Re: [hlds_linux] ex_interp

2006-03-26 Thread Simon Garner

On 27/03/2006 9:51 a.m., Tom wrote:

If ex_interp is set to .1, does this means that the client sends data about
its velocity, direction and so on to the server once every 100ms and if
it's
set to 0 every frame?


No, that's controlled by cl_cmdrate

Interpolation affects only the position at which models are rendered on
the client's screen. The client tries to smooth the movement of other
players' models by inventing intermediate positions on the screen for
which it never actually received an update from the server.

With ex_interp set to 0 (which you can't do any more) you would only
ever see the actual position of the model according to the most recent
update received. The frequency of updates is controlled by
cl_updaterate. With a low value like the default of 30, the client
requests 30 updates per second from the server. Without interpolation,
other players' models would appear to move on the screen at roughly 30
frames per second. If your client is running at 100 fps, this will make
them appear jerky, or as if they are teleporting.

With interpolation, you would still only receive 30 updates per second
but your client can guess (interpolate) the other 70 intermediate
positions for the models, so that they can be rendered smoothly at 100 fps.

However in order to do this, the client has to delay rendering the
models by a certain amount of time. This is what ex_interp sets. At 0.1,
your view of the game is delayed by 100ms, so that your client can
collect 100ms worth of updates and then interpolate the intermediate
frames before rendering them.

If I recall correctly, the problem in older versions of HLDS was that
the server didn't know (or ignored) the value of ex_interp set on the
client, so it always expected it to be 0.1. The server then used that
value to work out whether your shots hit. So when you shot a gun,
effectively the server would look back in time (100ms + your ping) and
see whether the player you shot at was there at that time (this is
called lag compensation [grossly simplified]).

Some players found that by reducing the value of ex_interp, they were
able to see models in more "up to date" positions on their screen, while
still shooting at the delayed lag-compensated positions. This means that
you could shoot *behind* a moving target and hit it - which means with a
gun like the AWP, you've just given yourself an extra ~100ms of reaction
time.

(Someone correct me if I've got any of this wrong. It's been a while...)

-Simon




- Original Message -
From: "aprand" <[EMAIL PROTECTED]>
To: 
Sent: Sunday, March 26, 2006 11:30 PM
Subject: Re: [hlds_linux] ex_interp



interp is interpolation. Basically it predict where the target is, due to
the difference in time between your computer, the server, and the targets
computer. Some people with faster connections set this lowwer.
ex_interp 0.1 (in milliseconds, .1 = 100 ms) Ranged 0 - .1
This command controls the amount of time that Half-Life uses to predict
the
player movement during that period of time by using the last know
position,
speed and direction of the player.
If set too low the player will appear choppy. This accounts for the more
accurate positioning of the model. In Counter-Strike 1.6 interp has been
locked to a range of .05 to .1 and deals with 1/cl_ updaterate.
If you set this to 0, CS 1.6 will calculate the lowest possible value for
you.
- Original Message -
From: "Tom" <[EMAIL PROTECTED]>
To: 
Sent: Sunday, March 26, 2006 9:41 AM
Subject: [hlds_linux] ex_interp



I followed a conversation between 2 guys on my server. Let's call them A
and
B.
A accused B of using illegal software to help him gain an advantage in
the
game(cheats). I know this happens all the time that someone accuses
someone
else of that but in this conversation A asked B if he used/altered a
command
called "ex_interp".
I checked and that command is really available.
Since I believe that quiet some intelligence regarding my question roams
around this list I believe this is the best place to answer following
question.
What is/does the "ex_interp" command?

Tom



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Re: [hlds_linux] Half-Life 1: Engine update release

2005-08-12 Thread Simon Garner

On 12/08/2005 2:28 p.m., Alfred Reynolds wrote:

Actually, thanks to the wonders of Steam I have a better way to test
this. If you have a crash on load after this last release then run the
update tool with "-beta linux" on the command line. For example:

./steam -command update -game cstrike -beta linux -dir .


I would appreciate any reports as to whether this does or does not help
the problem.

- Alfred


This has fixed it for me. Thanks Alfred :)

/gives steam a hug

-Simon

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Re: [hlds_linux] Server specs

2005-06-17 Thread Simon Garner

Alfred Reynolds wrote:

I find myself being asked quite often about what CPU/net requirements it
takes to run a server. I have answers based upon our internal
playtesting but I would also like to hear what you guys use in the wild.

So, my questions are:
1) What speed CPU do you use for a 32 player HL1 server (CS 1.6)


Haven't tried for a while. I remember trying it a few years ago and the
CPUs of the time couldn't handle it ;)


2) What speed CPU do you use for a 32 player Source server (CS:S)


We run P4 3.2GHz machines with 1GB RAM, with a mix of different game
servers. A 32 player Source server (with default tickrate) uses about
30-60% when full, depending on map.


3) How much bandwidth per user do you allow for a HL1 server
4) How much bandwidth per user do you allow for a Source server


Bandwidth is not limited, but if I were to place a value on it per user
I'd estimate 64kbps.


5) How much difference is there in these requirements for other mods?


HL2DM uses less. Battlefield 2 uses more :)

-Simon

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Re: [hlds_linux] VAC2 Beta information

2005-06-16 Thread Simon Garner

On 17/06/2005 11:10 a.m., Alfred Reynolds wrote:

We will be extending it to support other mods after the initial release.

- Alfred



Which mods does it support? hl2mp and cstrike (source) I presume?

-Simon

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Re: [hlds_linux] HL1 Engine update

2005-06-07 Thread Simon Garner

On 8/06/2005 11:13 a.m., Alfred Reynolds wrote:


2) Under Linux you now need at least GLIBC 2.3.2 (i.e what the Source
engine requires) to run the new VAC code. If your distribution is too
old you will see something like this in the console:



Doh, looks like I'll be retiring this old machine now then...

# rpm -q glibc
glibc-2.2.4-33
# cat /etc/redhat-release
Red Hat Linux release 7.1 (Seawolf)

Still, 5 years is a pretty good run I guess :)

-Simon

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Re: [hlds_linux] cl_interpolate 0 cheat/abuse

2005-06-04 Thread Simon Garner

Dagok wrote:

As I already said you are only changing the way you see the other players
movement.
You are not changing how they see you.  This isnt a bug nor a cheat.

Dagok


What planet do you live on? By your definition the only "cheats" would
be speedhacks. No other cheats affect how other players see you, they
only affect how you see the world and interact with it, ie wallhacking
and aimbotting.

-Simon

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Re: [hlds_linux] cl_interpolate 0 cheat/abuse

2005-06-04 Thread Simon Garner

Wolfgang Weber wrote:

i agree, it would be nice to have the hitboxes exactly where you see the
moving model. though i never found the settings to achieve that. here
hitboxes are always behind a moving model.



You can do that on the server by setting sv_unlag 0. Then the lag
compensation is disabled and all clients must aim at the server's
hitbox. If you then set cl_interpolate 0 the model and the hitboxes will
be in the same place. However you will then have to aim in front of the
model (by a distance relative to your latency) to register a hit, since
by the time the server receives your shot, the hitboxes will have moved.
This is how the old netcode from pre-HL 1.1.0.0 worked.

-Simon

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Re: [hlds_linux] cl_interpolate 0 cheat/abuse

2005-06-04 Thread Simon Garner

Dagok wrote:

Difference is Valve has chosen to leave these cvars available for the
public
to use.

So please spare us the stupid comparisons to wallhacks, aimbots or any
other
cheat.



Get a clue. Just because Valve forgot to mark it as a cheat cvar doesn't
make it any less of a cheat. There were plenty of cvars in HL1 which
were unlocked when they shouldn't have been (lambert for example), and
it wasn't until their use became widespread that Valve were pressured
into fixing them.

This is no different. A cheat is something which breaks the rules of the
game or gives a player an unfair advantage, regardless of the mechanism
used, be it a cvar, a video driver or a dll hook. And just because
"everybody can do it" doesn't make it fair. Every sports person "could"
take drugs, but that doesn't make it any less cheating.

I'm sorry that you won't be able to use cl_interpolate 0 when Valve lock
it, but you'll just have to learn to play like everyone else...

-Simon

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Re: [hlds_linux] VALVe getting critism from 3 sides for blocking the "fancy menu hack"

2005-05-21 Thread Simon Garner

On 22/05/2005 6:38 a.m., Brian J. holmes wrote:


What needs to happen in my opinion is that Valve needs to respond to the
needs and wants of the server admin community by extending their menu
API t allow for in-game menu's and further they need to at the very
least provide complete changelogs for releases so we know why a plugin
suddenly breaks.


They've already offered to do that.

What I do think needs to happen however, is that any replacement API
needs to be implemented before the current legacy code is removed.
Clearly there are a huge number of people using the plugins that make
use of that code, and removing it without telling the plugin developers
beforehand, let alone mentioning it in the release notes, does not seem
like a very clever move - I'm guessing they just didn't realise it would
be such a big issue.

