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Hosting source Tv on another server(not the server the game is hosted on)
I have a dedicated box for my gaming community, I sell 1 12 slot private to help the server cost.

They are a cal main team, and usually have like 20 people in source TV watching their match. These numbers keep increasing, and I am worried that this will eventually cause lag, I have an additional windows server box in Germany, which i was thinking I could host the source TV on, is this possible? The game server box is in chicago, and I dont think it matters what latency someone gets on source TV..

If so how?

How many slots can my gameserver box hold without causing any lag (source tv slots) Does it use a lot of CPU?

No idea, I'm not really in to SourceTV
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Darn... bc I have seen companies do it, like NFO, they have an external server or two just for stv.
Was browsing my cvarlist and did a search for TV, these commands came up that might be interesting (don't ask me how they should be entered though Big Grin)

"tv_port","27020   ",,,,,,,,,,,,,,,,,,,,"Host SourceTV port"
"tv_record","cmd",,,,,,,,,,,,,,,,,,,,"Starts SourceTV demo recording."
"tv_relay","cmd",,,,,,,,,,,,,,,,,,,,"Connect to SourceTV server and relay broadcast."
"tv_relaypassword","0       ",,,,,,"NOTIFY","PROTECTED",,,,,,"DONTRECORD",,,,,,,"SourceTV password for relay proxies"
"tv_relayvoice","1       ",,,,,,,,,,,,,,,,,,,,"Relay voice data: 0=off, 1=on"
"tv_retry","cmd",,,,,,,,,,,,,,,,,,,,"Reconnects the SourceTV relay proxy."
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There are more:
tv_allow_camera_man "1" (Flags: 6) (Desc: Auto director allows spectators to become camera man )
tv_allow_static_shots "1" (Flags: 6) (Desc: Auto director uses fixed level cameras for shots )
tv_autorecord "0" (Flags: 2) (Desc: Automatically records all games as SourceTV demos. )
tv_autoretry "1" (Flags: 2) (Desc: Relay proxies retry connection after network timeout )
tv_chatgroupsize "0" (Flags: 2) (Desc: Set the default chat group size )
tv_chattimelimit "8" (Flags: 2) (Desc: Limits spectators to chat only every n seconds )
tv_debug "0" (Flags: 2) (Desc: SourceTV debug info. )
tv_delay "30" (Flags: 6) (Desc: SourceTV broadcast delay in seconds )
tv_delaymapchange "0" (Flags: 6) (Desc: Delays map change until broadcast is complete )
tv_deltacache "2" (Flags: 2) (Desc: Enable delta entity bit stream cache )
tv_dispatchmode "1" (Flags: 2) (Desc: Dispatch clients to relay proxies: 0=never, 1=if appropriate, 2=always )
tv_enable "0" (Flags: 524288) (Desc: Activates SourceTV on server. )
tv_maxclients "128" (Flags: 2) (Desc: Maximum client number on SourceTV server. )
tv_maxrate "8000" (Flags: 2) (Desc: Max SourceTV spectator bandwidth rate allowed, 0 == unlimited )
tv_name "SourceTV" (Flags: 2) (Desc: SourceTV host name )
tv_overridemaster "0" (Flags: 2) (Desc: Overrides the SourceTV master root address. )
tv_password "" (Flags: 131362) (Desc: SourceTV password for all clients )
tv_port "27020" (Flags: 524288) (Desc: Host SourceTV port )
tv_relaypassword "" (Flags: 131362) (Desc: SourceTV password for relay proxies )
tv_relayvoice "1" (Flags: 2) (Desc: Relay voice data: 0=off, 1=on )
tv_snapshotrate "16" (Flags: 2) (Desc: Snapshots broadcasted per second )
tv_timeout "30" (Flags: 2) (Desc: SourceTV connection timeout in seconds. )
tv_title "SourceTV" (Flags: 2) (Desc: Set title for SourceTV spectator UI )
tv_transmitall "0" (Flags: 8194) (Desc: Transmit all entities (not only director view) )
According to the developer forum the master sourcetv must reside on the server running the game. You could limit the number of slots on the master and use a relay proxy to service the rest of the spectators.

Doh! I resuscitated a thread from the dead!

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