Server Load

.: ZombieMod Discussion

Moderators: c0ldfyr3, Mods, [CSSMC]

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Server Load

Post by PF-Exadoor »

I was wondering what kind of server loads people are getting with Zombie Mod? We have run into the problem that our hosting company is complaining that the Mod is overwhelming server resources. We have gotten server loads that are 10 times higher than with just regular CSS when running Zombie mod with the same number of players. Has anyone else had this problem? The server is a windows box.

Thanks

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Post by personaljihad »

Yes.
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Post by PF-Exadoor »

Any solutions?
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Post by personaljihad »

Remove zombie mod.
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Post by c0ldfyr3 »

The problem in itself isn't ZombieMod, its the amount of firing which takes place.

Most servers use unlimited ammo, and tbh, the game was not meant for 32 players to be firing constantly. Turn off unlim ammo and the problem will solve itself!
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Post by personaljihad »

c0ldfyr3 wrote:The problem in itself isn't ZombieMod, its the amount of firing which takes place.

Most servers use unlimited ammo, and tbh, the game was not meant for 32 players to be firing constantly. Turn off unlim ammo and the problem will solve itself!
Yes, that also is a major factor.
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Post by icebreaker »

Ammo scripts -> PWNAGE
Unlimited ammo is so fucked up, people just camp and keep firing, what is stupid, no chance for zombies to win then, maybe 99% for humans to win and 1% for zombies ...
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Post by A c E »

yeah i'm suprised my host hasn't gotten mad because i'm sure mine uses most of the resources on whichever server it's on.
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Post by MoOnLiGht »

icebreaker wrote:Ammo scripts -> PWNAGE
Unlimited ammo is so fucked up, people just camp and keep firing, what is stupid, no chance for zombies to win then, maybe 99% for humans to win and 1% for zombies ...
on my server i have unlim ammo too
on 99% of maps
zoms or humans win 50/50 most times
make zomhealt harder, and blalance the knockback

the only unreacheble places are tubes and small vents and small ledges
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