admins saying that a user was able to come on and use guns.  Long story
short, went to restart the server from console by just typing 'quit' and
letting serverdoc restart it - and received a very strange console message
I've never seen before:  console:  server is damaged

Anyone seen this before?  I don't think it's hardware related at all.
Replaced brand new memory recently in the server and also replaced it with a
new hard drive.  No error messages showing for disk problems at all in event
viewer (and I'm in the computer business for a living so I did some extra
checks on top of this).

The server was fairly up to date as well - however I ran hldsupdatetool just
to be safe - and also did a verify_all command to make it verify all files.

I am not able to use the 'quit' command again - but wondering if this is a
new exploit or problem anyone has seen yet.  Tried searching the Steam
Forums - but they keep timing out when trying to search (as usual - lovely).
I also see they seem to have removed the sub-forums for HLDS - another nice
addition/deletion (not).

Let me know if anyone has seen this before - Google and Yahoo didn't bring
up anything.

Thanks

Kevin



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[hlds] console: server is damaged (update)

2008-04-22 Thread Dabosman
Finding more info about what happened - someone hacked our server last
night.

Here is what I found in Mani admin log file console.log:

M 04/21/2008 - 21:39:06: [MANI_ADMIN_PLUGIN] Admin [4th.redskull]
[STEAM_0:1:15945575] Executed :  ma_rcon alias kill SAY SERVER IS DAMAGED
M 04/21/2008 - 21:39:06: [MANI_ADMIN_PLUGIN] Admin [4th.redskull]
[STEAM_0:1:15945575] Executed :  ma_rcon alias quit SAY SERVER IS DAMAGED
M 04/21/2008 - 21:39:38: [MANI_ADMIN_PLUGIN] Admin [4th.redskull]
[STEAM_0:1:15945575] Executed :  (ALL) o rly o rly
M 04/21/2008 - 21:40:55: [MANI_ADMIN_PLUGIN] Admin [4th.redskull]
[STEAM_0:1:15945575] Executed :  @rr = mp_restartgame 2
M 04/21/2008 - 21:41:28: [MANI_ADMIN_PLUGIN] Admin [4th.redskull]
[STEAM_0:1:15945575] Executed :  Banned (By Admin) [SourceTV -=$$=- Rockzor
me] [STEAM_0:1:17600890] banid 0 654 kick
M 04/21/2008 - 21:42:03: [MANI_ADMIN_PLUGIN] Admin [4th.redskull]
[STEAM_0:1:15945575] Executed :  rcon command [exec server.cfg]
M 04/21/2008 - 21:43:04: [MANI_ADMIN_PLUGIN] Admin [4th.redskull]
[STEAM_0:1:15945575] Executed :  ma_rcon sv_cheats 1


Looks like an exploit to gain either rcon or admin.  Anyone seen or know
about this yet?

Kevin


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Re: [hlds] How to create a server?

2006-09-21 Thread Dabosman
Ian,

Simply put this at the end of your srcds.exe startup command line:

+ip 208.0.0.1  (replace with whatever EXTERNAL IP address you need there).

srcds.exe does NOT always pick up the external IP ... as someone suggested
.. as in my case ... and I had to specify it like you will probably have
to.  They are correct about having to having everything forwarded into the
box though - so I just basically forward all TCP and UDP from port 27000 to
27040 to the box.  There are also other pertinent port I believe - so check
the steampowered.com forums for those.

You can verify that the IP address setting took correctly by typing: status
(in console)

It should show what IP it is bound to there.

Let me know how this works for you.

Dabosman

 Message: 4
 From: Ian Post [EMAIL PROTECTED]
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] How to create a server?
 Date: Wed, 20 Sep 2006 18:42:55 -0400
 Reply-To: hlds@list.valvesoftware.com

 Beleive me I have googled every keyword related, You obviosly
 didnt read the message in full, I cleaarly stated that i had
 the server running, but I needed to change to my external IP
 address. Anyways thankx for the link




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[hlds] hlds v1.1.2.0 TIMING OUT - OVERLOADED?

2006-09-20 Thread Dabosman
'Linuxguru',

As someone else said, this is actually only a problem with the requests for
pings from HLSW being blocked because MORE THAN ONE INSTANCE of HLSW is
running at a time.  I noticed this is for a CS 1.6 server.  We used to get
this all the time back in 1.6 ... but haven't seemed to notice it in Source.

