Re: [hlds_linux] srcds update

2005-02-26 Thread Justin McCarter
Thanks 8tlmer!

-Justin


On Sun, 27 Feb 2005 05:25:17 +0100, 8tImER <[EMAIL PROTECTED]> wrote:
> Hello Justin,
>
> never, it has always been "Counter-Strike Source".
>
> --
> Regards, mailto:[EMAIL PROTECTED]
>  8tImER  PGP Key-ID: 0xADD46137
>
> Original text:
> On 27.02.05 at 05:13:40 you wrote:
>
> > so when did the game name for CS:Source change from "Counter-Strike:
> > Source" to "Counter-Strike Source" for updates?
>
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Re: [hlds_linux] srcds update

2005-02-26 Thread 8tImER
Hello Justin,

never, it has always been "Counter-Strike Source".

--
Regards, mailto:[EMAIL PROTECTED]
 8tImER  PGP Key-ID: 0xADD46137

Original text:
On 27.02.05 at 05:13:40 you wrote:

> so when did the game name for CS:Source change from "Counter-Strike:
> Source" to "Counter-Strike Source" for updates?

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[hlds_linux] srcds update

2005-02-26 Thread Justin McCarter
so when did the game name for CS:Source change from "Counter-Strike:
Source" to "Counter-Strike Source" for updates?

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Re: [hlds_linux] CPU Usage with higher tickrate

2005-02-26 Thread Chris Jones
Jesper S?rensen wrote:

> Problem is, with values high than the tickrate you get a shit load of
> local prediction errors, and you really dont want those.

sv_maxupdaterate  // Maximum updates per second that the server will allow


--
Chris

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Re: [hlds_linux] CPU Usage with higher tickrate

2005-02-26 Thread Jesper Sørensen
I said they should set the equal or less to the server tickrate.
Well they can do whatever they like, but I gurantee you they wont enjoy
it at all.
Problem is, with values high than the tickrate you get a shit load of
local prediction errors, and you really dont want those.
/Jesper
List Keeper wrote:
What makes you come to the conclusion that users must set their rates 
differently?

- Original Message -
From: "Jesper Sørensen" <[EMAIL PROTECTED]>
To: 
Sent: Saturday, February 26, 2005 03:37 PM
Subject: Re: [hlds_linux] CPU Usage with higher tickrate



I would recomend that all server owner tell their users what tickrate



they are using.




I've been testing tickrate, and it is rather vitial that users set their



cl_cmdrate & cl_updaterate <= tickrate.




So please tell, or else its a big waste.

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Re: [hlds_linux] CPU Usage with higher tickrate

2005-02-26 Thread List Keeper
What makes you come to the conclusion that users must set their rates 
differently?

- Original Message -
From: "Jesper Sørensen" <[EMAIL PROTECTED]>
To: 
Sent: Saturday, February 26, 2005 03:37 PM
Subject: Re: [hlds_linux] CPU Usage with higher tickrate


>I would recomend that all server owner tell their users what tickrate
> they are using.
>
> I've been testing tickrate, and it is rather vitial that users set their
> cl_cmdrate & cl_updaterate <= tickrate.
>
> So please tell, or else its a big waste.
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Re: [hlds_linux] CPU Usage with higher tickrate

2005-02-26 Thread Jesper Sørensen
I would recomend that all server owner tell their users what tickrate
they are using.
I've been testing tickrate, and it is rather vitial that users set their
cl_cmdrate & cl_updaterate <= tickrate.
So please tell, or else its a big waste.
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Re: [hlds_linux] Team Balance after update

2005-02-26 Thread ScratchMonkey
--On Saturday, February 26, 2005 10:41 AM -0800 Chris Jones
<[EMAIL PROTECTED]> wrote:
Judging by the amount of work my admins have to do, I am pretty sure no
one reads the MOTD anyway.  :)
No one reads anymore. :/
Maybe use animated GIF's or Flash animations for the TV generation. Use
subliminal message frames wrapped in pr0n to send the server rules. Call
the server Pavlov's Lab.
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Re: [hlds_linux] Team Balance after update

2005-02-26 Thread Chris Jones
ScratchMonkey wrote:

> And while we're mentioning client issues, I'd like a "Back" button in
> the MOTD display. I want to put a link to my rules page in the MOTD,
> but if someone follows it, they can't get back again, unless I code a
> back button

Judging by the amount of work my admins have to do, I am pretty sure no
one reads the MOTD anyway.  :)


--
Chris

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Re: [hlds_linux] Team Balance after update

2005-02-26 Thread ScratchMonkey
--On Saturday, February 26, 2005 2:48 AM -0800 Clayton Macleod
<[EMAIL PROTECTED]> wrote:
There have been problems with the favourites list since the beginning.
I've found that they stick if you make them in the server list from
the windows desktop and exit steam right after you add/remove/etc. And
if you add them from inside a game, they're probably going to
disappear.
Confirmed.
And while we're mentioning client issues, I'd like a "Back" button in the
MOTD display. I want to put a link to my rules page in the MOTD, but if
someone follows it, they can't get back again, unless I code a back button
on the rules page. (I also have a link to my forums and my TeamSpeak join
page.) To see what I mean, try joining the server here:

Here's the MOTD (symlinked from my game server directory to my Apache
space):

