This document provides an overview of HLTV (Half-Life TV) which allows unlimited spectators to watch online games. Key points include:
- HLTV uses servers to broadcast game data from a source game server to spectator clients, allowing spectators to choose views and modes.
- Setting up a single HLTV proxy for LAN broadcasting is straightforward, while larger broadcasts for thousands of spectators requires more planning for bandwidth and resources.
- Functions like recording demos and various console commands are described to customize HLTV broadcasts and spectating experience.
This document provides an overview and instructions for using Half-Life TV (HLTV) to broadcast Counter-Strike and other Half-Life games. It discusses how to spectate live games, record demos, and set up larger broadcasts with multiple HLTV servers. The core of HLTV is the HLTV server, which connects to a game server and relays the game data to spectator clients. Broadcasting a single game requires a single HLTV proxy, while larger broadcasts use multiple proxies in a network configuration.
Copy and save a configuration file from a router or switch using a laptopIT Tech
The document provides steps to copy and save the configuration file from a Cisco router or Catalyst switch to a laptop using HyperTerminal. It describes connecting the laptop to the device console port, starting a HyperTerminal session, capturing the configuration output using the "show start" or "show config" command, and saving the output as a text file. It also covers differences between CatOS and Native IOS on Catalyst switches and resetting the terminal length.
The document provides instructions for configuring a Cisco 2901 router through the Cisco Setup Command Facility. It involves 11 steps:
1) Powering on the router and accessing the Setup Command Facility
2) Choosing to use the Setup Command Facility for initial configuration
3) Configuring basic settings like hostname, passwords, and SNMP settings
4) Selecting an interface (GigabitEthernet0/1) and configuring IP address and subnet mask
5) Viewing and confirming the generated configuration script
6) Saving the configuration to complete initial setup
7) Additional options like modifying the existing configuration through CLI
This document provides a guide to the command line interface (CLI) for the AP 7181 Access Point. It describes how to connect to the CLI through the serial port or Telnet, lists common admin and network commands, and covers configuration of network, system, and statistical settings and features through the CLI.
This document contains instructions and configuration steps for configuring Cisco routers and switches. It discusses configuring global settings like hostname and MOTD banners on routers. It also provides steps for configuring router passwords, interfaces with IP addresses, and saving configurations. The document contains tasks for configuring a switch interface description and saving the RAM configuration to NVRAM.
-Configure DHCP (Create LAN Server and LAN Client) on Windows Server 2008R2
-Configure Relay on SuSE Linux Enterprise Server 11
-Allow Client Use DHCP IP for each LAN
Dhcp & dhcp relay agent in cent os 5.3Sophan Nhean
This document discusses configuring a DHCP server and DHCP relay agent for network infrastructure. It provides instructions on installing and configuring a DHCP server to provide IP addresses, subnet masks, and other network configurations to clients from a specific IP range. It also describes installing and configuring a DHCP relay agent to forward DHCP requests from clients without a local DHCP server to DHCP servers on other subnets. The document gives step-by-step guidance on setting up both the DHCP server and relay agent, and testing that clients receive IP addresses as expected.
Upon reading the document, the key steps in a router's start-up process can be summarized as follows:
1. When power is applied, the router performs a power-on self-test and loads the bootstrap code from ROM to initialize hardware and find the IOS image.
2. The IOS image is then loaded from flash memory or another source such as TFTP into RAM where it is decompressed and executed.
3. The startup configuration is loaded, typically from NVRAM. If no configuration is present, the router enters setup mode to configure initial settings.
This document provides an overview and instructions for using Half-Life TV (HLTV) to broadcast Counter-Strike and other Half-Life games. It discusses how to spectate live games, record demos, and set up larger broadcasts with multiple HLTV servers. The core of HLTV is the HLTV server, which connects to a game server and relays the game data to spectator clients. Broadcasting a single game requires a single HLTV proxy, while larger broadcasts use multiple proxies in a network configuration.
Copy and save a configuration file from a router or switch using a laptopIT Tech
The document provides steps to copy and save the configuration file from a Cisco router or Catalyst switch to a laptop using HyperTerminal. It describes connecting the laptop to the device console port, starting a HyperTerminal session, capturing the configuration output using the "show start" or "show config" command, and saving the output as a text file. It also covers differences between CatOS and Native IOS on Catalyst switches and resetting the terminal length.
The document provides instructions for configuring a Cisco 2901 router through the Cisco Setup Command Facility. It involves 11 steps:
1) Powering on the router and accessing the Setup Command Facility
2) Choosing to use the Setup Command Facility for initial configuration
3) Configuring basic settings like hostname, passwords, and SNMP settings
4) Selecting an interface (GigabitEthernet0/1) and configuring IP address and subnet mask
5) Viewing and confirming the generated configuration script
6) Saving the configuration to complete initial setup
7) Additional options like modifying the existing configuration through CLI
This document provides a guide to the command line interface (CLI) for the AP 7181 Access Point. It describes how to connect to the CLI through the serial port or Telnet, lists common admin and network commands, and covers configuration of network, system, and statistical settings and features through the CLI.
This document contains instructions and configuration steps for configuring Cisco routers and switches. It discusses configuring global settings like hostname and MOTD banners on routers. It also provides steps for configuring router passwords, interfaces with IP addresses, and saving configurations. The document contains tasks for configuring a switch interface description and saving the RAM configuration to NVRAM.
-Configure DHCP (Create LAN Server and LAN Client) on Windows Server 2008R2
-Configure Relay on SuSE Linux Enterprise Server 11
-Allow Client Use DHCP IP for each LAN
Dhcp & dhcp relay agent in cent os 5.3Sophan Nhean
This document discusses configuring a DHCP server and DHCP relay agent for network infrastructure. It provides instructions on installing and configuring a DHCP server to provide IP addresses, subnet masks, and other network configurations to clients from a specific IP range. It also describes installing and configuring a DHCP relay agent to forward DHCP requests from clients without a local DHCP server to DHCP servers on other subnets. The document gives step-by-step guidance on setting up both the DHCP server and relay agent, and testing that clients receive IP addresses as expected.