It could be because the 'query' request format actually changed for it - or
it could be AMX causing it.  Never investigated it that much to find out ...
but I just knew that if one of my other admins (etc.) was watching it in
HLSW at the same time I was, I would get these 'time out' gaps in there ...
but the server was actually fine.

Cheers,

Dabosman



 can someone plz explain this:
http://img153.imageshack.us/img153/9135/lagbg8.jpg

is this due to an overloaded server or what?  when the server is timed out
= in hlsw, it is also not responding in the server query window in cs
either.=
  Thanks.



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[hlds] RE: Steam and Counter-strike Source Crashing on Team Change to T

2006-09-16 Thread Dabosman

Yes, thank you Whisper for confirming.  This is exactly what happens .. and
I emailed martino @ Valve to let them know this.

Again, this happened two updates ago (Aug. 24th?) but went away (seemingly)
on the last Aug. 30th update.  Now it's back again.

Any more info we can post we'd be glad to ... but no mini-dump is created.
Yes as Whisper said, this is strictly a client crash (but seemingly caused
by either the update on the server OR client?)




 Message: 1
 Date: Thu, 14 Sep 2006 10:34:08 +1000
 From: Whisper [EMAIL PROTECTED]
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Steam and Counter-strike Source Crashing
 on Team Change to T
 Reply-To: hlds@list.valvesoftware.com

 --
 [ Picked text/plain from multipart/alternative ] Martin its
 the strangest thing though

 Its not your typical crash and no minidump is created, all
 that happens is you find yourself back at your desktop just
 like you have alt-tabbed, but theres no CSS running and no
 HL.EXE process to be found anywhere.

 Is that what happens to everybody else?



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[hlds] Steam and Counter-strike Source Crashing on Team Change to T

2006-09-13 Thread Dabosman

I just wanted to report that the 'crashing bug' when people join the
Terrorist team seems to be back.  We noticed then when playing some clan
matches last night on our server.  This is after the latest update.  This
had been there two updates ago - but seemed to be fixed on the update on
Aug. 30th.  It is now back again - although I'm happy to report that the
'Dead Spectate' bug DOES seem to be fixed now.

This entire crashing of CS Source happened in 3 different matches when the 5
members swapped from CT over to T.  It doesn't seem to affect the CT side
though - oddly enough.

Anyway, wanted to report - and hopefully it will be fixed soon.

Let me know if any more information of logs are needed.

Thanks,

K. Russell


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[hlds] Re: Server tickrate suggestions

2006-04-25 Thread Dabosman
Whisper,

I know you and I haven't agreed on everything in the past, but I'm glad to
see that you're 'somewhat' recommending a tickrate of 66 versus 100.  Lord
knows, I've tried to beat it into stupid little people's heads (joking here)
that running a tickrate of 100 is more for 'advertising' or 'commercial'
purposes - but in my experience, setting tickrate of 100 (as you said - and
as I've always said before) is more DETRIMENTAL to the server than causing
it any performance benefit - in my testing.

Sure, I here people say 'well u  my server runs 100 tickrate NO
PROBLEM MAN'.  Well guess what mn?  You're using up valuable resources
on your 3.0ghz Dual-Processor Xeon rented server - and I'd guess that hardly
any other servers can run on this besides yours.  And as you said, doors
won't open sometimes .. and things stick.  Congrats.  HEY!  But you're at
100 tick BAAABY!  (smile)

Any rate, just glad you're posting pretty accurate information about this
now - because I think you and I disagreed on which was better in the past.
I knew that with tickrate 66 .. and srcdsfpsbooster, my server has been very
smooth for a LONG time - and I VERY rarely get complaints about any kind of
'choppiness' or 'lag'.  If I do, it's most always on the client's end.  Get
a better internet sucka!  :D

Regards,

Dabos


--
[ Picked text/plain from multipart/alternative ] Here you go Alexander

http://whisper.ausgamers.com/wiki/index.php/Tickrate

It is for SRCDS only though

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of
 [EMAIL PROTECTED]
 Sent: Tuesday, April 25, 2006 8:27 AM
 To: hlds@list.valvesoftware.com
 Subject: hlds digest, Vol 1 #4629 - 7 msgs

 Send hlds mailing list submissions to
   hlds@list.valvesoftware.com

 To subscribe or unsubscribe via the World Wide Web, visit
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 or, via email, send a message with subject or body 'help' to
   [EMAIL PROTECTED]

 You can reach the person managing the list at
   [EMAIL PROTECTED]

 When replying, please edit your Subject line so it is more
 specific than Re: Contents of hlds digest...


