CS-Reloaded Banner
Welcome, Guest. Please Login or Register.
Download First Map Pack!
Get more packs here

Home Help Search Login Register

CSReloaded Forums  |  General Category  |  Complaints (Moderators: Porter, Father Ribs, Surgeon General, Guardian_Tenshi)  |  Topic: de_torn and # of players
Pages: [1] Reply Notify of replies
   Author  Topic: de_torn and # of players  (Read 392 times)
c2kpoogs
Guest

E-Mail
de_torn and # of players
« on: May 18, 2003, 06:29:49 AM »
Reply with quote

Well i couldnt help to notice when i go oon de_torn the # of players goes down abaout 7v7 to 0v0, and every1 complains of lag, i am runing on a new dell with a cable and i think i have it the laggiest for some reason, i just wanna say pleaase take out of line up

ty for listening

-Po0gs
Logged
Justboy
Ladies' Man, Man's Man, Man About Town
Admin Team
CSR Connoisseur
*****
Karma: +166/-22

Offline

Gender: Male
Posts: 902

154865115 154865115 notquite_paradise Justb0y
View Profile WWW
Re:de_torn and # of players
« Reply #1 on: May 18, 2003, 09:31:53 AM »
Reply with quote

de_torn is great.  I'm on a very average computer - it runs as well as any other map.  I played de_torn on CSR the other night with people like Ribs, SC, MM, H clan, TWB etc, and the server was bursting.  Played the whole map through - very enjoyable game. 

About 2 people asked for a map change the minute it came on because they aren't as good on it as other maps.  If it lags your computer then you are in the minority because these maps are constructed to specific standards by very clever people.

Please don't remove de_torn.

ty for listening
Logged

Escape artists never die.
MysteryMachine
Guest

E-Mail
Re:de_torn and # of players
« Reply #2 on: May 18, 2003, 01:40:48 PM »
Reply with quote

If you are having lag problems from Torn, and you have the newest system, then you definatly have problems.  Your configs are most likely to blame.  What res you running at?  Are you using OpenGL or DirectX or software rendering? 
Logged
StealthMode
Guest

E-Mail
Re:de_torn and # of players
« Reply #3 on: May 18, 2003, 05:22:09 PM »
Reply with quote

The #1 problem with torn that most ppl experience is graphics lag.

This can be caused by a few reasons, which I am going to go in depth and help you out with this post.
STEALTHMODES BASIC TWEAKING TUTORIAL #1

Your graphics card/equipment is out of date or low end. anything less then 32 megs for vid memory is going to see lag on the larger textured maps.

A cheap but easy way around this is to turn the graphics quality down on the textures of the models, set your max smoke puffs lower, and set maxshells lower. Their are a few configuration utilities out there for cs, check sites like fileplanet and type half life configurator in the search box. Also, commands like fastsprites can adjust smoke sprite complexity, there are 3 values for smoke in cs fastsprite 0-2, 0 is best quality lowest performance and smoke is transparent, 1 is average but smoke is more opaque, 2 is real grainy looking but is the best performance wise although it is SOLID smoke you cant see through it. Next we have some 1337 gfx tricks for cs. First and formost if your card supports it run your game in open graphics library (opengl) cause its more tailored to the gfx of cs. If you cannot run in opengl then try direct3d, only use software mode as a last resort, cause this is the worst type of rendering to use for cs (real grainy textures and really lo fps{frames per second}).

Ok first lets see what our initial fps is. This can be found in game by opening the console and typing cl_showfps 1. cl_showfps 0 to disable. It will tell you with a number in the top left corner what your fps is. Now some of us more advanced users use the netgraph feature (NOTE: USING THIS FEATURE EATS UP FPS ON LOWER END GRAPHICS CARDS), to gather fps and other network data about our session of cs. the command is net_graph x in console (x represents 1,2,3 or 0 for off) the three levels of netgraph are 1-graphical bar graph and numbered high detail, 2-graph bar & numbered lo detail (I think) and 3- numbered only, and of course 0 for off. Now I dont know about everyone else, but I use net_graph 3 and I leave it on constantly. I can tell when I am going to get a connection problem before it hits the scren and can try some saves (adjusting rate, etc.) to stop it. Ok I am getting ahead of myself. Just remember what it said your FPS is. This will be necessary to compare the  next series of tweaks to.

