L4DNation

Competitive => Confogl & Miscellaneous => Topic started by: ProdigySim on June 25, 2012, 03:02:28 am

Title: L4D1+2 Tickrate Enabler 1.3
Post by: ProdigySim on June 25, 2012, 03:02:28 am
tickrate_enabler 1.3 by ProdigySim

Description

Instructions

1. Place tickrate_enabler.dll (Windows) or tickrate_enabler.so (Linux) in your server's addons folder.
2. Place tickrate_enabler.vdf (L4D2) or tickrate_enabler_l4d1.vdf (L4D1) in your server's addons folder.
3. Add "-tickrate <desired_tickrate>" to your server's launch parameters. e.g. -tickrate 100
4. Make sure the following convar settings are properly set in server.cfg or otherwise:

    sv_maxupdaterate 100
    sv_maxcmdrate 100
    fps_max 150 // higher than 100 recommended, as ticks calculated seems to dip otherwise.
   sv_maxrate 0 // 0 = unlimited, but you can also set this manually. Default is 30k for 30tick, use math.
   // Setting higher sv_minrate can be used to force users to use higher data rates.
   
   Note that fps_max and sv_maxrate are hidden variables on most scenarios.

5. Done. Enjoy 100 tick L4D2 gameplay.

Changelog / TODO

1.3:
    Fixed L4D1 CVomit::UpdateAbility linux offsets.
1.2: thanks to vintik
   Fixed maxrate patching on Windows (L4D1+2)
   Added an extra maxrate patch on Linux that probably does nothing.
1.1:
    Patches 2 hard coded max rate limits
    Removes CVar Max on sv_max/minrate, net_splitpacket_maxrate
    Some code reorganization
1.0:
    Patches boomer vomit to behave properly on modified high tickrates
    Code cleaner perhaps
0.1:
    -tickrate only pseudo-release

TODO:
   Investigate other bugs
   Remove 30K rate limit from HLTV clients.

Download:
Binaries (L4D1+2): https://bitbucket.org/ProdigySim/l4d2_tickrate_enabler/downloads/l4d_tickrate_enabler_1.3.zip
Source: https://bitbucket.org/ProdigySim/l4d2_tickrate_enabler/
Title: Re: L4D1+2 Tickrate Enabler 1.0
Post by: CircleSquared on June 25, 2012, 03:04:44 am
I love you.

Shit Just Got Real HD (http://www.youtube.com/watch?v=IUH3JQjcweM#ws)
Title: Re: L4D1+2 Tickrate Enabler 1.0
Post by: ProdigySim on June 25, 2012, 03:08:41 am
I love you.
Thanks. I think you're swell :3
Title: Re: L4D1+2 Tickrate Enabler 1.0
Post by: Tabun on June 25, 2012, 03:23:15 am
Swell-zoned.

Also, I think it is amazing.

And I hate my server hoster, because apparently I cannot add or change launch switches. :~[
Title: Re: L4D1+2 Tickrate Enabler 1.0
Post by: CircleSquared on June 25, 2012, 03:25:37 am
Swell-zoned.

Also, I think it is amazing.

And I hate my server hoster, because apparently I cannot add or change launch switches. :~[

I can see this being an issue. I submitted a request to NFO to add it, will see how that goes.
Title: Re: L4D1+2 Tickrate Enabler 1.0
Post by: ProdigySim on June 25, 2012, 03:34:32 am
It's possible that they will want to charge more. I thought I was going to have someone using NFO test but they never got around to it I guess.

I'll try to post some IPs here that have >30tick enabled. pWg (eu) is setting up servers right now.

the-pWg 51-60 are running tickrate_enabler. They are 100tick now from what I see, but he will likely be testing different tickrates over time.

80.82.209.110:27015
80.82.209.110:27016
80.82.209.110:27017
80.82.209.110:27018
80.82.209.110:27019
80.82.209.110:27020
80.82.209.110:27021
80.82.209.110:27022
80.82.209.110:27023
80.82.209.110:27024
Title: Re: L4D1+2 Tickrate Enabler 1.0
Post by: vintik on June 25, 2012, 04:43:03 am
Next fix should be for doors. They open slowly.
Title: Re: L4D1+2 Tickrate Enabler 1.0
Post by: 3yebex on June 25, 2012, 05:32:40 am
I got a general idea of what this is. Just for clarification, how will this affect normal gameplay? Will this decrease the amount of laggy common at lower-lerps or am I thinking of something else entirely?
Title: Re: L4D1+2 Tickrate Enabler 1.0
Post by: Huuwap on June 25, 2012, 09:57:39 am
I have a request in to NFO as well.  We'll see where it goes.

And an answer:
Quote
If you were to apply this modification, we could modify your startup line to enable it.

 Cheers,
 Cody
Title: Re: L4D1+2 Tickrate Enabler 1.0
Post by: fig newtons on June 25, 2012, 11:15:27 am
I got a general idea of what this is. Just for clarification, how will this affect normal gameplay? Will this decrease the amount of laggy common at lower-lerps or am I thinking of something else entirely?
https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
Title: Re: L4D1+2 Tickrate Enabler 1.0
Post by: Tabun on June 25, 2012, 11:54:17 am
Damn, my server host is pretty dense.

Quote
The tickrate setting is locked by Valve due to all the issues it has been causing on orangebox engine. We will not be enabling at this time on L4D servers. We will be testing it but there is no guaranty we will be offering to change it.

There is no guarantee they will be offering to change a (normally harmless, because ignored) command line switch, because I'm not allowed to test this myself. If this ends up working well for others, I guess it's time to switch host.
Title: Re: L4D1+2 Tickrate Enabler 1.0
Post by: Huuwap on June 25, 2012, 11:59:46 am
NFO is fantastic.  Monthly rate is $14.99 for an L4D2 server, 15 slot mumble and webhosting.  Pretty sure I paid $78 for 6 months.
Title: Re: L4D1+2 Tickrate Enabler 1.0
Post by: Tabun on June 25, 2012, 12:13:58 pm
I believe you. Too bad they only host in the US of A. Still looking for the best Euro-side host. :]

Edit: LOL Huu, stop making it sound like non-American-ness is an affliction. ;]
Title: Re: L4D1+2 Tickrate Enabler 1.0
Post by: Huuwap on June 25, 2012, 12:23:27 pm
Ohhhhh, you're one of those.  Damn.  Sorry mate =/.
Title: Re: L4D1+2 Tickrate Enabler 1.0
Post by: CircleSquared on June 25, 2012, 12:53:46 pm
NFO agreed to my request as well. Gravy.

Enjoying the 100tic servers ;)
Title: Re: L4D1+2 Tickrate Enabler 1.0
Post by: fig newtons on June 25, 2012, 01:16:26 pm
This won't be an issue for most folks, but note that some users will have to adjust their rates to take advantage of 100 tick servers:

Quote
Clients usually have only a limited amount of available bandwidth. In the worst case, players with a modem connection can't receive more than 5 to 7 KB/sec. If the server tried to send them updates with a higher data rate, packet loss would be unavoidable. Therefore, the client has to tell the server its incoming bandwidth capacity by setting the console variable rate (in bytes/second). This is the most important network variable for clients and it has to be set correctly for an optimal gameplay experience. The client can request a certain snapshot rate by changing cl_updaterate (default 20), but the server will never send more updates than simulated ticks or exceed the requested client rate limit. Server admins can limit data rate values requested by clients with sv_minrate and sv_maxrate (both in bytes/second). Also the snapshot rate can be restricted with sv_minupdaterate and sv_maxupdaterate (both in snapshots/second).

tl;dr: If your rates are set too low, you won't be taking advantage of the extra updates. If I understand this correctly, most users will need to increase their cl_updaterate values: under ideal conditions cl_cmdrate 101 and cl_updaterate 101 would be optimal.

circle: It may be useful to standardize this somehow or at least have the config tell us the server tick rate so we can adjust our network settings accordingly. :)
Title: Re: L4D1+2 Tickrate Enabler 1.0
Post by: Huuwap on June 25, 2012, 01:25:49 pm
If you have a shit machine or internet connection, it may also be better for you to use lower rates.

Interested to get home from work and see if I notice any positive difference with 100 tick.  I'm slightly worried that my connection won't hack it.
Title: Re: L4D1+2 Tickrate Enabler 1.0
Post by: Griffin on June 25, 2012, 03:00:00 pm
zorrex.game.nfoservers.com:27015 is an L4D1 server running 100tick at the moment.  We probably need to talk to NFO because as it stands we're having difficulties with the server framerate dropping below 100 during CPU-intense moments (it seems to be certain spots in certain maps).

Seems to be a bit better with nb_update_frequency at its default value.  We're still playing around with various settings trying to get a steady 100+ fps, but we might just drop down to 60 tick or something.  Either that or see if NFO can give us some beefier specs at a premium.

Here's a link (http://www.mediafire.com/?e122b7nqa93k56r) to the L4D1 windows binary with 100tick hex'd in as the default value (in case you can't edit the commandline on your server).
Title: Re: L4D1+2 Tickrate Enabler 1.0
Post by: boat on June 25, 2012, 03:43:09 pm
wait people didn't have cl_updaterate and cl_cmdrate set to 101 for the past 3 years like i have?
Title: Re: L4D1+2 Tickrate Enabler 1.0
Post by: fig newtons on June 25, 2012, 03:57:32 pm
No because there was no point since the server was never updating that fast anyway.
Title: Re: L4D1+2 Tickrate Enabler 1.0
Post by: ProdigySim on June 25, 2012, 04:41:22 pm
Looking at some initial testing, max rate patching is going to be necessary.

Higher tickrate still works, but don't expect to get a constant 100 or even 60 updates per second. Whether you consider this solution to be "better" than 30 tick is up to you. Theorietically as long as you're not dropping below 30 updates per second, you should be better off.

Other bugs found:
1. Cycle time on certain weapons not being calculated correctly (dual pistols)
2. Door opening speed is slow (I guess... seems pretty insignificant)

As G. Riffs noted, nb_update_frequency can really affect how many updates you get per second. Setting this to 0 means you will get updated CI movement every tick. Setting it to 0.1 (Default) means an update every 100ms, or every 10 ticks on 100tick. More CI updates = more bandwidth usage = less updates can be sent per second. If you like smooth SI more than smooth CI, maybe revert your nb_update_frequency to default.
Title: Re: L4D1+2 Tickrate Enabler 1.0
Post by: CircleSquared on June 25, 2012, 05:15:05 pm
Seems like smg and hunting rifle also have issues, can't really tell if shotgun is any different. The pistols are most noticable though. Haven't tested any other weapons.
Title: Re: L4D1+2 Tickrate Enabler 1.0
Post by: Huuwap on June 25, 2012, 06:53:36 pm
I'm not sure if my ProMod 2.5 install is botched or if the tickrate enabler is causing this, but tank goes immediately to 70% rage on refill.  Any ideas?
Title: Re: L4D1+2 Tickrate Enabler 1.0
Post by: Griffin on June 25, 2012, 07:33:13 pm
I made a plugin to fix pistols in L4D1, it's sort of a ghetto approach in that it just modifies m_flNextPrimaryAttack, but it appears to be working.  I'm not sure if it would work in L4D2 (and I don't have a server to test on) but if anyone is interested, here it is:

Plugin (http://www.mediafire.com/?7txby525icj699p) (Source (http://www.mediafire.com/?wx1bnjcow3nii6x))

Adds the following cvars:
"l4d_pistol_delay_dualies" = "0.1" min. 0.000000 max. 5.000000
          - Minimum time (in seconds) between dual pistol shots
"l4d_pistol_delay_single" = "0.2" min. 0.000000 max. 5.000000
          - Minimum time (in seconds) between single pistol shots
"l4d_pistol_delay_incapped" = "0.3" min. 0.000000 max. 5.000000
          - Minimum time (in seconds) between pistol shots while incapped

Defaults are based on 30 tick l4d1 pistol spamming.
Title: Re: L4D1+2 Tickrate Enabler 1.0
Post by: CircleSquared on June 25, 2012, 08:28:42 pm
I'm not sure if my ProMod 2.5 install is botched or if the tickrate enabler is causing this, but tank goes immediately to 70% rage on refill.  Any ideas?

It's a problem with the plugin, has nothing to do with 100tic. I'll look into it when I get the chance.
Title: Re: L4D1+2 Tickrate Enabler 1.0
Post by: Huuwap on June 25, 2012, 08:30:33 pm
So this is happening to others?
Title: Re: L4D1+2 Tickrate Enabler 1.0
Post by: CircleSquared on June 25, 2012, 08:39:27 pm
Yes, a fix and rereleased 2.5a will be updated on the thread very soon.
Title: Re: L4D1+2 Tickrate Enabler 1.0
Post by: purple on June 25, 2012, 09:49:26 pm
Hi, with this tickrate thing my pistols go pew pew very fast and make it impossibru for tanks to catch me.  Hunter wall pounces feel faster, SI running in ghost mode feel a tiny bit faster, sometimes tank rock throw animation doesn't finish before the rock is released, and boomers can boom from miles away.  Just what I've noticed so far. :)

Also:

Le Vere Esultanze goal FX (http://www.youtube.com/watch?v=pZ4a2IO3vdg#ws)
Title: Re: L4D1+2 Tickrate Enabler 1.0
Post by: Toastie on June 26, 2012, 04:05:50 pm
When I set those commands in the server.cfg it does not recognize fps_max or sv_maxupdaterate.  It recognizes sv_maxcmdrate tho.

Now i see in confogl it handles the maxupdaterate but what do i do about the fps_max?
Title: Re: L4D1+2 Tickrate Enabler 1.0
Post by: ProdigySim on June 26, 2012, 05:01:32 pm
You'll need to use sm_cvar to make those commands work.
Title: Re: L4D1+2 Tickrate Enabler 1.0
Post by: CircleSquared on June 26, 2012, 06:11:06 pm
I think 100tic makes jumprock impossible, nobody could do it yesterday with the new tickrate. Probably haymaker too.
Title: Re: L4D1+2 Tickrate Enabler 1.0
Post by: Huuwap on June 26, 2012, 06:27:02 pm
Playing with this again.  Is there any easy way to tell if the plugin is installed and working properly?
Title: Re: L4D1+2 Tickrate Enabler 1.0
Post by: ProdigySim on June 26, 2012, 06:27:13 pm
I think 100tic makes jumprock impossible, nobody could do it yesterday with the new tickrate. Probably haymaker too.
I bet they're still possible. You just have to do it in a 10ms window instead of a 33ms window.
Title: Re: L4D1+2 Tickrate Enabler 1.0
Post by: epilimic on June 26, 2012, 06:34:08 pm
So I'm having this happen since installing 100tick.

http://steamcommunity.com/id/epilf/screenshot/596974051441658059 (http://steamcommunity.com/id/epilf/screenshot/596974051441658059)

We get this wait for your teammates message after every half, and it sits there for well over a minute past when we ready up. Note that it does not happen on the first load, but once the first half passes it does it every one after that. This is in a 1v1 with only two of us on my server, nobody else to wait on. Once we both ready up we can walk around inside the saferoom but when you try and open the door it just does the locked clicky sound until the message goes away.

 I've changed nothing except added in the appropriate cvars, dropped the two files in addons, and nfo added in the switch. I restarted the server and it happens every time, so it isn't just a fluke.



Also circlesquared: you can still jumprock, the timing is much tighter though.
Title: Re: L4D1+2 Tickrate Enabler 1.0
Post by: Griffin on June 26, 2012, 07:13:19 pm
Playing with this again.  Is there any easy way to tell if the plugin is installed and working properly?


rcon plugin_print to see the plugin listed as loaded.  Change cl_cmdrate and cl_updaterate to 100 and check net graph for the values labeled as 5 in this picture:

(http://i.imgur.com/AL2uv.jpg)

for values near 100/s.  Make sure your server's fps_max is set to a value greater than 100, and that your server has an FPS unlocked (most GSPs provide these automatically).  Verify your server's framerate is exceeding 100 with net_graph 5, the value next to "sv:" will be your server's framerate.  Alternatively, a useful command is rcon stats, this will show you the server's current framerate and CPU usage.
Title: Re: L4D1+2 Tickrate Enabler 1.0
Post by: Ross on June 26, 2012, 08:02:47 pm
I made a plugin to fix pistols in L4D1, it's sort of a ghetto approach in that it just modifies m_flNextPrimaryAttack, but it appears to be working.  I'm not sure if it would work in L4D2 (and I don't have a server to test on) but if anyone is interested, here it is:

Plugin ([url]http://www.mediafire.com/?7txby525icj699p[/url]) (Source ([url]http://www.mediafire.com/?wx1bnjcow3nii6x[/url]))

Adds the following cvars:
"l4d_pistol_delay_dualies" = "0.1" min. 0.000000 max. 5.000000
          - Minimum time (in seconds) between dual pistol shots
"l4d_pistol_delay_single" = "0.2" min. 0.000000 max. 5.000000
          - Minimum time (in seconds) between single pistol shots
"l4d_pistol_delay_incapped" = "0.3" min. 0.000000 max. 5.000000
          - Minimum time (in seconds) between pistol shots while incapped

Defaults are based on 30 tick l4d1 pistol spamming.


I can confirm this works on my 100 tick server. The default values in this plugin are perfect for single pistol and dualies, both up and incapped. However, the regular dualies were still firing a bit too fast, so griffin suggested a cvar change.

This plugin + !cvar l4d_pistol_delay_dualies .15 = problem solved.

Thanks griffin
Title: Re: L4D1+2 Tickrate Enabler 1.0
Post by: Huuwap on June 26, 2012, 08:05:12 pm
So I'm having this happen since installing 100tick.

[url]http://steamcommunity.com/id/epilf/screenshot/596974051441658059[/url] ([url]http://steamcommunity.com/id/epilf/screenshot/596974051441658059[/url])

We get this wait for your teammates message after every half, and it sits there for well over a minute past when we ready up. Note that it does not happen on the first load, but once the first half passes it does it every one after that. This is in a 1v1 with only two of us on my server, nobody else to wait on. Once we both ready up we can walk around inside the saferoom but when you try and open the door it just does the locked clicky sound until the message goes away.

 I've changed nothing except added in the appropriate cvars, dropped the two files in addons, and nfo added in the switch. I restarted the server and it happens every time, so it isn't just a fluke.



Also circlesquared: you can still jumprock, the timing is much tighter though.

I had this happen yesterday during 1v1s as well.

Also, plugin_print only returns metamod.  If I manually run plugin_load addons/tickrate_enabler I get the following:
Code: [Select]
Tickrate_Enabler: Failed to get a pointer on ServerGameDLL.
Failed to load plugin "addons/tickrate_enabler"
Unable to load plugin "addons/tickrate_enabler"
Title: Re: L4D1+2 Tickrate Enabler 1.0
Post by: Huuwap on June 26, 2012, 10:26:24 pm
Weirdest fix ever.  Renamed metamod.vdf to metamod.vdf.bak in the addons folder...restart server, both metamod and tickrate load no problem.

1v1s are still fucked with wait for your teammates.
Title: Re: L4D1+2 Tickrate Enabler 1.0
Post by: epilimic on June 26, 2012, 11:43:03 pm
Here's another bug I've come across. I've got a super fast pc with a SSD, and playing against a buddy who loads a little slow actually causes my server to shut down if he doesn't load in fast enough.
http://steamcommunity.com/id/epilf/screenshot/955010783294814047 (http://steamcommunity.com/id/epilf/screenshot/955010783294814047)

This may or may not have to do with the fact that fps_max won't work via server.cfg, but it does take effect if I "rcon sm_cvar fps_max 150".
Title: Re: L4D1+2 Tickrate Enabler 1.0
Post by: 3yebex on June 27, 2012, 02:23:45 am
I just played this on Huuwap's server. This, was, incredible. I noticed a huge increase in reg, easier deadstops even on Jockies. Why isn't this the default?! (Yes, I do understand why it's not.). Everything just felt so incredibly smooth.

EDIT: Jumprocks are still doable, it's just much more difficult.
Title: Re: L4D1+2 Tickrate Enabler 1.0
Post by: Griffin on June 27, 2012, 02:38:14 am
This may or may not have to do with the fact that fps_max won't work via server.cfg, but it does take effect if I "rcon sm_cvar fps_max 150".

put
Code: [Select]
sm_cvar fps_max ### in your server.cfg, not just fps_max ###
Title: Re: L4D1+2 Tickrate Enabler 1.0
Post by: sinclair on June 27, 2012, 03:23:27 am
this config was a trick, prodigy is jealous of my jumprocks so he made this config.
Title: Re: L4D1+2 Tickrate Enabler 1.0
Post by: Huuwap on June 27, 2012, 08:47:04 am
lol, I'm actually hitting jump rocks more often than I was before.
Title: Re: L4D1+2 Tickrate Enabler 1.0
Post by: purpletreefactory on June 27, 2012, 09:12:33 am
So I'm having this happen since installing 100tick.

[url]http://steamcommunity.com/id/epilf/screenshot/596974051441658059[/url] ([url]http://steamcommunity.com/id/epilf/screenshot/596974051441658059[/url])

We get this wait for your teammates message after every half, and it sits there for well over a minute past when we ready up. Note that it does not happen on the first load, but once the first half passes it does it every one after that. This is in a 1v1 with only two of us on my server, nobody else to wait on. Once we both ready up we can walk around inside the saferoom but when you try and open the door it just does the locked clicky sound until the message goes away.

 I've changed nothing except added in the appropriate cvars, dropped the two files in addons, and nfo added in the switch. I restarted the server and it happens every time, so it isn't just a fluke.



Also circlesquared: you can still jumprock, the timing is much tighter though.


Here's another bug I've come across. I've got a super fast pc with a SSD, and playing against a buddy who loads a little slow actually causes my server to shut down if he doesn't load in fast enough.
[url]http://steamcommunity.com/id/epilf/screenshot/955010783294814047[/url] ([url]http://steamcommunity.com/id/epilf/screenshot/955010783294814047[/url])

This may or may not have to do with the fact that fps_max won't work via server.cfg, but it does take effect if I "rcon sm_cvar fps_max 150".


Both of these problems actually have nothing to do with the tickrate being 100. The problem comes from the newest version of promod, 2.5. The base version of confogl (the confoglcompmod.smx file) was changed to add this feature: "Updated l4d2lib using confogl natives so mapinfo.txt is loaded from each cfgogl directory." Circlesquared can explain this much better than I can. But somehow this new problem with the server shutting down and not letting people leave the saferoom in 1v1's was introduced as at the same time.

The fix that circlesquared gave me was to revert both confoglcompmod.smx and l4d2lib.smx to older versions. So either you can manually grab confoglcompmod.smx from confogl-2.2.2-FIXED and l4d2lib.smx from promod 2.4 and overwrite the promod 2.5 versions on your server, or you can download them both here: http://www.mediafire.com/?bzbzpgw48sq203p (http://www.mediafire.com/?bzbzpgw48sq203p) and extract them to your server.


If however you don't have promod 2.5 installed, then I have no idea what is going on there.
Title: Re: L4D1+2 Tickrate Enabler 1.0
Post by: Huuwap on June 27, 2012, 09:32:40 am
I kind of thought it was a ProMod thing rather than tickrate enabler on the 1v1s, but didn't have a base to check with since my server has been in a state of constant fuckery since the ProMod and Tickrate Enabler releases...knew I should have tested one at a time, but w/e.

I'm getting around the server shutting down issue with "sm_cvar sb_all_bot_team 1" in confogl_personalize.cfg, but I have no clue on possible workarounds for the "Please Wait for your Team" bullshit.
Title: Re: L4D1+2 Tickrate Enabler 1.0
Post by: purpletreefactory on June 27, 2012, 09:40:54 am
I'm getting around the server shutting down issue with "sm_cvar sb_all_bot_team 1" in confogl_personalize.cfg, but I have no clue on possible workarounds for the "Please Wait for your Team" bullshit.

The fix I mentioned earlier also gets rid of the "Please Wait for your Team" thing as far as I can tell. I've tested it on both my server and ross's.
Title: Re: L4D1+2 Tickrate Enabler 1.0
Post by: Huuwap on June 27, 2012, 09:57:21 am
I'll go ahead and give that a shot.  Just worried that this will open another small but annoying issue, lol.

I'm thinking a lot of the posts in this thread (anything promod 2.5 related really) could probably be moved to to that thread.
Title: Re: L4D1+2 Tickrate Enabler 1.0
Post by: ProdigySim on June 27, 2012, 11:39:57 am
sb_all_bot_team doesn't exist on L4D2. It has essentially been replaced with sb_all_bot_game.
Title: Re: L4D1+2 Tickrate Enabler 1.0
Post by: CircleSquared on June 27, 2012, 11:48:11 am
I've quoted all the posts about this bug to the 2.5a lastest post to continue the discussion there. If you experiencing any server shutdown or team switching issues post in the 2.5a thread.
Title: Re: L4D1+2 Tickrate Enabler 1.0
Post by: Huuwap on June 27, 2012, 11:55:33 am
sb_all_bot_team doesn't exist on L4D2. It has essentially been replaced with sb_all_bot_game.
Sorry, that's what I meant :-\
Title: Re: L4D1+2 Tickrate Enabler 1.0
Post by: Tabun on June 27, 2012, 01:29:00 pm
Noob-question:

If I want to go from 100 ticks back down to 60, is there a way to do so with the benefits of less hardware stress by cvars only? That is, is lowering max rates on server from 100 to 60 going to help, or does it really need a command line -tickrate drop to actually lower the required cpu stress?

