-- [ 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: [email protected] > 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: [email protected] > 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

