http://dblocker.didrole.com/
2013/5/28 Mart-Jan Reeuwijk <mreeu...@yahoo.com> > On other news: > > http://forums.steampowered.com/forums/showthread.php?t=3129310 > > http://www.youtube.com/watch?v=qBXQwmazf-o > > so any plugin to kill this? > > > > >________________________________ > > From: dan <needa...@ntlworld.com> > >To: Half-Life dedicated Linux server mailing list < > hlds_linux@list.valvesoftware.com> > >Sent: Tuesday, 28 May 2013, 13:56 > >Subject: Re: [hlds_linux] [hlds] TF2 server performance spikes > > > > > >On 28/05/2013 02:44, D Bauhmz wrote: > >> I thought about making an entirely new post but we'll see how much > >> attention it gets in this one first. > >> > >> We've also been experiencing some other behavior that I've just noticed > in > >> the past few months. It's player warping. When you watch them after > you're > >> dead they seem to skip several flames and teleporter from one location > to > >> the next. I'd expect that this player was lagging but when checking > their > >> ping they are just fine. I know I've seen a few others report this here > on > >> the list too. > > > >If it's every player it's likely some issue with the server or its > >connection (or your own client & connection you're using to observe) > >It's just one or two players, it's more likely some issue with those > >players client or connection. One that perhaps ping doesn't indicate. > > > >I always assumed the odd person warping, when others are fine, was > >either packet loss or their client has rate set low (which > >now Valve have set the default to 30000 for everyone is perhaps less > >likely to happen) > > > >Presumably you can use sv_minrate to fix it for them if you don't > >already do that. > > > >But, throughout the time TF2 has been released (i.e not recently, but > >years ago) I've had occasions when my rate was lowered somehow, without > >me changing it. The subsequent experience is awful until you discover > >the cause. I've helped a few people who have been complaining of > >"performance problems" with TF2 (i.e they've been trying to lower > >graphics settings and so on) where it has been the same issue. > > > >I'm sure a tiny %age deliberately stymie their connections too in an > >attempt to avoid being killed. Perhaps I'm just overly suspicious, but I > >see people who have a great ping and then every time they are hit, it > >leaps higher and then drops after. I recall a similar experience when I > >was healing a pyro and every time someone attacked him, he would lag and > >the heal would drop. Was that a lag switch or something? Perhaps a bad > >connection has the same symptoms, triggered by more data being sent when > >more things are happening. Either way, the net effect is the same he > >gets an edge by having a bad connection whether deliberately or not. > > > >I'm reasonably convinced that, from time to time the client can get out > >of synch with the server in some way. In the sense that the netcode is > >supposed to mean a hit on your screen is a hit when the server gets the > >packets from everyone, figures out where everyone was and so on. > > > >Most of the time I can reasonably accept that's the case (except for > >backstabs and melee). Sometimes I'm convinced nades / rockets that hit > >the player on your screen aren't being registered as hits whilst shots > >that miss, perhaps only by a bit, turn out to be hits (with nades, of > >course, this is more noticeable than rockets because rockets are > >supposed to hit when you miss - and valve's tiny red writing for how > >much damage you did is too small for me to read - and I can't push my > >nose into the screen these days) > > > >It could just be that I'm incredibly inconsistent from one round to the > >next, but sometimes I join a server and every nade I throw seems to > >miss, bar people standing still or from the secondary explosion, but > >switch to another server and I'm hitting everything that moves. > > > >The other thing I note too is, often times getting hit behind the wall > >after I've run behind cover, but with a far bigger latency than > >"netcode" seems to make sense to explain it. e.g me and the client that > >killed me have sub 20ms pings, but I die half a second or more after > >going behind cover. > > > >Perhaps any or all of the above can just be simply explained by packets > >getting lost and other transient connection issues? > > > >-- > >Dan > > > >_______________________________________________ > >To unsubscribe, edit your list preferences, or view the list archives, > please visit: > >https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux > > > > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux