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Is there a SINGLE reason
31
#31
0 Frags +

if you're hosting ur server on Windows there's something wrong with u, sorry

https://i.imgur.com/Pu97ebS.png

(NFO is still a lot, i'm paying $4 for 2core 4gb for perspective)

if you're hosting ur server on Windows there's something wrong with u, sorry
[img]https://i.imgur.com/Pu97ebS.png[/img]
[i](NFO is still a lot, i'm paying $4 for 2core 4gb for perspective)[/i]
32
#32
-2 Frags +
GrapeJuiceIIIi brought this up again at the invite meeting. right now the complication is that twiikuu is no longer supporting the competitive fixes on windows sorta forcing everyone onto linux for this change to be applied across all playing environments equally. this makes it pretty much impossible to enforce what servers people are using in order for the correct ruleset to be applied n stuff like that.

my personal suggestion is to just add it anyways and if people use linux servers then yay but if its a windows server oh well nothing changes i guess (which is a vast improvement over nothing at all IMO.)

Is it not possible for RGL to either provide match servers based on a reservation window via a deal brokered with an existing server rental service (i.e. serveme.tf) or if resources allow, an in-house system that can spin up and bring down servers at will through a cloud compute provider?

I looked into this ages ago when I was running nut.city and had functional proof of concept that worked with vultr as a provider but you may want to opt for something higher quality

[quote=GrapeJuiceIII]i brought this up again at the invite meeting. right now the complication is that twiikuu is no longer supporting the competitive fixes on windows sorta forcing everyone onto linux for this change to be applied across all playing environments equally. this makes it pretty much impossible to enforce what servers people are using in order for the correct ruleset to be applied n stuff like that.

my personal suggestion is to just add it anyways and if people use linux servers then yay but if its a windows server oh well nothing changes i guess (which is a vast improvement over nothing at all IMO.)[/quote]

Is it not possible for RGL to either provide match servers based on a reservation window via a deal brokered with an existing server rental service (i.e. serveme.tf) or if resources allow, an in-house system that can spin up and bring down servers at will through a cloud compute provider?

I looked into this ages ago when I was running nut.city and had functional proof of concept that worked with vultr as a provider but you may want to opt for something higher quality
33
#33
Spaceship Servers
0 Frags +
DivineATif you're hosting ur server on Windows there's something wrong with u, sorry
https://i.imgur.com/Pu97ebS.png
(NFO is still a lot, i'm paying $4 for 2core 4gb for perspective)

Not true, windows srcds has small but noticeably better performance than on linux, which adds up when you're a big provider renting lots of servers (like NFO).

GrapeJuiceIIIi brought this up again at the invite meeting. right now the complication is that twiikuu is no longer supporting the competitive fixes on windows sorta forcing everyone onto linux for this change to be applied across all playing environments equally. this makes it pretty much impossible to enforce what servers people are using in order for the correct ruleset to be applied n stuff like that.

my personal suggestion is to just add it anyways and if people use linux servers then yay but if its a windows server oh well nothing changes i guess (which is a vast improvement over nothing at all IMO.)

The reason I would assume twiikuu isn't supporting windows for tf2 comp fixes is because the reverse engineering involved is a pain in the ass, and the signatures also keep getting broken when TF2 updates (actually, specifically when the byte signatures of particular functions get changed, aka when the code in the function itself gets touched at all) - so its just not worth it to maintain windows compat for the few amt of people who actually use windows servers - but also that breaks for people on some NFO managed servers, which use windows, for the reason I talked about above, performance

It is worth it to say that the part of the plugin that handles specifically projectiles colliding with teammates only seems to depend on only one offset - CBaseProjectile::CanCollideWithTeammates - which is not particularly difficult to find - https://asherkin.github.io/vtable/ -> server -> CBaseProjectile::CanCollideWithTeammates -> CBaseProjectile -

230	229	CBaseProjectile::CanCollideWithTeammates() const

- and even if that tool ends up breaking or being incorrect (or if other parts of the gamedata break), it would be fixable by just going and badgering folks in the SourceMod discord, which is full of very smart folk familiar with reverse engineering who'd love to teach you how to find it yourself.

Or you could also just like ask twiikuu like, hey heres 50 dollars, can you fix this for us please, lol

[quote=DivineAT]if you're hosting ur server on Windows there's something wrong with u, sorry
[img]https://i.imgur.com/Pu97ebS.png[/img]
[i](NFO is still a lot, i'm paying $4 for 2core 4gb for perspective)[/i][/quote]


Not true, windows srcds has small but noticeably better performance than on linux, which adds up when you're a big provider renting lots of servers (like NFO).

