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Well I am no really sure. I just know that if I re-attach to the screen
session the console says "game will restart on map change". If I issue a
changelevel command I can watch it stop, update, and then restart. I assume
if there were players in i
Unless you change map using rcon map (which restarts the server)
instead of rcon changelevel, I don't know how it updates on map
change... unless TF2 is different from CSS and DODS in that regard.
On 10/3/07, Theo Macris <[EMAIL PROTECTED]> wrote:
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> [ Picked text/plain from multipart/alternat
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Mine updates on map change and then restarts via -autoupdate in the start
line.
On 10/3/07, Andy Giesen <[EMAIL PROTECTED]> wrote:
>
> Server updates not retrieved during map changes, only through server
> restarts where -autoupdate is specified
Server updates not retrieved during map changes, only through server
restarts where -autoupdate is specified or if you use the
hldsupdatetool.
On 10/3/07, Theo Macris <[EMAIL PROTECTED]> wrote:
> --
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> scrds_tf2
> Hey sorry if this is stupid, but I
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scrds_tf2
Hey sorry if this is stupid, but I don't know what the setting is that will
set the maximum time the server will remain on a map. I have "mp_timelimit
30" but this doesn't seem to have any effect if the server is empty. I need
the server
You might have a connection problem with your server.
Is it on a real good internet connection ?
cause its indicates that the clients connection have been lost ..
Something isnt working 100%, network related. but it can be the server, the
connection or something else disturbing traffic.
Good Luc
The Article at meatfactory is bullshit^10. There nothing more to say about
it. I testet several server, I am administrating more than 1000 server and
doing that for more than 5 years and I would swear that 1000fps server are
offering a much more smooth gameplay than anything else on the internet.
S
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Hello,
First of all, thx Peter for helping me. Unfortunately I have this same
problem yet. I have run 'memtest' two times and everything is OK. I have
rebuilt my kernel and server starts nice. But after I play little time (even
1 player on the se
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CentOS4 x86
CONFIG_HZThat does not seem to be a part of my config.
[EMAIL PROTECTED] boot]$ cat config-2.6.9-55.plus.c4smp|grep -i hz
CONFIG_MACHZ_WDT=m
I did come up with some "similar" stuff via freq:
[EMAIL PROTECTED] boot]$ cat config-2
in /boot/ you have a file named config-blaha.
Open it with nano/pico/vim whatever your editor of choise is.
Search for CONFIG_HZ and you will know.
Regards
On Wed, 3 Oct 2007 10:34 , Theo Macris <[EMAIL PROTECTED]> sent:
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>Is there a comman
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No problems
On 10/4/07, [EMAIL PROTECTED] <[EMAIL PROTECTED]>
wrote:
>
> I'm sorry, i didnt meant to comment your answer.
> I'm just frustrated that most people on this mailinglist assume that its
> srcds
> that is the main focus on this list.
>
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Is there a commandline that will let me know what Hz my kernel is comiled
at?
On 10/3/07, Whisper <[EMAIL PROTECTED]> wrote:
>
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> [ Picked text/plain from multipart/alternative ]
> You know, I'm pretty sure I used the term SRCDS mutliple time
I'm sorry, i didnt meant to comment your answer.
I'm just frustrated that most people on this mailinglist assume that its srcds
that is the main focus on this list.
And when a discussion comes up regarding FPS (serveride) then most people assume
its srcds there talking about.
So please sort it out
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You know, I'm pretty sure I used the term SRCDS mutliple times in the post
you decided to respond to.
On 10/4/07, [EMAIL PROTECTED] <[EMAIL PROTECTED]>
wrote:
>
> Why dont valve make another list srcds_linux?
> So all you guys that whant to talk
FedoraCore´s kernel is default 1000Hz
and if I got a kernel and srcds running at same Hz, then it might be
problems then the srcds is trying to compensate for diffrent ping.
it will get out of headroom.
If I got kernel at 1000Hz and srcds at 500Hz then I got some headroom !
Or is I thinking wro
Why dont valve make another list srcds_linux?
So all you guys that whant to talk about the srcds can post in there?
Learn that there is a BIG difference between hlds_linux and srcds_linux.
I have testet ALOT of server running 75fps - 1000fps.
And YES, the higher the FPS and sys_tickrate the server
It looks as though the doubling the maps in the file doesn't work
reliably. So I'm afraid that you'll just need to wait for the update.
-Mike
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Dan E
Sent: Wednesday, October 03, 2007 8:18 AM
To: hlds_linux@li
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Yes, you need to run it a few times sometimes. I have had the issue both
during install and updates. -Theo
On 10/3/07, rowan <[EMAIL PROTECTED]> wrote:
>
> it seems to be a common theme:
>
> "connection reset"
>
> when installing steam games of l
Speaking personally - this was with 24 players in the server. Empty, it
uses an insignificant amount.
James
On 10/03/2007 04:56 AM, Console Admin wrote:
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I'm just curious, are these numbers with an empty server or a full one?
Maybe it's just me
it seems to be a common theme:
"connection reset"
when installing steam games of late
Anyone else getting the same issue?
___
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
http://list.valvesoftware.com/mailman
Correct.
Cheers.
- Original Message -
From: "Dan E" <[EMAIL PROTECTED]>
To:
Sent: Wednesday, October 03, 2007 5:17 PM
Subject: Re: [hlds_linux] TF2 Mapcycle?
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Well, I was just repeating what Mike had said. You did have it like:
map1
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For the record, 250HZ is the default for the linux kernel. ;)
And people say 1000fps for their server the same little kids put OC48 or
something similarly silly in their server name. It's a marketing gimmick
that little kids fall for. The real se
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Heh
Server fps is not a calculation under SRCDS
Server fps is how often per second the SRCDS process does Input & Output
A few interesting points to note.
