Re: [hlds] Team Fortress 2 Update Available
We are working on a fix. The Steam Service is not used by dedicated servers and this assert can be ignored for now. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Robert Whelan Sent: Wednesday, March 18, 2009 7:24 PM To: Half-Life dedicated Win32 server mailing list; hlds_li...@list.valvesoftware.com Subject: Re: [hlds] Team Fortress 2 Update Available Still seeing mdmps on server start and: steamservice.cpp (275) : Assertion Failed: Failed to start in-process Steam Service -win2k3 64x From: Jason Ruymen To: Half-Life dedicated Win32 server mailing list ; "hlds_li...@list.valvesoftware.com" ; "hlds_annou...@list.valvesoftware.com" Sent: Wednesday, March 18, 2009 7:52:12 PM Subject: [hlds] Team Fortress 2 Update Available An optional update for Team Fortress 2 has been released. Please run hldsupdatetool to receive it. The specific changes include: Added Multicore Rendering: - This initial release is aimed at testing compatibility, so the option is OFF by default - To turn it on, go to the Options->Video->Advanced dialog, and check the "Multicore Rendering" option Other changes: - Several performance improvements to decals and client bone/flex setup - A variety of alt-tab and mode switch fixes - Improvements to the way the engine initializes surround sound, fixing some specific hardware cases - Fixed a crash on exit in Vista 64 Jason ___ 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] Steam bit the dust?
Fixed, on its way back... -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Nephyrin Zey Sent: Thursday, August 21, 2008 3:38 PM To: Half-Life dedicated Win32 server mailing list Subject: [hlds] Steam bit the dust? http://www.steampowered.com/v/index.php?area=stats down down down... Jason! Save us! - Neph ___ 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] TF2 SourceTV Port Changing
The SourceTV port must be set in the command line and can not be change while the server is running. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Daz @ Dustworld Sent: Wednesday, March 19, 2008 3:46 AM To: Half-Life dedicated Win32 server mailing list Subject: [hlds] TF2 SourceTV Port Changing Hi, I am having a problem setting the TF2 SourceTV port to a non default (27020) port via the server.cfg. This is possible with CS:S without issue so I can't see that it should be a problem for TF2, however the tv_port cvar only seems to have an effect if it is set in the command line. If it is in the config I can see that it's being read but it does not seem to have an effect, have tried changing the map but the port doesnt update to the correct one. We don't give clients direct command line access as in most cases this creates more problems than it solves, I wonder if it is possible to add this functionality to set the sourceTV port from the server.cfg? If anyone has some advice that would be great. -- Best regards, Daz mailto:[EMAIL PROTECTED] Dustworld Technical Support Website: www.dustworld.net Email: [EMAIL PROTECTED] IRC on Quakenet: #dustworld ___ 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] tv_autorecord on SourceTV relays?
That is for Source Engine Orange Box only right now. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] Sent: Monday, December 03, 2007 1:10 PM To: hlds@list.valvesoftware.com Subject: [hlds] tv_autorecord on SourceTV relays? This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi, Anyone got tv_autorecord to work on SourceTV relays now that it should be fixed? " Source Engine Update Released November 27, 2007, 12:06 pm - Jason Ruymen Updates to the Source Engine have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include: Source Engine * Fixed surround sound not working properly when running Windows Vista * SourceTV relay proxies can record demos now with tv_autorecord 1 * Fixed jittery demo playback " /demios -- ___ 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] sourcetv relay problems
Make sure the SourceTV service is enabled on the game server (tv_enable 1). Also test if you can connect with a normal client to port 27020. http://developer.valvesoftware.com/wiki/Source_TV -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of josh collins Sent: Monday, March 05, 2007 11:14 PM To: hlds@list.valvesoftware.com Subject: [hlds] sourcetv relay problems -- [ Picked text/plain from multipart/alternative ] I cant get sctv relays to connect at all. just sits there attempting to connect. -game cstrike -console +tv_relay xxx.xxx.xxx.xxx:27020 also tried setting the master to 27045 -- ___ 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] Sourcetv relay
