Source Engine and DoD: Source Updates

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    #31
    DaRk-AnGeL wrote..

    Why don't they examine CS:Source ? As far as I can see, even without those bugfixes to DOD, CSS STILL had way more problems with the netcode. I'm sorry, but this is a joke, pure and simple, CSS has been abandoned, no one, not even Valve can deny that...
    :o



    http://www.csnation.net/viewnews.php/8057/

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    • DaRk-AnGeL

      #32
      Mmmm, that may have seemed a little out of context, I am well aware that there are content changes on the horizon (give or take a few months) but where are the bug fixes ? Who is actually looking at the game and examining the issues ? Yes yes we can all hit F4 and submit a bug report, but do Valve actually read them ? Probably not, because most are filled with drivel about graphical errors - "Subject: OGM FIX MY GRAFIX !!111" there are serious bugs still going around. Do you know, if you are hit by a grenade from a team mate while defusing the bomb, you stop defusing ? Do you know that the game only begins to feel accurate when playing on 100 Ticrate servers with people using rates around double the default rates provided by Valve ? However, no matter what server you play on, on DOD:Source, the bullet registry mechanics are outstanding, even versus default rating players. Why is this ? I can shoot, I do play at a high skill level, and I am a veteran of the game (Played CS for approximately 5.5 years now.) I hate having to bring this issue up, because 99% of the people out there look at this and think 'well, he's obviously a noob with shit internet and playing on shit servers' This isn't the case, I would say that I know a fair bit about the netcode, especially from Valves official documentation, but right now, there are major problems with CS:S, that have to be seen to. I don't say this because i'm poor at CS:S (because i'm not, I've played against many of the best teams in Europe) I would just like to see some confirmation from Valve that they are trying to fix the netcode issue, or at least the way in which players appear to absorb bullets.



      Sorry for ranting on. :-)

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      • Sava

        #33
        does this mean that point blank chest shots with k98 will actually kill guys now?

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        • peagle

          #34
          DaRk-AnGeL wrote..

          Do you know, if you are hit by a grenade from a team mate while defusing the bomb, you stop defusing?
          I'm pretty sure, if I was hit by a grenade while trying to defuse a bomb, I'd probably lose my concentration.
          DaRk-AnGeL wrote..

          Do you know that the game only begins to feel accurate when playing on 100 Ticrate servers with people using rates around double the default rates provided by Valve ? However, no matter what server you play on, on DOD:Source, the bullet registry mechanics are outstanding, even versus default rating players. Why is this?
          IIRC CS:S defaults to 33 tic, while DOD:S/HL2DM is 66, so maybe that's your answer. I think the default of 33 allows people to run servers that otherwise wouldn't exist. 1.6 offered the same flexibility to increment your server tic to have a "more accurate" simulation, but demanding all servers do that would reduce the number available, no?

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          • DaRk-AnGeL

            #35
            Interesting, but would you favor an 18 slot 33 Tic, or a 14/16 slot 66 Tic ? 33 Tic servers don't really cut it. That could be the answer, I never knew DOD:S forced 66 Tic.

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            • SubNeoN

              #36
              even IF css defaults to 33.. valve still recommended minimum of 66.. ? what's going on there?!

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              • peagle

                #37
                SubNeoN wrote..

                even IF css defaults to 33.. valve still recommended minimum of 66.. ? what's going on there?!
                I don't remember hearing Valve recommend a minimum of 66 for CS:S, where did you read that?



                Having looked back I remember my info came from this post:
                Subject: RE: [hlds] new command, -tickrate.

                Date: Thu, 24 Feb 2005 22:46:50 -0800

                From: "Alfred Reynolds"



                The default tick rate for HL2DM is 66, for Counter-Strike: Source is 33. I would try 66 and 100. The higher the value the more CPU usage. Extreme values (less than 33 or more than 128) may cause simulation errors.



                - Alfred
                So I may be out of date, though I don't remember this changing.

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                • entRo

                  #38
                  peagle wrote..

                  I'm pretty sure, if I was hit by a grenade while trying to defuse a bomb, I'd probably lose my concentration.
                  Yeah and I'm pretty sure if I was arbitrarily dropped into a convenient arena-like place with some other people, we'd get together with the other "team" and find a way to get the fuck out.



                  See what happens when you try to apply realism to an unrealistic scenario?

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