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- First Superman Match 'O Titans Results!!
First Superman Match 'O Titans Results!!
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13 years agoMon Jul 11 2011, 12:49PMLevel 5---
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13 years agoLevel 10
I uploaded my demos to the same place.]
Gladi8r[Um3
Gladi8r game demos- (Um3 forum)
http://www.um3forum.com/viewtopic.php?f=10&t=674
Need to remember to not delete the match config used off the server - we can use it in the future.
ut4x_superman was awesome! I'd love to play "freeze/fog" superman on the 24/7 server regularly. The fog makes jumping and sniping more difficult, it's fun. For the first time in around a year, I was patently on the edge of my seat during jumps. I bet those lazy, boring snipers who don't want to learn any jumps will be more than challenged by the change! -
13 years agoLevel 10First of all a big thank you to everyone who worked behind the scenes to make this match possible.
Then apologies to my team(s) for the sub-par, not-titan-worthy performance :(
But excuses, excuses:
Just like Longi I had A LOT of lag...my netgraph went berzerk, FPS dropped from an average 60 to 20-30 as soon as there was some action and on a few occasions players just disappeared. In the second round it seemed to be a little better, but still far from good.
I notice my problems seem to increase with player numbers - also on the fsk server: Up to ~10 players everything is perfect, but when the server gets full it starts getting unplayable.
Since I'm the only European having these problems, there seems to be something wrong on my end, dunno if it's my ISP or my laptop...playing on a 2.2 C2D MBP and a 3Mbit connection, which I thought should be sufficient for a 10 year old game :)
Well, nevertheless thanks everybody and we should definitely do this again (once Longi and me got our direct fiber link :D)
cheers
MT -
13 years agoMon Feb 28 2011, 10:56AMAdmin
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Gladi8r[Um3
If we use the Um3 server in future events, I would bump us up to 30 slots beforehand. At 24 we didn't have enough slots. The ping issue was troubling for Longi and a few others as well. Since our server is *usually* rock solid, I'd be interested in learning where the bottleneck was, and taking steps to rectify it if possible.
The bottle neck, sir, is in the game engine. We experience this plenty on Sunday nights. The code was designed 13 years ago by id Software when 16v16 was insanity and most people hadn't yet heard of DSL. We've observed that when you hit 10v10 or higher, there are severe consequences to the game for all. If you increased your slots, you'd only increase the headache.
-R -
13 years agoLevel 10Yeah, my opinion is that 8v8 or 9v9 on superman is right about the *best* gaming experience possible.
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13 years agoLevel 10True dat.
The match probably put the hurt move on your server's cpu. We'll have to impose team player count limits next time to compensate. I'm sure people will appreciate the higher quality match over the wait time. -
13 years agoLevel 1man i sucked big time on that first round! it took me a while to adjust to the speed of everyone... a lot of things were happening everywhere soooo fast i completely panicked on my first minute out there!
acehole and truth.... i dont wanna be on their sight!
great matches! GGs! REMATCH!!!!! -
13 years agoLevel 6so what do the winners get? A big pat on the back?
:) -
13 years agoLevel 6Is a week off from soldi3r in there anywhere? if so sign me for it =]
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13 years agoMon Feb 28 2011, 06:52PMLevel 10
and nobody thought to fix that?
Reflux
The code was designed 13 years ago by id Software
-R
4.1 came out 3 years ago didn't it? would have made sense to fix it then
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