Thanks 8tlmer!
-Justin
On Sun, 27 Feb 2005 05:25:17 +0100, 8tImER <[EMAIL PROTECTED]> wrote:
> Hello Justin,
>
> never, it has always been "Counter-Strike Source".
>
> --
> Regards, mailto:[EMAIL PROTECTED]
> 8tImER PGP Key-ID: 0xADD46137
>
> Original text:
> On
Hello Justin,
never, it has always been "Counter-Strike Source".
--
Regards, mailto:[EMAIL PROTECTED]
8tImER PGP Key-ID: 0xADD46137
Original text:
On 27.02.05 at 05:13:40 you wrote:
> so when did the game name for CS:Source change from "Counter-Strike:
> Source
so when did the game name for CS:Source change from "Counter-Strike:
Source" to "Counter-Strike Source" for updates?
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Jesper S?rensen wrote:
> Problem is, with values high than the tickrate you get a shit load of
> local prediction errors, and you really dont want those.
sv_maxupdaterate // Maximum updates per second that the server will allow
--
Chris
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I said they should set the equal or less to the server tickrate.
Well they can do whatever they like, but I gurantee you they wont enjoy
it at all.
Problem is, with values high than the tickrate you get a shit load of
local prediction errors, and you really dont want those.
/Jesper
List Keeper wrot
What makes you come to the conclusion that users must set their rates
differently?
- Original Message -
From: "Jesper Sørensen" <[EMAIL PROTECTED]>
To:
Sent: Saturday, February 26, 2005 03:37 PM
Subject: Re: [hlds_linux] CPU Usage with higher tickrate
>I would recomend that all server
I would recomend that all server owner tell their users what tickrate
they are using.
I've been testing tickrate, and it is rather vitial that users set their
cl_cmdrate & cl_updaterate <= tickrate.
So please tell, or else its a big waste.
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--On Saturday, February 26, 2005 10:41 AM -0800 Chris Jones
<[EMAIL PROTECTED]> wrote:
Judging by the amount of work my admins have to do, I am pretty sure no
one reads the MOTD anyway. :)
No one reads anymore. :/
Maybe use animated GIF's or Flash animations for the TV generation. Use
subliminal m
ScratchMonkey wrote:
> And while we're mentioning client issues, I'd like a "Back" button in
> the MOTD display. I want to put a link to my rules page in the MOTD,
> but if someone follows it, they can't get back again, unless I code a
> back button
Judging by the amount of work my admins have to
--On Saturday, February 26, 2005 2:48 AM -0800 Clayton Macleod
<[EMAIL PROTECTED]> wrote:
There have been problems with the favourites list since the beginning.
I've found that they stick if you make them in the server list from
the windows desktop and exit steam right after you add/remove/etc. And
Hi,
using Debian with the 2.6.10 Kernel. I set tickrate to 66 ! The pings are
better and the CPU Usage with a full 16 Slots Server is max. ~20% at all
maps ! XP 2800+ Barton, 1 GB RAM .
- Original Message -
From: "richy" <[EMAIL PROTECTED]>
To: "hlds linux"
Sent: Saturday, February 26, 200
I think this is why I personally dislike the idea of changeable
tickrates. I'm more from the point of view that valve (+community
tested if possible), should just come out with one value that provides
good reg, and "reasonable" cpu. Instead we're heading back to the
archaic system of every server y
Yeah, sorry just to confirm same, its only in hl2dm the runaway cpu,
css is fine (altho has a small mem leak which can become significant
over time). Its a pretty significant problem as it just affects
everything else running on the server as well.
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T
Hi
I am seeing a huge CPU usage increase with higher tickrates.
I have a 64bit Opteron 250 with 1GB Ram with nothing else running bar 1
CSS server running de_train.Tickrate of 66 and 14 players and the CPU
maxes out meaning that when players spawn there is a severe stuttering.
I would like to run t
im also seeing that, only in hl2mp
Kingsley
- Original Message -
From: "Ian mu" <[EMAIL PROTECTED]>
To:
Sent: Saturday, February 26, 2005 10:10 PM
Subject: Re: [hlds_linux] runaway CPU usage
Yup I can verify that, putting it on a daily cron restart helps a
little, but can still spiral upw
Yup I can verify that, putting it on a daily cron restart helps a
little, but can still spiral upwards within a day, just happens less
often.
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always worked fine here, previously. My only gripe was that it always
took a round before it did it. Though perhaps this was to give people
a chance to balance it themselves first.
There have been problems with the favourites list since the beginning.
I've found that they stick if you make them in
Clayton Macleod wrote:
> anyways, yeah, autobalance is broken.
Favorites list is broken too for clients; it's empty when you restart
the game, no matter what you add. I've lost a few regulars over this, I
believe. Hope they can find me again. :/
But yeah, on the topic of linux server, autobal
holy crap, trim your posts...
anyways, yeah, autobalance is broken.
On Fri, 25 Feb 2005 01:15:52 -0500, danal1 <[EMAIL PROTECTED]> wrote:
> I am running the Linux server and the mp_autoteambalance is set to 1
> and it doesn't seem to be working. Is anyone else experiencing this?
> Dana
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Clayt
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