[hlds_linux] CS:S update

2006-09-30 Thread Henrik Dige Semark
--
[ Picked text/plain from multipart/alternative ]

Hey, I have installed MetaMod on my CS:S-server, but every time its auto 
updates all my conf. a deleted, how can I change that ? it is very annoying to 
reinstall my conf.

/ [Team-Jogge] SuicideMe [DK]
_
Prøv Live.com – din hurtige, personlige startside med alle de ting, som betyder 
noget for dig, samlet på ét sted.
http://www.live.com/getstarted
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Re: [hlds_linux] CS:S update

2006-09-30 Thread Timo Hilbertz

i guess that only the gameinfo.txt is being overwritten bei steam.
changing file permissions should solve the problem.

Henrik Dige Semark schrieb:

--
[ Picked text/plain from multipart/alternative ]

Hey, I have installed MetaMod on my CS:S-server, but every time its auto 
updates all my conf. a deleted, how can I change that ? it is very annoying to 
reinstall my conf.

/ [Team-Jogge] SuicideMe [DK]
_
Prøv Live.com – din hurtige, personlige startside med alle de ting, som betyder 
noget for dig, samlet på ét sted.
http://www.live.com/getstarted
--

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Re: [hlds_linux] Server Config File

2006-09-30 Thread Kevin Polmanteer
--
[ Picked text/plain from multipart/alternative ]
There is a nice little config maker at cstrike-planet.com  you should just
add it to you cfg folder.  Also make sure its server.cfg not server.txt.cfg.

On 9/30/06, Juston Griggs [EMAIL PROTECTED] wrote:

 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 Ok I got hl2mp setup on my linux server and when I do



 ./srcds_run -console -game hl2mp -port 27015 +ip 192.168.1.85 +map
 dm_lockdown +maxplayers 3



 I get this



 Auto detecting CPU

 Using SSE2 Optimised binary.

 Auto-restarting the server on crash



 Console initialized.

 Game.dll loaded for Half-Life 2 Deathmatch

 CSoundEmitterSystem::AddSoundsFromFile:  No such file
 scripts/level_sounds_e3_c17.txt

 CSoundEmitterSystem::AddSoundsFromFile:  No such file
 scripts/level_sounds_e3_town.txt

 CSoundEmitterSystem::AddSoundsFromFile:  No such file
 scripts/level_sounds_e3_bugbait.txt

 CSoundEmitterSystem::AddSoundsFromFile:  No such file
 scripts/level_sounds_eli_lab.txt

 CSoundEmitterSystem::AddSoundsFromFile:  No such file
 scripts/level_sounds_trainyard.txt

 CSoundEmitterSystem::AddSoundsFromFile:  No such file
 scripts/level_sounds_k_lab.txt

 CSoundEmitterSystem::AddSoundsFromFile:  No such file
 scripts/level_sounds_k_lab2.txt

 CSoundEmitterSystem::AddSoundsFromFile:  No such file
 scripts/level_sounds_coast.txt

 CSoundEmitterSystem::AddSoundsFromFile:  No such file
 scripts/level_sounds_streetwar.txt

 CSoundEmitterSystem::AddSoundsFromFile:  No such file
 scripts/level_sounds_streetwar2.txt

 CSoundEmitterSystem::AddSoundsFromFile:  No such file
 scripts/level_sounds_breencast.txt

 CSoundEmitterSystem::AddSoundsFromFile:  No such file
 scripts/level_sounds_citadel.txt

 CSoundEmitterSystem::AddSoundsFromFile:  No such file
 scripts/level_sounds_canals.txt

 CSoundEmitterSystem::AddSoundsFromFile:  No such file
 scripts/level_sounds_ravenholm.txt

 CSoundEmitterSystem::AddSoundsFromFile:  No such file
 scripts/level_sounds_ravenholm2.txt

 CSoundEmitterSystem::AddSoundsFromFile:  No such file
 scripts/level_sounds_canals2.txt

 CSoundEmitterSystem::AddSoundsFromFile:  No such file
 scripts/level_sounds_music.txt

 CSoundEmitterSystem::AddSoundsFromFile:  No such file
 scripts/npc_sounds_eli.txt

 CSoundEmitterSystem::AddSoundsFromFile:  No such file
 scripts/npc_sounds_alyx.txt

 CSoundEmitterSystem::AddSoundsFromFile:  No such file
 scripts/npc_sounds_dog.txt

 CSoundEmitterSystem::AddSoundsFromFile:  No such file
 scripts/npc_sounds_citizen.txt

 CSoundEmitterSystem::AddSoundsFromFile:  No such file
 scripts/npc_sounds_barney.txt