Upon reading the document, the key steps in a router's start-up process can be summarized as follows:
1. When power is applied, the router performs a power-on self-test and loads the bootstrap code from ROM to initialize hardware and find the IOS image.
2. The IOS image is then loaded from flash memory or another source such as TFTP into RAM where it is decompressed and executed.
3. The startup configuration is loaded, typically from NVRAM. If no configuration is present, the router enters setup mode to configure initial settings.
The document provides instructions for initial configuration of a Cisco switch and router. It describes the boot up processes, including observing LEDs and output text. It also explains how to access different command modes, set the switch and router names, configure IP addresses, and review the running configuration. Help features like context sensitive help and command history are also summarized.
The document discusses commands used for configuring and troubleshooting Cisco routers. It provides tables listing commands for OSPF configuration, examining router states, managing router memory and passwords, configuring interfaces, working with IP protocols, WAN protocols, and troubleshooting issues. The commands allow viewing routing and configuration information, copying files, and testing network connectivity.
This document provides a summary of commands used for configuring and troubleshooting Cisco routers. It includes commands for configuring routing protocols like OSPF, commands for viewing router interfaces and configurations, commands for IP addressing and routing, and commands for WAN protocols. Sections cover memory, password, interface, IP, and troubleshooting commands.
This document provides an overview of the SRX JUMP STATION, which is a collection of quick start guides for configuring Juniper SRX firewalls. The purpose is to help users with ScreenOS experience transition to using JUNOS-based SRX firewalls. It assumes some basic JUNOS knowledge and provides examples of commands for common tasks. Navigation links and chapter buttons guide users through topics like login, interfaces, routing, security policies, VPNs, clustering, and more. Additional documentation sources are also referenced for more in-depth information or training.
This document discusses setting up an Internet access server using MikroTik RouterOS and the ISP billing system NetUP UTM5. It provides instructions for configuring MikroTik RouterOS on the access server, including setting IP addresses, default gateway, DNS, and SNAT. It also describes configuring the utm5_rfw daemon to allow the billing system to control Internet access by adding and removing firewall rules via scripts. The billing system is then configured to define firewall rules and tariffs to automate enabling and limiting bandwidth for user accounts.
The document introduces PC-BSD 9.0's new Control Panel, a graphical interface for administering BSD systems. The Control Panel provides a unified way to access configuration utilities across different desktop environments. It features a consistent design, localization support, and a desktop selector menu. Users can try the Control Panel by downloading a PC-BSD 9.0 testing snapshot or compiling it from source on FreeBSD or PC-BSD 8.x systems.
The document discusses various topics related to Juniper networking devices including:
1. It describes the control and forwarding plane synchronization between the Routing Engine (RE) and Packet Forwarding Engine (PFE) using Ethernet links.
2. It compares the differences between the M7i and M10i platforms, specifically regarding redundant RE support and built-in adaptive services.
3. It provides examples of commands for viewing logs, configuration, interfaces and other operational aspects of Juniper devices.
Radmin is remote control software that allows users to access and control a remote computer. It consists of a server component that runs on the remote computer and a viewer component that runs on the local computer. The document provides information on system requirements, installation instructions, how to establish a connection between the local and remote computers, and contact information for technical support.
radmin3.5 is th greatest software Read me_A_N_S_O_O_
Radmin is remote control software that allows users to access and control remote computers running Radmin Server from computers running Radmin Viewer. Radmin Server must be installed on the remote computer and Radmin Viewer on the local computer used to access the remote machine. The document provides information on system requirements, installation instructions for both Radmin Server and Viewer, how to establish a connection between them, and contact details for support.
- A router is a networking device that connects different computer networks. It can be configured through commands accessed via a direct connection or remotely.
- Common router configuration modes include user mode, privileged mode, configuration mode, and interface configuration mode.
- Key configuration commands include enable (to switch between user and privileged mode), configure terminal (to enter configuration mode), hostname (to name the router), banner motd (to set a message of the day), and copy running-config startup-config (to save configurations).
This chapter discusses router startup processes, configuration management, and troubleshooting connectivity issues. The router boot process involves a power-on self-test, loading the bootstrap, and then loading the Cisco IOS and configuration files. The configuration register controls boot functions. IP addresses can be configured on router interfaces in interface mode and switch interfaces in global mode. Troubleshooting tools include CDP, ping, trace, show commands, and debug commands.
The document provides an overview of configuring a network operating system using Cisco IOS. It discusses accessing Cisco IOS devices through the console port or remotely using Telnet or SSH. It describes the command line interface and command structure of Cisco IOS, including different modes like privileged EXEC mode, global configuration mode, and interface configuration mode. It also covers setting the hostname, limiting access, saving configurations, and verifying connectivity between devices on the network.
This document provides a CCNA command cheat sheet covering Cisco IOS commands for the CCNA exam. It includes sections summarizing commands for Cisco device configuration, interface configuration, routing protocols, privilege mode commands, and more. The cheat sheet covers both ICND exam parts 1 and 2 and is intended to help review the majority of commands found on the CCNA exam.
IPERF Suite is a software tool that simplifies using IPERF for network traffic simulation and end-to-end throughput testing. It includes iManager and iRun applications to configure tests and run them across Windows and Linux hosts using TELNET. Tests can be configured in iManager using a Host configuration file and run from iRun, with logs and results collected automatically. The suite supports a single IPERF session for throughput testing over UDP and TCP in both downlink and uplink directions.
This document provides instructions for configuring the Windows time service to synchronize with an external Network Time Protocol (NTP) server from the africa.pool.ntp.org pool and monitor the time service status. It includes commands to configure the NTP server, sync the time, check the configuration and source, and monitor the time service to ensure it is getting time from the external NTP server rather than the local computer clock.
