[hlds] console: server is damaged ?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] console: server is damaged (update)
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] How to create a server?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] hlds v1.1.2.0 TIMING OUT - OVERLOADED?
'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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] RE: Steam and Counter-strike Source Crashing on Team Change to T
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] Steam and Counter-strike Source Crashing on Team Change to T
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] Re: Server tickrate suggestions
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 http://list.valvesoftware.com/mailman/listinfo/hlds 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
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] Re: Source Engine Update Released - soon
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] SV_DownloadURL
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] My point about the 'discussions'
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Tick Rate Guide Updated - STOP!
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)
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] RE: Constant crash on SRCDS - Missing Shutdown Function?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] Re: Please Explain Latency Measurements in Counter-Strike Source
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:
[hlds] Re: Please Explain Latency Measurements in Counter-Strike Source - also
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] Re: Please Explain Latency Measurements in Counter-Strike Source
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] Re: Please Explain Latency Measurements in Counter-Strike Source
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] Re: Please Explain Latency Measurements in Counter-Strike Source
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] Nemod released a fix
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] NeMod broken with update and causes server crash
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds