Now I might be totally of here, but as far as I can see the scoreboard
ping is the network RTT (packet to server + packet back from server),
and net net_graph is the real RTT (packet to server + server processing
+ packet from server).
So for a 0ms network RTT situation where the server is
it's got nothing to do with the program you are running, the OS is
what takes care of which CPU is used. The OS is supposed to split the
load evenly among all available processors, though it's not always
perfect in execution. You shouldn't have to set affinity yourself, but
it is an option worth
If the server is running as LocalSystem, try changing this to run as the
same windows user that you are logged onto the machine as on the settings
tab for the service in FD, also if you are logged on to a remote server
using windows terminal services make sure you are connected to the system
I think that might be the issue.
The HLDS is running on a machine with Windows 2003 Server and i always connect
to that machine through (Windows Remote Desktop).
Base on what you said the only think i should do is to setup on FD (settings
tab, on the Logon info) the account i am using to
I connect to console and when i check interact with desktop, I can see the
hlds window wether the process is running as the same user as me or local
system, I personally use remote desktops as part of the windows 2003 server
adminpak
Okay, here is what I see James: Your ping actually may be close to that
good .. And remember .. From what I've seen in my testing .. The scoreboard
ping will always show the best since it seems to 'average' the ping over so
many samples (again .. 15-30 seconds maybe?). I notice your tracert is
I get 'em every day with the 5 pings. I use Mani and just toggle
cmdrate back to 30. I don't know about stopping people from EVER
toggling, doubt you can do that.
Since you brought up rates, I have been wanting to ask. Does
cl_cmdrate 0 on a client really impact server performance? I would
love
I've been getting my fair share of cl_cmdrate exploiters as well, using the
Mani admin plugin to check up on suspected exploiters has been a big help. I
haven't seen any undue impact on server performance due to clients using a
cmdrate that low... if anything, you'd think it'd actually help
Could I have a synopsis of the problems you are seeing please.
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of K2 Sent:
Thursday, July 21, 2005 11:39 AM To: hlds@list.valvesoftware.com
Subject: RE: [hlds] rate toggle
I've been getting my fair
Hi!
One of my customers has a CS:S server running on port 27039.
Suddenly it stopped working. When I try to start the Server manually,
I get the following Engine Error: Couldn't allocate dedicated
SourceTV UDP port.
I tried netstat -ano but I can't find a single process using port 27039.
I also
Hi!
only a restriction is needed, that clients
are not allowed to set their cl_updaterate and cl_cmdrate lower
than 10 or 20.
Like in CS 1.6
Cu,
Sir D.
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I think there should be 3 minimum settings (rate, cmdrate, updateratre) that
are set server side that is enforceable on the client as well as something
that makes it not possible for somebody to continously change their rates,
i.e. Only when they
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does anyone know what causes choke. While in game I'll have good ping and no
choke but every few minutes I'll get a stutter and my choke will jump up to
like 5 and then go back down. I was also wondering what kind of rates should
you use for
Hrm, they shouldn't be able to go below the default values (30 for cmdrate
and 20 for updaterate). Even a player using a cmdrate of 20 is too
choppy/too hard to hit.
Whisper - good explanation, saved me the trouble ;)
- K2
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL
James,
Probably should have mentioned this before .. But the settings I'm using on
my server are close to in-line with your ' 18 players' settings in your
thread you wrote on Steampowered - which I will say is well written and has
good info for the admin wanting to tweak their server. The only
Why not just lock the client to match the servers tickrate? Are these
variables that really need to be adjustable anyways? If they are is
there any way to make them self-tuning according to network
conditions?
Rick Payton, IT Support
Morikawa Associates
(808) 572-1745
http://www.mai-hawaii.com/
Cant do that, people on isdn and 56k would just lag completely, choke it up
and get flush entity packets all over the place.
The ability to control the cl_cmdrate and cl_rate would be better then
forcing it, to allow change for isdn and 56k players.
Controlling it though isnt as important as
By default SourceTV uses port 27020. is that port is in use you can
change it in the command line with +tv_port someunusedport , eg
+tv_port 27040 since 27039 is the CS:S server.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Paul Jueckstock
Sent:
So how about self tuning then, based on connection speed / latency /
choke / fps(?) / packet loss? I didn't take into consideration isdn
56k players, so maybe self tuning would be the way to go, or is
something like this not possible yet?
Rick Payton, IT Support
Morikawa Associates
(808)
Nicely written, although I can correct you on one thing, I have tried and
tested this.