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Re: [hlds_linux] CPU Usage with higher tickrate

2005-02-26 Thread ranger
Hi,
using Debian with the 2.6.10 Kernel. I set tickrate to 66 ! The pings are
better and the CPU Usage with a full 16 Slots Server is max. ~20% at all
maps ! XP 2800+ Barton, 1 GB RAM .
- Original Message -
From: "richy" <[EMAIL PROTECTED]>
To: "hlds linux" 
Sent: Saturday, February 26, 2005 1:16 PM
Subject: [hlds_linux] CPU Usage with higher tickrate

Hi
I am seeing a huge CPU usage increase with higher tickrates.
I have a 64bit Opteron 250 with 1GB Ram with nothing else running bar 1
CSS server running de_train.Tickrate of 66 and 14 players and the CPU
maxes out meaning that when players spawn there is a severe stuttering.
I would like to run tickrate at 60-100 but CPU overhead is insane.
(Although bullet reg is amazing).
Anyone else with similar problems?
Richy
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Re: [hlds_linux] CPU Usage with higher tickrate

2005-02-26 Thread Ian mu
I think this is why I personally dislike the idea of changeable
tickrates. I'm more from the point of view that valve (+community
tested if possible), should just come out with one value that provides
good reg, and "reasonable" cpu. Instead we're heading back to the
archaic system of every server you go on being different, and every
player whining if the server isn't set to 128 or something. Set it at
a decent value which is accepted by the community as good and fix it
at that. I don't see why this is such an issue, whereas now we're
probably going to find some servers on 33, some on 66/100, probably
some > 128 and getting odd simulation errors. Get an accepted value
which is "how css should be played" and stick to it in my book.

I'm currently testing the different ticrates and usage, so don't have
anything conclusive about how much mines using yet, but I'm currently
wincing every time I change it about how much cpu I'm going to find it
takes when full hehe.

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Re: [hlds_linux] runaway CPU usage

2005-02-26 Thread Ian mu
Yeah, sorry just to confirm same, its only in hl2dm the runaway cpu,
css is fine (altho has a small mem leak which can become significant
over time). Its a pretty significant problem as it just affects
everything else running on the server as well.

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[hlds_linux] CPU Usage with higher tickrate

2005-02-26 Thread richy
Hi
I am seeing a huge CPU usage increase with higher tickrates.
I have a 64bit Opteron 250 with 1GB Ram with nothing else running bar 1
CSS server running de_train.Tickrate of 66 and 14 players and the CPU
maxes out meaning that when players spawn there is a severe stuttering.
I would like to run tickrate at 60-100 but CPU overhead is insane.
(Although bullet reg is amazing).
Anyone else with similar problems?
Richy
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Re: [hlds_linux] runaway CPU usage

2005-02-26 Thread Kingsley Foreman
im also seeing that, only in hl2mp
Kingsley
- Original Message -
From: "Ian mu" <[EMAIL PROTECTED]>
To: 
Sent: Saturday, February 26, 2005 10:10 PM
Subject: Re: [hlds_linux] runaway CPU usage

Yup I can verify that, putting it on a daily cron restart helps a
little, but can still spiral upwards within a day, just happens less
often.
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Re: [hlds_linux] runaway CPU usage

2005-02-26 Thread Ian mu
Yup I can verify that, putting it on a daily cron restart helps a
little, but can still spiral upwards within a day, just happens less
often.

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Re: [hlds_linux] Team Balance after update

2005-02-26 Thread Clayton Macleod
always worked fine here, previously. My only gripe was that it always
took a round before it did it. Though perhaps this was to give people
a chance to balance it themselves first.

There have been problems with the favourites list since the beginning.
I've found that they stick if you make them in the server list from
the windows desktop and exit steam right after you add/remove/etc. And
if you add them from inside a game, they're probably going to
disappear.

On Sat, 26 Feb 2005 02:24:11 -0800, Chris Jones <[EMAIL PROTECTED]> wrote:
> Favorites list is broken too for clients; it's empty when you restart
> the game, no matter what you add.  I've lost a few regulars over this, I
> believe.  Hope they can find me again.  :/
>
> But yeah, on the topic of linux server, autobalance is busted.  It's my
> opinion that it didn't work that well before, but it doesn't work at all
> now.

--
Clayton Macleod

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Re: [hlds_linux] Team Balance after update

2005-02-26 Thread Chris Jones
Clayton Macleod wrote:

> anyways, yeah, autobalance is broken.

Favorites list is broken too for clients; it's empty when you restart
the game, no matter what you add.  I've lost a few regulars over this, I
believe.  Hope they can find me again.  :/

But yeah, on the topic of linux server, autobalance is busted.  It's my
opinion that it didn't work that well before, but it doesn't work at all
now.


--
Chris

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Re: [hlds_linux] Team Balance after update

2005-02-26 Thread Clayton Macleod
holy crap, trim your posts...

anyways, yeah, autobalance is broken.


On Fri, 25 Feb 2005 01:15:52 -0500, danal1 <[EMAIL PROTECTED]> wrote:
> I am running the Linux server and the mp_autoteambalance is set to 1
> and it doesn't seem to be working. Is anyone else experiencing this?
> Dana

--
Clayton Macleod

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