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ETTV Public beta 3
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bani
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Joined: 21 Jul 2002
Posts: 3685

PostPosted: Sun Jun 05, 2005 11:14 pm    Post subject: ETTV Public beta 3 Reply with quote

ETTV is now available for public beta testing.

Download beta3 here.

Documentation is here.

An updated qagame is included, it is exactly the same as 3.2.0 but fixes a bug that kicks ettv slaves.
You must replace your qagame with this one for ettv to work.

New:
slave chaining should now work properly
updated to protocol 84 (et 2.60)

Bugfixes:
slave followcycle on an empty master locks up slave
chained follow doesnt work
chained scoreboards dont work


Last edited by bani on Mon Aug 08, 2005 12:41 am; edited 1 time in total
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deej



Joined: 19 Mar 2004
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PostPosted: Mon Jun 06, 2005 12:33 am    Post subject: Reply with quote

Nice work!!!
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daita



Joined: 03 Mar 2005
Posts: 48
Location: Jungle

PostPosted: Mon Jun 06, 2005 1:46 am    Post subject: Reply with quote

f*cking cool !

About the replacement of the qagame, can we imagine an update of etpro during the next weeks ?!

daita.
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Lekdevil.NL



Joined: 12 Sep 2003
Posts: 89

PostPosted: Mon Jun 06, 2005 2:24 am    Post subject: Reply with quote

Are these the same binaries that have been posted by Zinx in this thread, or has anything been changed after that?
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bani
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PostPosted: Mon Jun 06, 2005 2:54 am    Post subject: Reply with quote

it's newer than what zinx posted. it has bugfixes his posted version doesn't.
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Bartichello



Joined: 17 May 2005
Posts: 79

PostPosted: Mon Jun 06, 2005 3:38 am    Post subject: Reply with quote

nice. now all we need is cb on the new version ^^
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arni



Joined: 20 Feb 2005
Posts: 188

PostPosted: Mon Jun 06, 2005 5:05 am    Post subject: Reply with quote

NICCCCCCCEEEEEEEEEEEEEEEEEEE

--> This dont work with 3.1.0-2.56 does it?
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deej



Joined: 19 Mar 2004
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PostPosted: Mon Jun 06, 2005 9:13 am    Post subject: Reply with quote

Stability of the the binaries has degraded compared to the experimental ones.

I get this error on the game server: ERROR: ET Pro MDX: parent_index >= index all the time now while Zinx's experimental binaries ran stable for about 400 hours Sad.
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arni



Joined: 20 Feb 2005
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PostPosted: Mon Jun 06, 2005 10:44 am    Post subject: Reply with quote

question that arose in my head:

Would lowering serverside snaps to 10 or so significally lower server usage, allowing more ettv slots for your cpu?

--> while 10 would not really be fun for playing it should be fine for just watching imo
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DG



Joined: 24 Jul 2003
Posts: 513

PostPosted: Mon Jun 06, 2005 11:41 am    Post subject: Reply with quote

not according to bani in a recent thread in the ettv forum.

edit: missed your last comment there so this one sounds kind of strange. I meant the lower snaps probably wouldnt lower requirements very significantly but would make viewer quality significantly poorer.
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Last edited by DG on Mon Jun 06, 2005 1:12 pm; edited 1 time in total
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bani
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Joined: 21 Jul 2002
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PostPosted: Mon Jun 06, 2005 12:38 pm    Post subject: Reply with quote

deej wrote:
Stability of the the binaries has degraded compared to the experimental ones.

I get this error on the game server: ERROR: ET Pro MDX: parent_index >= index all the time now while Zinx's experimental binaries ran stable for about 400 hours Sad.


can anyone else reproduce this?
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deej



Joined: 19 Mar 2004
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PostPosted: Mon Jun 06, 2005 1:44 pm    Post subject: Reply with quote

bani wrote:
can anyone else reproduce this?


I got rid of the error by doing a fresh install of everything and by unzipping the ETTV zip & ETPro zip on my windows machine and uploading it manually.

Keep you posted if it happens again Sad.
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arni



Joined: 20 Feb 2005
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PostPosted: Mon Jun 06, 2005 2:05 pm    Post subject: Reply with quote

DG wrote:
edit: missed your last comment there so this one sounds kind of strange. I meant the lower snaps probably wouldnt lower requirements very significantly but would make viewer quality significantly poorer.


My thoughts: (Might be and as you say probably will be wrong)

If the server compiles less gameworld updates, there are less gameupdates sent to the client.

Cpu usage increases with every viewer

What other than sending gameworld updates to the client does the server do for each and every client?

--> Less gameworld updates to be send (and calculated) for every client
--> Less cpu usage

Where is my thinking mistake here?
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bani
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Joined: 21 Jul 2002
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PostPosted: Mon Jun 06, 2005 2:10 pm    Post subject: Reply with quote

sv_fps 10 would be pretty annoying to watch. i wouldn't recommend it.


do not taunt happy fun bani
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arni



Joined: 20 Feb 2005
Posts: 188

PostPosted: Mon Jun 06, 2005 3:12 pm    Post subject: Reply with quote

bani wrote:
sv_fps 10 would be pretty annoying to watch. i wouldn't recommend it.


hmm, snaps 10 looks ok, except for smg's shooting sound funny

--> But would it actually work to reduce cpu load?




oh didnt even notice i was taunting you with my sig Wink
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