All three servers are running pretty much wide open.
HLDM:
sv_maxrate
sv_maxupdaterate 30
HLDM:S:
sv_maxrate 2
sv_maxupdaterate 60 (recently lowered to 40 though)
HL2DM:
sv_maxrate 2
sv_maxupdaterate 60 (might lower this to 40)
Note: Most HL2 clients have the default
Since when were there 10-bits to the byte???
Kevin Ottalini wrote:
All three servers are running pretty much wide open.
snip
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Typical network overhead is 10 bits of actual bandwidth per character (8-bit
byte) sent out.
- Original Message -
From: Graham M.
To: hlds@list.valvesoftware.com
Sent: Monday, September 25, 2006 5:03 AM
Subject: Re: [hlds] Server stats report interesting note (HT related)
server total
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If your looking for DOD maps I have a bunch of them on my site in my
downloads section.
I think theres 120 or so custom maps and I also have made res files for the
HTTP fast asset downloads.
But if you want to really get your server popular, try
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No problemo mang
---Original Message---
From: Pit Gee
Date: 09/24/06 21:48:27
To: hlds@list.valvesoftware.com
Subject: [hlds] dod bazooka ground spawns-thanks
thanks kyle
From: kyle [EMAIL PROTECTED]
Reply-To:
Thanks for an excellent and informative e-mail. A rarity on this list
these days it would seem. Nice to see a real world report of observed
server bandwidth usage instead of 'well technically it should be' guesses.
-Mike-
- Original Message
From: Kevin Ottalini [EMAIL PROTECTED]
Did the OP ever get his server running? Mine works fine, dedicated SRCDS
HL1MP server. Source half-life 1 server, and there are almost always players
there. Mainly because there are few dedicated SRCDS hl1mp servers out there,
and the listen servers are very unstable.
As I recall, the steps
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