RE: [hlds] Linux Hlds
Sorry for that I just went in there an found it. Thanks -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] Sent: Thursday, May 12, 2005 7:08 AM To: hlds@list.valvesoftware.com Subject: Re: [hlds] Linux Hlds PLease Check the Steampowered Forums Be e-mailing this list http://forums.steampowered.com/forums/forumdisplay.php?s=&forumid=19 - Original Message - From: "SephirotH" <[EMAIL PROTECTED]> To: Sent: Thursday, May 12, 2005 12:54 AM Subject: [hlds] Linux Hlds > This is a multi-part message in MIME format. > -- > [ Picked text/plain from multipart/alternative ] > Hi, > > > > Where could I download the linux version of HLDS? > > > > Thanks > > SephirotH > > -- > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Linux Hlds
PLease Check the Steampowered Forums Be e-mailing this list http://forums.steampowered.com/forums/forumdisplay.php?s=&forumid=19 - Original Message - From: "SephirotH" <[EMAIL PROTECTED]> To: Sent: Thursday, May 12, 2005 12:54 AM Subject: [hlds] Linux Hlds This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi, Where could I download the linux version of HLDS? Thanks SephirotH -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Re: What does RCON STATS CPU Really mean?
-- [ Picked text/plain from multipart/alternative ] So I am not alone on this list on not being able to work out what that number mean? On 5/12/05, Renzo Rosales <[EMAIL PROTECTED]> wrote: > > Wait for a response from Valve. Patience... > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds > -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] Linux Hlds
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi, Where could I download the linux version of HLDS? Thanks SephirotH -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Re: What does RCON STATS CPU Really mean?
Wait for a response from Valve. Patience... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Re: mp_showhitboxes
a full explanation of the netcode in detail with associated graphs etc would be nice. On 5/12/05, Whisper <[EMAIL PROTECTED]> wrote: > -- > [ Picked text/plain from multipart/alternative ] > Alfred > What is the relation of cl_interp to the servers tickrate if any? > What is the relation of cl_interp to the clients average ping to the > server, if any? > Is there a relationship between cl_interp and the in or out packets per > second as per the net_graph 3? > What cl_interp setting should you use to just let the game work it out for > you automatically, just like the old ex_interp = 0 command in CS 1.6 > Thanks > > On 5/12/05, Philipp G. <[EMAIL PROTECTED]> wrote: > > > > >Because it's a listen server only feature (it uses a backchannel to > > >directly inject data into the systems video card, streaming that over > > >the network would blow up the dedicated server). > > > > That's OK, I'm sure a datacenter facility's intricate fire suppressant > > system can handle that. > > > > >From: "Alfred Reynolds" <[EMAIL PROTECTED]> > > >Reply-To: hlds@list.valvesoftware.com > > >To: > > >Subject: RE: [hlds] Re: mp_showhitboxes > > >Date: Wed, 11 May 2005 16:54:07 -0700 > > > > > >Because it's a listen server only feature (it uses a backchannel to > > >directly inject data into the systems video card, streaming that over > > >the network would blow up the dedicated server). > > > > > >- Alfred > > > > > >Original Message > > >From: [EMAIL PROTECTED] > > >[mailto:[EMAIL PROTECTED] On Behalf Of Rafael Lopez > > >Sent: Wednesday, May 11, 2005 4:41 PM To: hlds@list.valvesoftware.com > > >Subject: [hlds] Re: mp_showhitboxes > > > > > > > Thanks alfred taht was pretty neat but WHY cant we enable that on > > > > dedicated servers? mp_showhitboxes only works on listen. > > > > > > > > Please? > > > > > > > > ___ > > > > To unsubscribe, edit your list preferences, or view the list > > > > archives, please visit: > > > > http://list.valvesoftware.com/mailman/listinfo/hlds > > > > > >___ > > >To unsubscribe, edit your list preferences, or view the list archives, > > >please visit: > > >http://list.valvesoftware.com/mailman/listinfo/hlds > > > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlds > > > -- > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlds > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] Re: What does RCON STATS CPU Really mean?
-- [ Picked text/plain from multipart/alternative ] So nobody knows This is great On 5/11/05, Whisper <[EMAIL PROTECTED]> wrote: > > What does RCON STATS CPU Really mean? > Does it even work? > The rcon CPU usage will state that the box is using (I don't know, pick a > random double digit number) 30% > But every other way of measuring CPU usage, under Windows, says the CPU > is running at 3% > This is a DUAL Xeon 3.6GHz with 3GB of RAM and running 2 SRCDS processes > is the only thing it is doing and one of them is empty!! > Am I wasting my time looking at this number? > What was that gui that Alfred said you could used on SRCDS? > Maybe I can get perfmon setup and run them side by side or probably > easier on top of each other and see if there is any correlation whatsoever > between the two! > Thanks > -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Kill Cam for CS:S
-- [ Picked text/plain from multipart/alternative ] Any response from Valve if this is a viable possibility? On 5/11/05, Whisper <[EMAIL PROTECTED]> wrote: > > It is just a matter of the client side caching the data it already has (up > to a pre-determined limit) and replaying it back > So it does not impact the server side at all and only minimally affects > the client sides performance. > And gawd it would save a hell of a lot of bitching. > Other feature requests: > Client side option to disable permanently i.e. Never show Kill Cam (for > people who think it is affecting their computers performance) > Client side Option to enable larger caches for longer Kill Cam up to a > preset limit at Valves discretion > Cheers > > On 5/11/05, Rick Payton <[EMAIL PROTECTED]> wrote: > > > > Sounds like a neat idea, the question is how hard would it be to > > implement? It seems like a rather big feature, something that would take > > > > a few weeks (months?) to implement. This would be a awesome project to > > do after VAC2 is finalized. Unless the 3rd party guys can figure > > something out sooner? > > > > Rick > > > > -Original Message- > > From: [EMAIL PROTECTED] > > [mailto:[EMAIL PROTECTED] On Behalf Of Whisper > > Sent: Tuesday, May 10, 2005 7:30 AM > > To: HLDS > > Subject: [hlds] Kill Cam for CS:S > > > > -- > > [ Picked text/plain from multipart/alternative ] > > http://forums.steampowered.com/forums/showthread.php?s=&threadid=257044&; > > > > perpage=40&pagenumber=1 > > Is Valve going to bring a Kill Cam to CS:S? > > It is honestly one of the best idea's to come out of the community > > ever. It would help solve a lot of animosity that occurs on servers > > about what a player did or did not see or how they made the kill. I've > > never actually ever seen such a one sided in favour from the community > > response as we have seen from this idea. There are a few things that > > need to be in place: > > > > 1. Server Side option to turn Kill Cam feature off for competitive > > matches. > > > > 2. Option to quit the Kill Cam if player wants to > > > > 3. Option to view/review Kill Cam as many times as you want while you > > are dead from any angle you wish. > > > > 4. Option to save Kill Cam info as a demo, like a screenshot. > > > > This would be a great feature if correctly implmented. > > > > It would show people who weren't familiar with the game how the better > > player did what they did to kill them > > > > It would show that the other player wasn't hacking, therefore reducing > > animosity on the servers. > > > > It would help catch those people who were cheats, as it would quickly > > become obvious who was doing what and why. > > > > Cheers > > > > Whisper > > -- > > > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: http://list.valvesoftware.com/mailman/listinfo/hlds > > > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlds > > > > -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Re: mp_showhitboxes
