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L4D - Many common infected - playing WITHOUT lag ?


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Skorpion1976
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Join Date: Jun 2009
Location: Austria
Old 09-29-2009 , 03:58   L4D - Many common infected - playing WITHOUT lag ?
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Hi, in this thread http://forums.alliedmods.net/showpos...12&postcount=8 we were talking about the annoying situation that adding lots of CI (common infected) to the game by increasing the value of cvar "z_common_limit" results in monster lags. I agree with Olj regarding the calculation of each zombies position and HP which causes the lags for every player.
So what I did as a workaround was: reduced CI hp by 50% and increased their speed by 35 % approx. They approach the surv. faster and the gameplay gets more dense and lagfree. But it still is not as much fun as 60 or 80 CI appearing at once and rushing towards you . I run a 12vs and a 16vs server and people can buy hordes there (z_spawn mob, in a row). Without that there would be way too few CI on every map. I cannot set the value for z_common_limit to something higher than 36 as any value above this results in lags. Does someone have a good idea resulting in a reduced lag or even a lagfree gameplay ?

Last edited by Skorpion1976; 09-29-2009 at 04:05.
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olj
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Join Date: Jun 2009
Old 09-29-2009 , 04:43   Re: L4D - Many common infected - playing WITHOUT lag ?
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Thats a good request. But I'm afraid the only one who can answer truth here is L4D Deity - Gaben Any help apreciated though.
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AtomicStryker
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Join Date: Apr 2009
Location: Teutonia!!
Old 09-29-2009 , 07:10   Re: L4D - Many common infected - playing WITHOUT lag ?
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Not possibe, its a simple matter of bandwidth. Transmitting the position and calculating the next action of over 50 independent entities every frame is costly.
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Marcus101RR
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Join Date: Aug 2009
Location: Tampa, FL
Old 09-29-2009 , 13:20   Re: L4D - Many common infected - playing WITHOUT lag ?
Reply With Quote #4

This is why there are so many bastards out there with T2 lines.
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