Re: [hlds_linux] Doors at Tickrate 100
[ Converted text/html to text/plain ] Thank you! I'll check that out. Message: 1 Date: Tue, 5 Dec 2006 13:22:42 -0700 From: LDuke <[EMAIL PROTECTED]> To: [EMAIL PROTECTED] Subject: Re: [hlds_linux] Doors at Tickrate 100 Reply-To: [EMAIL PROTECTED] -- [ Picked text/plain from multipart/alternative ] Your description sounds like a change to the entity properties for the door. You can use a program like EntEd or EntSpy to edit the entities in a map or add new ones (that aren't brush based). If you save the changes, only the server needs the new version of the map. The CRC check doesn't include the entity setup. This is the method I used to add chickens back into cs_italy, so I know that it works. I don't know what property on a door you could change to fix it, but if there is one this method should work. -- Get Your Own .NU Web Address Now! ---> http://WWW.NUNAMES.NU ===References:=== 1. compose?send_to=hlds_linux%40list.valvesoftware.com 2. compose?send_to=hlds_linux%40list.valvesoftware.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Doors at Tickrate 100
Ian mu wrote: I think more and more, we'll see games just with one standard server settings (network wise etc, not talking about modes, and gameplay vars), and less and less client settings (but still be able to configure via menu etc). Personally would like to see Valve take this road, but its pretty unlikely :). Valve have the perfect opportunity to take the lead on this as they have the delivery mechanism which will allow them to adapt over time easily. Hopefully they will harvest this advantage and take this step to "level" the playing field providing the gamers with a solid platform. Steve This e.mail is private and confidential between Multiplay (UK) Ltd. and the person or entity to whom it is addressed. In the event of misdirection, the recipient is prohibited from using, copying, printing or otherwise disseminating it or any information contained in it. In the event of misdirection, illegible or incomplete transmission please telephone +44 845 868 1337 or return the E.mail to [EMAIL PROTECTED] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Doors at Tickrate 100
-- [ Picked text/plain from multipart/alternative ] I kinda agree with this, most of the pro ut2k4 clans we have set theirs up at 40 even. Whatever, I personally would trade a clamped 66tick (i.e by the engine) than having a whole host of servers set at 33, 66, 75, 100 etc, of which some can't handle as well for most other settings, and some having bugs etc. Never understood why not simply have one "decent" setting where everyone knows where they stand, and gets used to a specific standard. Every server they then join is set the same, this has always been key for me when playing games, especially when its not obvious whats what when you join. I can see the problem with larger servers etc, but I can't believe there isn't a decent solution. I think more and more, we'll see games just with one standard server settings (network wise etc, not talking about modes, and gameplay vars), and less and less client settings (but still be able to configure via menu etc). Personally would like to see Valve take this road, but its pretty unlikely :). On 12/6/06, Midnight <[EMAIL PROTECTED]> wrote: > > No offense, but this is wrong imo. > > I think you are confusing bandwidth caps and updates/sec. > > However I do agree that higher tick helps improve the feel of the game, > but only to a point. At some point it starts to hurt things because the > server and the player's latency cannot keep up, making higher tickrates > useless. > > > storno.porno wrote: > > Picture this : > > > > 10 players (5 on each team) are in the same part of the map. > > All of them are shooting and moving. > > By shooting around they hit a few props as cans, tons etc aswell, and > they > > start moving too. > > > > How in hell is the server supposed to let everybody see the exact same > scene > > if it can't make more updates than 66 in one tick? > > > Interpolation. > > Also, it only has to interpolate 5ms of extra positional delta, which is > pretty small. > > There is a very good reason why leagues demand to use tick100 on > official > > matches. > > And that reason is simply "accurate gaming". > > > I would more likely call it psychological self-imposed setting. > > If u think there's no way to tell the difference between a 100 tickrate > > server and a 66 tickrate server while playing, then obviously your > > requirements aren't very high (which is ok , I assume, for a fun player > ... > > but definitely not ok for a competitive semi-professional gamer). > FYI, in UT2004 the top players feel that 50-60 tickrate is totally > adequate and anything more is overkill and will only hurt server > performance by taxing the system or internet connection. > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds_linux > -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Doors at Tickrate 100
