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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
>
>
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