Re: [hlds] Web server

2005-08-04 Thread Jordan Barker

Wow, I can't believe this debate is ... so heated.

The guy just wants to host a few pages on his home connection, I doubt
the page is going to be a high profile target for any non-obvious 0-day
security vulnerability (all major http daemons have had their fare share
in recent years)

Nor are the performance differences going to matter for a few likely
static pages.

My advice, if the original poster hasn't run to the hills

IIS [Consumer/Limited flavor] Pro's:
1. GUI Interface for setup. therefore you might find it more intuitive

IIS Cons [I'm not up to date here, unfortunately]:
1. Limited to 10 concurrent connections (maybe less?, not really an
issue though here)


Apache Win32 Pros: ( www.apache.org )
1. Flat httpd.conf file for setup, which is fairly simple if you read
the comments, also makes one-step restoration of default settings and
soforth possible
2. No connection limits or anything of the sort

Apache Win32 Cons:
1. httpd.conf isn't always that simple, especially at first


I personally prefer Apache2 Win32 for my own similar small stuff, since
the artificial connection limit of IIS bothers me on a subconcious
level, and I feel more at home with a .conf file than an obfuscated GUI,

But that doesn't apply to everyone.

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds


Re: [hlds] The logic behind steams server browser is incorrect from eupe.

2005-07-27 Thread Jordan Barker

The IP fanning method in action:
http://pub-i.com/misc/jjb/cs1.wmv (sorry, made this video a while back
and WME's desktop recorder was the only thing handy)

I'm in chicago, basically you see it find a few random servers around
the midwest, and then take a global (minute long) detour pinging servers
in europe/etc to little or no avail, and then finally bring back some of
the nicer datacenter servers in the 2xx. range ...

The speed improves a lot if I restrict the region, but not many think to
do that ...

(To get that ip address field just right click one of the column titles)

I'm not really sure what can be done about this

Encourage clients to set the region filter somehow?
-though I understand the region settings aren't quite fine-grained
enough for some parts of the world.

Apply favortism to known datacenter-owned subnets?
-good for datacenters ..

Randomize it?
-I guess that's somewhat fair ...

Hmm


Ian mu wrote:

when you do a refresh, right click on a server and view server info
and check the IP address. Mine are all 81.x.x.x and 82.x.x.x, my IP is
81.x.x.x. They look as though they are in order of latency, but
thats not the whole picture.

It's a fairly well known issue, and some ISPs have even been changing
their ip:ports where possible to get further up the list for more
people.

Absolutely crazy design that whoever designed should be shot for.

On 7/27/05, Saint K. [EMAIL PROTECTED] wrote:


doesnt with me, just when ever i click on the latency to sort it
- Original Message -
From: Clayton Macleod [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Wednesday, July 27, 2005 12:59 PM
Subject: Re: [hlds] The logic behind steams server browser is incorrect from
eupe.




um, doesn't it default to sorting by ping/latency? Does here.

On 7/27/05, Saint K. [EMAIL PROTECTED] wrote:


The logic is incorrect.
According to alfred, the servers closest to your IP display first.
For example i have 80.0.0.1, and a server 80.0.0.2 then that server will
show first.
Allthought here in most parts of eurpe, client IPs start mostly with
6x.xx.xx.xx or 8x.xx.xx.xx (8x is most commen).
But all the data centers server providers have other ranges (mostly
2xx.xx.xx.xx) Meaning the servers being most close to us, actually dont
get
listen on top as they should be (best performance/pings 1st).

Saint K.


___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlds




--
Clayton Macleod

___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlds



___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds




___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds




___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds


Re: [hlds] r_3dsky

2005-05-31 Thread Jordan Barker

This thread is hilariousily offtopic, just give the poor kid some
screenshots already or ignore him..

Anyway, because I cannot resist, without having seen any gameplay
advantages in r_3dsky myself ... I'd guess if I were one to justify the
decision it would be for the following reasons

1. It makes the game (CS:S) look ridiculous

2. 3d skyboxes, and the way they're used in source (for things like
treetops etc), allows for quite expansive-looking and detailed maps
without a huge performance hit, if 1/3rd of your audience is going to be
turning them off, mappers (maybe even valve themselves) might end up
having to take it into consideration, either by making the maps less
efficient or cutting back on detail so the map doesn't look like a joke
for 3dsky haters.

Saying that, I'd probably turn 3dsky off in a heartbeat for my poor
Ti4200 64mb ... but I can atleast sympathize with valve a bit on their
decision, based on my own thoughts.


Clayton Macleod wrote:


you're right, I keep saying something over and over even though I
don't know. Yeah, that's it. *sigh* Fact remains you could have easily
seen for yourself by now, several times over.

On 5/31/05, fsjk85 [EMAIL PROTECTED] wrote:



too easy. ?, sounds like you dont know :)





___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds


Re: [hlds] Force demo playback?

2005-05-30 Thread Jordan Barker

This is the just the reality of steam and valve's update practices,
obviousily before steam you could just archive the older versions - but
sweeping changes did not happen nearly this often.

This last rash of updates was hard on one community I'm familar with,
they had a well-known player all of a sudden doing some weird things
with his crosshair and going on uncharacteristic killing sprees, another
player spent a week gathering evidence (as required for a ban) and then
BAM, update kills the demos  demos are discarded by most, and the
player gets some new ones, BAM broken again - and nothing for the head
admins to review (on their schedule), eventually he was nailed but it
was quite the annoying situation for those involved.