It seems like the functionality that the plugin developers want already
exists, so unless Valve wishes to improve upon it, they merely need to
document that interface and ensure it's maintained and not swept away in
the next code cleaning.

-Simon

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Re: [hlds_linux] CS:S server crash on particular custom maps

2005-03-21 Thread Simon Garner
On 22/03/2005 11:11 a.m., Bart King wrote:
Hello,
This evening, myself and fellow admins thought it'd be a change to try some
different custom maps.  So we wandered around the Internet and found a few
to upload.
However, disaster strikes!  Some of the maps cause srcds to segfault,
immediately on Round_Start.  Yet, playing the identical map on a Windows
srcds dedicated runs without fault.
This has always been a problem with HLDS as well. I'm not a mapper so I
don't know the details of what it is they do wrong - but maps have to be
built correctly to be Linux compatible (possibly a file name/case issue
with the map referencing its resources?).
Ask the mappers to fix their maps.
-Simon
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[hlds_linux] Re: [hlds] Counter-Strike: Source update released

2005-03-09 Thread Simon Garner
Hey Alfred,
Just wondered if you are aware of the "runaway CPU" issue in HL2DM. I
noticed it's not fixed in this update (or at least it's not listed).
After an hl2mp server is up for a while (a day or so) it will start
using 100% CPU. This does not occur in CSS. I've only run it on Linux so
I don't know if this issue affects Windows as well.
cheers,
-Simon
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Re: [hlds_linux] Re: mp_timelimit

2005-03-08 Thread Simon Garner
On 9/03/2005 10:18 a.m., Invader Zim wrote:

This was on the windows list a while back.  Alfred said that this
behavior is by design, and it is to reduce CPU usage when idle.
So, it's by design that when a server cycles to a map that's not
particularly popular that server is doomed to keep that map up until
someone decides to change it? I mean, how much cpu time does it take to
change the map when mp_timelimit is reached?
If a map is that unpopular, then why are you running it? :)
-Simon
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Re: [hlds_linux] Dedicated server help.

2005-03-03 Thread Simon Garner
On 4/03/2005 5:19 p.m., HyDrO wrote:
my command lines are.
./hlds_run -console -game cstrike +ip xxx.xxx.xxx.xxx +port 27015 +map
de_dust +maxplayers 21
./srds_run -console -game cstrike +ip xxx.xxx.xxx.xxx +port 27015 +map
de_dust +maxplayers 21
./hlds_run -console -game dod +ip xxx.xxx.xxx.xxx +port 27015 +map
dod_avalanche +maxplayers 21
My understanding is SRCDS requires the IP to be set with "-ip" not "+ip"
now, so if you fix that it should work. Your problem is srcds is
ignoring +ip and binding to all interfaces at the moment (this would
cause problems for your other two hlds servers as well if you started up
srcds first).
-Simon
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Re: [hlds_linux] Dedicated server help.

2005-03-03 Thread Simon Garner
On 4/03/2005 5:16 p.m., HyDrO wrote:
no i did a netstat -an and the ip i want to use is not in use and ps x only
shows my other 3 servers the ip i wanna use is nowhere in both those lists.
Then you have a server on 0.0.0.0 or "all interfaces", check that all
your servers have a -ip set
-Simon
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Re: [hlds_linux] CS:S admin

2005-03-02 Thread Simon Garner
On 2/03/2005 6:34 p.m., Sabotage wrote:
We use MANI mod. http://www.mani-admin-plugin.com/forums/portal.php
Hey that looks pretty good, thanks! I hadn't heard of that one.
-Simon
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Re: [hlds_linux] scrollbar textures

2005-03-02 Thread Simon Garner
On 3/03/2005 1:07 a.m., Markus Pullmann wrote:
This is a multi-part message in MIME format.
--
Hello,
when i connect to my server i have the  problem that there are missing
textures for the scrollbars at left and bottom.
First i thought it is only am problem of mine, but a thread in
steampowered-forum let me forget this:
http://forums.steampowered.com/forums/showthread.php?s=&threadid=255442
So, i think it is an clientproblem, so here i am wrong, but i dont know
where to announce this kind of problem, that the steam team really read it.
The attachement shows the problem.
Yip, I get this problem also...
-Simon
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[hlds_linux] CS:S admin

2005-03-01 Thread Simon Garner
What tools are people using to give out admin rights on CS:S servers 
currently, in the absence of any equivalent of admin mod?

I don't like to give out rcon, gives people too much power, and we all 
know power corrupts. :)

-Simon
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Re: [hlds_linux] problem in cs:s regarding jumping/movement?

2005-03-01 Thread Simon Garner
On 2/03/2005 2:34 p.m., mercury wrote:
The player strafing around will experience "lags" in his movement. It
feels like being pushed around a bit or like being teleported, doing
the same move two times and so on.
Using net_graph "2" one can see a little spike for each jump the other
player is performing. You can tell when and even how often the other
guy was jumping, even if he is at the far other side of the map.
Hm that would explain a lot. I too see this phenomenon, though I 
figured it was a problem with the netcode. If it is caused by jumping as 
you say then that's good news, as it shouldn't be so hard to fix!

-Simon
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[hlds_linux] Running the same map for too long

2005-03-01 Thread Simon Garner
I had been running one of our CS:S servers as 24x7 de_train since the 
update, so people could check out the new map.

I jumped on the server last night and it was showing some kind of weird 
lag. Pings were all completely normal - but the game felt really jerky 
(even more than Source always does...). I thought it was just my client 
for a while but then some other players started mentioning it.

The server had been on the same map for about two days (mp_timelimit 0). 
I restarted srcds and the problem disappeared.

I'm guessing either some kind of memory leak or a time sync/drift issue 
(the box's clock is ntpd'd if that makes any difference).

Well I guess the solution is to just set a mp_timelimit but I wanted to 
mention this as maybe it has other ramifications.

-Simon
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[hlds_linux] Mapcycle bug?

2005-02-25 Thread Simon Garner
I just caught one of my servers doing something weird... it was spewing
this in the console:
CHANGE LEVEL: //de_chateau
CHANGE LEVEL: //de_chateau
CHANGE LEVEL: //de_chateau
CHANGE LEVEL: //de_chateau
CHANGE LEVEL: //de_chateau
CHANGE LEVEL: //de_chateau
CHANGE LEVEL: //de_chateau
And so forth, ad inifinitum.
There was one player on, not sure whether he was playing or not.
Here is my mapcycle.txt:
cs_italy
de_dust
de_aztec
de_cbble
cs_office
//de_chateau
de_dust2
//de_piranesi
//cs_havana
de_prodigy
cs_compound
de_train
Maybe I'm going senile but I'm sure that used to be the correct syntax
for commenting out an entry.
-Simon
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Re: [hlds_linux] Counter-Strike: Source, Half-Life 2: Deathmatch and Source engine update

2005-02-24 Thread Simon Garner
On 25/02/2005 2:24 p.m., Alfred Reynolds wrote:
Two new maps (de_train and cs_compound) have been added to
Counter-Strike: Source and the model bug in Half-Life 2: Deathmatch has
been fixed. A more detailed list of changes can be found here:
http://www.steampowered.com/index.php?area=news&id=399
Mine's also downloading de_tides.bsp, what's that? :D
-Simon
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Re: [hlds_linux] ROFL, nice bug!

2005-02-23 Thread Simon Garner
On 24/02/2005 6:40 a.m., Justin McCarter wrote:
I always wondered if you could actually kill a player with a FB -- I
noticed that if you tag someone directly with a FB or smoke, it'll
show a blood splash.  I didn't think it did damage though...  How cool
is that!
The flashbangs actually used to release shrapnel (back in about beta 6?)
- dunno why they removed that. They used to do about 5hp dmg if you were
close enough, IIRC. Back in the day...
This must be new in Source, they definitely haven't done damage for a
while. Wonder if it's a bug or a feature...
-Simon
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Re: [hlds_linux] DoD Source is really out?

