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