-- [ Picked text/plain from multipart/alternative ] Source games are crap, end of story. I run my DOD 1.3 server at 1000 sys_ticrate (fedora) and it has unreal accurate hitreg and smooth as silk play. CSS is really nice because its a direct port but its not so nice thats its worth all of the troubles of running a Source server. none of the source mods are.then you combine all of the lame Steam updates like the most recent one with the cl_restric cvar and I just have to wonder why anyone even runs a source server at all. SOURCE ='s one big headache after another. but im still bitter the dod dev team lied and told us DODS would be a direct port.Oh well... ---Original Message--- From: Midnight Date: 12/05/06 21:55:43 To: hlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux] Doors at Tickrate 100 No offense, but this is wrong imo. I think you are confusing bandwidth caps and updates/sec. However I do agree that higher tick helps improve the feel of the game, but only to a point. At some point it starts to hurt things because the server and the player's latency cannot keep up, making higher tickrates useless. storno.porno wrote: > Picture this : > > 10 players (5 on each team) are in the same part of the map. > All of them are shooting and moving. > By shooting around they hit a few props as cans, tons etc aswell, and they > start moving too. > > How in hell is the server supposed to let everybody see the exact same scene > if it can't make more updates than 66 in one tick? > Interpolation. Also, it only has to interpolate 5ms of extra positional delta, which is pretty small. > There is a very good reason why leagues demand to use tick100 on official > matches. > And that reason is simply "accurate gaming". > I would more likely call it psychological self-imposed setting. > If u think there's no way to tell the difference between a 100 tickrate > server and a 66 tickrate server while playing, then obviously your > requirements aren't very high (which is ok , I assume, for a fun player .. > but definitely not ok for a competitive semi-professional gamer). FYI, in UT2004 the top players feel that 50-60 tickrate is totally adequate and anything more is overkill and will only hurt server performance by taxing the system or internet connection. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Doors at Tickrate 100
No offense, but this is wrong imo. I think you are confusing bandwidth caps and updates/sec. However I do agree that higher tick helps improve the feel of the game, but only to a point. At some point it starts to hurt things because the server and the player's latency cannot keep up, making higher tickrates useless. storno.porno wrote: Picture this : 10 players (5 on each team) are in the same part of the map. All of them are shooting and moving. By shooting around they hit a few props as cans, tons etc aswell, and they start moving too. How in hell is the server supposed to let everybody see the exact same scene if it can't make more updates than 66 in one tick? Interpolation. Also, it only has to interpolate 5ms of extra positional delta, which is pretty small. There is a very good reason why leagues demand to use tick100 on official matches. And that reason is simply "accurate gaming". I would more likely call it psychological self-imposed setting. If u think there's no way to tell the difference between a 100 tickrate server and a 66 tickrate server while playing, then obviously your requirements aren't very high (which is ok , I assume, for a fun player ... but definitely not ok for a competitive semi-professional gamer). FYI, in UT2004 the top players feel that 50-60 tickrate is totally adequate and anything more is overkill and will only hurt server performance by taxing the system or internet connection. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Doors at Tickrate 100
-- [ Picked text/plain from multipart/alternative ] Your description sounds like a change to the entity properties for the door. You can use a program like EntEd or EntSpy to edit the entities in a map or add new ones (that aren't brush based). If you save the changes, only the server needs the new version of the map. The CRC check doesn't include the entity setup. This is the method I used to add chickens back into cs_italy, so I know that it works. I don't know what property on a door you could change to fix it, but if there is one this method should work. On 12/5/06, storno.porno <[EMAIL PROTECTED]> wrote: > > > Seems like the fixed map has to be put only on the server tho, since u > don't > download any map from the fixed servers (which still, to me, doesn't make > sense, as this would mess up any CRC checks done to prevent any issues > with > wrong mapfiles ... oh well, I'm not that much of a coder anyway ;-). > > > -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Doors at Tickrate 100
