> -----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).




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