-- [ Picked text/plain from multipart/alternative ] Alfred What is the relation of cl_interp to the servers tickrate if any? What is the relation of cl_interp to the clients average ping to the server, if any? Is there a relationship between cl_interp and the in or out packets per second as per the net_graph 3? What cl_interp setting should you use to just let the game work it out for you automatically, just like the old ex_interp = 0 command in CS 1.6 Thanks On 5/12/05, Philipp G. <[EMAIL PROTECTED]> wrote: > > >Because it's a listen server only feature (it uses a backchannel to > >directly inject data into the systems video card, streaming that over > >the network would blow up the dedicated server). > > That's OK, I'm sure a datacenter facility's intricate fire suppressant > system can handle that. > > >From: "Alfred Reynolds" <[EMAIL PROTECTED]> > >Reply-To: hlds@list.valvesoftware.com > >To: > >Subject: RE: [hlds] Re: mp_showhitboxes > >Date: Wed, 11 May 2005 16:54:07 -0700 > > > >Because it's a listen server only feature (it uses a backchannel to > >directly inject data into the systems video card, streaming that over > >the network would blow up the dedicated server). > > > >- Alfred > > > >Original Message > >From: [EMAIL PROTECTED] > >[mailto:[EMAIL PROTECTED] On Behalf Of Rafael Lopez > >Sent: Wednesday, May 11, 2005 4:41 PM To: hlds@list.valvesoftware.com > >Subject: [hlds] Re: mp_showhitboxes > > > > > Thanks alfred taht was pretty neat but WHY cant we enable that on > > > dedicated servers? mp_showhitboxes only works on listen. > > > > > > Please? > > > > > > ___ > > > To unsubscribe, edit your list preferences, or view the list > > > archives, please visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlds > > > >___ > >To unsubscribe, edit your list preferences, or view the list archives, > >please visit: > >http://list.valvesoftware.com/mailman/listinfo/hlds > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds > -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] Re: mp_showhitboxes
Because it's a listen server only feature (it uses a backchannel to directly inject data into the systems video card, streaming that over the network would blow up the dedicated server). That's OK, I'm sure a datacenter facility's intricate fire suppressant system can handle that. From: "Alfred Reynolds" <[EMAIL PROTECTED]> Reply-To: hlds@list.valvesoftware.com To: Subject: RE: [hlds] Re: mp_showhitboxes Date: Wed, 11 May 2005 16:54:07 -0700 Because it's a listen server only feature (it uses a backchannel to directly inject data into the systems video card, streaming that over the network would blow up the dedicated server). - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Rafael Lopez Sent: Wednesday, May 11, 2005 4:41 PM To: hlds@list.valvesoftware.com Subject: [hlds] Re: mp_showhitboxes > Thanks alfred taht was pretty neat but WHY cant we enable that on > dedicated servers? mp_showhitboxes only works on listen. > > Please? > > ___ > To unsubscribe, edit your list preferences, or view the list > archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] No steam logon [vac2 error]
What does a star mean beside someones name when typing rcon status? i know its not admin as mani show them. But some players very few have a star b4 name? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] No steam logon [vac2 error]
Well excuse me.. Maybe i was a bit off the handle but i do not have time to check my emails for punctutation. Sorry if my last post was offensive. This is one occasion where i do have time. vac2 / beta? is back so its all good. Take it easy no hard feelings. I was in a bad mood as someone hacked our website and deleted all our results/upcoming matches sorry. Yours sincerely TrickyB www.evo-clan.co.uk ___ Sorry, but I have to agree here. Your email in question contained only one instance of punctuation and randomly placed carriage returns, and wasn't anywhere near readable. Is it really so hard to actually write like everyone else on the planet does? There's a reason it's done that way. It is so that people can easily and quickly read what you are saying and not have to expend lots of unnecessary time and thought in trying to figure out when you are starting and ending sentences. And then you explode when someone calls you on it. Grow up. I'm sure we can all read and speak english here. The problem is you don't know how to, or choose not to, write properly in english. Probably the latter. Randomly placing carriage returns, avoiding punctuation almost entirely, and doing things like using "u" when you actually mean "you" is not what anyone would call communicating effectively. On 5/11/05, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: Get a grip DrBashir can u read and speak english? ffs what a what have u contributed to this mailing list yeah i thought so -- Clayton Macleod ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] Re: mp_showhitboxes
Because it's a listen server only feature (it uses a backchannel to directly inject data into the systems video card, streaming that over the network would blow up the dedicated server). - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Rafael Lopez Sent: Wednesday, May 11, 2005 4:41 PM To: hlds@list.valvesoftware.com Subject: [hlds] Re: mp_showhitboxes > Thanks alfred taht was pretty neat but WHY cant we enable that on > dedicated servers? mp_showhitboxes only works on listen. > > Please? > > ___ > To unsubscribe, edit your list preferences, or view the list > archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] Re: mp_showhitboxes
Better question is why would you need it, or why should anyone burn coding cycles adding it.. to what benefit? So you can have these funny images running around your map? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Rafael Lopez Sent: Wednesday, May 11, 2005 7:41 PM To: hlds@list.valvesoftware.com Subject: [hlds] Re: mp_showhitboxes Thanks alfred taht was pretty neat but WHY cant we enable that on dedicated servers? mp_showhitboxes only works on listen. Please? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] Re: mp_showhitboxes
Thanks alfred taht was pretty neat but WHY cant we enable that on dedicated servers? mp_showhitboxes only works on listen. Please? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] Re: hlds digest, Vol 1 #3633 - 14 msgs
On the Hitbox issue if you set -tickrate 100 in startup cl_interpolate 0 and cl_interpol 1 in your config the hit boxes line right up with the players this has worked great for all three of my servers. I hardly ever get people complaining about registry or hitbix issues at all anymore. When they do they usually are just not aiming right and are usually shrugged off. [EMAIL PROTECTED] wrote: Send hlds mailing list submissions to hlds@list.valvesoftware.com To subscribe or unsubscribe via the World Wide Web, visit http://list.valvesoftware.com/mailman/listinfo/hlds or, via email, send a message with subject or body 'help' to [EMAIL PROTECTED] You can reach the person managing the list at [EMAIL PROTECTED] When replying, please edit your Subject line so it is more specific than "Re: Contents of hlds digest..." Today's Topics: 1. Pausing Server (Rafael Lopez) 2. mp_showhitboxes (Rafael Lopez) 3. Re: Pausing Server (Whisper) 4. RE: mp_showhitboxes (Ben) 5. RE: No steam logon [vac2 error] (Micha Vermeer) 6. RE: Pausing Server (Micha Vermeer) 7. Re: mp_showhitboxes (Stephen Moretti) 8. RE: mp_showhitboxes (Ben) 9. Re: mp_showhitboxes (Bud Ingram) 10. Re: No steam logon [vac2 error] ([EMAIL PROTECTED]) 11. Re: mp_showhitboxes (Clayton Macleod) 12. RE: mp_showhitboxes (Ben) 13. Re: mp_showhitboxes ([EMAIL PROTECTED]) 14. Re: No steam logon [vac2 error] (Clayton Macleod) --__--__-- Message: 1 Date: Wed, 11 May 2005 10:04:18 -0400 From: Rafael Lopez <[EMAIL PROTECTED]> To: hlds@list.valvesoftware.com Subject: [hlds] Pausing Server Reply-To: hlds@list.valvesoftware.com How does one pause a server? Can clients do it or am i the only one (aka do it through console/rcon) --__--__-- Message: 2 Date: Wed, 11 May 2005 10:05:47 -0400 From: Rafael Lopez <[EMAIL PROTECTED]> To: hlds@list.valvesoftware.com Subject: [hlds] mp_showhitboxes Reply-To: hlds@list.valvesoftware.com