Re: [hlds] Server at ~70 fps. -tickrate fps_max questions

2005-04-07 Thread Whisper
Ray

Leave him alone he isn't worth it

Is it not obvious by now his own stupidity will be his own undoing eventually??

I was just insulted by the fact he considered himself important enough
to insinuate warranting me going to the extraordinary extent of even
considering thinking about a DDoS attack on his shitty little server,
let alone actually bothering to!

On Apr 6, 2005 11:44 PM, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
 47 Years old my ass ya little punk. One of your forum members sent me a nice
 paste of your conversation to Virus about how you're laughing it up in your
 forums about how we're so mad at you and DDoS'ing your server. Look kid,
 without question if I and others here turned our bandwidth toward your
 little Xeon in Texas I can assure you that your machine would drop like a
 rock. You come here running your mouth, stirring up shit and making indiodic
 claims from day one and now you want to slander us in your forums. All but
 the last I can care less about. You've been nothing but trouble since you
 came to this list that you claim to be so old in and today I do something
 about it.

 I just wanted everybody to know that this wargod and his little buddy virus
 think it's pretty funny the shit they stir up here and now have decided to
 paint a picture of us DDoS'ing his little server to make him look good in
 his forums. I'll say this and then I pick up a phone: You barked at the
 wrong passing car buddy. Before you were an annoyance now you're my mission.
 Hope it was worth it. You are the punk kid we talk about when we talk  about
 what CS has become. And I for one am going to make it my goal to see that
 you're not a part of this game anymore.

 Have a nice day sir. Sleep well.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of wArgOd
 Sent: Wednesday, April 06, 2005 3:08 AM
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Server at ~70 fps. -tickrate fps_max questions

 Napier, Kevin wrote:

 You know I could run 40 copies of notepad all opening a 1mb file quickly..
 it doesn't compare to a single copy attempting to open a 32mb file.
 
 
 So use CodeWright instead.
 lol

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RE: [hlds] Server at ~70 fps. -tickrate fps_max questions

2005-04-07 Thread Alfred Reynolds
We have all heard more than enough on this issue, please discontinue
this thread now. I am also a little surprised at the level of some of
the comments from this thread, please try to be adult when posting to
this public forum.

- Alfred

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of K. Mike Bradley
Sent: Thursday, April 07, 2005 10:19 AM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Server at ~70 fps. -tickrate fps_max questions

I say again ...
WarGod ... Give us your IP and we will select a date and time and all
join, then really put the issue to rest.
No need for a DDoS attack ... Lets see if all slots are filled, on all
server instances (or ports is you will), at that IP, what the real
performance is.





-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Whisper
Sent: Thursday, April 07, 2005 11:00 AM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Server at ~70 fps. -tickrate fps_max questions

Ray

Leave him alone he isn't worth it

Is it not obvious by now his own stupidity will be his own undoing
eventually??

I was just insulted by the fact he considered himself important enough
to insinuate warranting me going to the extraordinary extent of even
considering thinking about a DDoS attack on his shitty little server,
let alone actually bothering to!

On Apr 6, 2005 11:44 PM, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
 47 Years old my ass ya little punk. One of your forum members sent me
 a
nice
 paste of your conversation to Virus about how you're laughing it up in
your
 forums about how we're so mad at you and DDoS'ing your server. Look
 kid, without question if I and others here turned our bandwidth toward

 your little Xeon in Texas I can assure you that your machine would
 drop like a rock. You come here running your mouth, stirring up shit
 and making
indiodic
 claims from day one and now you want to slander us in your forums. All

 but the last I can care less about. You've been nothing but trouble
 since you came to this list that you claim to be so old in and today I

 do something about it.

 I just wanted everybody to know that this wargod and his little buddy
virus
 think it's pretty funny the shit they stir up here and now have
 decided to paint a picture of us DDoS'ing his little server to make
 him look good in his forums. I'll say this and then I pick up a phone:

 You barked at the wrong passing car buddy. Before you were an
 annoyance now you're my
mission.
 Hope it was worth it. You are the punk kid we talk about when we talk
about
 what CS has become. And I for one am going to make it my goal to see
 that you're not a part of this game anymore.

 Have a nice day sir. Sleep well.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of wArgOd
 Sent: Wednesday, April 06, 2005 3:08 AM
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Server at ~70 fps. -tickrate fps_max questions

 Napier, Kevin wrote:

 You know I could run 40 copies of notepad all opening a 1mb file
quickly..
 it doesn't compare to a single copy attempting to open a 32mb file.
 
 
 So use CodeWright instead.
 lol

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RE: [hlds] Server at ~70 fps. -tickrate fps_max questions

2005-04-06 Thread Napier, Kevin
oh gee..good 4 you.  Talking about assinine...
wtf are you babbling about nobody was flaming anyone.  Your way to sensitive.
Beside nobody is talking abotu runing X number of servers. My question related
quite simply to a single server's reasonable player count max.
Your talking about apples to pears here and that was not the intent of the 
question.

You know I could run 40 copies of notepad all opening a 1mb file quickly.. it 
doesn't compare to a single copy attempting to open a 32mb file.



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of wArgOd
Sent: Tuesday, April 05, 2005 1:23 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Server at ~70 fps. -tickrate fps_max questions


Yet another assinine retort from yet another flamer jerk that hates the
idea that anyone who wants to can run a damn good set of servers for
diddly compared to what the GSPs charge for crappy laggy rental servers.

Well here is your chance Whisper.
Prove that these 20 playable servers are not running on one dual xeon
host with 2GB RAM:

No, wait, better than that, I'll run 35 servers on the host just so you
can see them running.
Maybe you can get up enough people to join and we can see where the lag
point is with 35 servers.
If not then you need to STFU and try having respect for others.

All 35 servers are now running on one dual xeon 2.8Ghz/2GB Ram Windows
2000 host at theplanet in Dallas, Texas:
Host just rebooted and 23 players are already online.
Physical Memory (k): 2096560
Commit Charge Total (k): 1857860
Current aggregate CPU:  2%

Let's find out where the breaking point is

Server Listing:
70.85.25.116:27015   *E|M|F* Clan CS:Source Server 01 - 24*7 de_dust_xl_b1
70.85.25.117:27015   *E|M|F* Clan CS:Source Server 02 - 24*7 glassfloor_kdr
70.85.25.118:27015   *E|M|F* Clan CS:Source Server 03 - 24*7 mcdonalds_mds
70.85.25.119:27015   *E|M|F* Clan CS:Source Server 04 - 24*7 cs_xcom
70.85.25.120:27015   *E|M|F* Clan CS:Source Server 05 - CS_Assault_Lith2
LO-G 24*7
70.85.25.121:27015   *E|M|F* Clan CS:Source Server 06 - 24*7
CS_MountainAbode_Lith
70.85.25.122:27015   *E|M|F* Clan CS:Source Server 07 - 24*7 cs_xcom
70.85.25.123:27015   *E|M|F* Clan CS:Source Server 08 - 24*7 awp_subzero
70.85.25.124:27015   *E|M|F* Clan CS:Source Server 09 - 24*7 awp_subzero
70.85.25.125:27015   *E|M|F* Clan CS:Source Server 10 - 24*7 awp_subzero
70.85.25.126:27015   *E|M|F* Clan CS:Source Server 11 - 24*7
scoutzknivez LO-G
70.85.38.80:27015*E|M|F* Clan CS:Source Server 12 - 24*7
scoutzknivez LO-G
70.85.38.81:27015*E|M|F* Clan CS:Source Server 13 - 24*7
scoutzknivez LO-G
70.85.38.82:27015*E|M|F* Clan CS:Source Server 14 - 24*7
scoutzknivez LO-G
70.85.38.83:27015*E|M|F* Clan CS:Source Server 15 - 24*7 glassfloor_kdr
70.85.38.84:27015*E|M|F* Clan CS:Source Server 16 - 24*7 wallhacks
70.85.38.85:27015*E|M|F* Clan CS:Source Server 17 - 24*7 Rats  Bedbugs
70.85.38.86:27015*E|M|F* Clan CS:Source Server 18 - 24*7 de_view
70.85.38.87:27015*E|M|F* Clan CS:Source Server 19 - 24*7
cs_code_name_otter
70.85.38.88:27015*E|M|F* Clan CS:Source Server 20 - 24*7
cs_code_name_otter
70.85.38.89:27015*E|M|F* Clan CS:Source Server 21 - 24*7
cs_grenadefrenzy2
70.85.38.90:27015*E|M|F* Clan CS:Source Server 22 - 24*7 wallhacks
70.85.38.91:27015*E|M|F* Clan CS:Source Server 23 - 24*7 de_inkas
70.85.38.92:27015*E|M|F* Clan CS:Source Server 24 - 24*7
de_saints_courthouse
70.85.38.93:27015*E|M|F* Clan CS:Source Server 25 - 24*7 awp_india
70.85.38.94:27015*E|M|F* Clan CS:Source Server 26 - 24*7 awp_canal_beta
70.85.38.95:27015*E|M|F* Clan CS:Source Server 27 - 24*7 cs_reflex3
70.85.122.144:27015  *E|M|F* Clan CS:Source Server 28 - 24*7 cs_depository
70.85.122.145:27015  *E|M|F* Clan CS:Source Server 29 - 24*7 de_bridge
70.85.122.146:27015  *E|M|F* Clan CS:Source Server 30 - 24*7 de_shafted
70.85.122.147:27015  *E|M|F* Clan CS:Source Server 31 - 24*7 de_speedball_b2
70.85.122.148:27015  *E|M|F* Clan CS:Source Server 32 - 24*7 alamo_mds
70.85.122.149:27015  *E|M|F* Clan CS:Source Server 33 - 24*7 de_Markham
70.85.122.150:27015  *E|M|F* Clan CS:Source Server 34 - 24*7 wallhacks
70.85.122.151:27015  *E|M|F* Clan CS:Source Server 35 - 24*7 de_speedball_b2






Whisper wrote:

sigh

Please just go away with your running 20 HLDS/SRCDS server complete
and utter bullshit

Nobody cares about anything you have to say on this issue

We all think you are full of complete and utter crap every time you
spew this excrement!





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Re: [hlds] Server at ~70 fps. -tickrate fps_max questions

2005-04-06 Thread wArgOd
Napier, Kevin wrote:
You know I could run 40 copies of notepad all opening a 1mb file quickly.. it 
doesn't compare to a single copy attempting to open a 32mb file.

So use CodeWright instead.
lol
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Re: [hlds] Server at ~70 fps. -tickrate fps_max questions

2005-04-06 Thread PiTaGoRaS
I've been trying -tickrate on our linux (2.4) CS:S servers and:

-tickrate 100 and fps_max 400:

server empty: 100 fps
1 player: 50 fps
8 players: 0! fps
10+ players 1 fps

altought I was playing and the game was mostly fine (some players were pinging 
high) until we were 30 players (it's a 40 slots server), then the game become 
unplayable, totally laggy.

I'm going to revert back to the default tickrate...


Kyrios escribió (Wed, 6 Apr 2005 00:26:55 +0200):
 allready testet with fps_max 1000 and tickrate default.
 The effect is a server not that precise in  my eyes. I will
 definetly continue running the server with tickrate 100. It feels
 much smoother and your aim is honoured.

 If you have players playing a lot (highskilled in CS:S language :P)
 they will LOVE tickrate 100.

 Update on AK47:
 I just checked it with a clock (my Nokia :P):

 It's on both servers around 3s. Of course this is not a very
 precise measurement. But i repeatet the tests 10 times on each
 server. And the average was 3 seconds for one magazine.

 So it must be just a subjective feeling. Perhaps this is supported
 by the sound also beeing smoother.

 Hmm... I don't really know so I will stop guessing arround :P

 My recommendation after these tests tonight (played a 5on5, tested
 around with clanmates) is definetly -tickrate 100 for a clanwar
 server. The first time I got the feeling my weapon hits where I aim
 :P

 FYI: my client settings tonight:
 rate 2;cl_rate ;cl_cmdrate 101;cl_updaterate 101;
 cl_cmdbackup 0; cl_smooth 0;cl_smoothtime 0.1; cl_interp
 0.01;cl_predict 1;cl_lagcompensation 1; cl_interpolate 1;

 If you want to try the server:
 IP: 213.131.244.251:27015
 PW: 1337

 )


 On Apr 6, 2005 12:03 AM, wArgOd [EMAIL PROTECTED] wrote:
 try getting rid of the tickrate option (default 33) and leave the
 max_fps at 1000 and see what you get.
 you might find you don't need to boost tickrate if you don't have
 to.

 Kyrios wrote:

 Tonight tested the server with:
 - tickrate 100
 - mediaplayer running
 - fps_max 1000

 Things that changed:

 - fps 70 before = ~500 now
 - server is a headshotmachine now
 - Weapons seem to shoot faster (especially the AK47)

 makes a lot of fun. But faster shooting weapons could be a bug
 ?!? Perhaps Online Leagues will restrict tickrate change ? Is
 it just subjective feeling?

 I made 2 demos firing a complete AK47 magazine :
 One on a listen server (should be tickrate 33 ? )
 One on the dedicated (100 tickrate)

 listenserver needed 295 ticks
 dedicated needed 300 ticks

 Hmm... enoug space for speculations..

 On Apr 5, 2005 11:31 PM, [EMAIL PROTECTED]
 [EMAIL PROTECTED] wrote:


 --
 [ Picked text/plain from multipart/alternative ]
 what should tickrate be at? i get from 50-140 fps but does
 not stay  constant. I rent a server , so i would have to get
 the company to change the  command line for serverdoc? and
 will that effect the performance of the other  servers on the
 box? it would be nice to run a 100 fps all the time. --

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RE: [hlds] Server at ~70 fps. -tickrate fps_max questions

2005-04-06 Thread ray
47 Years old my ass ya little punk. One of your forum members sent me a nice
paste of your conversation to Virus about how you're laughing it up in your
forums about how we're so mad at you and DDoS'ing your server. Look kid,
without question if I and others here turned our bandwidth toward your
little Xeon in Texas I can assure you that your machine would drop like a
rock. You come here running your mouth, stirring up shit and making indiodic
claims from day one and now you want to slander us in your forums. All but
the last I can care less about. You've been nothing but trouble since you
came to this list that you claim to be so old in and today I do something
about it.

I just wanted everybody to know that this wargod and his little buddy virus
think it's pretty funny the shit they stir up here and now have decided to
paint a picture of us DDoS'ing his little server to make him look good in
his forums. I'll say this and then I pick up a phone: You barked at the
wrong passing car buddy. Before you were an annoyance now you're my mission.
Hope it was worth it. You are the punk kid we talk about when we talk  about
what CS has become. And I for one am going to make it my goal to see that
you're not a part of this game anymore.

Have a nice day sir. Sleep well.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of wArgOd
Sent: Wednesday, April 06, 2005 3:08 AM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Server at ~70 fps. -tickrate fps_max questions

Napier, Kevin wrote:

You know I could run 40 copies of notepad all opening a 1mb file quickly..
it doesn't compare to a single copy attempting to open a 32mb file.


