mp_autokick 1 gives you ~60 seconds before the client is kicked for inactivty.
mp_autokick 2 gives you ~120 seconds before the client is kicked for
inactivity.
mp_autokick 3 gives you ~180 seconds, and so forth.
Try it, it seems to work for me.
-- Cain
__
Ya
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so, why dont u just play on a 100 tick server?
On 10/6/05, Whisper <[EMAIL PROTECTED]> wrote:
>
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> Its not a hit box issue
> Its a shot registration issue and the lower the tickrate the more
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Its not a hit box issue
Its a shot registration issue and the lower the tickrate the more likely
the issue raises its head.
Its next to impossible to reproduce, other than knowing that you are
standing still and the other player is standing stil
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Again, sv_timeout does not define the amount of idle time in mp_autokick.
The idle time in mp_autokick is what it is and there is no way to change it.
Have you ever seen a player frozen in the air? Eventually that player is
auto kicked, right? sv_
I didnt distort anything. I said the same thing as the what the cvar list
says, I just said it in my own words.
If it is reverting back to 65 after a map change, fine, it's a bug...I was
saying it has nothing to do with mp_autokick and it still has nothing to do
with mp_autokick. Two different
Sorry, but what does this have to do with autokick? Start your own topic
and don't derail this one.
Dagok
- Original Message -
From: "Aaron L." <[EMAIL PROTECTED]>
To:
Sent: Thursday, October 06, 2005 4:29 PM
Subject: RE: [hlds] DoDs mp_autokick 1 is dropping players after just 50secs
Sorry I forgot to change the subject...
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Aaron L.
Sent: Thursday, October 06, 2005 7:29 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] DoDs mp_autokick 1 is dropping players after just 50secs
idle
Hey
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You guys are distorting the definition for sv_timeout. Quoting the DoD client
cvar list (which includes server for obvious reasons) it states:
sv_timout, "65" <--- default, "After this many seconds without a message from
the client, the client
dual xeon responds real well to win 2k3 web edition
- Original Message -
From: "Aaron L." <[EMAIL PROTECTED]>
To:
Sent: Thursday, October 06, 2005 4:29 PM
Subject: RE: [hlds] DoDs mp_autokick 1 is dropping players after just 50secs
idle
> Hey all. I've ran multiple servers with multiple
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can noone help me with my problem?
ever since the last update in cs source we have had trouble with our servers
and votemaps as well as using rcon commands.
our 50 man source server runs in high pri
Hey all. I've ran multiple servers with multiple game servers for years now,
I've always either used win2000 or XP on all my p4 machines.
I've recently purchased four 3.0 dual xeon servers 2MB cache and am going
back and fourth on what OS to use.
Any suggestions? I'm going between XP and 2003 Serv
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You haven't stated what the FSB or anything else about it is other than the
processor.
In the same token, you are effortlessly trying to condemn your processor when
it isnt literally hard wired to the internet there are many things in
betw
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thanks for the reply
On 10/6/05, sKel <[EMAIL PROTECTED]> wrote:
>
> alright.. with a cpu basically.. it can only do one single thing at a
> time,
> so the higher the usage, the longer any one thing has to wait to be
> processed (for say a frame)
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then why does it work on the first map and then revert back to 65 on him after
the map change?
-Ozz
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> Actually, sv_timeout isn't related to
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I would suggest making a seperate cfg text file with the timeout cvar only and
call it in your server.cfg.
i.e.:
exec autokicktime.cfg
where 'autokicktime.cfg' is a simple text file that contains sv_timeout 180.
Pretty similar to using 'user
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maybe you should go onto a 100 tick server?
On 10/6/05, sprout <[EMAIL PROTECTED]> wrote:
>
> This is a multi-part message in MIME format.
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> I get the wrong feeling hitboxes are still way of
Thanks for the feedback on this one...
- Original Message -
From: "[xXx] infexXxious clan" <[EMAIL PROTECTED]>
To:
Sent: Thursday, October 06, 2005 5:20 PM
Subject: Re: [hlds] Map Size
net_maxfilesize 26
- Original Message -
From: "Jim" <[EMAIL PROTECTED]>
To:
Sent: Thursday
net_maxfilesize 26
- Original Message -
From: "Jim" <[EMAIL PROTECTED]>
To:
Sent: Thursday, October 06, 2005 3:02 PM
Subject: [hlds] Map Size
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Someone had posted recently how to allow maps gr
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Someone had posted recently how to allow maps greater than than the default
valuve of 15 to be downloaded. Could you repost the cvar used. I have a
couple custom maps I would like to bring back to m
I dont run a server anymore so take this for what is which is only my
recollection of things with cs and tfc (steam and nosteam).