 Today's Topics:

1. Re: SRCDS will not run (Roman Hatsiev)
2. Re: SRCDS will not run ([GS]-BeNt-)
3. RE: SRCDS will not run (Alexander Kobbevik)
4. Re: SRCDS will not run (Whisper)
5. RE: SRCDS will not run (Edward Luna)
6. The Thread That Never Dies (was: SRCDS will not run) (Frazer)
7. RE: SRCDS will not run (Edward Luna)

 --__--__--

 Message: 1
 Date: Tue, 25 Apr 2006 12:12:11 +0400
 From: Roman Hatsiev [EMAIL PROTECTED]
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] SRCDS will not run
 Reply-To: hlds@list.valvesoftware.com

 At least we have someone to blame. But please be careful next
 time, pal :)

 On 25/04/06, Whisper [EMAIL PROTECTED] wrote:
  --
  [ Picked text/plain from multipart/alternative ] I'm sorry, it's my
  fault
 
  I've created a monster
 


 --__--__--

 Message: 2
 From: [GS]-BeNt- [EMAIL PROTECTED]
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] SRCDS will not run
 Date: Tue, 25 Apr 2006 03:34:04 -0500
 Reply-To: hlds@list.valvesoftware.com


 - Original Message -
 From: kyle [EMAIL PROTECTED]
 To: hlds@list.valvesoftware.com

 I cut out the rest.Cause after all who really cares.

 ::The making of a tool shed::

 The person whom made the post about the whole retirement
 thing,is absoulutely 100% correct.I used to work in law
 enforcement,but did not retire from them.And as most people
 know you have to work for someone for at least 25 years
 before retirement.Not only that but you can not work for law
 enforcement until you are of age.Which is 21 to be legally
 covered by federal ways.IE you get killed in the line of
 duty.So lets assume for a moment he went into law enforcement
 at 21.He worked the minimum of 25 years.What age does that
 make him?46.For the LAPD which my uncle retired from he
 worked with the for 28 years and retired out at 59.So the
 math there doesn't correctly add up for him.If he did indeed
 retire at 41 that would only make him 16 at time of hire.The
 federal mandate law of law enforcement limits upon age hiring
 requirements went effective in 1978.His hiring date as of 25
 years ago would have been 1980-1981 somewhere in that time
 frame.Which would have missed the year totally.Assuming that
 he retired this year.Any earlier than that and he would have
 been UNDER 16!!And judging that he was a police officer
 then I would say he's F.O.S.

 Who ever posted the links deal.That was hilarious.Thanks alot.

 And last but not least.This has got to be the best troll we
 have ever had.Not only is he a moron,(his word I would pick
 something alittle more on the educated side) but he proves it
 email after email.

 So for only 39.95 a month you can have 50x the dial up
 speeds so you can jump online and become an idiot too!Also
 for 9.95 I will sell you an all inclusive book 

[hlds] Re: Source Engine Update Released - soon

2005-09-26 Thread Dabosman
I stand corrected .. but when you leave vague information Tyler, it's
obviously going to make people doubt it.  That's great if it actually is
coming out as promised.  We can all only hope it will come out very soon.  I
am too disappointed that we don't have the server files early (as promised)
. but things happen.  Let's see what happens around the 'official' release
time in less than 2 hours.  Then we can end the speculation.


Tyler Cook wrote:
--
fine then... proof is what you need:
http://img73.imageshack.us/my.php?image=rss2id.jpg



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[hlds] Re: Source Engine Update Released - soon

2005-09-26 Thread Dabosman
Here is what I get from pulling the 'raw' feed from the RSS:

dc:date2005-09-26T12:19:54-08:00/dc:date
- content:encoded
- ![CDATA[

A small update has just been released which will correct a Source engine
DirectX configuration problem. The iDirectX 9.0c End-User Runtime/i from
Microsoft is required. When launching a Source engine game on Steam, users
who don't have this latest version of DirectX will be directed to a
href=http://www.microsoft.com/directx;this page/a to get the installer.

Looks like they are wanting EVERYONE to make sure they are updated to
DirectX 9.0c before DoD:S is released.  Nothing breaking just yet .. but we
can hope.