This document discusses setting up an embedded system development environment for AVR microcontrollers using Eclipse. It provides steps to install AVR-GCC, the AVR toolchain, Eclipse, and the AVR Eclipse plugin. It then demonstrates creating a simple "Hello World" project in Eclipse that toggles LEDs connected to an AVR microcontroller. The document also discusses configuring the PATH and paths in Eclipse to allow projects to build properly.
Counter-Strike v1.5 includes updates like a new map, adding Ricochet mode, and logging anti-cheat actions. Bug fixes address issues such as the mp_hostagepenalty variable and bomb planting. The release also contains several other map, weapon, and gameplay adjustments and fixes.
This document provides a system report for a Windows XP computer named DUVAN. It details the machine's specifications including operating system, processor, memory, storage, graphics card, sound card, and other hardware. All drivers and devices were found to be working properly with no issues reported from hardware tests.
EE4414 Multimedia Communication Systems IIFranZEast
This experiment involves video streaming over the internet using different protocols and applications. Students will stream video from a server using RealServer and RealPlayer, observing video quality and network statistics under varying conditions. They will also use a custom RTSP client and server to observe protocol requests and responses. The goal is to understand commercial and underlying protocol operations for video streaming.
This document provides release notes and documentation for Adrenaline v1.2.0, a multiplayer first-person shooter game. It includes sections on controls, chat commands, adding custom music, system requirements, frequently asked questions, credits, related websites, IRC support, and the license. The controls section outlines movement, weapon selection, chat, and other in-game controls. The chat commands section lists commands for changing teams, viewing stats, and other information. Custom music can be added by copying files to the music directory. System requirements and troubleshooting tips are also provided.
This document provides an overview of streaming on Twitch.tv, including what streaming is, why you should stream, basic and advanced streaming setups, how to start streaming using OBS, an overview of the Twitch admin panel and profile, and some tips for streaming. Streaming involves broadcasting gameplay or other content live for viewers. The document outlines the equipment needed, how to set up scenes and sources in OBS, and features of the Twitch profile, channel, and dashboard. It emphasizes interacting with viewers and maintaining a consistent streaming schedule.
The document describes how to use the ST7501 streaming server to view live video streams from IP cameras. It provides instructions on getting the streaming URL from the local or remote server and viewing the streams in a media player like QuickTime. It also discusses setting up port forwarding to access streams over the internet and using the streaming server to allow more simultaneous connections than connecting directly to the cameras.
The document provides instructions for initial configuration of a Cisco switch and router. It describes the boot up processes, including observing LEDs and output text. It also explains how to access different command modes, set the switch and router names, configure IP addresses, and review the running configuration. Help features like context sensitive help and command history are also summarized.
The document discusses commands used for configuring and troubleshooting Cisco routers. It provides tables listing commands for OSPF configuration, examining router states, managing router memory and passwords, configuring interfaces, working with IP protocols, WAN protocols, and troubleshooting issues. The commands allow viewing routing and configuration information, copying files, and testing network connectivity.
This document provides a summary of commands used for configuring and troubleshooting Cisco routers. It includes commands for configuring routing protocols like OSPF, commands for viewing router interfaces and configurations, commands for IP addressing and routing, and commands for WAN protocols. Sections cover memory, password, interface, IP, and troubleshooting commands.
This document provides an overview of the SRX JUMP STATION, which is a collection of quick start guides for configuring Juniper SRX firewalls. The purpose is to help users with ScreenOS experience transition to using JUNOS-based SRX firewalls. It assumes some basic JUNOS knowledge and provides examples of commands for common tasks. Navigation links and chapter buttons guide users through topics like login, interfaces, routing, security policies, VPNs, clustering, and more. Additional documentation sources are also referenced for more in-depth information or training.
This document discusses setting up an Internet access server using MikroTik RouterOS and the ISP billing system NetUP UTM5. It provides instructions for configuring MikroTik RouterOS on the access server, including setting IP addresses, default gateway, DNS, and SNAT. It also describes configuring the utm5_rfw daemon to allow the billing system to control Internet access by adding and removing firewall rules via scripts. The billing system is then configured to define firewall rules and tariffs to automate enabling and limiting bandwidth for user accounts.
The document introduces PC-BSD 9.0's new Control Panel, a graphical interface for administering BSD systems. The Control Panel provides a unified way to access configuration utilities across different desktop environments. It features a consistent design, localization support, and a desktop selector menu. Users can try the Control Panel by downloading a PC-BSD 9.0 testing snapshot or compiling it from source on FreeBSD or PC-BSD 8.x systems.
The document discusses various topics related to Juniper networking devices including:
1. It describes the control and forwarding plane synchronization between the Routing Engine (RE) and Packet Forwarding Engine (PFE) using Ethernet links.
2. It compares the differences between the M7i and M10i platforms, specifically regarding redundant RE support and built-in adaptive services.
3. It provides examples of commands for viewing logs, configuration, interfaces and other operational aspects of Juniper devices.
Radmin is remote control software that allows users to access and control a remote computer. It consists of a server component that runs on the remote computer and a viewer component that runs on the local computer. The document provides information on system requirements, installation instructions, how to establish a connection between the local and remote computers, and contact information for technical support.
radmin3.5 is th greatest software Read me_A_N_S_O_O_
Radmin is remote control software that allows users to access and control remote computers running Radmin Server from computers running Radmin Viewer. Radmin Server must be installed on the remote computer and Radmin Viewer on the local computer used to access the remote machine. The document provides information on system requirements, installation instructions for both Radmin Server and Viewer, how to establish a connection between them, and contact details for support.
- A router is a networking device that connects different computer networks. It can be configured through commands accessed via a direct connection or remotely.
- Common router configuration modes include user mode, privileged mode, configuration mode, and interface configuration mode.
- Key configuration commands include enable (to switch between user and privileged mode), configure terminal (to enter configuration mode), hostname (to name the router), banner motd (to set a message of the day), and copy running-config startup-config (to save configurations).