Why can you only show the hitboxes on listen servers? That's mighty lame. It says its because it uses a lot of bandwidth. Last time i though about it, WE decide how much bandwidth we want to use, not valve. BOOO!!! GIVE US MP_SHOWHITBOXES PLEASE!!! --__--__-- Message: 3 Date: Thu, 12 May 2005 00:10:17 +1000 From: Whisper <[EMAIL PROTECTED]> To: hlds@list.valvesoftware.com Subject: Re: [hlds] Pausing Server Reply-To: hlds@list.valvesoftware.com -- [ Picked text/plain from multipart/alternative ] sv_pausable needs to be enabled then you need rcon access to pause a server Or something like that On 5/12/05, Rafael Lopez <[EMAIL PROTECTED]> wrote: How does one pause a server? Can clients do it or am i the only one (aka do it through console/rcon) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- --__--__-- Message: 4 From: "Ben" <[EMAIL PROTECTED]> To: Subject: RE: [hlds] mp_showhitboxes Date: Wed, 11 May 2005 15:23:38 +0100 Reply-To: hlds@list.valvesoftware.com If you read the command help for sv_showhitboxes you will see that it says "shows *server side* hitboxes". I.e. What is the player's position on the server. It doesn't make any sense to send that information over the wire to the client, because that is what you already have with the position of the player model. Don't forget that the client runs several frames behind the server due to latency and to allow for interpolation. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Rafael Lopez Sent: 11 May 2005 15:06 To: hlds@list.valvesoftware.com Subject: [hlds] mp_showhitboxes Why can you only show the hitboxes on listen servers? That's mighty lame. It says its because it uses a lot of bandwidth. Last time i though about it, WE decide how much bandwidth we want to use, not valve. BOOO!!! GIVE US MP_SHOWHITBOXES PLEASE!!! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds --__--__-- Message: 5 From: "Micha Vermeer" <[EMAIL PROTECTED]> To: Subject: RE: [hlds] No steam logon [vac2 error] Date: Wed, 11 May 2005 16:28:12 +0200 Reply-To: hlds@list.valvesoftware.com I really tried, but sorry, i could not make it through your email. The lack of punctuation got me totally confused where your sentences begin, and where they end. sorry... DrBashir -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] Sent: Wednesday, May 11, 2005 3:14 PM To: hlds@list.valvesoftware.com Subject: Re: [hlds] No steam logon [vac2 error] i agree with steve the drop rate of the elite players or so called skilled players was unbelievable hell even if it was "just logging" i preferred it on it did scare off some of the cheats maybe its a case of its running in silent mode ie not showing up but still logging hopefully alfre
RE: [hlds] mp_showhitboxes
THANK YOU ALFRED!! I am so glad I subscribe to this mailing list, This is what I have been telling people for ages, and they always say "as soon as I hear it from Valve" I will believe it --- Alfred Reynolds <[EMAIL PROTECTED]> wrote: > There is a bug in the demo code (incorrectly > interpreting client side > prediction) that makes using demos to look at hit > box issues invalid. > You need to do a direct capture from your video card > buffer. > We have a couple small fixes for the hitbox code > with the next release, > but the majority of the problem is that people do > not understand how > client side prediction works. In particular, the > server is 100 msec > ahead of all the clients, so the server side > hitboxes will ALWAYS lead > the clients view of the work. When the client fires > a weapon the server > rewinds its state to the exact tick of that button > press and then > computes the result (one of the bugs was that the > rewind code didn't > correctly reset the state of the bone cache in the > player model). > > - Alfred > > Original Message > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf > Of Richard Fennell > Sent: Wednesday, May 11, 2005 3:46 PM To: > hlds@list.valvesoftware.com > Subject: Re: [hlds] mp_showhitboxes > > > Simon Garner wrote: > > > > > On 12/05/2005 7:16 a.m., Ben wrote: > > > > > > > > > > > The command shows the "server side" hitboxes > which is the > > > > position of the player (in this case a bot) on > the server. Due > > > > to the latency, the position on the client is > always trailing > > > > behind. That is why the "hitboxes" (server > > > > side position of the player) are in front of > the actual model. > > > > It is just the way the game engine is > designed. > > > > > > > > > > Yup, and that's what lag compensation is for. It > looks to me as > > > though setting sv_showhitboxes 1 also disables > lag compensation. So > > > the hitboxes are drawn in the 'server' position > and you have to > > > shoot at the server position. But in normal play > the model and > > > hitbox locations are interpolated on the client > (which, due to lag, > > > will always be 'behind' the server). With lag > compensation you need > > > to shoot at the location of the player as drawn > by your client, not > > > the actual location of the player according to > the server. > > > > > > So this video just misconstrues what the cvar > does - and makes > > > people think there is a problem that actually > doesn't exist. > > > > > > You can disable lag compensation by setting > cl_unlag 0 on your > > > client to have the hitboxes behave like this all > the time if you > > > want to (so you have to shoot in front). As long > as that's set to 1 > > > though, you will have to shoot at the model. > > > > > > -Simon > > > > > > ___ > > > To unsubscribe, edit your list preferences, or > view the list > > > archives, please visit: > > > > http://list.valvesoftware.com/mailman/listinfo/hlds > > > > I will demo myself and shooting and missing bots > while being smack on > > then shooting while "leading" the target and > hiting it. i can do this > > with both local and online servers, i can also do > it with cl_interp 0 > > and cl_interp 0.1 > > > > If you demo yourself and then watch it back in > slow motion you will > > see > > there is an inconsistancy. The hitbox detection is > infront of the > > target > > and the actual parts of the body u hit seem to > either be wieghted > > oddly > > or are impossible to hit. I can shoot headshots > all day but death by > > body shots is very difficult unless awping (AWM). > Maybe i am playing > > with lag_comp off or maybe my config is incorrect > but i know that reg > > for me is still inconsistant and i am really > looking forward to some > > engine updates that will address this. > > > > People are saying "This is how it works, well this > maybe but it doesnt > > explain why it is so far off when CS/CZ is smack > on and much much more > > fair to those with higher latency connections (or > those that havent). > > > > Im not talking of a huge amount with 90% of > players probably not > > noticing. Makes it harder to see when the models > collapse on the > > floor. > > Try turning that off or compare it to a game of CZ > where you can hit > > people smack on as they run from one side of the > screen to the other. > > > > Regards > > > > Richy > > > > ___ > > To unsubscribe, edit your list preferences, or > view the list > > archives, please visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlds > > ___ > To unsubscribe, edit your list preferences, or view > the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds > __ Yahoo! Mail Mobile Take Yahoo! Mail with you! Check email on your mobile phone. http://mobile.yahoo.c
RE: [hlds] mp_showhitboxes
