Re: [hlds] Clients dropping and experiencing lag for no reason

2001-10-31 Thread Pete Claar

Leon,

Both here too.  These seem to be really common problems on TFC servers
everywhere.

Pete

> Both really.
>
> a) clients get dropped at map change, but also randomly in the course of a
> map, sometime 4,5,6,7 people in a row.
>
> b) Once connecting, or after a map change, about 1/2 the players connected
> cannot either select a team, or cannot select a class.. there just hung.
> This happens about 50% of the time to me personally, and on average about
> 1/3-2/3 of the time for my players.  I'm assuming this is what you meant
by
> sticky menu :).. The workaround is to disconnect and then
> reconnect..multiple time untill it goes away.. took me 9 reconnects once,
on
> average it take about 2 retrys\disconnects to get around it. (fustrating)
>
> Hope this helps.
>
>
> -Original Message-
> From: Leon Hartwig [mailto:[EMAIL PROTECTED]]
> Sent: Wednesday, October 31, 2001 7:24 PM
> To: Half-Life Dedicated Server Mailing List
> Subject: RE: [hlds] Clients dropping and experiencing lag for no reason
>
>
> Which problem are you seeing in TFC?  Clients dropping, menu sticking, or
> both?
>
>
> > -Original Message-
> > From: Napier, Kevin [mailto:[EMAIL PROTECTED]]
> > Sent: Wednesday, October 31, 2001 3:58 PM
> > To: '[EMAIL PROTECTED]'
> > Subject: RE: [hlds] Clients dropping and experiencing lag for
> > no reason
> >
> >
> > Thanks for the update, glad to here your working on it.
> > Just a note, I run TFC when this happens not cs.. but then
> > again perhaphs
> > its just something similar function in tfc use aswell.
> >
> >
> > -Original Message-
> > From: Leon Hartwig [mailto:[EMAIL PROTECTED]]
> > Sent: Wednesday, October 31, 2001 6:14 PM
> > To: [EMAIL PROTECTED]
> > Subject: RE: [hlds] Clients dropping and experiencing lag for
> > no reason
> >
> >
> > Losing a group of clients at once sounds like it might be the "smoke
> > grenade" problem, where smoke grenades will sometimes cause
> > all clients
> > within sight/sound to freeze up.  That'll be solved with the next CS
> > client release (don't know when that will be but likely
> > within 30 days,
> > error margin of += 100 days).
> >
> > We've had lots of reports from people being stuck in the team
> > selection
> > menus sometimes when they join a server or at level change, so you
> > aren't alone.  That one is on our list of things to fix also.
> >
> >
> > > -Original Message-
> > > From: Alex W Lane [mailto:[EMAIL PROTECTED]]
> > > Sent: Thursday, November 01, 2001 6:45 AM
> > > To: [EMAIL PROTECTED]
> > > Subject: [hlds] Clients dropping and experiencing lag for no reason
> > >
> > >
> > > Hi,
> > >
> > > As far as Valve are concerned, is the 4.1.0.8c as good as it
> > > gets or are
> > > there
> > > plans for another beta ?
> > >
> > > I had the stability issues everyone else seems to have had
> > > with 4.1.0.8
> > > and
> > > 4.1.0.8b. 4.1.0.8c is stable but most clients are still
> > > getting dropped
> > > every
> > > 10-20 minutes and the issue where they randomly cannot
> > select a class
> > > when a
> > > new map has started or when they have just joined the
> > server is still
> > > occurring.
> > >
> > > The symptoms before clients get dropped are weird. Their
> > pings go from
> > > something decent like 40 or 50ms down to "0" and then there
> > is silence
> > > and
> > > then they are gone. Sometimes I lose 5 players at a time
> > this way and
> > > they are
> > > all from different ISPs whilst some other clients stay
> > connected so I
> > > somewhat
> > > doubt that it is a connectivity issue.
> > >
> > > I run HLDS 4.1.0.8 and AdminMod 2.50.09 with Metamod 1.1 on
> > a Windows
> > > 2000
> > > server, P3-800, 768 MB RAM.
> > >
> > > If others are still experiencing similar issues we should
> > compare our
> > > specs
> > > and see if there is a trend of sort so we can help find out
> > > what it is.
> > > If I
> > > am the only one, well, I need a bullet in the head.
> > >
> > > :(
> > >
> > > I really need to know if I am the only one with this issue or
> > > what. The
> > > frustration is getting the better of me.
> > >
> > >
> > > 
> > > Get free e-mail and a permanent address at
> > http://www.amexmail.com/?A=1
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
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> >
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Re: [hlds] SZ_GetSpace: overflow on SVC_Friends - What???

