I read quite a lot about netcode in HL1 but I never heard a word about
server-side interp buffer in HL1 engine. May I ask a link?

On 16/02/07, Clutch9 <[EMAIL PROTECTED]> wrote:
I really don't want to mess things upp by starting another
rates-discussion, so please do not reply if you do not 100% know the
netcode in CS1.6. I've been in the game for years, and I've read some
of the posts from Valve concerning netcode. Please do not confuse
CS1.6 with CSS netcode. I would really like Valve to answer this.

My knowledge of "interp buffer" is that it's default hardcoded in HLDS
to 0.1seconds to be sure that anything goes well before sending those
udp-packets to all clients. 0.1seconds was made to make sure that any
modem or ISDN-connection could cope.

The interp is not to be confused with client-side ex_interp that may
be tweaked to anything you like (e.g. you set it to 0.01 and you do
not use any local interpolatino buffer anymore). We all remember when
NIP (Ninjas In Pyamas) where bds, their manager, convinced The CPL to
use ex_interp 0.05, making a disaster for all teams that did not know
how ex_interp worked. If you view the old hltv-demos from CPL, you
will certainly see that some teams were aware that the setting was
incorrect and they aimed BEHIND enemies to hit them, making it an
unfair game, however this was never made a big case and CPL silently
changed back to the original ex_interp 0.1 setting that Valve had set.

During the time, Valve was very silent on any questions concerning
ex_interp, and I really felt that even Valve did not understand the
netcode, as CS was just made upon a licensed Quake2 engine, where
maybe only John Carmack at Id Software really understood how this
thing worked.

We run High-rate servers at www.broadparkgames.com (norway) and the
scripts enforce ex_interp 0.1, and all rates at max since most people
connect from the local ISP.

Well, now I'm here again asking.

1. Have there been any changes to ex_interp since the good old CPL
days where one had to keep aiming behind targets when you lowered it.
2. If not, is it possible to enforce another interp rate at
server-side? E.g. if I set it to 0.7 and also enforced ex_interp 0.7
at clients which should make it okay?


And at last,
please Valve do not give up any programming on CS yet. You really do
not want CS1.6 to die. You should keep selling CS1.6, and please
increase the price so cheaters gets it harder each day. $9,99 is just
stupid for a game more popular than any other shooter on the net.


- Clutch9
BroadPark Games Admin (7 CS1.6 servers, over 60 000 unique players
have visited and played more than 1 hour).

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