 CSoundEmitterSystem::AddSoundsFromFile:  No such file
 scripts/npc_sounds_soldier.txt

 CSoundEmitterSystem::AddSoundsFromFile:  No such file
 scripts/npc_sounds_strider.txt

 CSoundEmitterSystem::AddSoundsFromFile:  No such file
 scripts/npc_sounds_zombie.txt

 CSoundEmitterSystem::AddSoundsFromFile:  No such file
 scripts/npc_sounds_vortigaunt.txt

 CSoundEmitterSystem::AddSoundsFromFile:  No such file
 scripts/npc_sounds_turret.txt

 CSoundEmitterSystem::AddSoundsFromFile:  No such file
 scripts/npc_sounds_scanner.txt

 CSoundEmitterSystem::AddSoundsFromFile:  No such file
 scripts/npc_sounds_rollermine.txt

 CSoundEmitterSystem::AddSoundsFromFile:  No such file
 scripts/npc_sounds_poisonzombie.txt

 CSoundEmitterSystem::AddSoundsFromFile:  No such file
 scripts/npc_sounds_metropolice.txt

 CSoundEmitterSystem::AddSoundsFromFile:  No such file
 scripts/npc_sounds_combinecamera.txt

 CSoundEmitterSystem::AddSoundsFromFile:  No such file
 scripts/npc_sounds_manhack.txt

 CSoundEmitterSystem::AddSoundsFromFile:  No such file
 scripts/npc_sounds_ichthyosaur.txt

 CSoundEmitterSystem::AddSoundsFromFile:  No such file
 scripts/npc_sounds_blackheadcrab.txt

 CSoundEmitterSystem::AddSoundsFromFile:  No such file
 scripts/npc_sounds_fastheadcrab.txt

 CSoundEmitterSystem::AddSoundsFromFile:  No such file
 scripts/npc_sounds_headcrab.txt

 CSoundEmitterSystem::AddSoundsFromFile:  No such file
 scripts/npc_sounds_fastzombie.txt

 CSoundEmitterSystem::AddSoundsFromFile:  No such file
 scripts/npc_sounds_birds.txt

 CSoundEmitterSystem::AddSoundsFromFile:  No such file
 scripts/npc_sounds_gunship.txt

 CSoundEmitterSystem::AddSoundsFromFile:  No such file
 scripts/npc_sounds_dropship.txt

 CSoundEmitterSystem::AddSoundsFromFile:  No such file
 scripts/npc_sounds_barnacle.txt

 CSoundEmitterSystem::AddSoundsFromFile:  No such file
 scripts/npc_sounds_attackheli.txt

 CSoundEmitterSystem::AddSoundsFromFile:  No such file
 scripts/npc_sounds_antlionguard.txt

 CSoundEmitterSystem::AddSoundsFromFile:  No such file
 scripts/npc_sounds_antlion.txt

 CSoundEmitterSystem::AddSoundsFromFile:  No such file
 scripts/npc_sounds_env_headcrabcanister.txt

 CSoundEmitterSystem::AddSoundsFromFile:  No such file
 scripts/npc_sounds_combine_mine.txt

 CSoundEmitterSystem::AddSoundsFromFile:  No such file
 

Re: [hlds_linux] CS:S - Net-Code FIX - open letter

2006-09-30 Thread Midnight

I didn't see any explination of how to fix the netcode, or even what it
should do differently.  All this guy is doing is pointing out some
problems that are inherient in games played over the internet.  The
problem is, there is no fix.  Latency is not going away, ever.  With
latency in the picture, all you can do is find ways to optimize around
it, which is what is currently done with the netcode.  If that guy is so
smart he should at least provide a description of how the new netcode
should work.

Rónai György wrote:


[ Converted text/html to text/plain ]
I dont think that fixing the netcode is just that simple.
Its something naturally, like if you would say stop the wind blowing.
If you play on the internet, there will be always a latency, and an amount of
lag, wich must be corrected somehow. The server collects infos from the
players, calculates the new world frame, and then sends it back to the users,
in updates. All the steps of this needs time, and this time is latency, that
must be corrected. Since all net-connections are different, there must be a
buffer, to collect, correct, and then display changes. Therefore, a perfect
hitreg will never be, with this system.
Of course, they could make client side hitreg, where if you someone, the hit
info sent by your client to the server, that it must be a hit. But it would
make impossible, to filter out cheaters, since anyone could send false hitreg
updates, with a cheat, or even if there is a client side anticheat, from a 3rd
computer.
This is not just a problem, where we can say, that 'Valve fix it asap!'. Try
explain them how...
Locutus
Michael McKoy írta:





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RE: [hlds_linux] Server crash

2006-09-30 Thread Juston Griggs
I got the cfg file issue solved. I added some maps  redid my maplist.txt 
mapcycle.txt now when I try to start the server I get this:

./srcds_run: line 426:  4073 Segmentation fault  $HL_CMD

Any ideas?