Only asking because I can't edit the command line myself (but hell yes, they did set it to 100 for me, even without any real pushing on my part -- bonus points for them!); it would be a hassle to submit tickets for testing how well my server handles different tickrates. :]
Title: Re: L4D1+2 Tickrate Enabler 1.0
Post by: Huuwap on June 27, 2012, 01:46:18 pm
I'm interested in the solid answer to that question as well.

I would think changing the cvars would limit bandwidth for sure, but the server will still be producing the additional data overhead.  Just an assumption.
Title: Re: L4D1+2 Tickrate Enabler 1.0
Post by: Griffin on June 27, 2012, 02:31:39 pm
If I want to go from 100 ticks back down to 60, is there a way to do so with the benefits of less hardware stress by cvars only? That is, is lowering max rates on server from 100 to 60 going to help, or does it really need a command line -tickrate drop to actually lower the required cpu stress?

fps_max 60 would reduce CPU stress and updates sent to/from the server to the same as you'd expect from 60 tick (I think), I'm not sure if it actually is the same as lowering tickrate, but I suspect it is.  Need P. Sims to weigh in.
Title: Re: L4D1+2 Tickrate Enabler 1.0
Post by: ProdigySim on June 27, 2012, 02:36:11 pm
Lowering the fps would prevent extra ticks from being calculated, yes. Seems like a mostly good solution. Probably. Ideally you wouldn't want to stay like that, though... Just reduce the tickrate.
Title: Re: L4D1+2 Tickrate Enabler 1.0
Post by: epilimic on June 27, 2012, 03:17:37 pm
put
Code: [Select]
sm_cvar fps_max ### in your server.cfg, not just fps_max ###
derp, thx... I just copied and pasted what psim had in the OP.

working fine now, love it!
Title: Re: L4D1+2 Tickrate Enabler 1.0
Post by: Tabun on June 27, 2012, 04:19:11 pm
Okay, thanks. That'll do for testing purposes. Once I find the sweet spot, I can submit a ticket and get it set properly.

So far no problems though, apart from the knowns.
Title: Re: L4D1+2 Tickrate Enabler 1.0
Post by: Icy Inferno on June 27, 2012, 06:39:57 pm
I love this community sometimes. Great work and testing all around in here.
Title: Re: L4D1+2 Tickrate Enabler 1.0
Post by: Tabun on June 27, 2012, 07:11:35 pm
I know what you mean. :]

I was pleased to briefly join that 400 ping confogl mutation test today, too..
Title: Re: L4D1+2 Tickrate Enabler 1.0
Post by: Icy Inferno on June 28, 2012, 01:57:27 am
Yeah. ProdigySim needs a donation box or something so that there can be an actual confogl beta server again... unless crx's actual still up running the half-finished new confogl stuff that hasn't been touched in a while.
Title: Re: L4D1+2 Tickrate Enabler 1.0
Post by: alexi21 on June 28, 2012, 08:04:10 pm
If psim needs a confogl beta server I'll offer up one of my servers.
Title: Re: L4D1+2 Tickrate Enabler 1.0
Post by: zombiekiller on June 29, 2012, 02:40:13 am
i have followed the instruction to install this and it is installed correctly and i can see it running by rcon plugin_print. but cannot get anything higher than 30/30 on net graph in/out. am i doing something wrong? this is for l4d1
Title: Re: L4D1+2 Tickrate Enabler 1.0
Post by: ProdigySim on June 29, 2012, 02:45:20 am
i have followed the instruction to install this and it is installed correctly and i can see it running by rcon plugin_print. but cannot get anything higher than 30/30 on net graph in/out. am i doing something wrong? this is for l4d1
What's your server FPS in net_graph? (should be labeled as sv:)
Title: Re: L4D1+2 Tickrate Enabler 1.0
Post by: zombiekiller on June 29, 2012, 02:55:18 am
i have tried the cvar at 150 and its goes to 150, tried it at 0 and its around 950-999, it goes to whatever i change it to, but i've been able to do that prior to installing this addon.
Title: Re: L4D1+2 Tickrate Enabler 1.0
Post by: Hoernchen on June 29, 2012, 04:13:13 am
Awesome! I will try it out on my German Server.

It dont work on my Server

But I try it out on a American Server it was awesome Hunter feels so smooth skeeting feels smooth even with 150ms but Pistol is too fast xD
Title: Re: L4D1+2 Tickrate Enabler 1.0
Post by: Tabun on June 29, 2012, 05:33:40 am
One new downside to this (apart from the minor speed bugs) that I discovered is that there's still people that somehow think the added smoothness and hit registration is all "placebo." Mind you, they think the same about interpolation, so it may not be possible to ever convince them otherwise. :]

The fps_max 60 'throttle' doesn't seem to avoid my rented server from getting serious fps dips, so I guess it's still getting too much stress and only a real command line change will really help in that respect.
Title: Re: L4D1+2 Tickrate Enabler 1.0
Post by: ZenPounce on June 29, 2012, 06:08:41 am
When are you going to tackle the sv_maxrate issue?


@People who can't get the plugin loaded on their servers:
Edit the .vdf file make sure it's like this:
Code: [Select]
"Plugin"
{
"file" "../left4dead/addons/tickrate_enabler"
}
Title: Re: L4D1+2 Tickrate Enabler 1.0
Post by: Sir on June 29, 2012, 08:15:24 am
I can't thank you enough for this.

Really enjoying the 60 tick on pWg (All the pWg servers currently run on 60 Tick, smoothly without a problem)
I can really tell the difference, even with deadstops.

I've been monitoring the net_graph during play and it seems to drop no lower than 55 unless I've just died as infected, which also causes choke which is a normal thing, no problem at all. :]
Title: Re: L4D1+2 Tickrate Enabler 1.0
Post by: ProdigySim on June 29, 2012, 09:43:17 am
When are you going to tackle the sv_maxrate issue?


@People who can't get the plugin loaded on their servers:
Edit the .vdf file make sure it's like this:
Code: [Select]
"Plugin"
{
"file" "../left4dead/addons/tickrate_enabler"
}

When I have time. I hope that's not inconvenient for you.

http://prodigysim.com/2012/06/28/tickrate-enabler-whats-to-come/ (http://prodigysim.com/2012/06/28/tickrate-enabler-whats-to-come/)
Title: Re: L4D1+2 Tickrate Enabler 1.0
Post by: ZenPounce on June 29, 2012, 01:08:46 pm
When I have time. I hope that's not inconvenient for you.

[url]http://prodigysim.com/2012/06/28/tickrate-enabler-whats-to-come/[/url] ([url]http://prodigysim.com/2012/06/28/tickrate-enabler-whats-to-come/[/url])


Personally, I am not in a hurry for this plugin. But I hope sv_maxrate is uncapped before the upcoming cup(s).
Title: Re: L4D1+2 Tickrate Enabler 1.0
Post by: ProdigySim on June 29, 2012, 01:44:12 pm
I'm looking for a user with a Linux L4D1 server to be involved in testing upcoming versions. If this interests you please PM me your steam URL here or, if you're feeling lucky, add me and message me on steam. http://steamcommunity.com/id/prodigysim (http://steamcommunity.com/id/prodigysim)
Title: Re: L4D1+2 Tickrate Enabler 1.0
Post by: sinclair on June 29, 2012, 02:02:24 pm
fuck u prodigy u never respond on steam
Title: Re: L4D1+2 Tickrate Enabler 1.0
Post by: ProdigySim on June 29, 2012, 04:26:32 pm
fuck u prodigy u never respond on steam
Yes that's because you're usually telling me to give back your TF2 keys or asking me to ring for you while I'm in the middle of playing some other game.


Might have a new version to release soon, but I'm waiting to hear back from some beta testers. Also looking for someone with a windows L4D2 server who can run tickrate_enabler.
Title: Re: L4D1+2 Tickrate Enabler 1.0
Post by: ZenPounce on June 29, 2012, 04:40:59 pm
I don't know if anyone else has this problem but the new Linux version of the plugin does not unlock the tickrate. While the old one does.

(fps max, updaterate,cmdrate all set.)


EDIT: Oh and the old one only unlocks it to 60. (-tickrate 100)
Title: Re: L4D1+2 Tickrate Enabler 1.0
Post by: zombiekiller on June 29, 2012, 08:03:36 pm
still can't get this to work. tried many solutions to no avail. plugin_print shows it running, but still only get 30/30 in/out on net graph. sm cvar fps_max set to 150, my sv: is at 150ish. sv_maxupdaterate, 100 sv_maxcmdrate 100. my provider confirmed launch parameter is -tickrate 100. this is a l4d1 windows server.
Title: Re: L4D1+2 Tickrate Enabler 1.0
Post by: ProdigySim on June 29, 2012, 10:00:43 pm
I just set up L4D1 linux + windows servers and they work fine for me.

Here's some overall debugging steps for people.

1. Type "plugin_print" in your server console (rcon should work as well) and see if "Tickrate Enabler, v#.# by ProdigySim" is loaded.
If the plugin isn't loaded, you either have an incorrect .vdf or there's been an update that kills Tickrate Enabler.

2. Check your server's console logs (probably screen logs or otherwise) to see if Tickrate Enabler has detected "-tickrate" on the command line. You should see something like the following:
Code: [Select]
...
Tickrate_Enabler: Found ServerGameDLL at ServerGameDLL005
Tickrate_Enabler: Read TickRate 100.000000
Game supporting (2) split screen players
maxplayers set to 18
If you don't have the message about the Read Tickrate, you don't have -tickrate set properly on your command line.


3. Make sure your sv_maxupdaterate, sv_maxcmdrate, and fps_max are set high enough for the tickrate you're looking for. You can use net_graph 4 to check the fps (bottom, labeled sv:).

Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: ProdigySim on June 30, 2012, 12:52:20 am
1.1 Released.

1.1:
   Patches 2 hard coded max rate limits
   Removes CVar Max on sv_max/minrate, net_splitpacket_maxrate
   Some code reorganization

See OP or package for updated instructions about CVars.

https://bitbucket.org/ProdigySim/l4d2_tickrate_enabler/downloads/l4d_tickrate_enabler_1.1.zip
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: CircleSquared on June 30, 2012, 02:18:42 am
For anyone who puts this on their server to use with confogl, remember you'll have to individually go into each confogl.cfg for each config and change the sv_maxrate from the default 30000 to make use of the higher rates.
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: ProdigySim on June 30, 2012, 02:28:41 am
For anyone who puts this on their server to use with confogl, remember you'll have to individually go into each confogl.cfg for each config and change the sv_maxrate from the default 30000 to make use of the higher rates.
If only LGOFNOC were here....
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: Huuwap on June 30, 2012, 12:06:49 pm
Noob question - What is the benefit of increasing max rate?  What impact does it have on the server when people take advantage of it?
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: ProdigySim on June 30, 2012, 12:27:17 pm
If you have too low of a max rate, your client's might not always be able to receive the full 100 updates per second (or whatever your setting). e.g. if there is a lot of CI locomotion going on at once, you might not be able to fit 100 updates per second into 30KB/s, so you will have packets "choked-back" and not sent to clients on time, if at all.

Also people should be able to use confogl_personalize.cfg to set global rates I think.
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: zombiekiller on June 30, 2012, 01:56:41 pm
post edit: found fix. server provider wasnt putting space between -tickrate and 100, -tickrate100 rather than -tickrate 100
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: Huuwap on June 30, 2012, 02:42:09 pm
If you have too low of a max rate, your client's might not always be able to receive the full 100 updates per second (or whatever your setting). e.g. if there is a lot of CI locomotion going on at once, you might not be able to fit 100 updates per second into 30KB/s, so you will have packets "choked-back" and not sent to clients on time, if at all.

Also people should be able to use confogl_personalize.cfg to set global rates I think.
So at sv_maxrate 50000 the server should be able to dish out 100 without choking on it?  Would this require the client to use rate > 30000?  I'm sure the answer to that is yes.

I have my server at 60 tick right now just for more consistent gameplay, but would move it back up to 100 if sv_maxrate would alleviate that.
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: ZenPounce on June 30, 2012, 04:23:16 pm
Has anyone noticed server FPS drops in certain parts of some maps.

Extreme fps drops occurred on blood harvest chapter 2. A small one on dt2.

Always the same spot.


Blood harvest 2: After the event outside of the warehouse. (Distance on the map, Around 40-70%)
Death toll 2: Before the event in the room with lot's of pipes and a ladder.
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: ProdigySim on June 30, 2012, 04:27:38 pm
So at sv_maxrate 50000 the server should be able to dish out 100 without choking on it?  Would this require the client to use rate > 30000?  I'm sure the answer to that is yes.

I have my server at 60 tick right now just for more consistent gameplay, but would move it back up to 100 if sv_maxrate would alleviate that.
Well, the default sv_maxrate is 30,000 for 30tick. I've only ever seen *outgoing* rates go up to 23k or so on 30tick, but if we assume that 100tick generates 3.33x as many packets, no 50k is not enough. 23k x 3.33 = 76.6.

Scaling sv_maxrate by the same amount you scale the tickrate makes the most sense, and should be sufficient.

I might suggest people try 90 tick instead of 100, btw... Simply because it is an even multiple.
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: Huuwap on June 30, 2012, 09:00:00 pm
Awesome - clears everything up.  Thanks man.
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: ProdigySim on June 30, 2012, 10:57:33 pm
I had a report of a North American user getting -tickrate rejected by their GSP. Perhaps people here who have had it added/rejected can say who their GSP is?
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: CircleSquared on July 01, 2012, 01:47:48 am
NFO accepted my request, but fig said they rejected his.

The pistol delay plugin griffin wrote works in L4D2 if anyone is interested.

Edit: On second thought, default values for the plugin seem fine for l4d2
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: Tabun on July 01, 2012, 07:16:08 am
GameServers accepted my request, though with the disclaimer/caveat that they can reset the tickrate whenever they feel like it. I had to talk them into it by hinting that I'm not one of those idiots that try to do complex, unsupported shit with their server and then go cry to their helpdesk when it doesn't work. It's a Euro server, but I think they host in the States aswell.
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: epilimic on July 02, 2012, 08:02:08 am
NFO accepted my request within a minute of asking. Great host.
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: Sid on July 02, 2012, 12:13:50 pm
Well I asked my GSP, how high  they were willing to set the tickrate.

They replied with 66, so going by would it still be worth it? if going by yer earlier calcs, then my ideal rate would be at 66k@66ticks? Or going by yer second point it would have to be 60 then? edit, read ppl had some good succes with 60 so ill just try &see myself x_x

Well, the default sv_maxrate is 30,000 for 30tick. I've only ever seen *outgoing* rates go up to 23k or so on 30tick, but if we assume that 100tick generates 3.33x as many packets, no 50k is not enough. 23k x 3.33 = 76.6.

Scaling sv_maxrate by the same amount you scale the tickrate makes the most sense, and should be sufficient.

I might suggest people try 90 tick instead of 100, btw... Simply because it is an even multiple.
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: ProdigySim on July 02, 2012, 01:32:55 pm
Well I asked my GSP, how high  they were willing to set the tickrate.

They replied with 66, so going by would it still be worth it? if going by yer earlier calcs, then my ideal rate would be at 66k@66ticks? Or going by yer second point it would have to be 60 then? edit, read ppl had some good succes with 60 so ill just try &see myself x_x
66k should be fine. Or, 67k if they're doing 66.667 tickrate :P. That's exactly what I meant, though. It will be interesting to hear how a 66tick goes.
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: Pooncey on July 02, 2012, 02:35:40 pm
I had a report of a North American user getting -tickrate rejected by their GSP. Perhaps people here who have had it added/rejected can say who their GSP is?

NFO agreed to my request at first but then replied telling me that it causes to much of the CPU to be used and they would not be changing it until further testing is done on their end.
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: ProdigySim on July 02, 2012, 03:32:08 pm
Anyone having issues with maxrate patching on Windows L4D2?
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: Griffin on July 02, 2012, 03:40:13 pm
Little request for the next version: Think you could add a command that prints out the current read tickrate, so people can easily see what tickrate they're running with without having to even hop in game?
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: epilimic on July 02, 2012, 05:21:14 pm
Ok since the 1.1 update I'm having short freezes seemingly randomly. I'm not sure what's going on. I assumed it was the 100 tick being too taxing on my server, so I had NFO drop my -tickrate down to 60. The settings I've changed accordingly are:

sv_maxupdaterate 60
sv_minupdaterate 20
sv_mincmdrate 20
sv_maxcmdrate 60
sv_max_queries_sec 3
sv_max_queries_sec_global 150
sm_cvar fps_max 75
net_splitpacket_maxrate 60000

Yet even after dropping it to this, we're still getting freezes. They're basically about a second long and it hits everyone on the server at the same time. This is happening whether there are 2 or 10 people on. The map in play doesn't seem to make a difference. My server's CPU is only using 25% and the box has almost 8GB free ram so it isn't a paging issue.

I've been sitting here toying with different numbers for all these commands but nothing is smoothing this out. What could be wrong here?
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: CircleSquared on July 02, 2012, 06:33:29 pm
I haven't noticed any new issues but I've only really played 2v2s since installing it. I've seen a few 4v4s go on on the server, but they seemed to play it out all the way so I guess that's good?
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: Lemur on July 02, 2012, 06:41:06 pm
Ok since the 1.1 update I'm having short freezes seemingly randomly. I'm not sure what's going on. I assumed it was the 100 tick being too taxing on my server, so I had NFO drop my -tickrate down to 60. The settings I've changed accordingly are:

sv_maxupdaterate 60
sv_minupdaterate 20
sv_mincmdrate 20
sv_maxcmdrate 60
sv_max_queries_sec 3
sv_max_queries_sec_global 150
sm_cvar fps_max 75
net_splitpacket_maxrate 60000

Yet even after dropping it to this, we're still getting freezes. They're basically about a second long and it hits everyone on the server at the same time. This is happening whether there are 2 or 10 people on. The map in play doesn't seem to make a difference. My server's CPU is only using 25% and the box has almost 8GB free ram so it isn't a paging issue.

I've been sitting here toying with different numbers for all these commands but nothing is smoothing this out. What could be wrong here?

First of all, you shouldn't cap the maximum updaterate and cmdrate to 60 so people can still calculate their interps with the cl_interp_ratio / cl_updaterate formula. Keep them at 100, it shouldn't affect anything.

Secondly, try setting your fps_max to 150.

Somebody please correct me if I'm wrong as I have not read through all seven pages of this thread.
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: epilimic on July 02, 2012, 08:25:46 pm
First of all, you shouldn't cap the maximum updaterate and cmdrate to 60 so people can still calculate their interps with the cl_interp_ratio / cl_updaterate formula. Keep them at 100, it shouldn't affect anything.

Secondly, try setting your fps_max to 150.

Somebody please correct me if I'm wrong as I have not read through all seven pages of this thread.
The impression I had gotten was your updaterate and cmdrate should be what your tickrate is set to (mine is 60).

I also was under the impression that as long as fps_max was greater than your tickrate you were good. I had it at 150 but dropped it down when I went from 100 tick to 60. Changing this back up to 150 is making no difference.
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: Icy Inferno on July 02, 2012, 09:25:07 pm
For some reason (read: almost certainly not a good one) a player's lerp calculation uses their updaterate as part of the formula (see http://www.l4dnation.com/general-discussion/lerp-guide-v2-3-4c/ (http://www.l4dnation.com/general-discussion/lerp-guide-v2-3-4c/)). For this reason, it is not recommended that server providers restrict update and cmd rates for users, as there is no known harm that comes from setting them "too high."

On the flipside, most L4D2 servers will allow 0 lerp easily with just cl_interp_ratio -1; cl_interp 0 BUT some players like their oddball lerps like 10.0, 13.3, 30.0, or whatever random number you can think of and unrestricted updaterate is (I think) still required for this calculation at least in L4D1 (in L4D2 you can set your desired lerp with cl_interp_ratio -1; cl_interp desiredlerp / 1000). I'm honestly not sure if L4D1 servers still require Valve lerp formula calculations but in either case I'd recommend leaving it unrestricted especially if you ever intend to play vanilla/mutations (CONFOGL MUTATION!) / anything without lerptracker running, on your server.
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: Huuwap on July 02, 2012, 10:04:01 pm
Got a new answer today when requesting to go from 60 back up to 100.

Quote
Hi,

Unfortunately until we can do some solid testing for the new ticrate enabler  and its effect on CPU usage we are not allowing this to be run from managed machines.

Thanks,
Jordan
Support Tech
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: aaaa on July 03, 2012, 12:59:18 am
Anyone else experienced this? Particularly since I update to v1.1, some users will experienced freeze / repeated timeout / out-of-sync issue on round changes / change map... It happened randomly, and they need to restart l4d2 / rejoin to stop this symptoms...

On normal tickrate, whenever round changes happened, the netgraph will only slow slight chokes, but it's timeout on 60 tickrate... It's like the user typing "record demo" in console every 5 seconds, but with 2 seconds timeout...

I revert back to old version, and it never happened again, but old version has sv_maxrate issue capped to 30000...

sm_cvar sv_minrate 120000
sm_cvar sv_maxrate 120000
sm_cvar sv_minupdaterate 60
sm_cvar sv_maxupdaterate 60
sm_cvar sv_mincmdrate 60
sm_cvar sv_maxcmdrate 60
sm_cvar sv_client_min_interp_ratio 0
sm_cvar sv_client_max_interp_ratio 2

L4D2 CentOS
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: 3yebex on July 06, 2012, 03:55:02 pm
Got a new answer today when requesting to go from 60 back up to 100.
Is this from NFO?
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: Huuwap on July 06, 2012, 04:30:08 pm
Yes, NFO.
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: Jekt on July 06, 2012, 06:12:13 pm
Quote
Has anyone noticed server FPS drops in certain parts of some maps.

Extreme fps drops occurred on blood harvest chapter 2. A small one on dt2.

Always the same spot.


Blood harvest 2: After the event outside of the warehouse. (Distance on the map, Around 40-70%)
Death toll 2: Before the event in the room with lot's of pipes and a ladder.

Yup, exact same issue on my linux server. In the same spot.
Title: Re: L4D1+2 Tickrate Enabler 1.1 - increased choke
Post by: PG on July 11, 2012, 02:38:07 pm
First, thank you ProdigySim for investing your time and effort in creating the Tickrate Enabler.  It must have taken a significant amount of work.

Testing it on a vanilla versus server (MetaMod and SourceMod with base plugins only) running on a 3-core VDS at NFO.  Current settings are:
All rate settings & FPS confirmed with net_graph 5. 
Processor usage <15%, physical memory usage <60%

Positive: noticeably improved in-game response time, perception of improved hit registration, ping reduced by nearly half – awesome!

Possible issue: higher than normal choke throughout maps.

Tried a variety of custom Lerp settings, including one configured specifically for the new tick rate.  Not sure if increased choke is due to my server.cfg rate settings or ?  Anyone else experienced increased choke?

Thanks,
PG
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: fig newtons on July 11, 2012, 04:23:22 pm
Increase your cl_updaterate to match the tickrate.
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: Icy Inferno on July 11, 2012, 07:59:49 pm
Just by the way, I noticed that the default value for net_splitpacket_maxrate is 15k (half of the default sv_maxrate, 30k). It probably won't effect much (since most people won't be dropping packets) but it seems to me that this should remain at half your sv_maxrate unless there's something that I don't understand about this cvar (likely).
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: fig newtons on July 12, 2012, 12:56:25 pm
I have two problems.

For reference, this is my launch script:
Quote
[l4d2@malathion left4dead2]$ cat bootserver.sh
#!/bin/bash

./srcds_run -game left4dead2 -tickrate 60 -hltv -port 27015 +ip 66.151.244.187 +developer 1

ProdigySim came out of the closet to say:
sv_maxupdaterate 100
fps_max 150 // higher than 100 recommended, as ticks calculated seems to dip otherwise.


For reference, I have this in my server.cfg (among other things):
Quote
//Netcode
sv_maxcmdrate 100
sv_maxupdaterate 100
fps_max 150
sv_maxrate 60000
sv_minrate 9999

When I boot the server, console output includes:

Quote
Unknown command "sv_maxupdaterate"
Unknown command "fps_max"
So it seems these variables actually do nothing in a dedicated server?

Also, is my server fps really 10? Shouldn't it be 60?

Quote
stats
CPU   In    Out   Uptime  Users   FPS    Players
 0.00  0.00  0.00       1     0   10.00       0

Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: Huuwap on July 12, 2012, 01:02:09 pm
Put sm_cvar in front of those commands.

sm_cvar fps_max 150
sm_cvar mp_gamemode versus
sm_cvar sv_maxupdaterate 100
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: raecher on July 15, 2012, 02:08:55 am
hey hey... someone elso got also log spam from the pistoldelay in l4d2 (~100mb)?