2005-02-18 Thread Simon Garner
On 19/02/2005 11:09 a.m., The Fool wrote:
You know, reading these replies something comes in my mind. And this thing
is, how useless the developing company (Steam...).
No Steam guys answering, no news that this is a fake photo, no news on when
DoD:S will be ready, so we should know it's fake, etc, etc. Very pathetic.
And sad... I'm sorry to say that. I'm getting sick with CS:S with all the
bugs and silence from Steam's side.
Has anyone ever tried to call them? A nightmare... I'm afraid they don't
respect the customers at all.
I'm really sorry to say that... but that's the truth.
I'm guessing it's a real picture of a private beta and whoever made that
screenshot broke NDA by releasing it, hence no comment from Valve.
-Simon
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Re: [hlds_linux] Steam Update released

2005-02-18 Thread Simon Garner
Ahh now it's working :)
On 19/02/2005 10:19 a.m., Simon Garner wrote:
I just keep getting this:
$ ./steam -command update -game cstrike
Checking bootstrapper version ...
Connection Reset
Every time I run it on all our servers. Dead auth server somewhere?
-Simon
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Re: [hlds_linux] Steam Update released

2005-02-18 Thread Simon Garner
I just keep getting this:
$ ./steam -command update -game cstrike
Checking bootstrapper version ...
Connection Reset
Every time I run it on all our servers. Dead auth server somewhere?
-Simon
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Re: [hlds_linux] Weird Lag on CS:S servers

2005-02-12 Thread Simon Garner
On 11/02/2005 11:27 a.m., Greg Green wrote:
Hey people,
Basically im getting "warping" lag on some of my servers
Are you sure it's your server and not your client?
Not sure if it's the same thing you're seeing but I see jerkiness in HL2
when the client's cl_updaterate exceeds its FPS. Since even high end PCs
seem to struggle to exceed 40-60fps in CS:Source*, you have to be
careful setting cl_updaterate too high or you get this jerkiness.
Setting cl_updaterate (and cl_cmdrate) to a low value like 30 eliminates
the jerkiness (but obviously increases perceived lag).
* At least, mine does... P4 3.2GHz, 2GB DDR533, PCIe X800 XT 256MB...
FPS averages 60, sometimes dropping as low as 30. Although it's not
limited at all (by vsync or fps_max) as it can go over 100 if I look
into a corner. Is it just me?
-Simon
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Re: [hlds_linux] IP mangling

2005-02-01 Thread Simon Garner
On 2/02/2005 3:09 a.m., Mariusz Zielinski wrote:
Do catalog servers make use of server.cfg settings or just take ip:port from
server announce connection ?
The latter. The -ip argument is just to tell it what interface to bind to.
-Simon
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Re: [SPAM] [hlds_linux] League/TWL server settings

2004-12-22 Thread Simon Garner
On 23/12/2004 9:50 a.m., [EMAIL PROTECTED] wrote:
The TWL values cause major lag. When set as I normally do, there is no lag.
sv_maxupdaterate (TWL="100")
sv_maxupdaterate : 50 : : Maximum updates per second that the server will
allow
sv_minupdaterate (TWL="20")
sv_minupdaterate : 10 : : Minimum updates per second that the server will
allow
sv_maxrate (TWL="25000")
sv_maxrate : 8000 : : Max bandwidth rate allowed on server, 0 == unlimited
Jeff Love
Burgh Gaming
Then you clearly don't have the bandwidth to run a league server.
-Simon
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Re: [hlds_linux] Counter-Strike Source update

2004-12-16 Thread Simon Garner
On 17/12/2004 2:48 p.m., kraquen wrote:
Is there any workaround in the meantime?  my server is listening on
127.0.0.1 which is useless..
That means your /etc/hosts file is not configured correctly. Ensure that
your hostname (as returned by /bin/hostname) resolves to your IP address
in /etc/hosts.
E.g. if your hostname is "server1.domain.com" and your IP address is
1.2.3.4 your /etc/hosts file should look like this:
127.0.0.1   localhost   localhost.localdomain
1.2.3.4 server1.domain.com  server1
Unfortunately some distributions have a stupid tendency to resolve the
machine's hostname to the loopback in /etc/hosts. Most programs are not
affected but HLDS for some reason uses this weird method of choosing
which IP to bind to.
If you fix your /etc/hosts file you will find you don't even need to use
+ip (unless you actually have multiple IP addresses).
-Simon
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Re: [hlds_linux] new source server when?

2004-10-06 Thread Simon Garner
On Thursday, October 07, 2004 2:18 PM NZT,
List Keeper <[EMAIL PROTECTED]> wrote:
Why would they put new maps in it now, it's not CS2 or something
different like CZ was. It's just CS for Source.
Sorry I am a bit negative sometimes.
I'd be interested to know which maps it does include...
No doubt the favourites like dust, dust2, aztec, cbble and inferno are
included, but what about train, nuke, prodigy?
Presumably it will not be possible to use HL1 .bsp's with the Source
engine. Is there any word on when the Source SDK will be released?
-Simon
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Re: [hlds_linux] AMD or Intel?

2004-08-17 Thread Simon Garner
On Wednesday, August 18, 2004 1:03 PM NZT,
Simon Garner <[EMAIL PROTECTED]> wrote:
>
> We've always built dual-CPU machines in the past but it seems the
Athlon
> MP CPUs are lagging behind the XP's technologically (lower GHz, lower
> FSB) and Athlon64/Opteron/Xeon are too expensive, so single-CPU seems
to
> be the way to go. I don't think we could get duals into a 1U form
factor
> either due to maximum 250W PSU on the chassis we will be using.
>

Actually, Dual Xeons might be an option after all so if anybody has
numbers for them I'd appreciate it.

-Simon


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[hlds_linux] AMD or Intel?

2004-08-17 Thread Simon Garner
Hi people,

It's that old war again and I need to choose sides. :)

We are going to be building a bunch of 1U servers. For roughly the same
price I have a choice between:

AMD Athlon XP 3200
or
Intel Pentium 4 3.2GHz Prescott socket 478

Both with 2x512MB dual channel DDR400, SATA, etc.

We've always built dual-CPU machines in the past but it seems the Athlon
MP CPUs are lagging behind the XP's technologically (lower GHz, lower
FSB) and Athlon64/Opteron/Xeon are too expensive, so single-CPU seems to
be the way to go. I don't think we could get duals into a 1U form factor
either due to maximum 250W PSU on the chassis we will be using.

Anyway, I am just wondering if anybody has made any side by side
performance comparisons lately for HLDS on these CPU platforms. What's
your pick?

cheers

-Simon


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Re: [hlds_linux] HLTV?

2004-08-12 Thread Simon Garner
On Friday, August 13, 2004 4:55 AM NZT,
[EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:

>
> Then you should worry about fixing your DNS servers. :P If DNS fails
> other
> hosts can't contact you. But then they can't via /etc/hosts anyway, so
it
> doesn't really make a huge amount of difference.
>
> john
>

Ah no, if DNS is down other hosts (e.g. you, remotely, trying to login
to your server) can still contact you using your IP address.

But it's more for performance reasons. Your machine will often need to
look up its own IP/hostname when responding to connections (to ssh for
example), and if it's in /etc/hosts then it'll obviously go much quicker
than doing an external DNS query. And if DNS is down you may have to
wait for the lookup to timeout before you can connect if there is no
entry in /etc/hosts.

-Simon


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Re: [hlds_linux] CS Source dedicated server released

2004-08-11 Thread Simon Garner
On Thursday, August 12, 2004 2:47 PM NZT,
Jeremy Brooking <[EMAIL PROTECTED]> wrote:

>
> Am i missing something, but cant this info be taken from the kernel?
>

If it's just the CPU MHz, yep... (cat /proc/cpuinfo) - hence why I
wondered if it's trying to determine something more than that?

-Simon



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Re: [hlds_linux] CS Source dedicated server released

2004-08-11 Thread Simon Garner
On Thursday, August 12, 2004 1:34 PM NZT,
Alfred Reynolds <[EMAIL PROTECTED]> wrote:

> Because it needs to be accurate to with 0.5% or so, and its onerous
(and
> asking for trouble) forcing a server op to set it.
>

Are we talking about actual clock frequency, or a MIPS-type value?

Would the detected CPU speed decrease if the CPU is not 100% idle when
the test is run? I can see that will cause problems if that is the case.

How about a little utility that can be run once (with nothing else
running) that will calculate the correct value, then the admin can
provide that value back to SRCDS every time as a cvar or whatever.

-Simon



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Re: [hlds_linux] uncompress command

2004-01-30 Thread Simon Garner
On Saturday, January 31, 2004 12:54 PM NZT,
[EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:

> I have downloaded the hldsupdatetool.bin from ftp.valvesoftware.com.
> After establishing execute permissions and running it, I get an error
> message:
>
> Enter 'yes' to accept this agreement, 'no' to decline: yes
> sh: line 1: uncompress: command not found
> Broken pipe
>
> This is my first time installing a steam server in linux. I have
googled
> everywhere for a download of the uncompress command and have not found
> any. I also couldn't find a forum or FAQ that answers my question
(since
> 8:00AM).
>

gzip supports 'compress'd files, so all you need to do is point
uncompress at gunzip:

ln -s /bin/gunzip /bin/uncompress

Btw I guess you are new on this list because the same question was asked
just two days ago.

-Simon



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Re: [hlds_linux] Help me to remember - uncompress error

2004-01-28 Thread Simon Garner
On Thursday, January 29, 2004 1:20 PM NZT,
m0gely <[EMAIL PROTECTED]> wrote:
>
> It was installing a package like bz2 that had uncompress with it.
> Something like that.  Help please. :)
>

That or:

cd /bin
ln -s gunzip uncompress

-Simon


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Re: [hlds_linux] Dual Xeons or 2 P4?

2004-01-21 Thread Simon Garner
On Thursday, January 22, 2004 2:16 PM NZT,
Shane <[EMAIL PROTECTED]> wrote:

> AMD uses more voltage, more transistors to accomplish the same thing
> intel does.

