It looks like even bots are warping around, so I'm not sure what that may
be about.


On Tue, May 28, 2013 at 10:25 AM, AnAkIn <anakin...@gmail.com> wrote:

> 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
> >> >
> >> >
> >> >
> >> _______________________________________________
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> >> please visit:
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> >>
> >
> >
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