We will be addressing the range of network configuration variables so
servers can define the valid range they wish.

- Alfred

artiecs wrote:
> 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
> --
>
>
>
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