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 > >> > > >> > > >> > > >> _______________________________________________ > >> 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