This chapter discusses router startup processes, configuration management, and troubleshooting connectivity issues. The router boot process involves a power-on self-test, loading the bootstrap, and then loading the Cisco IOS and configuration files. The configuration register controls boot functions. IP addresses can be configured on router interfaces in interface mode and switch interfaces in global mode. Troubleshooting tools include CDP, ping, trace, show commands, and debug commands.
The document provides an overview of configuring a network operating system using Cisco IOS. It discusses accessing Cisco IOS devices through the console port or remotely using Telnet or SSH. It describes the command line interface and command structure of Cisco IOS, including different modes like privileged EXEC mode, global configuration mode, and interface configuration mode. It also covers setting the hostname, limiting access, saving configurations, and verifying connectivity between devices on the network.
This document provides a CCNA command cheat sheet covering Cisco IOS commands for the CCNA exam. It includes sections summarizing commands for Cisco device configuration, interface configuration, routing protocols, privilege mode commands, and more. The cheat sheet covers both ICND exam parts 1 and 2 and is intended to help review the majority of commands found on the CCNA exam.
IPERF Suite is a software tool that simplifies using IPERF for network traffic simulation and end-to-end throughput testing. It includes iManager and iRun applications to configure tests and run them across Windows and Linux hosts using TELNET. Tests can be configured in iManager using a Host configuration file and run from iRun, with logs and results collected automatically. The suite supports a single IPERF session for throughput testing over UDP and TCP in both downlink and uplink directions.
This document provides instructions for configuring the Windows time service to synchronize with an external Network Time Protocol (NTP) server from the africa.pool.ntp.org pool and monitor the time service status. It includes commands to configure the NTP server, sync the time, check the configuration and source, and monitor the time service to ensure it is getting time from the external NTP server rather than the local computer clock.
This document discusses setting up an embedded system development environment for AVR microcontrollers using Eclipse. It provides steps to install AVR-GCC, the AVR toolchain, Eclipse, and the AVR Eclipse plugin. It then demonstrates creating a simple "Hello World" project in Eclipse that toggles LEDs connected to an AVR microcontroller. The document also discusses configuring the PATH and paths in Eclipse to allow projects to build properly.
Counter-Strike v1.5 includes updates like a new map, adding Ricochet mode, and logging anti-cheat actions. Bug fixes address issues such as the mp_hostagepenalty variable and bomb planting. The release also contains several other map, weapon, and gameplay adjustments and fixes.
This document provides a system report for a Windows XP computer named DUVAN. It details the machine's specifications including operating system, processor, memory, storage, graphics card, sound card, and other hardware. All drivers and devices were found to be working properly with no issues reported from hardware tests.
EE4414 Multimedia Communication Systems IIFranZEast
This experiment involves video streaming over the internet using different protocols and applications. Students will stream video from a server using RealServer and RealPlayer, observing video quality and network statistics under varying conditions. They will also use a custom RTSP client and server to observe protocol requests and responses. The goal is to understand commercial and underlying protocol operations for video streaming.
This document provides release notes and documentation for Adrenaline v1.2.0, a multiplayer first-person shooter game. It includes sections on controls, chat commands, adding custom music, system requirements, frequently asked questions, credits, related websites, IRC support, and the license. The controls section outlines movement, weapon selection, chat, and other in-game controls. The chat commands section lists commands for changing teams, viewing stats, and other information. Custom music can be added by copying files to the music directory. System requirements and troubleshooting tips are also provided.
This document provides an overview of streaming on Twitch.tv, including what streaming is, why you should stream, basic and advanced streaming setups, how to start streaming using OBS, an overview of the Twitch admin panel and profile, and some tips for streaming. Streaming involves broadcasting gameplay or other content live for viewers. The document outlines the equipment needed, how to set up scenes and sources in OBS, and features of the Twitch profile, channel, and dashboard. It emphasizes interacting with viewers and maintaining a consistent streaming schedule.
The document describes how to use the ST7501 streaming server to view live video streams from IP cameras. It provides instructions on getting the streaming URL from the local or remote server and viewing the streams in a media player like QuickTime. It also discusses setting up port forwarding to access streams over the internet and using the streaming server to allow more simultaneous connections than connecting directly to the cameras.
VisualBoyAdvance is a Game Boy and Game Boy Advance emulator. The document provides instructions on compiling the emulator from source, default key mappings, system requirements, instructions for creating custom skins, per-game settings, and contact information for the developer. It also lists prerequisites for compiling on different platforms and thanks contributors.
This system report summarizes the hardware and software configuration of a Windows XP system. Key details include an Intel Celeron CPU 430 running at 1.8GHz with 2GB of RAM. The generic video driver is noted as needing an update. No sound card was detected. Various devices are listed such as USB and PS/2 ports. The system is using a Spanish language and regional settings.
Building fast,scalable game server in node.jsXie ChengChao
Charlie Crane presented on building fast, scalable game servers using Node.js and the open source framework Pomelo. Pomelo is a distributed, scalable framework for real-time applications that abstracts servers and provides request/response and broadcast capabilities. It addresses challenges of scalability for games through techniques like area of interest and splitting processes. Performance testing showed Pomelo can support over 500 concurrent users on a single server. Pomelo has been used successfully for games and real-time messaging platforms supporting millions of users.
This document contains a system report for a Windows XP computer. It details the machine name, operating system, processor, memory, graphics card, sound devices, and other hardware. It also includes information on drivers, DirectX, and other software. In total, the report contains over 50 sections profiling the configuration and status of the system.
Cloud gaming is a promising application of the rapidly expanding cloud computing infrastructure. Existing cloud gaming systems, however, are closed-source with proprietary protocols, which raises the bars to setting up testbeds for experiencing cloud games. In this paper, we present a complete cloud gaming system, called GamingAnywhere, which is to the best of our knowledge the first open cloud gaming system. In addition to its openness, we design GamingAnywhere for high extensibility, portability, and reconfigurability. We implement GamingAnywhere on Windows, Linux, and OS X, while its client can be readily ported to other OS's, including iOS and Android. We conduct extensive experiments to evaluate the performance of GamingAnywhere, and compare it against two well-known cloud gaming systems: OnLive and StreamMyGame. Our experimental results indicate that GamingAnywhere is efficient and provides high responsiveness and video quality. For example, GamingAnywhere yields a per-frame processing delay of 34 ms, which is 3+ and 10+ times shorter than OnLive and StreamMyGame, respectively. Our experiments also reveal that all these performance gains are achieved without the expense of higher network loads; in fact, GamingAnywhere incurs less network traffic. The proposed GamingAnywhere can be employed by the researchers, game developers, service providers, and end users for setting up cloud gaming testbeds, which, we believe, will stimulate more research innovations on cloud gaming systems.
