Its halflife television. A server can SEND ONLY its data via a second server IP to a bunch of ppl for JUST WATCHING a game (like a radio broarcast). Other features of HLTV (ingame for players, too) are a small 3D overhead map, shown fields of view of each player in this overhead map, detailed stats and such.
NarfwakJoin Date: 2002-11-02Member: 5258Members, Super Administrators, Forum Admins, NS1 Playtester, Playtest Lead, Forum Moderators, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, Subnautica PT Lead, NS2 Community Developer
<!--QuoteBegin--Ollj+Mar 13 2003, 01:44 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ollj @ Mar 13 2003, 01:44 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Its halflife television. A server can SEND ONLY its data via a second server IP to a bunch of ppl for JUST WATCHING a game (like a radio broarcast). Other features of HLTV (ingame for players, too) are a small 3D overhead map, shown fields of view of each player in this overhead map, detailed stats and such. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> It doesn't have to be a second IP, just a second port (default port 27020). I run my HLTV and HLDS on the same comp for CS, with the HLTV just connecting to localhost.
You can also have HLTV proxies connect to a master HLTV proxy, thus increasing the available spectator slots even more; instead of the default 128 HLTV spectator slots, you get 128*128 = 16384 HLTV spectator slots (WAAAAAY more than you would ever need, but it's possible, as far as I know at least).
Some good things to know about HLTV: 1)It has delay. The things that appear on-screen are not happening as you view them; generally, this delay is somewhere around 30 seconds. I can't remember the logic for this, but it's there somewhere. 2)It has low FPS. In order to allow for the insane amount of spectators that HLTV can give you, the server only sends part of the information to each HLTV spectator "client" that it would normally send to each "real" client machine. This is done for fairly obvious reasons. 3)The Picture-In-Picture overhead map is also available in standard spectator mode (at least for CS, just hit your use key to get at it), and is not exclusive for HLTV. I could be wrong though - I've only really used HLTV for CS and my experience there is somewhat limited.
I believe the picture-in-picture overview map is part of the halflife 2.3 (?) SDK (Flayra is converting NS 1.1 to this). Also, HLTV broadcasts are delayed so you can't have someone ghosting for someone who is playing.
NarfwakJoin Date: 2002-11-02Member: 5258Members, Super Administrators, Forum Admins, NS1 Playtester, Playtest Lead, Forum Moderators, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, Subnautica PT Lead, NS2 Community Developer
<!--QuoteBegin--Sandrocky+Mar 13 2003, 02:52 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Sandrocky @ Mar 13 2003, 02:52 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Also, HLTV broadcasts are delayed so you can't have someone ghosting for someone who is playing. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> That's what I thought, but I wasn't sure.
The delay is (Or should be) to avoid having a friend on an external voice comm program, watching the other team on hltv and relaying information. And 30 seconds is far too short....
Back when i played Q3F, our broadcasts were delayed by about 2 minutes, and Q3F was a much faster game than NS. 30 seconds is easily short enough to relay useful information in NS, such as the location of hidden res nodes.
HLTV would be good if you didn't have to join the HLTV server first to see if anyone was playing in the server it spectates... you can only see the number of other spectators watching in HLTV, should be a cvar on the HLTV server which tells how many people are in the actual server it is spectating...
the delay thing was mainly because of CS, great idea for other mods like where offy are in TFC and what hive the aliens have when NS gets HLTV there is a default 10 or 30 second delay on it. most amout of people iv ever seen watching 1 match was 400... that was almost the laggyest thingy i have ever seen in my life cause i was on 56k. almost as laggy as BY servers on hera <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
THe CS spectator mode doesn't use HLTV. Take a look in an overview map in spectator in CS. You can only see players that the player you're following can see or hear. The others are hidden. With HLTV, you can see all players on the map no matter what. The HL netcode sends informations about the entities you can see or hear. The other ones are ignored. THat's why you can only see nearby players on the CS spectator overview. But the netcode sents all information to the HLTV proxy, so you can see all players.
<!--QuoteBegin--Frogg2+Mar 13 2003, 05:38 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Frogg2 @ Mar 13 2003, 05:38 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Actually with the overview view in cs its the players at the same level(height) as the one you are currently on. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Nope, the players you can see or hear. The players that are nearby. You will never see a player at the other end of the mep even if he's at the same level than you.
