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View Full Version : Today's Natural Selection Changes!


ferret
09-15-2004, 10:27 AM
First: I have made a major performance tweak. This may or may not help the server. Lag occurs when the NS server reaches 99% CPU (One CPU, not total CPU). Because it doesn't multithread, that's its limit, and it starts lagging as a result, it can't get all its data processed. I had actually tried raising its FPS limit (This isn't FPS like your graphics called.. literally how many "frames" the server is allowed to process each second), and now I've lowered it. Maybe the cap will force the server to avoid hitting 99%.. which means there may be some slightly higher general lag, but no 5-10 second bursts of dead stopped lag.

Second: I have adjusted the map cycle. Below is the default.

ns_metal "\minplayers\16\maxplayers\32\"
ns_caged "\minplayers\16\maxplayers\32\"
co_sava "\minplayers\8\maxplayers\20\"
co_angst "\minplayers\6\maxplayers\20\"
ns_hera "\minplayers\16\maxplayers\24\"
ns_lost "\minplayers\16\maxplayers\32\"
ns_nothing "\minplayers\16\maxplayers\32\"
co_faceoff "\minplayers\0\maxplayers\18\"
ns_mineshaft "\minplayers\16\maxplayers\32\"
co_daimos "\minplayers\8\maxplayers\20\"
ns_bast "\minplayers\14\maxplayers\28\"
ns_origin "\minplayers\16\maxplayers\32\"
co_kestrel "\minplayers\8\maxplayers\20\"
ns_tanith "\minplayers\16\maxplayers\32\"
co_rebirth "\minplayers\4\maxplayers\20\"
ns_nancy "\minplayers\14\maxplayers\32\"
ns_veil "\minplayers\16\maxplayers\32\"
co_core "\minplayers\0\maxplayers\20\"
co_ulysses "\minplayers\4\maxplayers\20\"
ns_eclipse "\minplayers\14\maxplayers\32\"
co_pulse "\minplayers\8\maxplayers\20\"
ns_ayumi "\minplayers\16\maxplayers\32\"
ns_agora "\minplayers\16\maxplayers\32\"
ns_altair "\minplayers\16\maxplayers\32\"

As you can see, most NS maps have a requirement that the server have 14+ players on before they will be allowed to run. Since the server is capped to 14 players, the 16 player maps obviously will never be ran. I have changed all of the map settings, as follows:

co_core "\minplayers\0\maxplayers\20\"
co_sava "\minplayers\6\maxplayers\20\"
ns_metal "\minplayers\10\maxplayers\32\"
ns_caged "\minplayers\10\maxplayers\32\"
co_angst "\minplayers\6\maxplayers\20\"
ns_hera "\minplayers\10\maxplayers\24\"
ns_lost "\minplayers\10\maxplayers\32\"
co_daimos "\minplayers\6\maxplayers\20\"
ns_nothing "\minplayers\10\maxplayers\32\"
ns_mineshaft "\minplayers\10\maxplayers\32\"
ns_bast "\minplayers\10\maxplayers\28\"
co_kestrel "\minplayers\6\maxplayers\20\"
ns_origin "\minplayers\10\maxplayers\32\"
ns_tanith "\minplayers\10\maxplayers\32\"
co_rebirth "\minplayers\6\maxplayers\20\"
ns_nancy "\minplayers\10\maxplayers\32\"
ns_veil "\minplayers\10\maxplayers\32\"
co_ulysses "\minplayers\6\maxplayers\20\"
ns_eclipse "\minplayers\10\maxplayers\32\"
ns_ayumi "\minplayers\10\maxplayers\32\"
co_pulse "\minplayers\6\maxplayers\20\"
ns_agora "\minplayers\10\maxplayers\32\"
ns_altair "\minplayers\10\maxplayers\32\"
co_faceoff "\minplayers\0\maxplayers\18\"

Note a change in the order of the CO maps. The server is now for all intents and purposes CO NS NS in rotation. FACEOFF and CORE are '0' player maps, as they're the smallest. All other CO maps become available when 6+ players are on. At 10+ players, all NS maps are available.

Also, mp_timelimit has moved from 30 minutes to 20 minutes. This means a CO map only has one round if neither team is outright defeated. CO maps have a round limit of 20 minutes.

That is all.

PS: Shut your trap if you're gonna complain about NS maps requiring 10 players. :) This is far better than the old limits of 14 and 16, which meant most of the maps NEVER came up. :) If you'd stop complaining about CO maps, you'd notice that they nearly instantly fill the server up, meaning you'll have the 10 players necessary for the NS map to come up.

PeregrineFalcon
09-15-2004, 11:10 AM
great changes....think this should be useful for keepin the server filled. Maybe in the Server title you should also say something like CO_map and NS_map rotation avail.

blue
09-15-2004, 11:38 AM
Thank you ferret for making this change... Also thanks for lowering the percentage. the little you changed it has allowed us to win votes and start manually calling NS maps as well. :)

kael
09-15-2004, 01:16 PM
yeah i like these changes alot, gj ferretzor

Canon
09-15-2004, 06:09 PM
NS appears to be a great game... but it's difficult to learn on a full server because before you can figure out your friggin upgrades one of those little bastard-ass jumping things bites your head off mid-air.

Dark Knight Zer0
09-15-2004, 06:12 PM
that is why co sucks and regular NS is much better

DK0

Canon
09-15-2004, 06:13 PM
canon]NS appears to be a great game... but it's difficult to learn on a full server because before you can figure out your friggin upgrades one of those little bastard-ass jumping things bites your head off mid-air.

THEN once you do figure out your upgrades and you're spending your points on each level and you finally get armor 3 and a grenade launcher, the game ends and you start over with nothing...

squeak
09-15-2004, 06:52 PM
*withdrawls*

Dark Knight Zer0
09-15-2004, 07:51 PM
that is why co sucks and regular NS is much better

DK0

Tech
09-16-2004, 03:37 PM
ninja tech > all in oldschool ns

Canon
09-16-2004, 03:38 PM
BEAVER!

Tech
09-16-2004, 03:45 PM
im lost what game should i play cs 1.6 ns or wait for hl2? help me master canon

Tech
09-16-2004, 03:46 PM
also what is the ip for some cs servers that fcs was affilated with b4 like tfc

ferret
09-16-2004, 03:51 PM
HL2. After playing the CSS beta, I can't stomach CS 1.6 anymore.

ferret
09-17-2004, 11:29 PM
The server kernel has been upgraded and tweaked for performance. It looks like NS manages to avoid hitting 99% now, though we're still stuck at 14 slots. Hopefully one day VALVe will fix the Linux dedicated server. GG.

Have fun, NS maps don't lag now, or haven't so far with two NS maps in a row and full server.