There is a bug in the demo code (incorrectly interpreting client side prediction) that makes using demos to look at hit box issues invalid. You need to do a direct capture from your video card buffer. We have a couple small fixes for the hitbox code with the next release, but the majority of the problem is that people do not understand how client side prediction works. In particular, the server is 100 msec ahead of all the clients, so the server side hitboxes will ALWAYS lead the clients view of the work. When the client fires a weapon the server rewinds its state to the exact tick of that button press and then computes the result (one of the bugs was that the rewind code didn't correctly reset the state of the bone cache in the player model). - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Richard Fennell Sent: Wednesday, May 11, 2005 3:46 PM To: hlds@list.valvesoftware.com Subject: Re: [hlds] mp_showhitboxes > Simon Garner wrote: > > > On 12/05/2005 7:16 a.m., Ben wrote: > > > > > > > > The command shows the "server side" hitboxes which is the > > > position of the player (in this case a bot) on the server. Due > > > to the latency, the position on the client is always trailing > > > behind. That is why the "hitboxes" (server > > > side position of the player) are in front of the actual model. > > > It is just the way the game engine is designed. > > > > > > > Yup, and that's what lag compensation is for. It looks to me as > > though setting sv_showhitboxes 1 also disables lag compensation. So > > the hitboxes are drawn in the 'server' position and you have to > > shoot at the server position. But in normal play the model and > > hitbox locations are interpolated on the client (which, due to lag, > > will always be 'behind' the server). With lag compensation you need > > to shoot at the location of the player as drawn by your client, not > > the actual location of the player according to the server. > > > > So this video just misconstrues what the cvar does - and makes > > people think there is a problem that actually doesn't exist. > > > > You can disable lag compensation by setting cl_unlag 0 on your > > client to have the hitboxes behave like this all the time if you > > want to (so you have to shoot in front). As long as that's set to 1 > > though, you will have to shoot at the model. > > > > -Simon > > > > ___ > > To unsubscribe, edit your list preferences, or view the list > > archives, please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlds > > I will demo myself and shooting and missing bots while being smack on > then shooting while "leading" the target and hiting it. i can do this > with both local and online servers, i can also do it with cl_interp 0 > and cl_interp 0.1 > > If you demo yourself and then watch it back in slow motion you will > see > there is an inconsistancy. The hitbox detection is infront of the > target > and the actual parts of the body u hit seem to either be wieghted > oddly > or are impossible to hit. I can shoot headshots all day but death by > body shots is very difficult unless awping (AWM). Maybe i am playing > with lag_comp off or maybe my config is incorrect but i know that reg > for me is still inconsistant and i am really looking forward to some > engine updates that will address this. > > People are saying "This is how it works, well this maybe but it doesnt > explain why it is so far off when CS/CZ is smack on and much much more > fair to those with higher latency connections (or those that havent). > > Im not talking of a huge amount with 90% of players probably not > noticing. Makes it harder to see when the models collapse on the > floor. > Try turning that off or compare it to a game of CZ where you can hit > people smack on as they run from one side of the screen to the other. > > Regards > > Richy > > ___ > To unsubscribe, edit your list preferences, or view the list > archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] This Weeks Update
[EMAIL PROTECTED] wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hey Will the CSS Update Be Today or Tommorow. I am sure alferd will sent out e-mail like he always Does But I really Can not wait to play de_inferno Munra -- Probably on Friday...that'd be my guess anyway Zack ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] mp_showhitboxes
Simon Garner wrote: On 12/05/2005 7:16 a.m., Ben wrote: The command shows the "server side" hitboxes which is the position of the player (in this case a bot) on the server. Due to the latency, the position on the client is always trailing behind. That is why the "hitboxes" (server side position of the player) are in front of the actual model. It is just the way the game engine is designed. Yup, and that's what lag compensation is for. It looks to me as though setting sv_showhitboxes 1 also disables lag compensation. So the hitboxes are drawn in the 'server' position and you have to shoot at the server position. But in normal play the model and hitbox locations are interpolated on the client (which, due to lag, will always be 'behind' the server). With lag compensation you need to shoot at the location of the player as drawn by your client, not the actual location of the player according to the server. So this video just misconstrues what the cvar does - and makes people think there is a problem that actually doesn't exist. You can disable lag compensation by setting cl_unlag 0 on your client to have the hitboxes behave like this all the time if you want to (so you have to shoot in front). As long as that's set to 1 though, you will have to shoot at the model. -Simon ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds I will demo myself and shooting and missing bots while being smack on then shooting while "leading" the target and hiting it. i can do this with both local and online servers, i can also do it with cl_interp 0 and cl_interp 0.1 If you demo yourself and then watch it back in slow motion you will see there is an inconsistancy. The hitbox detection is infront of the target and the actual parts of the body u hit seem to either be wieghted oddly or are impossible to hit. I can shoot headshots all day but death by body shots is very difficult unless awping (AWM). Maybe i am playing with lag_comp off or maybe my config is incorrect but i know that reg for me is still inconsistant and i am really looking forward to some engine updates that will address this. People are saying "This is how it works, well this maybe but it doesnt explain why it is so far off when CS/CZ is smack on and much much more fair to those with higher latency connections (or those that havent). Im not talking of a huge amount with 90% of players probably not noticing. Makes it harder to see when the models collapse on the floor. Try turning that off or compare it to a game of CZ where you can hit people smack on as they run from one side of the screen to the other. Regards Richy ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] This Weeks Update
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hey Will the CSS Update Be Today or Tommorow. I am sure alferd will sent out e-mail like he always Does But I really Can not wait to play de_inferno Munra -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] mp_showhitboxes
On 12/05/2005 7:16 a.m., Ben wrote: The command shows the "server side" hitboxes which is the position of the player (in this case a bot) on the server. Due to the latency, the position on the client is always trailing behind. That is why the "hitboxes" (server side position of the player) are in front of the actual model. It is just the way the game engine is designed. Yup, and that's what lag compensation is for. It looks to me as though setting sv_showhitboxes 1 also disables lag compensation. So the hitboxes are drawn in the 'server' position and you have to shoot at the server position. But in normal play the model and hitbox locations are interpolated on the client (which, due to lag, will always be 'behind' the server). With lag compensation you need to shoot at the location of the player as drawn by your client, not the actual location of the player according to the server. So this video just misconstrues what the cvar does - and makes people think there is a problem that actually doesn't exist. You can disable lag compensation by setting cl_unlag 0 on your client to have the hitboxes behave like this all the time if you want to (so you have to shoot in front). As long as that's set to 1 though, you will have to shoot at the model. -Simon ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] mp_showhitboxes
