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But I cannot see what the technical problem (other than maybe it might be
computationally intensive for the server) would be to automate the clients
various rate settings, to best suit the clients connection and the servers
settings.
On 7/25/05,
I am interested to hear opinions over the viability of client rate
regulation at the server side by means of server regulated client view
extrapolation. Would this be a better solution?, or does it simply
produce too much regulation on the low rate client?
On 7/25/05, Whisper <[EMAIL PROTECTED]> w
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Hey I agree with you James.
My stupidity allowed me to get sucked in to Claytons baiting tactics.
On 7/25/05, James Tucker <[EMAIL PROTECTED]> wrote:
>
> [rant]
> My god, two days after a message - how pathetic.
>
> Yes, client interpolation DO
[rant]
My god, two days after a message - how pathetic.
Yes, client interpolation DOES have to do with netcode, and here is
the REASON that neither of you seem to have the decency to produce for
each other.
[/rant]
Interpolation does several things which effect netcode, these will be
summarised h
You both have each others email addresses, why not leave the rest of
us out of this one?
On 7/25/05, Clayton Macleod <[EMAIL PROTECTED]> wrote:
> once again you fail to understand what's going on.
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once again you fail to understand what's going on. I'm not disputing
what you're saying about client view interpolation. I'm trying to
point out to you that this only affects communication between *you*
and the server. The communication between *me* and the server isn't
affected by *you* one iota.
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Clayton you are once again being your usual arguing for the sake of it
fucktard self
You said quite specifically:
> I thought cl_interp only affects that client's view, and not anything to
> do with actual network communication, no?
>
Once agai
I've read and understood it. You, obviously, have done one of those.
Your client is not my client. Read that last sentence about 100 times.
On 7/24/05, Whisper <[EMAIL PROTECTED]> wrote:
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> Look, it is quite clear that you haven't even bothere
Can two take this pissing contest somewhere else please, it got old
about 6 posts ago.
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Look, it is quite clear that you haven't even bothered to look at the
dicument let alone read the section I specifically quoted
What part of *"command execution"* don't understand?
On 7/25/05, Clayton Macleod <[EMAIL PROTECTED]> wrote:
>
> doub
doubt all you like, the document clearly spells out what cl_interp
is/does. It's got to do with you and your view of the server's data.
Your view of the server data has nothing to do with my view of the
server data. You can alter *your* 'delay' all you like, it doesn't
affect me, as I have my own s
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Some how I doubt you have even bother to read it
On 7/25/05, Clayton Macleod <[EMAIL PROTECTED]> wrote:
>
> I understand it just fine, I'm not the one stating something and then
> pointing to a document that doesn't come close to stating the sam
I understand it just fine, I'm not the one stating something and then
pointing to a document that doesn't come close to stating the same
thing as proof...
On 7/24/05, Whisper <[EMAIL PROTECTED]> wrote:
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> I think you clearly misunderstand the
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I think you clearly misunderstand the document I refer to
On 7/25/05, Clayton Macleod <[EMAIL PROTECTED]> wrote:
>
> then you clearly misunderstand the document you referred to.
>
> On 7/24/05, Whisper <[EMAIL PROTECTED]> wrote:
> > --
> > [ Pick
then you clearly misunderstand the document you referred to.
On 7/24/05, Whisper <[EMAIL PROTECTED]> wrote:
> --
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> It is patently clear that *cl_interp* *IS* critical to network
> communications, and is used by the server to decide how the in gam
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You said:
> I thought cl_interp only affects that client's view, *and not anything
> to do with actual network communication*, no?
>
It is patently clear that *cl_interp* *IS* critical to network
communications, and is used by the server to deci
again, that won't affect me and my view of the world if you have
changed your value. It will change how things behave for your view of
the world and your commands sent to the server. It won't affect the
communication between me and the server at all. It only makes your
view worse, doesn't change an
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If I read this correctly
http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
cl_interp is a key component to whether you hit something or not according
to the server!
http://developer.valvesoftware.com/wiki/Source_Multiplayer_N
I thought cl_interp only affects that client's view, and not anything
to do with actual network communication, no? Why would it affect
anything on my side if you changed cl_interp on your machine?