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Re: [hlds] SV_DownloadURL

2005-09-21 Thread Dabosman
Graham,

I've found the easiest way to do zip all files in BZIP2 format .. is like
Rick said ... Put the Bzip2 executable program in your path somewhere
(C:\windows).  Then, put all the map files under one folder set (like
fy_iceworld_adv) which might include fy_iceworld_adv.bsp and
fy_iceworld_adv.nav.  Other materials can be here too if they are used by
the map .. But just make sure to upload them to the correct folders on your
web server and CS server (like materials/etc instead of the map/ folder).

Once you have all files in the folder, I've been using the following
command-line with great success:

bzip2 -k -9 *.*

The -k option will KEEP the original files ... because otherwise, it removes
them.  The reason you need this is ... you will still have to upload the
original unzipped file to your CS:S server - and of course, the bzipped file
to your web server .. so you need BOTH sets of files (compressed and
uncompressed).  The -9 switch tells it to use maximum compression.  I've
seen maps cut to 1/5th of their original size and more.  Truly great.

Once you've zipped all files, then I ftp to both my web server and CS server
.. and upload the BZIP'd to the web server ... and uncompressed to the CS
server.  Works like a champ.

That 7-zip GUI program looks great ... but the only thing I noticed is that
even though it adds RIGHT-CLICK ability in Windows Explorer .. you still
have to zip EACH file individually .. and go through the GUI interface to do
so.  It seems that the command-line would still be quicker in this case ..
unless someone comes up with a right-click ability that zips EACH file
INDIVIDUALLY .. like they have to be on the web server.

The only thing I've wondered about is ... I bzipped my SOUNDS that people
download (like headshot.mp3 etc.) ... and each time someone connects ... it
'goes through' them like they are going to download them .. but just seems
to be checking to see if they have the files.  I'm thinking this may be
because it can't immediately check to see if they have the file .. without
parsing the bzipped file first (since the sounds are already uncompressed on
their computer) .. and then it realizes they already have the file.  Just a
minor annoyance but I'm thinking of un-bzipping my sound files for this
reason.  Just wanted to give you a heads up on that.

Good luck.

Kevin

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[hlds] My point about the 'discussions'

2005-09-09 Thread Dabosman
Here's my point (and I think I speak for several others here):

If you feel like getting into a long-winded discussion (argument if you
will) about a topic ... take it off-list as James suggested.

When I see 8 or 9 messages in one 'digest' that I get ... and they are all
the same argument .. which seems to be mainly an argument and not really
going anywhere, I fail to see how that is 'constructively' helping our list
out .. and our admins.

Also Whisper, I think it's your arrogance .. Not your quest for the answer
. That most people have a problem with.  To sit here and act like no one
has 'ever been able to answer your questions' ... Or that you have received
no good information apparently from this list .. One begs to question:  Why
do you keep participating in it? (since we're all morons).

I won't turn this into a debate ... but that's just my .02.

You want to take it private, you can direct it to my email address.

Regards,

Kevin

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Re: [hlds] Tick Rate Guide Updated - STOP!

2005-09-08 Thread Dabosman
Yes, I fail to see how this has become useful any more to this list ... And
has degraded into a debate apparently.  I had similar type conversations
with 'Whisper' awhile back about a similar issue (ping issue on the 'tab'
scoreboard) .. And eventually had to just drop the conversation out of
respect for the list.

Apparently, 'Mr. Whisper' likes to debate so much, he should have been a
politician.  At least he would have an audience for it.  I agree with James
here, either post something useful to the list .. Or take it 'off-list' and
have your so-longed-for discussion .. And attempt to prove yourself correct
. Since this is the only thing it seems you may be after here.

As for the rest of us, I value the good information I normally receive here
. And actually appreciate the useful feedback that I get from other server
admins.  I too have good information to offer .. But I also try to have a
'listening ear' so that I don't always throw my own opinion around as the
only fact there is.

Best Regards,

Kevin


 Yup, create a filter for the subject line.

 LDuke wrote:
  --
  [ Picked text/plain from multipart/alternative ] Is there a
 way I can
  automatically send this thread to my junkmail box and still recieve
  the rest of the HLDS mailing list?
 
