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Top 4 Shell Csgo Projects
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docker-csgo
Counter-Strike: Global Offensive (CS:GO) Dedicated Server with automated/manual updating and optional SourceMod and PugSetup/PracticeMode integrations
The subtick architecture gives you more opportunities to provide the server with input. In the case of your game running at 300fps, the game will divide the framerate by the tickrate (64) which is 300 / 64 = 4,6. Rounding the number down gives you now 4 slots for input. The actual logic is a bit more complex and takes into account the last time input was sent, but we can ignore that here. Now you can send up to 4 inputs (for example, shooting) to the server that is handling the current tick. In addition, and this is the important part, every history entry also contains timing information at which fraction of the tick your input happened (it also contains information about your shooting position, fps and interp - see: https://github.com/SteamDatabase/Protobufs/blob/master/csgo/cs_usercmd.proto - but it is unclear how much of that information is going to stay for subtick and how much is for debugging purposes).
This is what I'm running: https://hub.docker.com/r/timche/csgo
Shell Csgo related posts
- Ticks and Subticks
- Dedicated csgo server managing problems
- Maxim updates his analysis to conclude that cs2 subtick system is more closer to 64tick
- CS2 - Sub-Tick Analyzed (better than 64 / 128 tick?)
- I left Dota 3 years ago. Recently came back and really have fun, but how is it possible that there is still no "obvious" feeding detection? In this case wasting 60+ hours of 4 other peoples life....
- i've been csgo server and i was build with steamCMD GUI but my csgo server only seen on LAN, how to put my csgo server become public?
- [Help] How to GET a user's comments on their profile
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A note from our sponsor - InfluxDB
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Index
What are some of the best open-source Csgo projects in Shell? This list will help you:
Project | Stars | |
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1 | gameservers-docker | 497 |
2 | Protobufs | 328 |
3 | docker-csgo | 191 |
4 | game-images | 37 |