Does this cvar work for hl2mp? We have two hl2 team dm servers, and afkers
ruin the action. I havn't had time to test it out... I know it works on my
css, and apparantly dod it just boots after 50 seconds... But what about
deathmatch?
--
Sincerely,

James McKenna



----- Original Message -----
From: "Alfred Reynolds" <[EMAIL PROTECTED]>
To: <hlds@list.valvesoftware.com>
Sent: Tuesday, October 04, 2005 12:04 AM
Subject: RE: [hlds] Various issues with DoD:S


The camera behavior after death is by design (we spent a while bouncing
back and forwards with that). CPU usage is what it is, we are looking
into optimisations but there isn't any low hanging fruit. I will ask
about team wounding, I don't remember ever talking about the logging
strategy for it.

- Alfred

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of K2
Sent: Monday, October 03, 2005 11:59 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] Various issues with DoD:S

I'll keep it short 'n sweet:

1) CPU usage - DoD:S, at default settings, is a CPU hog... at least on
the
Linux platform. Other admins I have discussed this with that run this on
win2000/w2k3 also agree. With the number of players and the tickrate
being
equal (66), DoD:S uses about double the amount of CPU as CS:S does.
However,
I have talked to one admin who says setting the sv_turbophysics cvar to
zero
brings CPU usage down to normal levels. He says leaving the cvar set to
one
lets players actually knock over objects as opposed to bouncing off of
them
(e.g. a barrel). I noticed that CS:S also has the cvar now, but by
default
is set to zero. I'd like some official clarification on this setting,
and
what kind of CPU usage we should expect leaving it on vs. leaving it
off,
and if the number of movable objects on a map makes a difference.

2) Team wounding reporting - with CS:S, if a player wounds a teammate,
the
rest of the team sees notification of it. In DoD:S this is missing.

3) I noticed mp_forcecamera defaults to one, which is a good thing for
this
type of game. However, when you die, for the 3-4 seconds before you
respawn,
the in-game camera points directly to the player that killed you, and
tracks
their movements. If you're a sniper, this pretty much gives away your
position to the other team (granted you shouldn't stay in the same spot
for
more than a few seconds anyways, but that's moot). Several of my
playerbase
have noticed this and have been asking my admin staff to turn it off -
and
of course we cant. If the CPL ever pulls their collective heads out of
their
ass and host DoD:S at one of their next big tournaments, this is going
to be
a problem. It kinda already is... would like to see a cvar to allow
admins
to enable/disable this behavior at the very least.

That's all I have for now, hope to see some feedback on this list (hi
Alfred
;-) ). Thx for your time.

- K2
http://www.hardfought.org


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