Re: [hlds_linux] Command Line?

2004-04-26 Thread KnowHow The NetCrawler
m0gely wrote:

Alfred Reynolds wrote:

By me changing the code :) Sorry, I should have said, Yes, I will make
the change in code to increase that limit.
- Alfred


mp_forceautojoin for CS would be cool while you're in the feature adding
mood. ;)
--
- m0gely
http://quake2.telestream.com/
Q2 | Q3A | Counter-strike
I second that motion!

--
KnowHow
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Re: [hlds_linux] Command Line?

2004-04-26 Thread dx

 increasing the command line buffer is nothing compared to what
mp_forceautojoin will do. hard coding, game implications. these are 2 VERY
different things to implement.

/mike

On Mon, Apr 26, 2004 at 08:57:05AM +0200 or thereabouts, KnowHow The NetCrawler wrote:
 m0gely wrote:

 Alfred Reynolds wrote:
 
 By me changing the code :) Sorry, I should have said, Yes, I will make
 the change in code to increase that limit.
 
 - Alfred
 
 
 mp_forceautojoin for CS would be cool while you're in the feature adding
 mood. ;)
 
 --
 - m0gely
 http://quake2.telestream.com/
 Q2 | Q3A | Counter-strike
 
 I second that motion!

 --
 KnowHow


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Re: [hlds_linux] How hard would it be to make hlds 64 players?

2004-04-26 Thread tlpitts
True, but look at the intake of funds. It would more then cover the cost.

Just my $0.02
- Original Message -
From: localhost [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Sunday, April 25, 2004 7:57 PM
Subject: Re: [hlds_linux] How hard would it be to make hlds 64 players?


 it would be hell for admins like us.  you wouldnt be able to fit more
 than 4 servers on a good size box

 m0gely wrote:
  Would this be a huge undertaking?  I realize it's pretty late in the
  game to even suggest such a revision if it is indeed that big.  But it
  could make some great new mapping possibilities and game play.  And I'm
  not talking about making Dust2 64 player. :P
 
  --
  - m0gely
  http://quake2.telestream.com/
  Q2 | Q3A | Counter-strike
 
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  .
 

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Re: [hlds_linux] Command Line?

2004-04-26 Thread David Lee
I don't know exactly what you guys mean with the mp_forceautojoin, but i
assume its similar to TFC where people are automatically joined to a
team which helps with team stacking. I don't see how this would be hard
to implement. Coming from a coding standpoint its just 1 extra variable
to check for. A simple hack would be to just disable 1 and 2 from the
team selection. Another slightly better option would be to just pass
5(or whatever variable selection 5 sets) to the corresponding classes or
functions for team selection when mp_forceautojoin is true, however,
this would require some other parts of the hlds and hl.exe binaries to
be modified. All in all, I dont see how this could be difficult at all,
unless the cs code is just horrible(which may be the case give the
amount of bugs that show up with each update). This is however not a
linux specific request and would probably get more attention on the
general hlds mailing list.
[EMAIL PROTECTED] wrote:
  increasing the command line buffer is nothing compared to what
 mp_forceautojoin will do. hard coding, game implications. these are 2
VERY
 different things to implement.

 /mike
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Thanks,
David Lee

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RE: [hlds_linux] Command Line?

2004-04-26 Thread Matthew White
I have seen this in action. A couple of servers I have played on had a team
limiting system where you could only join one team if they were uneven. I
don't know what script was used but when the team selection screen came up
then if you tried to go on the larger team it wouldn't let you.

The servers were cs.axia.org.uk and csx.axia.org.uk - both good uk based
servers as well!

Regards,

Matt White
[ [EMAIL PROTECTED] ]
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of David Lee
Sent: 26 April 2004 10:25
To: [EMAIL PROTECTED]
Subject: Re: [hlds_linux] Command Line?

I don't know exactly what you guys mean with the mp_forceautojoin, but i
assume its similar to TFC where people are automatically joined to a
team which helps with team stacking. I don't see how this would be hard
to implement. Coming from a coding standpoint its just 1 extra variable
to check for. A simple hack would be to just disable 1 and 2 from the
team selection. Another slightly better option would be to just pass
5(or whatever variable selection 5 sets) to the corresponding classes or
functions for team selection when mp_forceautojoin is true, however,
this would require some other parts of the hlds and hl.exe binaries to
be modified. All in all, I dont see how this could be difficult at all,
unless the cs code is just horrible(which may be the case give the
amount of bugs that show up with each update). This is however not a
linux specific request and would probably get more attention on the
general hlds mailing list.

