Re: [hlcoders] Rate Capped at 30,000

2007-03-06 Thread Wim Barelds
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Bytes, and 6000 - 9000 is rediculously low

(however if you want to be a greedy gameserver provider that cares more
about how many servers he can place on an x amount of bandwidth then the
quality of said servers, sure go with 6000 - 9000).

On 3/6/07, Minh [EMAIL PROTECTED] wrote:

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 What exactly does sv_maxrate refer to? Does 30,000 refer to the maximum
 amount of bits sent per second?

 And are you sure you want to set it any higher than 30,000 ? From what
 I've
 read on the internet, most sites recommend setting CS servers to 6,000 -
 9,000.

 - Original Message -
 From: Gregory Hillenbrand [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com
 Sent: Monday, March 05, 2007 6:07 AM
 Subject: [hlcoders] Rate Capped at 30,000


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  Heya, I'm with the Battle Grounds 2 team (www.bgmod.com), and we've
  noticed
  that HL2DM, which BG2 is built off of, has the rate capped at
 3.  Even
  if sv_maxrate is set to 0 (unlimited) nobody is able to surpass the rate
  cap
  of 3.  Counter-Strike:  Source, has since lifted this cap, and made
 it
  truely unlimited, to allow for better hit registry, and more data to be
  transferred back and forth.  Is it possible for mods individually to
  remove
  the rate cap for themselves, or will Valve ever remove the cap from
 HL2DM?
 
  -Greg
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Wim 'TheUnknownFactor' Barelds
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[hlcoders] Muzzle flash showing in every view space.

2007-03-06 Thread REBEL
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Hi,

I got a problem with muzzle flash, basically when a player shoots the muzzle 
can  be seen in  world, its view space and... the rest of view spaces of other 
players if they are using the same gun (or one coded from the original 357). 
This only happens when weapon is a 357 revolver clone. We got 3 weapons cloned 
from 357 and all of them are bugged. There are also a few shotgun cloned 
weapons which don't suffer that problem.

Our muzzle flash code was modified to include a smoke effect from BG2 mod. I 
was thinking in a possible bug there, but 357 guns are also failing when they 
use shotgun muzzle code, so this must be a issue related to my 357 code. I'm 
also discarting a model issue, we checked them and all seemed okay.

 Any help will be really appreciated, thanks and regards.
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Re: [hlcoders] Muzzle flash showing in every view space.

2007-03-06 Thread John Sheu
On Tuesday 06 March 2007 11:32 am, REBEL wrote:
 I got a problem with muzzle flash, basically when a player shoots the
 muzzle can  be seen in  world, its view space and... the rest of view
 spaces of other players if they are using the same gun (or one coded from
 the original 357). This only happens when weapon is a 357 revolver clone.
 We got 3 weapons cloned from 357 and all of them are bugged. There are also
 a few shotgun cloned weapons which don't suffer that problem.

First thought is, some class member got marked static somewhere along the
line?

-John Sheu

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