I felt I should have made a better response, you obvious put way more thought into your email than I did.
I don't think that ""printing text obviously isn't cheap,"", aka printing in console costs any cpu usage or bandwidth usage really. Sure maybe .0001% but that isn't worth anything on the manhours wasted on "commentary 1" or "sv_lan 1" with multiplayer servers. I believe an engine level fix should be inplace at every source engine game, just to save those hundreds of guys that 2 days of figuring out why his servers wont show up. On Tue, Sep 24, 2013 at 8:45 PM, Nick <[email protected]> wrote: > meh .............. well........................... I SAY MAKE SV_LAN 1 A > LOUD WARNING ALSO!!!!!!!!!!!!! > > haha > > > On Tue, Sep 24, 2013 at 8:04 PM, Kyle Sanderson <[email protected]>wrote: > >> >> On Tue, Sep 24, 2013 at 6:20 PM, Nick <[email protected]> wrote: >> >>> Because "commentary 1" should never be enabled in a multiplayer server, >>> "commentary >>> 1" SHOULD HAVE EPIC CONSOLE WARNINGS. >> >> >> How exactly do you determine which is and isn't a multiplayer server? I >> just fired up TF2, went into Commentary mode, and noticed a bunch of >> SteamID'd bots joined. Maybe I want to play Commentary mode with Ronald? >> >> >> On Tue, Sep 24, 2013 at 6:20 PM, Nick <[email protected]> wrote: >> >>> "commentary 1" MUST HAVE CONSOLE WARNINGS. IF "commentary 1" WILL >>> DISABLE MULTIPLAYER LISTEN SERVERS SHOWING UP IN SERVER BROWSER. IT MUST >>> HAVE CONSOLE WARNINGS. >> >> >> Should the same warnings exist for sv_lan? I mean sv_lan hasn't ever >> worked properly in any engine branch (goldsrc or Source), but it's still >> there. sv_lan will still silently kill you, the same as with Commentary. If >> sv_lan is no longer respected, and heartbeats with the new Steam backed >> masters, I do not know. If you opt-in to lethal option X, the option should >> kill you, not warn you endlessly... >> >> Totally offtopic for hlcoders: >> >> This is what (I'm assuming) junior developers did to the current set of >> released Source games, and now we're stuck with stupidly expensive >> printouts that end users and server operators (I'm both) can't deal with. >> Since the sv_parallel functions still don't lock properly (they never >> have), and printing text obviously isn't cheap, this actually crashes >> servers... Hacking the broken/useless printouts out solves this for >> myself... Not everyone likes hacks, though. >> >> >> >> On Tue, Sep 24, 2013 at 6:20 PM, Nick <[email protected]> wrote: >> >>> Warnings are the key to sucessful coding, and debugging. THE KEY. >> >> >> Ah. There are Developer Warning Macro's, and General Warning Macro's. I'm >> not against adding Developer Warning Macro's at all, they're nice to have. >> Forcing bogus Warnings onto end users however is a horrible tale, and >> that's the present state of the engine and server binaries (at least for >> CS:S, maybe other games are less spammy)? The General Warning Macro's are >> what seems to be the "go to" Macro's with Valve now, hence my frustration. >> >> Hopefully this helped in anyway, even if to prove me a clown. >> Kyle. >> >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >> >> >> >
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