[EMAIL PROTECTED] wrote:
   increasing the command line buffer is nothing compared to what
  mp_forceautojoin will do. hard coding, game implications. these are 2
VERY
  different things to implement.
 
  /mike


--
Thanks,

David Lee

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Re: [hlds_linux] How hard would it be to make hlds

2004-04-26 Thread Michael Ressen
- -Original Message-
- From: [EMAIL PROTECTED]
-
- True, but look at the intake of funds. It would more then
- cover the cost.
-
- Just my $0.02
- - Original Message -
- From: localhost [EMAIL PROTECTED]
- To: [EMAIL PROTECTED]
- Sent: Sunday, April 25, 2004 7:57 PM
- Subject: Re: [hlds_linux] How hard would it be to make hlds
- 64 players?
-
-
-  it would be hell for admins like us.  you wouldnt be able
- to fit more
-  than 4 servers on a good size box
- 
-  m0gely wrote:
-   Would this be a huge undertaking?  I realize it's pretty
- late in the
-   game to even suggest such a revision if it is indeed
- that big.  But
-   it could make some great new mapping possibilities and
- game play.
-   And I'm not talking about making Dust2 64 player. :P
-

LOLOLOL!   I didn't know hlds was ported to sparc!!   That's the only way
you're gonna get 4 64-player servers on one box, let alone ONE!!   Hell, you
can barely fit a 32 on one x86 proc under 3.1.1.0 with a few addons.

Wishful thinking at best.

/BA
/Michigan Burbs


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Re: [hlds_linux] Command Line?

2004-04-26 Thread m0gely
Daniel Stroven wrote:
mp_limitteams   1
mp_autoteambalance 1
I have my server running these values.

As far as  mp_forceautojoin be added or used, I really don't see the reason
it would need to be added.  Most autojoiner's never consider talent vs
talent on a team and autojoin definitely doesn't do anything other than
randomly choose the team.  It doesn't prevent stacking and I usually
consider it a poor excuse by any player to on a stacked team to say he used
autojoin instead of looking at which team needed help.
Where mp_foreceautojoin exists would be random from the getgo and thus
impossible to *intentionally* stack.  I can't understand how you would
think this doesn't prevent stacking.  Sure there will always be better
teams but thats not what we're talking about here.  You are relying on
people making the 'right' choice.  And if that works for you then great,
you have very honorable players on your server.
--
- m0gely
http://quake2.telestream.com/
Q2 | Q3A | Counter-strike
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Re: [hlds_linux] Command Line?

2004-04-26 Thread Daniel Stroven
M0gely,

I figured you had those cvars already, I was replying to the Matt White who
posted:

 I
don't know what script was used but when the team selection screen came up
then if you tried to go on the larger team it wouldn't let you.


I think its possible it force autojoin would help, but then again if someone
simply waits for one team to have as many as the other, or one more when he
chooses..he has a good chance to get the team he wants anyway.  Course if
people weren't stack/stat whores..we wouldnt have to worry about it ;)
- Original Message -
From: m0gely [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, April 26, 2004 12:35 PM
Subject: Re: [hlds_linux] Command Line?


 Daniel Stroven wrote:
  mp_limitteams   1
  mp_autoteambalance 1

 I have my server running these values.

  As far as  mp_forceautojoin be added or used, I really don't see the
reason
  it would need to be added.  Most autojoiner's never consider talent vs
  talent on a team and autojoin definitely doesn't do anything other than
  randomly choose the team.  It doesn't prevent stacking and I usually
  consider it a poor excuse by any player to on a stacked team to say he
used
  autojoin instead of looking at which team needed help.

 Where mp_foreceautojoin exists would be random from the getgo and thus
 impossible to *intentionally* stack.  I can't understand how you would
 think this doesn't prevent stacking.  Sure there will always be better
 teams but thats not what we're talking about here.  You are relying on
 people making the 'right' choice.  And if that works for you then great,
 you have very honorable players on your server.

 --
 - m0gely
 http://quake2.telestream.com/
 Q2 | Q3A | Counter-strike

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RE: [hlds_linux] How hard would it be to make hlds

2004-04-26 Thread Clanpubs.net Administrator
That's odd. I can easily fir a 32 player server on one processor. Actually 2
on a 2.8ghz w/ HT. Of course that's on windoze.

