Author Topic: WSE was ported to 1.153 | What about cRPG now?  (Read 3958 times)

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Offline cmp

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Re: WSE was ported to 1.153 | What about cRPG now?
« Reply #15 on: September 07, 2012, 04:07:21 pm »
+2
They also improved the sound engine (by making it worse), and reduced network traffic (resulting in less smooth gameplay).
No, thanks.

Offline Corsair831

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Re: WSE was ported to 1.153 | What about cRPG now?
« Reply #16 on: September 07, 2012, 04:18:45 pm »
+1
They also improved the sound engine (by making it worse), and reduced network traffic (resulting in less smooth gameplay).
No, thanks.

but but but ... gamepads ... :(
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Offline Kafein

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Re: WSE was ported to 1.153 | What about cRPG now?
« Reply #17 on: September 07, 2012, 04:51:25 pm »
0
They also improved the sound engine (by making it worse), and reduced network traffic (resulting in less smooth gameplay).
No, thanks.

A reduced network traffic probably means they at least looked at their netcode, which has more chances of making it better than worse, given it's current state.

Offline CrazyCracka420

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Re: WSE was ported to 1.153 | What about cRPG now?
« Reply #18 on: September 07, 2012, 05:10:10 pm »
+4
fps_max 250
cl_cmdrate 100
cl_updaterate 101
rate 100000
ex_interp .01
viewsize 110
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Offline dodnet

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Re: WSE was ported to 1.153 | What about cRPG now?
« Reply #19 on: September 07, 2012, 11:06:52 pm »
-1
fps_max 250
cl_cmdrate 100
cl_updaterate 101
rate 100000
ex_interp .01
viewsize 110

Wut?

Permabanned for being console cancer metastasis.

Ahahahaha  :mrgreen:
The logic of war seems to be that if a belligerent can fight he will fight.

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Offline cmp

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Re: WSE was ported to 1.153 | What about cRPG now?
« Reply #20 on: September 07, 2012, 11:08:29 pm »
0
A reduced network traffic probably means they at least looked at their netcode, which has more chances of making it better than worse, given it's current state.

Nope.

Offline LastKaze

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Re: WSE was ported to 1.153 | What about cRPG now?
« Reply #21 on: September 07, 2012, 11:22:04 pm »
0
fps_max 250
cl_cmdrate 100
cl_updaterate 101
rate 100000
ex_interp .01
viewsize 110
I use these settings when i play counter-strike...
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Offline Ptolemy

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Re: WSE was ported to 1.153 | What about cRPG now?
« Reply #22 on: September 07, 2012, 11:31:52 pm »
0
They also improved the sound engine (by making it worse), and reduced network traffic (resulting in less smooth gameplay).
No, thanks.

Why didn't you say so from the beginning? Whatever you say, Chief.

Offline Tydeus

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Re: WSE was ported to 1.153 | What about cRPG now?
« Reply #23 on: September 08, 2012, 02:09:10 am »
0
rate 100000
What the fuck is that? Don't you mean 20000/25000?
chadz> i wouldnt mind seeing some penis on my character

Offline Kalp

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Re: WSE was ported to 1.153 | What about cRPG now?
« Reply #24 on: September 08, 2012, 11:38:01 am »
0
They also improved the sound engine (by making it worse), and reduced network traffic (resulting in less smooth gameplay).
No, thanks.
I think things like this happen since first payable DLC. They make more and more problems to mod developers. At least that's what I hear from the Deluge dev-team, I have a close contact with them.
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The goal of Strategus battles shouldnt be to deprive your enemies of players, but to have full roster both sides and have the gear/tactics/strategy win the day rather than lack of merc support.

Offline Teeth

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Re: WSE was ported to 1.153 | What about cRPG now?
« Reply #25 on: September 08, 2012, 11:58:10 am »
0
A reduced network traffic probably means they at least looked at their netcode, which has more chances of making it better than worse, given it's current state.
No expert on the subject, but doesn't this game have awesome netcode? 120 players with a very lag sensitive game and it handles it no problem. Better than I see in most shooters.

Offline Lannistark

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Re: WSE was ported to 1.153 | What about cRPG now?
« Reply #26 on: September 08, 2012, 12:22:37 pm »
0
No expert on the subject, but doesn't this game have awesome netcode? 120 players with a very lag sensitive game and it handles it no problem. Better than I see in most shooters.

Warband needs less resources than games such as Battlefield 3. No wonder teams can only be of a few players, the guy's machine hosting the the match can't cope with the load. It's pretty much down to the server that it's running it. Of course, funny and non-demanding graphics and operations (no explosions etc, no PhysX or similar) helps as well.
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Offline cmp

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Re: WSE was ported to 1.153 | What about cRPG now?
« Reply #27 on: September 08, 2012, 12:48:27 pm »
0
No expert on the subject, but doesn't this game have awesome netcode? 120 players with a very lag sensitive game and it handles it no problem. Better than I see in most shooters.

It has pretty good netcode, but haters gonna hate. They're just flapping their mouth anyway, they don't actually know how it works.

Offline CrazyCracka420

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Re: WSE was ported to 1.153 | What about cRPG now?
« Reply #28 on: September 10, 2012, 09:03:02 pm »
0
What the fuck is that? Don't you mean 20000/25000?

yeah in 2003...I think CS 1.6 servers were locked at 25000 rate anyways, but still...rate is bytes/second transmission.

25000 bytes is .023 mb

No reason not to bump that way up considering most people can easily download over 1mb/s if the upload speed of the host you're connected to can handle it.

Also, CMP my game typically runs at 200-250 FPS on the NA1 battle server, but on strategus sieges it drops down to about 100 FPS and feels like I'm fighting in syrup, I know I'm not the only one who has a problem with this.
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Offline Arrowblood

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Re: WSE was ported to 1.153 | What about cRPG now?
« Reply #29 on: September 10, 2012, 09:16:55 pm »
0
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