-- [ Picked text/plain from multipart/alternative ] ROFL " in dept"should you really be playing games, or going to class more. ---Original Message--- From: jonatan sandberg Date: 12/05/06 06:11:49 To: hlds_linux@list.valvesoftware.com Subject: [hlds_linux] Doors at Tickrate 100 [ Converted text/html to text/plain ] Hello Friends. I am a server administrator for my competetive team. I try to get our matches as fair and smooth as possible. We have to play our matches in tick100, league rules. Because of this the doors in all maps that our league plays are really hard to use and kind of unpredictable at times. A couple of days ago someone posted a "quickfix" for the doors, adjusting phys_timescale. This is not any kind of fix that can be used in serious matches. Phys_timescale also affects jumping, if only a little its still to much, and other things. Because of this I am here asking if there is possible to create a plug-in to fix this problem. It's a longshot but is it possible to create a plug-in that only changes the phys_timescale value for the doors, or ANYTHING to fix the problem. Lets face it, Valve is not going to touch this, ever! And because of this we at r60.org, and possibly every other Cs:s league out there, asks you plug-in creators to take a look at this. We would really be in dept to you, we already are! Thank you in advance, if for nothing else than for trying. /Jonatan Sandberg Forsgren - Get Your Own .NU Web Address Now! ---> http://WWW.NUNAMES.NU ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Doors at Tickrate 100
Ian mu wrote: -- [ Picked text/plain from multipart/alternative ] On the coke test of being able to tell the difference (haven't tested on a lan, but guessing not referring to that), anyone we've tested to see if they can tell the difference have never been able to (decent players, with a few not even being able to tell the difference with 33, but enough to suggest that there is). Same here, tested a "pro" CS 1.6 clan who where insisting they couldn't play unless they had a server with 1000 FPS. They couldn't tell the difference above 200 and I suspect they only figured that because the ping was lower. Was quite amusing then I took away rcon access: Pros: "But how are we meant to tell if its better or not?" Me: "By playing on it!" Pros: "But we cant tell if its 1000 FPS without rcon." Me: "Exactly, you clearly dont needed it then do you!" A smooth server where the game play "fps" stays solid will play better than a "tweaked" server which cant maintain its output any day of the week. Steve This e.mail is private and confidential between Multiplay (UK) Ltd. and the person or entity to whom it is addressed. In the event of misdirection, the recipient is prohibited from using, copying, printing or otherwise disseminating it or any information contained in it. In the event of misdirection, illegible or incomplete transmission please telephone +44 845 868 1337 or return the E.mail to [EMAIL PROTECTED] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
RE: [hlds_linux] Doors at Tickrate 100
Picture this : 10 players (5 on each team) are in the same part of the map. All of them are shooting and moving. By shooting around they hit a few props as cans, tons etc aswell, and they start moving too. How in hell is the server supposed to let everybody see the exact same scene if it can't make more updates than 66 in one tick? There is a very good reason why leagues demand to use tick100 on official matches. And that reason is simply "accurate gaming". If u think there's no way to tell the difference between a 100 tickrate server and a 66 tickrate server while playing, then obviously your requirements aren't very high (which is ok , I assume, for a fun player ... but definitely not ok for a competitive semi-professional gamer). On a map like de_nuke , the door everybody mentions is one of the main tactical positions of the map. This door being bugged really doesn't help competitive gaming at all. Since there definitely are servers out there who fixed the issue, it is obviously indeed possible. As far as I know tho, it involves having fixed maps (as it seems to be a map-bug, not specifically an engine bug). Seems like the fixed map has to be put only on the server tho, since u don't download any map from the fixed servers (which still, to me, doesn't make sense, as this would mess up any CRC checks done to prevent any issues with wrong mapfiles ... oh