GamingAnywhere is now publicly available at http://gaminganywhere.org.
This document provides an overview and instructions for the racing game Re-Volt. It discusses the system requirements, installation process, game modes including single player, multiplayer and time trial races. It also covers options for video, audio, controller and game settings. Various tracks, cars and weapons are described. Modes of play include single race, time trial, championship and practice. Multiplayer can be played over a LAN, internet or modem connection.
SweetFX is a universal image improvement mod that works with DirectX 9, 10 and 11 games. It provides effects like anti-aliasing, bloom, color adjustments and more in real-time, similar to video editing software. The document provides detailed instructions on installing, configuring and troubleshooting SweetFX.
The system report summarizes the hardware and software configuration of a Windows XP system. It includes details about the processor, memory, graphics card, sound devices, and installed drivers. A Nvidia GeForce 9400 GT graphics card and Realtek audio devices are listed. The system has 2 GB of RAM and is running Windows XP SP3 in Spanish.
The document provides useful CLI commands for various functions on an Aruba network including:
- Enabling logging to troubleshoot processes like DHCP or user authentication.
- Checking interface, AP, and radio status and statistics.
- Viewing ARM neighbor reports and scan times.
- Examining user authentication details, roles, and dot1x configuration.
- Checking client connection details, data rates, and troubleshooting high retry counts or errors.
The document discusses Cisco Discovery Protocol (CDP) and how it can be used to gather information about neighboring and remote network devices. CDP discovers information like device identifiers, address lists, port identifiers, and capabilities without needing to know the data link layer protocol. The summary also describes how to use commands like show cdp neighbor, show cdp entry, ping, and telnet to view CDP information and connect to remote devices.
This document provides information about VisualBoyAdvance, an emulator for Game Boy and Game Boy Advance games. It outlines system requirements, instructions for compiling the source code, default key mappings, how to change configurations and use skins, per-game settings, and how to report crashes. Support for the emulator is requested through donations on the website or forum.
To configure an SA-MP server, edit the values in the server.cfg file such as the hostname, port, max players, and game mode settings. The file specifies options like enabling LAN mode, announcing the server, and setting the rcon password. Properly configuring these values is necessary to launch the samp-server process and have an operational multiplayer server.
Lars-Erik from Movi presented the current state of video players, how they're constrained by legacy and how we wrote a video player mobile first, video experience first.
https://www.meetup.com/Singapore-Video-Technology/
The log snapshot summarizes activity from a K-Sketch software session on September 30, 2015. It lists over 50 variables related to actions, operations, and interface elements, along with the total, session count, average, high, and low values for each variable over the single session recorded between 1:22:47 PM and 1:22:47 PM. All variables have a session count of 1 and values of 0, indicating no activity was recorded for the session.
International Upcycling Research Network advisory board meeting 4Kyungeun Sung
Slides used for the International Upcycling Research Network advisory board 4 (last one). The project is based at De Montfort University in Leicester, UK, and funded by the Arts and Humanities Research Council.
Practical eLearning Makeovers for EveryoneBianca Woods
Welcome to Practical eLearning Makeovers for Everyone. In this presentation, we’ll take a look at a bunch of easy-to-use visual design tips and tricks. And we’ll do this by using them to spruce up some eLearning screens that are in dire need of a new look.
Discovering the Best Indian Architects A Spotlight on Design Forum Internatio...Designforuminternational
India’s architectural landscape is a vibrant tapestry that weaves together the country's rich cultural heritage and its modern aspirations. From majestic historical structures to cutting-edge contemporary designs, the work of Indian architects is celebrated worldwide. Among the many firms shaping this dynamic field, Design Forum International stands out as a leader in innovative and sustainable architecture. This blog explores some of the best Indian architects, highlighting their contributions and showcasing the most famous architects in India.
Architectural and constructions management experience since 2003 including 18 years located in UAE.
Coordinate and oversee all technical activities relating to architectural and construction projects,
including directing the design team, reviewing drafts and computer models, and approving design
changes.
Organize and typically develop, and review building plans, ensuring that a project meets all safety and
environmental standards.
Prepare feasibility studies, construction contracts, and tender documents with specifications and
tender analyses.
Consulting with clients, work on formulating equipment and labor cost estimates, ensuring a project
meets environmental, safety, structural, zoning, and aesthetic standards.
Monitoring the progress of a project to assess whether or not it is in compliance with building plans
and project deadlines.
Attention to detail, exceptional time management, and strong problem-solving and communication
skills are required for this role.
EASY TUTORIAL OF HOW TO USE CAPCUT BY: FEBLESS HERNANEFebless Hernane
CapCut is an easy-to-use video editing app perfect for beginners. To start, download and open CapCut on your phone. Tap "New Project" and select the videos or photos you want to edit. You can trim clips by dragging the edges, add text by tapping "Text," and include music by selecting "Audio." Enhance your video with filters and effects from the "Effects" menu. When you're happy with your video, tap the export button to save and share it. CapCut makes video editing simple and fun for everyone!
Explore the essential graphic design tools and software that can elevate your creative projects. Discover industry favorites and innovative solutions for stunning design results.