Maybe so, but they also accomplish the same performance at lower clock
speeds.

-Simon


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Re: [hlds_linux] Offtopic: telnet (and ssh)

2004-01-14 Thread Simon Garner
On Thursday, January 15, 2004 11:22 AM NZT,
[EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:

> hi there!
>
> is it possible to connect with a telnet client to a ssh daemon?
>

No. Download an ssh client.

-Simon



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Re: [hlds_linux] root-exploit through hlds?

2003-12-10 Thread Simon Garner
On Wednesday, December 10, 2003 10:51 PM NZT,
jwm <[EMAIL PROTECTED]> wrote:

>
> Did you miss the news? And as i know there is still no bufix for 1.5
>

That's a different problem, that only allows people to get the
rcon_password. I'm guessing he was running v3.1.1.0, which had a remote
code execution exploit. Upgrading to 3.1.1.1 or 1.1.2.0 would fix that:


On Saturday, May 03, 2003 10:22 AM NZT,
Eric Smith <[EMAIL PROTECTED]> wrote:

> - Fixed remote exploit bugs (Security Advisory VSA0304)


-Simon




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Re: [hlds_linux] 2 Servers, 1 Steam Dir (a bit OT)

2003-12-02 Thread Simon Garner
On Wednesday, December 03, 2003 12:03 AM NZT,
Jeroen "ShadowLord" Bogers <[EMAIL PROTECTED]> wrote:
>
> There is a kernel option to enable or disbale using ports that are
used
> by
> the primary IP of the NIC. This was done for security reasons. By
default
> the option is set NOT to allow using the same ports as used on the
> primary
> IP.
>

Hmm well I stand corrected then. I have never seen this option, what is
it called? Or is it a 2.6 option?

And what is the security reason?

-Simon


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Re: [hlds_linux] 2 Servers, 1 Steam Dir (a bit OT)

2003-12-02 Thread Simon Garner
On Tuesday, December 02, 2003 8:44 PM NZT,
Jeroen "ShadowLord" Bogers <[EMAIL PROTECTED]> wrote:
>
> I'm talking about multiple IP's on one NIC. This is completely
different
> from multiple NIC's with 1 IP each.
>

No it's not - interface aliases behave exactly as real interfaces in
this respect (and in almost all other respects).

-Simon


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Re: [hlds_linux] 2 Servers, 1 Steam Dir (a bit OT)

2003-12-01 Thread Simon Garner
On Tuesday, December 02, 2003 1:00 PM NZT,
Jeroen "ShadowLord" Bogers <[EMAIL PROTECTED]> wrote:

> Actually, if you have a nice host, they might be able te set you up
with
> a
> second IP. That way, each server can run on port 27015 and they can
have
> fancy IP hostnames. There is only 1 limitation. Any port used on the
> main IP
> of the machine, can usually not be used on any of the additional IP's.
So
> you need 2 extra IP's if you only have 1 right now. The ports used by
one
> additional IP can be used by other additionals.
> It might be easier to go for different ports, unless you know how to
> properly setup multiple IP's on one machine.
>

That should not be true with any properly written daemon, if it is true
with HLDS then I'd consider it a bug.

If a port is bound on the first interface there should be no trouble
binding it again on another interface. You only get problems if a daemon
binds to 0.0.0.0 (all interfaces). Which HLDS should not if you give it
a +ip argument.

-Simon




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Re: [hlds_linux] Re: hlds_linux digest, Vol 1 #3013 - 10 msgs

2003-11-14 Thread Simon Garner
On Saturday, November 15, 2003 1:41 PM NZT,
m0gely <[EMAIL PROTECTED]> wrote:

> Rick Thompson wrote:
>> something to smile about but when a packed 32 slot BF starts humming
>> alongside or slightly below a full 16 slot CS server in top, all I
can
>> think about is how fast we can dump these last couple HL pigs.
>
> I don't dissagree with you necessarily, but isn't having 6Mb worth of
> pipe to dedicate to a single 32 player BF server more costly pretty
> quick than just having a couple more servers on hand to do CS?

Fortunately (?) what BF lacks in CPU usage it more than makes up for in
horrendous bandwidth usage.

-Simon


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Re: [hlds_linux] Server update

2003-11-13 Thread Simon Garner
On Friday, November 14, 2003 10:06 AM NZT,
DLinkOZ <[EMAIL PROTECTED]> wrote:

> Does this content originate from some distinguishable location?  As a
> GSP,
> I'd rather block the ads all-together (via iptables, etc) than
> potentially advertise a competitor on my own servers.
>

Yes, but the client would have to do that, not you.

-Simon


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Re: [hlds_linux] 2.6.0-test9-bk6 16 players 90fps 38% usage

2003-11-06 Thread Simon Garner
On Friday, November 07, 2003 11:16 AM NZT,
Joe Giles <[EMAIL PROTECTED]> wrote:

> Well, considering that the speed of light is 186 000 miles per
> second, I
> don't see where that would be of any relevance. I don't think that
> from the
> USA to Australia is QUITE that far :-P...
>

Well we are talking about 250ms here, not one second.

You don't say where in the USA you are, but for example's sake, the
distance from Sydney to New York is about 10,000 miles*. So at the speed
of light that's 1/18.6th of a second or about 54ms. And that's only one
way - double that and you're at 108ms already. Add on all the latency
introduced by each of the other hops between you and you'll quickly get
to 250ms. Also if I recall, the undersea intercontinental links have a
transmission latency of their own which is relatively not that good
(regardless of the SOL limitations).

If you gave a traceroute it might be easier to see this... (then again
who cares) :)

-Simon

* from LA (the closest) would be a bit less, about 7,500 miles. Call it
(40ms x 2) = 80ms.


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Re: [hlds_linux] 2.6.0-test9-bk6 16 players 90fps 38% usage

2003-11-06 Thread Simon Garner
On Friday, November 07, 2003 4:42 AM NZT,
Brett Fernicola <[EMAIL PROTECTED]> wrote:

>
> Im pinging 250 on your server from a t3, thats
> not good no matter where its at in the world.
>

Hmm, well, considering he's in Australia and you're (presumably) in the
USA... the speed of light becomes a little bit of a nuisance. 250ms is
pretty good considering. I ping it at 35ms here.

-Simon


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Re: [hlds_linux] OT: Voice

2003-11-03 Thread Simon Garner
On Tuesday, November 04, 2003 10:08 AM NZT,
[EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:

> hmmm, the cvar was already "1" but its only teamtalk.. :(
>
>
> this didnt help me :(
>
>

sv_alltalk 1

Not sure if it still works though.

-Simon


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Re: [hlds_linux] VAC Update is overdue

2003-11-02 Thread Simon Garner
On Monday, November 03, 2003 1:05 PM NZT,
Drew Broadley <[EMAIL PROTECTED]> wrote:

> Will we expect this to be released by September, or will the code be
> leaked and it wont be released til April ?
>

So bitter... /me pokes Drew in the eye - cheer up ol' chum!

VSMs usually only stay in beta a couple of days...

-Simon


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Re: [hlds_linux] License fees for LAN gaming centres

2003-10-23 Thread Simon Garner
On Friday, October 24, 2003 3:03 PM NZT,
Brett Fernicola <[EMAIL PROTECTED]> wrote:

> First off if you don't think the Do Not Call service is not a step
> towards big brother then you got your eyes closed.  My IT Professor
> worked for both the NSA, and the FBI, and he fully agrees that Do
> Not Call if a form of Big Brother.
>

HAAHahahaha

-Simon


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Re: [hlds_linux] Content hosting provided by...

2003-10-22 Thread Simon Garner
On Thursday, October 23, 2003 4:38 AM [GMT+1200=NZT],
Mad Scientist <[EMAIL PROTECTED]> wrote:

> How can I get a banner into the empty box that says "Content hosting
> provided by:" when somebody is connecting to my servers? You know the
> one when the connection dialog is "validating game resources"?
>
> -Mad

That one always shows empty for me, I think it's a bug - the box
shouldn't be there :)

-Simon


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Re: [hlds_linux] HLTV hostname and tga

2003-10-17 Thread Simon Garner
On Saturday, October 18, 2003 7:54 AM [GMT+1200=NZT],
Obsessed <[EMAIL PROTECTED]> wrote:

> Hi,
> my hltv keeps changing it's host name to
> gameservername:numberlisteners instead of the hostname defined in the
> cfg
>

Are you running an ancient version? HLTV doesn't do that any more
afaik...


> also,
> for the hltv.tga, what are the requirements ? color, dimentions .. ?
>

TGA, 32-bit colour (you can use alpha channels for 8-bit transparency).
Not sure what the maximum dimensions are, but up to about 450x100 should
work. Keep the width down (to about 200) to avoid obscuring the scores
for low-res clients.

