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Jager

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Everything posted by Jager

  1. well thats why i put the j/k, but atarian was more a behind the scenes bd, which was easier then trying to outdo henda for announcement and ban threads. I dont remember seeing atarian on the servers much either, except when he was testing something. And why am I not surprised jen wants to add atarian to her tech support closet. be careful atarian first its the random errors, then the bsod cry for help, and then the drugged thermal paste and you wake up in her basement.
  2. as far as the "clunkiness" of SM it uses the same menu system and popup as mani, so trying to say one is "better" then the other is difficult to do. as far as our current setup, banning someone from the server means they are only banned on Gbans until I transfer over the banlists to the specific server. Sourcebans(SB) (sourcebans is not sourcemod, though they mesh) removes the standard SM ban options, and puts in its own. namely that a ban via SB is also written to the local banlist, and automatically defaults to storing the ban locally if communications with the SB site are down, and will then upload the bans to the site when it can get back in. IE no more losing admins or fubared bans when the site goes down for w/e reason. SM is fairly easy to hack, as is mani, and any other plugin based admin system. SM's vulnerabilities are somewhat mitigated by SB as the site sets admin and a base protected user which on server start or map change is refreshed, so while SM_ban #all can work if your immunity is not higher then the other people playing, then you will succeed at best in banning people without ban powers. and since bans are deletable and unbannable ingame (for certain user levels) we can easily fix the issues if someone goes haywire with a few clicks actually easier to fix then Gbans atm since our version of GB doesn't support deleting bans. again I do not plan to just roll Sourcemod and sourcebans out randomly (Hi valve, this jabs for you newell)) and the base commands are accessed the same way ingame. either sm_admin or !chat etc the only thing people may get confused with is that admin only chat is teamchat then !chat rather then Y @chat as it is atm with mani. and i can change the mani @ cmd to ! if people are that worried about switching over. We alo have a highly capable staff of higherups who can or have used SM as much as Mani, so there is no real learning curve here other then swapping some binds to add SM_ to them
  3. holy fuck you are a newfag :O j/k welcome back atarian, gonna stay around or you in and out again?
  4. mmm i love the smell of bacon in the morn..... oh shi
  5. you probably got yourself banned from your own site. put in a ticket to your host with your ip address and request that they see if you were banned or not. 9times outa 10 something borked and your ip gets locked out for flooding the site.
  6. yep, valve knows their standard maps are borked (de_inferno,dust2 etc), and they are not doing anything about it. and regardless of what you see in your game FOV, the game engine is giving the graphics data to you from every client in game within a certain defined area around you. its why demos allow you to see third person in a first person game and spectator works as you are viewing the graphics data of another client that is also being sent to you. Valve stated this years ago that the way the servers function is that instead of balancing who is sending the data and keeping x number of streams separated, (tech at the time couldn't handle that kind of cpu at the requirements valve was keeping to) that they would take all the client data, combine it and then send it to every client. no need to manage streams and less server lag the more players you added. That decision while for the time a good idea, is what allows the Game to be so easily cheated with/on. aimbots, wallhacks,radar hacks,sound ESP hacks, all rely on that data to be shown to you when otherwise you wouldn't see or hear it normally. and that is the stream they hook into. Valve knows and short of a server side recoding, VAC is valves answer to the issue. cable/dsl >768k is ok to use. but try going to http://www.speedtest.com and seeing what speeds you get, whatever you get as an average download speed is what you can use.
  7. our server fps is set via cmd line, but as you like to point to whispers wiki list of source info, what he doesnt cover is how your fps and the engine renders objects you cannot see when you are playing and you toss a bunch of flash bangs, each "bang" drops your fps, for a fraction of a second regardless of the fact that your screen is white, the graphic engine is rendering everything there(the main reason why many visual hacks work, valve was part lazy, and part tech wasnt capable of rendering that stuff on and off on the fly when the original cs was rolled out.), which the more congested the server, and the more explosions or graphical entities to render appear, the more your fps drops, which is something net_graph can only show you when its a consistent hit over the course of at least its polling time (1 sec or so per update.) my 4890 ati card is more then capable of handling CS:S maxxed out, but if we do something as simple as give everyone a para on more then one round, the fps drops precipitously as the graphics engine attempts to render data it says should be there (spectators having para's) but aren't always visible to the client when you are alive. In extreme cases you will see that in netgraph, but if you round a corner and several plaers and spectators are there, the instant choke hit from the fps drop is not noticeable other then as a "felt" lag spike until you are dead yourself and you can see the para's in everyones hands or "floating " behind whomever is being spectated. the game itself renders beyond what the client sees, so forcing your fps to be set to a number removes two issues. one that the game defaults to your hardware settings and can default vsync on (without the options menu showing it) which chokes you to hell and back. and two forces your game to override whatever happened to be saved in your standard cfg, which if you have been toying with your settings or got new hardware it default to wonky crap til you manually set it. other than that forcepreload is a decent idea to try as well. It force the game to load all the game assets before you get into the map. takes you longer to get in game , but you wont have as much potential lag from an overworked HDD loading objects, textures, sounds, etc. You and I can go back and forth on this all we want, but what i am trying to nail down with him is the short and to the point fixes for the engines various issues without losing anyone in explanations like this. if he is playing escape and lags on nade throws that is something besides his bog standard rates. fps_max is one step in that fix, dropping graphical options, turning off rendering of skyboxes and other non essential assets is another. edit: nls check your graphical settings and see if you have vsync on, if so, disable it. and put fps_max 200 or so in your console. even with slow internet, you shouldnt be artificially limited to 60 out without your grapics card settings being off.
  8. run in console net_graph 3 and tell me what your in/ out numbers say,
  9. that will likely help quite a bit, abet not with choke/lag from or to the server.
  10. jen, revolutionizing spring loaded kitten packaging through reusable wiener dog shipping containers.
  11. youd be surprised what can happen, we had fps_max 500 set in the force client section of the server.cfg and it was forcing clients to unbound their fps max, which caused ridiculous amounts of lag. (unintentional error but still one that almost killed the reg css server for 3 days.) dropping that one command fixed the registry and lag issues that everyone was complaining about. While the orange box does not suffer from the limitation, CS:s still does, too much, or not high enough fps can cause choke/lag issues for your client. while it may not make a huge difference, binding your fps to a set ceiling removes a possible issue . and if you are using vsync, turn that off. as for the OP's issues if you are on wireless and vista or win7 you probably are experiencing the windows wireless internet lag spike. and there is a thread here that details fixing it. click me for fix
  12. if you are on a more powerful pc, make sure you set your fps_max to 200 or less. most newer cards easily do more then that in CSS, and that leads to choke.
  13. Ketch needs help