Sorry, didn't mean to offend. The point I was trying to make (badly), was that game engines are a complex beast, and having lots of options enabled for debugging that show things which look very wrong to people who don't understand game engines is probably not such a good idea - as this video has shown. There are now at least 10,000 people who think that the hit detection in CS source is completely broken when it isn't (or at least the video didn't show that it is) :) Regards, Ben -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Bud Ingram Sent: 11 May 2005 20:27 To: hlds@list.valvesoftware.com Subject: Re: [hlds] mp_showhitboxes Ben, I find your answer interesting. However, I find your statment of, "... a simple explanation for a video that has caused complete uproar ..." to be a poor answer considering you questioned how it was done ("As to why the shots appeareither they have set ... or have turned ... off"). Clayton, thank you for providing your findings, much more intuitive than suggesting that we remain "ignorant" to a situation and just let it go away. Cheers, Bud Ingram - Original Message - From: "Ben" <[EMAIL PROTECTED]> To: Sent: Wednesday, May 11, 2005 2:16 PM Subject: RE: [hlds] mp_showhitboxes > There is still latency between your game and the "server" even when running > a listen server. Firstly, the client runs several frames behind to allow it > interpolate object positions, and secondly, I believe that you have a > simulated ping of 30ms on top. Add in the latency caused by the discrete > server "ticks" and you've got a fair sized number. > > The command shows the "server side" hitboxes which is the position of the > player (in this case a bot) on the server. Due to the latency, the position > on the client is always trailing behind. That is why the "hitboxes" (server > side position of the player) are in front of the actual model. It is just > the way the game engine is designed. > > As to why the shots appear to register on the hitbox and not the model - > either they have set cl_interp to a very high value, or they have turned the > lag compensation off. > > There, a simple explanation for a video that has caused complete uproar. > Regards, > Ben > > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Bud Ingram > Sent: 11 May 2005 19:15 > To: hlds@list.valvesoftware.com > Subject: Re: [hlds] mp_showhitboxes > > From: "Ben" <[EMAIL PROTECTED]> > Subject: RE: [hlds] mp_showhitboxes > > > > I think that valve should hide or remove a lot of console commands to stop > > the community from destroying itself with its own ignorance :) > > > > That video is a perfect example of why this would be a good idea! > > Unless the video has been properly refuted by the developer, I believe that > it is a good example of a situation that needs to be corrected. Your > suggestion that the community is destroying itself with it's own ignorance > is not helping to suggest one way or another that it is or isn't a design > flaw with the multiplayer portion of the Source Engine. > > If this situation has already been handled, say by -tickrate or max fps, > server side, then fine -- but I do not recall seeing such a degree of > separation between the model and actual hit-boxes being discussed with > server variables as part of the context. I know that there was some > discussion over accuracy and increased FPS server side (dedicated), but this > is a listen server, the server is showing the hit-boxes, correct? How does > this explain any issues with lag or latency when the author of the video is > describing the situation through use of a Bot on his own server (listen)? > > Please feel free to express your wisdom on the situation so that we aren't > "ignorant". > > Respectfully, > > Bud Ingram > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] weird error message
-- [ Picked text/plain from multipart/alternative ] anyone know what this means? Fatal Error on Rogue Public: Type (0) thanks! - Yahoo! Mail Mobile Take Yahoo! Mail with you! Check email on your mobile phone. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Alfred Can we get some up to date STEAM Cache Installation files please?
I've yet to do it myself with HL2 but before Steam came out, I had HL installed and registered my CD key with my steam account and I could use my existing installation of HL to make the Steam cache. So I'm assuming you can do something similar with that coverdisc, you just need a CD key to unlock the cache off the CD. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] [offtopic] was No steam logon [vac2 error]
Oh my _word_, was I rolling on the floor laughing! Sorry guys, I could not resist. Ofcourse I can read and speak English, not to bad either, as you can see ;) Don't disregard that you have actually no idea whatsoever where I'm from, or where I've been. You don't know that I have actually lived 2 years in the United Kingdom. And its sad to see that I've mastered English better than you that (I'm guessing here) grew up in the UK. Cursing is actually not that polite, and it shows a lack of vocabulary. I don't think it is appropriate to conclude that you may exclude any punctuation on the basis of contribution to this list. On the contrary, you may actually not be understood by those that have not mastered English as well as others; you need to remember this list is not just for those living in the US and the UK. This is an internationally received listing, and contributed by people all over the world. So you would agree with me that it would help if you wrote your valuable contributions with the e-mail etiquette in mind. Though it might not be as strict as writing official letters, keeping some basic rules will have a positive effect on the usefulness of your contributions, and hence make this list all the more valuable for others. DrBashir Ps. again sorry for being off-topic, I thought it might help others as well. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] Sent: Wednesday, May 11, 2005 9:05 PM To: hlds@list.valvesoftware.com Subject: Re: [hlds] No steam logon [vac2 error] Get a grip DrBashir can u read and speak english? ffs what a what have u contributed to this mailing list yeah i thought so I really tried, but sorry, i could not make it through your email. The lack of punctuation got me totally confused where your sentences begin, and where they end. sorry... DrBashir -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] Sent: Wednesday, May 11, 2005 3:14 PM To: hlds@list.valvesoftware.com Subject: Re: [hlds] No steam logon [vac2 error] i agree with steve the drop rate of the elite players or so called skilled players was unbelievable hell even if it was "just logging" i preferred it on it did scare off some of the cheats maybe its a case of its running in silent mode ie not showing up but still logging hopefully alfred can clear up what has happened or maybe its getting very close to going live and his lips are vac secured the weird thing was with vac beta running the server ran better than ever memory useage wasnt as high anyone other server admins notice this re the firewall issues by wayne why dont you mail details to alfred that way they can work out which firewall affects connection issues we had a few clients with the no steam login message but none of our clan members had it and we all have different firewalls/routers etc we have over 25 css members and none got the error i noticed a steam update today what was that for? come on alfred throw us a bone ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] mp_showhitboxes