-Simon


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Re: [hlds_linux] [OT] Uptime

2003-10-16 Thread Simon Garner
On Friday, October 17, 2003 6:08 PM [GMT+1200=NZT],
Matt H. <[EMAIL PROTECTED]> wrote:

> Then don't allow anyone access to machine and keep it firewalled.. via
> iptables..
>

Yeah, that'll do the trick...

-Simon


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Re: [hlds_linux] Can't open libhlwon.so?

2003-10-14 Thread Simon Garner
On Wednesday, October 15, 2003 11:55 AM [GMT+1200=NZT],
Brett Fernicola <[EMAIL PROTECTED]> wrote:
>
> Also Red Hat's install is no where near as good or selective as
> expert mode in Slackware!!  Expert mode in slackware really lets you
> see everything thats going into the system, where as Red Hat lumps
> stuff togeter.
>

That's why you use the "Individual Package Selection" option.

-Simon


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Re: [hlds_linux] Can't open libhlwon.so?

2003-10-14 Thread Simon Garner
On Wednesday, October 15, 2003 10:37 AM [GMT+1200=NZT],
Charles Capps <[EMAIL PROTECTED]> wrote:

>
> More than you might think.  Many dedicated hosting providers just
> slap a default install image on the disk and call it a day.
>

Sure - but don't complain if the default isn't what you want.

-Simon


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Re: [hlds_linux] Steam

2003-10-05 Thread Simon Garner
On Monday, October 06, 2003 8:02 AM [GMT+1200=NZT],
Christopher Kunz <[EMAIL PROTECTED]> wrote:

> Did anyone read this news item?
> http://www.ukterrorist.com/newsarchive/3937/
>
> Sounds like a bad idea [tm],
>

Sounds like bullshit to me :)

-Simon


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Re: [hlds_linux] MY Response to CPU Usage -- Test Result Database

2003-09-24 Thread Simon Garner
On Wednesday, September 24, 2003 8:49 PM [GMT+1200=NZT],
Troy Davisson <[EMAIL PROTECTED]> wrote:

> Anyone want to give this for a whirl?  :)
>
> wget http://www.xeon3.com/steam/versions.tar; tar xf versions.tar;
> perl versions.pl;
>

Works for me :)

It's not showing the processor speed though, might want to include that
and maybe the bogomips too.

-Simon



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Re: [OT] [hlds_linux] Valve's Response to CPU Usage

2003-09-23 Thread Simon Garner
On Wednesday, September 24, 2003 1:57 PM [GMT+1200=NZT],
Matthew Donnon <[EMAIL PROTECTED]> wrote:
>
> I wouldn't describe the p3 architecture as anywhere near current and
> in fact group it with p2/athlon as a more efficient per mhz chip than
> p4.
>
> Specifically, have you tested with the p4 core as that seems to be
> the one with the most performance issues.
>

I think the poor performance of the P4 is a totally separate issue and
there's little Valve can do about this. If you're running P4s then
that's your choice.

The problem remains that on AMD and P3 systems the current Linux HLDS
performs worse than the Windows version, and worse than previous
versions.

-Simon


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Re: [hlds_linux] Valve's Response to CPU Usage

2003-09-23 Thread Simon Garner
On Wednesday, September 24, 2003 11:17 AM [GMT+1200=NZT],
Destroyer <[EMAIL PROTECTED]> wrote:
>
> Unfortunately without using pingboost or sys_ticrate or hz=1000 the
> ping/fps/user experience is shit.  This has been an issue with hl for
> some time now even before the pingboost option was available.  Why
> did ppl use the UDPsoft ping booster?  Because your server absolutely
> kicked ass when you did and the pings were awesome.  Now we have to
> use those things just to get decent play and the CPU is through the
> roof.
>

I understand that but if you start using pingboost and fiddling with
sys_ticrate and hz then try comparing CPU usage back to Windows HLDS
then it's comparing apples with oranges.

We need to try and get the "unmodified" Linux HLDS running at decent CPU
levels before worrying about tuning it. Anything you do to reduce pings
is going to increase CPU usage.

-Simon


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Re: [hlds_linux] MOTD w/HTML

2003-09-15 Thread Simon Garner
On Tuesday, September 16, 2003 5:46 PM [GMT+1200=NZT],
tremens <[EMAIL PROTECTED]> wrote:

> I understand that the motd.txt file supports html tags now, but I
> cannot get an image source to display in the MOTD using  src="logo.gif" width="300" height="79">
> I've placed the logo.gif in just about all the folders to no avail..
>
> Anyone have any ideas on this?
>


The MOTD is an HTML page loaded using (I presume) an instance of the
MSIE WebBrowser control embedded into Half-Life (a very nice feature
btw!). While the HTML text is sent to the client for rendering, any
external resources will be loaded by the client via HTTP.

So the answer to your question is simply you have to upload logo.gif to
a web server and reference it with an absolute URL, like http://www.example.com/blah/logo.gif";>

For future versions... what would be nice would be an option to have the
whole HTML page loaded from an external URL so that the page could be
dynamically generated (eg with the latest news headlines or a random
advertisement or whatever). The control doesn't seem to support frames
(which would have been one way to accomplish this). I haven't tested if
it supports JavaScript yet.

-Simon


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Re: [hlds_linux] Erik is this a real interview or fake?

2003-09-14 Thread Simon Garner
On Monday, September 15, 2003 5:50 PM [GMT+1200=NZT],
[EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:

> Valve/Erik, is this real?
> http://m-t.dk/valve.html
>
> Thanks
> Jeremy
>

Eric speaks better English than that... unless it's been translated
twice.

-Simon


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Re: [hlds_linux] getting rid of multiple HLDS_RUN processes

2003-09-12 Thread Simon Garner
On Saturday, September 13, 2003 6:26 AM [GMT+1200=NZT],
Argus <[EMAIL PROTECTED]> wrote:

> Heya...
>
> I'm still a bit confused.  The reason the crond job is used is because
> although hlds_run catches a crash, rcon quit will kill the hlds_run
> process as well.

I thought this was fixed in hlds_run ages ago. In any case it's only a
one or two line fix in the script to change it to always restart
regardless of rcon quit.

-Simon


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Re: [hlds_linux] v1.1.2.0 Linux Server Release

2003-09-11 Thread Simon Garner
On Thursday, September 11, 2003 8:14 PM [GMT+1200=NZT],
Tristan <[EMAIL PROTECTED]> wrote:
>>
>> Enter 'yes' to accept this agreement, 'no' to decline: yes
>> sh: line 1: uncompress: command not found
>> Broken pipe
>>
>
> I'm getting the same :(
>
> I check the FTP every few minutes to see if a fixed version is there
> but nothing yet, only the readme was updated
>

Try making a symlink in /usr/bin for gunzip as uncompress

ln -s /usr/bin/gunzip /usr/bin/uncompress

-Simon


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Re: [hlds_linux] 1.1.2.0 release (aka Steam)

2003-09-10 Thread Simon Garner
On Wednesday, September 10, 2003 2:47 PM [GMT+1200=NZT],
[EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:

>
> I doubt it. Im sure they will use 1.5 since it's set for lan. Im sure
> most lans will continue to use 1.5.
>

Yes, that's what I'm saying. But if they disable WON before then it will
cause havoc with the HLTVs.

-Simon


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Re: [hlds_linux] 1.6 Net Code?

2003-09-08 Thread Simon Garner
On Tuesday, September 09, 2003 9:13 AM [GMT+1200=NZT],
Daniel Stroven <[EMAIL PROTECTED]> wrote:

> I said in another email..netcode designed to make it close to fair
> between HPB and LPB..if steam kills all modem users...then what to do
> with the current netcode?
>

The vast majority of players in this country have 128k DSL or 56k modem.
If 56k is no longer practical for playing then 128k probably isn't going
to be much better - particularly as international traffic is charged by
the MB, so if Steam is downloading lots of files from Speakeasy/wherever
it's going to cost people a bomb. Though admittedly the NZ broadband
market is remarkably crap, I imagine we're not alone in this.

However I have faith *cough* that Valve will have considered all the
possibilities and everyone will still be able to play in harmony with
Steam... ;)

-Simon


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Re: [hlds_linux] [OT] Valve's mirror favoritism

2003-08-21 Thread Simon Garner
On Thursday, August 21, 2003 10:31 AM [GMT+1200=NZT],
Tyler "Overkill" Schwend <[EMAIL PROTECTED]> wrote:

> Why then, does it seem that Valve (And other companies) is
> allowing very specific file mirrors, namely FilePlanet, to have
> exclusive rights to some of their most interesting PR pieces? I
> just contacted some of the people over at FilePlanet, and their
> "FilePlanet Exclusives" are apparently deals with publishers
> where the publisher will ONLY allow a certain mirror to host a
> file. Anyone else is pirating it. This basically says "Everyone
> must get our ads ONLY from here." I don't quite see the logic in
> that. Shouldn't Valve be proliferating their advertisements to as
> many willing mirrors as possible, giving them full authority to
> redistribute it as they choose?
>

Hear hear!