2001-10-31 Thread Pete Claar



I've asked the same question before and no one 
responded.  When my server gets busy I get a lot of these, about every 5 
seconds!  This happens on the current betas of 4108, as well as 4107. 
 I'm running a TFC server, admin mod (all the latest)
 
Pete

  - Original Message - 
  From: 
  NoFear 
  To: [EMAIL PROTECTED] 
  
  Sent: Wednesday, October 31, 2001 4:53 
  AM
  Subject: [hlds] SZ_GetSpace: overflow on 
  SVC_Friends - What???
  
  For the past few days I often get the following 
  message on my HLDS (on and off, not all the time):
   
  "SZ_GetSpace: overflow on 
  SVC_Friends"
   
  And whenever it shows, fps went down, ping shoots 
  up, processor usage also went up drastically, and often causes lag game play. 
  Clients complain of lag too.
   
  What causes this to happen? Is someone at client 
  side doing something to my server?  If so, how do I find out which client 
  is doing it, and how do I overcome it?


Re: [hlds] Beta Half-Life Engine

2001-10-24 Thread Pete Claar

Hi Eric,

This is cool.  Thanks for the update.  I just installed it, along with the
new admin mod update, and will let you know how it goes.  I have a pretty
vocal community on my server and I promise I will be passing along feedback
pretty rapidly.

Thanks!

Pete
- Original Message -
From: "Eric Smith" <[EMAIL PROTECTED]>
To: "Half-Life Dedicated Server Mailing List" <[EMAIL PROTECTED]>;
"Half-Life Dedicated Linux Server Mailing List"
<[EMAIL PROTECTED]>
Cc: "Erik Johnson" <[EMAIL PROTECTED]>; "Leon Hartwig"
<[EMAIL PROTECTED]>
Sent: Wednesday, October 24, 2001 6:04 PM
Subject: [hlds] Beta Half-Life Engine


> We're aware of the stability issues with the x.1.0.8 versions of the
> servers, and we're working to solve the problems as quickly as we can.  We
> have a beta Half-Life engine that we'd like to begin testing.
>
> Issues we have addressed with this version of the Half-Life engine:
>
> - Fixed "bad address type" fatal server error (caused by clients with long
> names).
> - Added logging of fatal Sys_Error server shutdowns.
>
> We've also included the latest versions of HLTV, the beta TFC server, and
> the beta CStrike server.  The files are available for you to download via
> our FTP site:
>
>   ftp: ftp.valvesoftware.com
> login: hlserver
>  pass: hlserver
>
> Windows
> ===
> filename: /Beta/Win32/hlds_4108c_beta.zip
>   md5sum: f7172f5f766b7828c74eaa1698a7e68e
> files that are replaced:
> /4108c_changes.txt
> /cstrike.dat (for CS Retail listen servers)
> /hl.dat (for HL listen servers)
> /hltv.cfg
> /hltv.exe
> /HLTV-Readme.txt
> /sw.dll
> /tfc/dlls/tfc.dll
> /cstrike/dlls/mp.dll
>
> Linux
> =
> filename: /Beta/Linux/hlds_l_3108c_beta.tar.gz
>   md5sum: 647de4be55e14208633c4b8dc437ccc3
> files that are replaced:
> hlds_l/3108c_changes.txt
> hlds_l/engine_i386.so
> hlds_l/hltv
> hlds_l/hltv.cfg
> hlds_l/HLTV-Readme.txt
> hlds_l/cstrike/dlls/cs_i386.so
> hlds_l/tfc/dlls/tfc_i386.so
>
> All you need to do is download the appropriate file(s) and replace your
old
> one(s).  It's always a good idea to back-up your old versions first.
> Clients should not have any problems connecting to your server.
>
> If you have any questions, please let me know
> (mailto:[EMAIL PROTECTED]).
>
> Thanks.
>
> Eric Smith
> Valve Software
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[hlds] TFC: SERIOUS problems with TFC -- I'm REALLY frustrated

2001-10-20 Thread Pete Claar

To the folks at Valve,

I run a popular TFC server -- "Pete's Avanti/Dustbowl server at
64.81.165.122:27015"  I'm #6 for TFC servers on theclq.com.