A few tweaks for your os (if windows) and the game engine itself. REMEMBER TO NOTE YOUR ORIGINAL SETTINGS BEFORE TWEAKING IN CASE YOU HAVE ANY PROBLEMS!

Any win os, make sure you turned vertical synchronization to OFF. This can be done by right clicking anywhere on your desktop, on the menu that pops up select properties, go to the last tab (settings) select the advanced button (middle of window right hand side), on the next window that pops up select opengl, look for a box that says wait for vsync uncheck this box (it may read a lil different, but just remember you want to set it to OFF you dont want to wait for vsync). Ok, once this is done go into cs open the console and type fps_max 99 (this lets cs hit 99 frames per second instead of the default 72). Also if your on winxp DEFINITELY do the vsync tweak, cause xp locks the fps at 60 by default if you wait for vsync.  Now type the cl_showfps or net_graph command in (if you turned it off) and compare your fps originally, with the fps after minor tweaking. It SHOULD be higher then before. If it isnt, revert to your original settings. But I am pretty sure for most of you this is going to give you an increase of 20-40 fps. I hope it helps. That is the end of my graphics tutorial for now. I got some other stuff, but the configurator and the vsync are the two most important tweaks to cover, the configurator lets you lower or raise the graphics quality of the textures (if set to lower quality it will increase fps, high quality=lower fps). Between that and the vsync tweak you should be playing cs pretty good now. I know cause for a year and a half I only had a 8 meg intel chipset for my gfx aperture (intel 82810e graphics controller) and with the tweaks above, I went from 25-30 fps to over 60 fps. I use a 32 meg gfx card now (pci) and I hit 99 constant.

Lastly, it was pointed out to me and I cant believe I forgot to mention it, playing at LOWER resolutions can help your fps immensely. For example, I play at 800x600 and I hit 99 fps almost constantly. But if I were to say increase my resolution to 1024x768 (or any higher res.) my fps would drop prolly by as much as 30-45 fps less. So if your running at 800x600 and gettings low fps, try lowering the resolution of the screen to say 640x480. While it will give you a smaller viewable area, it will help increase your fps.

If you need any further explanation, or additional help, feel free to either email me, or post, or contact me via one of the listed chat programs next to my name. OH AND TELL ALL YOUR FRIENDS WHO HAVE GFX LAG PROBLEMS ABOUT THIS THREAD!

And for a good read...

http://www.summerblue.net/games/cs_report/index.html

Check out that cs tutorial, it helps you tweak your connection for cs as well as gives some insight into aiming, etc. in cs. Keep in mind it was written for 1.3, but most of the info in it (cept the hitbox info) is still applicable even in 1.6. Oh the four commands (sorry cant remember off the top of my head) that it suggest tweaking to give you that xtra edge, are now locked cvars in cs and arent configurable. Not the cl_updaterate, cmdrate stuff, but the stuff near the end. Anyway, please feel free to reply. I welcome any feedback on this advice/attempt at makin a tutorial


-=]H[=-StealthMode

P.S.> Can one of you 1337 admins copy my post over to the ARTICLES forum? I was gonna post it there but only admins can. Thanks in advance.
« Last Edit: May 19, 2003, 06:19:05 PM by StealthMode » Logged
MysteryMachine
Guest

E-Mail
Re:de_torn and # of players
« Reply #4 on: May 18, 2003, 09:20:46 PM »
Reply with quote

Hey Stealth, you seem pretty knowledgable in CS and configs.  Would you like to start writing tutorial pages for those who don't, but would like to know how, or learn? 
Logged
Porter
[Wumpa]
Board Admin
*****
Karma: +176/--88

Offline

Gender: Male
Posts: 3910

Wumpa+Porter
View Profile WWW E-Mail
Re:de_torn and # of players
« Reply #5 on: May 19, 2003, 10:06:00 AM »
Reply with quote

Yeah. That's not a bad idea. As long as we put anybody's work through a couple proofers/editors to check for typos and inaccuracies (we don't want to be responsible for misinformation after all), I think that's a great idea. It's been on my list to start populating that section since the site was created, but like so many other things around here, it's had to be lower on the priority list.