    core 2 duos do best with dual channel memory in a single mem set configuration, so IF you can afford it grabbing 2x 2gig of ddr2 ram is better then getting 2 more 1 gig sticks and trying to use them. it forces the motherboard to treat the ram with 2t timing, which is slower, might not be as noticeable in gaming, but will be for vid editing. any 2x2gig sets with ddr2 800 timing is ok, but they should be no more then 100 bucks for a set.
  14. A question

    not a guarantee that it will work ultra, if the new pc uses the same motherboard and other components then yes it should boot up, but if you want to increase your chances of success, uninstall all the drivers for your old computer before transferring it to your new one, also booting it in safemode with networking and installing the new drivers for your computer will save you a lot of headaches. you may still need your OS cd anyway as that is no guarantee of working, and windows will ask to reactivate itself (if you changed several major components at one time). good luck.
  15. yeah thats why the catholic church wont return my calls anymore. i apparently frightened them too much sending them the link. something about the sign of the beast and the spilling of the 7 seals
  16. just because you'd buy one doesn't mean I want to have to find an old priest and a young priest and enough booze to blur what has been seen and cannot be unseen. if you want to see garfield naked then ask him to join you on chatroulette there potshot.
  17. if you almost puke on my shoes again no. however I am sure they will be nice enough to schedule it for a Wednesday so you can have fun.
  18. australia isnt in europe tcp, way to fail hard.
  19. tonight and tomorrow night I will ba taking down the two dedi's for more extensive updates and cleaning. This will take longer then normal, but it should be done within 4 hours or so. tomorrow it will start at 11pm EST tonight when/if the majority of the servers on the dedi's are empty.
  20. i would suggest if you are on a clean format to look at your windows updates and such and finish everything you might need to update, then try installing steam. I know with my 7 i had to turn UAC back on so that steam installed correctly or it hung during the update because it needed firewall and hard drive access permission, something that even though UAC was "off" it was still trying to pop up a warning window and couldnt til i set permissions higher. also try the install and running of steam as an admin user on your pc, that tends to bypass some of the more special types of issues
  21. i would check and uninstall everything steam related except the game gcf backups, then redownload a clean steam install to another folder and transfer the gcfs over. if steam crashes once the gcfs are over then its an issue with your backups creating havok, (happens when steam is updating them and crashes sometimes) if you prefer the tactical nuke option first, dump RO 's gcf and reinstall steam and see what you get.
  22. (whatever harddrive you installed steam to's drive letter here)program files/steam/ and the file is called clientregistry.blob delete it when steam is closed then restart it, it will remake the file and ask for your user/pass and should be fixed.
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