I've been having nothing but problems with build 4108, and 4108b beta.
HoundDawg has stated them on the message boards before and I need to
underscore the seriousness of these bugs.  Players are getting increasingly
frustrated with the game play and are giving up on TFC.  I think TFC is a
great game but I'm about to chuck the whole thing in if these problems are
not addressed.

Here are the two big problems:

1.  Server crashes.  About twice a day, the server goes nuts and quits.  I'm
running serverdoc, which restarts the server.  But the server quits again
and again and again, maybe 5 times or more, before it finally "stabilizes"
and things work okay until the next hiccup.  Nothing is written to the logs,
but I did notice once that there was some sort of network error listed in
the hlds console window -- the problem is that the console window disappears
before I get a chance to read it!

2. I lose HALF my players on EVERY SINGLE map change.  These players have
trouble picking a team when a map starts.  The only way they can join the
game is to disconnect from the server and reconnect.

About my configuration:
-- I'm running on Windows 2000 Server
-- The server runs 24 players.
-- 4107 ran PERFECTLY for months and months without any problems
-- I'm running 4108b2 right now, but the problems exist in 4108 too.
-- I'm running hlstats on the same machine as the TFC server, which
collects stats from this and another server of mine.
-- My machine has plenty of CPU and memory  (over 100MB free physical
memory, CPU runs at about 30% with a full server)
-- I have plenty of spare bandwith (1.1MB SDSL)
-- sv_minrate is 3000 and sv_maxrate is 5000
-- I run the latest admin mod with some custom scripts (this is not the
culprit, see below)

I have tried a handful of things to try and isolate the problem.  I'll list
them below.

--Bad install: ruled out.  I reinstalled a virgin copy of 4108 FROM SCRATCH
and still have the same problems.
--Firewall: ruled out. I have a Sonicwall Soho2 Firewall. I took it
COMPLETELY out of my network for several hours and TFC was still having
problems
--Admin mod: ruled out.  I normally run the admin mod (latest version
2.50.07 with 1.10.0.0 metamod.dll)  I encountered the bugs *without* admin
mod installed, although I'm running the server now with admin mod.

I think it really boils down to problems with build 4108.

I am more than happy to provide anyone at Valve anything else they need to
help fix these problems!!  TFC's a great game, but we're starting to lose
people to other mp games.  It's frustrating for me, and especially
frustrating for the players, who complain to me bitterly about it.

I appreciate any help.  Thanks in advance!

Pete Claar
[EMAIL PROTECTED]


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Re: [hlds] Anti-Spam commands

2001-10-15 Thread Pete Claar



I use the admin mod -- www.adminmod.org -- you can set it up to 
gag someone who sends too many messages.
 
Pete
 

  - Original Message - 
  From: 
  Matrix11 
  To: [EMAIL PROTECTED] 
  Sent: Monday, October 15, 2001 5:22 
  PM
  Subject: [hlds] Anti-Spam commands
  
   
  I'm getting a lot of idiots spamming messages 
  while playing.  Any one know the variable to limit this?
   
  Thanks
   
  Matirx11


Re: [hlds] New Beta TFC Server

2001-10-13 Thread Pete Claar

I second HoundDawg's request for 1-3.  # 3 is a BIG problem -- I lose half
of my 24 players after EVERY map change.  It's a maddening bug!

I'll install the beta (as soon as I can connect to the Valve FTP server --
it appears to be down) and report back to let you know if these problems
still exist.