L 07/15/2012 - 00:58:11: [SM] Displaying call stack trace for plugin "l4dpistoldelay.smx":
L 07/15/2012 - 00:58:11: [SM]   
L 07/15/2012 - 00:58:11: [SM] Native "GetEdictClassname" reported: Invalid edict (-1 - -1)

br

edit: looks like this works if you do in front of the getedict....

if (!IsValidEdict(activeweapon)) return;
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: fig newtons on July 16, 2012, 01:38:13 am
Code: [Select]
prop_door_rotating has Door model (models/props_downtown/door_interior_128_01_dm02_01.mdl) with no door_options! Verify that SKIN is valid, and has a corresponding options block in the model QC file
prop_door_rotating has Door model (models/props_downtown/door_interior_128_01_dm03_01.mdl) with no door_options! Verify that SKIN is valid, and has a corresponding options block in the model QC file
prop_door_rotating has Door model (models/props_downtown/door_interior_128_01_dm02_01.mdl) with no door_options! Verify that SKIN is valid, and has a corresponding options block in the model QC file
prop_door_rotating has Door model (models/props_downtown/door_interior_128_01_dm03_01.mdl) with no door_options! Verify that SKIN is valid, and has a corresponding options block in the model QC file
an info_changelevel points to the current map
prop_door_rotating has Door model (models/props_downtown/door_interior_128_01_dm02_01.mdl) with no door_options! Verify that SKIN is valid, and has a corresponding options block in the model QC file

Update rate crash from 60/s to 15/s at the most (maybe all the way down to zero) before slowly returning to 60/s. I saw something a lot like the quote when watching console in the other window while the lag was happening. Is this a bug with tickrate enabler?
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: fig newtons on July 16, 2012, 11:52:55 am
Looked again at console output from a match last night and I get >4 lines of spam exactly once per map. The biggest one was on c3m3 and looked like this:


Code: [Select]
WARNING: orator at -887 -3768 73 missing modelname
Attempting to precache model, but model name is NULL
prop_wall_breakable has Door model (models/props_doors/shackwall01_dmg04.mdl) with no door_options! Verify that SKIN is valid, and has a corresponding options block in the model QC file
prop_wall_breakable has Door model (models/props_doors/shackwall01_dmg02.mdl) with no door_options! Verify that SKIN is valid, and has a corresponding options block in the model QC file
prop_wall_breakable has Door model (models/props_doors/shackwall01_dmg03.mdl) with no door_options! Verify that SKIN is valid, and has a corresponding options block in the model QC file
prop_wall_breakable has Door model (models/props_doors/shackwall01_dmg04.mdl) with no door_options! Verify that SKIN is valid, and has a corresponding options block in the model QC file
prop_wall_breakable has Door model (models/props_doors/shackwall01_dmg03.mdl) with no door_options! Verify that SKIN is valid, and has a corresponding options block in the model QC file
prop_wall_breakable has Door model (models/props_doors/shackwall01_dmg03.mdl) with no door_options! Verify that SKIN is valid, and has a corresponding options block in the model QC file
prop_wall_breakable has Door model (models/props_doors/shackwall01_dmg03.mdl) with no door_options! Verify that SKIN is valid, and has a corresponding options block in the model QC file
prop_wall_breakable has Door model (models/props_doors/shackwall01_dmg02.mdl) with no door_options! Verify that SKIN is valid, and has a corresponding options block in the model QC file
prop_wall_breakable has Door model (models/props_doors/shackwall01_dmg03.mdl) with no door_options! Verify that SKIN is valid, and has a corresponding options block in the model QC file
prop_wall_breakable has Door model (models/props_doors/shackwall01_dmg03.mdl) with no door_options! Verify that SKIN is valid, and has a corresponding options block in the model QC file
prop_wall_breakable has Door model (models/props_doors/shackwall01_dmg03.mdl) with no door_options! Verify that SKIN is valid, and has a corresponding options block in the model QC file
prop_wall_breakable has Door model (models/props_doors/shackwall01_dmg02.mdl) with no door_options! Verify that SKIN is valid, and has a corresponding options block in the model QC file
prop_wall_breakable has Door model (models/props_doors/shackwall01_dmg03.mdl) with no door_options! Verify that SKIN is valid, and has a corresponding options block in the model QC file
prop_wall_breakable has Door model (models/props_doors/shackwall01_dmg02.mdl) with no door_options! Verify that SKIN is valid, and has a corresponding options block in the model QC file
prop_wall_breakable has Door model (models/props_doors/shackwall01_dmg04.mdl) with no door_options! Verify that SKIN is valid, and has a corresponding options block in the model QC file
prop_wall_breakable has Door model (models/props_doors/shackwall01_dmg04.mdl) with no door_options! Verify that SKIN is valid, and has a corresponding options block in the model QC file
prop_wall_breakable has Door model (models/props_doors/shackwall01_dmg02.mdl) with no door_options! Verify that SKIN is valid, and has a corresponding options block in the model QC file
prop_wall_breakable has Door model (models/props_doors/shackwall01_dmg03.mdl) with no door_options! Verify that SKIN is valid, and has a corresponding options block in the model QC file
prop_wall_breakable has Door model (models/props_doors/shackwall01_dmg04.mdl) with no door_options! Verify that SKIN is valid, and has a corresponding options block in the model QC file
prop_wall_breakable has Door model (models/props_doors/shackwall01_dmg02.mdl) with no door_options! Verify that SKIN is valid, and has a corresponding options block in the model QC file
prop_wall_breakable has Door model (models/props_doors/shackwall01_dmg04.mdl) with no door_options! Verify that SKIN is valid, and has a corresponding options block in the model QC file
prop_wall_breakable has Door model (models/props_doors/shackwall01_dmg04.mdl) with no door_options! Verify that SKIN is valid, and has a corresponding options block in the model QC file
prop_wall_breakable has Door model (models/props_doors/shackwall01_dmg03.mdl) with no door_options! Verify that SKIN is valid, and has a corresponding options block in the model QC file
prop_wall_breakable has Door model (models/props_doors/shackwall01_dmg02.mdl) with no door_options! Verify that SKIN is valid, and has a corresponding options block in the model QC file
prop_wall_breakable has Door model (models/props_doors/shackwall01_dmg04.mdl) with no door_options! Verify that SKIN is valid, and has a corresponding options block in the model QC file
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: rox on July 16, 2012, 03:18:22 pm
Update rate crash from 60/s to 15/s at the most (maybe all the way down to zero) before slowly returning to 60/s. I saw something a lot like the quote when watching console in the other window while the lag was happening. Is this a bug with tickrate enabler?

I have been seeing the exact same thing on the European PWG servers lately. It seems to happen randomly a couple of times per game. Last time it happened was during parish map 2 event, but again it's happening randomly from what I can tell. I have no idea whether it's related to the tickrate enabler or something else but I noticed that the servers recently started running 66 tick instead of 60 (they have been running 60 ever since the tickrate enabler was released as far as I know).

I don't have access to a server so I can't check if the same console spam is occurring in this case but I'm sure reacher or any other pwg admin would be happy to help. And btw thanks prodigysim for all the coding and whatnot that you are doing for the game.
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: Griffin on July 16, 2012, 09:38:49 pm
hey hey... someone elso got also log spam from the pistoldelay in l4d2 (~100mb)?

L 07/15/2012 - 00:58:11: [SM] Displaying call stack trace for plugin "l4dpistoldelay.smx":
L 07/15/2012 - 00:58:11: [SM]   
  •   Line 84, I:\pwg_pack\8_SCRIPTING\l4dpistoldelay.sp::Hook_OnPostThinkPost()

L 07/15/2012 - 00:58:11: [SM] Native "GetEdictClassname" reported: Invalid edict (-1 - -1)

br

edit: looks like this works if you do in front of the getedict....

if (!IsValidEdict(activeweapon)) return;


Updated the plugin/download links, thanks.  Should have been doing that already, my mistake.  Link to post/plugins (http://www.l4dnation.com/confogl-and-other-configs/l4d12-tickrate-enabler-1-0/msg9275/#msg9275)
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: ProdigySim on July 16, 2012, 10:38:09 pm
I have been seeing the exact same thing on the European PWG servers lately. It seems to happen randomly a couple of times per game. Last time it happened was during parish map 2 event, but again it's happening randomly from what I can tell. I have no idea whether it's related to the tickrate enabler or something else but I noticed that the servers recently started running 66 tick instead of 60 (they have been running 60 ever since the tickrate enabler was released as far as I know).

Do you have choke when this is happening? Or did you notice the server FPS drop?

Choke means your rate setting is limiting the number of updates you're receiving. This can be noticeable during an event with lots of CI/SI/motion.
If the Server FPS is actually dropping it's a calculation issue of some sort that hopefully can be patched.
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: fig newtons on July 17, 2012, 12:49:35 am
Edit: R->C->P fig  ::)
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: raecher on July 17, 2012, 05:17:48 pm
hey hey... you´re right but we running now again tick60 to be sure thats not the problem but would be to easy xD

I have been seeing the exact same thing on the European PWG servers lately. It seems to happen randomly a couple of times per game. Last time it happened was during parish map 2 event, but again it's happening randomly from what I can tell. I have no idea whether it's related to the tickrate enabler or something else but I noticed that the servers recently started running 66 tick instead of 60 (they have been running 60 ever since the tickrate enabler was released as far as I know).

I don't have access to a server so I can't check if the same console spam is occurring in this case but I'm sure reacher or any other pwg admin would be happy to help. And btw thanks prodigysim for all the coding and whatnot that you are doing for the game.


I will start the servers tomorrow without the enabler to have a proof it its caused by that... if yes we switch back the mainservers to normal tick for the time the fix needs...


Updated the plugin/download links, thanks.  Should have been doing that already, my mistake.  Link to post/plugins ([url]http://www.l4dnation.com/confogl-and-other-configs/l4d12-tickrate-enabler-1-0/msg9275/#msg9275[/url])


pleasure....

br

Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: fig newtons on July 20, 2012, 11:27:13 am
We got a few more server FPS crashes in the match last night against 4play. Updates from the server are definitely crashing all the way down to 0/s for about 1-2 seconds before creeping back up to 60/s over the next 5s or so. I was watching console in the other window and I didn't see any of the door spam I quoted above so that must be a red herring and I'm no longer sure that this is a bug with tickrate enabler at all.

Estoopi told me after the match that he (she?) got the same kind of server fps lag after installing the dos protection plugin, but that's also on purpletreefactory's server and people who have played there have reported no problems with lag. I'm in the process of stripping down the server and all the services running on the VPS. LTD pugs are my guinea pigs because I want to change only one thing at a time to get the most definitive answer, but luckily I'm consistently seeing the lag at least once every other map, so if I can think of the right stuff to test it should be straightforward to hunt it down. I'll report back.
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: raecher on July 20, 2012, 11:54:18 am
hey hey....
for me was the problem solved as i switched back to maxrate 30000 (cmd/upd @60)
i tested now for 2-3 days and it never happened again so maybe try the same....

br

Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: fig newtons on July 20, 2012, 12:02:02 pm
sv_maxrate 30000 would defeat the purpose of tickrate enabler though. But I will try that anyway since it's an easy change and knowing that that is the issue would be useful info.
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: raecher on July 20, 2012, 06:27:15 pm
i speak only about rate not cl_cmd or updatrate.. you will not see often going your ks/s value in net_graph 3 f.e in the left side going over 30 then it would be a problem....

we running now:

sv_maxrate 30000
sv_minrate 30000

sv_mincmdrate 30
sv_maxcmdrate 60

sm_cvar sv_minupdaterate 30
sm_cvar sv_maxupdaterate 60

sm_cvar sv_client_min_interp_ratio "0"
sm_cvar sv_client_max_interp_ratio "2"
sm_cvar fps_max     "60"

sm_cvar nb_update_frequency 0.01

and no else netsettings related stuff like splitpaket asf.

after all was fine....

br



Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: Iceman1973 on July 22, 2012, 01:07:15 pm
Hello! First of all I'd like to say GRAND MERCI) for giving us L4D plagin! Now it's more comfortable to play the game.
But the problem is: while playing some maps (in some fix (I mean constant) places (for example l4d_vs_farm02_traintunnel)when you jump down to the carriages there some BIG LAGs appear (FPS is going down and the VAR is growing up). After this when you are walking through the tunnel the LAGs dissapear. The other maps have the same problem! But when playing 30 Tick servers there are no LAGs at all.
Tried to reduce the server's RATE up to 30 000, and FPS up to 100-150, played the shard with the retimed options but it's no use at all. The other maps the LAGs can go on up to the network timeout (serv. timeout).
Tried to create 100 Tick shard (using my friend PC) there were no LAGs (in the same place where I always have some). I'm the HOST. How can I fix this problem?
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: fig newtons on July 22, 2012, 02:05:47 pm
I'm still testing sv_maxrate

One other issue: is the tickrate enabler affecting demo playback? I'm noticing weird issues trying to play back demos recorded with 60 tick.
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: fig newtons on July 22, 2012, 10:35:11 pm
sv_maxrate 30000 seemed to fix it. Of course, that makes the tickrate pointless, but it's something?  ???
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: fig newtons on July 27, 2012, 01:55:50 pm
This issue cropped up on Marr's server in our match against vox. It seems any tick enabled server will run the risk of server FPS crashing to zero and staying very low whenever there is a big horde in play. No server settings seem to have an effect on this including sv_maxrate.
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: purpletreefactory on July 27, 2012, 02:07:24 pm
This issue cropped up on Marr's server in our match against vox. It seems any tick enabled server will run the risk of server FPS crashing to zero and staying very low whenever there is a big horde in play. No server settings seem to have an effect on this including sv_maxrate.

That seems rather problematic.
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: Sam on July 27, 2012, 03:18:37 pm
l4d is not meant to run above 3 tic. Its not the same as counterstrike or other fps where you have only pvp. AI will use although they dont need higher tic rates which will cause the server to lag.
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: CanadaRox on July 27, 2012, 03:39:29 pm
l4d is not meant to run above 3 tic. Its not the same as counterstrike or other fps where you have only pvp. AI will use although they dont need higher tic rates which will cause the server to lag.

Get a better GSP.
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: fig newtons on July 27, 2012, 04:08:03 pm
Get a better GSP.
Why would you blame the GSP if server FPS does not crash to zero during horde when I don't have the tickrate enabler installed?

c5m2 event is a great testing ground.

Tickrate enabler = Server FPS crashes to zero when the first mob spawns, and hovers around 10-15 until the last few zombies are killed.
No tickrate enabler = Constant 30 with occasional dips to 25.

GSP problem? People are reporting this issue on NFO VPS servers with 3 cores. How much better does it have to be?
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: Blade on July 27, 2012, 05:34:30 pm
GSP problem? People are reporting this issue on NFO VPS servers with 3 cores. How much better does it have to be?

I can confirm pretty much the same problem on NFO VPS servers with 4 cores.
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: CanadaRox on July 27, 2012, 09:21:08 pm
Why would you blame the GSP if server FPS does not crash to zero during horde when I don't have the tickrate enabler installed?

c5m2 event is a great testing ground.

Tickrate enabler = Server FPS crashes to zero when the first mob spawns, and hovers around 10-15 until the last few zombies are killed.
No tickrate enabler = Constant 30 with occasional dips to 25.

GSP problem? People are reporting this issue on NFO VPS servers with 3 cores. How much better does it have to be?

I was under the impression that not everyone had this issue.  The only time I can recall testing it was on my/ProdigySim's shared VPS which was running 60tick and there were new FPS issues at all.  We played Dark Carnival and it had no problems with the rolling crescendo on c2m2.
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: SL on July 27, 2012, 09:39:56 pm
Just a random thought from someone who isn't that involved in maintaining things, but valve patched recently right?  Worse/better/unaffected since that patch?
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: ProdigySim on July 27, 2012, 10:53:16 pm
Just a random thought from someone who isn't that involved in maintaining things, but valve patched recently right?  Worse/better/unaffected since that patch?
As far as I know there were no server-side binary changes in the DLC update.
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: fig newtons on July 29, 2012, 01:06:27 am
I was under the impression that not everyone had this issue.  The only time I can recall testing it was on my/ProdigySim's shared VPS which was running 60tick and there were new FPS issues at all.  We played Dark Carnival and it had no problems with the rolling crescendo on c2m2.
I don't know that it's "everyone" but it's a lot of people. I'm taking the tickrate enable off my server unfortunately. :(
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: Sir on July 29, 2012, 07:46:02 am
I was under the impression that not everyone had this issue.  The only time I can recall testing it was on my/ProdigySim's shared VPS which was running 60tick and there were new FPS issues at all.  We played Dark Carnival and it had no problems with the rolling crescendo on c2m2.

I don't think it affects everyone
I've spent a lot of time testing and monitoring my servers running on 60 Tick and I'm quite pleased with the results. I haven't had any lagspikes, freezes or issues at all.
Besides that, it feels a lot more responsive than it does on any other server I've seen running on 60 Tick.

Unfortunately, my server provider is now claiming it's hogging up the CPU and that it might be ruining other customer's experience.
And he's getting quite rude and impatient with me aswell.. Tough luck.
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: CircleSquared on July 29, 2012, 06:28:38 pm
Oddly I run 100tick on two servers and neither have any problems besides the known bugs like doors opening slowly. NFO hasn't complained or gotten upset about it since I installed it on day 1 of the enabler release, maybe it's because I admin more than 1 server.
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: click4dylan on July 30, 2012, 12:02:07 am
I've installed the plugin and it appears to be functioning properly, except my rate is still capped to 30000 and i'm getting lots of choke in-game. I've set sm_cvar sv_minrate 100000 and sm_cvar sv_maxrate 100000 and they appear to be changed in the server console, but when i get in-game it's still limited to 30k
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: fig newtons on July 30, 2012, 01:00:42 am
Well, I would like to know what the people who aren't having problems have done differently. :(
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: click4dylan on July 30, 2012, 01:29:15 am
I've found out the problem why people are having problems with their updates going down to 15 or 0 when their tickrate is high and a mob has formed. The problem is due to the sv_minrate/sv_maxrate fix in this patch. It only edits the commands themself. There is another limit in the engine.dll I've found that forces the rate to 30000 regardless of sv_maxrate setting. I've jumped it using Ollydbg, and now combined with this tickrate enabler, and an sv_maxrate of 500000 and rate 500000, I spawned about 10 tanks and a mob of 200 common and about 20 witches at once, and i'm still receiving the full 100 updates in, with 0 choke :D:D:D so this plugin needs updating with this 1 jump applied to the engine. I've attached a screenshot where it's at. I have no experience im creating addons to the game, I only do things using assembly, so that's why i can't update the source code myself lols.   Though i must say one thing, even with this jump, the client will say that the rate was limited to 30000, but in reality it's not.

(http://nightfire.dyndns.org/l4d2_100tick_fullupdates.jpg)
(http://nightfire.dyndns.org/l4d2_engine_ratelimit.jpg)
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: purpletreefactory on July 30, 2012, 01:52:32 am
That's awesome! But mainly I keep thinking "holy shit, he did this in assembly".
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: click4dylan on July 30, 2012, 03:56:33 am
That's awesome! But mainly I keep thinking "holy shit, he did this in assembly".

hah, i spent almost 3 years disassembling a game based on the goldsrc engine (007 nightfire), and fixed hundreds of bugs, crash exploits and completely rewrote endless amounts of functions, and added tonnnnnnns of new features. with no SDK or source code for help
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: vintik on July 30, 2012, 08:40:42 am
I created pull request to ProdigySim with fixed stuff.
Before he accepts it, you can try this version (http://dl.dropbox.com/u/60992707/tickrate_enabler_patch.zip) compiled by me.
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: Amigo on July 30, 2012, 10:08:17 am
...

Amazing. :O
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: Blade on July 30, 2012, 12:43:17 pm
A L4D1 patch would also be appreciated.
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: raecher on July 30, 2012, 04:33:41 pm
i tested on 10 servers now the last hours and looks pretty well...

thx and br....
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: vintik on July 30, 2012, 06:47:31 pm
Added L4D1 patch (not tested at all).
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: click4dylan on July 30, 2012, 07:35:17 pm
anyone going to add the sv_maxrate fix?
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: PG on July 30, 2012, 08:04:12 pm
Excellent work!

Just tested  the updated version on my a heavily moded 8-player exp coop server with custom weather effects running on an NFO 3-core VDS.  As I previously posted, the exp coop server enjoyed the benefits of 60 tick rate, but did suffer higher than normal choke and some FPS drop.  Now with Vintic's update, choke and FPS drop are eliminated at 60 and 90  tick.

Have not tested on the versus servers yet, so cannot comment on those results.  But so far, this looks very good.  Thank you, click4dylan, for your efforts!

ETA:  also confirmed what click4dylan said: in-game console reports (at -tickrate 90) rate = 30,000 and not 90,000, with sm_cvar sv_maxrate "0" (unlimited) and rate = 90000 in autoexec.cfg.  Happily, the results and net_graph contradict the console message :-)

PG
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: fig newtons on July 31, 2012, 01:11:08 am
Played 3 pugs today with vintik's patched version. Server fps dips a bit during hordes, but never below 30.  8)
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: click4dylan on July 31, 2012, 03:19:21 am
if you want to play on my server at all, create a lobby and choose official dedicated, and put mm_dedicated_force_servers 96.254.195.179:27016  it's running 100 tick with 1000 fps, source mod, hlstatsx, and its quite popular. it's running on its own system and the fps on it never dips below 400
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: fig newtons on July 31, 2012, 03:30:56 pm
click4dylan please add me. I want to buy you a case of imported beer. (100% serious)

http://steamcommunity.com/id/fignewtons (http://steamcommunity.com/id/fignewtons)

ProdigySim you get one too.
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: hib on July 31, 2012, 05:48:29 pm
Nice work dudes :)
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: click4dylan on July 31, 2012, 08:03:14 pm
okay, there are HUGE problems with running 100 tick on scavenge servers. #1, the cans pour 3x faster, #2 the gas cans apparently are spawning active sometimes, the special infected have the ability to spawn directly in front of other players, bot special infected are spawning in the ground sometimes, making it impossible to kill, spitter spit does not stay on the ground long enough, survivors are showing up invisible to some people, i can't even get one scavenge game going because everyone leaves pissed off thinking its a stupid modded server
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: ProdigySim on July 31, 2012, 10:57:51 pm
click4dylan please add me. I want to buy you a case of imported beer. (100% serious)

[url]http://steamcommunity.com/id/fignewtons[/url] ([url]http://steamcommunity.com/id/fignewtons[/url])

ProdigySim you get one too.
You should give one to vintik tbh.

Thanks vintik.

Played 3 pugs today with vintik's patched version. Server fps dips a bit during hordes, but never below 30.  8)

Tbh it's quite odd that these patches would affect server framerate at all.
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: McQuade on August 06, 2012, 12:00:57 pm
Awesome work Prodigy. But one problem I'm having with 100 tickrate and these rate settings is that it affects fall damage. For example, when jumping from the 2nd floor onto the car on Dead Center's mall, I lose 3-5 hp everytime. 30 tickrate will do 0 damage. Can anyone confirm this happens to them too, or is it just me? And would there be anyway to fix this?
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: jdtyhdgfhgf on August 07, 2012, 01:46:37 am
I noticed some problems with different tickrates too:
- hordes take too long to reach survivors
- boomer vomit distance is not the same as before
- getting stuck on random spots on maps just by walking (e.g: parish map 1 ramp, dark carnival map 1 car windshields, etc, etc)
- random insta incaps (common-on-top-of-survivor happens more often)
- random deaths
- inconsistent fall damage
- survivors get impulsed way higher when jumping on commons
- player movement stutter ("teleports") due to incorrect network settings (can be exploited)
- random tongue cuts
- random one-swing charger levels are much more common

Like ProdigySim told me, it's not recommended for competitive servers yet because of all this randomness, so we will set some pWg servers back to 30 tickrate, until this looks more stable.

i've confirmed that the fall damage is fixed with sm_cvar sv_gravity 750-790
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: click4dylan on August 07, 2012, 06:21:34 pm
i just set mine to 66 and most of these problems are gone or a negligible difference from 30
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: fig newtons on August 07, 2012, 06:33:20 pm
Hm, haven't really noticed any of that at 90 tick. The only problems I've seen are the server fps crash during horde (though that seems to be mysteriously cured), doors opening and closing a bit slowly (still happening), and witch pathing glitching out a bit more than normal (but that is subjective). Also, AI tanks do their climb animation faster and seem to be all around more beastly at 90-100 tick.

Could be that boomers aren't working but if I miss with a boomer I usually just attributed that to my own fail.
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: jdtyhdgfhgf on August 07, 2012, 08:09:47 pm
Witches bugging has to do with non-default nb_update_frequency values.
Check this demo: http://step.l4dnation.com/nb_update_frequency.zip (http://step.l4dnation.com/nb_update_frequency.zip)

Also, all those issues I listed I am sure about them and that they are related to different tickrates.
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: fig newtons on August 08, 2012, 11:45:34 am
ahahaha

So we played 100tick server (http://www.youtube.com/watch?v=14hkln3n7pk#ws)

I still haven't seen anything quite this bad on my server at 90 tick, (un)lucky for me
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: epilimic on August 08, 2012, 12:31:47 pm
LOL talk about a deadly stumble...

Boomer - 1, Louis - 0
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: 3yebex on August 08, 2012, 12:33:24 pm
I've heard stories of that happening, never seen it happen with survivors but the first time I played 100Tick I saw a common jump sky-high after it tried to climb up a fire hydrant.
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: ProdigySim on August 08, 2012, 01:05:55 pm
Yeah parky had one of those as well

real skill in real video games (http://www.youtube.com/watch?v=juafB_uHtJA#ws)
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: click4dylan on August 08, 2012, 08:01:55 pm
lol these videos are really fail. i haven't seen anything like this on mine. but that may be because it never jumps below 1000 fps. it's also got the rate command forced to 200000 for all clients
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: CircleSquared on August 09, 2012, 02:51:55 am
The inconsistent fall damage is an issue on my servers as well. Haven't noticed the other issues but after playing dozens of games on them I feel like the SI move a little bit faster than normal. Hunter pounces, charges, things like that. The biggest benefit I've really noticed out of using 100tick is that common infected registry seems to be a lot better, but maybe that's just placebo. Maybe it's all placebo. But yeah, the fall damage thing is kind of annoying. I walked off a generator light on c2m2 on 30 tick and fell to 66 health, tried it again on 100tick exactly the same spot and speed, fell to 55 health. Drops that do 0 on 30 tick do like 3-5 on 100tick.

I think it was a fun run of testing but I'm considering removing 100tick for now until sometime in the future if/when it addresses these issues.
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: fig newtons on August 10, 2012, 12:25:31 pm
Since the problem with lag during horde mysteriously went away a week or so ago, I haven't seen any of these bugs, except for AI tank animations looking strange. The only thing really bothering me about it is I miss my jump rocks :(
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: epilimic on August 10, 2012, 03:11:54 pm
Since the problem with lag during horde mysteriously went away a week or so ago, I haven't seen any of these bugs, except for AI tank animations looking strange. The only thing really bothering me about it is I miss my jump rocks :(
You can still jump rock on 100, you just have to time it faster. I jump with my right mouse and rock with one of my thumb buttons so it isn't too hard to do. I imagine those who jump with spacebar and rock with their mouse will have a more difficult time.
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: click4dylan on August 10, 2012, 08:11:07 pm
have you guys tried 66? i haven't noticed hardly any problem with 66. i set my nb_update_frequency to 0.025 for 25ms. there are people that continually say "why does this server lag so bad", and one person on my friends list in particular will say their game lags uncontrollably at 66/100 tick (without ever telling them what is different about the server), while other people say it's fine. fall damage is a simple thing that can be fixed. it's probably being caused by people falling at a slightly higher velocity when compared to 30 tick. you could probably fix this by making players fall at a slower velocity, or by reducing the damage multiplier a tad (this isn't hard as i did it in 007 nightfire which is goldsrc, using assembly). a temporary fix for the fall damage might be to reduce the gravity enough that the fall damage is fixed. though i'm not sure how with l4d2 as sv_gravity appears to not exist
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: ProdigySim on August 11, 2012, 02:22:04 am
have you guys tried 66? i haven't noticed hardly any problem with 66. i set my nb_update_frequency to 0.025 for 25ms. there are people that continually say "why does this server lag so bad", and one person on my friends list in particular will say their game lags uncontrollably at 66/100 tick (without ever telling them what is different about the server), while other people say it's fine.
Check that player's rate setting ('status' will show all players' rate setting). More frequent nb updates == more data per game update == more data per second. Even if his updaterate is default, he will get more data in each update because of the extra nb updates. If the rate setting is not sufficiently high, he will experience "choke" (can be seen in net graph) which will cause update packets to be delayed or skipped.
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: click4dylan on August 11, 2012, 03:19:43 pm
has nothing to do with the rate (it's forced at 200000)
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: Blade on August 11, 2012, 05:54:06 pm
Check that player's rate setting ('status' will show all players' rate setting). More frequent nb updates == more data per game update == more data per second. Even if his updaterate is default, he will get more data in each update because of the extra nb updates. If the rate setting is not sufficiently high, he will experience "choke" (can be seen in net graph) which will cause update packets to be delayed or skipped.

So it's a problem with your personal rates for the choke? That makes sense. What should you use for like a 66tick or 100tick server?
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: jdtyhdgfhgf on August 11, 2012, 06:10:44 pm
https://www.youtube.com/watch?v=7Dcs_4oOXls (https://www.youtube.com/watch?v=7Dcs_4oOXls)
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: ProdigySim on August 11, 2012, 09:21:36 pm
has nothing to do with the rate (it's forced at 200000)
You might want to verify that by asking the user to check his choke. Otherwise, the player's "lag" could simply be framerate drops resulting for the increased amount of client side computation due to increased numbers of updates (nextbot or otherwise). Either way, if you really want to find the cause of the issue I think determining what kind of "lag" the user is experiencing is your best bet.

Also, dylan, what method are you using to enforce a higher client rate? I assume you've tested that it's working properly, but I'm interested regardless.

So it's a problem with your personal rates for the choke? That makes sense. What should you use for like a 66tick or 100tick server?
Unless as a client you are going to have bandwidth issues (not enough download throughput to handle the rate) you should always set it to the maximum amount possible. For higher tickrate servers, I recommend scaling the max rate by the same factor as you scale the tickrate. e.g. sv_maxrate is 30,000 by default on 30tick servers, set it to 60,000 on 60tick servers. I think this is covered briefly in the OP.

"rate" (governed by sv_maxrate and sv_minrate, as well as by the patched-out internal hard limits) refers to the maximum number of bytes per second your client wishes to receive.
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: Blade on August 11, 2012, 10:02:19 pm
Great, I have a NFO VPS to play with but I was always getting choke regardless. I'll up the rate in my autoexec and see if that helps. Thanks! (Also good luck with your new job!)

EDIT: Perfect on 60 tick L4D1, love it.
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: click4dylan on August 12, 2012, 09:22:47 pm
i've confirmed that the fall damage is fixed with sm_cvar sv_gravity 750-790
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: CircleSquared on August 13, 2012, 05:21:29 am
i've confirmed that the fall damage is fixed with sm_cvar sv_gravity 750-790

Cool, thanks for info and testing it.
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: jdtyhdgfhgf on August 17, 2012, 07:36:57 pm
i've confirmed that the fall damage is fixed with sm_cvar sv_gravity 750-790

But all the other problems I mentioned persist.
And I also want to add that it's much more common now to see random tongue cuts (like survivor literally facing the opposite direction and still getting the cut), and one-swing charger levels, with >30 tickrate.
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: fig newtons on August 20, 2012, 01:15:45 pm
I have a strong impression that smoker tongue will reach the target faster on >30 tick. So it's harder to cut tongue around a corner.
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: PG on September 16, 2012, 02:08:49 pm
[l4d2 vs & coop VDS dedi]

Any of you running the tickrate enabler and a high resolution timer get timeout/disconnect issues when the server changes maps?  This issue came up once before and went away with an OS reinstall (Server 2008 R2), but suddenly showed up again.  All players get the timeout attempting to reconnect message during map transition.  Even happens on the Vanilla vs server.

After hours of tracing the cause I finally uninstalled the high rez timer service and tickrate enabler.  So far there have been no more timeout issues.  Maybe my rate settings were goofed?

Code: [Select]
-tickrate 60

//Rate settings
sm_cvar sv_maxcmdrate 60
sm_cvar sv_maxupdaterate 60
sm_cvar sv_maxrate 0
sm_cvar sv_minrate 30000
sm_cvar fps_max 180

PG
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: mugen on November 14, 2012, 11:00:35 am
works ok for me thx tickrate 60 16 players :)

(http://www.gametracker.com/server_info/84.107.116.41:27020/b_560_95_1.png)
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: popmon on November 14, 2012, 03:17:04 pm
tickrate is always buggy
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: bulkin on December 05, 2012, 11:11:37 pm
Today L4D1 update brokes the patch:

Code: [Select]
Tickrate_Enabler: Found ServerGameDLL at ServerGameDLL005
!!!!!
Patch Failure: CVomit::UpdateAbility() Patch Offset incorrect.
!!!!!
!!!!!
Patch Failure: CVomit::UpdateAbility() Patch Offset incorrect.
!!!!!

And then server crashs
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: Iceman1973 on December 06, 2012, 09:10:38 am
Windows server work normally. Linux server crashes due to update in 1028.
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: ProdigySim on December 06, 2012, 11:35:05 am
I was like "wtf, why did l4d1 get updated..." then I read the notes. Looks like it will be supported on steam for linux :)

I can try to fix this this weekend if people are really interested.
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: Iceman1973 on December 06, 2012, 12:45:55 pm
very much interested.  :)
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: bulkin on December 06, 2012, 01:01:54 pm
Really interested =) Thank you very much!
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: benouze on December 07, 2012, 02:35:44 am
Hi,

we are all interested in this fix, with priority if u can fix for fps drop to 15 on BH chapter2 and DT2 also ...
Take your time but plz, fix this ;) windows is so shit!

Thx
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: THyroXIN´- on December 07, 2012, 03:17:33 am
HI can someone answer me in one short question.
Why do we need to change trickrates?
My Server is running well with 1000fps and default tick.
What is the benefit of heaving a tick 66 server for example? better pings? better hits? more accuracy? I dont know if I should use it.
And im sorry when i did not read all the pages here first where maybe my answer already is.

TY

greetz yromem
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: Iceman1973 on December 07, 2012, 05:50:14 am
 Hi. :)
Yes better pings,more accuracy.
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: raziEiL on December 07, 2012, 07:54:19 am
Hi,

we are all interested in this fix, with priority if u can fix for fps drop to 15 on BH chapter2 and DT2 also ...
Take your time but plz, fix this ;) windows is so shit!

Thx


http://youtu.be/Fst1bODSXtQ (http://youtu.be/Fst1bODSXtQ)

Сonfirm. It makes this map useless for games. I tried to test without SM to make sure that problem is in tickrate plugin only. Fps drops in the same place every time. Maybe is it some kind of incompatibility with CPU type? On other PC all is fine.
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: Joint on December 07, 2012, 08:48:54 am
Happens only on linux servers, works great on my windows 2008 root. Unfortunately the most game server providers in europe are using linux.

http://steamcommunity.com/groups/highpreformancegs (http://steamcommunity.com/groups/highpreformancegs)
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: epilimic on December 07, 2012, 08:51:42 am
Happens only on linux servers, works great on my windows 2008 root. Unfortunately the most game server providers in europe are using linux.

[url]http://steamcommunity.com/groups/highpreformancegs[/url] ([url]http://steamcommunity.com/groups/highpreformancegs[/url])


Happened on my NFO windows server.
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: Joint on December 07, 2012, 10:21:12 am
Happened on my NFO windows server.


no idea, anyway didnt saw any linux server on which the tickrate unlocker would work fine (even before the update) by the bh2 place also dt.
http://youtu.be/ZoYbRwo1lqk (http://youtu.be/ZoYbRwo1lqk)
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: Intel on December 07, 2012, 11:37:51 pm
HI can someone answer me in one short question.
Why do we need to change trickrates?
My Server is running well with 1000fps and default tick.
What is the benefit of heaving a tick 66 server for example? better pings? better hits? more accuracy? I dont know if I should use it.
And im sorry when i did not read all the pages here first where maybe my answer already is.

TY

greetz yromem

Slightly better pings, hit reg is still the same, if it's any different your mind is fucking with you.
It also causes bhops to be near impossible, making booms much rarer.
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: 3yebex on December 07, 2012, 11:51:56 pm
For me I felt that hit-registration was better, not sure about pings.

I didn't like it though after a few games because you couldn't consistently Bhop, Curve-rock, Jump-rock, and many other glitches that were game breaking.
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: Hungry Hungry Hippie on December 08, 2012, 02:57:19 am
My only problem, and this is on my end, is that I can't consistently get 100 up and down. I'm usually sitting at about 40 choke on the net_graph. The choke is less on 60/60 servers but is still present. This is on all source games. I have a 3 megabit connection. Apparently I just can't get many packets per second. 30/30 is my only option lol. Now I've been on some 60 and 100 tick servers and was allowed to use 30/30 thankfully but then other servers enforced the cmd and updaterate and made me sadface.
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: Visor on December 08, 2012, 03:04:40 am
hit-registration was better

Nope.

not sure about pings.

Neither. The net_graph decrease is pure visual, because the netflow is being processed faster.

you couldn't consistently Bhop

Tickrate does have an impact upon this, but not as drastic as you make it out to be.

Curve-rock

Nah.

Jump-rock

Blocked by a plugin. If not, then stays completely unaffected.

many other glitches that were game breaking.

Most of the game-breaking glitches caused by a higher tickrate can be handled via additional extension patches and even sourcemod plugins. The latter, for instance, can easily take care of the occasional sky-high "turbo-boosting" mobs or Survivors.

Also, the bugged Witch movement/pathing is completely unrelated to the tickrate the server is running at. It's all about non-default values of nb_update_frequency.

I can't consistently get 100 up and down.

Have you increased the rate cvar to 100000 as well?
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: jdtyhdgfhgf on December 08, 2012, 07:34:01 am
Tickrate does have an impact upon this, but not as drastic as you make it out to be.

In 30 tickrate bhop is very consistent and I rarely fail one, on 60 tick it feels like it's just based on luck. I am yet to see anyone do good bhops (more than three jumps and gaining speed) in >30 tick.
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: Visor on December 08, 2012, 08:28:39 am
In 30 tickrate bhop is very consistent and I rarely fail one, on 60 tick it feels like it's just based on luck. I am yet to see anyone do good bhops (more than three jumps and gaining speed) in >30 tick.

Zukara does them perfectly on tick 100 ;D
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: jdtyhdgfhgf on December 08, 2012, 09:00:37 am
Zukara does them perfectly on tick 100 ;D

With macros or scripts?
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: Visor on December 08, 2012, 09:49:34 am
Well, since A4Tech X7 does not support macros, I guess a sophisticated AutoHotKey script. Although SMAC doesn't report shit. Well, aside from some occasional AutoFire positives.
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: ProdigySim on December 08, 2012, 04:14:59 pm
L4D1 still supports client plugins iirc, so it would be very very easy to cheat at bhopping in that game.
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: fig newtons on December 08, 2012, 04:20:07 pm
Well, since A4Tech X7 does not support macros, I guess a sophisticated AutoHotKey script. Although SMAC doesn't report shit. Well, aside from some occasional AutoFire positives.
An AHK script would have to be sophisticated enough to read memory, so I don't know why you wouldn't just use C# for this like all the other hacks do. (Or a client plugin.)
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: CanadaRox on December 09, 2012, 12:40:53 am
An AHK script would have to be sophisticated enough to read memory, so I don't know why you wouldn't just use C# for this like all the other hacks do. (Or a client plugin.)

If we are talking about 100tick, it would just have to spam +jump.  That worked fine back when PSim was first testing 100tick
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: Iceman1973 on December 09, 2012, 11:24:54 am
Well, when has already?  :'(
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: Visor on December 09, 2012, 01:11:32 pm
Well, when has already?  :'(
xD

When it's done.

And please, don't use this shitty translator, it is literally god damn awful.
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: ProdigySim on December 09, 2012, 09:52:45 pm
https://bitbucket.org/ProdigySim/l4d2_tickrate_enabler/downloads

1.3 - just an update for the l4d1 update.

Should work. Please report any problems here.
Title: Re: L4D1+2 Tickrate Enabler 1.1
Post by: bulkin on December 10, 2012, 04:53:10 am
https://bitbucket.org/ProdigySim/l4d2_tickrate_enabler/downloads

1.3 - just an update for the l4d1 update.

Should work. Please report any problems here.

Thank You very much!!!
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: Iceman1973 on December 10, 2012, 07:01:02 am
Sorry Visor, my English is bad. Thats why I use translator. I can write in russian, and then you must use translator  :D

ProdigySim, thanks a lot for plugin!
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: benouze on December 10, 2012, 11:47:37 am
THX, now the server starts correctly with the plugin, BUT there is always known bug everyone on the map bh2 after the event.
The fps drops to 30 which makes the map unplayable.
you can see on the link raziEiL: l4d tickrate unlocker bug (http://www.youtube.com/watch?v=Fst1bODSXtQ#)

Thank you for what you can do.
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: ZenPounce on December 11, 2012, 04:24:34 am
bunny hopping is not as hard as everyone makes it out to be (in 100tick) all you have to do is just spin your mwheel at the correct rate and timing and it's gonna be as easy as 30tick. I assume that everyone uses mouse wheel to bhop in 100tick because spacebar is a suicide mission :D
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: benouze on December 14, 2012, 08:02:31 am
tickrate always bug unplayable on linux. no news?
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: ProdigySim on December 14, 2012, 11:52:30 am
tickrate always bug unplayable on linux. no news?
On 1.3 you're finding it not working on l4d1 linux?
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: benouze on December 17, 2012, 03:49:02 am
Version 1.3 for l4d1 tick100 is still full of bugs, no version has never function properly in the world waiting for a linux.Tout fixes these bugs / lag but nothing is done.

l4d tickrate unlocker bug (http://www.youtube.com/watch?v=Fst1bODSXtQ#)
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: Sir on December 17, 2012, 06:03:52 am
Version 1.3 for l4d1 tick100 is still full of bugs, no version has never function properly in the world waiting for a linux.Tout fixes these bugs / lag but nothing is done.

While I understand how frustrating it is, calling it full of bugs because one part in one map doesn't work so well is kind of silly.
It works amazing for the rest of the time.

Instead of just bashing the guy to fix it, I'd say it'd be more likely to get a response on the matter if you'd act normal.
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: ProdigySim on December 17, 2012, 09:24:10 pm
Since the framerate drops on BH2 are not caused directly by any inefficiencies in my code, it will be very hard to debug and fix them.

It's Valve's bug, and this means I have to:

1. Find the code responsible
 a. Set up a profiler to audit performance on linux
 b. Identify the function causing this exact lag.
2. Reverse engineer the responsible code
3. Determine why exactly the code is slower on higher tickrates
4. Fix the code to not perform slower
 a. If the code is slower because of some bug, hopefully I can fix the bug.
 b. If the code is slower because of some calculation that scales with the tickrate, I can try to patch in code to run the operations as if we were running at a lower tickrate
  i. This means many code changes in multiple functions that are more than simple patches
 c. If the code is not slower (not scaling with tickrate), and simply becomes an issue because the tick intervals are shorter--leading to dropped ticks, then we're very very close to fucked.
5. Write automatic patching routines to identify the code on the fly and produce patches for it.

Tl;dr it's a black box, and the overall reward of spending the countless hours it would take does not really seem worth it to me for any reason.
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: Aiden Warren on January 19, 2013, 04:14:31 pm
1.3 keeps causing server to crash on Linux
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: Visor on January 20, 2013, 07:17:06 am
1.3 keeps causing server to crash on Linux

You expect free help for a free product, but you ain't going further than registering here and posting this next to useless message. If you want help, fetch a core dump and analyze it YOURSELF. Then, once you're 100% sure it is caused by this extension(which I hardly doubt it is), you can come here and post a descriptive bugreport. That is how I usually proceed myself, and never once had I been forced to leave a problem unsolved with this strategy.
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: ProdigySim on January 20, 2013, 12:53:18 pm
Mmm... his post was fine. I'm just not going to do anything about it unless I hear from more people that it's broken. (Note that he didn't ask for help, either. He just told me it didn't work)
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: Aiden Warren on January 21, 2013, 01:14:45 am
LOL feel free to speak your mind :) oh wait it's the internet nvm.

 it doesnt not pick up anything log in console from this, only errors from the SM plugins.
So I will get a friend with Linux to run this to use direct console L4D DS it's self for the error logs.
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: Aiden Warren on March 07, 2013, 04:09:30 pm
This seems to be the issue. it works with the metamod version but not with the old metamod version because
Rotoblin only works with the 1.4.0dev and metamod 1.9.0dev versions back then
and rotoblin wont work with sourcemod 1.4.0stable and higher
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: Pukl on April 06, 2013, 05:18:36 am
.....
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: Visor on April 06, 2013, 06:22:01 am
Hi. I l4d2 linux server.
Some command do not work, why?

Unknown command "sv_maxupdaterate"

Many players complain that the other players they cut

Your post, as it stands, is a bunch of random letters. Please RTFM before you consider replying: http://www.chiark.greenend.org.uk/~sgtatham/bugs.html (http://www.chiark.greenend.org.uk/~sgtatham/bugs.html)
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: purpletreefactory on April 06, 2013, 12:23:53 pm
Hi. I too am a l4d2 server.
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: S-Server on April 13, 2013, 04:11:18 am
Your post, as it stands, is a bunch of random letters. Please RTFM before you consider replying: [url]http://www.chiark.greenend.org.uk/~sgtatham/bugs.html[/url] ([url]http://www.chiark.greenend.org.uk/~sgtatham/bugs.html[/url])


I think english is not his first language and maybe he used a translator , i understand what hes trying to say , why are you in a bad mood lighten up man
hes saying that on his linux server some commands do not work such as sv_maxupdaterate
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: Visor on April 13, 2013, 04:31:25 am
I think english is not his first language and maybe he used a translator , i understand what hes trying to say , why are you in a bad mood lighten up man
hes saying that on his linux server some commands do not work such as sv_maxupdaterate

I was actually referring to the lack of precision. I'm not accusing anyone of bad language skills, but that doesn't mean they can keep reporting issues like "stuff doesn't work plz fix" and actually expect something to be done. It's like you'd bring a car to autoservice and say "I can't drive for shit damn".
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: S-Server on April 13, 2013, 04:57:20 am
I was actually referring to the lack of precision. I'm not accusing anyone of bad language skills, but that doesn't mean they can keep reporting issues like "stuff doesn't work plz fix" and actually expect something to be done. It's like you'd bring a car to autoservice and say "I can't drive for shit damn".
well ok yes you make a valid point  :-X
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: Quattros on July 05, 2013, 07:00:50 am
Hi.
I have a problem with Tickrate Enabler since last L4D2 update.
Server instantly crashes on startup.

OS Windows Server 2008 R2 SP1
L4D2 DS v2.1.2.5 (downloaded via SteamCMD)
Tickrate Enabler 1.3 (L4D2)
No other mods/plugins installed

Console log before crash:
Code: [Select]
#Console initialized.
#Steam is not active, running in -insecure mode.
#Loading unsigned module server.dll
Access to secure servers is disabled.
#Game.dll loaded for "Left 4 Dead 2"
Server is hibernating
ConVarRef test_progression_loop doesn't point to an existing ConVar
Parent cvar in server.dll not allowed (spit_scaling_min_scale)
ConVarRef z_scrimmage_creep_delay doesn't point to an existing ConVar
ConVarRef z_scrimmage_creep_rate doesn't point to an existing ConVar
ConVarRef z_hunter_limit doesn't point to an existing ConVar
ConVarRef z_smoker_limit doesn't point to an existing ConVar
ConVarRef sv_alltalk doesn't point to an existing ConVar
ConVarRef director_special_initial_spawn_delay_min doesn't point to an existing
ConVar
ConVarRef director_special_initial_spawn_delay_max doesn't point to an existing
ConVar
Tickrate_Enabler: Found ServerGameDLL at ServerGameDLL005
Tickrate_Enabler: Found VEngineServer at VEngineServer022
!!!!!
Patch Failure: Couldn't find CVomit::UpdateAbility() in server memory.
!!!!!

How can I fix that?

Thanks for the help.
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: THyroXIN´- on July 05, 2013, 08:34:21 am
since the update neither metamod or sourcemod is working anymore.

you have to wait for them to be fixed first. then try again ;)
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: Sir on July 05, 2013, 08:48:31 am
since the update neither metamod or sourcemod is working anymore.

you have to wait for them to be fixed first. then try again ;)

Windows is "fixed", which is why he's "complaining" here.
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: THyroXIN´- on July 05, 2013, 11:16:23 am
Oh I cant find any news about it on metamod side...
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: eX on July 09, 2013, 07:16:20 am
Hello together

I am new on the forum, hope i dont ask doublequestions, used the search function.

Since Update last week, metamod and sourcemod was broken. So i decide to download developement versions from metamod (1.10.0-hg848) and sourcemod (1.6.0-hg3936) for my Linux Dedicated Server (2.1.2.5). Most plugins work fine but the tickrate_enabler.so dont load. I got a strange error in my protocols:

Code: [Select]
failed to dlopen ~/l4d2/left4dead2/addons/tickrate_enabler.so error=~/l4d2/left4dead2/addons/tickrate_enabler.so: undefined symbol: g_pMemAlloc
Unable to load plugin "addons/tickrate_enabler"

Someone know something about that?
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: THyroXIN´- on July 09, 2013, 08:56:02 am
its not fixed yet.
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: ProdigySim on July 09, 2013, 12:14:16 pm
Visor actually pushed some fixes for tickrate_enabler. I'll see if I can whip up a build...
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: Visor on July 09, 2013, 12:31:09 pm
Woah, I only pointed out the broken offsets, vintik was the one who calculated the new ones.
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: ProdigySim on July 09, 2013, 12:32:29 pm
Well that's embarrassing. I definitely didn't mix you two up. :X
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: ProdigySim on July 09, 2013, 12:37:38 pm
http://boner.prodigysim.net/tickrate_enabler-1.4-dev.7z (http://boner.prodigysim.net/tickrate_enabler-1.4-dev.7z)

Test build for windows servers.
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: Quattros on July 09, 2013, 04:06:40 pm
[url]http://boner.prodigysim.net/tickrate_enabler-1.4-dev.7z[/url] ([url]http://boner.prodigysim.net/tickrate_enabler-1.4-dev.7z[/url])

Test build for windows servers.