#1) There was long time ago it was like 4k, however I also recall it being
raised about a year'ish ago to I think to something like 32k or 64k, One would
assume ther
It shouldnt be related to sv_timeout and isnt supposed to be.
sv_timeout is for when the server loses connection with that player...after
the specified amount of time the server will drop that player.
mp_autokick is to kick players that dont give any keystroke or mouse input
after a certain amou
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I get the wrong feeling hitboxes are still way off still. Any idea when valve
plans on fixing that? cause I get the feeling they are worse since last update
cause I just played and sat there emptyed
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I posted a question about why my old bans being executed in their own file were
being written into the default banned_user.cfg file. I understand the answer
now (that all bans loaded into memory, reg
dkorp1 wrote:
Microsoft says that if your cpu usage is at 80% constantly then you
don't have enough cpu power. If srcds is maxing that then maybe your cpu
is the issue.
Well the resolution of the graph in Windows isn't exactly realtime.
Possibly it's spiking up to the 100% frequently but not l
Microsoft says that if your cpu usage is at 80% constantly then you
don't have enough cpu power. If srcds is maxing that then maybe your cpu
is the issue.
?
Daniel
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Date: Wed, 5 Oct 2005 20:16:25 -1000
From: Yup <[EMAIL PROTECTED]>
To: hlds@list.valves
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Do any of you know any way to make the tripmines inflict damage to teammates
as well as the opposition?
Thanks for the help!
--Sirusdv
--
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I will Try that Right now I am using WS_FTP Maybe I'll use a FTP that
has less Features and is not as advance
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of scott brown
Sent: Wednesday, October 05, 2005 5:18 PM
To: hlds@list.valvesoftware.com
Subject: Re:
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I remove quotes in my replies in the mailing list as I use Gmail which
cleverly lists previous messages with the same subject (like a web forum),
so I don't have to go looking for messages. It makes it easier and looks
nicer.
I have plenty invita
alright.. with a cpu basically.. it can only do one single thing at a time,
so the higher the usage, the longer any one thing has to wait to be
processed (for say a frame) plus a million other things the cpu does at any
one point in time. so basically when the cpu usage gets that hight, and
since
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I'm just using Task Manager and it's showing actual CPU usage, not average.
I watch the Task Manager and the server's console FPS very carefully when
the server is full. The CPU load very rarely reaches 100% but like I said
most of the time (43 mi
Mr. Reynolds,
Has Valve been able to confirm that bots are creating memory errors on
Windows Machines?
Thank you,
Bud Ingram
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Actually, sv_timeout isn't related to mp_autokick at all.
The description of sv_timeout is: After this many seconds without a message
from a client, the client is dropped.
sv_timeout defines the amount of time a "not responding" client has to
re
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Yes, it's a dedicated server and the frame rate has a lot to do with it.
The frame rate is how often the server checks for game packets. A server
with a low frame rate like my full 24 player DoD: Source server won't check
for game packets as ofte
i have a 50 man source server and have it updated as well as beetlemod
updated, but every time my admins vote a map when it is full we crash.
when they vote and theres about 30 in the vote often succeeds.
ive done a fresh install and done maintenance on the dual xeon buyt we still
get the same resu
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i think it's related to the sv_timeout.
I mean, the autokick strikes after the time stated on sv_timeout is reached.
it is, by default, 65 seconds, i believe. Problem i'm having is that i can't
seem to be able to CHANGE the sv_timeout!!! I mean,
Hi,
Please start quoting something or someone in your mails.
Makes it so much more easy not having to go back to the older mails to
understand what your replying to.
Thanks :)
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Dan Stevens (IAmAI)
Sent: 6.
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What's frame rate got to do with a dedicated server, or it is not a
dedicated server?
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At 80% you are close to maxing out your CPU.
What tools do you use to measure load?
If it uses average, maybe your server is acctually hitting 100% many times
as you will experience this as lag spikes. Big shoot-outs at big open spaces
on a map will cause more use of CPU.
I don't know how a CPU wo
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Right. So the two 32 player servers are 66 tickrate, what about the other
three servers?
On 10/5/05, Whisper <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> 66 is the default tickrate for DoD:S
>
> On 10/6/0
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Again, pingbooster does nothing because the server can't go above 40 FPS (it
doesn't matter if pingbooster is on or off) when there are more than 20
players connected even though the CPU load is only at 80%. Sorry for all the
replies, I sent that
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But that's just the thing; with pingbooster off, the 24 player server only
uses about 70-80% is full, yet the FPS jumps between 8 and 40. How can this
be if there's still a good 20% free on the CPU?
On 10/5/05, sKel <[EMAIL PROTECTED]> wrote:
>
>
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