> -----Original Message----- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Whisper > Sent: 22 November 2005 03:38 > To: [email protected] > Subject: Re: [hlds] cl_cmdrate.... > > -- > [ Picked text/plain from multipart/alternative ] I think the > problem with broadband users exploiting this cl_cmdrate can > easily be settled by only allowing a certain diffential > between cl_cmdrate and cl_updaterate. > The default of 10 (20/30 respectively) means that a player > who has a cl_cmdrate of 10 should be forced to use a > cl_updaterate of 20.
This paragraph... > Thus people who do not have the bandwidth can within reason > reduce their settings to suit their connections. ... Contradicts this one, for most ADSL there is a large difference between upload and download rates, as you are already aware. > In any case James, I doubt anybody here was complaining > about non-broadband users using lower rates. They already > have to content with > 100ms pings, so it evens out. Right, actually no, it's not. Sorry. Non-broadband users running default rates contend with such high pings, reducing your rates and you get a decent ping, even over dial up. The complaint was made against the ability to set rates that low, and the suggestion was a global change in the minimum cap - this is totally unacceptable, and is the reason I get annoyed. > It is when people with connections that can clearly sustain > higher rates that deliberately set them lower to gain an > advantage, is where the problem arises. No, there is no problem on a default server config. On defaults those rates don't lag anyone. Fact. > Moreover, the cl_interpolate 0 bug is real and it causes the > exact same effect for < 50ms players as it it does for > players on > 100ms pings and cl_interpolate 1, except when > the >100ms player does it to you, the player shot me on their > screen 150ms ago, the server made the adjustment calculations > and deemed that the player honestly hit me on their screen > and you die and then you look at the scoreboard and go, ok, > thats lag. I know it looks more nasty, but the player STILL has to accurately guess your position 150ms late! > Where as when a 5ms player does it to you and > drags you half way back down a ramp to kill you, because you > are out of their sight long enough to actually notice that > you are out of sight, then thats cl_interpolate 0 being exploited. > BTW, its only a matter of setting your cl_interp to 0.1 or > 0.15 to give the required advantage with cl_interpolate 0, as > that is about the reflex delay of your average human being. Amused. No comment required. (I'm Qualified in AI, we've done a lot of neural work). _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds

