I set up a mumble server on the NACL hosting for the time being, I believe it's in NYC:
ip: 68.183.50.247
port (default): 64738
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| SteamID64 | 76561198020242938 |
| SteamID3 | [U:1:59977210] |
| SteamID32 | STEAM_0:0:29988605 |
| Country | France |
| Signed Up | November 6, 2012 |
| Last Posted | January 27, 2026 at 10:45 AM |
| Posts | 866 (0.2 per day) |
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sagetwiikuuThey are literally the same codeis it based on quake 3 for real? considering quake 3 netcode is different from quake 2, and quake 2 is the one that people claim valve based the half-life 1 engine on.
q3's pretty much defined modern FPS netcode, source introduced some optimizations with no major changes
- packets are sent over UDP/IP, some redundancy and buffering is involved
- server sends diffs of the world state according to ack'd client state
- clients extrapolate their own state (movement/hitscan) and interpolate the state of the world
- backward reconciliation is used in case of misprediction
sageTF2 use TCP
TF2 solely uses UDP for the gameplay netcode, TCP is used for RCON
I can't speak for Q2 but I highly doubt it uses TCP, it would otherwise be unplayable with ping and packet loss
There's some to remember:
Netcode can never be perfect online (until everyone gets hooked to fiber and a solution is found for routing I guess)
There'll always have to be downsides somewhere
Not every issue you see is caused by netcode, hitsound in TF2 requires a roundtrip because the client doesn't predict the damage caused
They are literally the same code
_KermitThe venue not being set in stone isn't that great, is there any public reason for announcing the tournament and stuff already if the venue isn't even confirmed?
For what it's worth, I've seen two posts on their official website that states that the venue will be Lokomotivværkstedet, the same as last year:
https://copenhagengames.com/posts/csgo-tournament-format
https://copenhagengames.com/posts/csgo-ladies-tournament-format
Reerovr hasn't escaped the gimmick phase and likely never will
There is non-gimmick use to VR (social, light content consumption, content production (needs some exploration), audiovisual experiences, very specific games that couldn't exist on other platforms (like beatsaber)), it's just not well suited for "generic" gaming (similar to the Wii)
howd you get unbanned fuxx
2Melontwiikuu"dont really have much to say about tsc anymore time to derail this thread to be about nursey so i can keep talking shit"
downfrag me you pussies
so brave.... speaking his opinion on the face of potential downfrags....
the list of admins that can handle their position without powertripping is microscopic
i've always kept myself out of admining positions
if you're thinking moderation, i haven't been for months
"dont really have much to say about tsc anymore time to derail this thread to be about nursey so i can keep talking shit"
downfrag me you pussies
EDIT: This aged poorly, at the time I was absolutely unaware of Console's situation with dashner (although I was aware of uberchain's and I should have known better than to just accept contributing), and Nursey was such a non-issue, it was clear to us that she was not attending, her being brought up was solely for gaslighting.
lamao js ecosystem
Waldohttps://www.youtube.com/watch?v=VpNE3lNAJHU&feature=youtu.be
running known obsolete software isn't the greatest idea but.......
downloading random files and sticking them in your steam folders is also quite yikes
rickrigatoniB4nny put some real effort into invigorating the scene with TF2PL
lmao
Reflectohttps://i.gyazo.com/422a3f501e0ba0ba6ed105fc3041809e.png
when your cock peeps out your boxers in the morning
lucrativeAny idea when you guys will release a list of the full invited and confirmed teams?
Quite very soon
E: stuff came up my bad for lying
quick fix doesn't fit in 6s because of the +40% heal rate, the capping or uber rates changes did nothing to address that
ShearsCan you explain why this is a dick move? (Not trolling, I just genuinely don't know)
What CBT said and also the map workshop has insane potential, to list a few:
- Maps wouldn't need to be packaged with the game/dedicated server downloads, the default maps weigh ~4.4 gigs in total, that reduces sizes from ~7.1 gigs to ~2.7 gigs (almost a third). The price you pay is that you have to download maps the first time you're playing on them, which is quite negligible (~50MB at ~1MB/s)
- FastDL wouldn't be required anymore for a large majority of servers (that's a considerable amount of effort and money saved), while also benefitting the users by providing localized download servers (the ones you download Steam games from)
- (I could be wrong but I assume) This would simplify the process of making custom maps official, creators wouldn't need to wait on Valve replies to get map updates in the game, Valve wouldn't need to push a game update to have a new map featured on servers (In a perfect world, you'd see special Valve servers featuring and rotating new maps while allowing players to rate them)
- (A bit more technical), not having maps identified solely by their file name is a much more sane solution, you don't need to resort to versioning schemes to avoid collisions.
Sadly there is no graphical interface to manage maps, the console commands to manage them are iffy, IIRC changing maps to a workshop one is convoluted, demo palyer can't automatically find workshop maps (I'll report this on their issue tracker today)
However those are all simple problems that can be fixed, either by Valve or possibly some community tooling, there's just no real reason for us to work on it