-Jon

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of
 Michael Ressen
 Sent: Monday, April 26, 2004 10:00 AM
 To: [EMAIL PROTECTED]
 Subject: Re: [hlds_linux] How hard would it be to make hlds

 - -Original Message-
 - From: [EMAIL PROTECTED]
 -
 - True, but look at the intake of funds. It would more then
 cover the
 - cost.
 -
 - Just my $0.02
 - - Original Message -
 - From: localhost [EMAIL PROTECTED]
 - To: [EMAIL PROTECTED]
 - Sent: Sunday, April 25, 2004 7:57 PM
 - Subject: Re: [hlds_linux] How hard would it be to make hlds
 - 64 players?
 -
 -
 -  it would be hell for admins like us.  you wouldnt be able
 - to fit more
 -  than 4 servers on a good size box
 - 
 -  m0gely wrote:
 -   Would this be a huge undertaking?  I realize it's pretty
 - late in the
 -   game to even suggest such a revision if it is indeed
 - that big.  But
 -   it could make some great new mapping possibilities and
 - game play.
 -   And I'm not talking about making Dust2 64 player. :P
 -

 LOLOLOL!   I didn't know hlds was ported to sparc!!   That's
 the only way
 you're gonna get 4 64-player servers on one box, let alone
 ONE!!   Hell, you
 can barely fit a 32 on one x86 proc under 3.1.1.0 with a few addons.

 Wishful thinking at best.

 /BA
 /Michigan Burbs


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Re: [hlds_linux] How hard would it be to make hlds

2004-04-26 Thread David Lee
The architecture of the system has little to do with this. BTW hlds
already has support for processors that blow the current sparcs away,
the opteron. Don't think so? Check the sun website, they are offering
opterons as an alternative b/c sparc is showing its age. The new sparc
design may be better, but whats the point in talking about hardware that
doesnt exist yet? Maybe you're suggesting the sparc b/c of its parallel
processing capabilities. Well, the xeon and the opteron both support up
to 8way smp, which should be able to run a lot more than 4 of these
hypothetical 64 player servers. Heres the real problem with 64 player
servers, map size. HLDS really starts to crawl when maps get large. A
map large enough to hold 64 players at once would probably be the
biggest issue with hlds and I'm not sure how much raw horsepower could
help this.
LOLOLOL!   I didn't know hlds was ported to sparc!!   That's the only way
you're gonna get 4 64-player servers on one box, let alone ONE!!   Hell, you
can barely fit a 32 on one x86 proc under 3.1.1.0 with a few addons.
Wishful thinking at best.

/BA
/Michigan Burbs
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RE: [hlds_linux] How hard would it be to make hlds

2004-04-26 Thread Richard Onyon
I'd like to comment on the sun note.

Sun boxes cost in the tens of thousands to hundred of thousands of dollars
for anything decent by sun standards.

But if your still bent on using sun equipment, this may be a start.
http://www.theregister.com/2004/04/26/sun_certifies_windows/

:)

Rich

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of David Lee
Sent: Monday, April 26, 2004 3:55 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlds_linux] How hard would it be to make hlds

The architecture of the system has little to do with this. BTW hlds
already has support for processors that blow the current sparcs away,
the opteron. Don't think so? Check the sun website, they are offering
opterons as an alternative b/c sparc is showing its age. The new sparc
design may be better, but whats the point in talking about hardware that
doesnt exist yet? Maybe you're suggesting the sparc b/c of its parallel
processing capabilities. Well, the xeon and the opteron both support up
to 8way smp, which should be able to run a lot more than 4 of these
hypothetical 64 player servers. Heres the real problem with 64 player
servers, map size. HLDS really starts to crawl when maps get large. A
map large enough to hold 64 players at once would probably be the
biggest issue with hlds and I'm not sure how much raw horsepower could
help this.

 LOLOLOL!   I didn't know hlds was ported to sparc!!   That's the only way
 you're gonna get 4 64-player servers on one box, let alone ONE!!   Hell,
you
 can barely fit a 32 on one x86 proc under 3.1.1.0 with a few addons.

 Wishful thinking at best.

 /BA
 /Michigan Burbs


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--
Thanks,

David Lee

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