So use CodeWright instead.
lol

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Re: [hlds] Server at ~70 fps. -tickrate fps_max questions

2005-04-06 Thread Kerry Dorsey
Kevin Cantrell wrote:
yeh Germany is a bit far for me, but it still played
fairly well...
I am testing tonight also, I password protected all
but one of my pubs.
and bumped the -tickrate up to 100 and fps_max to 1000
the console is showing around 512fps.
I run Dual 1ghz CPU's and 2.5gb ECC ram. so I am
interested if the tickrate setting will be too much
when the server gets full later tonight.
My server is in Dallas at a fast co-location facility
right on the backbone.
If anyone wants to test it out it's 69.13.208.40:27015
--- Kyrios [EMAIL PROTECTED] wrote:

It's server located in germany ;) So testing from
the us won't be very
intelligent :P I should have mentioned that ;)
On Apr 6, 2005 1:15 AM, Kevin Cantrell
[EMAIL PROTECTED] wrote:

I had 150 ping on your server .
so I couldn't see anything different.
--- Kyrios [EMAIL PROTECTED] wrote:

On Apr 6, 2005 12:44 AM, wArgOd

[EMAIL PROTECTED]

wrote:

Kyrios wrote:

So it must be just a subjective feeling.

Perhaps

this is supported by

the sound also beeing smoother.


be sure to solicit opinions from a number of

players.
Already done.

I bet the response will be seems like i move

faster here, etc.
Try it yourself. Server IP was in the last

email.


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I too ran tests last night on our private CS:S server . All previous
netcode settings were totally stock before (fps_max 300). The only
adjustments made were:
 fps_max  500
 launch Windows Media player and minimize at the local console
Immediately, the FPS went from a consistent 99fps to 499.27!  Keeping
the previously unspecified fps_max setting (300), but running Media
player yielded 299+fps. Thus, proving the media clock lock theory.
Without Media Player = 99fps max regardless of fps_max setting. With
Media Player = fps reflecting max_fps setting. I never made any
-tickrate changes. If the objective was to increase overall fps, then
this shouldn't be a necessary procedure.
My test system is a 2.8 P4e w/ 2GB on a 3Mb muxed T-1 circuit. Total
player load was 10ppl. Lower loads were filled w/ bots for a minimum of
8 players at any given time. Every player noticed an improved latency by
at least 10ms and commented on the improved fluidity of gameplay. The
server is located in the Midwest USA and players were located across the
US and Canada.
The only remaining question is how bandwidth use was altered as a result
of this test? General MRTG graphs showed NO change, but since the CPU
load didn't seem to change either (I run srcds as a service) *something*
had to change. Did anyone else notice any throughput changes?
Kerry
www.mikesmarauders.com
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Re: [hlds] Server at ~70 fps. -tickrate fps_max questions

2005-04-06 Thread wArgOd
Making threats Ray Spaulding?
Bring it on.
[EMAIL PROTECTED] wrote:
I just wanted everybody to know that this wargod and his little buddy virus
think it's pretty funny the shit they stir up here and now have decided to
paint a picture of us DDoS'ing his little server to make him look good in
his forums. I'll say this and then I pick up a phone: You barked at the
wrong passing car buddy. Before you were an annoyance now you're my mission.
Hope it was worth it. You are the punk kid we talk about when we talk  about
what CS has become. And I for one am going to make it my goal to see that
you're not a part of this game anymore.


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Re: [hlds] Server at ~70 fps. -tickrate fps_max questions

2005-04-06 Thread Kerry Dorsey
Kerry Dorsey wrote:
Kevin Cantrell wrote:
yeh Germany is a bit far for me, but it still played
fairly well...
I am testing tonight also, I password protected all
but one of my pubs.
and bumped the -tickrate up to 100 and fps_max to 1000
the console is showing around 512fps.
I run Dual 1ghz CPU's and 2.5gb ECC ram. so I am
interested if the tickrate setting will be too much
when the server gets full later tonight.
My server is in Dallas at a fast co-location facility
right on the backbone.
If anyone wants to test it out it's 69.13.208.40:27015
--- Kyrios [EMAIL PROTECTED] wrote:

It's server located in germany ;) So testing from
the us won't be very
intelligent :P I should have mentioned that ;)
On Apr 6, 2005 1:15 AM, Kevin Cantrell
[EMAIL PROTECTED] wrote:

I had 150 ping on your server .
so I couldn't see anything different.
--- Kyrios [EMAIL PROTECTED] wrote:

On Apr 6, 2005 12:44 AM, wArgOd

[EMAIL PROTECTED]

wrote:

Kyrios wrote:

So it must be just a subjective feeling.

Perhaps

this is supported by

the sound also beeing smoother.


be sure to solicit opinions from a number of

players.
Already done.

I bet the response will be seems like i move

faster here, etc.
Try it yourself. Server IP was in the last

email.


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I too ran tests last night on our private CS:S server . All previous
netcode settings were totally stock before (fps_max 300). The only
adjustments made were:
 fps_max  500
 launch Windows Media player and minimize at the local console
Immediately, the FPS went from a consistent 99fps to 499.27!  Keeping
the previously unspecified fps_max setting (300), but running Media
player yielded 299+fps. Thus, proving the media clock lock theory.
Without Media Player = 99fps max regardless of fps_max setting. With
Media Player = fps reflecting max_fps setting. I never made any
-tickrate changes. If the objective was to increase overall fps, then
this shouldn't be a necessary procedure.
My test system is a 2.8 P4e w/ 2GB on a 3Mb muxed T-1 circuit. Total
player load was 10ppl. Lower loads were filled w/ bots for a minimum of
8 players at any given time. Every player noticed an improved latency by
at least 10ms and commented on the improved fluidity of gameplay. The
server is located in the Midwest USA and players were located across the
US and Canada.
The only remaining question is how bandwidth use was altered as a result
of this test? General MRTG graphs showed NO change, but since the CPU
load didn't seem to change either (I run srcds as a service) *something*
had to change. Did anyone else notice any throughput changes?
Kerry
www.mikesmarauders.com
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Oops! My machine specs are for my pub server which was NOT part of the
test. The real specs are Athlon XP2800+ w/ 1GB on the same circuit.
I also stated before that the cpu util. didn't change. Well, it didn't
go up per se but it did change. I now see blips of 35% about every 5
seconds...like a heartbeat. The server only has bots on it atm, so I'll
profile more tonight with real players.
Also of note, I've tried all of these settings changes with HL2DM. Guess
what? Differnt results. Setting fps_max to 300 only yields 250fps max.
That's the same box, additional slot. Interesting.
Kerry
www.mikesmarauders.com
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Re: [hlds] Server at ~70 fps. -tickrate fps_max questions

2005-04-06 Thread Steven Hartland
Please trim your mails bottom posting is bad enough :P
but when 90% of the content is sigs its takes the piss a bit.
   Steve / K
- Original Message -
From: Kerry Dorsey [EMAIL PROTECTED]
[quote]
sigs
..
sigs
...
and a little bit of content
[/quote]
Oops! My machine specs are for my pub server which was NOT part of the
test. The real specs are Athlon XP2800+ w/ 1GB on the same circuit.
I also stated before that the cpu util. didn't change. Well, it didn't
go up per se but it did change. I now see blips of 35% about every 5
seconds...like a heartbeat. The server only has bots on it atm, so I'll
profile more tonight with real players.
Also of note, I've tried all of these settings changes with HL2DM. Guess
what? Differnt results. Setting fps_max to 300 only yields 250fps max.
That's the same box, additional slot. Interesting.


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Re: [hlds] Server at ~70 fps. -tickrate fps_max questions

2005-04-06 Thread Kyrios
On Apr 6, 2005 5:14 PM, Kerry Dorsey [EMAIL PROTECTED] wrote:
 Kevin Cantrell wrote:

 yeh Germany is a bit far for me, but it still played
 fairly well...
 
 I am testing tonight also, I password protected all
 but one of my pubs.
 and bumped the -tickrate up to 100 and fps_max to 1000
 the console is showing around 512fps.
 I run Dual 1ghz CPU's and 2.5gb ECC ram. so I am
 interested if the tickrate setting will be too much
 when the server gets full later tonight.
 My server is in Dallas at a fast co-location facility
 right on the backbone.
 
 If anyone wants to test it out it's 69.13.208.40:27015
 
 
 --- Kyrios [EMAIL PROTECTED] wrote:
 
 
 It's server located in germany ;) So testing from
 the us won't be very
 intelligent :P I should have mentioned that ;)
 
 On Apr 6, 2005 1:15 AM, Kevin Cantrell
 [EMAIL PROTECTED] wrote:
 
 
 I had 150 ping on your server .
 
 so I couldn't see anything different.
 
 
 --- Kyrios [EMAIL PROTECTED] wrote:
 
 
 On Apr 6, 2005 12:44 AM, wArgOd
 
 
 [EMAIL PROTECTED]
 
 
 wrote:
 
 
 Kyrios wrote:
 
 
 
 So it must be just a subjective feeling.
 
 
 Perhaps
 
 
 this is supported by
 
 
 the sound also beeing smoother.
 
 
 
 
 
 be sure to solicit opinions from a number of
 
 
 players.
 Already done.
 
 
 I bet the response will be seems like i move
 
 
 faster here, etc.
 Try it yourself. Server IP was in the last
 
 
 email.
 
 
 
 
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 I too ran tests last night on our private CS:S server . All previous
 netcode settings were totally stock before (fps_max 300). The only
 adjustments made were:
   fps_max  500
   launch Windows Media player and minimize at the local console

 Immediately, the FPS went from a consistent 99fps to 499.27!  Keeping
 the previously unspecified fps_max setting (300), but running Media
 player yielded 299+fps. Thus, proving the media clock lock theory.
I don't know if u can say theory anymore. There is a article in the
official steam-support DB suggesting to use Mediaplayer.
 Without Media Player = 99fps max regardless of fps_max setting. With
 Media Player = fps reflecting max_fps setting. I never made any
 -tickrate changes. If the objective was to increase overall fps, then
 this shouldn't be a necessary procedure.
This was clear to me. If not to others I shoudl have pointed that out
more clearly.

From what Alfred posted in the other thread, tickrate in Source DS the
simulation updatefrequency.

Suppose the server runs at 1000fps and every client gets all requested
packages. All Clients use updaterate 100. Your client then really gets
100 packets a second. But (how I understood it) just 33/s are real new
data.

I'm really just guessing. Would be very nice if Alfred could explain
the relation between server fps and server tickrate.



 My test system is a 2.8 P4e w/ 2GB on a 3Mb muxed T-1 circuit. Total
 player load was 10ppl. Lower loads were filled w/ bots for a minimum of
 8 players at any given time. Every player noticed an improved latency by
 at least 10ms and commented on the improved fluidity of gameplay. The
 server is located in the Midwest USA and players were located across the
 US and Canada.

 The only remaining question is how bandwidth use was altered as a result
 of this test? General MRTG graphs showed NO change, but since the CPU
 load didn't seem to change either (I run srcds as a service) *something*
 had to change. Did anyone else notice any throughput changes?

 Kerry
 www.mikesmarauders.com


 

Re: [hlds] Server at ~70 fps. -tickrate fps_max questions

2005-04-06 Thread Kevin Cantrell
My testing of -tickrate 100 and FPS_MAX 1000 didn't go
so well last night.

I made the change after the first Steam update, and my
server filled up (FULL) -- (24 slot)

everyone lagged so bad the server was un-playable.
I had to restart it with the -tickrate 45 and FPS_MAX
300 which is normally where I run mine. and I had to
bump it back down to 20 slots with 2 reserve
slots.(mani-mod)

I never got to test after the second server update
last night (build code 30)

I still am not sure if my Dual 1ghz CPU's can handle
such a high tickrate and fps_max setting.






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Re: [hlds] Server at ~70 fps. -tickrate fps_max questions

2005-04-06 Thread Ian mu
Fwiw it seems to run in steps (based on what not sure), and fps_max
just sets the cap so it will take the next lower step below that, so
on windows fps_max 1000 gave 537, fps_max 500 gave 492, fps_max 480
gave 252 etc. So I'm guessing some multiplier/divisor of some base.

Linux side seems to do similar on 2.6 kernels, seems to max out at
about 320, default fps_max 300 gives 162 fps.

2.4 kernels seems to max out at 50fps, haven't found any way to get it
higher anyway, be interested if anyone has found a way.

Still find it too messy, on different operating systems, and different
versions within that all seem to give different values, so doesn't
seem to be any way of fixing it properly so all servers would feel the
same.

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RE: [hlds] Server at ~70 fps. -tickrate fps_max questions

2005-04-06 Thread Napier, Kevin
Ray don't feed the troll.


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of [EMAIL PROTECTED]
Sent: Wednesday, April 06, 2005 9:44 AM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Server at ~70 fps. -tickrate fps_max questions


47 Years old my ass ya little punk. One of your forum members sent me a nice
paste of your conversation to Virus about how you're laughing it up in your
forums about how we're so mad at you and DDoS'ing your server. Look kid,
without question if I and others here turned our bandwidth toward your
little Xeon in Texas I can assure you that your machine would drop like a
rock. You come here running your mouth, stirring up shit and making indiodic
claims from day one and now you want to slander us in your forums. All but
the last I can care less about. You've been nothing but trouble since you
came to this list that you claim to be so old in and today I do something
about it.

I just wanted everybody to know that this wargod and his little buddy virus
think it's pretty funny the shit they stir up here and now have decided to
paint a picture of us DDoS'ing his little server to make him look good in
his forums. I'll say this and then I pick up a phone: You barked at the
wrong passing car buddy. Before you were an annoyance now you're my mission.
Hope it was worth it. You are the punk kid we talk about when we talk  about
what CS has become. And I for one am going to make it my goal to see that
you're not a part of this game anymore.

Have a nice day sir. Sleep well.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of wArgOd
Sent: Wednesday, April 06, 2005 3:08 AM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Server at ~70 fps. -tickrate fps_max questions

Napier, Kevin wrote:

You know I could run 40 copies of notepad all opening a 1mb file quickly..
it doesn't compare to a single copy attempting to open a 32mb file.


So use CodeWright instead.
lol

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RE: [hlds] Server at ~70 fps. -tickrate fps_max questions

2005-04-06 Thread K. Mike Bradley
I have a solution to all this thread.


Lets get the IP of WarGOd's server and agree to a time and date and fill it
up and play the heck out of it.




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Re: [hlds] Server at ~70 fps. -tickrate fps_max questions

2005-04-06 Thread Steven Hartland
- Original Message -
From: Ian mu [EMAIL PROTECTED]
2.4 kernels seems to max out at 50fps, haven't found any way to get it
higher anyway, be interested if anyone has found a way.
Is that with a 100HZ kernel if so try 1000HZ ( same as 2.6 ) and see
if that makes a difference?
   Steve / K

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Re: [hlds] Server at ~70 fps. -tickrate fps_max questions

2005-04-06 Thread Ian mu
Yeah sorry, should have specified as I'm guessing thats the main
factor, that was with a 100Hz kernel, couple of boxes dont have the
option of me changing the kernel and would be good to be able to use
those. I'll try and test it on one at 1000Hz, but I'm guessing it will
be the same as the 2.6 ones.

On Apr 6, 2005 5:43 PM, Steven Hartland [EMAIL PROTECTED] wrote:
 - Original Message -
 From: Ian mu [EMAIL PROTECTED]

  2.4 kernels seems to max out at 50fps, haven't found any way to get it
  higher anyway, be interested if anyone has found a way.

 Is that with a 100HZ kernel if so try 1000HZ ( same as 2.6 ) and see
 if that makes a difference?