well, I'm not that much of a coder anyway ;-). -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of LDuke Sent: Dienstag, 05. Dezember 2006 16:48 To: hlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux] Doors at Tickrate 100 -- [ Picked text/plain from multipart/alternative ] Use a 66 tickrate server. :) Seriously, I haven't heard a single good reason to use anything higher that stands up to serious scrutiny. On 12/5/06, jonatan sandberg <[EMAIL PROTECTED]> wrote: > > [ Converted text/html to text/plain ] > Hello Friends. > I am a server administrator for my competetive team. I try to get our > matches > as fair and smooth as possible. We have to play our matches in tick100, > league > rules. Because of this the doors in all maps that our league plays are > really > hard to use and kind of unpredictable at times. A couple of days ago > someone > posted a "quickfix" for the doors, adjusting phys_timescale. This is not > any > kind of fix that can be used in serious matches. Phys_timescale also > affects > jumping, if only a little its still to much, and other things. > Because of this I am here asking if there is possible to create a plug-in > to > fix this problem. It's a longshot but is it possible to create a plug-in > that > only changes the phys_timescale value for the doors, or ANYTHING to fix > the > problem. Lets face it, Valve is not going to touch this, ever! And because > of > this we at r60.org, and possibly every other Cs:s league out there, asks > you > plug-in creators to take a look at this. We would really be in dept to > you, we > already are! > Thank you in advance, if for nothing else than for trying. /Jonatan > Sandberg > Forsgren > > > > -- > Get Your Own .NU Web Address Now! ---> http://WWW.NUNAMES.NU > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds_linux > -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Doors at Tickrate 100
-- [ Picked text/plain from multipart/alternative ] On the coke test of being able to tell the difference (haven't tested on a lan, but guessing not referring to that), anyone we've tested to see if they can tell the difference have never been able to (decent players, with a few not even being able to tell the difference with 33, but enough to suggest that there is). On 12/5/06, Whisper <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > If you are a good CSS player you can tell the difference, especially on > LAN. > > On 12/6/06, LDuke <[EMAIL PROTECTED]> wrote: > > > > -- > > [ Picked text/plain from multipart/alternative ] > > Use a 66 tickrate server. :) > > > > Seriously, I haven't heard a single good reason to use anything higher > > that > > stands up to serious scrutiny. > > > > > > > > On 12/5/06, jonatan sandberg <[EMAIL PROTECTED]> wrote: > > > > > > [ Converted text/html to text/plain ] > > > Hello Friends. > > > I am a server administrator for my competetive team. I try to get our > > > matches > > > as fair and smooth as possible. We have to play our matches in > tick100, > > > league > > > rules. Because of this the doors in all maps that our league plays are > > > really > > > hard to use and kind of unpredictable at times. A couple of days ago > > > someone > > > posted a "quickfix" for the doors, adjusting phys_timescale. This is > not > > > any > > > kind of fix that can be used in serious matches. Phys_timescale also > > > affects > > > jumping, if only a little its still to much, and other things. > > > Because of this I am here asking if there is possible to create a > > plug-in > > > to > > > fix this problem. It's a longshot but is it possible to create a > plug-in > > > that > > > only changes the phys_timescale value for the doors, or ANYTHING to > fix > > > the > > > problem. Lets face it, Valve is not going to touch this, ever! And > > because > > > of > > > this we at r60.org, and possibly every other Cs:s league out there, > asks > > > you > > > plug-in creators to take a look at this. We would really be in dept to > > > you, we > > > already are! > > > Thank you in advance, if for nothing else than for trying. /Jonatan > > > Sandberg > > > Forsgren > > > > > > > > > > > > > > > -- > > > Get Your Own .NU Web Address Now! ---> http://WWW.NUNAMES.NU > > > ___ > > > To unsubscribe, edit your list preferences, or view the list archives, > > > please visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlds_linux > > > > > -- > > > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlds_linux > > > -- > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds_linux > -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Doors at Tickrate 100