try it yourself, I'm sure you'll notice the same effects I did. With those two enabled you'll see a hitbox way out in front and you'll have to shoot at that hitbox, which is nowhere near the model. But then disable those two and you'll see that shooting where that hitbox was gets you no hits. You have to shoot at where the model actually is when those two are disabled. It only behaves strangely when you have them enabled. With them disabled there is nothing strange going on. de_dust is perfect for testing this. Make a listen server on de_dust with just one bot. Choose CT for your team, so that you can run down to the double doors and then see the T bot run past that T-shaped intersection of the hallway. With sv_cheats 1 and sv_showhitboxes 2 you will have to shoot way out in front of the model, where you see the hitbox. But with sv_cheats 0 and sv_showhitboxes -1, the defaults, if you shoot at this same position way out in front of the model you will NOT hit the bot. You will have to shoot at the model, just as you'd think you should if you didn't see this weird hitbox demonstration. Yes, it behaves strangely with sv_cheats 1 and sv_showhitboxes 2. But it does NOT behave the same way with sv_cheats 0 and sv_showhitboxes -1. On 5/11/05, Ben <[EMAIL PROTECTED]> wrote: > There is still latency between your game and the "server" even when running > a listen server. Firstly, the client runs several frames behind to allow it > interpolate object positions, and secondly, I believe that you have a > simulated ping of 30ms on top. Add in the latency caused by the discrete > server "ticks" and you've got a fair sized number. > > The command shows the "server side" hitboxes which is the position of the > player (in this case a bot) on the server. Due to the latency, the position > on the client is always trailing behind. That is why the "hitboxes" (server > side position of the player) are in front of the actual model. It is just > the way the game engine is designed. > > As to why the shots appear to register on the hitbox and not the model - > either they have set cl_interp to a very high value, or they have turned the > lag compensation off. > > There, a simple explanation for a video that has caused complete uproar. > Regards, > Ben > > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Bud Ingram > Sent: 11 May 2005 19:15 > To: hlds@list.valvesoftware.com > Subject: Re: [hlds] mp_showhitboxes > > From: "Ben" <[EMAIL PROTECTED]> > Subject: RE: [hlds] mp_showhitboxes > > > I think that valve should hide or remove a lot of console commands to stop > > the community from destroying itself with its own ignorance :) > > > > That video is a perfect example of why this would be a good idea! > > Unless the video has been properly refuted by the developer, I believe that > it is a good example of a situation that needs to be corrected. Your > suggestion that the community is destroying itself with it's own ignorance > is not helping to suggest one way or another that it is or isn't a design > flaw with the multiplayer portion of the Source Engine. > > If this situation has already been handled, say by -tickrate or max fps, > server side, then fine -- but I do not recall seeing such a degree of > separation between the model and actual hit-boxes being discussed with > server variables as part of the context. I know that there was some > discussion over accuracy and increased FPS server side (dedicated), but this > is a listen server, the server is showing the hit-boxes, correct? How does > this explain any issues with lag or latency when the author of the video is > describing the situation through use of a Bot on his own server (listen)? > > Please feel free to express your wisdom on the situation so that we aren't > "ignorant". > > Respectfully, > > Bud Ingram > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlds > -- Clayton Macleod ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] mp_showhitboxes
Ben, I find your answer interesting. However, I find your statment of, "... a simple explanation for a video that has caused complete uproar ..." to be a poor answer considering you questioned how it was done ("As to why the shots appeareither they have set ... or have turned ... off"). Clayton, thank you for providing your findings, much more intuitive than suggesting that we remain "ignorant" to a situation and just let it go away. Cheers, Bud Ingram - Original Message - From: "Ben" <[EMAIL PROTECTED]> To: Sent: Wednesday, May 11, 2005 2:16 PM Subject: RE: [hlds] mp_showhitboxes > There is still latency between your game and the "server" even when running > a listen server. Firstly, the client runs several frames behind to allow it > interpolate object positions, and secondly, I believe that you have a > simulated ping of 30ms on top. Add in the latency caused by the discrete > server "ticks" and you've got a fair sized number. > > The command shows the "server side" hitboxes which is the position of the > player (in this case a bot) on the server. Due to the latency, the position > on the client is always trailing behind. That is why the "hitboxes" (server > side position of the player) are in front of the actual model. It is just > the way the game engine is designed. > > As to why the shots appear to register on the hitbox and not the model - > either they have set cl_interp to a very high value, or they have turned the > lag compensation off. > > There, a simple explanation for a video that has caused complete uproar. > Regards, > Ben > > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Bud Ingram > Sent: 11 May 2005 19:15 > To: hlds@list.valvesoftware.com > Subject: Re: [hlds] mp_showhitboxes > > From: "Ben" <[EMAIL PROTECTED]> > Subject: RE: [hlds] mp_showhitboxes > > > > I think that valve should hide or remove a lot of console commands to stop > > the community from destroying itself with its own ignorance :) > > > > That video is a perfect example of why this would be a good idea! > > Unless the video has been properly refuted by the developer, I believe that > it is a good example of a situation that needs to be corrected. Your > suggestion that the community is destroying itself with it's own ignorance > is not helping to suggest one way or another that it is or isn't a design > flaw with the multiplayer portion of the Source Engine. > > If this situation has already been handled, say by -tickrate or max fps, > server side, then fine -- but I do not recall seeing such a degree of > separation between the model and actual hit-boxes being discussed with > server variables as part of the context. I know that there was some > discussion over accuracy and increased FPS server side (dedicated), but this > is a listen server, the server is showing the hit-boxes, correct? How does > this explain any issues with lag or latency when the author of the video is > describing the situation through use of a Bot on his own server (listen)? > > Please feel free to express your wisdom on the situation so that we aren't > "ignorant". > > Respectfully, > > Bud Ingram > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] No steam logon [vac2 error]
Sorry, but I have to agree here. Your email in question contained only one instance of punctuation and randomly placed carriage returns, and wasn't anywhere near readable. Is it really so hard to actually write like everyone else on the planet does? There's a reason it's done that way. It is so that people can easily and quickly read what you are saying and not have to expend lots of unnecessary time and thought in trying to figure out when you are starting and ending sentences. And then you explode when someone calls you on it. Grow up. I'm sure we can all read and speak english here. The problem is you don't know how to, or choose not to, write properly in english. Probably the latter. Randomly placing carriage returns, avoiding punctuation almost entirely, and doing things like using "u" when you actually mean "you" is not what anyone would call communicating effectively. On 5/11/05, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: > Get a grip DrBashir > can u read and speak english? > ffs what a > what have u contributed to this mailing list > yeah i thought so -- Clayton Macleod ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] mp_showhitboxes
-- [ Picked text/plain from multipart/alternative ] i just did the same thing -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] mp_showhitboxes
