done
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SteamID64 | 76561198020242938 |
SteamID3 | [U:1:59977210] |
SteamID32 | STEAM_0:0:29988605 |
Country | France |
Signed Up | November 6, 2012 |
Last Posted | November 13, 2024 at 6:16 AM |
Posts | 850 (0.2 per day) |
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Hopefully I make this concise and simple:
- Client and server communicate by sending network packets to each-other
- Different type of data is sent through different types of packets depending on the use case
- Different types of packets have different guarantees (can packet loss be ignored, can packet duplication be ignored, can packet order be ignored)
- View Angles are sent in packets that have the lowest guarantees because: we only want to know what a person is aiming at *now*, guarantees add virtual latency, we can fake through packet loss by pretending to receive the same packet and reconciliating once the stream is back to stable
If you want to learn more, read https://gafferongames.com (https://github.com/gafferongames/gafferongames/tree/master/content/post)
What you see is: scrambled gets a ping spike, his packets will lag in transit, server will pretend everything is normal by replaying his previous packets, his ping spike will stop, new packets will arive at the same time that the old packets and server will accept both as source of truth, producing what you saw
It could be video memory (which Shadowplay definitely makes plenty use of), what GPU do you have?
Verify game files
stephmp_bonusroundtime 15 (15 is the max) would probably be the most you could do, just config-wise.
If you want to push it as far as using server mods, it should be possible to raise the max as long as FCVAR_REPLICATED doesn't fuck with that, which I doubt it does.
I know there's a generic SourceMod plugin that lets you change ConVar flags (mainly used to disable the sv_cheats requirement) but I'm not sure if there's one that lets you fuck with default/min/max, I'm gonna start looking, otherwise it should be fairly easy to implement.
What I'm getting at is, if this is wanted, it can be achieved. Most likely.
EDIT: sm_cvar was the command I was thinking about, according to docs it doesn't respect min/max bounds, I'll try this locally.
EDIT 2: ^ didn't work, this does; https://github.com/ldesgoui/unbounded_mp_bonusroundtime/releases
NursayWhat did your original comment add besides "he advertised his league in an accurate way"?
I'm quoting a post asking "Why do you think it's successful?" and bringing up the reason why I think it's successful.
What the fuck am I supposed to respond to that? "Yes, I said that there's nothing wrong with that and I think there's nothing wrong with that"?
Username must contain only alphanumeric characters, hyphens, and underscores
shut fuck up and let me complain ye?
plusProtonWhy. What makes you think that. He's run RGL for like 2 years and it's been growing this whole time.
RGL 7v and HL catered to UGC HL players at a time where nothing new had happened in months/years.
Sigafoo has been aggressive advertising his leagues both on Reddit and TFTV, especially targeting newbies asking where to get started playing competitive. There's nothing wrong with that, don't get me wrong, but it's obviously been a big factor in its success, similarly TF2PL achieved a lot of signups because of the constant advert that was on top of the TF2 directory on Twitch. I don't believe any other organizer has ever advertised beyond announcements, ESEA doesn't even get that far.
I'm not saying the service is shit, it's just obvious that what he keeps bringing up (My Ideas are successful!) is completely disingenuous at best. Maybe he doesn't realize that, I'm sure I could fool myself just the same if I was in his situation.
I'm willing to be disproved but I never see this point being brought up and I feel it should be shared.
Also, to sigafoo, I'm still waiting on that data analysis and any sort of answer to my queries on reddit from a while back, it seems you kinda gave up when you managed to convince yourself that "Well, this isn't complete aids!", which is a shame.
plusProtonI think RGL.gg should just be the site for whole league, all the different sub domains are weird and annoying
Actually, technical note to Sigafoo and whoever helps with the web development:
As sexy as subdomains are, having a lot of cross-domain links completely kills the user experience because of the additional delay, my school intra-net had a setup like this and crossing a domain would take over 5 seconds, it was honestly unbearable. It's not just a matter of having high quality servers with low response times, crossing a domain requires the browser to drop the current connection, call DNS, initate a new one, do the SSL handshake, etc.
I recall Sigafoo mentioning RGL was getting revamped at some point, please drop the subdomains in that version.
Bests
https://cdn.frankerfacez.com/emoticon/204164/4
(It's ESEA S31 + Solemn Vow, have fun NA)