1. HLTV Documentation Version 3.1.1.1/4.1.1.1
Content
-------------------------------------------------------------------------------
1. Overview
2. Spectating Games
3. HLTV Basics
4. Broadcasting Games
5. Recording HLTV demos
6. Larger Broadcasts
7. HLTV Configuration
1. Overview
-------------------------------------------------------------------------------
Half-Life TV offers the ability to have an unlimited number of spectators
watching online games. They can follow the game just like they would as
a spectator on the game server. Spectators are invisible to players and
can't interact with the running game in any way. Each spectator can choose
any view position or choose any player to track individually. To have the
most enjoyable spectating experience, spectators can enable the
Auto-Director mode. Then the camera is changed automatically so that only
interesting scenes are shown from a suitable viewpoint. Thus the spectator
can lean back and won't miss any relevant action. All the time, spectators
may communicate between each other using the standard HL chat system.
Most popular Half-Life MODs are supported like Counter-Strike, Team
Fortress Classic, Day of Defeat and many others. HLTV providers have full
control over their HLTV system, may change number of spectator slots, add
text messages or change the HLTV logo. The broadcast is delayed by a
customizable amount of time, by default 30 seconds. This ensures that the
playing teams can't use HLTV to get any usable information about their
opponents. Providing a single HLTV server for up to 100 spectators is an
easy task and doesn't need any changes in default configurations.
Installing a larger HLTV network for thousands of spectators needs some
more planning time and experience about required bandwidth and CPU/RAM
demands (see chapter 6).
2. Spectating Games
-------------------------------------------------------------------------------
To watch a HLTV game, start Half-Life, open the Multiplayer menu and select
'Find Servers'. To search for currently broadcasted games, choose the
'Spectate' section and hit 'Refresh All'. After the list has been updated,
double click on the server you want to spectate and you'll be connected.
If computer game leagues announce important matches to be broadcasted via
HLTV, they often provide IP:Port addresses of their HLTV servers. Instead
of searching them via the server browser, you can also go to the
'Favorites' folder and add the HLTV address to your server list by pressing
the right mouse button. Otherwise, you can also open the console window and
use the 'connect' command to spectate a certain game.
For example:
2. connect 192.168.130.42:27020
The default HLTV port number is 27020, but may be changed. It should always
be included in the given address, since commonly this port number is
different from the default port number 27015.
You can spectate the game in different modes: Chase Cam, First Person, Free
Look, Map Overview and Map Chase. The easiest way to change modes is to
press the JUMP key (default SPACE). Alternatively you can use the spectator
menu, which can be enabled by pressing the DUCK key (default CTRL). Here
you can customize your personal view style and enable the Auto-Director
Mode. Press USE (default E) to cycle through the different
Picture-In-Picture modes.
The following HL console commands can be used to customize spectator
settings:
spec_autodirector <0|1> - turns Auto Director mode on or off
spec_drawcone <0|1> - shows your view cone in map overview mode
spec_drawnames <0|1> - shows player names under their icons
spec_drawstatus <0|1> - shows game information (time, map etc)
spec_pip <0|1> - turns Picture-In-Picture mode on or off
spec_menu - opens the spectator menu
spec_help - shows a help screen
spec_mode <1-6> [<0-4>] - set the main view mode, seconds parameter is
the PIP mode. Not all combinations are valid.
Main modes are:
1 : Locked Chase 2 : Free Chase
3 : Free Roaming 4 : First Person
5 : Map Overview 6 : Chase Map Overview
PIP modes are:
0 : PIP off 1 : Free Chase
2 : First Person 3 : Map Overview
4 : Chase Map Overview
3. HLTV Basics
-------------------------------------------------------------------------------
The core of the HLTV broadcasting system is the HLTV server, also called
HLTV proxy. The HLTV executable is a console application that works much
like a HL dedicated server. To broadcast a game running on a certain game
server, the HLTV proxy connects to this server just like a normal player.
Spectators connect themselves to the HLTV proxy and the game data stream is
relayed through the HLTV proxy to all connected spectator clients. The next
figure shows a basic HLTV configuration:
HL Game Server -> HLTV Proxy => Spectator Clients
The number of clients that one HLTV proxy can serve depends on available
hardware and network resources. Theoretically, a single proxy can hold a
maximum of 255 spectator clients. But be careful, even a proxy with 100
spectator clients needs a full 2 MBit line to run smoothly. If more
spectator slots are needed, the required network load must be distributed
over multiple HLTV proxies.
The first HLTV proxy connected to the game server is called the Master
proxy, which sets the general broadcast settings like game stream delay or
packet rate. All other HLTV proxies linked to this proxy are the Relay
proxies. Their total number and link order is not restricted, they may form
a chain or tree of proxies. Most important is that their location is in
different networks to ensure a balanced bandwidth usage.
3. -> HLTV Relay Proxy 1 => Spectator Clients
HL Game Server -> HLTV Master -> HLTV Relay Proxy 2 => Spectator Clients
-> HLTV Relay Proxy 3 => Spectator Clients
4. Broadcasting Games
-------------------------------------------------------------------------------
Let's assume the most simple configuration, a single HLTV proxy in a LAN
environment. This is a very common situation and the default HLTV settings
doesn't need to be changed. Choose a dedicated computer as your HLTV proxy
and install the Half-Life Dedicated Server, which also includes all files
needed by a HLTV proxy. This isn't needed if Half-Life is already
installed.
Start the HLTV application (HL icon with a small camera) and the HLTV
console will open, showing some initialization messages (if that takes a
long time, HLTV maybe can't resolve some IP addresses, then start HLTV
with the '-nodns' command line option). Then the console is ready to accept
your commands, here we use '>' as the console prompt. First give your HLTV
proxy an unique name:
>name "My HLTV Proxy"
Let's assume you have started the proxy on host 192.168.1.2 and the game
server, you want to spectate is running on host 192.168.1.3:27015. Then
connect the HLTV proxy to this game server by typing:
>connect 192.168.1.3:27015
After a few seconds HLTV will be fully connected and ready to serve
spectator clients. Use the 'status' command to verify that the HLTV proxy
has connected properly :
>status
--- HLTV Status ---
Online 00:23, FPS 79.0, Version 2435 (Win32)
Local IP 192.168.1.2:27020, Network In 1.7, Out 1.0, Loss 0.00
Local Slots 128, Spectators 0, Proxies 0
Total Slots 128, Spectators 0, Proxies 1
Source Game Server 192.168.1.3:27015, Delay 30
Server Name "Half-Life dedicated server"
Time 01:35, Game "valve", Map "maps/rapidcore.bsp", Players 1
The 'status' command shows your own IP address, HLTV system cycles per
second, total incoming and outgoing network traffic in kB/sec. Local slot
and spectator numbers your HLTV proxy is providing, total numbers are the
sum of all slots & spectators on all proxies broadcasting this game. The
game source can be a game server, another HLTV proxy or a demo file.
