well, honestly, think about it. you think its going to be efficient w/ all those toilets, barrels, etc laying around, every which one constantly needing to be tracked because they can all do damage when tossed different directions?
thats a LOT of stuff for a server to keep track of. hl2dm will never be a good LARGE server game. even w/ a monster server, lots of players will only probably work *well* on lan, when both cpu and bandwidth is there.
kev
DaiTengu wrote:
Ok, so I got anxious and set up a hl2dm server last night, set it to 26 players, and watched it lag like hell when 8 people or more were connected .. And pings skyrocketed when it hit 26. (I know that 14 is the recommended, but a guy can play, eh? :) )
I saw a couple options on playing with cl_smooth, but that's a clientside command. I tried to play with the good 'ol sv_maxrate, sv_maxupdaterate and sv_minrate but no apparent change happened.
Is this a problem with hl2dm? Because I don't have this issue with my CS:Source server, also running 26 players.
Machine specs: 3.2ghz Xeon w/HT 1gig RAM 100mbit connection to a stable backbone
Server uses about 60% CPU at max capacity.
I currently have the server set to 20 people, it's still quite jerky for everyone, but as the server fills up within 3 minutes of launch, I guess people don't mind :)
--- Mike "DaiTengu" Miller Operations Director: United Admins Ltd. http://www.unitedadmins.com
Operations Director: Clan War Ensemble http://war-ensemble.com
Blog: http://www.daitengu.com
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