There is still latency between your game and the "server" even when running a listen server. Firstly, the client runs several frames behind to allow it interpolate object positions, and secondly, I believe that you have a simulated ping of 30ms on top. Add in the latency caused by the discrete server "ticks" and you've got a fair sized number. The command shows the "server side" hitboxes which is the position of the player (in this case a bot) on the server. Due to the latency, the position on the client is always trailing behind. That is why the "hitboxes" (server side position of the player) are in front of the actual model. It is just the way the game engine is designed. As to why the shots appear to register on the hitbox and not the model - either they have set cl_interp to a very high value, or they have turned the lag compensation off. There, a simple explanation for a video that has caused complete uproar. Regards, Ben -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Bud Ingram Sent: 11 May 2005 19:15 To: hlds@list.valvesoftware.com Subject: Re: [hlds] mp_showhitboxes From: "Ben" <[EMAIL PROTECTED]> Subject: RE: [hlds] mp_showhitboxes > I think that valve should hide or remove a lot of console commands to stop > the community from destroying itself with its own ignorance :) > > That video is a perfect example of why this would be a good idea! Unless the video has been properly refuted by the developer, I believe that it is a good example of a situation that needs to be corrected. Your suggestion that the community is destroying itself with it's own ignorance is not helping to suggest one way or another that it is or isn't a design flaw with the multiplayer portion of the Source Engine. If this situation has already been handled, say by -tickrate or max fps, server side, then fine -- but I do not recall seeing such a degree of separation between the model and actual hit-boxes being discussed with server variables as part of the context. I know that there was some discussion over accuracy and increased FPS server side (dedicated), but this is a listen server, the server is showing the hit-boxes, correct? How does this explain any issues with lag or latency when the author of the video is describing the situation through use of a Bot on his own server (listen)? Please feel free to express your wisdom on the situation so that we aren't "ignorant". Respectfully, Bud Ingram ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] mp_showhitboxes
well, I finally got around to trying that experiment, and I gotta say that the odd behaviour only displays itself when you've actually got sv_cheats 1 and sv_showhitboxes 2 turned on. I tried it and it behaved exactly like that video showed. As the bot ran past a doorway opening I could indeed see the hitbox out there in front of the bot's model. And I did indeed have to shoot the hitbox out in front of it. But then setting sv_showhitboxes -1 and sv_cheats 0 and trying the same thing didn't exhibit the same results. As the bot ran past the doorway if I shot in front of it I didn't hit it. I had to shoot at the model, not where the hitbox appeared to be when sv_showhitboxes was set to 2. So I fail to see any problems here except for the fact that the hitboxes and models aren't drawn in the same positions **when you have two cvars set to values that they would never be set to on a real server.** On 5/11/05, Bud Ingram <[EMAIL PROTECTED]> wrote: > From: "Ben" <[EMAIL PROTECTED]> > Subject: RE: [hlds] mp_showhitboxes > > > > I think that valve should hide or remove a lot of console commands to stop > > the community from destroying itself with its own ignorance :) > > > > That video is a perfect example of why this would be a good idea! > > Unless the video has been properly refuted by the developer, I believe that > it is a good example of a situation that needs to be corrected. Your > suggestion that the community is destroying itself with it's own ignorance > is not helping to suggest one way or another that it is or isn't a design > flaw with the multiplayer portion of the Source Engine. > > If this situation has already been handled, say by -tickrate or max fps, > server side, then fine -- but I do not recall seeing such a degree of > separation between the model and actual hit-boxes being discussed with > server variables as part of the context. I know that there was some > discussion over accuracy and increased FPS server side (dedicated), but this > is a listen server, the server is showing the hit-boxes, correct? How does > this explain any issues with lag or latency when the author of the video is > describing the situation through use of a Bot on his own server (listen)? > > Please feel free to express your wisdom on the situation so that we aren't > "ignorant". > > Respectfully, > > Bud Ingram > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlds > -- Clayton Macleod ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] No steam logon [vac2 error]
Get a grip DrBashir can u read and speak english? ffs what a what have u contributed to this mailing list yeah i thought so I really tried, but sorry, i could not make it through your email. The lack of punctuation got me totally confused where your sentences begin, and where they end. sorry... DrBashir -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] Sent: Wednesday, May 11, 2005 3:14 PM To: hlds@list.valvesoftware.com Subject: Re: [hlds] No steam logon [vac2 error] i agree with steve the drop rate of the elite players or so called skilled players was unbelievable hell even if it was "just logging" i preferred it on it did scare off some of the cheats maybe its a case of its running in silent mode ie not showing up but still logging hopefully alfred can clear up what has happened or maybe its getting very close to going live and his lips are vac secured the weird thing was with vac beta running the server ran better than ever memory useage wasnt as high anyone other server admins notice this re the firewall issues by wayne why dont you mail details to alfred that way they can work out which firewall affects connection issues we had a few clients with the no steam login message but none of our clan members had it and we all have different firewalls/routers etc we have over 25 css members and none got the error i noticed a steam update today what was that for? come on alfred throw us a bone ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] mp_showhitboxes
From: "Ben" <[EMAIL PROTECTED]> Subject: RE: [hlds] mp_showhitboxes > I think that valve should hide or remove a lot of console commands to stop > the community from destroying itself with its own ignorance :) > > That video is a perfect example of why this would be a good idea! Unless the video has been properly refuted by the developer, I believe that it is a good example of a situation that needs to be corrected. Your suggestion that the community is destroying itself with it's own ignorance is not helping to suggest one way or another that it is or isn't a design flaw with the multiplayer portion of the Source Engine. If this situation has already been handled, say by -tickrate or max fps, server side, then fine -- but I do not recall seeing such a degree of separation between the model and actual hit-boxes being discussed with server variables as part of the context. I know that there was some discussion over accuracy and increased FPS server side (dedicated), but this is a listen server, the server is showing the hit-boxes, correct? How does this explain any issues with lag or latency when the author of the video is describing the situation through use of a Bot on his own server (listen)? Please feel free to express your wisdom on the situation so that we aren't "ignorant". Respectfully, Bud Ingram ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] mp_showhitboxes
I think that valve should hide or remove a lot of console commands to stop the community from destroying itself with its own ignorance :) That video is a perfect example of why this would be a good idea! -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Stephen Moretti Sent: 11 May 2005 16:47 To: hlds@list.valvesoftware.com Subject: Re: [hlds] mp_showhitboxes Rafael Lopez wrote: >Why can you only show the hitboxes on listen servers? That's mighty >lame. It says its because it uses a lot of bandwidth. Last time i >though about it, WE decide how much bandwidth we want to use, not >valve. > > I take it you've been watching this : http://www.putfile.com/media.php?n=css_hit_b0x_bb ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] mp_showhitboxes
Rafael Lopez wrote: Why can you only show the hitboxes on listen servers? That's mighty lame. It says its because it uses a lot of bandwidth. Last time i though about it, WE decide how much bandwidth we want to use, not valve. I take it you've been watching this : http://www.putfile.com/media.php?n=css_hit_b0x_bb ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] No steam logon [vac2 error]
