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

Reply via email to