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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