 
  On 9/8/05, James Tucker [EMAIL PROTECTED] wrote:
 
 
 
 Whisper wrote:
 
 --
 [ Picked text/plain from multipart/alternative ] Well finally an
 answer that makes logical sense as to why default kernel
 resolution
 servers fps seem to sit at around 64
 
 :)
 
 
 I didn't write the guide from the techincal perspective,
 although I'd
 
 love
 
 nothing more than to have all the technical knowledge to not only
 write
 
 the
 
 document but then explain the underlying logic for each and every
 step
 
 of
 
 the process.
 
 Then we should begin. Off-list.
 
 
 That being said, I also just want shit to work and I also
 was seeing
 at
 
 the
 
 time I originally wrote the thread in the STEAM forums every 2nd
 
 question
 
 related to tickrate with nobody able to produce a
 definitive answer
 as
 
 to
 
 how to actually make it work and why.
 
 Exactly, and it is for this reason I have a strong appreciation for
 all the hard work you have put in, and again you have my
 thanks for that.
 
 
 My explanation of how rate sv_maxrate sv_minrate relate to
 each other
 as well as sv_maxupdaterate sv_minupdaterate cl_updaterate
 relate to
 each
 
 other
 
 managed to confuse even the developers on how it works, and I am
 still trying to work out how to explain it better to a
 less technical
 
 audience.
 
 Indeed, technical explanations in simple terms are hard. It is
 gerneally best to stay away from abstractions and
 generalisations for
 the simple reason that they do not expand well to include other, or
 more complex ideas. There are many examples of this problem
 available
 in the archives of most technical mailing lists.
 
 Since the last netcode update, where Alfred announced that
 the cmdrate
 and updaterate numbers should now properly correlate with
 packets per
 second rates shown in net_channels I have found the technical
 descriptions are now easy to create, and general
 explanation is much
 simpler. Gone are the days when you had to set cl_updaterate 100 or
 above to get 40-50 packets per second out of a 100 tickrate
 server in
 certain scenarios. Nowadays, with sane settings on the server, the
 client settings work as expected, and achieve predicable
 results. The
 same goes for the server settings.
 
 
 Just to let you know James, our GSP actually exists to cater
 primarily
 
 to
 
 broadband users, with the majority sitting on sub 50ms
 pings and some
 on
 
 sub
 
 10ms pings so to give them a good end user experience we tweak the
 
 servers
 
 up for broadband users with good connections and most of
 us do notice
 a considerable difference between a 33 tickrate server
 with default
 rates,
 
 and
 
 a 66 tickrate server with 2/100 rates.
 
 Indeed you will. There is no dispute over proper rate
 selection here
 :) If you look at the settings closely, you will notice
 that since the
 netcode update, you can set sv_maxupdaterate 66 (I set
 67/70 in most
 places, as sometimes it still sends a little more than the
 tickrate).
 There are no more updates to be sent than the ticks, so 100 is
 slightly overspecified. This does not cause an issue of course, as
 it's merely a cap, and doesn't change anything that occurs
 in the data
 flow in this scenario.
 
 
 On 9/8/05, James Tucker [EMAIL PROTECTED] wrote:
 
 
 
 Whisper wrote:
 
 
 --
 [ Picked text/plain from multipart/alternative ] Please
 feel free
 to write you own or tell us precisely where you think
 
 we
 
 
 are going wrong and why.
 
 I have detailed this inline in each mail. Your guide is generally
 good, and is targeted for a different audience than this list. I
 would be more than happy to assist you in adding/correcting
 anyhting. Many thanks for actually producing it.
 
 
 
 I'd love nothing that 

[hlds] RE: Constant crash on SRCDS (real thread)

2005-08-24 Thread Dabosman
Well, so much for a response on my crash issue .. Since the
'reverse-spammer' had to degenerate the thread into nothing related to what
I was asking about.

For those curious - and hopefully this actually helps someone - those
constant HARD crashes have stopped (with 'Missing Shutdown Function') once I
removed 'Nemod' from the server) .. And updated Mani-mod to the latest
version.  I suspect Nemod was causing the problem.

Hope this helps someone (as I know the reverse-spammers responses and
flame-war sure didn't).

Kevin

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[hlds] RE: Constant crash on SRCDS - Missing Shutdown Function?

2005-08-20 Thread Dabosman
Any reasoning behind this theory?  Have you actually seen this as being the
error messages of bad memory?  Nothing else in the system is affected other
than HLDS.  I'm not ruling it out but would like a little more backing
before I pursue that further.

