BTW, that, too: https://github.com/ValveSoftware/Source-1-Games/issues/816
2013/5/28 AnAkIn <anakin...@gmail.com> > 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