It works, but seems it have some rate issues. Client rate can't be higher than 30000 even if its forced by sv_minrate to higher values.

My server net settings (tickrate 60):
Code: [Select]
sm_cvar fps_max 70
sm_cvar net_splitpacket_maxrate 60000
sm_cvar sv_minrate 60000
sm_cvar sv_maxrate 100000
sm_cvar sv_mincmdrate 30
sm_cvar sv_maxcmdrate 60
sm_cvar sv_minupdaterate 30
sm_cvar sv_maxupdaterate 60
sm_cvar sv_client_min_interp_ratio 0
sm_cvar sv_client_max_interp_ratio 2
sm_cvar nb_update_frequency 0.024

My client net settings:
Code: [Select]
rate 60000
cl_updaterate 60
cl_cmdrate 60

"status" command shows 30000 rate:
Code: [Select]
# userid name uniqueid connected ping loss state rate adr
# 1473 1 "Quattros" STEAM_x:x:xxxxxxx 10:23 32 0 active 30000 xxx.xxx.xxx.xxx:27005

As result many "chokes" during panic events and boomer hordes. Anyway thanks for the fix, it's much better than 30 tickrate.
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: Visor on July 09, 2013, 04:53:16 pm
Code: [Select]
const BYTE replacement[JMP_8_INSTR_LEN] = {JMP_8_OPCODE, CNETCHAN_PATCH_JUMP_OFFSET};
 return new BasicStaticBinPatch<sizeof(replacement)>(pCNetChanSetDataRate+CNETCHAN_PATCH_OFFSET, replacement);

replacement probably needs to be NOP_2 same as Linux. Not sure.
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: eX on July 10, 2013, 06:22:02 am
Is a test build for linux (tickrate_enabler.so) also possible?
Would be nice  :-*
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: vintik on July 10, 2013, 02:27:58 pm
It works, but seems it have some rate issues. Client rate can't be higher than 30000 even if its forced by sv_minrate to higher values.

My server net settings (tickrate 60):
Code: [Select]
sm_cvar fps_max 70
sm_cvar net_splitpacket_maxrate 60000
sm_cvar sv_minrate 60000
sm_cvar sv_maxrate 100000
sm_cvar sv_mincmdrate 30
sm_cvar sv_maxcmdrate 60
sm_cvar sv_minupdaterate 30
sm_cvar sv_maxupdaterate 60
sm_cvar sv_client_min_interp_ratio 0
sm_cvar sv_client_max_interp_ratio 2
sm_cvar nb_update_frequency 0.024

My client net settings:
Code: [Select]
rate 60000
cl_updaterate 60
cl_cmdrate 60

"status" command shows 30000 rate:
Code: [Select]
# userid name uniqueid connected ping loss state rate adr
# 1473 1 "Quattros" STEAM_x:x:xxxxxxx 10:23 32 0 active 30000 xxx.xxx.xxx.xxx:27005

As result many "chokes" during panic events and boomer hordes. Anyway thanks for the fix, it's much better than 30 tickrate.

Existing maxrate patches are fine, but also ClampClientRate() appeared on windows. Gonna add patch for it.


UPD:
Done. (https://dl.dropboxusercontent.com/u/60992707/tickrate_enabler.dll)
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: ProdigySim on July 10, 2013, 03:56:32 pm
http://boner.prodigysim.net/tickrate_enabler-1.4-dev.tar.gz (http://boner.prodigysim.net/tickrate_enabler-1.4-dev.tar.gz) latest linux test bin
http://boner.prodigysim.net/tickrate_enabler-1.4-dev2.7z (http://boner.prodigysim.net/tickrate_enabler-1.4-dev2.7z)  latest windows test bin
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: Quattros on July 10, 2013, 11:45:09 pm
Existing maxrate patches are fine, but also ClampClientRate() appeared on windows. Gonna add patch for it.


UPD:
Done. (https://dl.dropboxusercontent.com/u/60992707/tickrate_enabler.dll)

Played with this version about 3 hours, it works just fine. Correct rates, stable fps, nice hit registration. Chokes appear really rarely and never get higher than 3. Everything seems to be ok. Nice work! Thanks.
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: eX on July 11, 2013, 04:56:07 am
[url]http://boner.prodigysim.net/tickrate_enabler-1.4-dev.tar.gz[/url] ([url]http://boner.prodigysim.net/tickrate_enabler-1.4-dev.tar.gz[/url]) latest linux test bin
[url]http://boner.prodigysim.net/tickrate_enabler-1.4-dev2.7z[/url] ([url]http://boner.prodigysim.net/tickrate_enabler-1.4-dev2.7z[/url])  latest windows test bin

I've tried your latest linux test binary, but im getting the same error under linux as before, i've tried it over startup commandline and after servers are started. Do i need more then Metamod & Sourcemod? Is SDK Hooks enough or do i need Stripper or other Plugins?

Code: [Select]
11:25:14 meta version
11:25:14 Metamod:Source version 1.10.0-dev
         Build ID: 848:ac037b3e3dcd-dev
         Loaded As: Valve Server Plugin
         Compiled on: Jul  6 2013
         Plugin interface version: 15:14
         SourceHook version: 5:5
         http://www.metamodsource.net/
11:25:22 meta list
11:25:22 Listing 2 plugins:
           [01] SourceMod (1.6.0-dev+3936) by AlliedModders LLC
           [02] SDK Tools (1.6.0-dev+3936) by AlliedModders LLC
11:25:22 L 07/11/2013 - 12:26:02: rcon from "*:11527": command "meta list"
11:25:40 meta load addons/tickrate_enabler
11:25:40 Failed to load plugin addons/tickrate_enabler (~/4d2/left4dead2/addons/tickrate_enabler.so: undefined symbol: g_pMemAlloc).
11:25:40 L 07/11/2013 - 12:26:20: rcon from "*:11527": command "meta load addons/tickrate_enabler"
11:40:40 HLSW Information: Verbindung getrennt
11:59:16 sm version
11:59:16  SourceMod Version Information:
             SourceMod Version: 1.6.0-dev+3936
             SourcePawn Engine: SourcePawn 1.1, jit-x86 (build 1.6.0-dev+3936)
             SourcePawn API: v1 = 4, v2 = 4
             Compiled on: Jul  8 2013 13:12:28
             Build ID: 3936:47835546d849
             http://www.sourcemod.net/
11:59:16 L 07/11/2013 - 12:59:56: rcon from "*:41999": command "sm version"
11:59:53 sm plugins list
11:59:53 [SM] Listing 20 plugins:
           01 "Round Start Bot Stop" (1.8) by EHG
           02 "Sound Commands" (1.6.0-dev+3936) by AlliedModders LLC
           03 "Fun Commands" (1.6.0-dev+3936) by AlliedModders LLC
           04 "Anti-Flood" (1.6.0-dev+3936) by AlliedModders LLC
           05 "Basic Comm Control" (1.6.0-dev+3936) by AlliedModders LLC
           06 "Admin Help" (1.6.0-dev+3936) by AlliedModders LLC
           07 "Fun Votes" (1.6.0-dev+3936) by AlliedModders LLC
           08 "Survivor Bot Takeover" (0.8) by Mikko Andersson (muukis)
           09 "Basic Ban Commands" (1.6.0-dev+3936) by AlliedModders LLC
           10 "Basic Votes" (1.6.0-dev+3936) by AlliedModders LLC
           11 "Client Preferences" (1.6.0-dev+3936) by AlliedModders LLC
           12 "Basic Commands" (1.6.0-dev+3936) by AlliedModders LLC
           13 "Basic Info Triggers" (1.6.0-dev+3936) by AlliedModders LLC
           14 "Admin Menu" (1.6.0-dev+3936) by AlliedModders LLC
           15 "Admin File Reader" (1.6.0-dev+3936) by AlliedModders LLC
           16 "Basic Chat" (1.6.0-dev+3936) by AlliedModders LLC
           17 Disabled: "Nextmap" (1.6.0-dev+3936) by AlliedModders LLC
           18 "Player Commands" (1.6.0-dev+3936) by AlliedModders LLC
           19 "Reserved Slots" (1.6.0-dev+3936) by AlliedModders LLC
11:59:53 L 07/11/2013 - 13:00:33: rcon from "*:41999": command "sm plugins list"
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: Visor on July 11, 2013, 05:51:26 am
Code: [Select]
11:25:40 Failed to load plugin addons/tickrate_enabler (~/4d2/left4dead2/addons/tickrate_enabler.so: undefined symbol: g_pMemAlloc).

Are you sure you're using the binary PS posted? By the looks of it, the binary you're trying to use is either old or has been compiled against an outdated(pre-EMS update) Metamod/L4D2 SDK.
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: eX on July 11, 2013, 06:31:54 am
Hello

Yes i used ProdigySim's latest build of linux binary

Code: [Select]
-rwxr----- 1 service mun  928585 Jul  7 18:23 mmsource-1.10.0-hg848-linux.tar.gz*
-rw-r--r-- 1 service mun 8309877 Jul  8 23:16 sourcemod-1.6.0-hg3936-linux.tar.gz
-rw-r--r-- 1 service mun  355567 Jul 10 18:53 tickrate_enabler-1.4-dev.tar.gz
-rwxr-xr-x 1 service mun 1279152 Jul 10 18:52 tickrate_enabler.so*

Is it possible that i must use sourcemod-1.6.0-hg3935-linux.tar.gz? At the moment i use sourcemod-1.6.0-hg3936-linux.tar.gz!

A grep of my startup protocol from commandline:

Code: [Select]
service@posteritas:~/srcds/l4d2> grep tickrate screenlog.0
 failed to dlopen ~/srcds/l4d2/left4dead2/addons/tickrate_enabler.so error=~/srcds/l4d2/left4dead2/addons/tickrate_enabler.so: undefined symbol: g_pMemAlloc
Unable to load plugin "addons/tickrate_enabler"
service@posteritas:~/srcds/l4d2>

UPDATE:
Now i tested with sourcemod-1.6.0-hg3935-linux.tar.gz

Code: [Select]
13:39:13 meta list
13:39:13 Listing 2 plugins:
           [01] SourceMod (1.6.0-dev+3935) by AlliedModders LLC
           [02] SDK Tools (1.6.0-dev+3935) by AlliedModders LLC

Still the same error :(
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: ProdigySim on July 11, 2013, 12:21:57 pm
It's possible that I linked it against the wrong binary. I used the .so files available in the hl2sdk-l4d2 repo. I'll try to look into it this weekend when I (hopefully) have time to fix l4d2-direct and recording_helpers as well.
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: eX on July 14, 2013, 06:19:12 am
Hopefully yes! I've tried it again yesterday with a complete fresh install. Same error!
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: CooL on July 14, 2013, 08:42:39 pm
Same error here.

Code: [Select]
failed to dlopen /home/wwywwy/l4d2/SteamApps/left4dead2/addons/tickrate_enabler.so error=/home/wwywwy/l4d2/SteamApps/left4dead2/addons/tickrate_enabler.so: undefined symbol: g_pMemAlloc
Unable to load plugin "addons/tickrate_enabler"

But i dun know if tickrate is working coz i found that the cvar configs seem to be working:-

Code: [Select]
[SM] Changed cvar "fps_max" to "150".
[SM] Changed cvar "net_splitpacket_maxrate" to "60000".
[SM] Changed cvar "sv_minrate" to "60000".
[SM] Changed cvar "sv_maxrate" to "100000".
[SM] Changed cvar "sv_mincmdrate" to "30".
[SM] Changed cvar "sv_maxcmdrate" to "60".
[SM] Changed cvar "sv_minupdaterate" to "30".
[SM] Changed cvar "sv_maxupdaterate" to "60".
[SM] Changed cvar "sv_client_min_interp_ratio" to "0".
[SM] Changed cvar "sv_client_max_interp_ratio" to "2".
[SM] Changed cvar "nb_update_frequency" to "0.024".
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: eX on July 15, 2013, 01:33:24 am
Yes, same here! But with "net_graph 5" you see that the settings have no effect! :-[
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: eX on July 16, 2013, 05:07:15 am
Hello together, i found a working tickrate_enabler on the-pwg.com forum, but something is different since 1.4...

Since tickrate_enabler 1.4 (after l4d2 update) is see chokes in my net_graph. With tickrate 60 and normal gameplay 0-5 choke and on events 5-15 chokes. With tickrate 100 i get 10-50 chokes instantly. With tickrate_enabler 1.3 i got 0 chokes with tick 60 or 100.

Can we doublecheck my Settings?

My Server Settings for tickrate 60:
Code: [Select]
sm_cvar nb_update_frequency 0.024
sm_cvar sv_removehumanlimit 1
sm_cvar l4d_maxplayers 12
sm_cvar sv_maxcmdrate 60
sm_cvar sv_mincmdrate 30
sm_cvar sv_maxupdaterate 60
sm_cvar sv_minupdaterate 30
sm_cvar sv_maxrate 60000
sm_cvar sv_minrate 30000
sm_cvar fps_max 500
sm_cvar sv_unlag 1
sm_cvar sv_maxunlag 1.0
sm_cvar net_splitpacket_maxrate 60000
sm_cvar sv_client_min_interp_ratio 0
sm_cvar sv_client_max_interp_ratio 2

My Server Settings for tickrate 100:
Code: [Select]
sm_cvar nb_update_frequency 0
sm_cvar sv_removehumanlimit 1
sm_cvar l4d_maxplayers 12
sm_cvar sv_maxcmdrate 100
sm_cvar sv_mincmdrate 30
sm_cvar sv_maxupdaterate 100
sm_cvar sv_minupdaterate 30
sm_cvar sv_maxrate 100000
sm_cvar sv_minrate 60000
sm_cvar fps_max 500
sm_cvar sv_unlag 1
sm_cvar sv_maxunlag 1.0
sm_cvar net_splitpacket_maxrate 100000
sm_cvar sv_client_min_interp_ratio 0
sm_cvar sv_client_max_interp_ratio 2

Client Settings are the same as Serverconfig (rate 60000/100000, update and cmdrate 60/100, cl_interp 0, 0.03, 0.06 or 0.1). Some players without netsettings and lerp 0.1 reporting that server is "laggy" somehow. I can't feel any lag with interp or without...Somehow i can't feel lags with choke over 40 but it displays this choke, loss is alway 0! Can i force some settings to make it smoother for everyone?
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: Sir on July 16, 2013, 05:21:46 am
Hello together, i found a working tickrate_enabler on the-pwg.com forum, but something is different since 1.4...

Since tickrate_enabler 1.4 (after l4d2 update) is see chokes in my net_graph. With tickrate 60 and normal gameplay 0-5 choke and on events 5-15 chokes. With tickrate 100 i get 10-50 chokes instantly. With tickrate_enabler 1.3 i got 0 chokes with tick 60 or 100.

Can we doublecheck my Settings?

My Server Settings for tickrate 60:
Code: [Select]
sm_cvar nb_update_frequency 0.024
sm_cvar sv_removehumanlimit 1
sm_cvar l4d_maxplayers 12
sm_cvar sv_maxcmdrate 60
sm_cvar sv_mincmdrate 30
sm_cvar sv_maxupdaterate 60
sm_cvar sv_minupdaterate 30
sm_cvar sv_maxrate 60000
sm_cvar sv_minrate 30000
sm_cvar fps_max 500
sm_cvar sv_unlag 1
sm_cvar sv_maxunlag 1.0
sm_cvar net_splitpacket_maxrate 60000
sm_cvar sv_client_min_interp_ratio 0
sm_cvar sv_client_max_interp_ratio 2

My Server Settings for tickrate 100:
Code: [Select]
sm_cvar nb_update_frequency 0
sm_cvar sv_removehumanlimit 1
sm_cvar l4d_maxplayers 12
sm_cvar sv_maxcmdrate 100
sm_cvar sv_mincmdrate 30
sm_cvar sv_maxupdaterate 100
sm_cvar sv_minupdaterate 30
sm_cvar sv_maxrate 100000
sm_cvar sv_minrate 60000
sm_cvar fps_max 500
sm_cvar sv_unlag 1
sm_cvar sv_maxunlag 1.0
sm_cvar net_splitpacket_maxrate 100000
sm_cvar sv_client_min_interp_ratio 0
sm_cvar sv_client_max_interp_ratio 2

Client Settings are the same as Serverconfig (rate 60000/100000, update and cmdrate 60/100, cl_interp 0, 0.03, 0.06 or 0.1). Some players without netsettings and lerp 0.1 reporting that server is "laggy" somehow. I can't feel any lag with interp or without...Somehow i can't feel lags with choke over 40 but it displays this choke, loss is alway 0! Can i force some settings to make it smoother for everyone?

Might want to lower your net_splitpacket_maxrate to: Tickrate / 2 * 1000
Not sure if it'll help you, but it's better for the server in general.
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: eX on July 16, 2013, 07:56:48 am
Might want to lower your net_splitpacket_maxrate to: Tickrate / 2 * 1000
Not sure if it'll help you, but it's better for the server in general.

Awwww, thank you, i know i forgot something. Dont remeber that, i installed all new and i made no comments to my config.
tick 60 -> 60/2*1000=30000
tick 100 -> 100/2*1000=50000

I'll try it this evening. All other settings are okay?
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: Sir on July 16, 2013, 08:34:28 am
Awwww, thank you, i know i forgot something. Dont remeber that, i installed all new and i made no comments to my config.
tick 60 -> 60/2*1000=30000
tick 100 -> 100/2*1000=50000

I'll try it this evening. All other settings are okay?

The rest seems fine to me :]
Keep in mind that your CPU might not be handling the tickrate well. I recommend monitoring sv by using net_graph 5.
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: eX on July 16, 2013, 04:59:12 pm
I tried the settings but chokes are between 0-20 on tick 60. I think CPU Usage is fine, rootserver with 8 cores, 32gbram. net_graph 5 shows 28-35ms of ping on scoreboard all players between 20 and 30ping. One fork server from five with 8 players stays between 20 and 30% cpu usage and 500fps stable. Before update i got no problems with same settings on tick60, everytime choke 0, sometimes 1 or 2, never 10 and more. Linux Kernel is compiled for tickrate. When i turn of tickrate enabler, all is fine, no choke. Somehow choke is a joke!

Code: [Select]
%Cpu0  : 10.5 us,  1.7 sy,  0.0 ni, 87.5 id,  0.0 wa,  0.0 hi,  0.3 si,  0.0 st
%Cpu1  :  8.1 us,  1.4 sy,  0.0 ni, 89.5 id,  1.0 wa,  0.0 hi,  0.0 si,  0.0 st
%Cpu2  :  9.8 us,  1.4 sy,  0.0 ni, 88.9 id,  0.0 wa,  0.0 hi,  0.0 si,  0.0 st
%Cpu3  :  8.8 us,  1.7 sy,  0.0 ni, 89.5 id,  0.0 wa,  0.0 hi,  0.0 si,  0.0 st
%Cpu4  :  0.3 us,  0.3 sy,  0.0 ni, 99.3 id,  0.0 wa,  0.0 hi,  0.0 si,  0.0 st
%Cpu5  :  0.0 us,  0.0 sy,  0.0 ni,100.0 id,  0.0 wa,  0.0 hi,  0.0 si,  0.0 st
%Cpu6  :  0.3 us,  0.3 sy,  0.0 ni, 99.3 id,  0.0 wa,  0.0 hi,  0.0 si,  0.0 st
%Cpu7  :  0.0 us,  0.3 sy,  0.0 ni, 99.7 id,  0.0 wa,  0.0 hi,  0.0 si,  0.0 st
KiB Mem:  32702864 total, 30258240 used,  2444624 free,   441064 buffers
KiB Swap: 12581812 total,     4716 used, 12577096 free, 28129640 cached

  PID USER      PR  NI  VIRT  RES  SHR S  %CPU %MEM    TIME+  COMMAND
27074 service   20   0  400m 191m  12m S  26.6  0.6   7:59.80 srcds_linux
31881 service   20   0 91552  69m 7948 S   3.7  0.2  45:47.58 hlds_i686
27048 service   20   0  384m 173m  12m S   3.3  0.5   0:56.74 srcds_linux
27055 service   20   0  384m 173m  12m S   3.3  0.5   0:55.85 srcds_linux
27058 service   20   0  384m 173m  12m S   3.0  0.5   0:56.62 srcds_linux
27066 service   20   0  384m 173m  12m S   3.0  0.5   0:56.17 srcds_linux
 2298 service   20   0  909m  11m 5328 S   1.7  0.0 125:14.49 ts3server_linux
15687 service   20   0  200m 126m  17m S   1.0  0.4   4:52.36 srcds_linux
32188 service   20   0  297m 149m  20m S   1.0  0.5  10:20.66 srcds_linux
32200 service   20   0  233m 162m  21m S   1.0  0.5  32:51.74 srcds_linux
   22 root      20   0     0    0    0 S   0.3  0.0  17:01.41 ksoftirqd/2
   32 root      20   0     0    0    0 S   0.3  0.0   1:06.81 ksoftirqd/4
27024 service   20   0  240m  57m 9332 S   0.3  0.2   0:00.82 srcds_linux
27799 root      20   0 17920 1608 1140 R   0.3  0.0   0:00.15 top
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: Visor on July 16, 2013, 05:11:34 pm
Hello together, i found a working tickrate_enabler on the-pwg.com forum, but something is different since 1.4...

I can't be bothered checking what raecher has come up with, but it looks like ClampClientRate() offsets are off in that binary. Speaking in english, that version is broken.
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: eX on July 17, 2013, 04:07:53 am
First thing i have to say is, again and again...: Thank You!

I dont want to annoy you or anyone...just trying to debug and help! But, okay, tickrate_enabler version was not from l4dnation...anyway, the version from prodigysim dont work under linux :(
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: gasbb on July 18, 2013, 05:33:37 am
Hopefully yes! I've tried it again yesterday with a complete fresh install. Same error!

Same error here...

"failed to dlopen /home/l4d2/left4dead2/left4dead2/addons/tickrate_enabler.so error=/home/l4d2/left4dead2/left4dead2/addons/tickrate_enabler.so: undefined symbol: g_pMemAlloc
Unable to load plugin "addons/tickrate_enabler""

(Metamod:Source version 1.10.0-dev Build ID: 849:43df9a463b6e-dev & SourceMod Version: 1.6.0-dev+3946)

Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: bilago on July 18, 2013, 08:21:28 am
Same error here...

"failed to dlopen /home/l4d2/left4dead2/left4dead2/addons/tickrate_enabler.so error=/home/l4d2/left4dead2/left4dead2/addons/tickrate_enabler.so: undefined symbol: g_pMemAlloc
Unable to load plugin "addons/tickrate_enabler""

(Metamod:Source version 1.10.0-dev Build ID: 849:43df9a463b6e-dev & SourceMod Version: 1.6.0-dev+3946)


I noticed this :

Quote from: https://bitbucket.org/ProdigySim/l4d2_tickrate_enabler
Igor Fatkullin pushed 1 commit to ProdigySim/l4d2_tickrate_enabler
9 hours ago
f8c05ef - Enable missing patch on linux

have you tried this one yet?



EDIT: Seems there is no compiled version yet, I tried v1.4 from another thread and still get the error message. It looks like it just needs to be recompiled due to a bad reference to a library...
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: vintik on July 18, 2013, 11:55:16 am
https://dl.dropboxusercontent.com/u/60992707/tickrate_enabler-1.4-dev.tgz
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: bilago on July 18, 2013, 12:46:16 pm
[url]https://dl.dropboxusercontent.com/u/60992707/tickrate_enabler-1.4-dev.tgz[/url] ([url]https://dl.dropboxusercontent.com/u/60992707/tickrate_enabler-1.4-dev.tgz[/url])


Link does not work :(

SSL connection error

Unable to make a secure connection to the server. This may be a problem with the server, or it may be requiring a client authentication certificate that you don't have.
Error code: ERR_SSL_PROTOCOL_ERROR

is this the same file as:
http://boner.prodigysim.net/tickrate_enabler-1.4-dev.tar.gz (http://boner.prodigysim.net/tickrate_enabler-1.4-dev.tar.gz) ?
If so, that does not work.
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: CanadaRox on July 18, 2013, 12:52:16 pm
The link works fine for me.
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: Sir on July 18, 2013, 01:04:32 pm
is this the same file as:
[url]http://boner.prodigysim.net/tickrate_enabler-1.4-dev.tar.gz[/url] ([url]http://boner.prodigysim.net/tickrate_enabler-1.4-dev.tar.gz[/url]) ?
If so, that does not work.


It's not, it'd make no sense for the guy that pushed the last update to the tickrate enabler to link you to the version before his update.
Link's working fine for me as well
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: bilago on July 18, 2013, 01:09:57 pm
It's not, it'd make no sense for the guy that pushed the last update to the tickrate enabler to link you to the version before his update.
Link's working fine for me as well

Very true minus the fact that I was unaware he was the one who pushed the update, and that it maintained the same version number after a commit has been pushed.

Regardless, The SSL issue was just my corporate firewall, made a quick ssh tunnel and grabbed the file with no problems.'


On that note, put the tickrate_enabler.so in left4dead\addons folder and I still get this on restart:

 failed to dlopen /home/hgs1855/left4dead2/left4dead2/addons/tickrate_enabler.so error=/home/hgs1855/left4dead2/left4dead2/addons/tickrate_enabler.so: undefined symbol: g_pMemAlloc
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: vintik on July 18, 2013, 01:19:38 pm
I still get this on restart:

 failed to dlopen /home/hgs1855/left4dead2/left4dead2/addons/tickrate_enabler.so error=/home/hgs1855/left4dead2/left4dead2/addons/tickrate_enabler.so: undefined symbol: g_pMemAlloc

Yes, now I see. It's something with debug configuration, 'release'-version works fine.
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: bilago on July 18, 2013, 01:22:51 pm
I tried all three versions on
https://bitbucket.org/ProdigySim/l4d2_tickrate_enabler/downloads

Name                                   Size            Date   Downloads   
l4d_tickrate_enabler_1.3.zip   290.0 KB   2012-12-10   636   
l4d_tickrate_enabler_1.1.zip   286.1 KB   2012-06-30   497   
l4d_tickrate_enabler_1.0.zip   280.0 KB   2012-06-25   73

I assume these are the "release" versions?

None of them work for me, same error as mentioned above.
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: CanadaRox on July 18, 2013, 01:24:09 pm
I tried all three versions on
https://bitbucket.org/ProdigySim/l4d2_tickrate_enabler/downloads

Name                                   Size            Date   Downloads   
l4d_tickrate_enabler_1.3.zip   290.0 KB   2012-12-10   636   
l4d_tickrate_enabler_1.1.zip   286.1 KB   2012-06-30   497   
l4d_tickrate_enabler_1.0.zip   280.0 KB   2012-06-25   73

I assume these are the "release" versions?

None of them work for me, same error as mentioned above.

The date of all of those downloads is before the major update that broke everything.  It should be fairly obvious that they wont work.
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: bilago on July 18, 2013, 01:27:35 pm
The date of all of those downloads is before the major update that broke everything.  It should be fairly obvious that they wont work.

There is nothing wrong with a little bit of clarification on what he meant by the term "Release". Since 1.3 is the last Release version available, why wouldn't it be safe to ask if that is what he was referencing to?
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: CanadaRox on July 18, 2013, 01:30:47 pm
By "'release'-version" he means a current non-debug build, not an ancient version that has been released.  I can understand your confusion with the word "release", but when the entire thread is about the update breaking stuff and people posting "old versions dont work plz fix" you can likely safely assume that the old versions they are talking about haven't magically started to work.
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: vintik on July 18, 2013, 01:37:31 pm
I placed release-configuration-build at the same place (https://dl.dropboxusercontent.com/u/60992707/tickrate_enabler-1.4-dev.tgz). Try it now.

Debug build wont work till hl2sdk-l4d2 is fixed.
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: bilago on July 18, 2013, 01:39:54 pm
I placed release-configuration-build at the same place (https://dl.dropboxusercontent.com/u/60992707/tickrate_enabler-1.4-dev.tgz). Try it now.

Debug build wont work till hl2sdk-l4d2 is fixed.

That did work, server is accepting the plugin. Thank you kind sir
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: CooL on July 19, 2013, 07:50:34 am
By using the latest "release version" (1.4) above, it seems that the tickrate is enabled:

Code: [Select]
Tickrate_Enabler: Found ServerGameDLL at ServerGameDLL005
Tickrate_Enabler: Found VEngineServer at VEngineServer022
Tickrate_Enabler: Read TickRate 100.000000


Cvar Settings
Code: [Select]
sm_cvar nb_update_frequency 0
sm_cvar sv_maxcmdrate 100
sm_cvar sv_mincmdrate 30
sm_cvar sv_maxupdaterate 100
sm_cvar sv_minupdaterate 30
sm_cvar sv_maxrate 100000
sm_cvar sv_minrate 60000
sm_cvar fps_max 500
sm_cvar sv_unlag 1
sm_cvar sv_maxunlag 1.0
sm_cvar net_splitpacket_maxrate 50000
sm_cvar sv_client_min_interp_ratio 0
sm_cvar sv_client_max_interp_ratio 2

Actually it isn't. Rate remains at 30000 by looking at the status.

Do I set something wrong?

P.S: Using latest SM 1.5 & MM 1.9 in linux

Edit: It works now. My bad, forget to change confogl_rate.cfg.
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: click4dylan on August 07, 2013, 11:19:43 pm
does the latest windows binary fix boomer bile?
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: THyroXIN´- on August 19, 2013, 10:02:42 am
Hi,

I think about using this to have higher tics.
But is it really better?
what are cons and what are the pros?

As I understand in the beginning it was developed to make hitreg better?
I did never had hitreg issues before so i wonder why a non existing problem should be fixed with it?
I also heared alot now that higher ticks make things worse instead of better.

I also thing why do we change everything how valve thought about it?
In USA mostly T30 is used in EU its T60.
But most dont know what it does. they justz got used to it but noone can explain me what is better.

I only can remember bad arguments like bhop not working (imho its good that its not, it should be removed anyways as its a game exploit)
boomer puke have problems
hitreg problems and who knows what else hidden problems are out there.

So please gimme a short summary of pros and cons so i can decide if I want to use it and so I can explain other players what the difference is.

Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: NF on August 19, 2013, 01:02:48 pm
Higher tickrate is intended to improve hit registration by increasing the amount of updates that the server gets. (Correct me if I'm wrong)

30 tick = 30 updates per second
60 = 60 updates
etc

Most of the original cons of high tickrate, such as the pistol fire rate and fall damage, have been fixed. The remaining (non-anecdotal) problems that remain are that bunnyhop and jump-rocking timings are different and harder to do.

Personally, I've found that things on higher tickrate are actually worse (including reg), and the cons outweigh the pros for me, so I prefer not to play on 60tick servers.
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: epilimic on August 19, 2013, 01:30:25 pm
Most of the original cons of high tickrate, such as the pistol fire rate and fall damage, have been fixed. The remaining (non-anecdotal) problems that remain are that bunnyhop and jump-rocking timings are different and harder to do.
Unless there was a very recent update, fall damage is still wrong.
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: Sir on August 19, 2013, 04:49:20 pm
Unless there was a very recent update, fall damage is still wrong.

It was "tackled" by upping the gravity slightly.
"Slow Doors" has been missed as a con, but it has been handled on SirPlease/Shanti.

There's no doubt that reg is better on Higher Tickrate, unless the server is unable to handle it (Take note of the Server FPS, if it's dropping below the Tickrate, then it's unable to deal with it, as it takes extra CPU)
There will always be limitations of course, but that's on Valve.
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: epilimic on August 19, 2013, 06:06:54 pm
It was "tackled" by upping the gravity slightly.
Ok. I remember it still being different during CCT2 when we had to play on a 60 tick server.
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: THyroXIN´- on August 20, 2013, 05:57:14 am
so actually you have following:

pros:
should be better hitreg unless server can handle it. more then 60 fps (my server has 900-1000 fps so should work right?)

cons:
doors slow (its fixed on sir but that does not fit the original one i would download)
falling damage wrong
pistol fire rate (fixed or not?)
Boomer puke (fixed or not?)

pro/con as its a personal view:
bhop harder
tank jumprock harder

So imho T60 is still too much con to use it default wise. I played T30 yesterday on Sirs and I could not imagine any difference to his T60 when it comes to hitreg and connectivity etc..

But there are only very rare T30 left at Sir. Might you add a few?


Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: nikeon on August 20, 2013, 08:31:20 am
No we wont add any more T30 server.Why would we? 99% is happy with T60 since besides very small little things that might occur sometimes hitreg and smoothness is way better then on 30T.

We asked the community several times what they prefer and the answer was always straight 60T since the major bugs that occured in the beginning are pretty much all fixed and due the fact our cpu can easily handle 60 tick servers, people are not only used to it -they prefer 60 over 30.

About that con list :

bhop and jump rock timing is a con?rofl. Timing is slightly different ye but nothing that cant be learned within a  few games. I heard about people gettin accused for using jump rock scripts because they get 9/10 on 60 ticks easily....


Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: NF on August 20, 2013, 08:40:17 am
bhop and jump rock timing is a con?rofl. Timing is slightly different ye but nothing that cant be learned within a  few games. I heard about people gettin accused for using jump rock scripts because they get 9/10 on 60 ticks easily....

The fact that you need to learn a completely different timing than one you've used for thousands of hours, just so you can play on SirPlease servers, is retarded.

It would be like randomly making shotgun take twice as long to reload. Sure, you can adapt, but it's annoying.
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: Visor on August 20, 2013, 08:49:45 am
Nobody is forcing you to play anywhere. If tank shit is a priority for you or you can't win without jumprocking/bhopping, stick to 30 tick servers. Don't worry, SirPlease admins won't feel offended.
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: nikeon on August 20, 2013, 09:18:27 am
The fact that you need to learn a completely different timing than one you've used for thousands of hours, just so you can play on SirPlease servers, is retarded.

It would be like randomly making shotgun take twice as long to reload. Sure, you can adapt, but it's annoying.

l4D is a dynamic game so whats so bad about learning something new?x]  The Timing tho is so minor that its a joke to even mention it imo and comparing to a reload time of a shotgun is also  a bit wierd.

Also what Visor said : Noone forces you to play on a good configured server ,i heard rumours there are still some 30 ticks out there somewhere.
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: Sir on August 20, 2013, 09:28:20 am
The fact that you need to learn a completely different timing than one you've used for thousands of hours, just so you can play on SirPlease servers, is retarded.

It would be like randomly making shotgun take twice as long to reload. Sure, you can adapt, but it's annoying.

I get your point, but I'm not getting the hostility that I'm feeling here.
SirPlease is EU Oriented and it's not that old yet, it has however become the main competitive hub in a short while.

We were approached and asked if we could launch a few US Servers, the NY ones were launched with CCT in mind and everyone rejoiced. We had no problems or complaints regarding the tickrate and we figured the US Scene was keen on it as well (Considering EU + RU are fully in love with 60/100 Tick)

Seeing as the NY servers were praised, we launched the Dallas server a bit later during the CCT2 cup, again no problem/complaints.
Now all of a sudden we're receiving "bashing" on the fact that we're providing 60 Tick servers as they're considered bad by a very small minority.

I personally don't think the con list is that long, I feel that only the bhop/tank rock stuff should be on it.
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: THyroXIN´- on August 20, 2013, 09:51:11 am
well thanks for the response all.

just to clear things out.

i asked alot of people the last pcws and mixes what i should use to connect to, 30t or 60t. they mostly answered 60t. then i asked why t60? can you explain it to me?
the outcome always was that they couldn't. They do not know the technical benefits and they do not know what the real difference is. just as i said most of them got used to it and do not care/ask for it anymore. And I do not play with bobs only. I have pretty good players i play with who should know if they demand it. Its kind like the interp thing. some players use interp 0 but dont have any clue about anything regarding lerp. tehy just do because other do.
I then loaded a T30 server without tell anyone. noone complained and noone recognized it. after the match i told them and all said well it was the same.
Thats why i said they got used to it and do not really care about the backgrounds (anymore). I guess they never really felt the difference and they never cared of it. ( i dont know the beginnings of tickrate enabler but this is status quo)
Only experienced people managing server etc could tell me more and you all here in this thread.

anyways nvm.. :)

What i meant the tank and bhop might be seen as con but also as pro.

con: bhop harder, tank jump rock harder.
here th con is that the bahavior is changed regardless from what to what. its not original anymore.
pro: because its harder its a pro when you believe like me that it should not be possible at all. so its better when its harder at least.

whatever, thanks all for response, i still dont know for what i should go, i will try changeing t30 and t60 all the time the next days so i maybe can feel some difference.
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: Visor on August 20, 2013, 11:23:39 am
Go for T60 or T66. Use Sir's plugin(https://github.com/SirPlease/SirCoding/blob/master/PublicSourceSP/BasicFix.sp) to fix any related issues.
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: NF on August 20, 2013, 11:29:27 am
I get your point, but I'm not getting the hostility that I'm feeling here.
SirPlease is EU Oriented and it's not that old yet, it has however become the main competitive hub in a short while.

We were approached and asked if we could launch a few US Servers, the NY ones were launched with CCT in mind and everyone rejoiced. We had no problems or complaints regarding the tickrate and we figured the US Scene was keen on it as well (Considering EU + RU are fully in love with 60/100 Tick)

Seeing as the NY servers were praised, we launched the Dallas server a bit later during the CCT2 cup, again no problem/complaints.
Now all of a sudden we're receiving "bashing" on the fact that we're providing 60 Tick servers as they're considered bad by a very small minority.

I personally don't think the con list is that long, I feel that only the bhop/tank rock stuff should be on it.

There's no hostility, I'm just pointing out how I feel about 60 tick. I'm honestly grateful that you're hosting a server to begin with. The more servers, the better! Helps to grow the community.

But to claim that "all issues related to 60 tick are fixed" just is not true. That's all I'm saying.
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: Sir on August 20, 2013, 01:56:28 pm
There's no hostility, I'm just pointing out how I feel about 60 tick. I'm honestly grateful that you're hosting a server to begin with. The more servers, the better! Helps to grow the community.

But to claim that "all issues related to 60 tick are fixed" just is not true. That's all I'm saying.

My bad on that one then, It's hard to know how the person is meaning to say things on the internet
For the record, I never claimed everything was fixed though.. :P

Let's leave it at this, at least some points were discussed and set straight :)
I'm certain Visor meant actual issues that are fixable, the timing changes aren't exactly bugs
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: THyroXIN´- on August 21, 2013, 03:18:12 am
Well thank you :9 I'll try it.
Currently I have to reinstall the rootserver. some weird problems.
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: bilago on August 21, 2013, 01:51:09 pm
Go for T60 or T66. Use Sir's plugin(https://github.com/SirPlease/SirCoding/blob/master/PublicSourceSP/BasicFix.sp) to fix any related issues.

I added https://github.com/SirPlease/SirCoding/blob/master/SMX/BasicFix.smx to my sourcemod\plugins folder and get this error when I check sm plugins list

20 <Failed> "L4D2 Game/Server Tweaks&Fixes" (1.4) by Sir, Thrawn, Griffin

Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: Sir on August 21, 2013, 02:07:08 pm
I added https://github.com/SirPlease/SirCoding/blob/master/SMX/BasicFix.smx to my sourcemod\plugins folder and get this error when I check sm plugins list

20 <Failed> "L4D2 Game/Server Tweaks&Fixes" (1.4) by Sir, Thrawn, Griffin

It requires l4d2util to be loaded :x
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: bilago on August 21, 2013, 02:31:21 pm
It requires l4d2util to be loaded :x
Okay thanks, I'll look around for l4d2util.smx
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: Maxim on August 23, 2013, 08:37:23 am
Hi,

sv_minrate / sv_maxrate don't seem to properly update client values on L4D1.
Server-side values are properly set, and display correct values when rcon'ed but client sv_minrate / sv_maxrate remain hopelessly capped at 30k :(

I'm running on Linux, using the latest version from the repository compiled against latest hl2sdk-l4d and mmsource 1.9.2 - but I'm a total noob at this :P
I'll be ever so grateful if someone could share a properly built L4D1 - Linux - 1.4 tickrate_enabler :)
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: deelsdog on August 28, 2013, 01:23:17 am
cons:
pistol fire rate (fixed or not?)
Boomer puke (fixed or not?)

Use Griffins pistol delay plugin to slow down pistols.

I get this when the plugin loads:

CVomitUpdateAbility at <offset>

but still when playing, it seems to still have less range than default 30 tick
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: zor on August 28, 2013, 11:26:06 pm
Hi everyone,

I wanted to instal this since a while so i finaly did it today. The plugin is a bomb! Works extremly well, 1000fps 100 tickrate etc on a 13Mo/s upload and download speed connection (100/100) featuring incredible pings, Paris 2ms UK Maidenhead 12ms DE Frankfurt 15ms... but the client rate is forced to 30000 max. I tested all the tickrate_enabler versions including 1.4dev2 but the rates remains at 30k.

My serve features no other mods, just made a fresh install today of my server with metamod 1.10.0 and sourcemod 1.5.0 latest releases.

My servers settings are also ok i think :
Code: [Select]
sm_cvar nb_update_frequency 0
sm_cvar sv_maxcmdrate 100
sm_cvar sv_mincmdrate 30
sm_cvar sv_maxupdaterate 100
sm_cvar sv_minupdaterate 30
sm_cvar sv_maxrate 100000
sm_cvar sv_minrate 60000
sm_cvar fps_max 1000
sm_cvar sv_unlag 1
sm_cvar sv_maxunlag 1.0
sm_cvar net_splitpacket_maxrate 50000
sm_cvar sv_client_min_interp_ratio 0
sm_cvar sv_client_max_interp_ratio 2

Out of curiosity i typed status in console to see rates and it says 100000 near my steam_id does it means rate is indeed 100000 despite showing rate 30k in client console?
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: Sir on August 29, 2013, 03:11:25 am
Quote from: zor
Out of curiosity i typed status in console to see rates and it says 100000 near my steam_id does it means rate is indeed 100000 despite showing rate 30k in client console?

They're indeed 100000, clientside will always tell you 30k is the max, as you suspected.
Some awesome pings you got there, enjoy :]
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: Visor on August 29, 2013, 03:34:53 am
(http://whisper.ausgamers.com/wiki/images/Net_graph3_explanation.jpg)

102.4/s in the fifth box represents the real cl_updaterate. 78.6/s stands for the actual cl_cmdrate. These values can also be affected by clientside rate or the serverside sv_maxrate(as well as other cvars you've posted).
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: ZenPounce on August 29, 2013, 09:07:20 am
If your command rate doesn't get all the way up to 100 in your net_graph it means your fps is too low.
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: THyroXIN´- on August 31, 2013, 10:58:27 am
Hi, I tried to install this, but with no success.

I got the vdf and the .so file in my addons folder and added -tickrate 60 in my launch parameters.

17:53:50 plugin_print
17:53:50 Loaded plugins:
         ---------------------
         0:<TAB>"Metamod:Source 1.10.0-dev"
         ---------------------

no tickrate enabler loaded.

Im actually a bit confused, as there are different version 1.4 out there. I got one which is around 200kb and one which is around 1.2mb. Which tickrate enabler file is the correct one?
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: Sir on August 31, 2013, 11:18:45 am
Hi, I tried to install this, but with no success.

I got the vdf and the .so file in my addons folder and added -tickrate 60 in my launch parameters.

17:53:50 plugin_print
17:53:50 Loaded plugins:
         ---------------------
         0:<TAB>"Metamod:Source 1.10.0-dev"
         ---------------------

no tickrate enabler loaded.

Im actually a bit confused, as there are different version 1.4 out there. I got one which is around 200kb and one which is around 1.2mb. Which tickrate enabler file is the correct one?


http://www.l4dnation.com/confogl-and-other-configs/l4d12-tickrate-enabler-1-0/msg24101/#msg24101 (http://www.l4dnation.com/confogl-and-other-configs/l4d12-tickrate-enabler-1-0/msg24101/#msg24101)
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: THyroXIN´- on September 02, 2013, 02:37:26 am
works now.
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: blablabla on September 12, 2013, 05:26:45 pm
Hello,

it's strange, version 1.4, on my server (Virtual machine debian default kernel) :

stats return 148.32 fps

my GSP :

stats return 10 fps


Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: Sir on September 12, 2013, 11:05:12 pm
Hello,

it's strange, version 1.4, on my server (Virtual machine debian default kernel) :

stats return 148.32 fps

my GSP :

stats return 10 fps

Stats always show local stats, so running it from your client will show your own fps.
To have the most reliable stats, check "sv" while using net_graph 5.
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: blablabla on September 13, 2013, 06:42:51 am
Hello Sir,

I must not take into account the variable stats for the server?

ok, I'll test tonight.
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: zor on September 13, 2013, 11:47:18 am
Everything works as smooth as it can be. stable 512 fps, 100k rate, 100 tickrate.

I noticed something anoying with tickrate enabler. Very often the normal zombies fail to climb and go up and down in an eternal repeat. Also they often go back and forth while hiting obstacle and that is totaly game breaking. I also feel like the game is a bit faster. I dont have any evidences. The Witche also start making tectonic sometimes etc. As people already mentionned above the doors open slower (but that is not game breaking).

just my 2 cents. Nice job so far. Maybe someone with the required skill could look into zombie collision and stuff.

edit: is there an uper limit of rate i should not go beyond? can i use 150-200 rate?
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: zor on September 16, 2013, 04:42:05 pm
About CI failing to climb etc can nb_update_frequency do something to it? I have it set to 0, my server has 0 choke and i never seen a situation where it had chokes. Cimputer is an extremly high end machine. Everything is smooth as i already mentioned :P
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: x2931106 on December 26, 2013, 10:04:46 am
It this file didnt work for Windos now?

any 1 fix it :X ?

Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: Quattros on December 26, 2013, 12:44:56 pm
After the last update its broken again (windows). Server crashes on startup.

Code: [Select]
Tickrate_Enabler: Found ServerGameDLL at ServerGameDLL005
Tickrate_Enabler: Found VEngineServer at VEngineServer022
!!!!!
Patch Failure: CVomit::UpdateAbility() Patch Offset incorrect.
!!!!!
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: zor on January 01, 2014, 11:27:25 am
Doesnt work anymore :(

Patch Failure: CVomit::UpdateAbility() Patch Offset incorrect.
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: gardaM38 on January 01, 2014, 03:58:49 pm
Hi, I have the same problem. I have a L4D 1 server hosted in Linux and several maps shows a drop in FPS. I tried without Sourcemod, Metamod and Tickrate Enabler, but the problem persists. Somebody found a solution?
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: Visor on January 01, 2014, 04:20:03 pm
L4D 11 ... several maps shows a drop in FPS2 ... without ... Tickrate Enabler3

You should take this to Valve. The thread3 you've chosen to post in is wrong, forum2 is wrong, hell even the community1 is wrong. Everything is wrong.
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: zor on January 11, 2014, 04:57:38 am
Anyone got a fix? :{
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: MikanPenguin on January 14, 2014, 02:51:56 am
fix for Left4Dead2 on windows server

at your own risk

sigs.h

/* gpGlobals read offsets into CVomit::UpdateAbility() */
const int g_FrameTimeReadOffsets[] =
#if defined (_LINUX)
#if defined (L4D1)
   {0x1DD, 0x38D}; // L4D1 LINUX
#elif defined (L4D2)
   {0x12D, 0x5FD}; // L4D2 LINUX
#endif
#elif defined (_WIN32)
#if defined (L4D1)
   {0x173, 0x2CD, 0x476};
#elif defined (L4D2)
   {0x1E3, 0x37A, 0x52B};
   {0x1dc, 0x2c1, 0x533};
#endif
#endif


difference src & binary
http://www1.axfc.net/u/3137624.zip?key=l4d2 (http://www1.axfc.net/u/3137624.zip?key=l4d2)
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: zor on January 18, 2014, 08:28:15 am
fix for Left4Dead2 on windows server

at your own risk

sigs.h

/* gpGlobals read offsets into CVomit::UpdateAbility() */
const int g_FrameTimeReadOffsets[] =
#if defined (_LINUX)
#if defined (L4D1)
   {0x1DD, 0x38D}; // L4D1 LINUX
#elif defined (L4D2)
   {0x12D, 0x5FD}; // L4D2 LINUX
#endif
#elif defined (_WIN32)
#if defined (L4D1)
   {0x173, 0x2CD, 0x476};
#elif defined (L4D2)
   {0x1E3, 0x37A, 0x52B};
   {0x1dc, 0x2c1, 0x533};
#endif
#endif


difference src & binary
[url]http://www1.axfc.net/u/3137624.zip?key=l4d2[/url] ([url]http://www1.axfc.net/u/3137624.zip?key=l4d2[/url])


Can someone else report weather it works or not? Also can you host the fix to something different?

Cheers!
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: PG on January 18, 2014, 04:41:42 pm
This is a FWIW post based on my specific server configurations running on linux.

As has been mentioned previously, the TickrateEnabler seems to cause some strange behavior in the common infected, in particular the eternal climbing and collision/bouncing behaviors.  This is not at all a criticism, just an observation.

Anyway, after a lot of testing with various rate and other settings, I found that running @ 66 tic (using TickrateEnabler.so v1.4, if that matters) with proper server rates and the following tweak significantly reduces the odd common infected behavior:

Code: [Select]
sm_cvar nb_update_frequency 0.05  //Default value  = 0.1
Values lower than 0.05 seemed to noticeably increase the climbing/bouncing behavior.  YMMV...

PG
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: FreshMeat on January 21, 2014, 07:59:49 am
Can anybody revive this plugin for latest version of Left 4 dead 2?
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: zor on January 21, 2014, 09:15:52 am
This is a FWIW post based on my specific server configurations running on linux.

As has been mentioned previously, the TickrateEnabler seems to cause some strange behavior in the common infected, in particular the eternal climbing and collision/bouncing behaviors.  This is not at all a criticism, just an observation.

Anyway, after a lot of testing with various rate and other settings, I found that running @ 66 tic (using TickrateEnabler.so v1.4, if that matters) with proper rates and the following tweak significantly reduces the odd common infected behavior:

Code: [Select]
sm_cvar nb_update_frequency 0.05  //Default value  = 0.1
Values lower than 0.05 seemed to noticeably increase the odd common infected behavior.  YMMV...