I really tried, but sorry, i could not make it through your email. The lack of punctuation got me totally confused where your sentences begin, and where they end. sorry... DrBashir -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] Sent: Wednesday, May 11, 2005 3:14 PM To: hlds@list.valvesoftware.com Subject: Re: [hlds] No steam logon [vac2 error] i agree with steve the drop rate of the elite players or so called skilled players was unbelievable hell even if it was "just logging" i preferred it on it did scare off some of the cheats maybe its a case of its running in silent mode ie not showing up but still logging hopefully alfred can clear up what has happened or maybe its getting very close to going live and his lips are vac secured the weird thing was with vac beta running the server ran better than ever memory useage wasnt as high anyone other server admins notice this re the firewall issues by wayne why dont you mail details to alfred that way they can work out which firewall affects connection issues we had a few clients with the no steam login message but none of our clan members had it and we all have different firewalls/routers etc we have over 25 css members and none got the error i noticed a steam update today what was that for? come on alfred throw us a bone even if its a cryptic clue lol ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] Pausing Server
If sv_pausable is 1, then anyone hitting their "pause" button on their keyboard can pause the game. If its 0, then no one can, not even admins (correct me if I'm wrong) DrBashir -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Rafael Lopez Sent: Wednesday, May 11, 2005 4:04 PM To: hlds@list.valvesoftware.com Subject: [hlds] Pausing Server How does one pause a server? Can clients do it or am i the only one (aka do it through console/rcon) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] mp_showhitboxes
If you read the command help for sv_showhitboxes you will see that it says "shows *server side* hitboxes". I.e. What is the player's position on the server. It doesn't make any sense to send that information over the wire to the client, because that is what you already have with the position of the player model. Don't forget that the client runs several frames behind the server due to latency and to allow for interpolation. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Rafael Lopez Sent: 11 May 2005 15:06 To: hlds@list.valvesoftware.com Subject: [hlds] mp_showhitboxes Why can you only show the hitboxes on listen servers? That's mighty lame. It says its because it uses a lot of bandwidth. Last time i though about it, WE decide how much bandwidth we want to use, not valve. BOOO!!! GIVE US MP_SHOWHITBOXES PLEASE!!! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Pausing Server
-- [ Picked text/plain from multipart/alternative ] sv_pausable needs to be enabled then you need rcon access to pause a server Or something like that On 5/12/05, Rafael Lopez <[EMAIL PROTECTED]> wrote: > > How does one pause a server? Can clients do it or am i the only one > (aka do it through console/rcon) > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds > -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] mp_showhitboxes
Why can you only show the hitboxes on listen servers? That's mighty lame. It says its because it uses a lot of bandwidth. Last time i though about it, WE decide how much bandwidth we want to use, not valve. BOOO!!! GIVE US MP_SHOWHITBOXES PLEASE!!! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] Pausing Server
How does one pause a server? Can clients do it or am i the only one (aka do it through console/rcon) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] No steam logon [vac2 error]
i agree with steve the drop rate of the elite players or so called skilled players was unbelievable hell even if it was "just logging" i preferred it on it did scare off some of the cheats maybe its a case of its running in silent mode ie not showing up but still logging hopefully alfred can clear up what has happened or maybe its getting very close to going live and his lips are vac secured the weird thing was with vac beta running the server ran better than ever memory useage wasnt as high anyone other server admins notice this re the firewall issues by wayne why dont you mail details to alfred that way they can work out which firewall affects connection issues we had a few clients with the no steam login message but none of our clan members had it and we all have different firewalls/routers etc we have over 25 css members and none got the error i noticed a steam update today what was that for? come on alfred throw us a bone even if its a cryptic clue lol ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] No steam logon [vac2 error]
Beta is beta. ANyone who chooses to participate should do so with the understanding that things can break, things will change, and that they agree to perform due diligence to provide the objective feedback the engineers deserve and need to make the product "ship ready" as soon as possible. Alfred did ask that anyone receiving connection errors provide hime with the details off list. So, if you have this type of data in your logs then you should send the data and any objective observations to him off list. The funniest observation I have is that I tried it out and for the first few hours players could connect but would drop as soon as they saw the vac shield. The drop rate was a little over 50%. Then, after a few hours, they all came back. Interestingly, the once super-elite scoring players were oddly no longer as skilled as before. ;-) Sort of like parking a highway patrol car beside the interstate. Everybody slows down... Alexander Kobbevik wrote: MAYBE that's why they didn't release the option or made this beta public yet? :S ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] Re: No steam logon [vac2 error]
MAYBE that's why they didn't release the option or made this beta public yet? :S -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of WayneH Sent: 11. mai 2005 13:46 To: hlds@list.valvesoftware.com Subject: RE: [hlds] Re: No steam logon [vac2 error] It was doing jack for the Admins anyway, just had a funky load screen and made files on your drive, files that made my firewall cranky. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] Sent: Wednesday, 11 May 2005 9:32 PM To: hlds@list.valvesoftware.com Subject: Re: [hlds] Re: No steam logon [vac2 error] Looks like they pulled the plug for now anyway ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] Re: No steam logon [vac2 error]
It was doing jack for the Admins anyway, just had a funky load screen and made files on your drive, files that made my firewall cranky. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] Sent: Wednesday, 11 May 2005 9:32 PM To: hlds@list.valvesoftware.com Subject: Re: [hlds] Re: No steam logon [vac2 error] Looks like they pulled the plug for now anyway ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Re: No steam logon [vac2 error]
Looks like they pulled the plug for now anyway ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Re: No steam logon [vac2 error]
Check your firewall is configured correctly, disable it for a test. A friend has something weird happening, a temporary file is created in \docs & settings\temp and then attempts to connect to the internet upon joining a CSS server with VAC2, however its name changes each time you connect, so you may need to add some specific rules to allow connections. - Plasma - Original Message - From: "Rafael Lopez" <[EMAIL PROTECTED]> To: Sent: Wednesday, May 11, 2005 5:38 AM Subject: [hlds] Re: No steam logon [vac2 error] > Hi, I belive i encountered the error ALfred was talking about. It isnt > letting me connect to vac2 servers, it says the the connection failed > or something. The console then says: > > Dropped player [me] > Reason: No Steam Log On > > > -- > Rafael > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds