On 10/14/05, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: > -- > [ Picked text/plain from multipart/alternative ] > sv_maxunlag 150 should help those effects. I have yet to experience a bad > game on a server where I ping over 100 (i usually ping 110-120 to these > distant servers) like CoJ and ESD (in germany). I am in Delaware -East Coast > USA- and as far as I know CoJ is out west somewhere (i.e. Cali). Either way, > I play with the default interp of .1 and I seem to play as well if not better > at times on these servers, without sacrificing any performance degredation > (like those past the corner shots) or video stutter. I run from 40-90 fps on > any given server no matter what as well.
Almost correct, sadly, you missed the definition of sv_maxunlag. I've started a Source netcode document over at sourcewiki, but I started late last night, so it's only the defnitions section so far. I will probably steam some of whispers hard work to complete it, but this will be more from a client point of view, to teach end users. Either way, the definition is there, you will see it is in seconds, not ms. :) Naturally, you would get outstanding performance from having a maximum unlag time of 150 seconds, but at the same time, your score (and life) could be adjusted throughout the first two and half minutes of a round. > The maxunlag CVAR will prevent you (the broadband player within reasonable > distance @ 150 ms or better) from suffering the ill effects of high-pingers > to your game session. I wish it was a standard default value to be honest. > It would help bring everyone just oh-so-much-closer to a level playing field. It doesn't actually restrict anything, as it's a capping value. The defualt setting is 1, many league configs incorrectly suggest setting this to 0.5, which I have seen no gains from doing, even in scenarios where the average ping is <30 (my regular playing environments). I do however agree with the more general portion of your statement, that a clean connection to a well configured server works quite nicely even with 150ms of latency between the client and the server. I used to be involved with a player group over in Texas and playing on their servers was never an unpleasant experience (a good portion of mature hilarity significantly helped however). > > --Ozz > > -------------- Original message -------------- > > > -- > > [ Picked text/plain from multipart/alternative ] > > Yes I have those binds > > Funnily with high rates, I rarely seem to get kills on people who have > > disappeared off my screen. When I say rare, I mean, I have to wrack my brain > > to come up with an example, but it would be disingenous of me to say it > > never happened. > > I rarely have people also drag me back, usually its a dialuper or somebody > > with constant > 100ms pings, which is to be expected with the netcode as it > > currently stands, but when a 50ms ping person does it to you 3 times in a > > row, well they got booted and told to turn their interp on. > > On the whole AWP through dbl doors thing, well, I have seen it being used > > in a war on servers I don't have any control over, but suffice it to say, as > > somebody pointed out in a forum thread afterwards, if it was legitamate > > skill, they should be representing their country at the highest levels of > > CSS if it was something they could do consistently. > > On 10/13/05, James Tucker wrote: > > > > > > On 10/13/05, Whisper wrote: > > > > -- > > > > [ Picked text/plain from multipart/alternative ] > > > > There appears to be a bug/exploit at the moment that allows people to > > > set > > > > their cl_interpolate to 0 but then set their cl_interp higher and the > > > server > > > > still counts the cl_interp value. > > > > > > I know. > > > > > > > Those are the guys who keep shooting you after you have run around a > > > corner > > > > reloaded and then you die :) > > > > > > Interesting suggestion, given that I do lock cl_interpolate when I am > > > concerned and this does not change what I describe. The stutter > > > situation I describe actually occurs more during my kills than my > > > deaths. No wait, it happens on both, I just have reasonable KDR most > > > of the time ;) > > > > > > > Its also how people are able to AWP from T spawn on dust2 and kill with > > > > regularity, CT's through the dbl doors as they jump across. > > > > > > I've been hit in this way less times than I have digits, several > > > instances of which I know were un-cheated. > > > > > > > Hmm, I wonder if I've let the cat out of the bag there. > > > > > > Nope because I could search this mailbox for dust and AWP and see > > > several mails at least in which you have re-iterated this problem > > > description. > > > > > > Just out of curiosity, do you have binds that looks something like this: > > > > > > bind KEY ma_cexec_all cl_interpolate 1 > > > bind KEY ma_cexec_all cl_interp 0.1 > > > > > > ;-) :-p > > > > > > (Quick side/end note: there are various systems that allow you to send > > > automated rcon commands. From there you can run the above quite > > > easily, and regularly, with a small penalty.) > > > > > > _______________________________________________ > > > To unsubscribe, edit your list preferences, or view the list archives, > > > please visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlds > > > > > -- > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > > please > > visit: > > http://list.valvesoftware.com/mailman/listinfo/hlds > -- > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlds > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds

