Sweet!! Thanks Alfred!!

Artie

----- Original Message -----
From: "Alfred Reynolds" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Friday, November 24, 2006 4:48 PM
Subject: RE: [hlds] Alfred PTBx considerations? ALFRED PLEASE READ THIS
ABOUT CL_INTERP


> We will be addressing the range of network configuration variables so
> servers can define the valid range they wish.
>
> - Alfred
>
> artiecs wrote:
> > That article is definately a good start.
> >
> > Alfred, one other tremendously important cvar that needs to be
> > addressed is cl_interp. The default value of 0.1 for cl_interp causes
> > hitboxes to 'lag'
> > behind player models a significant amount. This is why players who run
> > around corners can still be hit by other players, even though they
> > have been
> > out of that other players view long enough that they shouldn't be
> > hit. When cl_interp is lowered, it keeps the hitboxes more closely
> > alligned to the
> > player models. When it is raised, it makes the hitboxes lag even
> > further
> > behind the models (which is how some of the rediculous "Bash Valve
> > about the hitboxes" videos on the web made the hitboxes lag 10-20
> > feet behind the
> > models). We've seen players actually have this cvar set to 0.2 and
> > higher,
> > which allows them to shoot the hitboxes of players a significant time
> > after
> > that player hs run behind cover or around a corner, this should not be
> > allowed in any situation. Even the default of 0.1 allows this, tho
> > not as
> > bad as higher settings.
> >
> > Most of the regulars on our server run cl_interp between 0.02 and
> > 0.04. This
> > keeps the hitboxes closely aligned with the actual player models
> > (ideal case
> > would be that they're Exactly aligned 100% of the time) which results
> > in
> > great shot registration when a player accurately shoots at a model he
> > sees.
> >
> > I know that back on the HLDS CS there's an equivelent cvar, and that
> > you
> > were never supposed to set it below (1/cl_updaterate), or more
> > specifically (1/# of incoming packets/second), since clients can
> > often recieve fewer
> > packets/sec than cl_updaterate is set for, for a variety of reasons.
> > Even if
> > that 'rule' is still true for SRCDS, the default of 0.1 for cl_interp
> > it
> > much too high. That would assume recieving 10 packets/second (1/10 =
> > 0.1).
> > Since most all servers run tickrate 33 or greater, and especially if
> > Valve
> > ups the default cl_updaterate to 33 or higher, as suggested in the
> > article
> > that the OP linked to, then cl_interp should be set by default at
> > least down
> > to 0.05 (which requires only 20 packets/sec and would be fine even
> > for the
> > current default value of cl_updaterate) or 0.04 (which requires only
> > 25 packets/sec). Additionally, cl_interp should have a hard coded
> > maximum limit
> > of 0.05, so that players can't just turn it up, allowing them to shoot
> > people's hitboxes after that person has ducked behind cover that
> > can't be penetrated by shots, or around corners.
> >
> > A few of us have messed around with this extensively, and it's easily
> > reproducable by 2 people. Player 1 adjusts cl_interp and shoots at
> > player 2.
> > Player 2 strafes back and forth being a test target. The higher
> > player 1
> > adjust's cl_interp, the further behind the model of player 2 he must
> > shoot
> > to hit. At high values of cl_interp (0.1 and especially higher)
> > shooting the
> > model accurately results in no hits cause while player 2 is strafing
> > his hit
> > boxed and 'lagging' x-feet behind hit. When Player 1 sets cl_interp
> > around
> > 0.02 to 0.03, the hitboxes for Player 2 stay almost perfectly aligned
> > to the
> > model, so shooting the model (while Player 2 is still
> > strafing)results in
> > hits, and shooting behind the model no longer results in hits (as it
> > does
> > with the default cl_interp setting). This also makes Player 2
> > impossible to
> > hit the intsant he ducks behind solid cover, or disappears around a
> > corner,
> > as should be the case.
> >
> > So if Valve is going to take steps to inprove the whole 'rates'
> > situation, addressing cl_interp is essential, otherwise at least half
> > of the problem is
> > going to be overlooked, and still exist in the game even after it has
> > been 'fixed'. If you're not already very familiar with this cl_interp
> > behaviour,
> > please have a couple of your people mess around with it as I
> > described in
> > the previous paragraph, just to see how much effect this setting has
> > on shot registration location for moving targets, how far off the
> > shot registration
> > is for moving targets at the default setting (particularly in the
> > case of
> > the target moving perpendicular to the shooter), how it can be abused
> > by
> > setting it even higher, and how simply it can be fixed (and shot
> > registration Greatly improved) by lowering the default and capping
> > the value
> > it can be set to.
> >
> > Thanks
> > Artie
> >
> >
> > ----- Original Message -----
> > From: "Gamer" <[EMAIL PROTECTED]>
> > To: <[email protected]>
> > Sent: Thursday, November 23, 2006 12:41 PM
> > Subject: [hlds] Alfred PTBx considerations?
> >
> >
> > This is a multi-part message in MIME format.
> > --
> > [ Picked text/plain from multipart/alternative ]
> > This was so great to see, everyone take a look.
> > http://www.tcmagazine.com/comments.php?id=12979&catid=12
> >
> > Alfred I am very encouraged seeing that correspondence, the last week
> > has
> > been very discouraging from both the players and admins point of view.
> >
> > Unfortunately XAD has left the Steam game community so there is
> > nobody to
> > stick up for PTBx
> >
> > Alfred if you can also look into to allow plugins and server to
> > better deal
> > with team balancing on public servers.
> >
> > PTBx was also crippled with this new cvar, it would be great to have a
> > sv_autojoin
> > sv_autojoin would have players randomly assigned to a team as they
> > join the
> > server.
> > If sv_autojoin 1 players switch team menu would only give them the
> > change
> > skin option and not team.
> > This would allow a plugin designed for balance to handle moving
> > players with
> > out force killing them and losing weapons. providing a plugin access
> > to a
> > function that allows the team switch at end of round so it does not
> > interfere with on going game play.
> >
> > The default team balance that was changed a while back now moves the
> > newest
> > player to the weakest team, he has not the money nor in many cases
> > warmed up
> > enough to be of the kind of help the weaker team was in need of.
> > Additional
> > support to balance on public server would extend the enjoyment
> > players get
> > and help with the large problem of join the winning, team team
> > staking and
> > so on.
> >
> > Players looking for a fair and balanced game should not have to open
> > themselves up to the problems that can arise from changing this cvar's
> > default value. As it stands now we have been on a education campaign
> > with
> > our players educating them about autoexec.cfgs and how to turn this
> > off so
> > they can get on our servers that are running zBlock and PTBx.
> >
> > Happy Thanksgiving and thank you for you time,
> > gamersfun
> > --
> >
> >
> >
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> >
> >
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