This system isn't that awful old .. And I believe it has Crucial memory in
it.  While I'm not ruling out it could be bad ... I've seen bad memory
before .. And you usually have worse problems than the crashes I'm getting.
Plus, others had nearly identical message not too long ago on the forums -
and their problem didn't seem to be memory related?

Kevin



Rick Payton [EMAIL PROTECTED] wrote:

  it sounds like a bad memory stick

 Rick


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[hlds] Re: Please Explain Latency Measurements in Counter-Strike Source

2005-07-21 Thread Dabosman
Okay, here is what I see James:  Your ping actually may be close to that
good .. And remember .. From what I've seen in my testing .. The scoreboard
ping will always show the best since it seems to 'average' the ping over so
many samples (again .. 15-30 seconds maybe?).  I notice your tracert is
AROUND 12ms or so before it stops.  Generally, if your server is only around
1-2 hops behind where it's blocked at (which if you saying it's blocked AT
the server level so I'm sure it is) ... Then your ping probably IS *VERY*
close to the 11-17ms you are seeing.  Generally the hop RIGHT before your
server is an in-building router .. That then splits off to a switch possibly
that then goes directly to your server.  See what I'm talking about with my
tracert to my server below.  Do you host this server or is it at a hosting
site?  If you could somehow enable ICMP, I'm sure you'd see a VERY close
value to the 12ms that you saw on your graphical tracert.  Just for
reference, I keep anywhere from a 48-58ms ping on my server (depending on
server load).  It's always just a tad higher than your tracert ping .. But
percentage-wise in your case .. I think yours is right on the money.

  947 ms48 ms45 ms  69.151.16.250
 1046 ms45 ms46 ms  65.69.123.132

Oh, and to explain that high 'console' ping?  They have not been accurate at
ALL in CS:S.  I didn't realize you were asking about that as well.  In 1.6,
it was MUCH closer.  And this goes along with readings from HLSW (admin
tool) .. Because when I check the server with it with the 'STATUS' command
through RCON in HLSW, everyones pings are well over 100 on my server ... And
their ACTUAL in-game pings are usually well under 100 (50-90ms).

And lastly .. Again on the tickrate 33 .. Since this is probably what your
server is set on .. And I would HIGHLY bet on that if it's 'hosted' to save
CPU cycles since all hosts 'share' boxes unless you pay a high 'dedicated'
server fee ... It's very common as I said in the previous emails that your
net_graph ping would be anywhere from 20-30ms higher than your actual
scoreboard ping.  This goes back to what I said about it 'averaging' the
latency from it .. And I'm still not sure it's totally accurate on that.  In
other words, you're going to see the 'low' end of the actual ping most of
the time on the scoreboard .. But the actual 'server' fluctuated ping on the
net_graph.  *IF* .. And big IF here since I'm thinking it's at a hosted
facility .. You could run the 'srcdsfpsboost.exe' .. To increase the server
frames to above the default 64fps .. *AND* you could run the 'tickrate 66'
command-line option, I'd be willing to bet your net_graph ping would stay
right in line with your scoreboard ping .. Assuming the server it's hosted
on could keep up (I would hope so).

For proof of this, if I get time .. I'll post pics of what I'm talking about
for you.  I'll show you my ping fluctuating in net_graph without either of
my 'tweaks' (srcdsfpsboost and tickrate) ... And then show you WITH them.
But my wife and I are going  on vacation in a couple days .. So it'll
probably be after the 1st.

Hope this explains a lot.  The pics definitely helped me narrow down on what
you were seeing.

Kevin



Whisper [EMAIL PROTECTED] wrote:
 Kevin here
 are screenshots that illustrate why I have question about this issue.
  http://whisper.ausgamers.com/pictures/sourcepings/de_dust_pcg.jpg
 http://whisper.ausgamers.com/pictures/sourcepings/de_dust_pcg0001.jpg
 http://whisper.ausgamers.com/pictures/sourcepings/de_dust_pcg0002.jpg
 http://whisper.ausgamers.com/pictures/sourcepings/de_dust_pcg0003.jpg
 http://whisper.ausgamers.com/pictures/sourcepings/de_dust_pcg0004.jpg
 http://whisper.ausgamers.com/pictures/sourcepings/de_dust_pcg0005.jpg
 http://whisper.ausgamers.com/pictures/sourcepings/de_dust_pcg0006.jpg
 http://whisper.ausgamers.com/pictures/sourcepings/serverping.jpg
  If you check the creation times of the pictures you will see
 that they were all taken within the same minute.

