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). _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
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