5. Recording HLTV demos
-------------------------------------------------------------------------------
HLTV demo files are like normal recorded games in Half-Life, but you can
choose any view point, view mode or player to chase during replay. To play
back a HLTV demo, a HLTV proxy is not needed. Just start Half-Life and type
in console "playdemo <demoname>" or "viewdemo <demoname>" (viewdemo offers
more options during playback like fast forward/backward, pause &
slowmotion). To record a HLTV demo, connect the proxy to a game server (see
last chapter) and type in console:
4. >record <name>
All games will be recorded after issuing this command. The demo files will
be saved in the current Mod directory, e.g. cstrike. All demo files have a
special naming convention <name>-<YYMMDDhhmm>-<map>.dem, including the
given name, date/time and map name. Demo files record the same data as send
to spectator clients. That means also, the demo file records the game with
the same delay as used for spectators. To verify, that a demo file is
recorded use the "status" command. The recording may be stopped with
"stoprecording".
Sometimes a HLTV broadcast is not wanted and the HLTV proxy is only used
to record a demo file. In this case, some HLTV settings should be made to
gain optimal recording results:
>maxclients 0 // don't allow any spectator clients
>delay 0 // no game stream delay
>rate 10000 // maximum data rate
>updaterate 20 // standard update rate
>nomaster 1 // don't register at master servers
6. Larger broadcasts
-------------------------------------------------------------------------------
Setting up a HLTV network that can handle a larger number of spectators
(>1000) is a difficult and time consuming task. The following guide should
help to configure and run such a HLTV network. One of the most important
rule should be "Quality, not Quantity". It's better to offer a smaller
number of spectator slots, than operating at the maximum bandwidth limit,
thus all spectators would suffer from lags and timeouts. Check carefully
your available bandwidth capacity and calculate how many spectators can
be handled by your HLTV servers. The average bandwidth demand per spectator
is between 2 and 3 KB/sec and depends on the current mod, map and number of
players. CPU and RAM shouldn't be a bottleneck on modern PC systems.
This list for common Internet connection types gives a feeling, how
bandwidth demanding HLTV can be:
- ISDN 64 Kbps : 2 spectators
- DSL 128 Kbps (upstream) : 5 spectators
- T1 1.5 Mbps : 75 spectators
- LAN 10 Mbps : 500 spectators
- T3 75 Mbps : 4000 spectators
Use the "maxclients" command to set how many clients should be accepted by
a HLTV proxy. Make sure that the "maxrate" variable is set too a reasonable
value, e.g. 3500 kB/sec. Lower values are possible, but make sure spectators
don't get too much "choke" during a running game. The "maxrate" command
doesn't effect the bandwidth limit between HLTV proxies, only for spectator
clients. To lower the general bandwidth demand, you can turn off the
internal HLTV chat ("chatmode 0") or decrease the game update rate from the
default value 20 to 10 ("updaterate 10"). A lower update rate may save up
to 25% network traffic and is an acceptable tradeoff in this case since
spectators doesn't need a high update rate like real players does.
A very common setup for large broadcasts is to use 2 dedicated HLTV servers
to create a private and a public HLTV segment. Let's assume the game server
is in a closed LAN and not accessible from outside. This ensures a maximum
security against attacks (DOS etc) from outside. The HLTV master server is
started within the LAN and it's IP address should be kept secret. The
second HLTV server is started outside the LAN with a global IP and is
connected to the HLTV master server. This second HLTV server is the public
5. HLTV dispatcher, which IP address is given to the audience. Any relay
proxies are connected to this HLTV dispatcher. Thus the HLTV master server
is in a secure LAN environment and can be used for demo recording or for
HL clients serving video projectors. Spectators connect to the HLTV
dispatcher and are relayed through the HLTV network to a relay proxy with
a low usage. Thus the total network load is balanced between all connected
HLTV proxies.
+---- Private LAN -----+ +------ Public Internet --------+
-> HLTV Proxy 1
HL Server -> HLTV Master -> HLTV Dispatcher -> HLTV Proxy 2
-> HLTV Proxy 3
The configuration files of HLTV master and HLTV dispatcher are different:
master.cfg:
nomaster 1 // don't register at WON master servers
proxypassword MyPWD // protect HLTV server
publicgame 0 // don't show game server IP
dispatchmode 0 // don't dispatch spectators
dispatcher.cfg:
forcemaster 1 // register at WON master servers
publicgame 0 // don't show game server IP
dispatchmode 2 // dispatch all clients to other proxies
hostname MyGame // public HLTV server name
If you're running 3 or more HLTV servers in total, it's a good idea to
use RCON to manage them via a single server admin tool. To enable RCON
on a HLTV server an "adminpassword" must been set. Also "proxypassword"
should be set to ensure only known HLTV providers can connect to your
HLTV network. Otherwise anybody can connect with slow HLTV proxies and
disturb your network load balancing.
7. HLTV Configuration
-------------------------------------------------------------------------------
A short note about console command syntax. A command description follows
the following notation:
command <parameter> [<parameter>] - description
A command may have one or more parameters. Parameters in brackets [] are
optional. Common used parameters are :
<string> : text, must be in quotes if text contains spaces "My Name"
<n> : a whole number, e.g. 42
<f> : a floating point number, e.g. 4.2
<IP:Port> : an IP address, e.g. 192.168.130.42:27020
<a|b|c> : a set of options, a or b or c
Note, any of these special characters <, >, |, [ or ] are not part of the
final command as typed in the console. Lots of these commands are boolean
switches, were 1 is meaning ON and 0 is respectively OFF.
connect <IP:Port> - connect HLTV proxy to game server (default port 27015)
disconnect - disconnects proxy from server, but doesn't stop the
broadcast. All spectator clients stay connected.
