Moving to CS:Source
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Moving to CS:Source
Just Curious as to what the options are going to be for switching server to CS:Source when it is finally released? I personally want to have server updated to Source the day it is released. Any information about this would be appreciated
Thanks for your time.
Spider
Thanks for your time.
Spider
Lookout!!!!!.....here comes the sPiDeR-MAN
One of the reasons that there may be a price increase is because the game will be running on an engine that is engineered to be run on higher end systems. This also means that the HLDS for CS:S will require more CPU usage and won't be as generous with the usage like the current HLDS. We won't be able to run as many ded's on each box so we will need to have different pricing compared to the current steam based dedicated servers.
Whether or not CS 1.6 will be phased out with CS:S is unknown to me at this point, so I cannot provide too detailed of an answer for you. Edge would be the best person to discuss the pricing with, and just keep an eye on the steampowered forums for any news that may be released, as well as the official half life 2 website.
Whether or not CS 1.6 will be phased out with CS:S is unknown to me at this point, so I cannot provide too detailed of an answer for you. Edge would be the best person to discuss the pricing with, and just keep an eye on the steampowered forums for any news that may be released, as well as the official half life 2 website.
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Thought this was interesting taken from http://www.hl2world.com/
Server Requirements for Source Engine Based Games
Posted on Friday, August 13 @ 18:37:59 EDT by feedbag
HL2World.com was recently asked about minimum server requirements for running a dedicated server for Source Engine based games. We posed the question to Gabe Newell, founder of Valve...
HL2World:Can you give me some specs on recommended minimum requirements for a dedicated server [running Source engine based games]?
Gabe Newell:They are basically the same. There's more information going across the wire but the protocol is more efficient so it ends up being a wash(about 2.4 Kbps per client if I remember correctly). CPU load is actually down quite a bit, but most servers weren't CPU bound anyhow. These numbers are for CS: Source in comparison to CS: GoldSrc.
This should be a boon to server hosts, as there should be no rush to get new equipment to update your servers to handle the slew of games running Source Engine (Half-Life 2, Counter-Strike: Source, etc.).
Note: GoldSrc is the hl1 engine.
We do not know what the pricing will be, up or down, at this point. We take any information other people tell us with a grain of salt because results can vary so widely. For instance, particular maps may be bad, or adding plugins may significantly hurt performance, etc. The only way we can judge it appropriately is through testing.
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Will NFO be offering servers for the CS:Source Beta? or are you only talking about when HALF-LIFE 2/CS:Source acyually ships.Edge100x wrote:You will be able to change your server to CS:Source when it is released, but we do not know what the pricing will be at this point.
I personally don't have the guts to gamble my eternity that the Bible might be wrong.
Yeah CS:Source looks great but it's definitely a work in progress.Ahhh I can't wait to see the finished product.Edge100x wrote:I should probably take that down.
The win32 version of the dedicated server appears to be very deficient right now. Everyone in the server gets 80+ pings, despite the fact that it is a 5-person server on its own dual CPU machine.
Right now aside from the server problems(pings/net code)the gameplay,weapons feel/accuracy seems really loose(I don't want to say sloppy) If it felt as tight as 1.6 that'd be sweet...I guess that's what they're working on though.
I personally don't have the guts to gamble my eternity that the Bible might be wrong.