Steve / K


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Re: [hlds] Server at ~70 fps. -tickrate fps_max questions

2005-04-06 Thread wArgOd
It's a complete waste of IP addresses to run 20+ servers
on their own IP and then to find out that 30 players
will bring the CPU usage up to ~40%.
I have 60 players online right now and the CPU is averaging 25%.
I must have an unusually capable server given the consensus
here that what I run on the server is not possible.
Why not query the servers every minute to see how many
players are actually playing and then take the empty servers
offline. Youcould use the extra CPU power to host other
services such as voice-chat, real-time stats (using
PsychoQuery for example), etc.
I do appreciate the suggestion. However we have no requirements
for offering those additional services since we are not a commercial GSP.
Our stats and TeamSpeak are centrally collected on a
different host that runs 6 CS:S servers on Linux.
Our web farm is hosted on a third server.
To reiterate, we are not a GSP so we have no need to run additional
services on the hosts.
Therefore our configuration has no relation to the configuration
requirements germane to commercial GSP activities.
The number of IP Addresses we use is relative only to our desire to have
each game server on a seperate IP using the default port.
The IP addresses have little or nothing to do with the performance
characteristics. That I know of anyway.
As so elequently pointed out here, any host admin can start as many
instances of srcds as the host memory can handle.
Perhaps 50 CSS servers can run on one IP address. I doubt anyone cares
or has time to find out.
Another point made by others who were not flamed, called names, and
threatened in this forum, is that the host requirements for 2 12 slot
servers will ultimately be less than the host requirements for a single
24 player server. Therefore it is logical that a host admin can indeed
operate more small servers than regular servers on a single host.
The fact I am operating smaller servers, at the request of the player
community, does indeed appear to support this theory.
Ultimately the deciding factor will be player satisfaction under heavy
loading.
And, should I encounter heavy loading combined with reports of lag, I
will indeed shut down servers as necessary to support excellent gameplay.
This is an option a commercial GSP does not have. Therefore, I say
again, how I run my host has no bearing on how commercial GSPs must
operate their hosts.
I do not recall seeing any mailing list information that reserves these
mailing lists for use by commercial GSPs.
Therefore no subscriber to this list has any right to attempt to deny me
access to and participation in these forums.
VALVe's light moderation policy is intended to guarantee all subscribers
a voice on these topics.
Perhaps VALVe or some other interested hoster will decide to operate a
private service exclusively for commercial hosters.
Renzo Rosales wrote:
It's a complete waste of IP addresses to run 20+ servers on their own
IP and then to find out that 30 players will bring the CPU usage up to
~40%. Why not query the servers every minute to see how many players
are actually playing and then take the empty servers offline. You
could use the extra CPU power to host other services such as
voice-chat, real-time stats (using PsychoQuery for example), etc.
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Re: [hlds] Server at ~70 fps. -tickrate fps_max questions

2005-04-06 Thread Steven Hartland
- Original Message -
From: wArgOd [EMAIL PROTECTED]
I have 60 players online right now and the CPU is averaging 25%.
I must have an unusually capable server given the consensus
here that what I run on the server is not possible.
Why does this smell like the age old I'm using a Xeon / P4 and
or multiple CPU machine and dont know how to interpret
taskmanger.
   Steve / K

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RE: [hlds] Server at ~70 fps. -tickrate fps_max questions

2005-04-05 Thread Brandon Dumont - MWEB
Thanks Kyrios for asking something I've just been to busy (or lazy to
do) for awhile now.
Is the tickrate cmd set in the server.cfg like fps_max or a cmd
parameter?

Please let me know what you find...

Regarding CSS and win2003 server, are we still required to bounce the
box daily to avoid the eventual performance degradation?

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Kyrios
Sent: 05 April 2005 01:18
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Server at ~70 fps. -tickrate fps_max questions

Was just waiting for a reply to add the info that it is a cs:s Server ;)

Meanwhile I continued googling around and read about windows not using
high performance timers at startup and the workaround with starting
mediaplayer or another multimedia programm.

Unfortunatly I can't test it atm since it is a rented server and the
admins are offline ;)

I'll try it tomorrow and will let you know.

Also I've now notived that the mtnioned Steam-Support DB Article is from
march 2004. So it's propably for hlds.
This now fits to Alfred's earlier post saying that tickrate greater 100
can create strange problems.
I think the 1FPS Bug is one of those weird problems.


So what I will try tomorrow is:
- tickrate 100
- MediaPlayer in the background.
- fps_max greater 300

I hope/think this will give optimal performance ;)

P.S.: Yes the post was confusing;) That's primary because I've been
really confused. I totally mixed hlds and CSDS information.




On Apr 5, 2005 12:58 AM, Ian mu [EMAIL PROTECTED] wrote:
 Not sure if its a little confusing your post, or maybe its just
 meare you talking about css (am assuming so from most of
 commands)? In which case ignore pingboost.

 fps_max (faik), is the max settable via rcon etc, so probably wouldn't

 affect it. tickrate would though. It may help if you include the o.s,
 kernel ver etc if applicable as it could be that limiting it as it can

 cause some oddities.

 Guessing fps_max probably will create some weird divisors if lower
 than tickrate as it may try to work out something from the original
 tickrate and know it can't go above it/reach it? (Not entirely sure on

 that one, but have seen similar in other game engines).

 The dropping down to 1 fps is a bit weird though, and makes me wonder
 a bit if there isn't something setup wrong with your system. Also make

 sure all instances are restarted every day if css etc as its got a
 weird fps halving+ bug which doesn't take all that long to appear.

 Anyway, bit more info would probably help those here narrow it down
maybe.

 On Apr 4, 2005 11:16 PM, Kyrios [EMAIL PROTECTED] wrote:
  Hi List,
 
  today I first heard about tickrate. I then searched the steam forums

  and the Support DB.
  When I then tried (after reading the support DB Engine Article) i
  decided to try -tickrate 1000.
 
  What happend was the server running at 1000fps. After players joined

  the server the server fps dropped to 1. Unplayable ;)
 
  Now i've read on the list that 100 is the maximum suggestable.
  Trying this has now visible effect.
 
  The point why I'm trying all this is that my server fps are allways
  just arround 50-70. The machine is a P4 3,6 with 2 GB Ram. Also
  there are runnig 3 other instances on the machine I believe 70fps is

  far not enough (mostyl because the other instances do idle 23h a
day).
 
  I also tried to change fps_max from default to higher and lower
values.
 
  With fps_max 1000 there is no change at all.
  With fps_max lower than actual fps, the fps are divided and rounded
  :P
 
  Example
  rcon stats says the server does 61 fps.
  Then setting fps_max to 58 results in 33,3 fps.
 
  Very strange in my eyes.
 
  So here is the question ;-) How can I get more than 70fps or is the

  server really to slow? Remember the other instances really just idle

  arround
 
  Also I've read about -pingboost 3 or something like that. What does
  it actually do?
 
  Greets
  Thorsten
 
  P.S.: Sry for my terrible english ;)
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Re: [hlds] Server at ~70 fps. -tickrate fps_max questions

2005-04-05 Thread Ian mu
R.e bouncing the servers, I would say yes, but also check Alfreds mail
in other thread as sounds like it will be fixed in next update soon.

Regarding fps_max, I always thought it was to cap tickrate somehow
(i.e to stop server admins hiking it up to excessive cpu usage
settings), but I've yet to hear a clear definition of how it all hangs
together with different o.s's and the two commands as well. Would be
good to hear something conclusive one day, as seem to hear a lot of
contradictory evidence these days.


On Apr 5, 2005 8:38 AM, Brandon Dumont - MWEB [EMAIL PROTECTED] wrote:
 Thanks Kyrios for asking something I've just been to busy (or lazy to
 do) for awhile now.
 Is the tickrate cmd set in the server.cfg like fps_max or a cmd
 parameter?

 Please let me know what you find...

 Regarding CSS and win2003 server, are we still required to bounce the
 box daily to avoid the eventual performance degradation?

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Kyrios
 Sent: 05 April 2005 01:18
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Server at ~70 fps. -tickrate fps_max questions

 Was just waiting for a reply to add the info that it is a cs:s Server ;)

 Meanwhile I continued googling around and read about windows not using
 high performance timers at startup and the workaround with starting
 mediaplayer or another multimedia programm.

 Unfortunatly I can't test it atm since it is a rented server and the
 admins are offline ;)

 I'll try it tomorrow and will let you know.

 Also I've now notived that the mtnioned Steam-Support DB Article is from
 march 2004. So it's propably for hlds.
 This now fits to Alfred's earlier post saying that tickrate greater 100
 can create strange problems.
 I think the 1FPS Bug is one of those weird problems.

 So what I will try tomorrow is:
 - tickrate 100
 - MediaPlayer in the background.
 - fps_max greater 300

 I hope/think this will give optimal performance ;)

 P.S.: Yes the post was confusing;) That's primary because I've been
 really confused. I totally mixed hlds and CSDS information.

 On Apr 5, 2005 12:58 AM, Ian mu [EMAIL PROTECTED] wrote:
  Not sure if its a little confusing your post, or maybe its just
  meare you talking about css (am assuming so from most of
  commands)? In which case ignore pingboost.
 
  fps_max (faik), is the max settable via rcon etc, so probably wouldn't

  affect it. tickrate would though. It may help if you include the o.s,
  kernel ver etc if applicable as it could be that limiting it as it can

  cause some oddities.
 
  Guessing fps_max probably will create some weird divisors if lower
  than tickrate as it may try to work out something from the original
  tickrate and know it can't go above it/reach it? (Not entirely sure on

  that one, but have seen similar in other game engines).
 
  The dropping down to 1 fps is a bit weird though, and makes me wonder
  a bit if there isn't something setup wrong with your system. Also make

  sure all instances are restarted every day if css etc as its got a
  weird fps halving+ bug which doesn't take all that long to appear.
 
  Anyway, bit more info would probably help those here narrow it down
 maybe.
 
  On Apr 4, 2005 11:16 PM, Kyrios [EMAIL PROTECTED] wrote:
   Hi List,
  
   today I first heard about tickrate. I then searched the steam forums

   and the Support DB.
   When I then tried (after reading the support DB Engine Article) i
   decided to try -tickrate 1000.
  
   What happend was the server running at 1000fps. After players joined

   the server the server fps dropped to 1. Unplayable ;)
  
   Now i've read on the list that 100 is the maximum suggestable.
   Trying this has now visible effect.
  
   The point why I'm trying all this is that my server fps are allways
   just arround 50-70. The machine is a P4 3,6 with 2 GB Ram. Also
   there are runnig 3 other instances on the machine I believe 70fps is

   far not enough (mostyl because the other instances do idle 23h a
 day).
  
   I also tried to change fps_max from default to higher and lower
 values.
  
   With fps_max 1000 there is no change at all.
   With fps_max lower than actual fps, the fps are divided and rounded
   :P
  
   Example
   rcon stats says the server does 61 fps.
   Then setting fps_max to 58 results in 33,3 fps.
  
   Very strange in my eyes.
  
   So here is the question ;-) How can I get more than 70fps or is the

   server really to slow? Remember the other instances really just idle

   arround
  
   Also I've read about -pingboost 3 or something like that. What does
   it actually do?
  
   Greets
   Thorsten
  
   P.S.: Sry for my terrible english ;)
   --
   [EMAIL PROTECTED]
   ... black holes are where god divided by zero.
  
   ___
   To unsubscribe, edit your list preferences, or view the list
 archives, please visit:
   http://list.valvesoftware.com/mailman/listinfo/hlds

Re: [hlds] Server at ~70 fps. -tickrate fps_max questions

2005-04-05 Thread Whisper
Supposedly this is getting fixed shortly

It wasn't a Windows 2003 issue, unless this is a seperate issue Im not aware of

On Apr 5, 2005 5:38 PM, Brandon Dumont - MWEB [EMAIL PROTECTED] wrote:
 Thanks Kyrios for asking something I've just been to busy (or lazy to
 do) for awhile now.
 Is the tickrate cmd set in the server.cfg like fps_max or a cmd
 parameter?

 Please let me know what you find...

 Regarding CSS and win2003 server, are we still required to bounce the
 box daily to avoid the eventual performance degradation?

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Kyrios
 Sent: 05 April 2005 01:18
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Server at ~70 fps. -tickrate fps_max questions

 Was just waiting for a reply to add the info that it is a cs:s Server ;)

 Meanwhile I continued googling around and read about windows not using
 high performance timers at startup and the workaround with starting
 mediaplayer or another multimedia programm.

 Unfortunatly I can't test it atm since it is a rented server and the
 admins are offline ;)

 I'll try it tomorrow and will let you know.

 Also I've now notived that the mtnioned Steam-Support DB Article is from
 march 2004. So it's propably for hlds.
 This now fits to Alfred's earlier post saying that tickrate greater 100
 can create strange problems.
 I think the 1FPS Bug is one of those weird problems.

 So what I will try tomorrow is:
 - tickrate 100
 - MediaPlayer in the background.
 - fps_max greater 300

 I hope/think this will give optimal performance ;)

 P.S.: Yes the post was confusing;) That's primary because I've been
 really confused. I totally mixed hlds and CSDS information.

 On Apr 5, 2005 12:58 AM, Ian mu [EMAIL PROTECTED] wrote:
  Not sure if its a little confusing your post, or maybe its just
  meare you talking about css (am assuming so from most of
  commands)? In which case ignore pingboost.
 
  fps_max (faik), is the max settable via rcon etc, so probably wouldn't

  affect it. tickrate would though. It may help if you include the o.s,
  kernel ver etc if applicable as it could be that limiting it as it can

  cause some oddities.
 
  Guessing fps_max probably will create some weird divisors if lower
  than tickrate as it may try to work out something from the original
  tickrate and know it can't go above it/reach it? (Not entirely sure on

  that one, but have seen similar in other game engines).
 
  The dropping down to 1 fps is a bit weird though, and makes me wonder
  a bit if there isn't something setup wrong with your system. Also make

  sure all instances are restarted every day if css etc as its got a
  weird fps halving+ bug which doesn't take all that long to appear.
 
  Anyway, bit more info would probably help those here narrow it down
 maybe.
 
  On Apr 4, 2005 11:16 PM, Kyrios [EMAIL PROTECTED] wrote:
   Hi List,
  
   today I first heard about tickrate. I then searched the steam forums

   and the Support DB.
   When I then tried (after reading the support DB Engine Article) i
   decided to try -tickrate 1000.
  
   What happend was the server running at 1000fps. After players joined

   the server the server fps dropped to 1. Unplayable ;)
  
   Now i've read on the list that 100 is the maximum suggestable.
   Trying this has now visible effect.
  
   The point why I'm trying all this is that my server fps are allways
   just arround 50-70. The machine is a P4 3,6 with 2 GB Ram. Also
   there are runnig 3 other instances on the machine I believe 70fps is

   far not enough (mostyl because the other instances do idle 23h a
 day).
  
   I also tried to change fps_max from default to higher and lower
 values.
  
   With fps_max 1000 there is no change at all.
   With fps_max lower than actual fps, the fps are divided and rounded
   :P
  
   Example
   rcon stats says the server does 61 fps.
   Then setting fps_max to 58 results in 33,3 fps.
  
   Very strange in my eyes.
  
   So here is the question ;-) How can I get more than 70fps or is the

   server really to slow? Remember the other instances really just idle

   arround
  
   Also I've read about -pingboost 3 or something like that. What does
   it actually do?
  
   Greets
   Thorsten
  
   P.S.: Sry for my terrible english ;)
   --
   [EMAIL PROTECTED]
   ... black holes are where god divided by zero.
  
   ___
   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
 

 --
 [EMAIL PROTECTED]
 ... black holes are where god divided by zero.

