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Sorry.... sv_maxunlag 0.150

I was tired....

But I haven't seen anything that states it must be an even integer James...

--Ozz
-------------- Original message --------------

> On 10/14/05, [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.)
> > > >
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