The default fps_max is 300
The default sv_maxupdaterate is 60
The default tickrate is 33
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Well, I was just repeating what Mike had said. You did have it like:
map1
map1
map2
map2
map3
map3
Right?
"Saint K." <[EMAIL PROTECTED]> wrote: Hi,
doesnt seem to work, its concequently skipping 3 maps (listed behind
eachother).
Well, guess
Hi,
doesnt seem to work, its concequently skipping 3 maps (listed behind
eachother).
Well, guess i'll just wait for an update ;)
Thanks!
- Original Message -
From: "Dan E" <[EMAIL PROTECTED]>
To:
Sent: Wednesday, October 03, 2007 4:26 PM
Subject: Re: [hlds_linux] TF2 Mapcycle?
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[
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.. Where did I even imply that I had them confused? They are similar in a
fashion: the server renders a virtual world to determine where people are at
what time to figure out whether or not a shot was a hit.
Player A shoots player B. On his s
Is it possible that you mix the server FPS with the clients FPS?
The FPS at the server is as high as configured and as high the machine can
calculate the configured FPS.
In this conclusion a server with rock solid 1000 FPS must be able to
calculate at least 1 FPS per millisecond. For what that's
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Alfred's stance is that anything above 66tic & 100 fps is a waste.
_
Express yourself with new emoticons. It’s easy! Try it!
http://www.freemessengeremoticons.ca/
--
___
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"it is now fixed and will be out in the next TF2 update."
So not yet. Temp fix = doubling up all maps in mapcycle.
"Saint K." <[EMAIL PROTECTED]> wrote: Hi,
Is it correct that the map cyle is still not fixed after this mornings
update?
My
Hi,
Is it correct that the map cyle is still not fixed after this mornings
update?
My server contains the default map list, but is playing 3 maps over and over
again, and mostly twice behind eachother.
Maps it plays;
granery
gravelpit
2fort
Saint K.
- Original Message -
From: "Kevin Ot
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Well, I did find the culprit for FPS fluctuations: apparently, srcds does not
like you typing these commands straight into console. Typing them from rcon
gives me a VERY consistent 500FPS with low CPU usage (different kernel now) and
6 bots.
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Now here's the biggest issue I have with that article:
"Here 1000 FPS are also counterproductive. If the server is under heavy load
and cant calculate its 1000 FPS anymore, it decides to send the clients fewer
updates and to process fewer comm
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I'm just curious, are these numbers with an empty server or a full one?
Maybe it's just me, but those numbers seem a little high for idling. I've
got 4 hl2dm, one ff and one tf2 server running and _none_ of them at idle go
over 15% and when they'r
I am fully aware that client and server fps are two different things,
but I'm betting most clients aren't, and even the ones that are, 1000
fps sounds damned impressive when the really hard core gamers are
spending big money and putting in lots of hours trying to squeeze out a
few extra fps on the
Exactly...
Jerry "Shotglass" Davis wrote:
So what your saying here is it's the placebo effect..
Thanks,
Jerry "Shotglass" Davis
Sr.Support
MyInternetServices.com
1800-300-HOST(4678)
For Gamers, by Gamers
Contact us here
DISCLAIMER: This e-mail message, including any attachments, is for t
Why is every man and his dog posting this crap.
google.com, thanks.
- R
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Daz @
Dustworld
Sent: Wednesday, 3 October 2007 9:00 PM
To: Crazy Canucks
Subject: Re[2]: [hlds_linux] The 1000 FPS Fairy Tale
And th
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I've been on servers that claim to be 100 tick and 1000 fps and net_graph
only reports max to 66 fps. I've tried changing the kernel timer on my
various boxes and the client settings but each time the game governors kick
in. Clearly the source e
And the confusion of client side FPS with server side FPS, could this
discussion get any better?
Wednesday, October 3, 2007, 11:32:49 AM, you wrote:
> Isn't post modernity wonderful!?
> But it is absolutely true, when most client computers can only manage 50
> to 200 fps, depending on the situat
And still "bad bone weigths" error on an athlon-xp.
> -Ursprüngliche Nachricht-
> Von: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] Im Auftrag
> von Greg Cotton
> Gesendet: Mittwoch, 3. Oktober 2007 06:42
> An: hlds_linux@list.valvesoftware.com
> Betreff: Re: [hlds_linux] Team Fortress 2/
Isn't post modernity wonderful!?
But it is absolutely true, when most client computers can only manage 50
to 200 fps, depending on the situation, 1000 fps sounds extremely
impressive, and when something sounds impressive, the brain is more than
capable of imagining the performance matches the imp
+1
Cc2iscooL wrote:
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False.
On 10/3/07, Don Redhorse <[EMAIL PROTECTED]> wrote:
All files on the fastdownload url MUST be .bz2 format, bzip2
On Tue, 2007-10-02 at 01:22 +0100, David Williams wrote:
hey guys sorry for not posting in a while.
--
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False.
On 10/3/07, Don Redhorse <[EMAIL PROTECTED]> wrote:
>
> All files on the fastdownload url MUST be .bz2 format, bzip2
> On Tue, 2007-10-02 at 01:22 +0100, David Williams wrote:
> > hey guys sorry for not posting in a while.
> >
> > One of m
All files on the fastdownload url MUST be .bz2 format, bzip2
On Tue, 2007-10-02 at 01:22 +0100, David Williams wrote:
> hey guys sorry for not posting in a while.
>
> One of my clients has asked me to setup sv_downloadurl for him. and as
> usual it's giving my problems
> all the files are on the re
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