 The Last picture is a http://www.pingplotter.com tracert ping
 tool set at 1 second intervals that was running whilst I
 joined the game and took the screenshots. As you can see, the
 average ping does not deviate far from the scoreboard ping.
 The last hop times out because the server firewalled from
 ping packets.
  net_graph and stats pings though, do not seem to bear any
 relation as to my connections actual latency, and thus far,
 there has been no adequate explanation as to why the 3 ping
 measurements are completely at odds with each other.
  Oh, the server in question is on a link that I can always
 download at 1MegaByte per Second sustained for 100's of MB's.
 That is to say, file servers sitting in the same rack will
 serve data out to me at that rate.
  Hopes this make sense.
  Cheers

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[hlds] Re: Please Explain Latency Measurements in Counter-Strike Source - also

2005-07-21 Thread Dabosman
James,

Probably should have mentioned this before .. But the settings I'm using on
my server are close to in-line with your ' 18 players' settings in your
thread you wrote on Steampowered - which I will say is well written and has
good info for the admin wanting to tweak their server.  The only thing is,
since my server is a P4 1.8Ghz w/512mb of ram (dedicated with nothing else
running on it), I decided to set my fps_max to the default .. And I also
keep my sv_maxrate lower .. Because in my opinion, sv_maxrate 2 is more
for LAN and really detrimental to server play (lag) when you get around
14-16 players on over the Internet.  And yes, the full T1 connection could
handle it.  :)  Also I actually seemed to notice worse results when upping
the fps_max when a lot of players got on - although if you have a 3Ghz
Dual-Processor server, that wouldn't matter I'm sure.  I just believe it's
not necessary and very helpful to server play from my testing and playing
with it.

I use the following on my 17 player (16 player and 1 reserve) server:
-tickrate 66
sv_maxrate 1
sv_maxupdaterate 60 (I believe I tried '66' with minimal effects)
fps_max 300

You might try these and see how your server responds.  Works great on my
server.

Kevin

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[hlds] Re: Please Explain Latency Measurements in Counter-Strike Source

2005-07-20 Thread Dabosman
James,

I've noticed also that the scoreboard will show a much lower (inaccurate)
ping if your UPDATE RATE (cl_updaterate) is also set incorrectly (say to 0
or 1 etc.).  Try checking your:  cl_updaterate ... And make sure it's at
around 20 (the default).  Or you might put it around 60 since you said your
cl_cmdrate was 60 earlier - but I personally play with 'cl_cmdrate 40' and
'cl_updaterate 30' - which is around 10 above normal on each setting.  Not
really required but just personal preference.

Also, I've noticed that if I DON'T use the '-tickrate 66' setting on my
server, that the ping in net_graph 3 will consistently fluctuate a decent
bit higher than my actual 'scoreboard' rate (default tickrate for servers is
'33').  For instance, my ping is normally around 55-60ms for my server.  The
net_graph ping will sometimes fluctuate up to 70-90ms without the tickrate
66 setting.

The reason for this is that the scoreboard ping is showing an AVERAGE ping
rate of what your ping has been over the past x seconds/minutes (I do not
know what x is but I'm guessing around 30-60 seconds) - whereas the
net_graph ping rate is showing REAL-TIME ping rate.  I've noticed if I *DO*
set my '-tickrate 66' for my server (on the server command-line when
starting up .. Not console), that the ping *will* stay consistently around
55-60ms consistently on the server - unless there is actual server lag
(unusual since I'm on a full dedicated T1 line).  I should also mention
though that I use the small 'srcdsfpsboost.exe' running in the background at
all times - that allows the server to go above the default 64fps - up to
255fps (I have the fps_max server setting at 300).  This seems to allow for
a very smooth and responsive server in my use.  Everyone comments on how
much faster and fluid the server is when playing.

Again though, I'm betting your problem with the 10ms or very low ping
showing on the scoreboard is your cl_updaterate setting.  I found this out
when I saw someone with a '5' or something on the scoreboard - and after
some investigating, found out their rates were set very low.  (Also check
your 'rate' setting - should be at least 8192 for DSL/Cable/etc.)

Check it and let me know.

Hope this helps.