Thanks
-Juston


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Re: [hlds_linux] CS:S - Net-Code FIX - open letter

2006-09-30 Thread kama

The latency have risen from 1.0 to 1.6.. (Yes, I know this should be css).

I runned a very popular 1.1c server. Back then the ingame latency was more
or less the same as if you used a normal ping. Hit recognition was really
good too. But somewhere in between there was some changes that made the
ingame latency go up. Either there was a problem with the old netcode or
valve just decided to even out the differences.

I would really like to see a revival of the netcode from early 1.x in 1.6.
At least test it to see if there hitrecognitions gets better. The lag
compensation should be a thing in the past, noone (almost) is playing with
a modem anymore. And most of the users dont play on servers where the
latency is too high. If ingame latency gets over somewhere 50-60 ms, they
will move to an other server.

Another way, that have been requested before, is a pro edition. Where all
the time consuming things will be removed. Both for server and client.It
really would be fun to see how such a version would operate.

/Bjorn

On Sat, 30 Sep 2006, Midnight wrote:

 I didn't see any explination of how to fix the netcode, or even what it
 should do differently.  All this guy is doing is pointing out some
 problems that are inherient in games played over the internet.  The
 problem is, there is no fix.  Latency is not going away, ever.  With
 latency in the picture, all you can do is find ways to optimize around
 it, which is what is currently done with the netcode.  If that guy is so
 smart he should at least provide a description of how the new netcode
 should work.

 Rónai György wrote:

 [ Converted text/html to text/plain ]
 I dont think that fixing the netcode is just that simple.
 Its something naturally, like if you would say stop the wind blowing.
 If you play on the internet, there will be always a latency, and an amount of
 lag, wich must be corrected somehow. The server collects infos from the
 players, calculates the new world frame, and then sends it back to the users,
 in updates. All the steps of this needs time, and this time is latency, that
 must be corrected. Since all net-connections are different, there must be a
 buffer, to collect, correct, and then display changes. Therefore, a perfect
 hitreg will never be, with this system.
 Of course, they could make client side hitreg, where if you someone, the hit
 info sent by your client to the server, that it must be a hit. But it would
 make impossible, to filter out cheaters, since anyone could send false hitreg
 updates, with a cheat, or even if there is a client side anticheat, from a 
 3rd
 computer.
 This is not just a problem, where we can say, that 'Valve fix it asap!'. Try
 explain them how...
 Locutus
 Michael McKoy írta:
 
 


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Re: [hlds_linux] CS:S - Net-Code FIX - open letter

2006-09-30 Thread Steven Hartland

I believe what you are describing is how we are all now
much more in tune with high performance. Back in 1.0
days many people where on modems and slow machines
mean that leading a player and human compension for
delayed actions was the norm.

As time has passed machines have got quicker, net
connections have improved to the point where it has
hightened peoples sences to the effects of variations
in transmission times.

I believe it is this hightened sensitivity which is
the main cause of the issues people talk about now.

When we were all on modems with 150 - 200 ping a and
30 fps clients a jump of 20ms for a split second was
less than a 10% change and hence smoothed out without
us thinking about it. Now with 30ms being common place
this sort of jump is quite noticable as its almost a
100% change.

This is why a stable ping is generally more imporantant
than a low one as the human brain is much better at
applying compensation for constant errors than it is
for high variations.

My point being? Going back and actually playing 1.0
with todays connections and machines you would more
than likely see the similar issues as you do with
the current code.

Thats not to say it cant be improved upon Im sure it
can but people who constantly moan that version 1.x
was how it should be, might want to actually try it
as they will find its not quite the bed of roses they
remember it as :P

kama wrote:

The latency have risen from 1.0 to 1.6.. (Yes, I know this should be
css).

I runned a very popular 1.1c server. Back then the ingame latency was
more
or less the same as if you used a normal ping. Hit recognition was
really
good too. But somewhere in between there was some changes that made
the
ingame latency go up. Either there was a problem with the old netcode
or
valve just decided to even out the differences.





This e.mail is private and confidential between Multiplay (UK) Ltd. and the 
person or entity to whom it is addressed. In the event of misdirection, the 
recipient is prohibited from using, copying, printing or otherwise 
disseminating it or any information contained in it.

