Big Big News Coming Our Way!
First of all, I would just like to let you know that the new zBlock is heading our way today, having just been released everyone is now flooding their servers with zBlock, I imagine ours have already been done due to our fantastic admin team ;) But for those of you with your own servers *coughrasta.blankscough* the download link is here:
zBlock Download Mirrors
Release Notes for zBlock:
Changelog 4.4 -> 4.5 RC1
-Supports the latest update to Counter-Strike: Source (Orange Box).
-Re-developed code-base improves ability to maintain the plugin in future versions.
Added features:
-zb_deadvoice (default: 1)
Allows dead teammates to communicate to living members of their team using the in-game voice system.
-zb_crashblock (default: 1)
Protects the game-server from several crash exploits.
-zb_warmode (default: 1)
Allows the distinction between a public server and a match/competitive server.
See the readme file for further details.
-zb_antispeedhack (default: 1)
Prevents the use of cheats which manipulate the games view of time.
-zb_viewanglescheck (default: 1)
Detects cheats which distort a player view-angles.
-zb_ignoreplayerqueries (default: 0)
Allows a match server to hide the names of connected players (recommend default settings).
-zb_antispam_max_cmds_per_sec (default: 5)
Sets the maximum number of commands a player can trigger per second, prevents spam attacks
(We're currently working on improving this feature, pelase give feedback).
-zb_kickct <REASON>
Kicks the counter-terrorist team.
-zb_kickt <REASON>
Kicks the terrorist team.
-zb_kickspec <REASON>
Kicks the counter-terrorist team.
-You must now be able to see the bomb in order to defuse it.
-Forced sv_maxcmdrate 66, sv_maxupdaterate 66 to prevent exploitation of cl_interp on a 66-tick server.
Updated features:
-zb_dosprotect now protects from more types of attack.
-Defusefix now fixes defuse issues on de_inferno/de_tides amongst other maps.
-Defusefix now prevents smoke grenades and weapons interferring with defusals.
-Clients must now set an fps_max of at least 66.
-Added additional file checks not checked by sv_pure 2.
-Added "gamePort" and "gameIP" POST fields to auth-host queries, you can now recognise the server the request came from more easily.
-The plugin may no longer be loaded on the game client.
-mat_dxlevel 80/81 are forced with zb_warmode enabled, please set "-dxlevel 81" or "-dxlevel 80" in your launch options.
Now for the biggest news of them all, Hidden Path have been sticking to their word with what they have said about up and coming releases of updates and this is probably the best news so far to old CS:S Players and Competitive play in general! The update will include 100tick servers Fireing Rate for weapons, basically the gun fireing speed you had on a 100tick server before the beta was released, is what you will have soon!
I found a little statement on the steampowered forums which echo had answered to, it read:
Echo
Hidden Path Entertainment
Join Date: Dec 2008
Reputation: 251
Posts: 405
Quote:
Originally Posted by Simps View Post
Looks good on a forum thread but remember that guns recoil / spray pattern / speed, is probably the most important thing in the game. If you are going to mess with that, please review it 1000 times before releasing the update. If you mess up with those things, the game will be ruined, and the flood in this forum will be insane.
Yeah- that's why the plan is to get it back where it was.
so it does look very very promising!
Heres the release notes for the next update:
This is a longish post, so only read the first paragraph if you don't care about the details.
With an upcoming update, the speeds of the various weapons will be adjusted to match the rate of old 100 tick servers.
There was a long-standing bug in CS with how the weapon firing rate was calculated. Imagine that the AK fired 6 bullets a second (166ms), and the server updated at 10 frames a second.
Server update 0: 0 ms Firing timer: 0 ms
Server update 1: 100 ms Firing timer: 100 ms
Server update 2: 200 ms Firing timer: 200 ms => *FIRE* => 0 ms
Server update 3: 300 ms Firing timer: 100 ms
Server update 4: 400 ms Firing timer: 200 ms => *FIRE* => 0 ms
Server update 5: 500 ms Firing timer: 100 ms
Server update 6: 600 ms Firing timer: 200 ms => *FIRE* => 0 ms
Server update 7: 700 ms Firing timer: 100 ms
Server update 8: 800 ms Firing timer: 200 ms => *FIRE* => 0 ms
Server update 9: 900 ms Firing timer: 100 ms
As you can see, 33ms of firing time is lost each time the gun fires- it's effectively shooting slower (only 5 hits / second) because of the tick rate of the server. If the server was bogged down or had lot of people on it, the results would be even more unpredictable.