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit

Re: [hlds] Server at ~70 fps. -tickrate fps_max questions

2005-04-05 Thread Kyrios
On Apr 5, 2005 9:54 AM, Whisper [EMAIL PROTECTED] wrote:
 Supposedly this is getting fixed shortly

 It wasn't a Windows 2003 issue, unless this is a seperate issue Im not aware 
 of

 On Apr 5, 2005 5:38 PM, Brandon Dumont - MWEB [EMAIL PROTECTED] wrote:
  Thanks Kyrios for asking something I've just been to busy (or lazy to
  do) for awhile now.
  Is the tickrate cmd set in the server.cfg like fps_max or a cmd
  parameter?
What I know now is:
sys_tickrate is the old (HLDS) CVAR for fps_max (CSSDS). Steam
Documentation says it's completly the same.
When talking about tickrate in CSSDS it is a completly new feature not
existing in HLDS. It's a launchoption only.
### CSSDS = Counter Strike Source Dedicated Server
### HLDS = the orginal old (HL1) Dedicated Server
 
  Please let me know what you find...
 
  Regarding CSS and win2003 server, are we still required to bounce the
  box daily to avoid the eventual performance degradation?
See the other post from Alfred.

Also it's never a bad idea to restart a process from time to time.
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Kyrios
  Sent: 05 April 2005 01:18
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] Server at ~70 fps. -tickrate fps_max questions
 
  Was just waiting for a reply to add the info that it is a cs:s Server ;)
 
  Meanwhile I continued googling around and read about windows not using
  high performance timers at startup and the workaround with starting
  mediaplayer or another multimedia programm.
 
  Unfortunatly I can't test it atm since it is a rented server and the
  admins are offline ;)
 
  I'll try it tomorrow and will let you know.
 
  Also I've now notived that the mtnioned Steam-Support DB Article is from
  march 2004. So it's propably for hlds.
  This now fits to Alfred's earlier post saying that tickrate greater 100
  can create strange problems.
  I think the 1FPS Bug is one of those weird problems.
 
  So what I will try tomorrow is:
  - tickrate 100
  - MediaPlayer in the background.
  - fps_max greater 300
 
  I hope/think this will give optimal performance ;)
 
  P.S.: Yes the post was confusing;) That's primary because I've been
  really confused. I totally mixed hlds and CSDS information.
 
  On Apr 5, 2005 12:58 AM, Ian mu [EMAIL PROTECTED] wrote:
   Not sure if its a little confusing your post, or maybe its just
   meare you talking about css (am assuming so from most of
   commands)? In which case ignore pingboost.
  
   fps_max (faik), is the max settable via rcon etc, so probably wouldn't
 
   affect it. tickrate would though. It may help if you include the o.s,
   kernel ver etc if applicable as it could be that limiting it as it can
 
   cause some oddities.
  
   Guessing fps_max probably will create some weird divisors if lower
   than tickrate as it may try to work out something from the original
   tickrate and know it can't go above it/reach it? (Not entirely sure on
 
   that one, but have seen similar in other game engines).
  
   The dropping down to 1 fps is a bit weird though, and makes me wonder
   a bit if there isn't something setup wrong with your system. Also make
 
   sure all instances are restarted every day if css etc as its got a
   weird fps halving+ bug which doesn't take all that long to appear.
  
   Anyway, bit more info would probably help those here narrow it down
  maybe.
  
   On Apr 4, 2005 11:16 PM, Kyrios [EMAIL PROTECTED] wrote:
Hi List,
   
today I first heard about tickrate. I then searched the steam forums
 
and the Support DB.
When I then tried (after reading the support DB Engine Article) i
decided to try -tickrate 1000.
   
What happend was the server running at 1000fps. After players joined
 
the server the server fps dropped to 1. Unplayable ;)
   
Now i've read on the list that 100 is the maximum suggestable.
Trying this has now visible effect.
   
The point why I'm trying all this is that my server fps are allways
just arround 50-70. The machine is a P4 3,6 with 2 GB Ram. Also
there are runnig 3 other instances on the machine I believe 70fps is
 
far not enough (mostyl because the other instances do idle 23h a
  day).
   
I also tried to change fps_max from default to higher and lower
  values.
   
With fps_max 1000 there is no change at all.
With fps_max lower than actual fps, the fps are divided and rounded
:P
   
Example
rcon stats says the server does 61 fps.
Then setting fps_max to 58 results in 33,3 fps.
   
Very strange in my eyes.
   
So here is the question ;-) How can I get more than 70fps or is the
 
server really to slow? Remember the other instances really just idle
 
arround
   
Also I've read about -pingboost 3 or something like that. What does
it actually do?
   
Greets
Thorsten
   
P.S.: Sry for my terrible english ;)
--
[EMAIL PROTECTED]
... black holes are where

Re: [hlds] Server at ~70 fps. -tickrate fps_max questions

2005-04-05 Thread BoNfiRe
I use a ticrate of 100 in the command line, and I find ( without a fps_max
set in ths server.cfg ) I only ever get 60-70 fps however I also run a
quake3 server and when that runs in conjunction with the css server my fps
increases by around 200 fps. Why would this be ?
I have been messing with max_fps and ticrate with a linux server, and found
that whatever I set the fps_max would be what the server would run at
however doing this in a windows server does not give the same results, and
the only time I can get a higher fps is by running quake3 server ( An
increase of 200 fps ). Setting the fps_max works until someone joins then it
goes down to 60 then when it starts to fill ( above 18 ppl ) the fps drops
to 10, and at worst 1 but only in windows, not linux. To fix this I don't
set fps_max and just leave the quake server running, and I get a constant
250 fps no matter how many ppl are on the server. :)
- Original Message -
From: Kyrios [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Tuesday, April 05, 2005 11:29 AM
Subject: Re: [hlds] Server at ~70 fps. -tickrate fps_max questions

On Apr 5, 2005 9:54 AM, Whisper [EMAIL PROTECTED] wrote:
Supposedly this is getting fixed shortly
It wasn't a Windows 2003 issue, unless this is a seperate issue Im not
aware of
On Apr 5, 2005 5:38 PM, Brandon Dumont - MWEB [EMAIL PROTECTED] wrote:
 Thanks Kyrios for asking something I've just been to busy (or lazy to
 do) for awhile now.
 Is the tickrate cmd set in the server.cfg like fps_max or a cmd
 parameter?
What I know now is:
sys_tickrate is the old (HLDS) CVAR for fps_max (CSSDS). Steam
Documentation says it's completly the same.
When talking about tickrate in CSSDS it is a completly new feature not
existing in HLDS. It's a launchoption only.
### CSSDS = Counter Strike Source Dedicated Server
### HLDS = the orginal old (HL1) Dedicated Server

 Please let me know what you find...

 Regarding CSS and win2003 server, are we still required to bounce the
 box daily to avoid the eventual performance degradation?
See the other post from Alfred.
Also it's never a bad idea to restart a process from time to time.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Kyrios
 Sent: 05 April 2005 01:18
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Server at ~70 fps. -tickrate fps_max questions

 Was just waiting for a reply to add the info that it is a cs:s Server
 ;)

 Meanwhile I continued googling around and read about windows not using
 high performance timers at startup and the workaround with starting
 mediaplayer or another multimedia programm.

 Unfortunatly I can't test it atm since it is a rented server and the
 admins are offline ;)

 I'll try it tomorrow and will let you know.

 Also I've now notived that the mtnioned Steam-Support DB Article is
 from
 march 2004. So it's propably for hlds.
 This now fits to Alfred's earlier post saying that tickrate greater 100
 can create strange problems.
 I think the 1FPS Bug is one of those weird problems.

 So what I will try tomorrow is:
 - tickrate 100
 - MediaPlayer in the background.
 - fps_max greater 300

 I hope/think this will give optimal performance ;)

 P.S.: Yes the post was confusing;) That's primary because I've been
 really confused. I totally mixed hlds and CSDS information.

 On Apr 5, 2005 12:58 AM, Ian mu [EMAIL PROTECTED] wrote:
  Not sure if its a little confusing your post, or maybe its just
  meare you talking about css (am assuming so from most of
  commands)? In which case ignore pingboost.
 
  fps_max (faik), is the max settable via rcon etc, so probably
  wouldn't

  affect it. tickrate would though. It may help if you include the o.s,
  kernel ver etc if applicable as it could be that limiting it as it
  can

  cause some oddities.
 
  Guessing fps_max probably will create some weird divisors if lower
  than tickrate as it may try to work out something from the original
  tickrate and know it can't go above it/reach it? (Not entirely sure
  on

  that one, but have seen similar in other game engines).
 
  The dropping down to 1 fps is a bit weird though, and makes me wonder
  a bit if there isn't something setup wrong with your system. Also
  make

  sure all instances are restarted every day if css etc as its got a
  weird fps halving+ bug which doesn't take all that long to appear.
 
  Anyway, bit more info would probably help those here narrow it down
 maybe.
 
  On Apr 4, 2005 11:16 PM, Kyrios [EMAIL PROTECTED] wrote:
   Hi List,
  
   today I first heard about tickrate. I then searched the steam
   forums

   and the Support DB.
   When I then tried (after reading the support DB Engine Article) i
   decided to try -tickrate 1000.
  
   What happend was the server running at 1000fps. After players
   joined

   the server the server fps dropped to 1. Unplayable ;)
  
   Now i've read on the list that 100 is the maximum suggestable.
   Trying this has now visible effect

Re: [hlds] Server at ~70 fps. -tickrate fps_max questions

2005-04-05 Thread Ian mu
This is the stuff that really bugs me (not blaming you, just Valve!),
what is this rubbish with people having to run winamp, now a quake3
server etc, all to change the fps?

Can't you just code either a fixed decent fps, or a decent range and
get it working?

Just seems like the oddest stuff I've ever heard that goes on with
this engine. Just hardcode it properly once and for all and not have
it affected by other apps/games that are on the server (bar load
issues), it can't be that difficult can it?



On Apr 5, 2005 1:18 PM, BoNfiRe [EMAIL PROTECTED] wrote:
 I use a ticrate of 100 in the command line, and I find ( without a fps_max
 set in ths server.cfg ) I only ever get 60-70 fps however I also run a
 quake3 server and when that runs in conjunction with the css server my fps
 increases by around 200 fps. Why would this be ?

 I have been messing with max_fps and ticrate with a linux server, and found
 that whatever I set the fps_max would be what the server would run at
 however doing this in a windows server does not give the same results, and
 the only time I can get a higher fps is by running quake3 server ( An
 increase of 200 fps ). Setting the fps_max works until someone joins then it
 goes down to 60 then when it starts to fill ( above 18 ppl ) the fps drops
 to 10, and at worst 1 but only in windows, not linux. To fix this I don't
 set fps_max and just leave the quake server running, and I get a constant
 250 fps no matter how many ppl are on the server. :)


 - Original Message -
 From: Kyrios [EMAIL PROTECTED]
 To: hlds@list.valvesoftware.com
 Sent: Tuesday, April 05, 2005 11:29 AM
 Subject: Re: [hlds] Server at ~70 fps. -tickrate fps_max questions

  On Apr 5, 2005 9:54 AM, Whisper [EMAIL PROTECTED] wrote:
  Supposedly this is getting fixed shortly
 
  It wasn't a Windows 2003 issue, unless this is a seperate issue Im not
  aware of
 
  On Apr 5, 2005 5:38 PM, Brandon Dumont - MWEB [EMAIL PROTECTED] wrote:
   Thanks Kyrios for asking something I've just been to busy (or lazy to
   do) for awhile now.
   Is the tickrate cmd set in the server.cfg like fps_max or a cmd
   parameter?
  What I know now is:
  sys_tickrate is the old (HLDS) CVAR for fps_max (CSSDS). Steam
  Documentation says it's completly the same.
  When talking about tickrate in CSSDS it is a completly new feature not
  existing in HLDS. It's a launchoption only.
  ### CSSDS = Counter Strike Source Dedicated Server
  ### HLDS = the orginal old (HL1) Dedicated Server
  
   Please let me know what you find...
  
   Regarding CSS and win2003 server, are we still required to bounce the
   box daily to avoid the eventual performance degradation?
  See the other post from Alfred.
 
  Also it's never a bad idea to restart a process from time to time.
  
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] On Behalf Of Kyrios
   Sent: 05 April 2005 01:18
   To: hlds@list.valvesoftware.com
   Subject: Re: [hlds] Server at ~70 fps. -tickrate fps_max questions
  
   Was just waiting for a reply to add the info that it is a cs:s Server
   ;)
  
   Meanwhile I continued googling around and read about windows not using
   high performance timers at startup and the workaround with starting
   mediaplayer or another multimedia programm.
  
   Unfortunatly I can't test it atm since it is a rented server and the
   admins are offline ;)
  
   I'll try it tomorrow and will let you know.
  
   Also I've now notived that the mtnioned Steam-Support DB Article is
   from
   march 2004. So it's propably for hlds.
   This now fits to Alfred's earlier post saying that tickrate greater 100
   can create strange problems.
   I think the 1FPS Bug is one of those weird problems.
  
   So what I will try tomorrow is:
   - tickrate 100
   - MediaPlayer in the background.
   - fps_max greater 300
  
   I hope/think this will give optimal performance ;)
  
   P.S.: Yes the post was confusing;) That's primary because I've been
   really confused. I totally mixed hlds and CSDS information.
  
   On Apr 5, 2005 12:58 AM, Ian mu [EMAIL PROTECTED] wrote:
Not sure if its a little confusing your post, or maybe its just
meare you talking about css (am assuming so from most of
commands)? In which case ignore pingboost.
   
fps_max (faik), is the max settable via rcon etc, so probably
wouldn't
  
affect it. tickrate would though. It may help if you include the o.s,
kernel ver etc if applicable as it could be that limiting it as it
can
  
cause some oddities.
   
Guessing fps_max probably will create some weird divisors if lower
than tickrate as it may try to work out something from the original
tickrate and know it can't go above it/reach it? (Not entirely sure
on
  
that one, but have seen similar in other game engines).
   
The dropping down to 1 fps is a bit weird though, and makes me wonder
a bit if there isn't something setup wrong with your system. Also

Re: [hlds] Server at ~70 fps. -tickrate fps_max questions

2005-04-05 Thread Whisper
The Windows Multimedia Timer issue really ought to be fixed properly

Maybe Alfred can have a look at it :)

On Apr 6, 2005 12:14 AM, Ian mu [EMAIL PROTECTED] wrote:
 This is the stuff that really bugs me (not blaming you, just Valve!),
 what is this rubbish with people having to run winamp, now a quake3
 server etc, all to change the fps?

 Can't you just code either a fixed decent fps, or a decent range and
 get it working?

 Just seems like the oddest stuff I've ever heard that goes on with
 this engine. Just hardcode it properly once and for all and not have
 it affected by other apps/games that are on the server (bar load
 issues), it can't be that difficult can it?


 On Apr 5, 2005 1:18 PM, BoNfiRe [EMAIL PROTECTED] wrote:
  I use a ticrate of 100 in the command line, and I find ( without a fps_max
  set in ths server.cfg ) I only ever get 60-70 fps however I also run a
  quake3 server and when that runs in conjunction with the css server my fps
  increases by around 200 fps. Why would this be ?
 