I think we'll just have to hold out, valve can't possibly do this every
week and eventually most of the bugs they're ironing out, will be.
though I just thought of something - what if archiving previous versions
would work?, in theory - with 1.6 atleast, you could extract the cl_dlls
from the gcf's and slap them in the physical folder and the engine
would run that version (unless the update changed something
significant), I wonder if this would work in source in some situations ...


___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds


Re: [hlds] Server Listings

2005-05-25 Thread Jordan Barker

(WARNING: potentially mistaken personal observation and 90% speculation
ahead, as it always is when dealing with netcode due to lack of
documented facts)

As I understand it, client rates (that aren't clamped down by sv_
settings) introduce more of a bandwidth penalty than one of system load,
a client requesting/sending 100 updates a second isn't going to
magically send the server into overdrive, infact I imagine with an
untweaked server it will result in ignored or redundant position updates
at most (both ways).

If you're on a partial T1 or something, you might want to look into
clamping down rates. but if you're on any kind of decent backbone
connection it shouldn't be a problem. having managed some 1.6 servers in
the past, full of Competitive players with absurd voodoo magic rates -
I've never seen it cause noticible server strain, not much experience
with source though ... but I can't imagine it being too different.

I'd like to throw in a plea to valve to consider publishing a netcode
whitepaper (or similar), if they can find some poor unoccopied guy that
had a hand in the netcode development, to sit down and write it - it
would be extremely useful to players and admins alike.

Of course, it could just be a trade secrets issue, pity if that's the
reason these questions have seemed to have fallen on deaf ears for so long.

TrickyB wrote:


Alfred if 5 or more clients on a 20 man server had rates of 25000 or
,and cmd and update rates of 100 100 [seen them with 101/101]
would it
cause the server to lag?



___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds


Re: [hlds] When doing a Server Search on steam

2005-05-25 Thread Jordan Barker

I'm sure you're aware that this doesn't have much to do with HLDS/SRCDS,
but I'll save you the lecture since steampowered.com's forums are awful
and not many places address this particular issue

Do some research on the components involved in your connection,
particularily if some sort of NAT router/modem is involved, there are a
number of devices that will just roll over and die if you open too many
connections at once, alternatively try lowering steam's connection
setting to DSL 256k or so, which will reduce the number of servers steam
tries to query at once.


Donovan Pratt wrote:


When i do a server serach on steam. doesnt matter what game i look
for. but when i open up the main server list. and it started listing
the servers under the game i pick. it always kills my internet.



___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds


Re: [hlds] sv... gravity? how do i get this setting!

2005-04-04 Thread Jordan Barker
This is ancient knowledge from back when I had the oppertunity to play
during the Condition-Zero-era beta, but it seemed the floaty
object/ragdall behavior happened when you
1. Started a map
2. Altered sv_gravity
3. Cycled the map (changing to another or reloading the same one, I'd guess)
4. Altered sv_gravity again
At the time it seemed like physics/ragdoll gravity was pre-computated
based on the sv_gravity set during mapload.
Ssomething fun to do was setting the gravity to near-zero, reloading the
map, and then setting it back to normal (or near-normal), you'd be able
to run backwards and drop your gun ... seeing it float in mid-air, etc.
Lorenzo Fife wrote:
this affects objects, but i'm not seeing a change in corpses when they
die.
the way they were... when they'd die, it's like the body would freeze
in the
position it was in when it was shot dead, and would SLWWWY fall
down.
i'm pretty sure i didn't play with the sv stuff though :-/ i have
the mani
admin plugin, maybe it's something it did?
From: Vernon Riley [EMAIL PROTECTED]
Reply-To: hlds@list.valvesoftware.com
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] sv... gravity? how do i get this setting!
Date: Sun, 3 Apr 2005 22:23:44 -0400
put matrixon.cfg in your cfg dir with these lines
phys_timescale 0.1 //Slows objects down
phys_pushscale ### //Blowback pretty hard away from you - change to your
preference between 2-1000
then put matrixoff.cfg in cfg dir with these lines
phys_timescale 1
phys_pushscale 1
then just rcon exec matrixon.cfg or matrixoff.cfg
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Elmer Fudd
Sent: Sunday, April 03, 2005 9:07 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] sv... gravity? how do i get this setting!
phys_timescale .2
On Apr 3, 2005 8:42 PM, Lorenzo Fife [EMAIL PROTECTED] wrote:
 I was playing around with the SV stuff, and i set somthing so that
when
 people get shot dead, instead of them falling to the ground right
away,
they
 fall in VEE slow motion.  almost like the matrix :p ...
also,
 when the round starts, you can see all the 'objects' (bricks, crates,
 oranges, etc.) in the map falling down, but they fall very slowly.
and
when
 you shoot something, it flies (slowly) away... it's like the
gravity of
 OBJECTS is very low, but the player gravity is regular (the sv_gravity
is
 set to default 800).

 i had to restart my server since then, so that setting's gone, and i
can't
 figure out how to get it back again :( :( :(

 help!

 Thx

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds

--
Cheers!
-- Elmer Fudd
___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlds

___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlds


___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlds

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds