porting kz_bhop_badg3s, a few questions

Discussion in 'General Discussion' started by badges, May 4, 2015.

  1. badges

    badges New

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    Hi,

    I finally decided to port kz_bhop_badg3s to CS:GO before some rando amateur butchers it. But before I do, I have a few questions about server plugins.

    1. Particles require a plugin. Do all HoC servers have this plugin? Do ALL servers have this plugin? I'm from Sydney so I play on AusKZ.
    2. My map uses -gravity commands, go to 13:20 in the video below. I heard the kz timer plugin disables gravity effects. Is this true? Do all servers (HoC and others) run the same plugin?
    3. What are the commands to play in a local server for testing purposes? 128tick, Stamina etc.
    4. Do all kz servers use the same settings and use 128tick?
    [video=youtube]https://www.youtube.com/watch?v=M-GuaBx8hmY[/video]


    edit: cool~

    [img=920x540]http://i.imgur.com/wkjUJ8Q.jpg[/img]
     
  2. eddy

    eddy Scrub Staff Member BHOP Admin EU

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    Hi badges, just a quick reply I think Immortal or Chuckles can help u with this.


    1) It is indeed possible with a sourcemod plugin to pre-cashe particle systems, however it is not possible to remove them when the server changes maps. At some point with more maps that have particles the pre-cashe table becomes full crashing the server. The only solution would be restarting the server after each of those maps, to my knowledge this is not used/implemented by HOC (yet). Have to say that I would really like this feature tho, however the actual plugin is kind of buggy atm, and therefore don't expect many servers to have this feature.

    http://www.pwnsource.com/tickets/particle-systems-precached-is-not-uncached-on-the-map-end
    https://forums.alliedmods.net/archive/index.php/t-247897.html

    2) don't know about the KZ servers, on the bhop servers this is not a problem, there are plenty of maps changing the gravity.

    3)  
    Most default bhop servers use the following settings
    sv_enablebunnyhopping 1

    sv_staminamax 0

    sv_staminajumpcost 0

    sv_staminalandcost 0

    sv_staminarecoveryrate 0 

    sv_airaccelerate 2000

    sv_accelerate_use_weapon_speed 0

    sv_maxvelocity 3500

    Tickrate can be set with -tickrate 128 launch param, in hammer this would be somthing like:
    -tickrate 128 -w 800 -h 600 +sv_cheats 1 +sv_airaccelerate 200 +sv_staminamax 0 +sv_staminajumpcost 0 +sv_staminalandcost 0 +sv_staminarecoveryrate 0 +sv_enablebunnyhopping 1

    However you can not really bunnyhop on csgo locally because of the penalty that you get when you land from a high jump or after two consecutive bunnyhops. To solve this in CSGO sourcemod plugins are used, and therefore I also always test maps on a dedicated server with a bhop plugin. Furthermore HOC does not use the default settings, but those that are closer to CSS here I do not know the exact values.

    http://forums.steampowered.com/forums/showthread.php?t=3207695

    4) The KZ servers from HOC have 128 and 100 tick servers, overall i would assume 128 tick for a common server.
    http://bans.houseofclimb.com/index.php?p=servers

    ----------- Edit -----------

    just copied the console log of HOC2 as propsed by PLekz
    sv_accelerate 6.5
    sv_airaccelerate 100.0
    sv_friction 5.0
    sv_gravity 800.0
    sv_enablebunnyhopping 1
    sv_maxspeed 320.0
    sv_maxvelocity 2000.0
    sv_staminalandcost 0.00
    sv_staminajumpcost 0.00
    sv_wateraccelerate 10.0
     
  3. pLekz

    pLekz uh Staff Member Administrator

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    KZ servers uses 100AA, not 2000. You can join any kztimer server (HoC2) and type !showsettings and all the settings will show up in your console.

    Regarding #4, 90% of all servers use the KZtimer plugin, which has a setting enforcer option if that server wants to use global records, so all servers that run the global version are running on the exact same settings. Most on 128 tick, some on 102 and some on 64.
     
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  4. Tony Montana

    Tony Montana New

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    You can however overwrite entries by using the same particle system name. I took a friends advice and started naming mine custom_particle_00x. I wouldn't worry too much though, there are only a handful of maps utilizing them. Assuming the limit is on par with CS:S, I highly doubt a bhop server will ever hit it.
     
  5. colony

    colony Scrub Official Tester

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    as long as it wont have any impossible bhop part like apricity...
     
  6. eddy

    eddy Scrub Staff Member BHOP Admin EU

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    That is indeed a clever solution, ill try to keep the same notation when porting new maps, and ill experiment a bit to find out when such a limit is reached on a CSGO server.
     
  7. badges

    badges New

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    Thanks for the help guys.

    In regards to apricity, I might do a proper port myself once I'm finished with the b3 port. Whoever ported it is an idiot.
     
  8. Immortal

    Immortal Administrator Administrator

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    We use this on the bhop test server - https://forums.alliedmods.net/showpost.php?p=2286786&postcount=10 , but until the problem is correctly fixed by valve it won't be set live on the public servers.

    edit: actually i could set the plugin to only load on your ports, seeing as you use the same names.
     
  9. eddy

    eddy Scrub Staff Member BHOP Admin EU

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    The HOC servers now have a plugin that automatically reads particle systems from the bsp and precashes the relevant PCF files if the particle systems have names of the shape custom_particle_XXX. If some other notation has been used they can also be white-listed on a per map basis. This plugin is now also active on the regular servers such that these maps are shown in their full glory.

    Regarding the limit of particle systems, after investigation it is true that there are not that many maps using them and hence the limit is probably never reached. Again thanks for the effort you guys put into perfecting these maps for CSGO.
     
  10. Tony Montana

    Tony Montana New

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    I ported one of my maps (bhop_space) without the custom_particle notation in mind. If that map is on any of HoC's servers, I'd appreciate if the plugin loaded with it.

    I really don't see the need for the strict conditions for the plugin to load though. I'm yet to see particles break on a bhop server in CS:S, even on ones up for weeks loads them just fine.
     
  11. badges

    badges New

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    This community is awesome, you guys are cool.

    MORE QUESTIONS DOE~

    5. I'm just using this sign as an example, it's made for CSS, I'll remove it in the CSGO version, why are custom textures more pixellated in CSGO than CSS?
    [​IMG]


    6. What's this blue light coming from the skybox? Is that just standard in CSGO? I have no blue lights.
    [​IMG]

    7. The shadows in some areas do this, what is happening?
    [video=youtube]https://www.youtube.com/watch?v=NTAL9uickio&feature=youtu.be[/video]

    8. I was told the max file size for fast dl is 150mb, is this true?


    Thanks in advanced for your replies xo~
     
  12. eddy

    eddy Scrub Staff Member BHOP Admin EU

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    Quick reply again, ill go more in depth some time soon

    5) does this also show with a higher texture quality setting in ur menu
    normally setting $nolod to 1 in the vmt will fix it, however i do still see a difference between quality settings in my menu. Ill experiment a bit in the following days.

    "LightmappedGeneric"
    {
    "$basetexture" "logos/logoPiggies2"
    "$nolod" 1
    "$translucent" 1
    }

    6 + 7) thats the lighting i was talking about thats just different in CSGO, up to this point i am unsure how to fix it properly. Therefore i always compile CSS maps in CSS hammer and NOT in CSGO as long as that is possible due to triggers etc. So whenever some crouch gap is for example too low (cuz csgo character is taller) ill try to fix that using CSS hammer. Most maps will just run fine in CSGO if compiled in CSS hammer, as long as u don't set the player's classname, have all crouch heights 64 units tall, and make boosters with func_push or set_gravity. Sometimes i use an entity editor to edit the compiled CSS bsp a bit such that it works in csgo, by adding for example a shadow_control entity, or removing triggers. ill do some more research on how to make it similar in CSGO to CSS but at this point i don't have a clue.

    In CSGO u have dynamic shadows + the prebaked shadows from vrad, thats what u see there, why it moves could be that at that point the dynamic shadow transitions to the static vrad shadow. Try using a shadow_control with the same direction as ur normal sun light, and then increase the Maximum Distance property (or decrease). Alternatively u could try to put a info_no_dynamic_shadow on that wall that disables all dynamic shadows all together and only use those computed by VRAD.

    8) yes this is the limit, however it is possible to download the full bsp if >150 mb, so it just takes longer and takes up more bandwidth. really annoying tho, we try to make maps < 150 mb if possible, even if this means we have to replace water + skybox for example with CSGO default versions that look similar. Overall dont mind this limit as i already said it just takes longer to download because u have to download the full size bsp from the fastdl.

    Gz eddy
     
  13. Immortal

    Immortal Administrator Administrator

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    bhop_space will be pushed in the next map update, I'll make sure the plugin loads ;)
     
  14. eddy

    eddy Scrub Staff Member BHOP Admin EU

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    Hi tony,

    yeah that map is on HOC test server and will be rolled out soon, and yes you're particles are working fine there.
    futhermore we are just testing the particles atm that it does not lag the server or any of the clients. The problem is that after X maps with Y particle systems, that if the map changes the clients still try to load those systems which are not present in their current BSP (cuz of the valve bug) this then introduces a large list of vmt files that cannot be loaded (ak errrors in the console upon connect) so i guess its no problem however its still in testing phase just to be sure.

    PS, i saw immortal already beat me to it :p
     
  15. badges

    badges New

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    csgo is weird

    thanks for the help eddy
     
  16. Miku

    Miku New

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    Hi, i'm looking forward to the map releases! also could any of you take a look at benchmark? holes are to small on A LOT of places (shit csgo models, haha) and I think there is no particle effects at all in the current version.

    Also Aokis Yonkoma run parts is broken.. the part where you have to do small parts in a short period of time or it sends you back, hard to explain, lol! Also no particles or wall designs is there either, map simple looks like a bag of shit compared to css version :)

    PS: my english suck, huehue
     
  17. Tony Montana

    Tony Montana New

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    I probably will.

    I just finished porting Aokis xc_tones, for anyone interested - http://csgo.gamebanana.com/maps/185693
     
  18. MMZ_Kask

    MMZ_Kask I am CS:GO KZ Staff Member Administrator

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    "I just finished porting Aokis xc_tones, for anyone interested - http://csgo.gamebanana.com/maps/185693"

    Thanks, I'm adding xc_tones to the Test server this morning. Does it / will it support Global times?
     
  19. Tony Montana

    Tony Montana New

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    Assuming you have the version called 'xc_tones' rather than 'kz_tones', yes. I just added KZTimer support.
     
  20. ressMox

    ressMox Probably dead Staff Member BHOP Admin US

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    I'm not sure if Immortal has any idea why this happens, I feel like it was caused by something on our end, since the time tracks on yonkoma used to work fine on csgo.