Kevin

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[hlds] Re: Please Explain Latency Measurements in Counter-Strike Source

2005-07-20 Thread Dabosman
Tickrate is the number of clock cycles (I believe) that the server processes
(per second?).  Someone else could explain much better here I'm sure - but
basically it increases the amount of processing power it uses to run your
server - and therefore provides much more stable pings in my testing .. And
is why I now run with '-tickrate 66' on the command-line for my server.
Hitboxes seem to register much better as well.

Are you absolutely positive your client settings are 2/100/100 - and
that some unscrupulous admin didn't change them on you (with a client exec
admin command) without your knowing?  Please go verify them for me while in
CS by typing all three for me (rate, cl_updaterate, cl_cmdrate).

If they are correct, I'd like to see a screenshot of your net_graph data
along with the scoreboard on that same screen showing the 'strange' ping.
You can post it on my Counter-strike website.  Let me know when you have it
ready and I'll set you up on there.

Also, have you tried another server to see if it displays the same 'strange'
ping on there?  You can try mine if you'd like:
65.69.123.132:27015

Kevin


Whisper [EMAIL PROTECTED] wrote:

Here is the things that I don't understand The Server can be a 33 or 66
tickrate server.

Both with default sv_maxupdaterates

My clients rates are 2/100/100

Yes Im aware of the fudge you can do by lowering your rates to give you a
very low ping, but in the case I presented initially I am not doing
anything to manipulate them from my normal game play.

Thanks


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[hlds] Re: Please Explain Latency Measurements in Counter-Strike Source

2005-07-20 Thread Dabosman
James,

I got ya.  Well, all I can say maybe is:  glitch?  And like you said .. If
it's infrequent .. And doesn't affect gameplay .. That's about all I could
chalk it up to .. Unless some firewall software or router is causing
incorrect readings .. And I kind of doubt that as well.

Any rate, if nothing else, hopefully the 'tickrate' info will help you.  And
with this new update just released, maybe if you used the tickrate 66 (I
tried 100 and got worse results) in combo with the 'srcdsfpsboost.exe'
proggie, your server would fy.  :)

P.S.  Do you know what a pain it is to edit these 'digest' messages and put
the quotes in myself?  But I guess that's better than getting 30 emails a
day from it.  And yes, I could setup a 'rule' in Outlook to put them all in
a folder .. But boy would they add up fast.  I guess I'll live with the
'digest' mode.  I'd REALLY like if they'd just put this list on a message
forum at some point?

Kevin

James Tucker [EMAIL PROTECTED] wrote:
[thank you, but -snip-]

rate 20; echo rate set to 2mbps
cl_updaterate 60; echo requesting 60 packets per second from the server.
cl_cmdrate 60; echo sending 60 packets per second to the server.

I have seen people running around with cl_cmdrate 0/1/generally under 10
and this does result in a falsely returned ping on the
scoreboard (or used to, haven't checked today). This however is not what I
describe. I have seen a ping of 6-8 consistently on
the scoreboard with the above settings and whilst it is not frequent, it is
impossible, and therefore must be somehow incorrect. The oddity is also
independant of my rate settings, or nearly so, on default rates at times
when I am experiencing this, my ping will simply sit from 5-6 and not
deviate for minutes at a time.

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[hlds] Nemod released a fix

2005-07-07 Thread Dabosman
Update:

Nemod released an update not long after the Source update that fixes the
load problem - although I think I noticed a problem with 'zombie' mode in it
(not positive but thought it crashed the server).  Version 0.3.0.6.  Grab it
from their website.

Also to pass along - update broke Mattie' Event Scripts too I believe.  Not
sure on an update for that one ... But I'm sure it will be coming.

Kevin

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[hlds] NeMod broken with update and causes server crash

2005-07-06 Thread Dabosman
This is a multi-part message in MIME format.
--
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Just wanted to report .. NeMod Admin mod seems to be broken after this
update with the following error message ... and it actually causes the
server to crash and not get to the 'map load' point:

[NemoD] WARNING: Couldn't find address for g_pGameRules!

It even causes a Microsoft Visual C++ Runtime Library error (abnormal
program termination) under Windows.

I got my server to load fine once I simply renamed the
'serverplugin_nemod.vdf' file to 'serverplugin_nemod.vd'  (REMOVED THE 'F'
from the end to disable).

I'm guessing this is some address that was removed in this update ... and
that the plugin creator may need to update something .. but I thought I'd
mention it here so I could get technical info to pass along to the author.
I use his plugin mainly to allow players to /respawn themselves on maps like
'surf' and etc.

Thanks,

Kevin Russell

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