  I have been messing with max_fps and ticrate with a linux server, and found
  that whatever I set the fps_max would be what the server would run at
  however doing this in a windows server does not give the same results, and
  the only time I can get a higher fps is by running quake3 server ( An
  increase of 200 fps ). Setting the fps_max works until someone joins then it
  goes down to 60 then when it starts to fill ( above 18 ppl ) the fps drops
  to 10, and at worst 1 but only in windows, not linux. To fix this I don't
  set fps_max and just leave the quake server running, and I get a constant
  250 fps no matter how many ppl are on the server. :)
 
 
  - Original Message -
  From: Kyrios [EMAIL PROTECTED]
  To: hlds@list.valvesoftware.com
  Sent: Tuesday, April 05, 2005 11:29 AM
  Subject: Re: [hlds] Server at ~70 fps. -tickrate fps_max questions
 
   On Apr 5, 2005 9:54 AM, Whisper [EMAIL PROTECTED] wrote:
   Supposedly this is getting fixed shortly
  
   It wasn't a Windows 2003 issue, unless this is a seperate issue Im not
   aware of
  
   On Apr 5, 2005 5:38 PM, Brandon Dumont - MWEB [EMAIL PROTECTED] wrote:
Thanks Kyrios for asking something I've just been to busy (or lazy to
do) for awhile now.
Is the tickrate cmd set in the server.cfg like fps_max or a cmd
parameter?
   What I know now is:
   sys_tickrate is the old (HLDS) CVAR for fps_max (CSSDS). Steam
   Documentation says it's completly the same.
   When talking about tickrate in CSSDS it is a completly new feature not
   existing in HLDS. It's a launchoption only.
   ### CSSDS = Counter Strike Source Dedicated Server
   ### HLDS = the orginal old (HL1) Dedicated Server
   
Please let me know what you find...
   
Regarding CSS and win2003 server, are we still required to bounce the
box daily to avoid the eventual performance degradation?
   See the other post from Alfred.
  
   Also it's never a bad idea to restart a process from time to time.
   
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Kyrios
Sent: 05 April 2005 01:18
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Server at ~70 fps. -tickrate fps_max questions
   
Was just waiting for a reply to add the info that it is a cs:s Server
;)
   
Meanwhile I continued googling around and read about windows not using
high performance timers at startup and the workaround with starting
mediaplayer or another multimedia programm.
   
Unfortunatly I can't test it atm since it is a rented server and the
admins are offline ;)
   
I'll try it tomorrow and will let you know.
   
Also I've now notived that the mtnioned Steam-Support DB Article is
from
march 2004. So it's propably for hlds.
This now fits to Alfred's earlier post saying that tickrate greater 100
can create strange problems.
I think the 1FPS Bug is one of those weird problems.
   
So what I will try tomorrow is:
- tickrate 100
- MediaPlayer in the background.
- fps_max greater 300
   
I hope/think this will give optimal performance ;)
   
P.S.: Yes the post was confusing;) That's primary because I've been
really confused. I totally mixed hlds and CSDS information.
   
On Apr 5, 2005 12:58 AM, Ian mu [EMAIL PROTECTED] wrote:
 Not sure if its a little confusing your post, or maybe its just
 meare you talking about css (am assuming so from most of
 commands)? In which case ignore pingboost.

 fps_max (faik), is the max settable via rcon etc, so probably
 wouldn't
   
 affect it. tickrate would though. It may help if you include the o.s,
 kernel ver etc if applicable as it could be that limiting it as it
 can
   
 cause some oddities.

 Guessing fps_max probably will create some weird divisors if lower
 than tickrate as it may try to work out something from the original
 tickrate

Re: [hlds] Server at ~70 fps. -tickrate fps_max questions

2005-04-05 Thread wArgOd
Whisper wrote:
The Windows Multimedia Timer issue really ought to be fixed properly
Maybe Alfred can have a look at it :)

I'm not so sure the Windows Multimedia Timer thing is as much of an
issue for srcds as we make it out to be.
I have observed that as long as the player sclot count is less than 16
per server the players don't have any issues at all.
Even when the game servers are mostly full and the server has 20 servers
running.
The CPU level (dual xeon) does not start creeping above 20% until over
half the available capacity is operating.
On the other hand, if I do the multimedia timer thing with 50 players
online, the CPU goes through the roof and the players begin complaining
about lag.
Seems to me like the srcds is designed for 16 players with a 65 fps
rate shown on the console display.
As long as this is what is happening on the server then the server can
pretty much fill up 20 servers running efficient maps.
Toss in poorly made or stunning visual effects maps and everything can
go to hell in a heartbeat no mater how many servers or players are online.
I guess this is good for the small server addicts. And there seems to be
a lot of them out there.
And the GSPs can sell them faster than 24 - 32 slot servers too since
the cost is usually relative to the slot count.
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Re: [hlds] Server at ~70 fps. -tickrate fps_max questions

2005-04-05 Thread Whisper
sigh

Please just go away with your running 20 HLDS/SRCDS server complete
and utter bullshit

Nobody cares about anything you have to say on this issue

We all think you are full of complete and utter crap every time you
spew this excrement!

On Apr 6, 2005 1:25 AM, wArgOd [EMAIL PROTECTED] wrote:
 Whisper wrote:

 The Windows Multimedia Timer issue really ought to be fixed properly
 
 Maybe Alfred can have a look at it :)
 
 
 
 I'm not so sure the Windows Multimedia Timer thing is as much of an
 issue for srcds as we make it out to be.

 I have observed that as long as the player sclot count is less than 16
 per server the players don't have any issues at all.
 Even when the game servers are mostly full and the server has 20 servers
 running.
 The CPU level (dual xeon) does not start creeping above 20% until over
 half the available capacity is operating.
 On the other hand, if I do the multimedia timer thing with 50 players
 online, the CPU goes through the roof and the players begin complaining
 about lag.

 Seems to me like the srcds is designed for 16 players with a 65 fps
 rate shown on the console display.
 As long as this is what is happening on the server then the server can
 pretty much fill up 20 servers running efficient maps.
 Toss in poorly made or stunning visual effects maps and everything can
 go to hell in a heartbeat no mater how many servers or players are online.

 I guess this is good for the small server addicts. And there seems to be
 a lot of them out there.
 And the GSPs can sell them faster than 24 - 32 slot servers too since
 the cost is usually relative to the slot count.

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


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RE: [hlds] Server at ~70 fps. -tickrate fps_max questions

2005-04-05 Thread Napier, Kevin
This is a multi-part message in MIME format.
--
Have a question..

Who really (most of the time) want's to play with only 16 people ?
If I read that right (and short of trying it out for the hell of it once in 
december.. I've not run srcds), even a 3gig xeon can't run a 32 player cs or dm 
without issues ?

If that's true, that the realistic capping point for solid play on the source 
engine is around 16 players, then that's pretty weak and sounds like something 
that's not really going to be fixable in near term.  I don't see how this is 
going to compete with the likes of say BF2 at 32-64 (granted at about 3-4x the 
bandwidth).



From: [EMAIL PROTECTED] on behalf of wArgOd
Sent: Tue 4/5/2005 11:25 AM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Server at ~70 fps. -tickrate fps_max questions



Whisper wrote:

The Windows Multimedia Timer issue really ought to be fixed properly

Maybe Alfred can have a look at it :)



I'm not so sure the Windows Multimedia Timer thing is as much of an
issue for srcds as we make it out to be.

I have observed that as long as the player sclot count is less than 16
per server the players don't have any issues at all.
Even when the game servers are mostly full and the server has 20 servers
running.
The CPU level (dual xeon) does not start creeping above 20% until over
half the available capacity is operating.
On the other hand, if I do the multimedia timer thing with 50 players
online, the CPU goes through the roof and the players begin complaining
about lag.

Seems to me like the srcds is designed for 16 players with a 65 fps
rate shown on the console display.
As long as this is what is happening on the server then the server can
pretty much fill up 20 servers running efficient maps.
Toss in poorly made or stunning visual effects maps and everything can
go to hell in a heartbeat no mater how many servers or players are online.

I guess this is good for the small server addicts. And there seems to be
a lot of them out there.
And the GSPs can sell them faster than 24 - 32 slot servers too since
the cost is usually relative to the slot count.


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visit:
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Re: [hlds] Server at ~70 fps. -tickrate fps_max questions

2005-04-05 Thread Whisper
Personally I prefer smaller servers to larger servers

Larger servers are to random and cheat havens cause they can be more
difficult to spot.

On Apr 6, 2005 1:55 AM, Napier, Kevin [EMAIL PROTECTED] wrote:
 This is a multi-part message in MIME format.
 --
 Have a question..

 Who really (most of the time) want's to play with only 16 people ?
 If I read that right (and short of trying it out for the hell of it once in 
 december.. I've not run srcds), even a 3gig xeon can't run a 32 player cs or 
 dm without issues ?

 If that's true, that the realistic capping point for solid play on the source 
 engine is around 16 players, then that's pretty weak and sounds like 
 something that's not really going to be fixable in near term.  I don't see 
 how this is going to compete with the likes of say BF2 at 32-64 (granted at 
 about 3-4x the bandwidth).

 

 From: [EMAIL PROTECTED] on behalf of wArgOd
 Sent: Tue 4/5/2005 11:25 AM
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Server at ~70 fps. -tickrate fps_max questions

 Whisper wrote:

 The Windows Multimedia Timer issue really ought to be fixed properly
 
 Maybe Alfred can have a look at it :)
 
 
 
 I'm not so sure the Windows Multimedia Timer thing is as much of an
 issue for srcds as we make it out to be.

 I have observed that as long as the player sclot count is less than 16
 per server the players don't have any issues at all.
 Even when the game servers are mostly full and the server has 20 servers
 running.
 The CPU level (dual xeon) does not start creeping above 20% until over
 half the available capacity is operating.
 On the other hand, if I do the multimedia timer thing with 50 players
 online, the CPU goes through the roof and the players begin complaining
 about lag.

 Seems to me like the srcds is designed for 16 players with a 65 fps
 rate shown on the console display.
 As long as this is what is happening on the server then the server can
 pretty much fill up 20 servers running efficient maps.
 Toss in poorly made or stunning visual effects maps and everything can
 go to hell in a heartbeat no mater how many servers or players are online.

 I guess this is good for the small server addicts. And there seems to be
 a lot of them out there.
 And the GSPs can sell them faster than 24 - 32 slot servers too since
 the cost is usually relative to the slot count.

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

 --
 [ winmail.dat of type application/ms-tnef deleted ]
 --

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Re: [hlds] Server at ~70 fps. -tickrate fps_max questions

2005-04-05 Thread Kyrios
I also prefer smaller servers.


But anyway.
The defaults should (and in this case propably are) always good for
the average user/server.

So if you are playing arround with all the performance settings you
can't suppose getting a 32slot server on a Pentium 1 with 10ms ping.

If u want to tune your server do it carefully and never forget
thinking about what you are doing!

I'm not a HLDS or CSSDS Server pro. But this is something generell .


What I know now (just talking about CSSDS) Please correct me if I'm wrong:
higher tickrate consumes more CPU time but results in more accurate
data sent to the client.
higher fps_max enables the server to render more frames a second. It's
just a cap. If your server can't do 350 frames increasing fps_max to
400 won't give you 400 frames. The more server fps the faster the
server replies will be (should affect scoreboard latency ?!?). I
haven't yet discovered a reasonable reason to set it lower than 1000.
Perhaps to decrease CPU usage

On Apr 5, 2005 6:03 PM, Whisper [EMAIL PROTECTED] wrote:
 Personally I prefer smaller servers to larger servers

 Larger servers are to random and cheat havens cause they can be more
 difficult to spot.

 On Apr 6, 2005 1:55 AM, Napier, Kevin [EMAIL PROTECTED] wrote:
  This is a multi-part message in MIME format.
  --
  Have a question..
 
  Who really (most of the time) want's to play with only 16 people ?
  If I read that right (and short of trying it out for the hell of it once in 
  december.. I've not run srcds), even a 3gig xeon can't run a 32 player cs 
  or dm without issues ?
 
  If that's true, that the realistic capping point for solid play on the 
  source engine is around 16 players, then that's pretty weak and sounds like 
  something that's not really going to be fixable in near term.  I don't see 
  how this is going to compete with the likes of say BF2 at 32-64 (granted at 
  about 3-4x the bandwidth).
 
  
 
  From: [EMAIL PROTECTED] on behalf of wArgOd
  Sent: Tue 4/5/2005 11:25 AM
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] Server at ~70 fps. -tickrate fps_max questions
 
  Whisper wrote:
 
  The Windows Multimedia Timer issue really ought to be fixed properly
  
  Maybe Alfred can have a look at it :)
  
  
  
  I'm not so sure the Windows Multimedia Timer thing is as much of an
  issue for srcds as we make it out to be.
 
  I have observed that as long as the player sclot count is less than 16
  per server the players don't have any issues at all.
  Even when the game servers are mostly full and the server has 20 servers
  running.
  The CPU level (dual xeon) does not start creeping above 20% until over
  half the available capacity is operating.
  On the other hand, if I do the multimedia timer thing with 50 players
  online, the CPU goes through the roof and the players begin complaining
  about lag.
 
  Seems to me like the srcds is designed for 16 players with a 65 fps
  rate shown on the console display.
  As long as this is what is happening on the server then the server can
  pretty much fill up 20 servers running efficient maps.
  Toss in poorly made or stunning visual effects maps and everything can
  go to hell in a heartbeat no mater how many servers or players are online.
 
  I guess this is good for the small server addicts. And there seems to be
  a lot of them out there.
  And the GSPs can sell them faster than 24 - 32 slot servers too since
  the cost is usually relative to the slot count.
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives, 
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
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Re: [hlds] Server at ~70 fps. -tickrate fps_max questions

2005-04-05 Thread wArgOd
Yet another assinine retort from yet another flamer jerk that hates the
idea that anyone who wants to can run a damn good set of servers for
diddly compared to what the GSPs charge for crappy laggy rental servers.
Well here is your chance Whisper.
Prove that these 20 playable servers are not running on one dual xeon
host with 2GB RAM:
No, wait, better than that, I'll run 35 servers on the host just so you
can see them running.
Maybe you can get up enough people to join and we can see where the lag
point is with 35 servers.
If not then you need to STFU and try having respect for others.
All 35 servers are now running on one dual xeon 2.8Ghz/2GB Ram Windows
2000 host at theplanet in Dallas, Texas:
Host just rebooted and 23 players are already online.
Physical Memory (k): 2096560
Commit Charge Total (k): 1857860
Current aggregate CPU:  2%
Let's find out where the breaking point is
Server Listing:
70.85.25.116:27015   *E|M|F* Clan CS:Source Server 01 - 24*7 de_dust_xl_b1
70.85.25.117:27015   *E|M|F* Clan CS:Source Server 02 - 24*7 glassfloor_kdr
70.85.25.118:27015   *E|M|F* Clan CS:Source Server 03 - 24*7 mcdonalds_mds
70.85.25.119:27015   *E|M|F* Clan CS:Source Server 04 - 24*7 cs_xcom
70.85.25.120:27015   *E|M|F* Clan CS:Source Server 05 - CS_Assault_Lith2
LO-G 24*7
70.85.25.121:27015   *E|M|F* Clan CS:Source Server 06 - 24*7
CS_MountainAbode_Lith
70.85.25.122:27015   *E|M|F* Clan CS:Source Server 07 - 24*7 cs_xcom
70.85.25.123:27015   *E|M|F* Clan CS:Source Server 08 - 24*7 awp_subzero
70.85.25.124:27015   *E|M|F* Clan CS:Source Server 09 - 24*7 awp_subzero
70.85.25.125:27015   *E|M|F* Clan CS:Source Server 10 - 24*7 awp_subzero
70.85.25.126:27015   *E|M|F* Clan CS:Source Server 11 - 24*7
scoutzknivez LO-G
70.85.38.80:27015*E|M|F* Clan CS:Source Server 12 - 24*7
scoutzknivez LO-G
70.85.38.81:27015*E|M|F* Clan CS:Source Server 13 - 24*7
scoutzknivez LO-G
70.85.38.82:27015*E|M|F* Clan CS:Source Server 14 - 24*7
scoutzknivez LO-G
70.85.38.83:27015*E|M|F* Clan CS:Source Server 15 - 24*7 glassfloor_kdr
70.85.38.84:27015*E|M|F* Clan CS:Source Server 16 - 24*7 wallhacks
70.85.38.85:27015*E|M|F* Clan CS:Source Server 17 - 24*7 Rats  Bedbugs
70.85.38.86:27015*E|M|F* Clan CS:Source Server 18 - 24*7 de_view
70.85.38.87:27015*E|M|F* Clan CS:Source Server 19 - 24*7
cs_code_name_otter
70.85.38.88:27015*E|M|F* Clan CS:Source Server 20 - 24*7
cs_code_name_otter
70.85.38.89:27015*E|M|F* Clan CS:Source Server 21 - 24*7
cs_grenadefrenzy2
70.85.38.90:27015*E|M|F* Clan CS:Source Server 22 - 24*7 wallhacks
70.85.38.91:27015*E|M|F* Clan CS:Source Server 23 - 24*7 de_inkas
70.85.38.92:27015*E|M|F* Clan CS:Source Server 24 - 24*7
de_saints_courthouse
70.85.38.93:27015*E|M|F* Clan CS:Source Server 25 - 24*7 awp_india
70.85.38.94:27015*E|M|F* Clan CS:Source Server 26 - 24*7 awp_canal_beta
70.85.38.95:27015*E|M|F* Clan CS:Source Server 27 - 24*7 cs_reflex3
70.85.122.144:27015  *E|M|F* Clan CS:Source Server 28 - 24*7 cs_depository
70.85.122.145:27015  *E|M|F* Clan CS:Source Server 29 - 24*7 de_bridge
70.85.122.146:27015  *E|M|F* Clan CS:Source Server 30 - 24*7 de_shafted
70.85.122.147:27015  *E|M|F* Clan CS:Source Server 31 - 24*7 de_speedball_b2
70.85.122.148:27015  *E|M|F* Clan CS:Source Server 32 - 24*7 alamo_mds
70.85.122.149:27015  *E|M|F* Clan CS:Source Server 33 - 24*7 de_Markham
70.85.122.150:27015  *E|M|F* Clan CS:Source Server 34 - 24*7 wallhacks
70.85.122.151:27015  *E|M|F* Clan CS:Source Server 35 - 24*7 de_speedball_b2


Whisper wrote:
sigh
Please just go away with your running 20 HLDS/SRCDS server complete
and utter bullshit
Nobody cares about anything you have to say on this issue
We all think you are full of complete and utter crap every time you
spew this excrement!