Pete

- Original Message -
From: "HoundDawg" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Saturday, October 13, 2001 7:38 AM
Subject: Re: [hlds] New Beta TFC Server


> Well, are those all of the fixes?  What about these:
>
> 1) HL Clients send packets to the server via port 0.  The number of
packets
> during the course of a few minutes range from 1-500 (my zone alarm is
> blocking these).  It appears they happen more during map changes where
users
> are having problems rejoining the game.  Also, it is usually during this
> time where HLDS will sometimes crash with errors similar to something like
> "bad packet address" (I don't remember the exact error either).
>
> 2) Server instability.  This may greatly be related to #1.  All I know is
> that the server crashes without any of the issues listed below in the
fixes
> in this beta.  What's sad, is this instability issue is almost like having
a
> 1 year reunion with our crashing HLDS servers last year which took like
> nearly 6 months to fix. =\
>
> 3) Sometimes after the map changes, half of the players (on a full 18
player
> server) have a hard time joining the game.  Basically, they are stuck in
the
> gui menu for selecting a team.  Either they have to wait a long time or
just
> reconnect to the server.  Again, may be related to #1.
>
> 4) This patch has added a great deal of in game lag.  Modem users can see
> the packet problems especially when they are using the in-game voice
> feature.  So, many of them are opting out of using that at all now.
> Otherwise, just general gameplay and at times, there will be a period
where
> all of the players and gameplay is lagging like we were all playing with a
> latency of 800-1500 while the scoreboard still reports our latency as
40-60.
> This type of lagged gameplay makes it nearly impossible to play at all.
I'd
> hate to be in a match when this happens.
>
> 5) Players are adapting their BHop/Glide scripts to the patch changes to
> where the HWG is back BHopping with ease again and at the same speed (as
it
> appears anyway, like a hwg BHopping outdistancing a running scout).  I
guess
> that we may have to live with BHOPs since you may not be able to fix it
> without messing other thing up.  1108 has become more pickier with map
> connection points.  If the map isn't design where the wall or ground slope
> connection points are perfect, players can get stuck there.  It reminds me
a
> lot of playing DoD now (they have that bad).
>
> 6) At times, respawn players will get killed if another respawns in the
same
> position shortly after.  This somewhat was there prior to 4108 though.
I've
> just experienced it a little more frequently now. =\
>
>
> The most critical are 1-3 with 4 close behind (even more important than
the
> fixed items you list below which could be avoided or dealt with a little
> more easily).  The others we can live with.
>
> HoundDawg
> http://www.phpGamingSite.com
> http://www.unitedadmins.com
> http://www.unitedadmins.com/hlbp
> - Original Message -
> From: "Leon Hartwig" <[EMAIL PROTECTED]>
> To: "Half-Life Dedicated Server Mailing List"
<[EMAIL PROTECTED]>;
> "Half-Life Dedicated Linux Server Mailing List"
> <[EMAIL PROTECTED]>
> Sent: Friday, October 12, 2001 11:59 PM
> Subject: [hlds] New Beta TFC Server
>
>
> > We have a beta version of the TFC Server that we'd like to begin
testing.
> > Issues we have addressed with this version of the TFC Server:
> >
> > TFC:
> > - Fixed spectator exploit.
> > - Fixed infinite team switch exploit.
> > - Win32 HLTV proxy will authenticate properly now.
> >
> > We've also included the latest version of HLTV, which was released with
> the
> > Beta Counter-Strike Server a couple weeks ago.  Issues we have addressed
> > with this version of HLTV...
> >
> > HLTV:
> > - Commentator chat as centerprint.
> > - Remove % from names and chat text.
> > - Proxy handles paused games correctly (no 1 second loops).
> > - Proxy broadcasts now password protectable (clientpassword).
> > - Fixed recording demos on proxy after first changelevel.
> > - Fixed 2 printf issues (in logfile and commentator name).
> > - Added client command 'joingame'. Feature must be enabled on proxy with
> > 'allowJoinGame 1'.
> > - Added client command 'status'. shows game server IP, number of
> spectators
> > and an info text (set in proxy console with 'infotext "my hltv info
> text"')
> > - Added command line parameter '-ip' to specify the in_address for
> > multihomed proxies
> > - Fixed 'Local IP' was shown as 127.0.0.1 bug
> > - Fixed 'Host_Error:UserMsg:Not Present On Client 76' bug. ('connection
> > attempt failed')
> > - Fixed wrong TE_TEXTMESSAGE parsing for svc_temp_entit

Re: [hlds] test ?

2001-10-12 Thread Pete Claar

Erik,

Yes,  got the message, but a "reply" goes straight to your mailbox, not the
list.  "Reply all"  goes to both.

Pete

- Original Message -
From: "Erik Johnson" <[EMAIL PROTECTED]>
To: "Half-Life Dedicated Server Mailing List" <[EMAIL PROTECTED]>
Sent: Thursday, October 11, 2001 2:50 PM
Subject: RE: [hlds] test ?


