Dynamic cvar by number of players
Is there / I need a plugin that dymanicly changes the a Cvar by how many people are in the server
|
Re: Dynamic cvar by number of players
what cvar ? but i dont think so. can you describe exactly what you want and then i might do it for you very quickly :wink:
|
Re: Dynamic cvar by number of players
so when there is 1 player in the server, the plugin changes the sv_maxrate to 20000, when there is 4 people, sv_maxrate to 10000, when there is 8 people, sv_maxupdaterate to 15, when there is 10 people sv_maxrate to 7000 and so on
|
Re: Dynamic cvar by number of players
You know, lowering rates with more people connected is kind of like raising taxes when there's a recession.
I'm not disputing the idea, but changing your rates is not a wise idea (especially lowering it with more people). |
Re: Dynamic cvar by number of players
im not lowering rates, im increasing rates when tehre is less people
|
Re: Dynamic cvar by number of players
You're decreasing rates when there is more people in the server.
You're increasing rates when there is less people in the server. Both mean the same thing which I also think is a bad idea, but I think the coders around here will make it for you. |
Re: Dynamic cvar by number of players
the rate will always be 6000 if there is nothing to change it
some 10000 is better than always 6000 |
Re: Dynamic cvar by number of players
Quote:
I don't think you understand the math behind bandwidth consumption in HLDS. The more players, the more bandwidth each player takes up. Why? Let's say there's 3 players (Player A, B, C). The server has to transmit to A the locations of B and C, has to transmit to B the locations of A and C, and has to transmit to C the locations of A and B. That's 6 transactions (discounting the transmission between the server and client itself). Let's add player D. So it now looks like A: B, C, D - B: A, C, D - C: A, B, D - D: A, B, C. That's a total of 12 transactions. What I said above is very very far from what actually goes on (there's a lot more to it, but that's the basics). I guess it's like saying "a car is a hunk of metal". |
Re: Dynamic cvar by number of players
so you are saying that players transfer data without going thru server???
|
Re: Dynamic cvar by number of players
Quote:
|
| All times are GMT -4. The time now is 07:58. |
Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.