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SMAC on CS:GO


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GoD-Tony
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Join Date: Jul 2005
Old 06-14-2012 , 11:21   Re: SMAC on CS:GO
Reply With Quote #11

Quote:
Originally Posted by TnTSCS View Post
I just hope there is no performance hit with the anti-wall and 30 players. I remember someone asking if there was a way to not have it target everyone, just people admins wanted it to affect... is that in the works?
http://tracker.hlxce.com/issues/1540

I hope to have something ready for the next release.
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TnTSCS
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Old 06-15-2012 , 14:55   Re: SMAC on CS:GO
Reply With Quote #12

While playing yesterday (at the time we had 20 or so players), I noticed that players would "appear" around a corner. I wouldn't see them rounding it. I also saw player flickering sometimes. Also at a distance, the player's model would disappear, but their name would still show up when I aimed at them.

I think I'll have to wait for the targeted anti-wall update
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GoD-Tony
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Old 06-15-2012 , 17:21   Re: SMAC on CS:GO
Reply With Quote #13

Which map was this on? I wonder if the PVS stuff has changed much in the newer engine, which would make it run worse with that amount of players. Still on my test queue to-do list.
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TnTSCS
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Old 06-15-2012 , 20:03   Re: SMAC on CS:GO
Reply With Quote #14

mostly it was on de_bank in the arms race mode
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LL Cool Garg
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Join Date: Oct 2011
Old 06-24-2012 , 19:55   Re: SMAC on CS:GO
Reply With Quote #15

Hey guys!
I post in this topic instead of creating a new one.
My problem:
We are running our CS:GO Beta Server at Tick 128. The lerp-value in the net_graph is calculated by cl_interp_ratio/updaterate (i can't change the lerp value by changing cl_interp as in cs:s). So having cl_interp_ratio 2 gives me a white lerp of 0.0156 (2/12. Having cl_interp_ratio 1 gives me a red lerp-value of 0.0078. So i would like to use cl_interp_ratio 2. But using smac forces th evalue to 1 asnd i get the red lerp in net__graph. turning smac off and i can use cl_interp_ratio 2. is there a way to disabl ethis forcing? i am also somehow confused because on an other server with tick 128 and smac i can use a ratio of 2.
i hope you understand my problem.
greetings
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TheAvengers2
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Join Date: Jul 2011
Old 06-24-2012 , 20:24   Re: SMAC on CS:GO
Reply With Quote #16

SMAC doesn't enforce these settings and only changes them when it first loads. You can reset the settings to your ideal after SMAC changes them.

Last edited by TheAvengers2; 06-24-2012 at 20:31.
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GoD-Tony
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Old 06-25-2012 , 02:04   Re: SMAC on CS:GO
Reply With Quote #17

Maybe I could check against GetConVarDefault before making changes, but are servers really running into trouble with this?
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Last edited by GoD-Tony; 06-25-2012 at 02:05.
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TheAvengers2
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Old 06-25-2012 , 02:21   Re: SMAC on CS:GO
Reply With Quote #18

A change of heart? I suppose SMAC will end up breaking compatibility with older SM versions anyway. After all, there will likely be up-coming changes to OnPlayerRunCmd.

I run into this nuisance from time to time, but it isn't a big deal since you can simply reset the values after SMAC changes them.

Last edited by TheAvengers2; 06-25-2012 at 02:37.
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GoD-Tony
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Old 06-25-2012 , 02:50   Re: SMAC on CS:GO
Reply With Quote #19

Quote:
Originally Posted by TheAvengers2 View Post
A change of heart? ... I run into this nuisance from time to time, but it isn't a big deal since you can simply reset the values after SMAC changes them.
It would still work as intended while doing a better job of avoiding config conflicts.

Quote:
Originally Posted by TheAvengers2 View Post
I suppose SMAC will end up breaking compatibility with older SM versions anyway.
I didn't notice the "1.3.8" there. If that's a problem then they can use it as a reminder to update.

Quote:
Originally Posted by TheAvengers2 View Post
After all, there will likely be up-coming changes to OnPlayerRunCmd.
That change would maintain compatibility with older versions. It would only require TF2 users to update if they wanted to make use of the module.
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asherkin
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Old 06-25-2012 , 04:52   Re: SMAC on CS:GO
Reply With Quote #20

Quote:
Originally Posted by GoD-Tony View Post
I didn't notice the "1.3.8" there. If that's a problem then they can use it as a reminder to update.
http://users.alliedmods.net/~asherki.../versions.html

I'm sure they'll survive.
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