-- [ Picked text/plain from multipart/alternative ] If you are a good CSS player you can tell the difference, especially on LAN. On 12/6/06, LDuke <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > Use a 66 tickrate server. :) > > Seriously, I haven't heard a single good reason to use anything higher > that > stands up to serious scrutiny. > > > > On 12/5/06, jonatan sandberg <[EMAIL PROTECTED]> wrote: > > > > [ Converted text/html to text/plain ] > > Hello Friends. > > I am a server administrator for my competetive team. I try to get our > > matches > > as fair and smooth as possible. We have to play our matches in tick100, > > league > > rules. Because of this the doors in all maps that our league plays are > > really > > hard to use and kind of unpredictable at times. A couple of days ago > > someone > > posted a "quickfix" for the doors, adjusting phys_timescale. This is not > > any > > kind of fix that can be used in serious matches. Phys_timescale also > > affects > > jumping, if only a little its still to much, and other things. > > Because of this I am here asking if there is possible to create a > plug-in > > to > > fix this problem. It's a longshot but is it possible to create a plug-in > > that > > only changes the phys_timescale value for the doors, or ANYTHING to fix > > the > > problem. Lets face it, Valve is not going to touch this, ever! And > because > > of > > this we at r60.org, and possibly every other Cs:s league out there, asks > > you > > plug-in creators to take a look at this. We would really be in dept to > > you, we > > already are! > > Thank you in advance, if for nothing else than for trying. /Jonatan > > Sandberg > > Forsgren > > > > > > > > > -- > > Get Your Own .NU Web Address Now! ---> http://WWW.NUNAMES.NU > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlds_linux > > > -- > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds_linux > -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Doors at Tickrate 100
-- [ Picked text/plain from multipart/alternative ] Use a 66 tickrate server. :) Seriously, I haven't heard a single good reason to use anything higher that stands up to serious scrutiny. On 12/5/06, jonatan sandberg <[EMAIL PROTECTED]> wrote: > > [ Converted text/html to text/plain ] > Hello Friends. > I am a server administrator for my competetive team. I try to get our > matches > as fair and smooth as possible. We have to play our matches in tick100, > league > rules. Because of this the doors in all maps that our league plays are > really > hard to use and kind of unpredictable at times. A couple of days ago > someone > posted a "quickfix" for the doors, adjusting phys_timescale. This is not > any > kind of fix that can be used in serious matches. Phys_timescale also > affects > jumping, if only a little its still to much, and other things. > Because of this I am here asking if there is possible to create a plug-in > to > fix this problem. It's a longshot but is it possible to create a plug-in > that > only changes the phys_timescale value for the doors, or ANYTHING to fix > the > problem. Lets face it, Valve is not going to touch this, ever! And because > of > this we at r60.org, and possibly every other Cs:s league out there, asks > you > plug-in creators to take a look at this. We would really be in dept to > you, we > already are! > Thank you in advance, if for nothing else than for trying. /Jonatan > Sandberg > Forsgren > > > > -- > Get Your Own .NU Web Address Now! ---> http://WWW.NUNAMES.NU > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds_linux > -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[hlds_linux] Doors at Tickrate 100
[ Converted text/html to text/plain ] Hello Friends. I am a server administrator for my competetive team. I try to get our matches as fair and smooth as possible. We have to play our matches in tick100, league rules. Because of this the doors in all maps that our league plays are really hard to use and kind of unpredictable at times. A couple of days ago someone posted a "quickfix" for the doors, adjusting phys_timescale. This is not any kind of fix that can be used in serious matches. Phys_timescale also affects jumping, if only a little its still to much, and other things. Because of this I am here asking if there is possible to create a plug-in to fix this problem. It's a longshot but is it possible to create a plug-in that only changes the phys_timescale value for the doors, or ANYTHING to fix the problem. Lets face it, Valve is not going to touch this, ever! And because of this we at r60.org, and possibly every other Cs:s league out there, asks you plug-in creators to take a look at this. We would really be in dept to you, we already are! Thank you in advance, if for nothing else than for trying. /Jonatan Sandberg Forsgren -- Get Your Own .NU Web Address Now! ---> http://WWW.NUNAMES.NU ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux