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Server not showing getting 100 Tic
#1
I have a Dell 1850, Dual Xeon 3Ghtz processor box with 15k HDs & 1GB RAM. I am running 1-20 player public player CS:S server, and 3-12 player private CS:S servers. The server is running Fedora Core 4 with the 2.6.14-1.1637_FC4smp kernel.

My command line is "./srcds_run -console -game cstrike -tickrate 100 +ip 123.123.123.123 +port 27015 +map de_dust2 +maxplayers 20 -autoupdate"

Quote:Cpu(s): 0.2% us, 0.2% sy, 0.0% ni, 99.4% id, 0.0% wa, 0.0% hi, 0.2% si
Mem: 1034188k total, 364424k used, 669764 kB free, 40156k buffers
Swap: 2031608k total, 624k used, 2030984k free, 448384k cached


My private servers run the CAL.cfg and the pub uses this.....

Quote:/==Server CVARs
mp_friendlyfire 1
sv_gravity 800
sv_cheats 0
mp_allowspectators 1
mp_footsteps 1
mp_autoteambalance 1
mp_autokick 0
mp_flashlight 1
mp_tkpunish 0
sv_pausable 0
sv_consistency 1
sv_maxspeed 320
mp_limitteams 1
mp_hostagepenalty 2
mp_allowspectators 1
mp_chattime 5
sv_timeout 65
decalfrequency 7
sv_unlag 1
sv_rollangle 0
sv_friction 4
sv_stepsize 18
sv_stopspeed 75
sv_voiceenable 1
sv_alltalk 0
mp_forcecamera 0
mp_fadetoblack 0

// [Round Specific Cvars]
mp_timelimit 0 // mp_timelimit - Amount of time before map change in minutes
mp_roundtime 2.1 // mp_roundtime - How much time in minutes does a round last. [=Default=]: 5
mp_fraglimit 0 // mp_fraglimit - Amount of frags a player can exceed before changing maps. [=Default=]: 0
mp_maxrounds 0 // mp_maxrounds - Amount of round to play before server changes
mp_winlimit 15
mp_freezetime 5
mp_startmoney 800
mp_c4timer 35
mp_playerid 0
mp_spawnprotectiontime 5
mp_weaponstay 1
mp_falldamage 1
mp_buytime 5
mp_autocrosshair 0

// [Bots]
// ======
bot_add
//bot_kick
bot_quota 2
bot_prefix "CNH"
bot_quota_mode fill
bot_difficulty 3
bot_chatter minimal
bot_auto_follow 1
bot_auto_vacate 1
bot_join_after_player 0
bot_defer_to_human 1
bot_allow_rogues 1
bot_walk 0
bot_join_team any
bot_eco_limit 2000
bot_all_weapons

// [Bandwidth Rates/Settings
sv_allowupload 1
sv_allowdownload 1
sv_minrate 5000
sv_maxrate 30000
sv_maxupdaterate 120
sv_minupdaterate 30

// [Server Logging]
log on
sv_logbans 1
sv_logecho 1
sv_logfile 1
sv_log_onefile 1
// [Operation]
sv_lan 0 // sv_lan - Will the server be public or Private LAN? (Lan Only = 1) [=Default=]: (LAN & Internet) = 0
sv_region 0

My issue is that when in game in CS:S and running net graph 3, (with client cl_cmdrate and cl_updaterates both set to 120) the server usually stays between 80/s & 90/s and not around 101/s in my net_graph 3. Does anyone know what could be causing this or how I can get it to stay at the 100/s rates in net_graph?
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#2
If you do need 100 in Tic, set the server to 120 :-)

tickrate:
From Valve: During each tick, the server processes incoming user commands, runs a physical simulation step, checks the game rules, and updates all object states. After simulating a tick, the server decides if any client needs a world update and takes a snapshot of the current world state if necessary. A higher tickrate increases the simulation precision, but also requires more CPU power and available bandwidth on both server and client.

So it up to you if you want your server to run smoth or not :-)

Good Luck
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