Also, if anyone has a good Question that ought to be answered in the FAQs section, PM any one of the staff here with it (Ryo-Ohki, MysteryMachine, Father Ribs or myself). (If none of the other admins want to be bothered with this just send the PMs to me.) Questions should be anything that is relevent to what CSR is and how we operate, like: "do you allow team stacking here?" or "What am I supposed to do if there's a hacker in the game and no admins around?" or "Where did CSR come from?" or "Why do you ban the AWP?" or something that somebody brand new to our community wouldn't know. We want to answer a lot of these questiosn for new members (and old members alike) before anybody has to ask them. So everybody: think of all those questions you yourself would like answered, or questions you had when you first joined the community here, and let us know! We'll collect them all and try to answer them to the best of our ability (with the community's help if need be) and get them posted in the FAQs section.

The same goes for the Articles section! If you'd like to write an article on how to create your own custom spray, or how to tune your connection for best bandwidth usage (I've got one of those mostly-finished on my Desktop already!) then let us know you'd like to write something, what you'd like to write about, and get to it! Anything to do with Half-Life, CS or CSR is fair game! When you're done, we'll proof it ourselves and if you like, put it out there for the community to check too, then we'll open the Articles board for you and let you publish the article yourself.
Logged

[Wumpa] Porter
  --Silent, professional, lethal... sometimes.
c2kpoogs
Guest

E-Mail
Re:de_torn and # of players
« Reply #6 on: May 19, 2003, 06:03:10 PM »
Reply with quote

ANd also today may 19, there was 20/20 on militia  and i was loking at stats and such and i saw it drop to  12/20 and i thought thatr was funnt sonsidering there WAS a full house,  sorry thats just my input
Logged
StealthMode
Guest

E-Mail
Re:de_torn and # of players
« Reply #7 on: May 19, 2003, 06:14:41 PM »
Reply with quote

Sorry I have changed my mind, too many kiddies here playing suck up and brown nosing. Smite me, I LOVE IT! GG csr, too much B00-SH!T here for me to remain. When you guys get rid of the kids maybe, but till then, auf weidersehn. I'll be on Team Holy -=]H[=-|64ms|63.97.35.218:27015, our server, with no kiddies. We got awp and ff on so consider yourself warned. Its all about skill, some have it, most don't.....
« Last Edit: May 19, 2003, 11:20:46 PM by StealthMode » Logged
c2kpoogs
Guest

E-Mail
Re:de_torn and # of players
« Reply #8 on: May 21, 2003, 05:06:17 PM »
Reply with quote

Stealthmode sorry to cya go, recently some good fragging.  ANd the reason i posted here was because it was in complaints and LOTS LOTS LOTS LOTS ++++++++++++ people i know HATE IT~!! 

-Po0gs-
Logged
neo_sable
CSR Expert
****
Karma: +37/-6

Offline

Gender: Male
Posts: 371


View Profile E-Mail
Re:de_torn and # of players
« Reply #9 on: May 22, 2003, 01:44:31 PM »
Reply with quote

Quote from: StealthMode on May 19, 2003, 06:14:41 PM
Sorry I have changed my mind, too many kiddies here playing suck up and brown nosing. Smite me, I LOVE IT! GG csr, too much B00-SH!T here for me to remain. When you guys get rid of the kids maybe, but till then, auf weidersehn. I'll be on Team Holy -=]H[=-|64ms|63.97.35.218:27015, our server, with no kiddies. We got awp and ff on so consider yourself warned. Its all about skill, some have it, most don't.....


Logged
StealthMode
Guest

E-Mail
Re:de_torn and # of players
« Reply #10 on: May 22, 2003, 05:18:02 PM »
Reply with quote

YEah I dont play csr durin the day anymore, I only stop by late at night when the kiddies are in bed. 
Logged
neo_sable
CSR Expert
****
Karma: +37/-6

Offline

Gender: Male
Posts: 371


View Profile E-Mail
Re:de_torn and # of players
« Reply #11 on: May 22, 2003, 07:52:18 PM »
Reply with quote

dude you are 27!!! 