PG

Gonna test this ;)
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: hara kiri on February 17, 2014, 05:54:37 am
Hi guys

I have just one problem for the tickrate = 100

I have 90 OUT and 30 IN.

Have you an idea for have 100 IN & OUT ?

Im not sur where put the files. ( i have put in =  /l4d/left4dead/addons )

 watch the link for my net graph ) http://img15.hostingpics.net/pics/828747tickrate100.png (http://img15.hostingpics.net/pics/828747tickrate100.png)


Thank you for your answers

Best regards
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: KiLLaToY on February 17, 2014, 05:56:44 am
cl_cmdrate 101
cl_updaterate 101
rate 100000
cl_interp_ratio 0
cl_interp .010

yA m8
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: hara kiri on February 17, 2014, 06:00:26 am
I have put it in my folder (\SteamApps\common\left 4 dead\left4dead\cfg)

and now i have IN 30 & OUT 101

For OUT its ok , but the IN dont work

see my net graph here : http://img15.hostingpics.net/pics/686704Sanstitre.png (http://img15.hostingpics.net/pics/686704Sanstitre.png)



Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: Sir on February 17, 2014, 08:16:56 am
The server doesn't have sv_maxupdaterate set to 100/101.
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: hara kiri on February 17, 2014, 08:26:40 am
I have put it in server.cfg

//Server Rates
sv_maxupdaterate 100
sv_maxcmdrate 100
fps_max 300 // higher than 100 recommended, as ticks calculated seems to dip otherwise.
sv_maxrate 0 // 0 = unlimited, but you can also set this manually. Default is 30k for 30tick, use math.
// Setting higher sv_minrate can be used to force users to use higher data rates.
sv_unlag 1
sv_maxunlag .5
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: S-Server on March 06, 2014, 11:22:35 pm
Tried it and it does not work tried editing the vdf file but still 30 tick ???
I changed all server cvars and all client cvars to what they are supposed to be.
Title: NFO no longer supports L4D1 Tickrate Enabler (2014)
Post by: reardoma on April 22, 2014, 12:55:37 pm
To all those out there still playing L4D, i'm sad to report after trying to set up my own 100 tick server on NFOservers the support request response was:

"Thanks for contacting us today. We no longer support L4D with a tickrate of 100 on our standalone hosting. After more testing was done, we found that usage at a tickrate of 100 was more unpredictable and much higher than we see for the default of 66."


I've been told by a recent L4D1 player there is a workaround for this by changing other variables, but I admit if there's not a guide i'm a bit lost.


Does anyone know of any way to somehow get the 100tickrate experience by adjusting other server values?

Or.. are there any sites such as NFOservers that sell game slots that still do support 100tickrates? I'm in NYC.


thanks in advance for any help I may receive!
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: ProdigySim on April 22, 2014, 02:13:55 pm
You can buy a VPS from them (they start at $10/mo) and put whatever you want on your l4d2 server.

https://www.nfoservers.com/order-virtual-dedicated-server.php (https://www.nfoservers.com/order-virtual-dedicated-server.php)
Title: -tickrate 100 is not working for me
Post by: jackybraillard on August 21, 2014, 05:18:08 am
Hi, sorry by advance for my bad english  :P

I can't get it works for L4D1 on a windows server !

My provider added -tickrate 100 and now i have something like that :
-game left4dead -condebug -tickrate 100 -ip XX.XXX.XXX.XX -port XXXXX -maxplayers 8 -console -autoupdate -nohltv +map l4d_farm01_hilltop

"plugin_print" gives me "Tickrate_Enabler 1.3, ProdigySim"

In the server log i have :
Tickrate_Enabler: Found ServerGameDLL at ServerGameDLL005
Tickrate_Enabler: Found VEngineServer at VEngineServer022

But i don't have Tickrate_Enabler: Read TickRate 100.000000

In my server.cfg i have that :
//RATES
sv_maxrate 100000
sm_cvar sv_minupdaterate 33
sm_cvar sv_maxupdaterate 101
sv_mincmdrate 100
sv_maxcmdrate 100
sv_maxupdaterate 100
sm_cvar fps_max 0
sv_alternateticks 0
sv_forcepreload 1
net_splitpacket_maxrate 15000

But now into my console the 2 middle numbers on the far right are still around 30/s and i assume they should be around 100/s...
Also some players complain about a fps drop while playing :(

So, if someone knows where i am wrong please let me know :)

Regards.
Title: Re: -tickrate 100 is not working for me
Post by: Visor on August 21, 2014, 05:38:13 am
Code: [Select]
sm_cvar sv_minrate 101000
sm_cvar sv_maxrate 101000
sm_cvar sv_minupdaterate 101
sm_cvar sv_maxupdaterate 101
sm_cvar sv_mincmdrate 101
sm_cvar sv_maxcmdrate 101
sm_cvar fps_max 0
net_splitpacket_maxrate 30000
Use this.
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: jackybraillard on August 21, 2014, 06:30:54 am
Thx for your reply,

I used your setting in server.cfg instead of mine and then restart the server but unfortunately the 2 number in the middle right of net_graph still show 30/s
Moreover i still don't have Read TickRate 100.000000 in logs

Any other advice ?
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: Visor on August 21, 2014, 06:44:34 am
Well then I guess the Windows version is botched. Nothing I can suggest other than using Linux.
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: jackybraillard on August 21, 2014, 07:48:53 am
Well that's a sad news...

My server was at first based on linux but l4d didn't work on it... so my provider moved the game to a windows server and it worked fine.
Maybe l4d doesn't work anymore on linux now or i am wrong ?
In that scenario it would be impossible to run tickrate enabler !
Title: Re: -tickrate 100 is not working for me
Post by: blablabla on August 30, 2014, 02:02:10 pm
Code: [Select]
sm_cvar sv_minrate 101000
sm_cvar sv_maxrate 101000
sm_cvar sv_minupdaterate 101
sm_cvar sv_maxupdaterate 101
sm_cvar sv_mincmdrate 101
sm_cvar sv_maxcmdrate 101
sm_cvar fps_max 0
net_splitpacket_maxrate 30000
Use this.

hello Visor,

is not tickrate / 2 * 1000 for net_splitpacket_maxrate?

tick30=15000
tick60=30000
tick100=50000


Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: Visor on August 30, 2014, 02:11:08 pm
I don't recommend setting that cvar to values above 30k. It's known to cause issues for some players(lags, freezes etc.)
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: blablabla on August 30, 2014, 02:40:19 pm
Ok thanks for answer.
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: mdma on September 18, 2014, 12:01:52 am
Hi everyone,
Is this still working for Windows l4d2 servers?
I have just installed this and it appears broken, at this stage - tickrate 66 is in the start up command line and if I need to modify it to 60 or 100 I will need to contact my GSP about it.
I thought I would ask here first to see if it was broken or not and if I should bother them
Thanks in advance
mdma

P.S. Rates are set high as follows already
sm_cvar sv_minrate 30000
sm_cvar sv_maxrate 0
sm_cvar sv_minupdaterate 30
sm_cvar sv_maxupdaterate 100
sm_cvar sv_mincmdrate 30
sm_cvar sv_maxcmdrate 100
sm_cvar fps_max 0
net_splitpacket_maxrate 30000

edit: typos :/
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: Rei on September 27, 2014, 07:44:34 pm
Hi. I have a little question about a 100 tickrate servers. I have few T100 servers, anything works fine , except a few small bugs. But every day, i got 1-2 players that have a incredible "lags" on my servers, this player not move on the map. they just "teleported" on others players screens. Ping for this players are 5-30.
My rates configuration:
Code: [Select]
sm_cvar fps_max 0
sm_cvar sv_minrate 100000
sm_cvar sv_maxrate 100000
sm_cvar sv_maxcmdrate 100
sm_cvar sv_mincmdrate 100
sm_cvar sv_minupdaterate 101
sm_cvar sv_maxupdaterate 101
sm_cvar net_splitrate 2
sm_cvar net_splitpacket_maxrate 30000
sm_cvar sv_client_min_interp_ratio 0
sm_cvar sv_client_max_interp_ratio 2
sm_cvar sv_clockcorrection_msecs 40
sm_cvar nb_update_frequency 0.024
I just can't fully understand, why this guys have incredible lags with amazing internet connection? Low client fps? But why other players see this "lagged" users?
I am sorry for my awful english, i hope you understand my questions. Thanx for a reply.
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: Visor on September 28, 2014, 12:52:32 pm
Those players have distorted netsettings on their client.

This is usually enough to remove lags. Note that it's for the client, not for the server, and works best if placed in the autoexec.

Code: [Select]
net_maxroutable "1280"
net_splitrate "2"
net_splitpacket_maxrate "30000"
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: Rei on September 28, 2014, 01:17:02 pm
Thanx, Visor. I'll try it.
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: marcusj on September 29, 2014, 04:47:31 am
When I set 100tickrate, am I supposed to see 100 in and out in L4D2?

These are my rates

Quote
// 100 Tick (Uncomment the CVars if you're on this Tickrate)
confogl_addcvar sv_minrate 100000
confogl_addcvar sv_maxrate 100000
confogl_addcvar sv_minupdaterate 101         
confogl_addcvar sv_maxupdaterate 101         
confogl_addcvar sv_mincmdrate 101            
confogl_addcvar sv_maxcmdrate 101
confogl_addcvar sv_client_min_interp_ratio 0
confogl_addcvar sv_client_max_interp_ratio 2
confogl_addcvar nb_update_frequency 0.0
confogl_addcvar net_splitpacket_maxrate 50000  Keep this on ( Tickrate / 2 ) * 1000   


I get 100 in and 60 out, would this be normal? (http://imgup.com/data/images/22318.jpg]]http://imgup.com/data/images/22318.jpg (http://))
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: purpletreefactory on September 29, 2014, 11:50:33 am
Just a heads up, your link is pretty broken, but here's your picture in an embedded form:

(http://imgup.com/data/images/22318.jpg)
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: Visor on September 29, 2014, 12:01:02 pm
Consider turning off VSync in your video settings.
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: marcusj on September 29, 2014, 12:34:07 pm
Just a heads up, your link is pretty broken, but here's your picture in an embedded form:

Oops. Thanks for the correction!

Consider turning off VSync in your video settings.

Yeap! This fixed the issue, can't believe such a setting slipped my mind. Thanks alot  :)
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: tyke on October 18, 2014, 11:10:12 am
So my 16.7 lerp is still yellow on my server after installing this. That means it's not working right?

I put the vdf and the .so in root of the addons folder, and dumped the commands into the server.cfg

What am I doing wrong?
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: grego on October 18, 2014, 12:00:39 pm
The tick command is a parameter to srcds, not something you put in your cfg.
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: tyke on October 18, 2014, 12:15:50 pm
Sorry, should have been more clear. Put the -tickrate in my launch commands and rate commands in the server.cfg
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: zor on October 27, 2014, 03:38:38 pm
Hey guys,

Can someone share the working files for the tickrate enabler? Or is the only one working as of now the one MikanPenguin posted page 21?

His sharing website is in asian language.

fix for Left4Dead2 on windows server

at your own risk

sigs.h

/* gpGlobals read offsets into CVomit::UpdateAbility() */
const int g_FrameTimeReadOffsets[] =
#if defined (_LINUX)
#if defined (L4D1)
   {0x1DD, 0x38D}; // L4D1 LINUX
#elif defined (L4D2)
   {0x12D, 0x5FD}; // L4D2 LINUX
#endif
#elif defined (_WIN32)
#if defined (L4D1)
   {0x173, 0x2CD, 0x476};
#elif defined (L4D2)
   {0x1E3, 0x37A, 0x52B};
   {0x1dc, 0x2c1, 0x533};
#endif
#endif


difference src & binary
[url]http://www1.axfc.net/u/3137624.zip?key=l4d2[/url] ([url]http://www1.axfc.net/u/3137624.zip?key=l4d2[/url])


Can someone edit the OP post and also share the fix for slow doors opening and zombies bouncing on ladders when tickrate is set to 100?
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: MoleOfWar on December 13, 2014, 03:26:13 pm
Hi,

With a friend we're trying to make a ProMod server for a bunch of friends and us.
We managed to make a good one except we don't exactly know if the tickrate is ok.
When I press Tab, the graph which appears (same kind as in purpletreefactory post) shows on the right :
100/s
29.8/s
29.8/s
100/s
How can we make it to 100, 100, 100, 100?

Thanks
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: Sir on December 13, 2014, 04:20:47 pm
After making sure you've added "-tickrate 100" to your server's launch parameters, you'll have to add the following commands to your server.cfg.

sm_cvar sv_mincmdrate 100
sm_cvar sv_maxcmdrate 100
sm_cvar sv_minupdaterate 100
sm_cvar sv_maxupdaterate 100
sm_cvar sv_minrate 100000
sm_cvar sv_maxrate 100000
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: MoleOfWar on January 02, 2015, 02:46:44 pm
Hi,

I put as you told me to and... nothing. Still 100, 30, 30, 100.
(http://i57.tinypic.com/2lmp6yv.jpg)
I did change the lines in server.cfg AND in confogl_rates.cfg but still nothing. Though when I connect the server tell my rate is set to 100/100/100000 but when I tab it's 100, 30, 30, 100
(http://i62.tinypic.com/inbp03.jpg)



Thanks
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: ProdigySim on January 03, 2015, 07:04:06 am
^ Looks like your server framerate is very low (28.9 frames/sec?). You will need to increase your server framerate (fps_max on the server).
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: Visor on January 03, 2015, 07:44:32 am
That and he could use an upgrade as well. His 34 fps ain't gonna yield him much update rate.
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: MoleOfWar on January 04, 2015, 04:33:37 pm
Hmm the fps_max is set at 150.
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: ProdigySim on January 04, 2015, 06:47:59 pm
Hmm the fps_max is set at 150.

Then it seems likely that your server just isn't powerful enough to provide higher framerates/tickrates. Can you check CPU usage on the server OS?
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: MoleOfWar on January 12, 2015, 10:57:28 am
Well we're renting a server and I don't know where we can see the CPU usage. Isn't in the tools and don't know if we can see it from the console (if yes, plz how?).
Is there any possibility that the server isn't using all the capacity allowed by some unknown wrong config? If yes where should I look for it?
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: purpletreefactory on January 12, 2015, 02:24:41 pm
Well we're renting a server and I don't know where we can see the CPU usage. Isn't in the tools and don't know if we can see it from the console (if yes, plz how?).
Is there any possibility that the server isn't using all the capacity allowed by some unknown wrong config? If yes where should I look for it?

You can see the cpu and memory usage from the console with the "top" command. When you're done you can quit out of top by pressing q.
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: MoleOfWar on January 13, 2015, 04:14:45 pm
some news... apparently my friend tried to edit the fps_max and other tickrate enabler cvar in the server console (not Linux) and the server told him he didn't know any of these cvar.
Is there any way the tickrate enabler wouldn't be activated correctly? How can we check that? (strange as I followed the install informations given in the first post of this topic).
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: Sir on January 13, 2015, 04:16:07 pm
some news... apparently my friend tried to edit the fps_max and other tickrate enabler cvar in the server console (not Linux) and the server told him he didn't know any of these cvar.
Is there any way the tickrate enabler wouldn't be activated correctly? How can we check that? (strange as I followed the install informations given in the first post of this topic).

You have to use "sm_cvar fps_max"
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: MoleOfWar on January 13, 2015, 05:06:14 pm
Ok I managed to put the fps_max at 900.
Still even with :
sm_cvar sv_mincmdrate 100
sm_cvar sv_maxcmdrate 100
sm_cvar sv_minupdaterate 100
sm_cvar sv_maxupdaterate 100
sm_cvar sv_minrate 100000
sm_cvar sv_maxrate 100000
the tickrate isn't at 100 even if the server.cfg is modified as just written and even when modifying it in the console.
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: purpletreefactory on January 13, 2015, 06:36:35 pm
Just a sanity check, but you do launch the server with the -tickrate 100 launch option, right? And tickrate_enabler.so and tickrate_enabler.vdf are in the addons folder?
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: eX on January 14, 2015, 04:01:20 am
Hello Guys

I had a big pause on L4D2 since 6 month. Well, i like to play on my server, everything is looking fine, but i get this msg:

Code: [Select]
rate
"rate" = "30000" ( def. "10000" )
** NOTE: The real value is 66000.000 but the server has temporarily restricted it to 30000.000 **
 user
 - Max bytes/sec the host can receive data

It's a tick 100 with this settings:

Code: [Select]
fps_max                           0  // Frame rate limiter
sv_unlag                                                  1  // Enable / Disables Unlag trying for Clients
sv_maxunlag 1.0                                 1.0      // Max Unlag Value
nb_update_frequency               0.033  // calculating intervall for commons/witches positions
net_splitpacket_maxrate       50000  // Max bytes per second when queueing splitpacket chunks
sv_client_cmdrate_difference      1  // cl_cmdrate difference units to cl_updaterate
sv_client_max_interp_ratio        2  // set maximum value for cl_interp_ratio
sv_client_min_interp_ratio        0  // set minimum value for cl_interp_ratio
sv_client_predict                 1  // Force the value of cl_predict for connected clients
sv_maxrate                   100000  // Max bandwidth rate allowed on server
sv_max_queries_sec              6.0  // Maximum queries per second to respond to from a single IP address.
sv_max_queries_sec_global       120  // Maximum queries per second to respond to from anywhere.
sv_minrate                    30000  // Min bandwidth rate allowed on server
sv_mincmdrate                    30  // minimum value for cl_cmdrate.
sv_maxcmdrate                   100  // maximum value for cl_cmdrate
sv_minupdaterate                 30  // Minimum updates per second that the server will allow
sv_maxupdaterate                100  // Maximum updates per second that the server will allow

Net graph shows in/out 100.X, so everything seems to be O.K. for me, but why this msg appear? was this msg there already before? did i miss some update on tickrate enabler or sourcemod?

THX for your help :)
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: Fever on January 14, 2015, 11:19:31 am
Hello Guys

I had a big pause on L4D2 since 6 month. Well, i like to play on my server, everything is looking fine, but i get this msg:

Code: [Select]
rate
"rate" = "30000" ( def. "10000" )
** NOTE: The real value is 66000.000 but the server has temporarily restricted it to 30000.000 **
 user
 - Max bytes/sec the host can receive data

It's a tick 100 with this settings:

Code: [Select]
fps_max                           0  // Frame rate limiter
sv_unlag                                                  1  // Enable / Disables Unlag trying for Clients
sv_maxunlag 1.0                                 1.0      // Max Unlag Value
nb_update_frequency               0.033  // calculating intervall for commons/witches positions
net_splitpacket_maxrate       50000  // Max bytes per second when queueing splitpacket chunks
sv_client_cmdrate_difference      1  // cl_cmdrate difference units to cl_updaterate
sv_client_max_interp_ratio        2  // set maximum value for cl_interp_ratio
sv_client_min_interp_ratio        0  // set minimum value for cl_interp_ratio
sv_client_predict                 1  // Force the value of cl_predict for connected clients
sv_maxrate                   100000  // Max bandwidth rate allowed on server
sv_max_queries_sec              6.0  // Maximum queries per second to respond to from a single IP address.
sv_max_queries_sec_global       120  // Maximum queries per second to respond to from anywhere.
sv_minrate                    30000  // Min bandwidth rate allowed on server
sv_mincmdrate                    30  // minimum value for cl_cmdrate.
sv_maxcmdrate                   100  // maximum value for cl_cmdrate
sv_minupdaterate                 30  // Minimum updates per second that the server will allow
sv_maxupdaterate                100  // Maximum updates per second that the server will allow

Net graph shows in/out 100.X, so everything seems to be O.K. for me, but why this msg appear? was this msg there already before? did i miss some update on tickrate enabler or sourcemod?

THX for your help :)

The same message, "NOTE: The real value is x but the server has temporarily restricted it to 30000," appears on all of the 60 tick servers I have been on. I think it might just be a legacy message that is shown because valve intended the game to run at 30 tick. Someone more knowledgeable than me should reply, though.
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: MoleOfWar on January 14, 2015, 11:23:12 am
@purpletreefactory : yes launch options -tickrate 100 and files in addons folder.

[EDIT] : Ok i just removed all and put it in again and magic happened. Don't know why. Anyway it's ok now thanks for the help.
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: purpletreefactory on January 14, 2015, 12:10:35 pm
@purpletreefactory : yes launch options -tickrate 100 and files in addons folder.

[EDIT] : Ok i just removed all and put it in again and magic happened. Don't know why. Anyway it's ok now thanks for the help.

Glad you got it figured out.
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: $pirit on February 06, 2015, 03:33:16 pm
Any chance we can get it to work on L4D2 Linux?
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: Visor on February 06, 2015, 03:34:37 pm
It works there already. Follow the installation steps properly.
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: $pirit on February 06, 2015, 03:59:08 pm
It works there already. Follow the installation steps properly.

I did follow these instructions, but I can't get the plugin to load. Is the version linked in first post up to date?

Quote
Instructions

1. Place tickrate_enabler.dll (Windows) or tickrate_enabler.so (Linux) in your server's addons folder.
2. Place tickrate_enabler.vdf (L4D2) or tickrate_enabler_l4d1.vdf (L4D1) in your server's addons folder.
3. Add "-tickrate <desired_tickrate>" to your server's launch parameters. e.g. -tickrate 100
4. Make sure the following convar settings are properly set in server.cfg or otherwise:

    sv_maxupdaterate 100
    sv_maxcmdrate 100
    fps_max 150 // higher than 100 recommended, as ticks calculated seems to dip otherwise.
   sv_maxrate 0 // 0 = unlimited, but you can also set this manually. Default is 30k for 30tick, use math.
   // Setting higher sv_minrate can be used to force users to use higher data rates.
   
   Note that fps_max and sv_maxrate are hidden variables on most scenarios.

5. Done. Enjoy 100 tick L4D2 gameplay.
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: MoleOfWar on February 23, 2015, 08:19:56 am
Hello,

I have a problem. The server we're renting doesn't have any launch options. Is there another way to force launch option or to setup some file which would be used on startup to set the tickrate to 100?

Thank you
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: Sir on February 23, 2015, 08:22:37 am
Hello,

I have a problem. The server we're renting doesn't have any launch options. Is there another way to force launch option or to setup some file which would be used on startup to set the tickrate to 100?

Thank you

Try contacting your host and kindly ask them if they could add it to the launch options.
If they say "No", afraid you're out of luck :-\
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: $pirit on April 27, 2015, 04:46:11 am
I was trying to compile this plugin, but ran into this error. Would any of you be able to help me?