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Re: [hlds] Server at ~70 fps. -tickrate fps_max questions

2005-04-05 Thread wArgOd
One more thing Whisper...
I monitor for DOS/DDOS attacks and submit SSF 4017 Network Incident
Report (http://www.ustreas.gov/usss/forms/form_ssf4017.pdf) to the U.S.
Secret Service in response to all verifiable DOS/DDOS attacks.
wArgOd wrote:
Yet another assinine retort from yet another flamer jerk that hates the
idea that anyone who wants to can run a damn good set of servers for
diddly compared to what the GSPs charge for crappy laggy rental servers.
Well here is your chance Whisper.
Prove that these 20 playable servers are not running on one dual xeon
host with 2GB RAM:
No, wait, better than that, I'll run 35 servers on the host just so you
can see them running.
Maybe you can get up enough people to join and we can see where the lag
point is with 35 servers.
If not then you need to STFU and try having respect for others.
All 35 servers are now running on one dual xeon 2.8Ghz/2GB Ram Windows
2000 host at theplanet in Dallas, Texas:
Host just rebooted and 23 players are already online.
Physical Memory (k): 2096560
Commit Charge Total (k): 1857860
Current aggregate CPU:  2%
Let's find out where the breaking point is
Server Listing:
70.85.25.116:27015   *E|M|F* Clan CS:Source Server 01 - 24*7
de_dust_xl_b1
70.85.25.117:27015   *E|M|F* Clan CS:Source Server 02 - 24*7
glassfloor_kdr
70.85.25.118:27015   *E|M|F* Clan CS:Source Server 03 - 24*7
mcdonalds_mds
70.85.25.119:27015   *E|M|F* Clan CS:Source Server 04 - 24*7 cs_xcom
70.85.25.120:27015   *E|M|F* Clan CS:Source Server 05 - CS_Assault_Lith2
LO-G 24*7
70.85.25.121:27015   *E|M|F* Clan CS:Source Server 06 - 24*7
CS_MountainAbode_Lith
70.85.25.122:27015   *E|M|F* Clan CS:Source Server 07 - 24*7 cs_xcom
70.85.25.123:27015   *E|M|F* Clan CS:Source Server 08 - 24*7 awp_subzero
70.85.25.124:27015   *E|M|F* Clan CS:Source Server 09 - 24*7 awp_subzero
70.85.25.125:27015   *E|M|F* Clan CS:Source Server 10 - 24*7 awp_subzero
70.85.25.126:27015   *E|M|F* Clan CS:Source Server 11 - 24*7
scoutzknivez LO-G
70.85.38.80:27015*E|M|F* Clan CS:Source Server 12 - 24*7
scoutzknivez LO-G
70.85.38.81:27015*E|M|F* Clan CS:Source Server 13 - 24*7
scoutzknivez LO-G
70.85.38.82:27015*E|M|F* Clan CS:Source Server 14 - 24*7
scoutzknivez LO-G
70.85.38.83:27015*E|M|F* Clan CS:Source Server 15 - 24*7
glassfloor_kdr
70.85.38.84:27015*E|M|F* Clan CS:Source Server 16 - 24*7 wallhacks
70.85.38.85:27015*E|M|F* Clan CS:Source Server 17 - 24*7 Rats 
Bedbugs
70.85.38.86:27015*E|M|F* Clan CS:Source Server 18 - 24*7 de_view
70.85.38.87:27015*E|M|F* Clan CS:Source Server 19 - 24*7
cs_code_name_otter
70.85.38.88:27015*E|M|F* Clan CS:Source Server 20 - 24*7
cs_code_name_otter
70.85.38.89:27015*E|M|F* Clan CS:Source Server 21 - 24*7
cs_grenadefrenzy2
70.85.38.90:27015*E|M|F* Clan CS:Source Server 22 - 24*7 wallhacks
70.85.38.91:27015*E|M|F* Clan CS:Source Server 23 - 24*7 de_inkas
70.85.38.92:27015*E|M|F* Clan CS:Source Server 24 - 24*7
de_saints_courthouse
70.85.38.93:27015*E|M|F* Clan CS:Source Server 25 - 24*7 awp_india
70.85.38.94:27015*E|M|F* Clan CS:Source Server 26 - 24*7
awp_canal_beta
70.85.38.95:27015*E|M|F* Clan CS:Source Server 27 - 24*7 cs_reflex3
70.85.122.144:27015  *E|M|F* Clan CS:Source Server 28 - 24*7
cs_depository
70.85.122.145:27015  *E|M|F* Clan CS:Source Server 29 - 24*7 de_bridge
70.85.122.146:27015  *E|M|F* Clan CS:Source Server 30 - 24*7 de_shafted
70.85.122.147:27015  *E|M|F* Clan CS:Source Server 31 - 24*7
de_speedball_b2
70.85.122.148:27015  *E|M|F* Clan CS:Source Server 32 - 24*7 alamo_mds
70.85.122.149:27015  *E|M|F* Clan CS:Source Server 33 - 24*7 de_Markham
70.85.122.150:27015  *E|M|F* Clan CS:Source Server 34 - 24*7 wallhacks
70.85.122.151:27015  *E|M|F* Clan CS:Source Server 35 - 24*7
de_speedball_b2


Whisper wrote:
sigh
Please just go away with your running 20 HLDS/SRCDS server complete
and utter bullshit
Nobody cares about anything you have to say on this issue
We all think you are full of complete and utter crap every time you
spew this excrement!


___
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please visit:
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Re: [hlds] Server at ~70 fps. -tickrate fps_max questions

2005-04-05 Thread Ian mu
Your argument doesn't hold as has been explained several times before
in different threads.

No one has ever said you can't run 20 servers (if they did, they
probably misexplained), what they typically mean is you can't run 20
servers AND have them busy with decent settings. If you have enough
ram you can run shed loads no one disagrees, but it doesn't matter
when they get full its the server instances with players on and how
many players on each that build up. The empty ones (to a point) are
fairly negligable.

What you seem to be saying is that you can run 35 servers with most of
them empty, whilst a GSP can run a lot less and have a lot greater
average use. Typically if a clan pays for a server, they want to make
decent use of it. If a GSP could get away with running 35 servers and
only 10 were ever in use, they would do it, just as with normal
contention, so you're argument doesn't hold.Yours only holds by having
enough server instances running and NOT used concurrently, which is no
use to man nor beast (well can think of a few uses and nice ideas
you can do with it.

On Apr 5, 2005 6:22 PM, wArgOd [EMAIL PROTECTED] wrote:
 Yet another assinine retort from yet another flamer jerk that hates the
 idea that anyone who wants to can run a damn good set of servers for
 diddly compared to what the GSPs charge for crappy laggy rental servers.

 Well here is your chance Whisper.
 Prove that these 20 playable servers are not running on one dual xeon
 host with 2GB RAM:

 No, wait, better than that, I'll run 35 servers on the host just so you
 can see them running.
 Maybe you can get up enough people to join and we can see where the lag
 point is with 35 servers.
 If not then you need to STFU and try having respect for others.

 All 35 servers are now running on one dual xeon 2.8Ghz/2GB Ram Windows
 2000 host at theplanet in Dallas, Texas:
 Host just rebooted and 23 players are already online.
 Physical Memory (k): 2096560
 Commit Charge Total (k): 1857860
 Current aggregate CPU:  2%

 Let's find out where the breaking point is

 Server Listing:
 70.85.25.116:27015   *E|M|F* Clan CS:Source Server 01 - 24*7 de_dust_xl_b1
 70.85.25.117:27015   *E|M|F* Clan CS:Source Server 02 - 24*7 glassfloor_kdr
 70.85.25.118:27015   *E|M|F* Clan CS:Source Server 03 - 24*7 mcdonalds_mds
 70.85.25.119:27015   *E|M|F* Clan CS:Source Server 04 - 24*7 cs_xcom
 70.85.25.120:27015   *E|M|F* Clan CS:Source Server 05 - CS_Assault_Lith2
 LO-G 24*7
 70.85.25.121:27015   *E|M|F* Clan CS:Source Server 06 - 24*7
 CS_MountainAbode_Lith
 70.85.25.122:27015   *E|M|F* Clan CS:Source Server 07 - 24*7 cs_xcom
 70.85.25.123:27015   *E|M|F* Clan CS:Source Server 08 - 24*7 awp_subzero
 70.85.25.124:27015   *E|M|F* Clan CS:Source Server 09 - 24*7 awp_subzero
 70.85.25.125:27015   *E|M|F* Clan CS:Source Server 10 - 24*7 awp_subzero
 70.85.25.126:27015   *E|M|F* Clan CS:Source Server 11 - 24*7
 scoutzknivez LO-G
 70.85.38.80:27015*E|M|F* Clan CS:Source Server 12 - 24*7
 scoutzknivez LO-G
 70.85.38.81:27015*E|M|F* Clan CS:Source Server 13 - 24*7
 scoutzknivez LO-G
 70.85.38.82:27015*E|M|F* Clan CS:Source Server 14 - 24*7
 scoutzknivez LO-G
 70.85.38.83:27015*E|M|F* Clan CS:Source Server 15 - 24*7 glassfloor_kdr
 70.85.38.84:27015*E|M|F* Clan CS:Source Server 16 - 24*7 wallhacks
 70.85.38.85:27015*E|M|F* Clan CS:Source Server 17 - 24*7 Rats  Bedbugs
 70.85.38.86:27015*E|M|F* Clan CS:Source Server 18 - 24*7 de_view
 70.85.38.87:27015*E|M|F* Clan CS:Source Server 19 - 24*7
 cs_code_name_otter
 70.85.38.88:27015*E|M|F* Clan CS:Source Server 20 - 24*7
 cs_code_name_otter
 70.85.38.89:27015*E|M|F* Clan CS:Source Server 21 - 24*7
 cs_grenadefrenzy2
 70.85.38.90:27015*E|M|F* Clan CS:Source Server 22 - 24*7 wallhacks
 70.85.38.91:27015*E|M|F* Clan CS:Source Server 23 - 24*7 de_inkas
 70.85.38.92:27015*E|M|F* Clan CS:Source Server 24 - 24*7
 de_saints_courthouse
 70.85.38.93:27015*E|M|F* Clan CS:Source Server 25 - 24*7 awp_india
 70.85.38.94:27015*E|M|F* Clan CS:Source Server 26 - 24*7 awp_canal_beta
 70.85.38.95:27015*E|M|F* Clan CS:Source Server 27 - 24*7 cs_reflex3
 70.85.122.144:27015  *E|M|F* Clan CS:Source Server 28 - 24*7 cs_depository
 70.85.122.145:27015  *E|M|F* Clan CS:Source Server 29 - 24*7 de_bridge
 70.85.122.146:27015  *E|M|F* Clan CS:Source Server 30 - 24*7 de_shafted
 70.85.122.147:27015  *E|M|F* Clan CS:Source Server 31 - 24*7 de_speedball_b2
 70.85.122.148:27015  *E|M|F* Clan CS:Source Server 32 - 24*7 alamo_mds
 70.85.122.149:27015  *E|M|F* Clan CS:Source Server 33 - 24*7 de_Markham
 70.85.122.150:27015  *E|M|F* Clan CS:Source Server 34 - 24*7 wallhacks
 70.85.122.151:27015  *E|M|F* Clan CS:Source Server 35 - 24*7 de_speedball_b2


 Whisper wrote:

 sigh
 
 Please just go away with your running 20 HLDS/SRCDS server complete
 and utter bullshit
 
 Nobody cares about anything you have to say on this issue
 
 We all think you are full of complete and utter crap every time you
 

Re: [hlds] Server at ~70 fps. -tickrate fps_max questions

2005-04-05 Thread StealthMode
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Re: Windows Media Clock causing fps cuts.and what you MUST do to work around
it.



Ok, the reason you have to run the media player (Or flash player) is those
programs unlock the media clock in windows (any edition).



This is not necessary to my knowledge, because you can manually configure
the clock in the windows registry settings (according to a microsoft tech).



But for now, the reason people run it is because WINDOWS not VALVE nor
STEAM, has an fps limiter through its windows media clock settings. It locks
it at the industry standard for most displays (60 fps for 60 hertz
frequencies). This can be bypassed generically by the media player, however
I am going to research the registry tweaking further, because I do agree
running WMP just to get more fps is not a professional solution to this
ongoing problem.



But lets be clear here, this is not Valves fault. It's the inherent trouble
you get from using any windows operating system. Windows has always been
tweaked from the factory to LIMIT the user.



Soon as I find the direct registry settings I will post em up.



But far as servers and speed... we run our private servers @ 100
tickrate/512 fps. Our pubs are @ 66 tickrate/256 fps. This is with WMP
running as a background service. And of course they are cs:source (hl2dm has
already died I think less then 100 servers last I checked, and none of our
customers request hl2dm).



