Re: [hlds] Team Fortress 2 Update Available

2009-03-19 Thread Martin Otten
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?

2008-08-21 Thread Martin Otten
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

2008-03-19 Thread Martin Otten
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?

2007-12-03 Thread Martin Otten
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

2007-03-06 Thread Martin Otten
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

2006-12-01 Thread Martin Otten
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

2006-11-01 Thread Martin Otten
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

2006-09-13 Thread Martin Otten
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

2006-08-30 Thread Martin Otten
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

2005-08-24 Thread Martin Otten
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

2005-07-21 Thread Martin Otten
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

2005-06-08 Thread Martin Otten
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

2005-06-08 Thread Martin Otten
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

2005-06-07 Thread Martin Otten
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

2005-06-03 Thread Martin Otten
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

2005-06-02 Thread Martin Otten
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

2005-05-15 Thread Martin Otten
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 :(

2005-05-15 Thread Martin Otten
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

2005-05-13 Thread Martin Otten
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

2005-05-10 Thread Martin Otten
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

2005-05-06 Thread Martin Otten
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