> Test reply. Please post mail if you are seeing this.
>
> -Original Message-
> From: Scott Cassaday [mailto:[EMAIL PROTECTED]]
> Sent: Thursday, October 11, 2001 1:41 PM
> To: [EMAIL PROTECTED]
> Subject: [hlds] test ?
>
>
> this is a test of the..
>
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Re: Tell me how

2001-10-07 Thread Pete Claar


The only thing I tweaked was sv_minrate (to 3000) and sv_maxrate (to 5000).
Good luck -- I hope it works as well for you as it does for me!

Pete


>
> hey pete? im using speakeasy too and plan to upgrade to 1.1 sdsl
> anything that you tweaked would help out alot thx
>
>
> >From: "Pete Claar" <[EMAIL PROTECTED]>
> >Reply-To: [EMAIL PROTECTED]
> >To: [EMAIL PROTECTED]
> >Subject: Re: Tell me how
> >Date: Fri, 5 Oct 2001 17:36:59 -0700
> >
> >
> >
> >My 1.1 SDSL hosts about 34 players comfortably.  I run two 18 player
> >servers.  It starts to crap out when I'm up to 35-36 (packet loss kicks
> >in.)
> >
> >I use Speakeasy, which is a nice, high-quality game server-friendly DSL
> >provider (they use Internap, which REALLY helps keep the pings low.)  You
> >have to pay for that quality though: my monthly bill is over $230.  Worth
> >it, though!
> >
> >Pete
> >
> >- Original Message -
> >From: "Joshua Davis" <[EMAIL PROTECTED]>
> >To: <[EMAIL PROTECTED]>
> >Sent: Friday, October 05, 2001 5:21 PM
> >Subject: Re: Tell me how
> >
> >
> > >
> > > I have my max players set to 10 on my 384K/s Up/Down.
> > > I connect at about 10 ms, so probably 9 players.
> > > How much is 1.1 SDSL for you?  Like $120?
> > >
> > > --- Daniel Lee <[EMAIL PROTECTED]> wrote:
> > > >
> > > > I have 384 up on my dsl and was wondering how many
> > > > people your maxing out
> > > > at? Im about to get 1.1 sdsl.. because im tired of
> > > > finding the right min max
> > > > settings! :)
> > > >
> > > >
> > > > >From: Joshua Davis <[EMAIL PROTECTED]>
> > > > >Reply-To: [EMAIL PROTECTED]
> > > > >To: [EMAIL PROTECTED]
> > > > >Subject: Re: Tell me how
> > > > >Date: Fri, 5 Oct 2001 15:21:25 -0700 (PDT)
> > > > >
> > > > >
> > > > >Kinda weird..
> > > > >My clan's server was on a cable modem.  Same
> > > > thing..
> > > > >Once about 8-9 people were on, the pings would jump
> > > > up
> > > > >to the 1000 range and the server would time out.
> > > > Now
> > > > >we have it on my SDSL 384K/s connection.  It was
> > > > >working GREAT, but my ISP decided to change back
> > > > >bones... now the pings are higher and there is some
> > > > >lag, but it still holds the players and doesn't
> > > > time
> > > > >out.  I think that in general, with cable, since
> > > > >you're sharing the connection, it'll only get worse
> > > > as
> > > > >more and more people get cable in your area.  It
> > > > may
> > > > >be expensive, but try to go with SDSL.  That way
> > > > you
> > > > >can acheive a greater upload rate.  Just my
> > > > opinion.
> > > > >
> > > > >--- Haplo <[EMAIL PROTECTED]> wrote:
> > > > > > Can anyone tell me some settings I can change to
> > > > > > help my server conserve
> > > > > > its bandwidth?
> > > > > >
> > > > > > I know its not a good idea to run a server
> > > > on a
> > > > > > cable modem but its
> > > > > > all I have. Right now I can hold 8 people max
> > > > and
> > > > > > everyone that has a
> > > > > > cable modem or better runs in the 100's - 150's.
> > > > I
> > > > > > have played with the
> > > > > > sv_maxrate and minrate and found that maxrate of
> > > > > > 2000 and minrate of 500
> > > > > > seems to produce the best results. Anything
> > > > other
> > > > > > than this will cause
> > > > > > major lag in the 1000's unless I have less then
> > > > 6
> > > > > > people playing. I am
> > > > > > running 1.3 on a 1.4G windows 2k box with 768M
> > > > of
> > > > > > memory on a 1.5M down
> > > > > > and 128K upload cable modem from @home and its a
> > > > > > dedicated server.
> > > > > >
> > > > > > Haplo says "I can handle that"
> > > > > >
> > > > >
> > > > >
> > > > >__
> > > > >Do You Yahoo!?
> > > > >NEW from Yahoo! GeoCities - quick and easy web site
> > > > hosting, just
> > > > >$8.95/month.
> > > > >http://geocities.yahoo.com/ps/info1
> > > > >
> > > > >
> > > >
> > > >
> > > >
> > > _
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> > > >
> > >
> > >
> > > __
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> >$8.95/month.
> > > http://geocities.yahoo.com/ps/info1
> > >
> > >
> >
> >
>
>
> _
> Get your FREE download of MSN Explorer at http://explorer.msn.com/intl.asp
>
>