tv_port is a console command which requires a "+" not "-" in the command line, so try: srcds.exe -console -game cstrike -port 27020 +tv_port 27020 +map de_dust2 -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Rafael Lopez Sent: Friday, December 01, 2006 4:19 PM To: hlds@list.valvesoftware.com Subject: [hlds] Sourcetv relay -- [ Picked text/plain from multipart/alternative ] OK well basically I have one of those dlink routers which makes the port 6 and stuff. But whatever. That's minor. I can run a SERVER and it shows up on the internet list...however when I make it a relay it does not. I have tried setting the -tv_port parameter to 27020, 27015, 5700, 6 and nothing works. Any idea?? BTW the port that the server uses if I dont have it set up to a relay looks like this: 64095 even though I have -port 27015. Plus it changes every once in a while. BTW the server.cfg looks like this: tv_relay 69.xx.88.1x7:27020 tv_maxclients 50 tv_name xxx tv_title xxx rcon_password xxx tv_transmitall 1 tv_chat 0 If I launch the server with the server.cfg as asdas.cfg or w/e then it shows up on the list as a game server, but then if I rename it back to server.cfgand exec it, when I refresh the server info on steam...it shows as 2000 ping I.E non existent. Any ideas?? and in the shortcut I have this: C:\srcds\source\srcds.exe -console -game cstrike +map de_dust2 -tv_port 27020 -port 27020 If I take of the +map then the console wont say that the relay is active or anything like it would if I do have the +map. -- ___ 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] DoD:S Source TV autorecord mini-lags
Try running SourceTV with 0 slots and not recording. If the 'mini-lags' are still there, it's because of the disc access when writing the demo file. Set tv_delay 10 to keep memory consumption as small as possible. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Groove Sent: Wednesday, November 01, 2006 12:49 AM To: hlds@list.valvesoftware.com Subject: [hlds] DoD:S Source TV autorecord mini-lags Im running a 30 slot Day Of Defeat Server on Windows with a 3 GHZ P4 and 1 GB ram. Its just this one server running on this machine. So when i fire up the Source TV with 0 slots and autorecord on im getting some kind of wierd "mini-lags" on the server where people are laging when they run around, but its minimal but annoying. And when i turn Source TV off it goes away. I didnt experienced such problems on the Linux DoD:S box. 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
RE: [hlds] Steam and Counter-strike Source Crashing on Team Change to T
If players experiencing that, can they please send in their minidumps (*.mdmp) after they crashed. They find these files in: C:\Program Files\Steam\SteamApps\\counter-strike source\*.mdmp Send them to [EMAIL PROTECTED] -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Dabosman Sent: Wednesday, September 13, 2006 2:52 PM To: hlds@list.valvesoftware.com Subject: [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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] RE: [hlds_linux] Counter-Strike: Source update released
Jason, how could you forget SourceTV :) - Fixed free-look mode in tv_transmitall mode - Fixed missing sounds and effects on servers with high tickrate - Fixed relay proxies connecting with wrong name "Unnamed" - "tv_chattimelimit 0" disables spectator chatting - Fixed rendering bug with area portals - Added client command "status", showing basic info about the SourceTV server your connected to - Fixed "sv_visiblemaxplayers" effecting SourceTV client slot count -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jason Ruymen Sent: Wednesday, August 30, 2006 4:43 PM To: hlds@list.valvesoftware.com; hlds_linux@list.valvesoftware.com Subject: [hlds_linux] Counter-Strike: Source update released Updates to Counter-Strike: Source have been released. These updates are required, so unless your running a Linux server that auto-updates, please run hldsupdatetool. This update includes the following changes: Counter-Strike: Source - Fixed a crash caused by loading a custom map that has an associated .nav file but no "place names" in the navigation mesh - Fixed an issue with cl_minmodels swapping CT and T skins - Enemies can no longer be "radar spotted" through smoke clouds or while blind - The radar obeys HudRadar properties in the HudLayout file now - Your "self dot" in the radar now shows your view cone - The inset overview zoom level is no longer reset to default each round Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] SourceTv Proxie Config
