Why would I get a Could not establish Connection to
Steam Servers - VAC Secure mode Disabled message on
one of my source servers when I have another source
server on the same machine that downloads VAC and is
running secure mode with no problem ?
I've rebooted the css server with the problem 3
I disagree however, the fact that people are turning their cl_interp
values down is a large part the cause of the low rate users warping
or being harder to hit. It is no doubt however that there is an impact
to model placement accuracy with cmdrate set so low, whether by lack
of human compensation
I have generally found that my choke in net_channels shows a
consistent 0.0 on my chosen rates during these periouds.
Changing to default rates at this time will always produce choke on
the outbound and on the inbound channels.
P.S.
Want a gmail account, and I'd recommend not using digests -
Depending on your client side FPS you may not see a difference between
sv_maxupdaterate 60 and 66. There is a difference however, you can
recieve a packet every tick (you dont need more generally) if you set
sv_maxupdaterate 66, and cl_updaterate 66.
I run, rented on a dual xeon located in Redbus
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Huh?
This is a gmail account
All F1 does in this window is bring up IE Help
On 7/23/05, James Tucker [EMAIL PROTECTED] wrote:
I have generally found that my choke in net_channels shows a
consistent 0.0 on my chosen rates during these
leo,
I've gotten this response several times myself. Eventually, after
several tries, my server will connect and all is well. I don't think
it's a problem on my end, rather connection-handling issues on Valve's end.
iceflatline
leo bounds wrote:
Why would I get a Could not establish
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u da man whisper
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cool
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Are you running amx coz if yoou are you'd be bbetter off getting a file
upload plugin coz then all you have to do is add the maps to one file so
it knows where they are and ur off.
Agent|BeNt wrote:
Not sure how or whatever they do this since I'm not a map maker but why
can't map makers just
David Williams wrote:
Are you running amx coz if yoou are you'd be bbetter off getting a file
upload plugin coz then all you have to do is add the maps to one file so
it knows where they are and ur off.
Better off getting a file upload plugin? The feature is built into the
game.
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- m0gely
I thought cl_interp only affects that client's view, and not anything
to do with actual network communication, no? Why would it affect
anything on my side if you changed cl_interp on your machine?
On 7/23/05, James Tucker [EMAIL PROTECTED] wrote:
I disagree however, the fact that people are
This is a multi-part message in MIME format.
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SRCDS - Server.
I aquired an HTTP service to host my Custom objects to eliminate the pull on
the Game server. I then FTP'd all the strutures required maps, materials, etc.
to a folder
Hi,
Please post what information the apache log (should be
/var/log/apache/error.log) gives you. Then look into the server log for
errors.
Do not forget to put all files that need to be downloaded on the
gameserver and also on the webserver.
You also should compress your files with bz2, looking
Thanks Hackmett,
Let me check into that and see what I find..
Jim
- Original Message -
From: Hackmett [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Saturday, July 23, 2005 4:48 PM
Subject: Re: [hlds] Setting Up HTTP Server
Hi,
Please post what information the apache log
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If I read this correctly
http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
cl_interp is a key component to whether you hit something or not according
to the server!
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with new hlds update what should serverside and client side rates be ?
and with 66 tick i should see more than 33 on in and out on net_graph?
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