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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
> >
> >_______________________________________________
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> >
> >
> >
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