-Simon


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Re: [hlds_linux] Cheats vars names in demo file

2003-08-14 Thread Simon Garner
On Friday, August 15, 2003 12:57 PM [GMT+1200=NZT],
DjoDjo <[EMAIL PROTECTED]> wrote:

> Hi
>
> I've an "in eyes" demo of a guy suspected of cheat.
> In this demo, when i edit the file, i cant find:
> "+doaim" , "awp_toggle_on" , "toggle_lambert" , "toggle_cheat,
> "cheat_whitewalls" ect...
>
> The question is: Does that mean the guy use a cheat ?
> Or can it be "cvar" or "alias" test by VAC or wwcl ? Or something
> else?
>

You got the player to send you a demo he recorded?

He's hardly going to be cheating in such a demo...

-Simon

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Re: Re[2]: [hlds_linux] liblist.gam, gamedll bug

2003-07-31 Thread Simon Garner
On Friday, August 01, 2003 1:31 PM [GMT+1200=NZT],
Dariusz 'Officerrr' Kolasinski <[EMAIL PROTECTED]> wrote:

>
> I know, but i like to have versions in *.so module names, and i think
> it is a bug.
>

Do what I do - rename the module so it has a version number, then create
a symlink with the correct name. Then you don't need to change any
config files either.

-Simon

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Re: [hlds_linux] Half-Life Primary Server x.1.1.1d

2003-07-30 Thread Simon Garner
On Thursday, July 31, 2003 3:43 PM [GMT+1200=NZT],
Michael Ressen <[EMAIL PROTECTED]> wrote:

>
> For example, that same box that hosts my 32 player CS server also
> hosts a 20-player rental.  It also hosts a 20 player BF1942 server.
> Right now, that server is full, running coral_sea, and the load is
> 30.47% (1 proc).   The efficiency of that binary is way ahead of the
> hlds binary, and it uses 2.4 times the bandwidth player for player.
>

While I agree with most of your points, the above is mostly because
you're using -pingboost 3. Remove pingboost and you'll find CPU usage is
much much better. And that 10ms lower ping really makes no practical
difference.

However, the increased CPU usage with 3.1.1.1 is a very real thing. An
increase in CPU usage means the same hardware can't do as much as it did
previously - which essentially means increased costs for those companies
running large numbers of servers, and nobody likes increased costs. The
worst thing is, we don't seem to be getting anything new or improved in
return for the increased CPU usage. 3.1.1.1 is just bug fixes - how it
manages to use more CPU is a mystery to me.

-Simon

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Re: [hlds_linux] 3.1.1.1d Performance

2003-07-30 Thread Simon Garner
For those running Natural Selection, watch out with upgrading to 3.1.1.1
as you'll have to go back to 3.1.1.0 again when NS2.0 comes out
tomorrow:

"Linux server known issue:  NS 2.0 runs perfectly on the HLDS 3.1.1.0
stream, which we recommend using. However, the NS 2.0 Linux server does
not currently work with the 3.1.1.1 version of the Half-life Dedicated
Server for Linux. We're working with VALVe Software to resolve this
issue, and we will post an update to the linux dedicated server as soon
as we have solved this compatability issue with HLDS 3.1.1.1 (check
forums for up to date info on this at
http://www.natural-selection.org/forums )."

-Simon

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Re: [hlds_linux] 3.1.1.1d Performance

2003-07-30 Thread Simon Garner
On Thursday, July 31, 2003 1:30 PM [GMT+1200=NZT],
Daniel Stroven <[EMAIL PROTECTED]> wrote:

> This is exactly what "top" looked like an hour ago running x.1.1.1-c1.
> So as far as I can tell right now, it doesn't use anymore than c1.
>

One should hope so too - they did after all say they had done some
performance optimisations, so hopefully it's better than c. The question
though is, how does it compare with x.1.1.0?

-Simon

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Re: [hlds_linux] [OT] HL2 delayed

2003-07-30 Thread Simon Garner
On Thursday, July 31, 2003 9:33 AM [GMT+1200=NZT],
James Clark <[EMAIL PROTECTED]> wrote:

>
> Anyone that thought it would was stupid.
>

Well, Valve were pretty adamant it would.

In any case, I don't mind if they delay it a bit more if it means it'll
be a more polished/bugfree/etc result. That's far more important than
getting it out the door on some semi-arbitrary date. It's just a little
disappointing :)

-Simon

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[hlds_linux] [OT] HL2 delayed

2003-07-30 Thread Simon Garner
For those that hadn't heard... looks like HL2 won't make September 30 :(

www.planethalflife.com

-Simon

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Re: [hlds_linux] [OT] [HL2] Video Mode

2003-07-29 Thread Simon Garner
On Wednesday, July 30, 2003 8:56 AM [GMT+1200=NZT],
Eric (Deacon) <[EMAIL PROTECTED]> wrote:

> James Clark wrote:
>> nvfixsfx.exe - this is what I use, it has worked with some of the
>> later nvidia drivers - some of the older fix programs don't work
>> with newer drivers.
>>
>> I can't remember where I found it (and don't have the read me on
>> hand) =/
>
> I use ReForce.  Simple, one-use executable that sets it how you want
>   it. The website for it no longer exists, apparently, but I've
> uploaded it to my site.  It's available at
> http://www.firekite.com/store/install/ReForce.exe
>

Yes, I know that and have used several such programs for years - but all
of them screw up your desktop refresh rate selections as well as fixing
OpenGL. You won't notice until you come to install a LCD as a second
monitor and discover it can't handle those ultra high refresh rates
you've been using :)

Anyway my point is that people should not need to use third party utils
to hack the registry just to get a decent refresh rate - you wouldn't
believe the number of people out there who don't have a clue about such
things and are stuck in 60Hz. The bad part for them is that the main
thing they notice is that they're also stuck at 60fps - but their
solution usually is to disable vsync, which is wrong wrong wrong.

I'm pretty sure (it's been a long time) that Quake III (and Q3 engine
games) don't suffer from this problem - you can select what refresh rate
you want in these games. Therefore it is fixable by the developer,
regardless of who is 'at fault'.

-Simon

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Re: [hlds_linux] Reporting Server Hackers

2003-07-22 Thread Simon Garner
On Wednesday, July 23, 2003 5:08 PM [GMT+1200=NZT],
Britt <[EMAIL PROTECTED]> wrote:

> You can give me any IP Address and I can sniff/watch the traffic
> from that IP.

Uh? no. Dream on.

-Simon

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Re: [hlds_linux] Cleanup CDKEYs

2003-07-22 Thread Simon Garner
On Wednesday, July 23, 2003 2:02 PM [GMT+1200=NZT],
James Clark <[EMAIL PROTECTED]> wrote:

>
> I also think people are getting confused between two things
>
> 1 - multiple people using same key.
> 2 - the 'key is in use' issue some people suffer when it isn't
> actually in use.
>
> This thread is about issue #1.
>

Yes of course but the point is there is no way to distinguish the two.

-Simon

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Re: [hlds_linux] Cleanup CDKEYs

2003-07-22 Thread Simon Garner
On Wednesday, July 23, 2003 1:27 PM [GMT+1200=NZT],
James Clark <[EMAIL PROTECTED]> wrote:
>
> When it has become an issue it doesn't matter who it is, the owner or
> the owners mate... both will be made to pay (and learn).  In much the
> same way as all of those "brothers" out there got caught with cheats.
>
> read:
> my brother was playing and got some cheat and got caught lie lie lie
>

And what if some punk with a keygen gets lucky and generates your key,
then goes and plays CS - then you go to play and it says the key is in
use and you get banned?

Or perhaps more plausibly, some punk steals the key off your HL box
before you buy it from Walmart, then you go home and try to play it,
same result.

I don't think "cd key in use" problems should be lumped together with
cheating - they're a different issue.

-Simon

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Re: [hlds_linux] Cleanup CDKEYs

2003-07-22 Thread Simon Garner
On Wednesday, July 23, 2003 1:07 PM [GMT+1200=NZT],
Eric (Deacon) <[EMAIL PROTECTED]> wrote:

>
> Wow...how often does that happen?  Maybe since it's never happened to
> me, I didn't think about it.  Your connection to your ISP can be
> severed, reconnected, and for whatever reason assigned a new IP (talk
> about a weird way to configure DHCP servers...did the guy switch NICs
> all of a sudden?), and back in the game before you time out on the
> server?
>

It happened to one of my teammates in a league match just last night :(

It takes about 60 seconds to timeout from the server - on a DSL
connection you can disconnect and reconnect much quicker than that. And
in NZ at least, there is usually no lease time on IPs, ISPs always give
you a new IP when you connect - and DSL here tends to be a bit flakey so
disconnects are not altogether uncommon.

In any case, banning somebody for trying to connect with a key that is
already in use is a crazy idea. How can you tell which is the real owner
of the key? You can't.

