Since May 14th I really have had no major problems with the hitboxes.
I had to revise my client netcode, with cl_rate removed, it seemed
locally, (and replicatable on some different machines with different
spec's and ISP's) that  cl_cmdrate of no higher than 60 was
appropriate. cl_lagcomp_errorcheck emperically still seems to be a
good thing to turn on (when smooth is off), and cl_smooth is still
causing nasty stutter in every configuration I have tried to get it
smooth. cl_updaterate doesn't ever seem to create choke unless you are
running out of processor time or bandwidth.

It is my recommendation that people try different values (for many of
you this acutally means higher values for rate (as 25k is not the
(documented) max, just some fool seemed to post that on all major CS
sites under the source section) and lower values for cmdrate.

The netcode section of my client config currently looks like this:
rate 204800;
cl_rate 15360;
cl_updaterate 100;
cl_cmdrate 60;
cl_lagcomp_errorcheck 1;
cl_smooth 0;
cl_interp 0.05;
exec exclude/rcon.cfg

N.B. I am on a lower end machine with which the FPS will range from
19-37-85 (low mid high) averaging at around 50 over extended periods
of time. My client internet connection during stress testing could
handle a rough maximum of around 200 TCP packets per second
unfragmented and un choked and around 250 UDP packets per second.
these tests were simply random data carriers to high speed servers and
don't have any direct correlation to source packets, but there are
applications to test this. If you don't trust your ISP, I'd recommend
starting there.

On 5/28/05, Richard Fennell <[EMAIL PROTECTED]> wrote:
> My key gameplay issues with source.
>
> 1. Hitboxes or bullet reg needs modifying to make body shots easier and
> headshots harder.

I don't see a problem with the sizes of the head hitbox, it's really
not that far off the model, especially as it would not even make up
more than a couple of pixels at 1024 on the large levels at distance.

> 2. Reg from the rear seems well out and it is very difficult to shoot
> players who have there backs to you.

As the charecter position generally makes the head hard to hit from
behind, I might see that it's more difficult to make a quick kill, but
the concept of bullet registration should have nothing to do with the
orientation of a model. We're talking about packets of information
that are lost, ignored or mis-interpreted if you get bad bullet
registration.

REMINDER: Bad bullet registration is the phenomenon of bullets passing
through a hitbox (often creating a client "hit" animation (blood
spray)) but never "registering" on the server. Typically this can
happen in a lagcompensation scenario, and is sometimes simply a
product of design. Continual inconsistencies are not caused by a
failing of the processes being used, but by their configuration or
running scenario - THIS IS A CLIENT PROBLEM.

> 3. Accuracy when running needs to be toned down to encourage a more
> tactical game.

The AK is already extremely poor whilst moving, and arguably, I can
shoot better than the charecter that I play with so I'd rather this
suggestion was ignored.

> 4. Footsteps need to be slightly lowder. Currently players are almost
> in-audible when running. Encourage walking, "Stealth" (Major gameplay issue)

I too have this problem, until I put on a pair of surround headphones,
then the issue is soon blown away.

> 5. The awp is awesome weapon in source but i think this is largly down
> to the poor performance of AK / Colt body shots and spraying.

What?
the awp has an appropriate firing rate for it's capability. the AK47
is lethal at range with a skilled player, often assisted by a smaller
than normal crosshair (the crosshair being my single biggest gameplay
gripe at present).

> 6. Air Control and zippier movement is required (very slightly). slighly
> more acceleration maybe and better jumping. Feel like im dragging a ball
> and chain around with me when playing.

Well, for one have you tried adjusting these physics cvars yourself?
I can't run in the air, I don't see that I should need more than we
have, as I can still get onto the edges of boxes. Watch a trickjump
video and learn it. Try moving with lighter guns, it feels much more
fluid.

Remember in quake 1 you pulled massive G forces moving forward, that
would not be appropriate for CS.

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