<!--QuoteBegin--nØthing+Mar 13 2003, 02:41 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (nØthing @ Mar 13 2003, 02:41 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> HLTV would be good if you didn't have to join the HLTV server first to see if anyone was playing in the server it spectates... you can only see the number of other spectators watching in HLTV, should be a cvar on the HLTV server which tells how many people are in the actual server it is spectating...
If that makes any sense...? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Use All Seeing Eye when finding HLTV servers. The player count will show how many people are spectating, but when you highlight the server it'll display the people in the acctual game.
As for CS and HLTV....when you are dead while in-game it's different, it uses some things like HLTV. But you can spec in CS HLTV specific servers and see everything.
<!--QuoteBegin--TeoH+Mar 13 2003, 05:02 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TeoH @ Mar 13 2003, 05:02 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The delay is (Or should be) to avoid having a friend on an external voice comm program, watching the other team on hltv and relaying information. And 30 seconds is far too short....
Back when i played Q3F, our broadcasts were delayed by about 2 minutes, and Q3F was a much faster game than NS. 30 seconds is easily short enough to relay useful information in NS, such as the location of hidden res nodes. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> whatabout somebody having a server pc and run hltv on the server hes playing (put it on overview) and set the monitor next to his, and there u have a do-it-self-ghoster <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Comments
A server can SEND ONLY its data via a second server IP to a bunch of ppl for JUST WATCHING a game (like a radio broarcast).
Other features of HLTV (ingame for players, too) are a small 3D overhead map, shown fields of view of each player in this overhead map, detailed stats and such.
A server can SEND ONLY its data via a second server IP to a bunch of ppl for JUST WATCHING a game (like a radio broarcast).
Other features of HLTV (ingame for players, too) are a small 3D overhead map, shown fields of view of each player in this overhead map, detailed stats and such. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
It doesn't have to be a second IP, just a second port (default port 27020). I run my HLTV and HLDS on the same comp for CS, with the HLTV just connecting to localhost.
You can also have HLTV proxies connect to a master HLTV proxy, thus increasing the available spectator slots even more; instead of the default 128 HLTV spectator slots, you get 128*128 = 16384 HLTV spectator slots (WAAAAAY more than you would ever need, but it's possible, as far as I know at least).
Some good things to know about HLTV:
1)It has delay. The things that appear on-screen are not happening as you view them; generally, this delay is somewhere around 30 seconds. I can't remember the logic for this, but it's there somewhere.
2)It has low FPS. In order to allow for the insane amount of spectators that HLTV can give you, the server only sends part of the information to each HLTV spectator "client" that it would normally send to each "real" client machine. This is done for fairly obvious reasons.
3)The Picture-In-Picture overhead map is also available in standard spectator mode (at least for CS, just hit your use key to get at it), and is not exclusive for HLTV. I could be wrong though - I've only really used HLTV for CS and my experience there is somewhat limited.
That's what I thought, but I wasn't sure.
Back when i played Q3F, our broadcasts were delayed by about 2 minutes, and Q3F was a much faster game than NS. 30 seconds is easily short enough to relay useful information in NS, such as the location of hidden res nodes.
If that makes any sense...?
The HL netcode sends informations about the entities you can see or hear. The other ones are ignored. THat's why you can only see nearby players on the CS spectator overview.
But the netcode sents all information to the HLTV proxy, so you can see all players.
Nope, the players you can see or hear. The players that are nearby. You will never see a player at the other end of the mep even if he's at the same level than you.
If that makes any sense...? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Use All Seeing Eye when finding HLTV servers. The player count will show how many people are spectating, but when you highlight the server it'll display the people in the acctual game.
As for CS and HLTV....when you are dead while in-game it's different, it uses some things like HLTV. But you can spec in CS HLTV specific servers and see everything.
Back when i played Q3F, our broadcasts were delayed by about 2 minutes, and Q3F was a much faster game than NS. 30 seconds is easily short enough to relay useful information in NS, such as the location of hidden res nodes. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
whatabout somebody having a server pc and run hltv on the server hes playing (put it on overview) and set the monitor next to his, and there u have a do-it-self-ghoster <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->