server.cfg is not executed by TV relay proxies. Put your SourceTV settings in a new text file, eg sourcetv.cfg, the start the server with "+exec sourcetv.cfg +tv_relay x.x.x.x" That should work. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] Sent: Tuesday, August 23, 2005 5:14 PM To: hlds@list.valvesoftware.com Subject: [hlds] SourceTv Proxie Config This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I am tring to setup a couple of sourceTV servers however I am trying to lower the play count. IN the command line I have +tv_relay xxx.x.x.xx It runs the server with 128 player slots I want to lower that. So I tried putter +maxplayers in the command line but HLSW still says 0/128 I also tried added to the server.cfg tv_enable 1 tv_name "Name" tv_autorecord 0 tv_delay 180 tv_dispatchmode 1 tv_maxclients 32 tv_maxrate 3500 This did not work Hiw do I get the proxie to change its name and maxclients? Also is 180 or 90 the max delay? -- ___ 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] Couldn't allocate dedicated SourceTV UDP port
By default SourceTV uses port 27020. is that port is in use you can change it in the command line with +tv_port , eg "+tv_port 27040" since 27039 is the CS:S server. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Paul Jueckstock Sent: Thursday, July 21, 2005 12:02 PM To: hlds@list.valvesoftware.com Subject: [hlds] Couldn't allocate dedicated SourceTV UDP port Hi! One of my customers has a CS:S server running on port 27039. Suddenly it stopped working. When I try to start the Server manually, I get the following "Engine Error": Couldn't allocate dedicated SourceTV UDP port. I tried netstat -ano but I can't find a single process using port 27039. I also tried completely re-installing this particular CS:S server, but it didn't help. I also tried changing the port to a different port, it still does not work. The server is running Windows Server 2003 and is not using any Firewalls. However, other CS:S servers still run fine on the same machine. Any ideas? Thanks in advance! Paul ___ 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] Server Lag Compensation question
That was a fix to set the correct (closest) animation state. But it's not interpolated. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ben Sent: Wednesday, June 08, 2005 5:14 PM To: hlds@list.valvesoftware.com Subject: RE: [hlds] Server Lag Compensation question I thought they changed that when they "fixed resetting bone cache for lag compensation" or whatever it was? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Martin Otten Sent: 09 June 2005 00:58 To: hlds@list.valvesoftware.com Subject: RE: [hlds] Server Lag Compensation question Yes, the server interpolates hitbox postion & angles between ticks too. Not the animation state tho. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ben Sent: Wednesday, June 08, 2005 4:50 PM To: hlds@list.valvesoftware.com Subject: RE: [hlds] Server Lag Compensation question I believe it must do, as changing cl_interp changes the amount of rewinding that is done :) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Simon Garner Sent: 09 June 2005 00:11 To: hlds@list.valvesoftware.com Subject: Re: [hlds] Server Lag Compensation question On 8/06/2005 3:29 a.m., Martin Otten wrote: > This is all correct. > > The extra lantency caused by lower update rates is part of the > general client latency. The actual code uses timestamps send with the > user commands to set the execution time. These timestamps are checked > against the average latency and if they are within a valid range, > these timestamps are used since they are more precise then the > calculation as stated in the doc. We can't fully rely on these > timestamps since "speedhackers" could alter them. > Thanks for the info Martin :) Here is a question: when the server 'rewinds' to check hitboxes, does it use interpolation? As a huge simplification, let's say the server sends the client three updates like this: 1__4__7 The client then interpolates this as: 1234567 If the client then shoots at the model in position '3', will the server rewind and compare it to position '1'? -Simon ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] Server Lag Compensation question
Yes, the server interpolates hitbox postion & angles between ticks too. Not the animation state tho. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ben Sent: Wednesday, June 08, 2005 4:50 PM To: hlds@list.valvesoftware.com Subject: RE: [hlds] Server Lag Compensation question I believe it must do, as changing cl_interp changes the amount of rewinding that is done :) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Simon Garner Sent: 09 June 2005 00:11 To: hlds@list.valvesoftware.com Subject: Re: [hlds] Server Lag Compensation question On 8/06/2005 3:29 a.m., Martin Otten wrote: > This is all correct. > > The extra lantency caused by lower update rates is part of the > general client latency. The actual code uses timestamps send with the > user commands to set the execution time. These timestamps are checked > against the average latency and if they are within a valid range, > these timestamps are used since they are more precise then the > calculation as stated in the doc. We can't fully rely on these > timestamps since "speedhackers" could alter them. > Thanks for the info Martin :) Here is a question: when the server 'rewinds' to check hitboxes, does it use interpolation? As a huge simplification, let's say the server sends the client three updates like this: 1__4__7 The client then interpolates this as: 1234567 If the client then shoots at the model in position '3', will the server rewind and compare it to position '1'? -Simon ___ 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] Server Lag Compensation question