This is why guns operated very differently at different tick rates.
We've updated it to the correct behavior, in which case you'll get:
Server update 0: 0 ms Firing timer: 0 ms
Server update 1: 100 ms Firing timer: 100 ms
Server update 2: 200 ms Firing timer: 200 ms *FIRE* => 33 ms
Server update 3: 300 ms Firing timer: 133 ms
Server update 4: 400 ms Firing timer: 233 ms *FIRE* => 66 ms
Server update 5: 500 ms Firing timer: 166 ms *FIRE* => 0 ms
Server update 6: 600 ms Firing timer: 100 ms
Server update 7: 700 ms Firing timer: 200 ms *FIRE* => 33 ms
Server update 8: 800 ms Firing timer: 133 ms
Server update 9: 900 ms Firing timer: 233 ms *FIRE* => 66ms
This fixes the integration, and regardless of tick rate, the guns will have the same feel. In practice, this made the difference between 8 (33 tick), 9 (66 tick), and 10 (100 tick) bullets per second on the AK. Now they should all be identical.
In order to preserve game play, we timed the guns and dumped out the delta between shots on the old 100 tick servers and the new servers. Every automatic weapon was tested, and then we modified the weapon data to match the old 100 tick results.
After making the changes, we ran through and verified that the firing rate was the same for all automatic guns as it was on 100 tick server before the update.
The final cycle times (in seconds) are given below:
SMGs
MAC-10: 0.075
MP5: 0.08
KM UMP45: 0.105
TMP: 0.07
C90: 0.07
Rifles
AK47: 0.1
Galil: 0.09
552: 0.09
D3/AU-1: 0.25
Scout: 1.25
AWP: 1.455
550: 0.25
Bullpup: 0.09
M4A1: 0.09
Famas: 0.09
Shotguns
M3: 0.88
XM1014: 0.25
Machineguns
M249: 0.08
With this update, all of them should feel like old 100 tick servers.
We also plan on looking at weapon recoil and spread patterns and fixing the integration problems there, as well, but that will be in a later update.
Thanks!
__________________
CSS Beta Team
[url=http://forums.steampowered.com/forums/showthread.php?t=1368659]Source[/ur]
Biggie
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p-gunna | sweet :) | |||
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yourcode... | Epic post Biggie ![]() | |||
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noodle | All I need now is a replacement CRT and then the game will be as it was always intended, and sexual.. | |||
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Nkayyy | biggie got big booty bitches. big news. but the feeling is different as before :( | |||
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Nkayyy | Quote All I need now is a replacement CRT and then the game will be as it was always intended, and sexual.. Emphasis on sexual ! Like this http://www.youtube.com/watch?v=hh9FHBUuHmU&feature=related arghh :P | |||
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foolio | all im saying is blanks, u better fix it by the time ive got home or ull be on the dole come thursday. | |||
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twst | naice :) | |||
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Arky | nice post bigwa | |||
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Damage | All Multiplay Rasta servers are now running the latest version of zBlock. Enjoy lads :) | |||
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twst | remember to set -dxlevel 81 :) | |||
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biggie | Quote All I need now is a replacement CRT and then the game will be as it was always intended, and sexual.. just got mine... for 10p AHAHAHAHAHA Click to go to item page 19" CRT monitor - Iiyama Vision Master Pro 450 £0.10 | |||
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noodle | anyone got a 510 for sale would be interested, could earn £££ working from home! | |||
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biggie | Haha noodle just buy one!!! It will pay for itself!!!! There's a 1451on eBay for 15 pound comes from Yorkshire, GeT THAT ONE | |||
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noodle | there wasn't when I checked earlier! | |||
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biggie | Buy it!!!! | |||
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