RE: [hlds] Various issues with DoD:S

2005-10-04 Thread Alfred Reynolds
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: hlds@list.valvesoftware.com
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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Re: [hlds] Various issues with DoD:S

2005-10-04 Thread Dagok

Alfred, at least give admins the option of using  mp_fadetoblack  with DoDs.
As I understand it, this cvar doesnt work in DoDs (haven't checked myself),
and would be a decent alternative to the default camera behavior.

thanks,
Dagok


- Original Message -
From: Alfred Reynolds [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Tuesday, October 04, 2005 12:04 AM
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: hlds@list.valvesoftware.com
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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Re: [hlds] Various issues with DoD:S

2005-10-04 Thread Dan Stevens (IAmAI)
--
[ Picked text/plain from multipart/alternative ]
Alfred Reynolds:

 The camera behavior after death is by design (we spent a while bouncing
 back and forwards with that).


I'm curious about that. Could you go into more detail?
--

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RE: [hlds] Various issues with DoD:S

2005-10-04 Thread stalker333

Alfred,

1) I actually like the camera thing - on pubs. If I were playing in a match, I 
wouldn't care for it. So something that disables it would be very nice and much 
appreciated I'm sure ;-)

2) CPU usage is obviously kicking the crap out of some of these servers and clients 
alike. While I'm sure you've done a very good job keeping resource usage seemingly to a 
minimum, it's not uncommon for other people (or even the same people) to see a 
better way (less resource intensive way) to do things after looking it over 
again.

Seems like an obvious thing to say, but there ya go anyway lol.

3) I have seen those messages on some DOD:S servers, probably because of a 
plugin. I would love to see TK msgs be standard and def to on. Most people have 
realized that killing teammates can get you in trouble, while more often than 
not just shooting them 1-3 times (to lower their health to nothing) goes 
unpunished longer, for various reasons.

Hope your vacation was fun, looks like a lot of work ahead :)

Good luck,

-Stoned Smurf
AKA The Joint Chief


Subject: RE: [hlds] Various issues with DoD:S
Date: Tue, 4 Oct 2005 00:04:45 -0700
From: Alfred Reynolds [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Reply-To: hlds@list.valvesoftware.com

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


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Re: [hlds] Various issues with DoD:S

2005-10-04 Thread Dan Stevens (IAmAI)
--
[ Picked text/plain from multipart/alternative ]
stalker333 wrote:

 3) I have seen those messages on some DOD:S servers, probably because of a
 plugin. I would love to see TK msgs be standard and def to on. Most people
 have realized that killing teammates can get you in trouble, while more
 often than not just shooting them 1-3 times (to lower their health to
 nothing) goes unpunished longer, for various reasons.


They are useful on Counter-Strike Source; so you can appologise if you
accidently hit a team mate. There's nothing worse than a team mate shooting
you back on purpose after shooting them by mistake.
--

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RE: [hlds] Various issues with DoD:S

2005-10-04 Thread Alexander Kobbevik
 There's nothing worse than a team mate shooting
you back on purpose after shooting them by mistake.
--

I would say its worse to be shoot by a team mate on purpose.



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RE: [hlds] Various issues with DoD:S

2005-10-04 Thread K2
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: hlds@list.valvesoftware.com
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: hlds@list.valvesoftware.com
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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RE: [hlds] Various issues with DoD:S

2005-10-04 Thread ozmosissound
--
[ 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: hlds@list.valvesoftware.com
 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: hlds@list.valvesoftware.com
 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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RE: [hlds] Various issues with DoD:S

2005-10-04 Thread ozmosissound
--
[ Picked text/plain from multipart/alternative ]

Might wanna try

mp_teamoverride 1|0

It's a switch, but there is no definition in the list. Maybe making it a 1 will 
force players over, not sure.  Would appreciate it if you replied after testing 
it.
-- Original message --

 --
 [ 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: hlds@list.valvesoftware.com
  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: hlds@list.valvesoftware.com
  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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