Code: [Select]
cp ../../l4d2/bin/libvstdlib_srv.so libvstdlib_srv.so;
cp ../../l4d2/bin/libtier0_srv.so libtier0_srv.so;
mkdir -p Release.left4dead2 Release.left4dead2/sourcehook Release.left4dead2/codepatch
make -f Makefile extension
make[1]: Entering directory '/home/volvo/project1/tickrate'
gcc -I. -I../hl2sdk-l4d2/public -I../hl2sdk-l4d2/public/tier0 -I../hl2sdk-l4d2/public/tier1 -I../mmsource-1.9/core -DL4D2 -D_LINUX -Dstricmp=strcasecmp -D_stricmp=strcasecmp -D_strnicmp=strncasecmp -Dstrnicmp=strncasecmp -D_snprintf=snprintf -D_vsnprintf=vsnprintf -D_alloca=alloca -Dstrcmpi=strcasecmp -Wall -Werror -Wno-switch -Wno-error=uninitialized -Wno-unused -Wno-error=delete-non-virtual-dtor -mfpmath=sse -msse -DSOURCEMOD_BUILD -DHAVE_STDINT_H -m32 -DNDEBUG -O3 -funroll-loops -pipe -fno-strict-aliasing -fvisibility=hidden -Wno-non-virtual-dtor -fno-rtti -fno-threadsafe-statics -Wno-overloaded-virtual -fvisibility-inlines-hidden -o Release.left4dead2/maxrate_patches.o -c maxrate_patches.cpp
gcc -I. -I../hl2sdk-l4d2/public -I../hl2sdk-l4d2/public/tier0 -I../hl2sdk-l4d2/public/tier1 -I../mmsource-1.9/core -DL4D2 -D_LINUX -Dstricmp=strcasecmp -D_stricmp=strcasecmp -D_strnicmp=strncasecmp -Dstrnicmp=strncasecmp -D_snprintf=snprintf -D_vsnprintf=vsnprintf -D_alloca=alloca -Dstrcmpi=strcasecmp -Wall -Werror -Wno-switch -Wno-error=uninitialized -Wno-unused -Wno-error=delete-non-virtual-dtor -mfpmath=sse -msse -DSOURCEMOD_BUILD -DHAVE_STDINT_H -m32 -DNDEBUG -O3 -funroll-loops -pipe -fno-strict-aliasing -fvisibility=hidden -Wno-non-virtual-dtor -fno-rtti -fno-threadsafe-statics -Wno-overloaded-virtual -fvisibility-inlines-hidden -o Release.left4dead2/boomervomitpatch.o -c boomervomitpatch.cpp
gcc -I. -I../hl2sdk-l4d2/public -I../hl2sdk-l4d2/public/tier0 -I../hl2sdk-l4d2/public/tier1 -I../mmsource-1.9/core -DL4D2 -D_LINUX -Dstricmp=strcasecmp -D_stricmp=strcasecmp -D_strnicmp=strncasecmp -Dstrnicmp=strncasecmp -D_snprintf=snprintf -D_vsnprintf=vsnprintf -D_alloca=alloca -Dstrcmpi=strcasecmp -Wall -Werror -Wno-switch -Wno-error=uninitialized -Wno-unused -Wno-error=delete-non-virtual-dtor -mfpmath=sse -msse -DSOURCEMOD_BUILD -DHAVE_STDINT_H -m32 -DNDEBUG -O3 -funroll-loops -pipe -fno-strict-aliasing -fvisibility=hidden -Wno-non-virtual-dtor -fno-rtti -fno-threadsafe-statics -Wno-overloaded-virtual -fvisibility-inlines-hidden -o Release.left4dead2/tickrate_enabler.o -c tickrate_enabler.cpp
In file included from tickrate_enabler.cpp:36:0:
tickrate_enabler.cpp: In member function ‘virtual void __SourceHook_FHCls_IServerGameDLLGetTickInterval0::CMyDelegateImpl::DeleteThis()’:
../mmsource-1.9/core/sourcehook/sourcehook.h:1047:30: warning: deleting object of polymorphic class type ‘__SourceHook_FHCls_IServerGameDLLGetTickInterval0::CMyDelegateImpl’ which has non-virtual destructor might cause undefined behaviour [-Wdelete-non-virtual-dtor]
   void DeleteThis() { delete this; } \
                              ^
../mmsource-1.9/core/sourcehook/sourcehook.h:1081:3: note: in expansion of macro ‘MAKE_DELEG’
   MAKE_DELEG(rettype, (), ()); \
   ^
tickrate_enabler.cpp:90:1: note: in expansion of macro ‘SH_DECL_HOOK0’
 SH_DECL_HOOK0(IServerGameDLL, GetTickInterval, const, 0, float);
 ^
gcc -I. -I../hl2sdk-l4d2/public -I../hl2sdk-l4d2/public/tier0 -I../hl2sdk-l4d2/public/tier1 -I../mmsource-1.9/core -DL4D2 -D_LINUX -Dstricmp=strcasecmp -D_stricmp=strcasecmp -D_strnicmp=strncasecmp -Dstrnicmp=strncasecmp -D_snprintf=snprintf -D_vsnprintf=vsnprintf -D_alloca=alloca -Dstrcmpi=strcasecmp -Wall -Werror -Wno-switch -Wno-error=uninitialized -Wno-unused -Wno-error=delete-non-virtual-dtor -mfpmath=sse -msse -DSOURCEMOD_BUILD -DHAVE_STDINT_H -m32 -DNDEBUG -O3 -funroll-loops -pipe -fno-strict-aliasing -fvisibility=hidden -Wno-non-virtual-dtor -fno-rtti -fno-threadsafe-statics -Wno-overloaded-virtual -fvisibility-inlines-hidden -o Release.left4dead2/memutils.o -c memutils.cpp
gcc -I. -I../hl2sdk-l4d2/public -I../hl2sdk-l4d2/public/tier0 -I../hl2sdk-l4d2/public/tier1 -I../mmsource-1.9/core -DL4D2 -D_LINUX -Dstricmp=strcasecmp -D_stricmp=strcasecmp -D_strnicmp=strncasecmp -Dstrnicmp=strncasecmp -D_snprintf=snprintf -D_vsnprintf=vsnprintf -D_alloca=alloca -Dstrcmpi=strcasecmp -Wall -Werror -Wno-switch -Wno-error=uninitialized -Wno-unused -Wno-error=delete-non-virtual-dtor -mfpmath=sse -msse -DSOURCEMOD_BUILD -DHAVE_STDINT_H -m32 -DNDEBUG -O3 -funroll-loops -pipe -fno-strict-aliasing -fvisibility=hidden -Wno-non-virtual-dtor -fno-rtti -fno-threadsafe-statics -Wno-overloaded-virtual -fvisibility-inlines-hidden -o Release.left4dead2/codepatch/patchmanager.o -c codepatch/patchmanager.cpp
make[1]: *** No rule to make target 'Release.left4dead2/sourcehook/sourcehook.o', needed by 'extension'.  Stop.
make[1]: Leaving directory '/home/volvo/project1/tickrate'
Makefile:101: recipe for target 'all' failed
make: *** [all] Error 2
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: vx450w on June 06, 2015, 03:21:05 am
when i launch on scrds i got a message
(http://i.imgur.com/bfEyAD0.jpg)
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: Breezy on June 24, 2015, 03:52:25 pm
I'm having the same issue as vx450w @prodigysim
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: Breezy on June 26, 2015, 03:40:04 am
It appears MikanPenguin graciously posted a windows fix for tickrate_enabler.dll earlier in this thread.

fix for Left4Dead2 on windows server

at your own risk

sigs.h

/* gpGlobals read offsets into CVomit::UpdateAbility() */
const int g_FrameTimeReadOffsets[] =
#if defined (_LINUX)
#if defined (L4D1)
   {0x1DD, 0x38D}; // L4D1 LINUX
#elif defined (L4D2)
   {0x12D, 0x5FD}; // L4D2 LINUX
#endif
#elif defined (_WIN32)
#if defined (L4D1)
   {0x173, 0x2CD, 0x476};
#elif defined (L4D2)
   {0x1E3, 0x37A, 0x52B};
   {0x1dc, 0x2c1, 0x533};
#endif
#endif


difference src & binary
[url]http://www1.axfc.net/u/3137624.zip?key=l4d2[/url] ([url]http://www1.axfc.net/u/3137624.zip?key=l4d2[/url])
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: climbatize92 on June 29, 2015, 05:31:49 pm
1.3 doesn't work on windows server.
Meta mode doesnt load it.
WHen I load mannualy I have Can't Get API error and then in meta list <ERROR> line.


I found a new fork here : https://bitbucket.org/vintik/l4d2_tickrate_enabler of 2013.

But I can't compile and I never did... Pls someone can compile that project or give me 1.4 version

pS/ I have L4D1 Dedicated Windows server Build date:  29 May 2014
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: S-Server on August 09, 2015, 01:37:24 pm
I get this error in console on Windows server version 1.3

Patch Failure: Couldn't find CVomit::UpdateAbility() in server memory.

any ideas?
Thanks
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: Visor on August 09, 2015, 04:22:52 pm
ProdigySim is inactive and will remain so for a very considerable while. I myself am not interested in supporting any Windows builds. Since no other remaining community contributors are fit for the challenge of reversing Windows binaries, your best bet is to switch to Linux and call it a day.
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: S-Server on August 09, 2015, 06:18:31 pm
ProdigySim is inactive and will remain so for a very considerable while. I myself am not interested in supporting any Windows builds. Since no other remaining community contributors are fit for the challenge of reversing Windows binaries, your best bet is to switch to Linux and call it a day.
OK thanks I take it he is busy with L4D3 ;D and if not why not?
anyway I will leave it at 30 tick most likely most players wont use it anyway, thanks.
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: jackybraillard on November 13, 2015, 12:33:12 pm
Hi,

i had tickrate enabler working on my left 4 dead server for 1 year but since 4 days it no longer works !
i have checked a lot of things and all seems ok... my host recently changed ip of my server but still added the -tickrate 100 command line and in console.log i still have the line "Read TickRate 100.000000".
My problem is that the second number on the right in net_graph is not 100 but 64.5, wtf ?
I tried to update metamod but no difference, still 64.5...
Here's my cfg :

rate 100000
sm_cvar sv_minrate 100000
sm_cvar sv_maxrate 100000
sm_cvar sv_minupdaterate 100
sm_cvar sv_maxupdaterate 100
sm_cvar sv_mincmdrate 100
sm_cvar sv_maxcmdrate 100
sm_cvar nb_update_frequency 0
sm_cvar fps_max 300

If anyone has a clue... i'm puzzled !
Thx by advance.
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: jackybraillard on November 23, 2015, 02:47:08 am
Ok i finally found a solution : i just asked my host to change server machine and, that's a miracle, tickrate 100 is now working again !!!
I don't know what's wrong with their previous server but now i'm sure my config was good.
Anyway sorry about my previous post  :P
All the best.
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: ttfak on March 14, 2016, 10:58:40 pm
Can you help me solve the problem?

// search for "stopvomit" string in CVomit::StopVomitEffect() + ~0x1A0, xref StopVomitEffect + ~0xE0 (farther than other similar)

how to search?
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: ttfak on March 15, 2016, 08:46:54 pm
Who has tickrate enabler1.0 source code.
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: diorfo on May 05, 2016, 05:50:48 pm
Plugin stopped working yesterday after the last update.

Any1 still has any version working after update to share?

thanks
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: v1 on May 10, 2016, 11:22:55 am
Now working
After a new update server console shows loop
Tickrate_Enabler: Found ServerGameDLL at ServerGameDLL005
Tickrate_Enabler: Found VEngineServer at VEngineServer022
Have spent 2 day on figure out linux basics and stuff.
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: Martijn on May 10, 2016, 02:02:17 pm
Now working
After a new update server console shows loop
Tickrate_Enabler: Found ServerGameDLL at ServerGameDLL005
Tickrate_Enabler: Found VEngineServer at VEngineServer022
Have spent 2 day on figure out linux basics and stuff.

Hi v1, there has been a problem with the tickrate enabler since the most recent L4D2 update, see this (https://www.l4dnation.com/server-zone/5-4-16-l4d2-update-broke-tickrate_enabler-1-4-1-3-won't-load/) topic for more info.

This build of the tickrate enabler should be working:
tickrate_enabler.so (https://dl.dropboxusercontent.com/u/50462163/tickrate_enabler.so)


EDIT: Nevermind, I can't read, seems like you already found it.
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: golimar on May 21, 2016, 06:29:22 am
Hello,

L4D2 on Windows Server 2012 - I getting engine error on startup:
Quote
!!!!!
Patch Failure: Couldn't find CVomit::UpdateAbility() in server memory.
!!!!!

Version 1.3

What's wrong?

Thanks
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: golimar on June 09, 2016, 03:17:33 pm
Problem is with a boomer patching: https://forums.alliedmods.net/showthread.php?p=2426170
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: Osama on December 14, 2016, 02:25:05 am
I would like to put tickrate 128 on my server,What is the fps_max that I use to be cool ??

tickrate 128
rate 128000
fps_max ?

I'm using tickrate 100

tickrate 100
rate 100000
fps_max 150

Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: Sir on December 25, 2016, 11:11:34 am
[LINUX ONLY]

As most of you attempting to use 128 Tickrate on your servers have noticed, you're incapable of doing so with the downloads posted in this thread so far.
If you wish to use 128 Tickrate on your Servers, you will have to use a modified version of the Tickrate Enabler.

Increasing the Tickrate does come with a few things to keep in mind (Affects anything above 30T)
1. The higher the tickrate, the slower the door speed is.
2. The higher the tickrate, the more likely game-issues occur (common hopping, stuck spots, etc)
3. The higher the tickrate, the higher the CPU Usage will be, so make sure to have a machine that's beefy enough to handle the tickrate you want.

Issue 1 is fully fixable with a plugin called TickrateFixes.
Issue 2 its issues can be minimized with TickrateFixes.

[Downloads & Additional Setup]

- Tickrate Enabler (Uncapped) (http://sirftp.com/TickrateEnablerUNCAPPED.zip)
- TickrateFixes (http://sirftp.com/Plugins/TickrateFixes.zip)
> WARNING: This plugin causes issues when combined with the plugin: “l4dpistoldelay.smx”.
Stop loading l4dpistoldelay and load TickrateFixes instead as it’s an upgraded version and still makes use of l4dpistoldelay’s cvars.
The cvar controlling the door speed is "tick_door_speed" and is set to 2.0 by default, which makes the doors open/close normally on 100 Tick, 128 Tick requires this to be set to 2.5 in your Server.cfg

Add these lines to your startup parameters to ensure boomer vomit range is correct: "-frametime 0.037 -frametime_override 0.037"

// Solid rates for 128 Tick would be;
--------------------------------------------------
sm_cvar sv_minrate 128000
sm_cvar sv_maxrate 128000
sm_cvar sv_minupdaterate 128
sm_cvar sv_maxupdaterate 128
sm_cvar sv_mincmdrate 128
sm_cvar sv_maxcmdrate 128
sm_cvar nb_update_frequency 0.024  // This is lighter on the server, if you want perfectly perfect smooth common and you have the CPU for it, use 0.018
sm_cvar net_splitrate 2
sm_cvar net_splitpacket_maxrate 64000

[CREDITS]

- ProdigySim for the initial Tickrate Enabler.
- Visor for modifying the Enabler to allow higher than 100 Tickrates.


Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: hara kiri on January 25, 2017, 03:57:27 pm
Hi people ,

I try to Add L4D1 Tickrate Enabler 1.3 on LINUX server L4D1 , but it's doesn't work . rate are again 30 / s .

i put it :
sm_cvar sv_minrate 30000
sm_cvar sv_maxrate 100000
sm_cvar sv_maxcmdrate 101
sm_cvar sv_maxupdaterate 101
sm_cvar sv_mincmdrate 30
sm_cvar sv_minupdaterate 30
sm_cvar sv_client_min_interp_ratio -1
sm_cvar sv_client_max_interp_ratio 2
sm_cvar fps_max 150
sm_cvar net_maxcleartime 0.001
sm_cvar net_splitrate 2
sm_cvar net_splitpacket_maxrate 50000
sm_cvar nb_update_frequency 0.024

maybe you have an idea why the 100 tick dont load ?

Thank you
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: purpletreefactory on January 25, 2017, 04:18:16 pm
Hi people ,

I try to Add L4D1 Tickrate Enabler 1.3 on LINUX server L4D1 , but it's doesn't work . rate are again 30 / s .

i put it :
sm_cvar sv_minrate 30000
sm_cvar sv_maxrate 100000
sm_cvar sv_maxcmdrate 101
sm_cvar sv_maxupdaterate 101
sm_cvar sv_mincmdrate 30
sm_cvar sv_minupdaterate 30
sm_cvar sv_client_min_interp_ratio -1
sm_cvar sv_client_max_interp_ratio 2
sm_cvar fps_max 150
sm_cvar net_maxcleartime 0.001
sm_cvar net_splitrate 2
sm_cvar net_splitpacket_maxrate 50000
sm_cvar nb_update_frequency 0.024

maybe you have an idea why the 100 tick dont load ?

Thank you

Did you add the "-tickrate 100" launch option to your server's startup script?
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: hara kiri on January 26, 2017, 01:21:01 am
Yes sure .

What's plugins i must Download , for load 100 ticks ?

ratefixes , downtown etc....
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: hara kiri on January 29, 2017, 05:38:24 am
hello ,

when i try load Tickrate Enabler 1.4 , i have this error message

Failed to load plugin addons/tickrate_enabler (libtier0_srv.so: cannot open shared object file: No such file or directory).


i dont know how i can fix it for load the tickrate
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: Froxoxo on March 28, 2017, 03:24:32 am
It works like a charm!

I run a dedi server on a powerful computer.

I have a few question however. Is it okay to set the tickrate to 200?

What does this commands exactly do :
net_maxcleartime
sv_client_predict
nb_update_frequency

Does sv_minrate realy force clients to use the set minrate (this way i dont have to tell them to use a specific rate).

PS : i play coop realism with friends on my dedi server, i don't play competitive. I want smoothest CI possible :)
PPS : I play with people who have very good ping to my server. (fiber optic server).

Cheers.
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: HolyPills on April 30, 2017, 07:06:12 am
Does anyone have a working "Lightweight Specs" for Sir posted 128 tick enabler?
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: Sir on April 30, 2017, 10:30:12 am
Does anyone have a working "Lightweight Specs" for Sir posted 128 tick enabler?

The extension has no effect on the plugin, all the plugin does is force clients to use a 20 or 30 rate no matter what your server settings state.
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: a1m` on April 30, 2017, 11:48:24 am
Sir, why on "tickrate enabler 128" can not be reduced updaterate. In previous versions, it was possible to trim updaterate for spectators? It is possible only at server start ::)
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: Sir on April 30, 2017, 11:56:36 am
I just tested it myself to make sure I'm not crazy, it works just fine.
The updaterate is the only rate that needs to be changed (3rd value from the top on net_graph), cmdrate and rate are left alone and changing those won't have an effect on performance.

Things to keep in mind:
- Is the Plugin actually loaded?
- The value doesn't instantly change, it takes up to 5 seconds before the drop/increase in updaterate is fully registered on the client.
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: xiaoxufeiji1a on June 05, 2017, 09:03:17 am
[LINUX ONLY]

As most of you attempting to use 128 Tickrate on your servers have noticed, you're incapable of doing so with the downloads posted in this thread so far.
If you wish to use 128 Tickrate on your Servers, you will have to use a modified version of the Tickrate Enabler.

Increasing the Tickrate does come with a few things to keep in mind (Affects anything above 30T)
1. The higher the tickrate, the slower the door speed is.
2. The higher the tickrate, the more likely game-issues occur (common hopping, stuck spots, etc)
3. The higher the tickrate, the higher the CPU Usage will be, so make sure to have a machine that's beefy enough to handle the tickrate you want.

Issue 1 is fully fixable with a plugin called TickrateFixes.
Issue 2 its issues can be minimized with TickrateFixes.

[Downloads & Additional Setup]

- Tickrate Enabler (Uncapped) ([url]http://sirftp.com/Left4Dead2/TickrateEnablerUNCAPPED.zip[/url])
- TickrateFixes ([url]http://sirftp.com/Left4Dead2/Plugins/TickrateFixes.zip[/url])
> WARNING: This plugin causes issues when combined with the plugin: “l4dpistoldelay.smx”.
Stop loading l4dpistoldelay and load TickrateFixes instead as it’s an upgraded version and still makes use of l4dpistoldelay’s cvars.
The cvar controlling the door speed is "tick_door_speed" and is set to 2.0 by default, which makes the doors open/close normally on 100 Tick, 128 Tick requires this to be set to 2.5 in your Server.cfg

Add these lines to your startup parameters to ensure boomer vomit range is correct: "-frametime 0.037 -frametime_override 0.037"

// Solid rates for 128 Tick would be;
--------------------------------------------------
sm_cvar sv_minrate 128000
sm_cvar sv_maxrate 128000
sm_cvar sv_minupdaterate 128
sm_cvar sv_maxupdaterate 128
sm_cvar sv_mincmdrate 128
sm_cvar sv_maxcmdrate 128
sm_cvar nb_update_frequency 0.024  // This is lighter on the server, if you want perfectly perfect smooth common and you have the CPU for it, use 0.018
sm_cvar net_splitrate 2
sm_cvar net_splitpacket_maxrate 64000

[CREDITS]

- ProdigySim for the initial Tickrate Enabler.
- Visor for modifying the Enabler to allow higher than 100 Tickrates.


excuse me! that tickrate download are both broken.
could you fix it?I really need windows tickrate :)
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: ElusivΣ on June 05, 2017, 02:09:26 pm
excuse me! that tickrate download are both broken.
could you fix it?I really need windows tickrate :)


http://sirftp.com/TickrateEnablerUNCAPPED.zip (http://sirftp.com/TickrateEnablerUNCAPPED.zip)
http://sirftp.com/Plugins/TickrateFixes.zip (http://sirftp.com/Plugins/TickrateFixes.zip)
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: xiaoxufeiji1a on June 05, 2017, 08:27:22 pm
[url]http://sirftp.com/TickrateEnablerUNCAPPED.zip[/url] ([url]http://sirftp.com/TickrateEnablerUNCAPPED.zip[/url])
[url]http://sirftp.com/Plugins/TickrateFixes.zip[/url] ([url]http://sirftp.com/Plugins/TickrateFixes.zip[/url])

thanks but I download it and saw ,there's no dll file.....
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: Sir on June 06, 2017, 12:23:17 am
thanks but I download it and saw ,there's no dll file.....

I stated it was LINUX ONLY, in pretty big letters.
Meaning, not supporting windows.

You can try a few windows builds posted earlier in the thread, but no promises.
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: xiaoxufeiji1a on June 06, 2017, 12:52:00 am
I stated it was LINUX ONLY, in pretty big letters.
Meaning, not supporting windows.

You can try a few windows builds posted earlier in the thread, but no promises.

I got it.
i tried other guys, all failed. then I saw this in page26.
I guess can't use windows now. thanks :D
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: Iceman1973 on June 22, 2017, 12:14:22 pm
Hello. Now works Tickrate Enabler (Uncapped) 128tick on linux 1033?
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: Iceman1973 on June 23, 2017, 10:19:13 am
Does Tickrate Enabler (Uncapped) work on L4D1 LINUX v.1033 ?
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: Sir on June 23, 2017, 03:58:22 pm
Does Tickrate Enabler (Uncapped) work on L4D1 LINUX v.1033 ?

No it does not, Boomerpatch will fail on that build.
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: strelok74 on June 24, 2017, 02:33:29 am
On some maps after the change of level (switching to the next map), the server crashes with this error. The server crash exactly when the map is switched and the new map has not even started to load:
Quote
[...]
Saving weapon_adrenaline at 364, -895, 63
Saving weapon_molotov at 408, -1040, 62
Saving weapon_pipe_bomb at 342, -932, 62
---- Host_Changelevel ----
CUtlRBTree overflow!
CUtlRBTree overflow!

#Game_srv.so loaded for "Left 4 Dead 2"
Server is hibernating
ConVarRef test_progression_loop doesn't point to an existing ConVar
Parent cvar in server.dll not allowed (spit_scaling_min_scale)
Tickrate_Enabler: Found ServerGameDLL at ServerGameDLL005
Tickrate_Enabler: Found VEngineServer at VEngineServer022
Fall server is not always. Sometimes the levels are changing without falling. Only on map c1m3_mall (It is very often), c2m3_coaster, c5m4_quarter, c7m2_barge (Rarely). Server coop.

In this case, all the players who played on the server, hangs the loading.

This occurs only when tickrate increase with more than 30. I have 60 tickrate. Maybe there are ways to solve the problem with this error?

vCPU 2x3.0Ghz Intel, RAM 4Gb, SSD 30Gb
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: Iceman1973 on June 24, 2017, 03:44:54 am
No it does not, Boomerpatch will fail on that build.
it's a pity(
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: Sir on June 24, 2017, 04:12:32 am
On some maps after the change of level (switching to the next map), the server crashes with this error. The server crash exactly when the map is switched and the new map has not even started to load:Fall server is not always. Sometimes the levels are changing without falling. Only on map c1m3_mall (It is very often), c2m3_coaster, c5m4_quarter, c7m2_barge (Rarely). Server coop.

In this case, all the players who played on the server, hangs the loading.

This occurs only when tickrate increase with more than 30. I have 60 tickrate. Maybe there are ways to solve the problem with this error?

vCPU 2x3.0Ghz Intel, RAM 4Gb, SSD 30Gb

This isn't caused by the tickrate enabler itself, a simple google search reveals it's related to memory issues (Enough dedicated ram per server?)
If in any case it was related to the tickrate enabler (or a too high setting) it would've been noticed in the competitive scene as the standard is 100 Tick.
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: strelok74 on June 24, 2017, 04:15:51 am
At 30 tickrates, there is no such mistake :)
This error occurs only on the servers Coop, on the Versus this does not happen, even with elevated tickrates.
Can there be any settings to allow the server to use more RAM?
On the server I have a full 4GB.
Title: Re: L4D1+2 Tickrate Enabler 1.3
Post by: Froxoxo on February 01, 2018, 08:52:58 am
So i had no problems with the 3 first releases, until we had to update because of valve's update braking this plugin, i noticed now the 1.4 tickrate enabler posted by SirPlease (with or without tickratefixes the same problem occurs) that the Overkill campaign final is broken, once you enter the subway you instantly die and restart the level, while the game stay in slow motion.

It was on a fresh L4D2 dedi server with no other plugins.

I finaly found after many hours that it was due to this plugin (tickrate enabler 1.4).


Also about net_splitrate and net_splitpacket_maxrate here https://github.com/SirPlease/Server4Dead-Project/tree/master/Tickrate%20Enabler (https://github.com/SirPlease/Server4Dead-Project/tree/master/Tickrate%20Enabler) SirPlease says if you run 128 tick then you need to set to tickx1000 so for 128 tick = 128000.

Here he says to set to 64000. https://www.l4dnation.com/confogl-and-other-configs/l4d12-tickrate-enabler-1-0/msg49658/#msg49658 (https://www.l4dnation.com/confogl-and-other-configs/l4d12-tickrate-enabler-1-0/msg49658/#msg49658)

i dont know what net_splitrate does neither splitpacket_maxrate.

Also here https://www.l4dnation.com/confogl-and-other-configs/l4d12-tickrate-enabler-1-0/msg35313/#msg35313 (https://www.l4dnation.com/confogl-and-other-configs/l4d12-tickrate-enabler-1-0/msg35313/#msg35313) say This is usually enough to remove lags. Note that it's for the client, not for the server, and works best if placed in the autoexec.

net_maxroutable "1280"
net_splitrate "2"
net_splitpacket_maxrate "30000"

Not sure what this mean.

hope this helps. Good luck