-Simon

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Re: [hlds_linux] Reporting Server Hackers

2003-07-22 Thread Simon Garner
On Wednesday, July 23, 2003 11:36 AM [GMT+1200=NZT],
Britt <[EMAIL PROTECTED]> wrote:

> You can easily sniff network traffic if you have the target IP and
> resolve their MAC Address with certain progs out there - however
> since this is all UDP - not much you can do - if it used TCP - you
> could add the % sign in the password and it will garble it when
> sniffed (data section of the TCP packet).
>
>

Only if you have access to a machine in the route between the client
using rcon and the game server. Which would be very very uncommon.

I'm not familiar with what you're saying about TCP, but I can't see how
that would work, and if such a feature did exist then surely there would
be no use for SSL? Cleartext is cleartext no matter how you look at it.

-Simon

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Re: [hlds_linux] Reporting Server Hackers

2003-07-22 Thread Simon Garner
On Wednesday, July 23, 2003 11:23 AM [GMT+1200=NZT],
Mad Scientist <[EMAIL PROTECTED]> wrote:

>
> In most places, it's illegal. And by the way you're describing it,
> there
> is definite traceable evidence if the attacker is doing that much
> activity. Try calling your local cyber crimes police force, whatever
> that
> may be in your jurisdiction. In the US, it's the FBI; in Canada, it's
> the RCMP. And preserve all your logs.
>

Just don't expect them to do anything, since you won't have actually
lost any money from it. I can't really see them caring too much about
some kid stealing the rcon password for some other kid's l33t cs
server...

-Simon

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Re: [hlds_linux] HLTV Banner/Logo

2003-07-10 Thread Simon Garner
On Friday, July 11, 2003 11:47 AM [GMT+1200=NZT],
Tony Di Schino <[EMAIL PROTECTED]> wrote:

>
> // hltv.wad contains the HLTV banner and my be different on each proxy
> // banner format should be 240x48, 256 colors (same like player logo
> in pldecal.wad)
> // decalfile "hltv.wad"
>

This is a spray decal, if you log in as a commentator on HLTV then you
can spray this logo on the walls.


>
> // hltv.tga will be shown instead of the default HLTV logo in
> spectator GUI
> // bannerfile "hltv.tga"
>

This is the logo displayed at the top left of the HLTV GUI.

-Simon

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Re: [hlds_linux] Recommend setup for these specs

2003-07-07 Thread Simon Garner
On Saturday, July 05, 2003 8:47 PM [GMT+1200=NZT],
Byron Carceller <[EMAIL PROTECTED]> wrote:

> sv_minrate 1000
> sv_maxrate 1
> sv_minupdaterate 20
> sv_maxupdaterate 101
>
> Those are my settings on all HLDS servers.
>

There's your problem. Change these to the default values:

sv_minrate 0
sv_maxrate 0
sv_minupdaterate 10
sv_maxupdaterate 60

and you'll be fine. Choke is actually a client problem, but your server
settings are exacerbating it, making it occur where it needn't.

Your clients are getting choke because you're limiting their rate to
1 but allowing them a huge updaterate of 101. A client with rate
25000 and cl_updaterate of 101 (common "CPL" settings) will be trying to
get 101 updates/sec but trying to fit it into 1 bps, which won't
work, causing choke.

Even if you increase the sv_maxrate, many clients will probably still
have problems as they can't really handle cl_updaterate 101 - it works
for them on most servers since most servers have the default
sv_maxupdaterate 60 which is almost halving the setting for them. When
your server tries to actually feed them 101 updates they choke and/or
have problems hitting anything.

I would recommend you leave sv_maxupdaterate at the default (60 for CS,
30 for DOD) and do not use an sv_maxrate unless you really need it (and
don't bother with min rates, there's no point).

Trust me, I spent months trying to figure out why people were
complaining about a particular couple of servers here, and eventually
tracked it down to a "sv_maxupdaterate 0" line in the config. This meant
clients were sent whatever update rate they requested, but most clients
actually couldn't handle the rates they had set.

If in doubt, use Valve's default settings, as they usually know more
about what these settings do than you or I (let alone your average "Joe
Hax0r's Cvar Guide"). That doesn't mean you shouldn't experiment; just
something to keep in mind when things go wrong :)

-Simon

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Re: [hlds_linux] 3111c

2003-06-15 Thread Simon Garner
On Monday, June 16, 2003 4:59 PM [GMT+1200=NZT],
Britt <[EMAIL PROTECTED]> wrote:

> Is the majority of people running this 3111c?  Or are you sticking
> with the 3110beta ?
> I've been watching and see different opinions and info posted
> regarding the differences and it seems that CPU usage is still a
> concern regarding these new releases.  Is everyone just accepting it
> and suffering performance loss or staying with 3110beta?
>
> Britt
>

I'm still running 3110 as I have yet to see any advantage to upgrading
to 3111 -- all it seems to do is *reduce* performance :(

-Simon

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[hlds_linux] [Announce] Shared Ban System

2003-06-06 Thread Simon Garner
On Thursday, June 05, 2003 8:29 PM [GMT+1200=NZT],
Drew Broadley <[EMAIL PROTECTED]> wrote:

> Simon Garner has built a banlist system, http://ban.cstrike.co.nz/
> (guest/guest login)
>

May as well release this I suppose. Keep in mind I built it over 2 years
ago, and it has only had minor changes since then. It's fairly simple
really, and while I have ideas for all sorts of improvements to it, I
have never had the time (or motivation) to implement them. I'm basically
releasing this as public domain, you can do whatever you want with it.
If somebody wants to turn it into a project and improve it, that'd be
cool.


What It Does

- Stores bans in a MySQL database, with a web front end for
maintaining the list
- Allows a group of game server providers to collaborate, sharing
bans between each other
- Makes it easy to keep bans sync'd across multiple servers
- Requires no special software on the game server, other than
ncftpget and a crontab (no adminmod or mysql etc)

As Drew said, you can take a look at it in action at
http://guest:[EMAIL PROTECTED] - this instance covers almost all
of the major HL game server operators in New Zealand, containing some
6000+ bans, and has been operating since Feb 2001.

What You Need

- Web server with PHP4
- FTP server on the same machine
- MySQL database
- wget and ncftpget tools
- access to a crontab

It's intended for Linux. Some modification may be needed under
Windows. The game servers can run on Windows if you find a third-party
FTP/scheduling tool, such as www.ftpvoyager.com

Where To Get It

Download from ftp://ftp.cstrike.co.nz/pub/sbs/sbs1.0.tar.gz (14KB)

How To Use It

Read the README file for installation instructions:
ftp://ftp.cstrike.co.nz/pub/sbs/README

When planning how you will deploy it among multiple admins, keep in
mind that any admin can edit or remove any other admin's bans, and any
bans they add will affect all participating servers. So you need to
trust everybody who will be a member not to screw up or abuse the
system; use some discretion in choosing who you include.

Wishlist

Here's some of the things I wish it did, but haven't had time to
implement ;)

- Better user management
- Better tracking of changes to bans (ban history)
- Better interface
- Better way of applying bans; large banfiles slow down map changes
on the servers


Enjoy.

-Simon

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Re: [hlds_linux] Hitboxes - MM + DOD 1.0

2003-05-29 Thread Simon Garner
On Wednesday, May 28, 2003 12:03 AM [GMT+1200=NZT],
Simon Garner <[EMAIL PROTECTED]> wrote:

> Hey,
>
> I'm getting reports of screwed up hitboxes again, this time with
> Metamod (1.16) and DOD 1.0.
>
> Anybody heard anything about this? I'm guessing it's to do with the
> blending stuff again.
>
> -Simon
>

False alarm. Tested this yesterday and we actually couldn't see any
difference with and without MM. Seems the problem may be with DOD
itself.

-Simon

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Re: [hlds_linux] hlstats and hlds3.1.1.1b3

2003-05-29 Thread Simon Garner
On Thursday, May 29, 2003 11:31 AM [GMT+1200=NZT],
Jeremy Brooking <[EMAIL PROTECTED]> wrote:

>
> The log data is reaching hlstats. The question was more regarding if
> the format of the data has changed, possible effecting hlstats.
>

Does hlstats.pl show any errors with the data? If not then it's not the
log format.

-Simon

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Re: [hlds_linux] Missing/Broken Map Entities

2003-03-27 Thread Simon Garner
On Friday, March 28, 2003 2:07 PM [GMT+1200=NZT],
Toby <[EMAIL PROTECTED]> wrote:

> The Problem:
> Having problems with maps that have either missing or broken
> entities. To be more specific: Ladders that you can no see but able
> to use, Ladders that you can see but not use, missing steps, missing
> buy zones, bomb sites that you can not plant on, and players who fade
> in and out of the visible spectrum on certain areas of maps.
>

The missing entities (ladders, boxes, etc) problem is an issue with
metamod or adminmod I think?

It seems to only occur when changing maps via timelimits/winlimits, but
not through the changelevel command.

The players "fading in and out" is I think a separate issue which I
described in my thread earlier...

-Simon

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Re: [hlds_linux] Players-in-the-sky bug

2003-03-27 Thread Simon Garner
On Friday, March 28, 2003 12:04 PM [GMT+1200=NZT],
m0gely <[EMAIL PROTECTED]> wrote:

>
> This is an old bug.
>

Yes, as I said. But now it is occurring more often (to me at least) and
under additional circumstances.

>
> Actually, this is the Z coordinate, and sometimes players run
> around appearing half burried too.

Hmm well, depends which way you look at the map I suppose. If HL calls
up and down Z, then Z it is.

-Simon

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Re: [hlds_linux] Dualie Athlons? [OT]

2003-03-11 Thread Simon Garner
On Wednesday, March 12, 2003 2:18 PM [GMT+1200=NZT],
Tyler "Overkill" Schwend <[EMAIL PROTECTED]> wrote:

> Yes, I am. Excuse me for using Microsoft software, I'm such an
> idiot.
>
> I just don't see the point in changing the subject line in a
> thread that's already begun.
>

Lemme see... maybe so that those who filter out [OT] messages can have
subsequent messages in the thread filtered out?

Also I don't know what MS software you're using, but the versions of OE
and Outlook I've seen do threading by message ID, not by subject.
Threading by subject would be utterly braindead...

-Simon

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Re: [hlds_linux] System utilization

2003-03-11 Thread Simon Garner
On Wednesday, March 12, 2003 3:14 PM [GMT+1200=NZT],
Me <[EMAIL PROTECTED]> wrote:

> I forgot to mention that I have no mods running.  I'm runnin NS.  I
> don't know if that uses more CPU than CS or TFC.
>

Ohhh well there you go. Shoulda said that in the first place :)

NS is a terrible, terrible CPU hog. You need a ~2GHz server to host an
18 player game, so 40% with 5 players on a 900 would be about right.

Apparently there's not much they can do about the CPU usage, it's just
inherent in the complexity of the game. So your only answer is to
upgrade or run CS instead.

-Simon

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Re: [hlds_linux] Adminmod - Changes to Highlander?

2003-02-04 Thread Simon Garner
Tyler "Overkill" Schwend <[EMAIL PROTECTED]> wrote:
> Is there any way to have adminmod preserve a few powers even when
> someone is outranked in highlander mode? For instance, I don't
> want anyone to lose admin_chat just because highlander takes
> effect.
>
> Also, is there any way to make it so that if there is more than
> one admin on from the same access level that they can ALL have
> admin?
>

There is a plugin listed on the Plugins page on adminmod.org that
apparently does sort of what you're asking.

-Simon

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Re: [hlds_linux] [OT] Re: Multi-vendor Game Server DDoSVulnerability

2003-01-20 Thread Simon Garner
Frank Stollar <[EMAIL PROTECTED]> wrote:
>
> That mentioned I already a few posts ago. But Simon Street made clear,
> that would just help a little bit, because there are thousends of
> cs/hl/q3 etc. servers around the world. And if every server just
> answer _one_ request to the same IP (which is spoofed of course), it
> would have the same effect.
>

By that reasoning there is no solution to the problem - even a
challenge/response system would be vulnerable if all you want is for the
server to return one packet. Only ISPs can solve this, by fixing their
routers as Jeremy said. In which case this security advisory has been
targeted at the wrong audience, and we may as well just forget about it.

However, a query rate limit would at least prevent anybody taking
advantage of this flaw from screwing up my game servers. Combined with a
thousand other servers they still might be able to DDoS some third
party, but then that would be the attacker's ISP's fault for not fixing
their routers, not mine for running HLDS.

-Simon

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Re: [hlds_linux] CS 1.6 Beta

2003-01-16 Thread Simon Garner
Destroyer <[EMAIL PROTECTED]> wrote:
>> From csnation
>
>Release Info & Mirrors
>   The BETA release of Steam 2.0, which allows access to
> Counter-Strike 1.6 BETA, has been suspended. Due to some members of
> the gaming press leaking copies of Steam, the 500 megabit content
> servers have been filled to their capacity. To be fair, if Steam
> couldn't handle an unofficial release it probably wouldn't have done
> well with an official release either.
>
>


I presume the final release is not going to be via Steam. Steam is still
in beta, after all, and if Steam 1.0 is anything to go by, clients need
to be on broadband to use it anyway. Steam is just a good way for them
to distribute the CS beta, as it allows them to update the beta on the
fly.

-Simon

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Re: [hlds_linux] [UA] Cheating-Death v2.1.x Released

2003-01-15 Thread Simon Garner
James Clark <[EMAIL PROTECTED]> wrote:
> On Thu, Jan 16, 2003 at 04:11:58PM +1300, Jeremy Brooking wrote:
>> On Thu, 2003-01-16 at 16:06, James Clark wrote:
>>
>>> *A good example of this would be that idiotic grammar thread.
>>>
>>> Oops =)
>>
>> Or anything posted by Eric (the Deacon remix)
>
> Absolutely.
>

Or in fact, anything from you two as well :)

Sometimes I just want to scream "SHUT UP!" when I read through this
list. Such myriad pathetic, pedantic arguments about the tiniest
irrelevancies. This is a mailing list not a chat room. When you post a
message to a list, keep in mind that you're broadcasting your thoughts
to hundreds of other people (to be recorded in the archives for
perpetuity). Stop and think, is what I'm posting really of any value to
anyone, or am I just going to annoy people and make a fool of myself?

Of course I am committing hipocrisy and simply perpetuating this thread
by replying here, which is why I usually just fume silently. Sigh...

-Simon

PS: Hound is right. Those Windoze lam3rs on the HLDS list are much
better behaved than a lot of the people here, and the list generally has
a much higher SNR. Interesting.

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Re: [hlds_linux] [OT] map voting

2003-01-12 Thread Simon Garner
James Gurney <[EMAIL PROTECTED]> wrote:
>
> Incidentally, there's no reason why this shouldn't work with TFC, DM
> servers, etc. etc.. It's entirely an HL feature, nothing mod specific.
>

Nope, it's a CS feature. And a pretty useless one since it's totally
unintuitive. Most players don't know the console command needed to vote,
so it's very rare to actually get a vote to pass on a public server.
About the only use is on private or clan servers.

-Simon

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Re: [hlds_linux] Future of TFC?

2003-01-08 Thread Simon Garner
Eric (Deacon) <[EMAIL PROTECTED]> wrote:
>
> Before your last comment, I thought that you were being sarcastic
> about Erik referring to TFC as "one of the most played games on the
> Internet".
>

It is the 5th most popular multiplayer game according to GameSpy stats,
after CS, MOHAA, BF1942, Q3A and AA:O. Like all of those games it is of
course miniscule in comparison to CS however. :)

But I'm not sure I understand what Mad Scientist was implying about
Erik's comment. TFC is a popular game and has been neglected by Valve
for a long time. Although in my experience TFCers are an awfully
conservative bunch, and the thought of "a number of changes" probably
won't actually please them very much. :P

-Simon

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Re: [hlds_linux] spectate

2002-12-23 Thread Simon Garner
Eric (Deacon) <[EMAIL PROTECTED]> wrote:
>> Btw is there some reason you can't get picture-in-picture mode
>> when dead, only when you're a spectator? (Perhaps the same reason?)
>
> I get PIP when dead.  Press your USE key.
>

Nope, doesn't work for me. Only works as spectator or in HLTV.

Oops, sorry, should have been more specific. I think it only doesn't
work when you're in first-person mode. In first-person you can't get
PiP. You can get PiP fine in chasecam or overview modes.

Or is it just me? I'm sure I read something about this in the readme or
changelog somewhere.

-Simon

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Re: [hlds_linux] spectate

2002-12-23 Thread Simon Garner
Jeremy Brooking <[EMAIL PROTECTED]> wrote:
>
> Changing to spectator to screen watch other teams when the option to
> view other team while dead is turned off??
>
> Something like that sound right?
>

Ah yep, that would be it.

Btw is there some reason you can't get picture-in-picture mode when
dead, only when you're a spectator? (Perhaps the same reason?)

-Simon

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Re: [hlds_linux] spectate

2002-12-23 Thread Simon Garner
Eric Smith <[EMAIL PROTECTED]> wrote:
> In Counter-Strike, you can only join Spectator Mode when you first
> join the server or during the first few seconds of the freeze period.
>
> -Eric
>

And when you're dead, I think?

I remember there was a good reason for this restriction, can't think
what it was now :)

-Simon

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Re: [hlds_linux] Beta Counter-Strike Server

2002-12-11 Thread Simon Garner
Eric Smith <[EMAIL PROTECTED]> wrote:
>
> * Fixed a bug in Counter-Strike where the flashbang grenade would not
> always flash all of the players.
>

Cool, wondered if that would ever be fixed, heheh.

Just something that occurred to me now - if we're doing server betas for
small fixes, any chance of getting a server beta to lock ex_interp to
0.1? The number of people using this cheat is shocking, and I assume 1.6
is still some way off.

-Simon

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