Difference between choke and loss is simply the direction of the exchange of
lost data. Choke is when information from the server doesn't reach the
client, loss is the other way around.
It doesn't matter what reason but most of the time you get choke because the
server would need to send more to
loss is not just from you to server, because when you have loss you are
not just lagging to others, but others are lagging to you and loss can't
be one-way, because when some line between you and server is broken in
AND out traffic has packet loss, not just in or just out. And choke, I
think
Alright but then why do we need rate? Again, only a potential source
of problems. It's not like any source game is a bandwidth hog and even
if it were, why try to limit the connection? The results is only lost
packages and lag.
On Sun, Sep 21, 2008 at 10:17 AM, Johan Liljeblad [EMAIL PROTECTED]
what? if you set 16bin in win and 32bit in cs you have 16bit, so this
doesn't make any sense.
AnAkIn . wrote / napísal(a):
There was a suggestion on the Steam Forums:
Maybe you should remove the 16 bits option and make everybody use 32 bits,
because a lot of people just use 16 bits to see
I don't know if this is related, but it looks like Master Server issues.
Yesterday I was searching for almost full 32 slot server (30/32 or so)
and I find GTFO servers (in central europe was 04am) all servers had
31/32 players, but when I joined there was 0/32 players, some kind of
I could be very wrong here, but logical thinking makes me believe that the
game settings are unrelated to the desktop settings. If you put your desktop
at 800x600, and your game at 1650x1050, it surely won't run as 800x600. That
example makes me think the same goes for the bits setting.
Why would they have 4 player-controlled zombies among hundreds of AI
zombies?
On Sun, Sep 14, 2008 at 2:43 AM, Ronny Schedel [EMAIL PROTECTED]wrote:
If they cannot run, then they could not play a single player game. In fact
it is a single player game, with a choice to play this single player
No, they use fakeclients
Kveri wrote:
I don't know if this is related, but it looks like Master Server issues.
Yesterday I was searching for almost full 32 slot server (30/32 or so)
and I find GTFO servers (in central europe was 04am) all servers had
31/32 players, but when I joined
OK - Im doing some rooting around for as much info on the correct configs
for each map i play on the server.
After looking about on t'internet there was a few gleams of info, but not
exactly what i wanted.
So i thought, ok, see how other servers set there maps up - today i have
mostly been doing
mp_maxrounds - round means one side, lets say team A is RED, team B is
BLU, one round means time from game start to team switch. mp_maxrounds
means how many times teams have to switch before map ends.
mp_winlimit - how many checkpoints must one of the teams captures before
map ends - I have
IMO the best way to configure a pl map is to have it run for a specific
number of rounds. Adding in a time limit or win limit will cause the map
to end abruptly. My pl_goldrush.cfg and pl_badwater.cfg files both look
like this.
mp_maxrounds 2
mp_timelimit 0
mp_stalemate_enable 0
mp_winlimit 0
mp_maxrounds 2 means teamA defending and then attacking (or vice versa).
mp_maxrounds 1 means only 1 defend/attack round.
Kveri wrote / napísal(a):
mp_maxrounds - round means one side, lets say team A is RED, team B is
BLU, one round means time from game start to team switch. mp_maxrounds
OK - so can i ditch mp_timelimit, mp_maxrounds, mp_winlimit for server.cfg
altogether then? and just have them all set from mapname.cfg?
On 9/21/08, Darren Gordon [EMAIL PROTECTED] wrote:
IMO the best way to configure a pl map is to have it run for a specific
number of rounds. Adding in a
yes
Patrick Shelley wrote / napísal(a):
OK - so can i ditch mp_timelimit, mp_maxrounds, mp_winlimit for server.cfg
altogether then? and just have them all set from mapname.cfg?
On 9/21/08, Darren Gordon [EMAIL PROTECTED] wrote:
IMO the best way to configure a pl map is to have it run
It would be cool to see vavle release mapname.cfg's for each map they have
made, and then we could work from there to suit individual setups.
many thanks for help
Pat
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A word on FakeClients. Its a great idea NOT to use them on an empty server
if you choose to use them at all.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Redh3ad
Sent: Sunday, September 21, 2008 7:58 AM
To: Half-Life dedicated Win32 server mailing
Read the info for l4d, the player controlled zombies aren't your run of
the mill zombies..
Jake E wrote:
Why would they have 4 player-controlled zombies among hundreds of AI
zombies?
On Sun, Sep 14, 2008 at 2:43 AM, Ronny Schedel [EMAIL PROTECTED]wrote:
If they cannot run, then
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