SCENE » News
Menu
articles
cfg
Servers
Profile
Services
Links
avatarRegeneration Manifesto: Pt 3, 14.9.2011 © Welkin

The 2011 Regeneration Manifesto: Part 3, Structure the Season
avatarRegeneration Manifesto: Pt 2, 8.9.2011 © Welkin

The 2011 Regeneration Manifesto: Part 2, The Situation
2017-10-06 Summer Of Q2 Cup Finale
2017-09-10 Pepek passed away
2017-08-27 David wins at QuakeCon
2017-07-10 q2scene discord
2016-11-20 All-Stars TDM for Chr ...
2016-10-25 server change
Sounds on playground2008-12-18 05:55 | kabysdoh
As many players noticed, sounds on the server q2.playground.ru was bugged. SkulleR has found and resolved the problem when he got an access to the server. It was r1q2 server cmd sv_nc_visibilitycheck 2.

We asked SkulleR to explain the trouble:
This cmd reduces the area of PVS (potencially visible set) on the stage of a decision which entities updates to send to each the client.
The idea of sv_nc_visibilitycheck could be not so bad if not accociated sounds bug of q2, which excist since the born of q2.
The thing is that q2 network protocol provides sound optimiziation, e.g. co-ordinates of sound aren't sent, if the playes-source should be visible for player-reciever (in server opinion).
But in this case server uses original (unmodified) PVS, while when it actually sends co-ordinates - it uses reduced PVS by sv_nc_visibilitycheck.
So, server actually doesn't send new co-ordinates at all (neither in sound packet itself, nor as part of entity update), provided the player entity in question is still in PVS but not directly visible - and so, you hear the sound from that spot, where you saw the player last time.


This far all server admins, who use r1q2 server, should make sure, that they have sv_nc_visibilitycheck set to 0.

Updated:
We have also added 3 ports on opentdm:
q2.playground.ru:27914, -5, -6.
Hopefully these changes will make playground a proper server for offical games.
Comments

kabysdoh
avatar
2008-12-24 09:52 
fixed
skuller
avatar
2008-12-19 10:18 
To fix up a little misunderstanding kaby introduced when translating my original passage from Russian: in case of sv_nc_visibilitycheck enabled server does not send old sound coordinates, it simply doesn't send them at all (neither in sound packet itself, nor as part of entity update), provided the player entity in question is still in PVS but not directly visible.
magnata
avatar
2008-12-19 09:05 
yeah! I've noticed that also for sure, and I though it is annoying because of the sound system I have (5.1).
I also think that on my sound system when I am far away from the water (on the edge for example) I just don't get a signal if someone is swimming.
Pogo
avatar
2008-12-18 10:44 
Yeah it's great that this issue is finally explained. I've noticed it on several servers and it really sucks when you think you hear someone attacking from the front and then get railed in the back instead. Hopefully the admins will read this and correct it.
Dimmo
avatar
2008-12-18 07:15 
better late than never

New comment
You have to register/login first. Register
^^^
0.012
scripts © KMprojekt