I could bet you were 12 omg
Logged
c2kpoogs
Guest

E-Mail
Re:de_torn and # of players
« Reply #12 on: May 23, 2003, 01:35:40 PM »
Reply with quote

bad reamrks mode  thought u were a good guy--sucks that you are scenile  (sp)  u hate kids
Logged
Justboy
Ladies' Man, Man's Man, Man About Town
Admin Team
CSR Connoisseur
*****
Karma: +166/-22

Offline

Gender: Male
Posts: 902

154865115 154865115 notquite_paradise Justb0y
View Profile WWW
Re:de_torn and # of players
« Reply #13 on: May 23, 2003, 07:09:29 PM »
Reply with quote

I for one don't hate kids, except for those two girl twins with the perfect smiles and frog features.  You know the ones, MaryJane and Jimmy Olsen or something like that.  Cretins.
Logged

Escape artists never die.
StealthMode
Guest

E-Mail
Re:de_torn and # of players
« Reply #14 on: May 24, 2003, 03:42:14 PM »
Reply with quote

I don't hate kids, but I also don't agree with kiddie rules. So I tend to be on later at night so that the kids aren't prone to getting corrupted by me.
Logged
c2kpoogs
Guest

E-Mail
Re:de_torn and # of players
« Reply #15 on: May 26, 2003, 06:11:55 AM »
Reply with quote

SM kiddies are in bed?? u never heard of 'kiddies' staying u all nihgt?? really my god
Logged
SupaFly
-TWB-
CSR Veteran
***
Karma: +45/-7

Offline

Posts: 172


View Profile
Re:de_torn and # of players
« Reply #16 on: May 26, 2003, 08:50:08 AM »
Reply with quote

Torn sucks and should be removed!!
Logged

c2kpoogs
Guest

E-Mail
Re:de_torn and # of players
« Reply #17 on: May 26, 2003, 08:55:33 AM »
Reply with quote

I AGREEEEEEEEEEEEEEEEE  EVRRY TIMEI GET ON WE ALL VOTEMAP 8 USUALLY

TY SUPAFLY!

-Po0gs
Logged
-=]H[=-Smokey
CSR Connoisseur
*****
Karma: +45/-128

Offline

Gender: Male
Posts: 537

jesusboy15
View Profile WWW E-Mail
Re:de_torn and # of players
« Reply #18 on: June 10, 2003, 09:30:20 PM »
Reply with quote

The thing with Torn is the fact that even though it has good textures and a realively good map and scenary, but the thing is the lag.  I mean, maybe people like me, or Grail or maybe I can count Justboy in it, we just live to far away.  Maybe it could be something else.  Anyways, people leave, and well, its kinda lame, cause lol, I dont really care what map is on, and I dont mind playing Torn.  But, the map rotation does get a little repetitive after awhile, maybe adding some maps such as de_train, or de_rotterdam would make it more interesting (only suggestion).
Logged

Eagle'z Nest 2000-2003 R.I.P
Mosh Pit 2002-2003 R.I.P
CSR-Phoenix 2003 Rock On
Father Ribs
Admin Team, -TWB-
Global Moderator
*****
Karma: +131/-77

Offline

Posts: 1086


View Profile WWW
Re:de_torn and # of players
« Reply #19 on: June 11, 2003, 06:43:24 AM »
Reply with quote

Question:  Where there is a successful mapvote, does the map rotation reset or does it continue to the map that was going to come up after the one voted against, or what?
Logged

SR:      R. I. P. 2001
CSR:    R. I. P. 1/22/2003
CSR-P: GGZ
StealthMode
Guest

E-Mail
Re:de_torn and # of players
« Reply #20 on: June 11, 2003, 07:17:19 AM »
Reply with quote

When it goes to a voted map, it will go to the next map after the one its changing from in the mapcycle. Eg: If in mapcycle.txt (must match maps.ini) you went from dust to aztec, but prodigy was normally after dust, it would go to the next map in the mapcycle.txt that is listed after aztec. It can skip a lot of maps this way, or cause the server to repeat maps very often.
Logged
ayo
Guest

E-Mail
Re:de_torn and # of players
« Reply #21 on: June 11, 2003, 07:08:57 PM »
Reply with quote

i have found that not to be true....at least not on csr.  i know that b/c it has happened 8 bajillion times.  Just say the map was vegas and the next map was dust.  well majority of people wanted to go to dust (not knowing the dust was next map).  well after the changed map of dust finished, it went to dust.  This happens all the time.  If it is a crappy map that no one is on or something, i change it to a good one or poolday to fill up server.  But the map right after is the one that followed the original map (b4 i changed it). 

