RE: [hlds] Various issues with DoD:S
-- [ Picked text/plain from multipart/alternative ] Might wanna try mp_teamoverride 1|0 It's a switch, but there is no definition in the list. Maybe making it a 1 will force players over, not sure. Would appreciate it if you replied after testing it. -- Original message -- > -- > [ Picked text/plain from multipart/alternative ] > > It's now > > > mp_limitteams x > > x is how many more players one team can have over another, I.E. 1 makes it so > whoever has the least players is what team you have to pick to join the game. > > --Ozz > -- Original message -- > > > OK, after a few tests... I am not seeing any difference in CPU usage between > > sv_turbophysics on or off. > > > > I forgot to mention one thing... mp_autoteambalance. This cvar is also > > missing in DoD:S. > > > > Thx for the feedback so far Alfred. > > > > - K2 > > > > -Original Message- > > From: [EMAIL PROTECTED] > > [mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds > > Sent: Monday, October 03, 2005 9:05 PM > > To: hlds@list.valvesoftware.com > > 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 > > > > > > ___ > > 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
RE: [hlds] Various issues with DoD:S
-- [ Picked text/plain from multipart/alternative ] It's now mp_limitteams x x is how many more players one team can have over another, I.E. 1 makes it so whoever has the least players is what team you have to pick to join the game. --Ozz -- Original message -- > OK, after a few tests... I am not seeing any difference in CPU usage between > sv_turbophysics on or off. > > I forgot to mention one thing... mp_autoteambalance. This cvar is also > missing in DoD:S. > > Thx for the feedback so far Alfred. > > - K2 > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds > Sent: Monday, October 03, 2005 9:05 PM > To: hlds@list.valvesoftware.com > 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 > > > ___ > 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] Various issues with DoD:S
OK, after a few tests... I am not seeing any difference in CPU usage between sv_turbophysics on or off. I forgot to mention one thing... mp_autoteambalance. This cvar is also missing in DoD:S. Thx for the feedback so far Alfred. - K2 -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds Sent: Monday, October 03, 2005 9:05 PM To: hlds@list.valvesoftware.com 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 ___ 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] Various issues with DoD:S
There's nothing worse than a team mate shooting you back on purpose after shooting them by mistake. -- I would say its worse to be shoot by a team mate on purpose. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Various issues with DoD:S
-- [ Picked text/plain from multipart/alternative ] stalker333 wrote: > 3) I have seen those messages on some DOD:S servers, probably because of a > plugin. I would love to see TK msgs be standard and def to on. Most people > have realized that killing teammates can get you in trouble, while more > often than not just shooting them 1-3 times (to lower their health to > nothing) goes unpunished longer, for various reasons. They are useful on Counter-Strike Source; so you can appologise if you accidently hit a team mate. There's nothing worse than a team mate shooting you back on purpose after shooting them by mistake. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] Various issues with DoD:S
Alfred, 1) I actually like the camera thing - on pubs. If I were playing in a match, I wouldn't care for it. So something that disables it would be very nice and much appreciated I'm sure ;-) 2) CPU usage is obviously kicking the crap out of some of these servers and clients alike. While I'm sure you've done a very good job keeping resource usage seemingly to a minimum, it's not uncommon for other people (or even the same people) to see a "better way" (less resource intensive way) to do things after looking it over again. Seems like an obvious thing to say, but there ya go anyway lol. 3) I have seen those messages on some DOD:S servers, probably because of a plugin. I would love to see TK msgs be standard and def to on. Most people have realized that killing teammates can get you in trouble, while more often than not just shooting them 1-3 times (to lower their health to nothing) goes unpunished longer, for various reasons. Hope your vacation was fun, looks like a lot of work ahead :) Good luck, -Stoned Smurf AKA The Joint Chief Subject: RE: [hlds] Various issues with DoD:S Date: Tue, 4 Oct 2005 00:04:45 -0700 From: "Alfred Reynolds" <[EMAIL PROTECTED]> To: Reply-To: hlds@list.valvesoftware.com 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Various issues with DoD:S
-- [ Picked text/plain from multipart/alternative ] Alfred Reynolds: > The camera behavior after death is by design (we spent a while bouncing > back and forwards with that). I'm curious about that. Could you go into more detail? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Various issues with DoD:S
Alfred, at least give admins the option of using mp_fadetoblack with DoDs. As I understand it, this cvar doesnt work in DoDs (haven't checked myself), and would be a decent alternative to the default camera behavior. thanks, Dagok - Original Message - From: "Alfred Reynolds" <[EMAIL PROTECTED]> To: 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 ___ 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] 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 ___ 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