In the event of misdirection, illegible or incomplete transmission please 
telephone +44 845 868 1337
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Re: [hlds_linux] CS:S - Net-Code FIX - open letter

2006-09-30 Thread Sebastian Klüsener

good point!
- Original Message -
From: Steven Hartland [EMAIL PROTECTED]
To: hlds_linux@list.valvesoftware.com
Sent: Saturday, September 30, 2006 11:46 PM
Subject: Re: [hlds_linux] CS:S - Net-Code FIX - open letter


I believe what you are describing is how we are all now
much more in tune with high performance. Back in 1.0
days many people where on modems and slow machines
mean that leading a player and human compension for
delayed actions was the norm.

As time has passed machines have got quicker, net
connections have improved to the point where it has
hightened peoples sences to the effects of variations
in transmission times.

I believe it is this hightened sensitivity which is
the main cause of the issues people talk about now.

When we were all on modems with 150 - 200 ping a and
30 fps clients a jump of 20ms for a split second was
less than a 10% change and hence smoothed out without
us thinking about it. Now with 30ms being common place
this sort of jump is quite noticable as its almost a
100% change.

This is why a stable ping is generally more imporantant
than a low one as the human brain is much better at
applying compensation for constant errors than it is
for high variations.

My point being? Going back and actually playing 1.0
with todays connections and machines you would more
than likely see the similar issues as you do with
the current code.

Thats not to say it cant be improved upon Im sure it
can but people who constantly moan that version 1.x
was how it should be, might want to actually try it
as they will find its not quite the bed of roses they
remember it as :P

kama wrote:

The latency have risen from 1.0 to 1.6.. (Yes, I know this should be
css).

I runned a very popular 1.1c server. Back then the ingame latency was
more
or less the same as if you used a normal ping. Hit recognition was
really
good too. But somewhere in between there was some changes that made
the
ingame latency go up. Either there was a problem with the old netcode
or
valve just decided to even out the differences.





This e.mail is private and confidential between Multiplay (UK) Ltd. and the
person or entity to whom it is addressed. In the event of misdirection, the
recipient is prohibited from using, copying, printing or otherwise
disseminating it or any information contained in it.

In the event of misdirection, illegible or incomplete transmission please
telephone +44 845 868 1337
or return the E.mail to [EMAIL PROTECTED]


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[hlds_linux] CPU Issue

2006-09-30 Thread Adam Thorn

We are talking about the netcode, there are always, ALWAYS improvements to
do on ones netcode.
As we all know the source engine is a huge resouce hog already however, if
they can optimize the netcode further,
I purely don't get why Source Engine takes up an extreme amount of CPU usage
on dual core/dual cpu servers, or even dual cpu servers at best. 70% cpu
usage on a 20 man 100tick pub with no fps boosting whatsoever, with a
customized kernel. Where is the love? When increasing the net ticks, this
indicates that the netcode on it is very CPU intensive, meaning there is
issues with it performing at full. That is where Valve needs to take a week
and look at the netcode and optimize it.


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Re: [hlds_linux] Re: CPUInfo

2006-09-30 Thread fishy

However, in the case specified previously, he has a server running user
mode linux, which appears to have an incompatible form of cpuinfo which
doesnt contain the cpu mhz line.
i still think theres a way to fake it, but havent worked out how  quite
yet. perhaps mapping bogomips to cpu mhz, its a filthy hack but i could
work.

Adam-CEO wrote:

Alright Guys,
If your server says cannot determine your frequency of your processor.
A. Your server has been infected by a virus (Worst Case Scenario)
B. Its trying to find the cpuinfo file(and its not there)
C. Your on FreeBSD and haven't correctly installed cpuinfo(linux base)
and
you need to install it in the emulators, if not download it off a
website or
go into ports
and download it.
D. You need to reinstall it :)
Thanks,
Adam - CEO
Next-Generation Game Servers
NextGenServers.com


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Re: [hlds_linux] Re: CPUInfo

2006-09-30 Thread fishy


fishy wrote:

However, in the case specified previously, he has a server running
user mode linux, which appears to have an incompatible form of cpuinfo
which doesnt contain the cpu mhz line.
i still think theres a way to fake it, but havent worked out how
quite yet. perhaps mapping bogomips to cpu mhz, its a filthy hack but
i could work.


Or better yet, get the provider to map the real /proc/cpuinfo into the
uml chroot.

Adam-CEO wrote:

Alright Guys,
If your server says cannot determine your frequency of your processor.
A. Your server has been infected by a virus (Worst Case Scenario)
B. Its trying to find the cpuinfo file(and its not there)
C. Your on FreeBSD and haven't correctly installed cpuinfo(linux
base) and
you need to install it in the emulators, if not download it off a
website or
go into ports
and download it.
D. You need to reinstall it :)
Thanks,
Adam - CEO
Next-Generation Game Servers
NextGenServers.com


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