Re: [hlds_linux] Weird Lag on CS:S servers

2005-02-11 Thread Chris Jones
Original message from [EMAIL PROTECTED]:

> They do work, as long as you don't mind restarting the server every two days
> because the FPS's will drop from 256 to 128 to 64 to 32 to 1000. At the 1000
> range they are completely unplayable. The entire engine/netcode is junk.
> Even after a fresh restart players "rubber-band" around the server and
> there's nothing a host can do about it. I feel like they should put this
> crap back into beta status and stop trying to make money off of it until
> it's DONE!!
> But that's just the opinion of one GSP, go figure.

I don't have this issue on a p3-1.5Ghz 32 player server (process reniced
to -20) with 10mbps shaped up/down.  It's quite smooth, with low ping.

Not to say that srcds doesn't have issues, it has many, but maybe this
is an issue with your setup.



--
Chris

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RE: [hlds_linux] Weird Lag on CS:S servers

2005-02-11 Thread ray
They do work, as long as you don't mind restarting the server every two days
because the FPS's will drop from 256 to 128 to 64 to 32 to 1000. At the 1000
range they are completely unplayable. The entire engine/netcode is junk.
Even after a fresh restart players "rubber-band" around the server and
there's nothing a host can do about it. I feel like they should put this
crap back into beta status and stop trying to make money off of it until
it's DONE!!
But that's just the opinion of one GSP, go figure.

Ray S.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of The Fool
Sent: Friday, February 11, 2005 1:22 PM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Weird Lag on CS:S servers

Such a hard question. The bad news is that the "net code" is a junkheap :/

However, ticrate (fps_max in CS:S) is (as far as i know) just a logical
variable which tells the max. number of frames the srcds _may_ render / sec.
On the other hand, i set it to 500 - no effect. Because of dozens of other
issues (faulty hitboxes, crouching player gets "auto-headshot", even from
running/jumping opponents, useless rate settings, etc, etc) i spent no time
with it.

But, on win. servers it works (as i heard, but these are just rumors :)



> Hey people,
> Basically im getting "warping" lag on some of my servers
> the spec are  a)  P4 2.8 1gig ram  gbit nic
> b) Dual Opteron242's 2gig ram dual gb nics
> c) Dual Opteron250's   2gig ram dual gbit nic
> e)   Dual Opteron258's (i think) 2gig ram dual
> gbit nic
> f)   Dual Opteron258's (i think) 2gig ram dual
> gbit nic
> ALL servers are on a major carriers backbone as we provide their gaming
> services for their resellers
>
> All machine are running RHE3 (moving to Centos3.4) with latest
> performance patches and security updates etc running RHN's latest perf
> smp opteron kernel (except a)
>
> b-e run 4gameservers each without issues (also runs other gameservers
> not only css) a runs 2.
> Pings to the servers ingame are fine and run around the 20-60 mark but i
> am just experiencing this warping lag ... i cant figure it out ... are
> there any setting i should be aware of that arent reallly common ?
> what ticrate do you recommend etc ?
>
> Jammy


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Re: [hlds_linux] Weird Lag on CS:S servers

2005-02-11 Thread The Fool
Such a hard question. The bad news is that the "net code" is a junkheap :/
However, ticrate (fps_max in CS:S) is (as far as i know) just a logical
variable which tells the max. number of frames the srcds _may_ render / sec.
On the other hand, i set it to 500 - no effect. Because of dozens of other
issues (faulty hitboxes, crouching player gets "auto-headshot", even from
running/jumping opponents, useless rate settings, etc, etc) i spent no time
with it.
But, on win. servers it works (as i heard, but these are just rumors :)

Hey people,
Basically im getting "warping" lag on some of my servers
the spec are  a)  P4 2.8 1gig ram  gbit nic
b) Dual Opteron242's 2gig ram dual gb nics
c) Dual Opteron250's   2gig ram dual gbit nic
e)   Dual Opteron258's (i think) 2gig ram dual
gbit nic
f)   Dual Opteron258's (i think) 2gig ram dual
gbit nic
ALL servers are on a major carriers backbone as we provide their gaming
services for their resellers
All machine are running RHE3 (moving to Centos3.4) with latest
performance patches and security updates etc running RHN's latest perf
smp opteron kernel (except a)
b-e run 4gameservers each without issues (also runs other gameservers
not only css) a runs 2.
Pings to the servers ingame are fine and run around the 20-60 mark but i
am just experiencing this warping lag ... i cant figure it out ... are
there any setting i should be aware of that arent reallly common ?
what ticrate do you recommend etc ?
Jammy

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Re: [hlds_linux] Currently available (and working) server mods

2005-02-11 Thread The Fool
That's right. Subversion is a good "source safe" :D
sorry, bad joke :)
BTW, it's really a great tool.

