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.
>>
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>>
>>
>
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