[quote=GrapeJuiceIII]i brought this up again at the invite meeting. right now the complication is that twiikuu is no longer supporting the competitive fixes on windows sorta forcing everyone onto linux for this change to be applied across all playing environments equally. this makes it pretty much impossible to enforce what servers people are using in order for the correct ruleset to be applied n stuff like that.

my personal suggestion is to just add it anyways and if people use linux servers then yay but if its a windows server oh well nothing changes i guess (which is a vast improvement over nothing at all IMO.)[/quote]

The reason I would assume twiikuu isn't supporting windows for tf2 comp fixes is because the reverse engineering involved is a pain in the ass, and the signatures also keep getting broken when TF2 updates (actually, specifically when the byte signatures of particular functions get changed, aka when the code in the function itself gets touched at all) - so its just not worth it to maintain windows compat for the few amt of people who actually use windows servers - but also that breaks for people on some NFO managed servers, which use windows, for the reason I talked about above, performance

It is worth it to say that the part of the plugin that handles specifically projectiles colliding with teammates only seems to depend on only one offset - CBaseProjectile::CanCollideWithTeammates - which is not particularly difficult to find - https://asherkin.github.io/vtable/ -> server -> CBaseProjectile::CanCollideWithTeammates -> CBaseProjectile - [code]230 229 CBaseProjectile::CanCollideWithTeammates() const[/code] - and even if that tool ends up breaking or being incorrect (or if other parts of the gamedata break), it would be fixable by just going and badgering folks in the SourceMod discord, which is full of very smart folk familiar with reverse engineering who'd love to teach you how to find it yourself.

Or you could also just like ask twiikuu like, hey heres 50 dollars, can you fix this for us please, lol
34
#34
7 Frags +

support is a weird term. i can't pretend that i care to make it work on windows, therefore It's Not Supported, although i think overall it works right now? because steph and others have contributed
there is a "Deprecate Windows Support" issue on the project because i wanted to pulll a bonehead move, to my knowledge i haven't done that yet, i'm planning on addressing the issue differently by making the plugin function even if not all features can work
i'm sorry if that has stifled adoption, also do talk to me if you need to know anything or if you need to let me understand something is wanted. i check in every now and then but nowadays i haven't as much
i plan on making the change mentioned above and remove some unnecessary features but i've been waiting on SourceMod to gain 64 bit support, that hasn't happened and it's kinda concerning

E: to make it completely clear, deploying on windows is freak behavior

support is a weird term. i can't pretend that i care to make it work on windows, therefore It's Not Supported, although i think overall it works right now? because steph and others have contributed
there is a "Deprecate Windows Support" issue on the project because i wanted to pulll a bonehead move, to my knowledge i haven't done that yet, i'm planning on addressing the issue differently by making the plugin function even if not all features can work
i'm sorry if that has stifled adoption, also do talk to me if you need to know anything or if you need to let me understand something is wanted. i check in every now and then but nowadays i haven't as much
i plan on making the change mentioned above and remove some unnecessary features but i've been waiting on SourceMod to gain 64 bit support, that hasn't happened and it's kinda concerning



E: to make it completely clear, deploying on windows is freak behavior
35
#35
Spaceship Servers
16 Frags +

It Works On Windows Again
https://github.com/ldesgoui/tf2-comp-fixes/pull/109
https://github.com/ldesgoui/tf2-comp-fixes/pull/110

It Works On Windows Again
https://github.com/ldesgoui/tf2-comp-fixes/pull/109
https://github.com/ldesgoui/tf2-comp-fixes/pull/110
36
#36
14 Frags +

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37
#37
Physgun Servers
2 Frags +
stephDivineATif you're hosting ur server on Windows there's something wrong with u, sorry
https://i.imgur.com/Pu97ebS.png
(NFO is still a lot, i'm paying $4 for 2core 4gb for perspective)

Not true, windows srcds has small but noticeably better performance than on linux, which adds up when you're a big provider renting lots of servers (like NFO).

I'd be curious to know the specific improvements on Windows compared to Linux. However the main thing a lot of servers lack currently is better single threaded hardware. Older hosts such as NFO sell hardware that is more-so for multi-threaded applications which the majority of game servers (especially TF2) isn't built for. While at Physgun we noticed the modern Ryzens (9 7900X & 7800X3D) are more than enough to run huge servers (64+ players) on Linux with stable tickrate. (including plugins added)

[quote=steph][quote=DivineAT]if you're hosting ur server on Windows there's something wrong with u, sorry
[img]https://i.imgur.com/Pu97ebS.png[/img]
[i](NFO is still a lot, i'm paying $4 for 2core 4gb for perspective)[/i][/quote]


Not true, windows srcds has small but noticeably better performance than on linux, which adds up when you're a big provider renting lots of servers (like NFO).
[/quote]

I'd be curious to know the specific improvements on Windows compared to Linux. However the main thing a lot of servers lack currently is better single threaded hardware. Older hosts such as NFO sell hardware that is more-so for multi-threaded applications which the majority of game servers (especially TF2) isn't built for. While at Physgun we noticed the modern Ryzens (9 7900X & 7800X3D) are more than enough to run huge servers (64+ players) on Linux with stable tickrate. (including plugins added)
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