Now i dont know if putting up a admin vote or admin changing the map has different effects on the next map from doing the votemap in console...so maybe u guys are refering to that??

ayo
Logged
Phoenix Knight
[Wumpa]
Admin Team
CSR Expert
****
Karma: +44/-20

Offline

Gender: Male
Posts: 379

DestinoCavaliere
View Profile WWW E-Mail
Re:de_torn and # of players
« Reply #22 on: June 12, 2003, 01:36:46 AM »
Reply with quote

Nah, I'll back you up on this one ayo.
Logged

Take care and happy fragging!
Your friendly neighborhood Wumpa~
[Wumpa] Phoenix Knight  (aka - Raven Knight)
"See you all on the other end of my gun barrel."
StealthMode
Guest

E-Mail
Re:de_torn and # of players
« Reply #23 on: June 12, 2003, 02:09:18 AM »
Reply with quote

my bad its a plugin on some of the servers I go to that modifies the nextmap like that. It does go to the original nextmap....
Logged
Porter
[Wumpa]
Board Admin
*****
Karma: +176/--88

Offline

Gender: Male
Posts: 3910

Wumpa+Porter
View Profile WWW E-Mail
Re:de_torn and # of players
« Reply #24 on: June 17, 2003, 05:39:33 PM »
Reply with quote

Quote from: StealthMode on June 11, 2003, 07:17:19 AM
Eg: If in mapcycle.txt (must match maps.ini) . . .
This is not true, by the way. The mapcycle.txt and maps.ini can be different, and usually are. Please refer the AdminMod manual for details on the correct functionality of the maps.ini file.
Logged

[Wumpa] Porter
  --Silent, professional, lethal... sometimes.
StealthMode
Guest

E-Mail
Re:de_torn and # of players
« Reply #25 on: July 09, 2003, 04:30:50 AM »
Reply with quote

Erm, EXCUSE me, but it states that you dont want to make them different or you will cause confusion as it will say the nextmap is one thing, and change to another...eg: maps.ini tells the server what the maps are. mapcycle.txt is what you see when you type listmaps in the console. Now if you have different map orders in the two files, these will not match...

Quote:
Setting up your maps.ini file
This OPTIONAL plain-text file takes the same format as your server's mapcycle.txt

Quoted verbatim...from am help file.

On topic but not specificly....

"Q: The map returned by nextmap is not the next map in the cycle. How come?"

"There has been some confusion in this area, so just to set things straight: Admin Mod uses the maps.ini file to restrict map votes to a set of maps. It uses the file specified by the HLDS mapcyclefile CVAR for map cycle information (usually mapcycle.txt). The next map gets out of sync if a map was changed by a manual map change not using Admin Mod commands (such as 'changelevel'). Admin Mod reports back the next map in the mapcycle.txt file but the HLDS will jump back into the mapcycle where it left off before the manual change."

Quoted from the am faq....

IF the maps.ini and the mapcycle.txt dont match their will be false maps listed as nextmap. The last quote was purely to show the association between the two files and the hlds cvar...
« Last Edit: July 09, 2003, 04:44:06 AM by StealthMode » Logged
Pages: [1] Reply Notify of replies 
CSReloaded Forums  |  General Category  |  Complaints (Moderators: Porter, Father Ribs, Surgeon General, Guardian_Tenshi)  |  Topic: de_torn and # of players
Jump to: 

Powered by PHP CSReloaded Forums | Powered by YaBB SE
© 2001-2003, YaBB SE Dev Team. All Rights Reserved.
Powered by MySQL
:[ Site Design by Ryo, scripts and backends by Porter and Ryo, banner by Supafly! Powered by PHP and MySQL ]:
Page created in 5.403 seconds.