6. stop [<text>] - disconnects from server, disconnects all clients and
stops demo recording. Optional goodbye message.
quit - quits the HLTV process
retry - retries the last server connection
autoretry <0|1> - if enabled, proxy will retry connection to server if
connection was interrupted for any reason
name <text> - sets the HLTV proxy scoreboard name
hostname <text> - sets the HLTV host name for game browser list
serverpassword <text> - sets the game server password
adminpassword <text> - sets password for RCON & commentator
proxypassword <text> - sets password for other relay proxies
spectatorpassword <text> - sets spectator password. Will also exclude
proxy from global load balancing
clients - lists connected spectator clients
proxies - lists connected relay proxies
players - lists players on game server
kick <ID> - kicks a spectator client from proxy
bann <IP> - banns an IP address (completely ignored)
clearbanns - removes all IPs from bann list
say <text> - sends a text message to game server (chat with players)
msg <text> [<duration> <pos x> <pos y> <color hex rgba>]
- sends a text message to all spectators as big HUD text
localmsg <text> [<duration> <pos x> <pos y> <color hex rgba>]
- same as msg, but only seen by local clients
servercmd <string> - forwards console command to game server
clientcmd <group> <string> - forwards a console command to all clients of
given group: 1=spectators, 2=proxies, 3=all
loopcmd <id> <n> <string> - loopcmd will execute <string> every <n>
seconds. <id> is a number between 1 and 64 to
identify this loopcmd. "loopcmd <id> none"
will disable a looping command again. loopcmd
without any parameter will list any command
currently in the list.
signoncommands <string> - console commands that will be executed by
local spectator clients after connection is
established. Commands may be separated by
semicolons.
maxclients <n> - set spectator number limit for this proxy (default 128)
delay <n> - delays the game stream for n seconds on the Master Proxy.
The default value is 30 seconds to avoid cheating. If the
delay is set to a value below 10 seconds (e.g. 0), the
auto director function will be disabled.
rate <n> - bandwidth rate the game server sends data to the proxy
updaterate <n> - game updates per seconds send from server to proxy
maxrate <n> - sets the maximum bandwidth rate for spectator clients
maxloss <f> - sets the acceptable packet loss rate, default
value is 0.05 (5%). If packet loss is higher, new
spectator clients will be rejected.
maxqueries <n> - maximum of status queries per second requested by server
browsers
dispatchmode <0|1|2> - Dispatch mode 1 (AUTO) will redirect connecting
clients to other proxies balancing work load between
all proxies. In dispatch mode 2 (ALWAYS) any
spectator clients will be redirected, so this proxy
serves only as dispatcher. Dispatch mode 0 (OFF)
7. won't redirect any clients.
publicgame <0|1> - if public is 1, game server IP will be visible to
spectators and 'joingame' is allowed.
offlinetext <string> - info text clients will see as reject reason if HLTV
isn't broadcasting yet
chatmode <0|1|2> - if chatmode is 0, spectators can't chat. If set to 1,
only spectators connected to the same proxy can see
their chat messages. In chatmode 2 all spectators
can chat between each other (then Master and all
Relay proxies must have set chatmode 2).
bannerfile <file> - specifies a TGA file (RGBA) that will be shown as
logo in spectator GUI.
ping <host:port> - pings a HL server on the given port (default 27015)
nomaster <0|1> - if enabled, proxy won't register at WON master
servers
forcemaster <0|1> - if enabled, proxy will register at WON master server
heartbeat - sends manually a status packet to WON master servers
region <n> - set the region your HLTV proxy is located in
rcon <string> - sends a remote control command to other servers
rconaddress <IP:Port> - sets the remote control target address
rconpassword <string> - sets the password for the remote controlled host
cheeringthreshold <f> - number of cheering players must be above this
threshold to play the cheering sound (by default
0.25).
blockvoice <0|1> - if set, all incoming voice data is blocked. This is
useful to override incoming voice commentators or
player voice with own commentators voice.
cmdlist - shows all registered proxy commands
logfile <0|1> - starts/stops console logging in "logfile<date>.log"
status - shows proxy status information
modules - shows all loaded HLTV modules and versions
exec <filename> - executes a .cfg file
echo <string> - prints a text to HLTV console
developer <0|1> - additional debug messages are shown in developer mode
record <filename> - records all following games to demo files using name
syntax "filename-<date>-<map>.dem"
stoprecording - stops recording a demo file
playdemo <filename> - starts broadcasting a demo file
The console does auto-completion by hitting 'TAB'. All commands in the
config file "hltv.cfg" are executed during startup.
Some parameters can only be set in the command line:
-port <n> - sets the HLTV proxy port that spectators connect to
(default 27020)
-ip <IP> - forces the proxy to use this IP on a multihomed host
-comm <filename> - sets a master server info file other than woncomm.lst
-nodns - disables any DNS resolving (useful for LAN proxies)
-maxfps <n> - sets maximum system cycles per seconds (default 100)
-highpriority - starts the HLTV proxy as high priority process
-steam - proxy enables special Steam support
-dev - developer mode
8. These parameters cannot be changed during runtime, thus they can't be used
in config files.
All console commands can be used in the command line, if a "+" is prepended
to them, for example:
hltv.exe +connect localhost:27015 -port 27021
A Half-Life server can set sv_proxies <n>, to determine how many proxies
are allowed to connect. If HLTV proxies should be forbidden, set it to 0,
otherwise 1 to allow for a Master Proxy. Other values are experimental.
-------------------------------------------------------------------------------
For HLTV news, updates and help visit http://hltv.valve-erc.com
Copyright (2003 Valve LLC.)