The sv_maxupdaterate sv_minupdaterate sv_maxrate sv_minrate do actually
work at capping clients to what they are set at. But the client still
displays their manually set rate, not the capped rate. For example:
Great. I did change the parameter on the remote desktop like you said and
now I can see the console but the problem is look like the serve is waiting
for something.
I see the HLDS console open but nothing happens. When I look into the task
manager HLDS is running but with 10.600K only, so I know
Put a - in front of exec.
Everything after that command is dead.
Ray S.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Edson Sossai
Sent: Thursday, July 21, 2005 9:34 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Console x Fire Daemon
Or was that a +? I thin the + actually. My apologies.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED]
Sent: Thursday, July 21, 2005 9:43 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Console x Fire Daemon
Put a - in front of
I did try the - and + and still I got a empty console. Nothing really
happens. Task manager says HLDS is running but nothing on console.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED]
Sent: Thursday, July 21, 2005 10:05 PM
To:
End result is that at 10K memory it's not running a map. Try adding your
+exec behind the map and that should get it going. Then you can find out
what's wrong. Btw, server.cfg runs at every mapchange anyway so is redundant
to have as a command line entry.
Ray S.
-Original Message-
From:
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Sorry Kevin I did not mean to come across as defensive, it just seemed you
were putting a lot of effort in to try to explain things in the most basic
of terms which causes you write a lot of unnecessary detail, thus I was
trying to speed up the
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You left out the most important detail:
How many players you want on each SRCDS process!
On 7/22/05, Ian [EMAIL PROTECTED] wrote:
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I was wondering, how many srcds processes running css
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I don't beleive XP Home is a good choice of Operating System for a
Counter-Strike Server.
On 7/22/05, Michael E. Bergeron [EMAIL PROTECTED] wrote:
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Sorry but I meant to move the +exec server.cfg on the command line to be
before the +map command?
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED]
Sent: Thursday, July 21, 2005 11:04 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds]
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Does hlds stable at a 100 tickrate , and 66? . i had my server put ona 100
tickrate and it was bad all the people with different rate lagging and look
all glitchy. allways thought default was works best.
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Your server may not be able to handle the higher tickrate, what are the
server specs, max players and server bandwidth?
- Original Message -
From: [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: 22 July, 2005 1:28 PM
Subject: [hlds] tickrate
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sv_maxrate won't matter too much if you don't increase sv_maxupdateratre
Also we found that on 18 player servers, hell most servers if you bump
fps_max up to 600 tickrate 66 sv_maxupdaterate 100 that you get lots of
choke with sv_maxrate 1.
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Hi, I'm having trouble with both CS 1.6 and CSS both seem to be hanging
constantly on my server now here is the strange part it's not crashing. You
can go into its screen and just see it hanging and
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duh, well.
prob around 22 or 24 and maybe 1 32 slot server if im not askin for much.
On 7/21/05, Whisper [EMAIL PROTECTED] wrote:
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You left out the most important detail:
How many players
Since this last update I am seeing the same for SRCDS server as well. Seems
various plaers are logging in prior to the update and were fine. Since the
update I see trying to chat, buy at spawn or somewhere during the round and
the server goes into a lockup. Only course of action is to bounce the
Thanks guys, we will check it out.
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Whisper Sent:
Thursday, July 21, 2005 12:02 PM To: hlds@list.valvesoftware.com
Subject: Re: [hlds] rate toggle
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It also appears to do it even when the servers are empty no pattern really
can happen first round of a map change or 10 rounds in doesn't really make a
difference.
-Original Message-
From: Jim [mailto:[EMAIL PROTECTED]
Sent: Friday, July 22, 2005 12:19 AM
To: hlds@list.valvesoftware.com
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Only the most powerful or under utilised servers can run a 100tickrate
server properly
Read this:
http://forums.steampowered.com/forums/showthread.php?s=threadid=293285 for
more info about running high tickrate servers.
On 7/22/05, Lee Thomas
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Is there a way to force BOT's NOT to change teams.
It seems if you use the normal team balancing options within CS:S then the
bots will move teams the instant there is an imbalance in team numbers.
This is not a good thing because what
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No chance
Read this:
http://forums.steampowered.com/forums/showthread.php?s=threadid=293285 for
more info about running high tickrate servers
On 7/22/05, Ian [EMAIL PROTECTED] wrote:
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duh,
if you turn off hyperthreading you MIGHT get 22-26 players out of that box.
If it is hyperthreaded 2 12-14's would most likely be it.
dex
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Whisper
Sent: Friday, July 22, 2005 1:33 AM
To:
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