-StealthMode

#LoTgaming

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RE: [hlds] Server at ~70 fps. -tickrate fps_max questions

2005-04-05 Thread ray
So in a nutshell you're a 16-year old kid using momma's credit card to get a
$200/mth server in TP/SM. On it you run servers that NEVER fill up for no
other reason than IT'S IMPOSSIBLE! Instead of concentrating on giving
players the best experience possible you're blowing your momma's money by
running empty servers. You come here flaunting base-less claims of I run
20-35 servers and you don't cuz you suckzor! We, meaning anybody with more
than double-digits in IQ points, don't run 20-35 servers on one box because
our clients actually PLAY on these servers. You show 2% usage because
percentage-wise your player slots are less than 10%. Our previous challenge
still stands. You show us 200 players PLAYING on your server and we'll
figure you know something that all of us don't. Since that is completely
impossible we laugh between each other knowing you're a disillusioned idiot.
Just like he said. You CAN run 50 servers on a box...but you CAN'T fill them
up. In your screenshot you boasted to all of us in your first claim that
blatantly showed you to be completely incompetent I plainly pointed out that
you had about 30 or so players on the server and you were running 50% system
resources. Then, of course, you blamed that on the ignorance of MicroSoft.
I'm pretty sure that I speak for all of us when I say that if you have
something constructive to say then by all means say it and then go away. If
you have nothing more constructive to say that childish flames based on your
incompetence and inexperience you should just go away.

I'll leave your name unblocked for a couple more days just so I can see you
make more of an ass of yourself cuz it makes me laugh. After that time
though anything you say will head straight to the junk box. So ultimately,
even if you said anything intelligent in the future (highly unlikely) a lot
of us won't even here it. You need to grow up, read up, and spend your time
constructively learning how to provide your players with GOOD servers
instead of boasting claims that all GSP's are evil. One of our initial
intensions was to be in direct competition to GameDaemons and GriffinRUN
because the fees they charge are indeed outrageous. We're doing just fine
and every week makes us bigger, more well known, and adding to our clientele
people who have been hosted by idiots like you charging 10-15 bucks a month
to host their servers that go to shit every Friday-Sunday. We don't hate you
kidwe LOVE what you're doing. So by all means keep pissing people off
cuz we're just getting bigger and bigger with clients that want
services/servers they can COUNT on and that are backed by our guarantee that
their servers are up 24/7/365 and latency is a concern they'll never have to
be worried about again. All of your servers have YOUR name on them...I see
none of them named to indicate that anybody wants YOU to run a server for
them. So at least your ignorance hasn't infected too many people yet. Maybe
you'll last and maybe you'll just drift away into the shadows of the net but
either way you'll one day learn that when you support clients in the real
world you have to INSURE that the experience they pay for can be delivered
24/7/365. We can do that. You have a $200+/mth server pretty much
empty...kinda says it all doesn't it.

Ray S.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ian mu
Sent: Tuesday, April 05, 2005 1:55 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Server at ~70 fps. -tickrate fps_max questions

Your argument doesn't hold as has been explained several times before
in different threads.

No one has ever said you can't run 20 servers (if they did, they
probably misexplained), what they typically mean is you can't run 20
servers AND have them busy with decent settings. If you have enough
ram you can run shed loads no one disagrees, but it doesn't matter
when they get full its the server instances with players on and how
many players on each that build up. The empty ones (to a point) are
fairly negligable.

What you seem to be saying is that you can run 35 servers with most of
them empty, whilst a GSP can run a lot less and have a lot greater
average use. Typically if a clan pays for a server, they want to make
decent use of it. If a GSP could get away with running 35 servers and
only 10 were ever in use, they would do it, just as with normal
contention, so you're argument doesn't hold.Yours only holds by having
enough server instances running and NOT used concurrently, which is no
use to man nor beast (well can think of a few uses and nice ideas
you can do with it.

On Apr 5, 2005 6:22 PM, wArgOd [EMAIL PROTECTED] wrote:
 Yet another assinine retort from yet another flamer jerk that hates the
 idea that anyone who wants to can run a damn good set of servers for
 diddly compared to what the GSPs charge for crappy laggy rental servers.

 Well here is your chance Whisper.
 Prove that these 20 playable servers are not running on one dual xeon

Re: [hlds] Server at ~70 fps. -tickrate fps_max questions

2005-04-05 Thread wArgOd
Ray you are such a child. You should filter out me and the rest of the
high IQ people here so you won't waste your time replying.
Especially since we all know you are who you are and that you have
nothing positive to say on the topic.
So why waste our inboxes with your useless flaming retorts?
[EMAIL PROTECTED] wrote:
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Re: [hlds] Server at ~70 fps. -tickrate fps_max questions

2005-04-05 Thread wArgOd
[EMAIL PROTECTED] wrote:
All of your servers have YOUR name on them...I see
none of them named to indicate that anybody wants YOU to run a server for
them. So at least your ignorance hasn't infected too many people yet.
Ray S.

Ray, we don't rent servers out. We aren't a GSP. We don't want to be a GSP.
We provide the servers free for anyone to play on unless they get
banned. (so far 1400 bans in the list)
Well, actually we do rent some out on the Linux host at a heavy discount
in special cases where we know the people and they know us.
In fact we have had people beg us to rent them a server.
But we won't because we just don't compete with the main GSPs.
battleague.com is a seperate entity and has no association with the host
I operate.
So whether I run 0, 1, or 10,000 servers has no relevance on you or any
other GSP.
So why are you so angry about it? There must be a reason?
Could it be that you are one of the drunken fools who calls us on the
telephone in the wee hours to raise hell and say stupid incoherent
blabber like:
It mush be nize to hrent out all dem suhvuhs fo freeh huh ashhole! CLICK
Get a life ray. I'm 47 years old and have the money to lease 4 hosts and
run that many more CSS server free for as long as I want to if I want
to. It is my choice, not yours or anyone else's and theplanet.com
appreciates the P2800S package business and they don't care how many css
servers are running, etc.
Again, it has nothing to do with GSP competition so you go be the
excellent provider you are and keep the threads free of your useless flames.


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Re: [hlds] Server at ~70 fps. -tickrate fps_max questions

2005-04-05 Thread Kyrios
guys please start a extra thread or even better mail private

On Apr 5, 2005 8:49 PM, wArgOd [EMAIL PROTECTED] wrote:
 [EMAIL PROTECTED] wrote:

 All of your servers have YOUR name on them...I see
 none of them named to indicate that anybody wants YOU to run a server for
 them. So at least your ignorance hasn't infected too many people yet.
 Ray S.
 
 
 
 Ray, we don't rent servers out. We aren't a GSP. We don't want to be a GSP.
 We provide the servers free for anyone to play on unless they get
 banned. (so far 1400 bans in the list)
 Well, actually we do rent some out on the Linux host at a heavy discount
 in special cases where we know the people and they know us.
 In fact we have had people beg us to rent them a server.
 But we won't because we just don't compete with the main GSPs.
 battleague.com is a seperate entity and has no association with the host
 I operate.
 So whether I run 0, 1, or 10,000 servers has no relevance on you or any
 other GSP.

 So why are you so angry about it? There must be a reason?
 Could it be that you are one of the drunken fools who calls us on the
 telephone in the wee hours to raise hell and say stupid incoherent
 blabber like:
 It mush be nize to hrent out all dem suhvuhs fo freeh huh ashhole! CLICK

 Get a life ray. I'm 47 years old and have the money to lease 4 hosts and
 run that many more CSS server free for as long as I want to if I want
 to. It is my choice, not yours or anyone else's and theplanet.com
 appreciates the P2800S package business and they don't care how many css
 servers are running, etc.
 Again, it has nothing to do with GSP competition so you go be the
 excellent provider you are and keep the threads free of your useless flames.


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Re: [hlds] Server at ~70 fps. -tickrate fps_max questions

2005-04-05 Thread Ian mu
Fwiw I do think windows runs the steam servers a lot better and you
can slip more servers on them (currently running them on both OS's).
Just think its a case of figuring out decent information between the
disinformation to guage how much, and what the real issues are. Most
don't have an issue with bandwidth, so its typically not an issue
tweaking server side (ie conservation of bandwidth, unlike people
hosting them on smaller home connections etc), as most have bandwidth
to spare (doesn't mean they want to pay for more it to be used though
;)), apart from setting at decent high values, and let the clients cap
themselves in effect.

Biggest problem when multiple servers (imo) is straightforward cpu
usage (and again with that one be careful with hyperthreaded cpu usage
reporting as you don't really have 4 CPUs in a dual cpu setup), so
gets tricky again figuring some out except from other baselines to
judge from.

I would be very interested if anyone has a link (or knows) the
interaction of tickrate  fps_max with the turnaround of client
sending info, being processed serverside and return. FPS I always
assumed was in effect game states server side, but then whats
tickrate..out of band packet processing or something and frequency?
And why does the fps vary so much from o.s to o.s? I just get an odd
feeling this game isn't really tested on many Linux platforms which
can vary more, but Windows tends to be more static?

Just find it interesting as sometimes there are sweet spots which
although may not give amazingly low cpu usage, will give the best
feel to the players, and thats the main thing I think most here are
after.

Regarding the windows  MediaPlayer aspect, whilst I half agree its
not valves fault, if you code on a system where such things as o.s
frequencies change, surely the coding should be taking this into
account. Similar to the Linux kernel issues with different
frequencies. No one should be expected to recompile their kernels to
host a game (imo), and no one should be expected to run MP in the
background to change something (altho Epic fell foul of that one with
their tickrates as well, so not alone..but learnt their lesson partly
from ut in 2k4). So whilst yes, its a background/O.S issue, these
games run on these O.S's and should be coded to be solid in all
environments and run as identical as possible within them, so I'll
take it back and say half Valves fault, and half Bill Gates' :D.

/me quietly slips past Linux on this one.

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Re: [hlds] Server at ~70 fps. -tickrate fps_max questions

2005-04-05 Thread wArgOd
Kyrios wrote:
guys please start a extra thread or even better mail private
Wouldn't that be nice?
Light moderation is good because there is a remote chance the
malcontents might have something useful to say once in a while..
Oh, by the way Ray, my comment about crappy laggy GSP rentals supports
your position exactly.
Except I am not a GSP so my servers don't count in that category at all.
I agree with you that there are unscrupulous GSP wanna-bees out there.
Not as many as there used to be.
But I do remember the BS $10 a month servers.
Where did they all go?
Could it be that they discovered the difficult nature of the technical
support side of the business ate up all their fragging time and they
decided to stick to playing games?
I don't see how you could possibly argue with me on this point Ray.

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Re: [hlds] Server at ~70 fps. -tickrate fps_max questions

2005-04-05 Thread LiQuiDXAN3X
--
[ Picked text/plain from multipart/alternative ]
what should tickrate be at? i get from 50-140 fps but does not stay  constant.
I rent a server , so i would have to get the company to change the  command
line for serverdoc? and will that effect the performance of the other  servers
on the box?
it would be nice to run a 100 fps all the time.
--

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Re: [hlds] Server at ~70 fps. -tickrate fps_max questions

2005-04-05 Thread Kyrios
Tonight tested the server with:
- tickrate 100
- mediaplayer running
- fps_max 1000

Things that changed:

- fps 70 before = ~500 now
- server is a headshotmachine now
- Weapons seem to shoot faster (especially the AK47)

makes a lot of fun. But faster shooting weapons could be a bug ?!?
Perhaps Online Leagues will restrict tickrate change ?
Is it just subjective feeling?

I made 2 demos firing a complete AK47 magazine :
One on a listen server (should be tickrate 33 ? )
One on the dedicated (100 tickrate)

listenserver needed 295 ticks
dedicated needed 300 ticks

Hmm... enoug space for speculations..

On Apr 5, 2005 11:31 PM, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 what should tickrate be at? i get from 50-140 fps but does not stay  constant.
 I rent a server , so i would have to get the company to change the  command
 line for serverdoc? and will that effect the performance of the other  servers
 on the box?
 it would be nice to run a 100 fps all the time.
 --

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Re: [hlds] Server at ~70 fps. -tickrate fps_max questions

2005-04-05 Thread Kyrios
read the thread

On Apr 5, 2005 11:31 PM, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 what should tickrate be at? i get from 50-140 fps but does not stay  constant.
 I rent a server , so i would have to get the company to change the  command
 line for serverdoc? and will that effect the performance of the other  servers
 on the box?
 it would be nice to run a 100 fps all the time.
 --

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Re: [hlds] Server at ~70 fps. -tickrate fps_max questions

2005-04-05 Thread wArgOd
try getting rid of the tickrate option (default 33) and leave the
max_fps at 1000 and see what you get.
you might find you don't need to boost tickrate if you don't have to.
Kyrios wrote:
Tonight tested the server with:
- tickrate 100
- mediaplayer running
- fps_max 1000
Things that changed:
- fps 70 before = ~500 now
- server is a headshotmachine now
- Weapons seem to shoot faster (especially the AK47)
makes a lot of fun. But faster shooting weapons could be a bug ?!?
Perhaps Online Leagues will restrict tickrate change ?
Is it just subjective feeling?
I made 2 demos firing a complete AK47 magazine :
One on a listen server (should be tickrate 33 ? )
One on the dedicated (100 tickrate)
listenserver needed 295 ticks
dedicated needed 300 ticks
Hmm... enoug space for speculations..
On Apr 5, 2005 11:31 PM, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:

--
[ Picked text/plain from multipart/alternative ]
what should tickrate be at? i get from 50-140 fps but does not stay  constant.
I rent a server , so i would have to get the company to change the  command
line for serverdoc? and will that effect the performance of the other  servers
on the box?
it would be nice to run a 100 fps all the time.
--
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Re: [hlds] Server at ~70 fps. -tickrate fps_max questions

2005-04-05 Thread Kyrios
btw:

ping decreased ~10ms for all players.

On Apr 6, 2005 12:26 AM, Kyrios [EMAIL PROTECTED] wrote:
 allready testet with fps_max 1000 and tickrate default.
 The effect is a server not that precise in  my eyes. I will
 definetly continue running the server with tickrate 100. It feels much
 smoother and your aim is honoured.

 If you have players playing a lot (highskilled in CS:S language :P)
 they will LOVE tickrate 100.

 Update on AK47:
 I just checked it with a clock (my Nokia :P):

 It's on both servers around 3s. Of course this is not a very precise
 measurement. But i repeatet the tests 10 times on each server. And the
 average was 3 seconds for one magazine.

 So it must be just a subjective feeling. Perhaps this is supported by
 the sound also beeing smoother.

 Hmm... I don't really know so I will stop guessing arround :P

 My recommendation after these tests tonight (played a 5on5, tested
 around with clanmates) is definetly -tickrate 100 for a clanwar
 server. The first time I got the feeling my weapon hits where I aim :P

 FYI: my client settings tonight:
 rate 2;cl_rate ;cl_cmdrate 101;cl_updaterate 101;
 cl_cmdbackup 0; cl_smooth 0;cl_smoothtime 0.1; cl_interp
 0.01;cl_predict 1;cl_lagcompensation 1; cl_interpolate 1;

 If you want to try the server:
 IP: 213.131.244.251:27015
 PW: 1337

 ;)


 On Apr 6, 2005 12:03 AM, wArgOd [EMAIL PROTECTED] wrote:
  try getting rid of the tickrate option (default 33) and leave the
  max_fps at 1000 and see what you get.
  you might find you don't need to boost tickrate if you don't have to.
 
  Kyrios wrote:
 
  Tonight tested the server with:
  - tickrate 100
  - mediaplayer running
  - fps_max 1000
  
  Things that changed:
  
  - fps 70 before = ~500 now
  - server is a headshotmachine now
  - Weapons seem to shoot faster (especially the AK47)
  
  makes a lot of fun. But faster shooting weapons could be a bug ?!?
  Perhaps Online Leagues will restrict tickrate change ?
  Is it just subjective feeling?
  
  I made 2 demos firing a complete AK47 magazine :
  One on a listen server (should be tickrate 33 ? )
  One on the dedicated (100 tickrate)
  
  listenserver needed 295 ticks
  dedicated needed 300 ticks
  
  Hmm... enoug space for speculations..
  