This is all correct. The extra lantency caused by lower update rates is part of the general client latency. The actual code uses timestamps send with the user commands to set the execution time. These timestamps are checked against the average latency and if they are within a valid range, these timestamps are used since they are more precise then the calculation as stated in the doc. We can't fully rely on these timestamps since "speedhackers" could alter them. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Simon Garner Sent: Tuesday, June 07, 2005 5:43 AM To: hlds@list.valvesoftware.com Subject: Re: [hlds] Server Lag Compensation question James Tucker wrote: > > The source documentation calls this a "maximum value". This would > suggest that this value purely provides a cap, after which > interpolation no longer occurs, but extrapolation or 'warping' occur > instead. There was a previous thread where someone suggested cl_interp > can be abused to move the model hitboxes back from the drawn model > position, but that would not be interpolation - smoothing the > transition between two discrete states (target start and target end > states are still in the same place). > I can't see where it calls cl_interp a "maximum" value in the documentation. Please quote this if it is so. cl_interp sets the interpolation delay. If you have cl_interp 0.1 then effectively everything you see is delayed by 100 ms. This allows your client to receive several updates and interpolate the positions of objects between those updates, giving the illusion of smooth motion. If you disable interpolation with cl_interpolate 0 or set the interpolation delay to 0 with cl_interp 0, then your rendering delay will be zero seconds and no interpolation will occur; the model positions will be updated as each update arrives. This gives a more accurate view of the world but it means that other players' movements will appear jerky. Changing cl_interp does not affect the positions of the models relative to the hitboxes. With cl_interp 0.1, when you fire a weapon the server rewinds the world 0.1 seconds (+ your latency) to determine the position of the hitboxes. So if you shoot at the model you should get a hit. If you set cl_interp 0 then the server will rewind by 0 + your latency. Same effect. Problems happen when you set cl_interpolate 0 and then leave cl_interp 0.1 or set it to a high value. This is a bug, IMHO. In this case, interpolation on the client is disabled, so models are rendered with zero delay. When you fire a weapon, however, the server still rewinds by cl_interp+latency seconds to determine the hitbox positions. Thus, the hitboxes trail the models, giving players additional time to react to fast lateral movements. Extrapolation only occurs when you have packet loss. This means there are missing updates and the client has to invent data based on what it knows from older updates. > >> 3) So a client for arguments sake with a netgraph ping of 30ms and a >>cl_interp of 0.1 (100ms) will have their Command executions calculated >>on the server 130ms in the past according to the server? >>Alternatively, a client with a 30ms ping and a cl_interp 0.02 (20ms) >>will have their command executions calculated 50ms in the past? Is that correct? > > > I should think not, otherwise there would be consistent errors in > hitbox positioning that I simply cannot emperically replicate. > Remember what the description is: > "Interpolate object positions starting this many seconds in past" > So if an object's last update falls within the value of cl_interp it > will have it's movement to the next incoming update smoothed using > interpolation. If it were to fall outside this time, it would move by > extrapolation. > No, read the docs again. He is correct, and interpolation does not cause problems with hitbox positioning (except in the special case above) because it works together with lag compensation. Interpolation does have the major problem however, that it means you have cl_interp+latency less time to react to other players appearing on your screen. If your cl_interp is at the default 0.1 and you have 50 ping, then a player coming round a corner in front of you will not be rendered on your screen until 150ms after he has done so (instead of the 50ms inherent in your latency). This can be enough to give your opponent the edge in killing you - by the time he's actually rendered on your screen, he's already been looking and shooting at you for 150ms + his latency, which could be a quarter second advantage if he has 100 ping. In my opinion, anyone who cares more about playing the game than looking at eyecandy should be using cl_interp 0 and cl_interpolate 1. Of course, updaterates and tickrates complicate all this further. If you are running at the default 30 updates/sec (tickrate 33, cl_updaterate 30, sv_maxupdaterate 30), then you are only receiving one update every 33ms, which introduces an add