Re: Tell me how

2001-10-05 Thread Pete Claar



My 1.1 SDSL hosts about 34 players comfortably.  I run two 18 player
servers.  It starts to crap out when I'm up to 35-36 (packet loss kicks in.)

I use Speakeasy, which is a nice, high-quality game server-friendly DSL
provider (they use Internap, which REALLY helps keep the pings low.)  You
have to pay for that quality though: my monthly bill is over $230.  Worth
it, though!

Pete

- Original Message -
From: "Joshua Davis" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Friday, October 05, 2001 5:21 PM
Subject: Re: Tell me how


>
> I have my max players set to 10 on my 384K/s Up/Down.
> I connect at about 10 ms, so probably 9 players.
> How much is 1.1 SDSL for you?  Like $120?
>
> --- Daniel Lee <[EMAIL PROTECTED]> wrote:
> >
> > I have 384 up on my dsl and was wondering how many
> > people your maxing out
> > at? Im about to get 1.1 sdsl.. because im tired of
> > finding the right min max
> > settings! :)
> >
> >
> > >From: Joshua Davis <[EMAIL PROTECTED]>
> > >Reply-To: [EMAIL PROTECTED]
> > >To: [EMAIL PROTECTED]
> > >Subject: Re: Tell me how
> > >Date: Fri, 5 Oct 2001 15:21:25 -0700 (PDT)
> > >
> > >
> > >Kinda weird..
> > >My clan's server was on a cable modem.  Same
> > thing..
> > >Once about 8-9 people were on, the pings would jump
> > up
> > >to the 1000 range and the server would time out.
> > Now
> > >we have it on my SDSL 384K/s connection.  It was
> > >working GREAT, but my ISP decided to change back
> > >bones... now the pings are higher and there is some
> > >lag, but it still holds the players and doesn't
> > time
> > >out.  I think that in general, with cable, since
> > >you're sharing the connection, it'll only get worse
> > as
> > >more and more people get cable in your area.  It
> > may
> > >be expensive, but try to go with SDSL.  That way
> > you
> > >can acheive a greater upload rate.  Just my
> > opinion.
> > >
> > >--- Haplo <[EMAIL PROTECTED]> wrote:
> > > > Can anyone tell me some settings I can change to
> > > > help my server conserve
> > > > its bandwidth?
> > > >
> > > > I know its not a good idea to run a server
> > on a
> > > > cable modem but its
> > > > all I have. Right now I can hold 8 people max
> > and
> > > > everyone that has a
> > > > cable modem or better runs in the 100's - 150's.
> > I
> > > > have played with the
> > > > sv_maxrate and minrate and found that maxrate of
> > > > 2000 and minrate of 500
> > > > seems to produce the best results. Anything
> > other
> > > > than this will cause
> > > > major lag in the 1000's unless I have less then
> > 6
> > > > people playing. I am
> > > > running 1.3 on a 1.4G windows 2k box with 768M
> > of
> > > > memory on a 1.5M down
> > > > and 128K upload cable modem from @home and its a
> > > > dedicated server.
> > > >
> > > > Haplo says "I can handle that"
> > > >
> > >
> > >
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> >
> >
> >
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