  On Apr 5, 2005 11:31 PM, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
  
  
  --
  [ Picked text/plain from multipart/alternative ]
  what should tickrate be at? i get from 50-140 fps but does not stay  
  constant.
  I rent a server , so i would have to get the company to change the  
  command
  line for serverdoc? and will that effect the performance of the other  
  servers
  on the box?
  it would be nice to run a 100 fps all the time.
  --
  
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Re: [hlds] Server at ~70 fps. -tickrate fps_max questions

2005-04-05 Thread Kyrios
allready testet with fps_max 1000 and tickrate default.
The effect is a server not that precise in  my eyes. I will
definetly continue running the server with tickrate 100. It feels much
smoother and your aim is honoured.

If you have players playing a lot (highskilled in CS:S language :P)
they will LOVE tickrate 100.

Update on AK47:
I just checked it with a clock (my Nokia :P):

It's on both servers around 3s. Of course this is not a very precise
measurement. But i repeatet the tests 10 times on each server. And the
average was 3 seconds for one magazine.

So it must be just a subjective feeling. Perhaps this is supported by
the sound also beeing smoother.

Hmm... I don't really know so I will stop guessing arround :P

My recommendation after these tests tonight (played a 5on5, tested
around with clanmates) is definetly -tickrate 100 for a clanwar
server. The first time I got the feeling my weapon hits where I aim :P

FYI: my client settings tonight:
rate 2;cl_rate ;cl_cmdrate 101;cl_updaterate 101;
cl_cmdbackup 0; cl_smooth 0;cl_smoothtime 0.1; cl_interp
0.01;cl_predict 1;cl_lagcompensation 1; cl_interpolate 1;

If you want to try the server:
IP: 213.131.244.251:27015
PW: 1337

;)




On Apr 6, 2005 12:03 AM, wArgOd [EMAIL PROTECTED] wrote:
 try getting rid of the tickrate option (default 33) and leave the
 max_fps at 1000 and see what you get.
 you might find you don't need to boost tickrate if you don't have to.

 Kyrios wrote:

 Tonight tested the server with:
 - tickrate 100
 - mediaplayer running
 - fps_max 1000
 
 Things that changed:
 
 - fps 70 before = ~500 now
 - server is a headshotmachine now
 - Weapons seem to shoot faster (especially the AK47)
 
 makes a lot of fun. But faster shooting weapons could be a bug ?!?
 Perhaps Online Leagues will restrict tickrate change ?
 Is it just subjective feeling?
 
 I made 2 demos firing a complete AK47 magazine :
 One on a listen server (should be tickrate 33 ? )
 One on the dedicated (100 tickrate)
 
 listenserver needed 295 ticks
 dedicated needed 300 ticks
 
 Hmm... enoug space for speculations..
 
 On Apr 5, 2005 11:31 PM, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
 
 
 --
 [ Picked text/plain from multipart/alternative ]
 what should tickrate be at? i get from 50-140 fps but does not stay  
 constant.
 I rent a server , so i would have to get the company to change the  command
 line for serverdoc? and will that effect the performance of the other  
 servers
 on the box?
 it would be nice to run a 100 fps all the time.
 --
 
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Re: [hlds] Server at ~70 fps. -tickrate fps_max questions

2005-04-05 Thread wArgOd
Kyrios wrote:
So it must be just a subjective feeling. Perhaps this is supported by
the sound also beeing smoother.

be sure to solicit opinions from a number of players.
I bet the response will be seems like i move faster here, etc.
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Re: [hlds] Server at ~70 fps. -tickrate fps_max questions

2005-04-05 Thread Roc
roflmao :)
wArgOd wrote:
Ray you are such a child. You should filter out me and the rest of the
high IQ people here so you won't waste your time replying.
Especially since we all know you are who you are and that you have
nothing positive to say on the topic.
So why waste our inboxes with your useless flaming retorts?
[EMAIL PROTECTED] wrote:
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Re: [hlds] Server at ~70 fps. -tickrate fps_max questions

2005-04-05 Thread Kyrios
On Apr 6, 2005 12:44 AM, wArgOd [EMAIL PROTECTED] wrote:
 Kyrios wrote:

 So it must be just a subjective feeling. Perhaps this is supported by
 the sound also beeing smoother.
 
 
 
 be sure to solicit opinions from a number of players.
Already done.
 I bet the response will be seems like i move faster here, etc.
Try it yourself. Server IP was in the last email.

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Re: [hlds] Server at ~70 fps. -tickrate fps_max questions

2005-04-05 Thread Kevin Cantrell
I had 150 ping on your server .

so I couldn't see anything different.


--- Kyrios [EMAIL PROTECTED] wrote:
 On Apr 6, 2005 12:44 AM, wArgOd [EMAIL PROTECTED]
 wrote:
  Kyrios wrote:
 
  So it must be just a subjective feeling. Perhaps
 this is supported by
  the sound also beeing smoother.
  
  
  
  be sure to solicit opinions from a number of
 players.
 Already done.
  I bet the response will be seems like i move
 faster here, etc.
 Try it yourself. Server IP was in the last email.
 
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Re: [hlds] Server at ~70 fps. -tickrate fps_max questions

2005-04-05 Thread Whisper
Wargod

Sometimes you say some good things but your illogical clinging to
incorrect assumptions just wastes electrons. Please go away and stop
LYING about what  works in the REAL WORLD.

You can run 20 HLDS processes on a single box, but I guarrantee you
that if you filled them ALL up with players your server would die in
the arse and your great performing server would be anything but that.

You want to be delusial and deny that this would nto be the case, then
feel free to believe your lies, but NOBODY in this list believes you
and any credability you may have on other issues you might have with
others goes straight out the window everytime you lamely attempt to
make this argument.

Oh, and don't even try to insinuate I haven't got better things to do
than DDoS your machine arsewipe.

On Apr 6, 2005 3:41 AM, wArgOd [EMAIL PROTECTED] wrote:
 One more thing Whisper...
 I monitor for DOS/DDOS attacks and submit SSF 4017 Network Incident
 Report (http://www.ustreas.gov/usss/forms/form_ssf4017.pdf) to the U.S.
 Secret Service in response to all verifiable DOS/DDOS attacks.

 wArgOd wrote:

  Yet another assinine retort from yet another flamer jerk that hates the
  idea that anyone who wants to can run a damn good set of servers for
  diddly compared to what the GSPs charge for crappy laggy rental servers.
 
  Well here is your chance Whisper.
  Prove that these 20 playable servers are not running on one dual xeon
  host with 2GB RAM:
 
  No, wait, better than that, I'll run 35 servers on the host just so you
  can see them running.
  Maybe you can get up enough people to join and we can see where the lag
  point is with 35 servers.
  If not then you need to STFU and try having respect for others.
 
  All 35 servers are now running on one dual xeon 2.8Ghz/2GB Ram Windows
  2000 host at theplanet in Dallas, Texas:
  Host just rebooted and 23 players are already online.
  Physical Memory (k): 2096560
  Commit Charge Total (k): 1857860
  Current aggregate CPU:  2%
 
  Let's find out where the breaking point is
 
  Server Listing:
  70.85.25.116:27015   *E|M|F* Clan CS:Source Server 01 - 24*7
  de_dust_xl_b1
  70.85.25.117:27015   *E|M|F* Clan CS:Source Server 02 - 24*7
  glassfloor_kdr
  70.85.25.118:27015   *E|M|F* Clan CS:Source Server 03 - 24*7
  mcdonalds_mds
  70.85.25.119:27015   *E|M|F* Clan CS:Source Server 04 - 24*7 cs_xcom
  70.85.25.120:27015   *E|M|F* Clan CS:Source Server 05 - CS_Assault_Lith2
  LO-G 24*7
  70.85.25.121:27015   *E|M|F* Clan CS:Source Server 06 - 24*7
  CS_MountainAbode_Lith
  70.85.25.122:27015   *E|M|F* Clan CS:Source Server 07 - 24*7 cs_xcom
  70.85.25.123:27015   *E|M|F* Clan CS:Source Server 08 - 24*7 awp_subzero
  70.85.25.124:27015   *E|M|F* Clan CS:Source Server 09 - 24*7 awp_subzero
  70.85.25.125:27015   *E|M|F* Clan CS:Source Server 10 - 24*7 awp_subzero
  70.85.25.126:27015   *E|M|F* Clan CS:Source Server 11 - 24*7
  scoutzknivez LO-G
  70.85.38.80:27015*E|M|F* Clan CS:Source Server 12 - 24*7
  scoutzknivez LO-G
  70.85.38.81:27015*E|M|F* Clan CS:Source Server 13 - 24*7
  scoutzknivez LO-G
  70.85.38.82:27015*E|M|F* Clan CS:Source Server 14 - 24*7
  scoutzknivez LO-G
  70.85.38.83:27015*E|M|F* Clan CS:Source Server 15 - 24*7
  glassfloor_kdr
  70.85.38.84:27015*E|M|F* Clan CS:Source Server 16 - 24*7 wallhacks
  70.85.38.85:27015*E|M|F* Clan CS:Source Server 17 - 24*7 Rats 
  Bedbugs
  70.85.38.86:27015*E|M|F* Clan CS:Source Server 18 - 24*7 de_view
  70.85.38.87:27015*E|M|F* Clan CS:Source Server 19 - 24*7
  cs_code_name_otter
  70.85.38.88:27015*E|M|F* Clan CS:Source Server 20 - 24*7
  cs_code_name_otter
  70.85.38.89:27015*E|M|F* Clan CS:Source Server 21 - 24*7
  cs_grenadefrenzy2
  70.85.38.90:27015*E|M|F* Clan CS:Source Server 22 - 24*7 wallhacks
  70.85.38.91:27015*E|M|F* Clan CS:Source Server 23 - 24*7 de_inkas
  70.85.38.92:27015*E|M|F* Clan CS:Source Server 24 - 24*7
  de_saints_courthouse
  70.85.38.93:27015*E|M|F* Clan CS:Source Server 25 - 24*7 awp_india
  70.85.38.94:27015*E|M|F* Clan CS:Source Server 26 - 24*7
  awp_canal_beta
  70.85.38.95:27015*E|M|F* Clan CS:Source Server 27 - 24*7 cs_reflex3
  70.85.122.144:27015  *E|M|F* Clan CS:Source Server 28 - 24*7
  cs_depository
  70.85.122.145:27015  *E|M|F* Clan CS:Source Server 29 - 24*7 de_bridge
  70.85.122.146:27015  *E|M|F* Clan CS:Source Server 30 - 24*7 de_shafted
  70.85.122.147:27015  *E|M|F* Clan CS:Source Server 31 - 24*7
  de_speedball_b2
  70.85.122.148:27015  *E|M|F* Clan CS:Source Server 32 - 24*7 alamo_mds
  70.85.122.149:27015  *E|M|F* Clan CS:Source Server 33 - 24*7 de_Markham
  70.85.122.150:27015  *E|M|F* Clan CS:Source Server 34 - 24*7 wallhacks
  70.85.122.151:27015  *E|M|F* Clan CS:Source Server 35 - 24*7
  de_speedball_b2
 
 
 
 
 
 
  Whisper wrote:
 
  sigh
 
  Please just go away with your running 20 HLDS/SRCDS server complete
  and utter bullshit
 
  Nobody cares about anything you have to say on this issue
 
  We all 

Re: [hlds] Server at ~70 fps. -tickrate fps_max questions

2005-04-05 Thread Whisper
I believe you Bent

Your experience precisely mirrors our own with our Dual 2.8's and 3.0'
XEON's with 2GB of RAM

I suspect it mirrors more or less every other professional server
operators experience on this list!

I don't know where wargod got it into his head to suggest anything
about a DDoS attack


On Apr 6, 2005 11:06 AM, Agent|BeNt [EMAIL PROTECTED] wrote:
 Well I'm not doubting that wargod is or isn't running 20-35 servers full.But
 I do lean more towards they aren't full.I'm not flaming or anything like
 that but the reason I say this is because I have a dual xeon 3.2 with 4 gigs
 of ram on a 100mbit backbone connection,and I can only run 2-18 player
 pubs,1-12 player pub,2-20 person pubs.and 1-12 player private.So we are
 talking about 100 player spots on that box.At any given time only 88 of
 those spots are used due to one server being a private for matches.Right now
 those servers are sitting at 16/12/9/8/0/0/0 and I'm running at 13% cpu.At
 full load with all those servers full it can range up as high as 65%
 depending on maps ect.So I can say just from my general knowledge there is
 no way you can run upwards of more than 10 small 12 player servers on a dual
 2.8.You woul really be pushing it then.

 What you are saying is you run 20 servers.Thats great about 5 years ago when
 I got started messing with servers I though wow it would be great to have my
 own box and run 100 servers!SO 3 years ago I got my own box.The first thing
 I thought,I got a dual xeon I can run 40 server or more! so I started up
 like 20 servers.The servers that where getting people they said we great
 servers no lag ect.But as my gaming community got bigger and people found
 out about the other servers and friends of friends started playing the box
 got laggy.I found out a dual xeon on its best day can only manage about 5-6
 good full 16-18 player servers.Thats its max.A dual 3.2 you may manage to
 get one more squeezed in there but I doubt it.As I only can run 6 public
 full servers and one private off of it.Anyways thats my $.02 cents.And I
 didn't flame you nor threaten to DDOS you or whatever mine was an
 intelligent arguement.Now prove me wrong.

 BeNt


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Re: [hlds] Server at ~70 fps. -tickrate fps_max questions

2005-04-04 Thread Ian mu
Not sure if its a little confusing your post, or maybe its just
meare you talking about css (am assuming so from most of
commands)? In which case ignore pingboost.

fps_max (faik), is the max settable via rcon etc, so probably wouldn't
affect it. tickrate would though. It may help if you include the o.s,
kernel ver etc if applicable as it could be that limiting it as it can
cause some oddities.

Guessing fps_max probably will create some weird divisors if lower
than tickrate as it may try to work out something from the original
tickrate and know it can't go above it/reach it? (Not entirely sure on
that one, but have seen similar in other game engines).

The dropping down to 1 fps is a bit weird though, and makes me wonder
a bit if there isn't something setup wrong with your system. Also make
sure all instances are restarted every day if css etc as its got a
weird fps halving+ bug which doesn't take all that long to appear.

Anyway, bit more info would probably help those here narrow it down maybe.

On Apr 4, 2005 11:16 PM, Kyrios [EMAIL PROTECTED] wrote:
 Hi List,

 today I first heard about tickrate. I then searched the steam forums
 and the Support DB.
 When I then tried (after reading the support DB Engine Article) i
 decided to try -tickrate 1000.

 What happend was the server running at 1000fps. After players joined
 the server the server fps dropped to 1. Unplayable ;)

 Now i've read on the list that 100 is the maximum suggestable.
 Trying this has now visible effect.

 The point why I'm trying all this is that my server fps are allways
 just arround 50-70. The machine is a P4 3,6 with 2 GB Ram. Also there
 are runnig 3 other instances on the machine I believe 70fps is far not
 enough (mostyl because the other instances do idle 23h a day).

 I also tried to change fps_max from default to higher and lower values.

 With fps_max 1000 there is no change at all.
 With fps_max lower than actual fps, the fps are divided and rounded :P

 Example
 rcon stats says the server does 61 fps.
 Then setting fps_max to 58 results in 33,3 fps.

 Very strange in my eyes.

 So here is the question ;-) How can I get more than 70fps or is the
 server really to slow? Remember the other instances really just idle
 arround

 Also I've read about -pingboost 3 or something like that. What does it
 actually do?

 Greets
 Thorsten

 P.S.: Sry for my terrible english ;)
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