RE: [hlds] Re: Questions about Tic rate
Yes, that sould be sv_minupdaterate. Will be corrected, thanks. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Whisper Sent: Thursday, June 02, 2005 10:30 PM To: hlds@list.valvesoftware.com Subject: Re: [hlds] Re: Questions about Tic rate -- [ Picked text/plain from multipart/alternative ] BTW, does anybody know what Eric really meant when he said in http://www.valve-erc.com/srcsdk/general/multiplayer_networking.html at the end of the 2nd paragraph under *Basic Networking* "Also the server admin can limit the data and snapshot rate values requested by clients with *sv_maxrate, sv_maxupdaterate* and * sv_maxupdaterate*." Is one of those supposed to be sv_minupdaterate? Thanks On 6/3/05, Whisper <[EMAIL PROTECTED]> wrote: > > OMG some documentation, FINALLY > When did you find this Martin? > > On 6/3/05, Martin Otten <[EMAIL PROTECTED]> wrote: > > > > The default tickrate for CS:S is 33, for HL2 & HL2DM 66. > > > > With tickrate 100, a CS:S server runs 3 times more simulation steps > > then > > > > a 33 tickrate server, which may cause a 3 times higher CPU usage. > > Also the client to server bandwidth increases by 300% since the > > client samples 3 times more input command than usual. I think with > > the recent fixes for lag compesentaion tickrate 100 isn't really > > needed, maybe 66 if people are hypersensitive about that. > > > > So also > > http://www.valve-erc.com/srcsdk/general/multiplayer_networking.html > > > > -Original Message- > > From: [EMAIL PROTECTED] > > [mailto:[EMAIL PROTECTED] ] On Behalf Of leo bounds > > Sent: Thursday, June 02, 2005 8:08 AM > > To: hlds@list.valvesoftware.com > > Subject: [hlds] Re: Questions about Tic rate > > > > I have some questions about Tic rate. > > > > The default Tic rate is 33 correct ? > > > > Why is CAL requiring servers to be locked at a Tic rate of 100 and > > does this mean that the slice or percentage of CPU usage 100 Tic > > rate servers will be locked down or reserved? > > > > I mean does a 100 Tic rate server lock down a percentage of CPU to > > use for that server on a machine running multiple servers ? > > > > Is there any more information available about how 100 Tic rate > > affects CPU usage ? > > > > Thank you for any info about this. I have many people asking me > > about it. > > > > > > > > __ > > Discover Yahoo! > > Get on-the-go sports scores, stock quotes, news and more. Check it out! > > http://discover.yahoo.com/mobile.html > > > > ___ > > 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] Re: Questions about Tic rate
The default tickrate for CS:S is 33, for HL2 & HL2DM 66. With tickrate 100, a CS:S server runs 3 times more simulation steps then a 33 tickrate server, which may cause a 3 times higher CPU usage. Also the client to server bandwidth increases by 300% since the client samples 3 times more input command than usual. I think with the recent fixes for lag compesentaion tickrate 100 isn't really needed, maybe 66 if people are hypersensitive about that. So also http://www.valve-erc.com/srcsdk/general/multiplayer_networking.html -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of leo bounds Sent: Thursday, June 02, 2005 8:08 AM To: hlds@list.valvesoftware.com Subject: [hlds] Re: Questions about Tic rate I have some questions about Tic rate. The default Tic rate is 33 correct ? Why is CAL requiring servers to be locked at a Tic rate of 100 and does this mean that the slice or percentage of CPU usage 100 Tic rate servers will be locked down or reserved? I mean does a 100 Tic rate server lock down a percentage of CPU to use for that server on a machine running multiple servers ? Is there any more information available about how 100 Tic rate affects CPU usage ? Thank you for any info about this. I have many people asking me about it. __ Discover Yahoo! Get on-the-go sports scores, stock quotes, news and more. Check it out! http://discover.yahoo.com/mobile.html ___ 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] tv_dispatchmode
