<!--QuoteBegin-titanium+Jun 28 2004, 07:50 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (titanium @ Jun 28 2004, 07:50 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-SaltzBad+Jun 27 2004, 02:32 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SaltzBad @ Jun 27 2004, 02:32 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> NS supposedly runs horrible on Linux servers, which last I heard was what all NSPug servers use. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> you heard wrong <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> On there being no unusually high CPU load issues with linux, or NSPUG servers running on linux machines? <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
Look that article basically says everything I've been trying to say, ok they don't seem to like it for some reason, and yes they seem to think the server predicts backwards rather than saving the location of each player (which if it is true I think is, in my opinion, some of the worst programming ever).
Anyway I'm really getting bored of this, is you have client side hitscan prediction on then yes the bullet decals will appear different to where they actually shot, if you turn it off, then you will notice lagg when firing your weapon, but you will see where the shots really hit.
This is really quite pointless in this day and age anyone with a decent broadband connection can get under 50ms ping the only issue with the netcode as it is at the moment is bullet loss which I have already tried to explain.
And no im not a developer, but this is researched knowledge (im not digging it up again just to prove my point), and I am on a computing course at uni, and I do take an interest in how my games work.
<!--QuoteBegin-Seph Kimara+Jun 28 2004, 07:59 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Seph Kimara @ Jun 28 2004, 07:59 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Steam is just a platform. HLDS, CS, NS, DOD, etc, all they do is run through it. Changed netcode is due to changes in the games themselves. It's not Steam's fault, and it's annoying when people blame it for things it hasn't done. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> but NS does run on the halflife .exe and changes have been made too the core and the netcode (such as ex_interp issues) when steam download updates it its often for updates to the games.
specifically there are some problems with player view changing hitbox alignment that is showing up in other games too...(such as being shot by players that arn't even looking in your direction)
considering that these problems didnt exist in the previous won version of hl.exe its not unreasonable to suspect that it may be the source of the problems.
If I wanted to give the impression that I was a reasonable person I certainly wouldn't run around claiming that a game with 40+ thousand players and 30+ thousand servers was "unpopular".
<!--QuoteBegin-Soylent green+Jun 28 2004, 08:05 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Soylent green @ Jun 28 2004, 08:05 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> By doing exactly as you suggested. Set the game filter to CS and untick all other filters and do a full update. Comes out to ~20000 CS servers right now, and it's mid day on a monday(well, here...) so it should go quite a bit higher.
(I still see ~20000 CS servers, certainly, it is much higher than a mere 3000 as you suggested. And where do you get the idea that WON HL ever had 300 000 servers? Also quoting all HL MOD servers and claiming them to be CS servers will inflate the actual number by quite a bit I'd imagine) <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> We seem to have gotten considerably different numbers, and in relation to the thread we are kind of wandering off topic. So i'd like to thank you all for posting in here, it's has been a good learning experience as well as interesting to the highest extent for me when Soylent Green pointed out the changelog and analysis of the new netcode for version 1100. However we seem to be at an end to this conversation; so i'd like to ask you guys to post at steampowered.com with me. The result of the post will hopefully be either a re-write of the HL netcode under STEAM, or at least a increase in client prediction sampling rates. If valve can't do anything about it, perhaps we should look towards the NS developers, and ask them to tie in and in-built FPS booster for the NSDS. There has been quite alot of material in this thread to justify that kind of modification; after all it's almost certain now that the low FPS of vanilla DS is what causes bad prediction results.
I hope to hear from you all in the near future, in both the servers and NS forums. We people that actually take the time to examine in-depth the problems with the games we play, are what makes beta testing so thorough. I feel we have an obligation, however small, to spend perhaps only an hour or two a week sorting out the problems that bug us most in our favourite games.
Realistically, at the end of our efforts what can we expect? At the worst case scenario these problems become common knowledge yet the official NS developers do nothing about it. However, getting problems like this into the public's awareness and train of thoughts when we are playing should lower the amounts of cheat accusations, making our servers all the friendlier for the people that play in them. If it's a major enough problem we may even see a large portion of the NSDS's being hosted with FPS boosting additions. Even this would be the ideal situation to improve both the playability and reliability of our favourite games.
So thank you all, as you can see we are now a large step towards sorting out the issues that are bugging us the most about NS under steam =]
Comments
you heard wrong <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
On there being no unusually high CPU load issues with linux, or NSPUG servers running on linux machines? <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
Anyway I'm really getting bored of this, is you have client side hitscan prediction on then yes the bullet decals will appear different to where they actually shot, if you turn it off, then you will notice lagg when firing your weapon, but you will see where the shots really hit.
This is really quite pointless in this day and age anyone with a decent broadband connection can get under 50ms ping the only issue with the netcode as it is at the moment is bullet loss which I have already tried to explain.
And no im not a developer, but this is researched knowledge (im not digging it up again just to prove my point), and I am on a computing course at uni, and I do take an interest in how my games work.
but NS does run on the halflife .exe and changes have been made too the core and the netcode (such as ex_interp issues) when steam download updates it its often for updates to the games.
specifically there are some problems with player view changing hitbox alignment that is showing up in other games too...(such as being shot by players that arn't even looking in your direction)
considering that these problems didnt exist in the previous won version of hl.exe its not unreasonable to suspect that it may be the source of the problems.
<a href='http://www.steampowered.com/status/game_stats.html' target='_blank'>*ahem*</a>
If I wanted to give the impression that I was a reasonable person I certainly wouldn't run around claiming that a game with 40+ thousand players and 30+ thousand servers was "unpopular".
(I still see ~20000 CS servers, certainly, it is much higher than a mere 3000 as you suggested. And where do you get the idea that WON HL ever had 300 000 servers? Also quoting all HL MOD servers and claiming them to be CS servers will inflate the actual number by quite a bit I'd imagine) <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
We seem to have gotten considerably different numbers, and in relation to the thread we are kind of wandering off topic. So i'd like to thank you all for posting in here, it's has been a good learning experience as well as interesting to the highest extent for me when Soylent Green pointed out the changelog and analysis of the new netcode for
version 1100. However we seem to be at an end to this conversation; so i'd like to ask you guys to post at steampowered.com with me. The result of the post will hopefully be either a re-write of the HL netcode under STEAM, or at least a increase in client prediction sampling rates. If valve can't do anything about it, perhaps we should look towards the NS developers, and ask them to tie in and in-built FPS booster for the NSDS. There has been quite alot of material in this thread to justify that kind of modification; after all it's almost certain now that the low FPS of vanilla DS is what causes bad prediction results.
I hope to hear from you all in the near future, in both the servers and NS forums.
We people that actually take the time to examine in-depth the problems with the games we play, are what makes beta testing so thorough. I feel we have an obligation, however small, to spend perhaps only an hour or two a week sorting out the problems that bug us most in our favourite games.
Realistically, at the end of our efforts what can we expect? At the worst case scenario these problems become common knowledge yet the official NS developers do nothing about it. However, getting problems like this into the public's awareness and train of thoughts when we are playing should lower the amounts of cheat accusations, making our servers all the friendlier for the people that play in them. If it's a major enough problem we may even see a large portion of the NSDS's being hosted with FPS boosting additions. Even this would be the ideal situation to improve both the playability and reliability of our favourite games.
So thank you all, as you can see we are now a large step towards sorting out the issues that are bugging us the most about NS under steam =]