--On Thursday, February 10, 2005 2:19 PM -0600 List Keeper
<[EMAIL PROTECTED]> wrote:
SourceMod is an open-source project, but without a definite time-frame
for anonymous cvs.
BTW, lots of open source projects are moving from CVS to Subversion
. I've got a couple of servers serving
private repositories using Apache 2. It's pretty straightforward to set
up,
and Fedora 2 and up bundle it with a sample configuration. View-CVS
includes Subversion support. There's a very good online book explaining
how
to use it at .

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RE: [hlds_linux] CSS Client server lookup on a LAN..Alfred?

2005-02-11 Thread ruwen
If you find a solution, could you be so kind and post it here?
Something like a steamproxy (which has all the content data and direct
only the logindata to the realsteamserver) would be great.
For the clients a little which you can use to enter one or more content
server
ips (the proxy ips).
That would save a lot of bandwith on LAN Partys.

ruwen

On 09.02.2005 at 21:47 Alfred Reynolds <[EMAIL PROTECTED]> wrote:

>You can always contact me directly via the reply email address on this
>message. I will forward this email to our LAN gaming crew.
>
>- Alfred
>
>-Original Message-
>From: [EMAIL PROTECTED]
>[mailto:[EMAIL PROTECTED] On Behalf Of Kennycom
>Sent: Wednesday, February 09, 2005 9:41 PM
>To: hlds_linux@list.valvesoftware.com
>Cc: [EMAIL PROTECTED]
>Subject: Re: [hlds_linux] CSS Client server lookup on a LAN..Alfred?
>
>Alfred is there some way to talk to you in private or can you direct me
>to someone at valve/steam about how we can get something like an
>internal master server setup at the next 2 400man LAN's we will be
>running this year?
>
>With the problems of having a solid internet connection and steam having
>their own auth. problems at our first event we might be foregoing having
>one at the next 2 events.
>
>If we can come to some kind of agreement/setup then I think that
>valve/steam would come out looking good in the eyes of the 400 some odd
>gamers at the events.
>
>
>If anyone wants to see a write-up on our event you can check out the one
>THG did on it
>
>http://www.tomshardware.com/game/200502051/index.html
>
>SP_Kenny
>
>
>- Original Message -
>From: "Alfred Reynolds" <[EMAIL PROTECTED]>
>To: 
>Cc: <[EMAIL PROTECTED]>
>Sent: Monday, February 07, 2005 8:01 PM
>Subject: RE: [hlds_linux] CSS Client server lookup on a LAN..Alfred?
>
>
>> The "LAN" tab uses broadcast Ethernet packets to discover servers
>> using ports 27015 through 27020.
>>
>> - Alfred
>>
>> Original Message
>> From: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] On Behalf Of Kennycom
>> Sent: Monday, February 07, 2005 7:04 PM To:
>> hlds_linux@list.valvesoftware.com Cc: [EMAIL PROTECTED]
>> Subject: Re: [hlds_linux] CSS Client server lookup on a LAN..Alfred?
>>
>>> Does anyone have any comments on this?
>>>
>>>
>>> - Original Message -
>>> From: "Kennycom" <[EMAIL PROTECTED]>
>>> To: 
>>> Cc: <[EMAIL PROTECTED]>
>>> Sent: Friday, February 04, 2005 1:02 AM
>>> Subject: [hlds_linux] CSS Client server lookup on a LAN
>>>
>>>
>>> > Hey folks,
>>> >
>>> > Let me start off with what our situation is...
>>> >
>>> > This past weekend we were part of the network/server team at a
>>> > 400man LAN event. One of the small problems we had was not everyone
>
>>> > could see all of the CSS servers that were being hosted. There were
>>> > 14 CSS official servers, 10 of which were tourney. Source was not
>>> > the only game to give us this problem.. But since CSS was one of
>>> > the more played games we are starting with it.
>>> >
>>> > sv_lan was set at 1
>>> >
>>> > We were running a 350+ node private network using the 10.x.x.x
>>> > range with 255.255.0.0 mask
>>> >
>>> > We are working on streamlining the network a bit
>>> >
>>> > We have 2 more of these events to host this year and we would like
>>> > to get a better feel for what the client/server interaction is for
>>> > network lookup/announce.
>>> >
>>> > Does setting the sv_lan 1 not only remove the server/client auth
>>> > but make it so that the above network setup is out of the question?
>>> >
>>> > Would using sv_lan 0 with the auth ports for the server blocked
>>> > work? We have limited internet bandwidth for these events, and
>>> > unfortunately steam was having issues on the weekend of our last
>>> > event and left a lot of gamers unhappy about not being able to log
>>> > into their account, while others could. We did have the client
>>> > steam auth ports open.
>>> >
>>> > Thanks,
>>> >
>>> > SP_Kenny
>>> >
>>> >
>>> >
>>> >
>>> >
>>> >
>>> > ___
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>>> >
>>>
>>>
>>>
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>
>
>
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