Relay proxies don't have all the game data & events, they only see what the auto-director on the SourceTV master server decides too. So recording a demo on a proxy wouldn't be like a master server demo which contains all entities & events. And it's correct that the auto-director information is not recorded into SourceTV demos. I'm adding that to our todo list. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Micha Vermeer Sent: Sunday, May 15, 2005 6:25 AM To: hlds@list.valvesoftware.com Subject: RE: [hlds] tv_dispatchmode Hmm, strange, put that on the wish list Alfred! ;P Another thing; am I correct that the auto director does not work while viewing demo files (offline)? - DrBashir -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Martin Otten Sent: Friday, May 13, 2005 7:35 PM To: hlds@list.valvesoftware.com Subject: RE: [hlds] tv_dispatchmode SourceTV proxies can't record demo files, only the master can. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Micha Vermeer Sent: Friday, May 13, 2005 9:16 AM To: hlds@list.valvesoftware.com Subject: [hlds] tv_dispatchmode I have the documentation about SourceTV here before me, but I have one or more questions: What does tv_dispatchmode do? I have a hunch but I'm not sure (I need to be sure ;) How do the passwords work? (what variable must I set on the connecting proxy?) Can I set auto record on the proxy, rather then the master? I've been through a thread, with similar questions asked, but they didn't get answered :| What I want to accomplish (is a very much used configuration I guess) is to have the master only accept 1 proxy, and no other clients. (I personally don't have access to the command line, but I can pass the info to the relevant person) and the proxy is used to (auto?)record the game, and let clients watch it. I hope you can help me. DrBashir ___ 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] tv_relay b0rked as well :(
Please send me the minidump per email. [EMAIL PROTECTED] -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Micha Vermeer Sent: Sunday, May 15, 2005 2:07 PM To: hlds@list.valvesoftware.com Subject: RE: [hlds] tv_relay b0rked as well :( Oh, and I got an mini dump to go with it... although, how do I get it to you? Well, mail me offlist if you want it. (I presume Alfred would want it, but he should ask first, im not a guy that sends unsolicited mail, specially with attachments) DrBashir -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Micha Vermeer Sent: Sunday, May 15, 2005 9:52 PM To: hlds@list.valvesoftware.com Subject: RE: [hlds] tv_relay b0rked as well :( Well, another problem to report, I have setup a SrcTV on our server, and I can connect to it, and its making great demo's when I tell it to. So far so good. When I tell my server (that I have normally for my lan at home, so its in working condition) to connect to the SrcTV as a relay, it connects, but after a few moments having been connected it, it quits with the infamous message: The instruction at "[some address]" referenced memory at "[another address]". The memory could not be "read". Press ok to terminate... the console does report something, its quite lengthy, here it comes: hmm, I couldn't copy paste the text, but thanks to imageshack.us: http://img84.echo.cx/img84/8474/b0rked0gb.jpg Hope VALVe can do something with this... DrBashir -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ned Haskin Sent: Sunday, May 15, 2005 9:27 PM To: hlds@list.valvesoftware.com Subject: Re: [hlds] RE: problems after last update: server works for one map only Thanks, took exec bot.cfg out of server.cfg, and was executing it manually after start. And that worked. Ned Oompa wrote: >-- >[ Picked text/plain from multipart/alternative ] Ned Haskin: Take he >es_delayed 5 exec bot.cfg out of your server.cfg and open up valve.rc >then you should see something like "//execute files if they exsist. >autoexec.cfg >server.cfg" >just add bot.cfg after that. > >On 5/15/05, Ned Haskin <[EMAIL PROTECTED]> wrote: > > >>Full server error, with no one in it after 1st map change CS S server >>under win2k sp4 no mods. >> >>Tried es_delayed 5 exec bot.cfg as the last line of server.cfg but the >>bots didn't load. >>Got to have bots, any ideas? >> >> >>___ >>To unsubscribe, edit your list preferences, or view the list archives, >>please visit: >>http://list.valvesoftware.com/mailman/listinfo/hlds >> >> >> > > > >-- >~Oompa >-- > >___ >To unsubscribe, edit your list preferences, or view the list archives, please visit: >http://list.valvesoftware.com/mailman/listinfo/hlds > > > -- Ned Haskin <[EMAIL PROTECTED]> -- Sound Engineer with various interests http://users.erols.com/feanor17/Feanor.html ___ 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] tv_dispatchmode
SourceTV proxies can't record demo files, only the master can. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Micha Vermeer Sent: Friday, May 13, 2005 9:16 AM To: hlds@list.valvesoftware.com Subject: [hlds] tv_dispatchmode I have the documentation about SourceTV here before me, but I have one or more questions: What does tv_dispatchmode do? I have a hunch but I'm not sure (I need to be sure ;) How do the passwords work? (what variable must I set on the connecting proxy?) Can I set auto record on the proxy, rather then the master? I've been through a thread, with similar questions asked, but they didn't get answered :| What I want to accomplish (is a very much used configuration I guess) is to have the master only accept 1 proxy, and no other clients. (I personally don't have access to the command line, but I can pass the info to the relevant person) and the proxy is used to (auto?)record the game, and let clients watch it. I hope you can help me. DrBashir ___ 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] Watching Src TV
No, not yet. The server has to wait changing the map until the broadcast is over. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Graham Robinson Sent: Tuesday, May 10, 2005 3:42 AM To: hlds@list.valvesoftware.com Subject: [hlds] Watching Src TV Hello all, I was wondering if anyone else has noticed this. I was watching a clan match on SrcTV of Sars clan Vs Terra (UK) and getting impressed at how good the auto director was. The game was transmitted with a 90 second delay. However, near the end of the game the server cut off and loaded a new map. The reason was the server had loaded a new map and SrcTV doesn't take into account the delay. So I lost exactly 90 seconds of match. So is there any way that SrcTV can be made to delay the end of the map so that we can watch the ends of matches please? Obviously it doesn't make any difference to the demos being recorded but it spoils a live match. Thanks Graham ___ 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] SourceTV Port - Not working
You can enable SourceTV on the game server, set tv_maxclients 1 and then start a SourceTV relay server (also a srcds process) on your other machine. Then use the tv_relay ip:port command to connect this relay to the SourceTV master. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Andrew Armstrong Sent: Friday, May 06, 2005 12:59 AM To: hlds@list.valvesoftware.com Subject: Re: [hlds] SourceTV Port - Not working Hey, Seems to be working once in the command line, thanks. When I SourceTV on the game server, it brings up a sourcetv server process on that game servers host/box - I dont want this to happen! I want to have SourceTV running on a DIFFERENT host, connecting to the game server (just like HLTV). How can I make this happen? I dont want a process to be spawned alongside the game server, but I want the game itself to be viewable from another host that has SourceTV running. Ive had a look over the documentation many times but its still a bit confusing/not working as expected. Any ideas? - Original Message - From: "Alfred Reynolds" <[EMAIL PROTECTED]> To: Sent: Friday, May 06, 2005 4:39 PM Subject: RE: [hlds] SourceTV Port - Not working > You need to set the port on the command line, in the format +tv_port > . Also make sure you have updated your server with the release > today. > > - Alfred > > Original Message > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Andrew > Armstrong Sent: Thursday, May 05, 2005 11:31 PM To: > hlds@list.valvesoftware.com Subject: [hlds] SourceTV Port - Not > working > > > This is a multi-part message in MIME format. > > -- > > [ Picked text/plain from multipart/alternative ] It appears the > > tv_port variable is being ignored. > > > > Heres whats at the very top of the config file (nothing is before it): > > > > // SourceTV Config > > tv_port "40010" > > tv_enable "1" > > tv_delay "30" > > tv_name "SourceTV Test Server" > > tv_password "" > > tv_relaypassword "" > > tv_dispatchmode 1 > > tv_maxclients 16 > > > > > > Heres the status dump of a server which has the tv proxy connected: > > > > 16:27:05 tv_status > > 16:27:05 --- SrcTV Status --- > > Online 02:08, FPS 50.0, Version 2340 (Linux) > > Local IP x.x.x.x:27021, KB/sec In 0.0, Out 0.0 > > Local Slots 16, Spectators 0, Proxies 0 > > Total Slots 16, Spectators 0, Proxies 0 > > Master, Delay 30 > > Game Time 01:37, Mod "cstrike", Map "de_dust", Players 0 > > > > > > 27021 - Why is the srctv proxy running on that port? I told it to > > run on 40010. > > > > In the game server the bot name is 'SourceTV Test Server' as per the > > above config. > > > > Why is the port value being ignored? > > > > I have tried placing the tv_port variable in the command line, and > > also before/after the tv_enable command, no luck. > > > > Any help? > > > > - Andrew > > ___ > 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