On 7/23/05, James Tucker <[EMAIL PROTECTED]> wrote:
> I disagree however, the fact that people are tu
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cool
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iginal Message
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of K2 Sent:
> > Thursday, July 21, 2005 11:39 AM To: hlds@list.valvesoftware.com
> > Subject: RE: [hlds] rate toggle
> >
> > > I've been getting my fair share of cl_cmdra
Thanks guys, we will check it out.
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Whisper Sent:
Thursday, July 21, 2005 12:02 PM To: hlds@list.valvesoftware.com
Subject: Re: [hlds] rate toggle
> --
> [ Picked text/plain from mul
As I know, in CS 1.6 clients are not able to set cl_cmdrate and
cl_updaterate
lower than 10. It is forced back to 11 or higher.
This restriction must also be included in CS:S and bug is gone.
All server settings are not needed to be discussed for this problem.
Just my 2 cents,
Sir D.
ll work it out
:P
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Suck.
Sent: 21 July 2005 22:46
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] rate toggle
This is the best that I can explain it. I'm sure you're aware of much of
this Alfred,
pdaterate,
but they don't work, as well as cvars to set max and min rate, although I'm
not sure of the efficacy of these. There are no such cvars addressing
cl_cmdrate.
-Grant.
-Original Message-
From: [EMAIL PROTECTED] On Behalf Of Alfred Reynolds
Sent: Thursday, July
tes
(808) 572-1745
http://www.mai-hawaii.com/
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of James Grimstead
Sent: Thursday, July 21, 2005 10:49 AM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] rate toggle
Cant do that, people on isdn and 56k w
be
done for HL1 too?
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Rick Payton
Sent: 21 July 2005 21:38
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] rate toggle
Why not just lock the client to match the servers tickrate? Are these
variables that
http://www.mai-hawaii.com/
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of James Grimstead
Sent: Thursday, July 21, 2005 8:53 AM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] rate toggle
The problem is, people are exploiting the game by setting lower rates.
T
EMAIL PROTECTED] On Behalf Of Marco Hombach
Sent: Thursday, July 21, 2005 9:12 AM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] rate toggle
Hi!
only a restriction is needed, that clients
are not allowed to set their cl_updaterate and cl_cmdrate lower
than 10 or 20.
Like in CS 1.6
Cu,
/2005 8:22 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] rate toggle
I get 'em every day with the 5 pings. I use Mani and just toggle
cmdrate back to 30. I don't know about stopping people from EVER
toggling, doubt you can do that.
Since you brought up rates, I have been
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I think there should be 3 minimum settings (rate, cmdrate, updateratre) that
are set server side that is enforceable on the client as well as something
that makes it not possible for somebody to continously change their rates,
i.e. Only when they
Hi!
only a restriction is needed, that clients
are not allowed to set their cl_updaterate and cl_cmdrate lower
than 10 or 20.
Like in CS 1.6
Cu,
Sir D.
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L PROTECTED]
> [mailto:[EMAIL PROTECTED] Behalf Of Alfred Reynolds
> Sent: 21 July 2005 19:46
> To: hlds@list.valvesoftware.com
> Subject: RE: [hlds] rate toggle
>
>
> Could I have a synopsis of the problems you are seeing please.
>
> - Alfred
>
> Original Message-
ase.
>
> - Alfred
>
> Original Message
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of K2 Sent:
> Thursday, July 21, 2005 11:39 AM To: hlds@list.valvesoftware.com
> Subject: RE: [hlds] rate toggle
>
> > I've been getting my fair share of cl_cmdr
PROTECTED] Behalf Of Alfred Reynolds
Sent: 21 July 2005 19:46
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] rate toggle
Could I have a synopsis of the problems you are seeing please.
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of K2 Sent
Could I have a synopsis of the problems you are seeing please.
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of K2 Sent:
Thursday, July 21, 2005 11:39 AM To: hlds@list.valvesoftware.com
Subject: RE: [hlds] rate toggle
> I've been getting
d, can Valve lock down or set a min/max range on some of
these settings we're discussing here?
- K2
http://www.hardfought.org
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Chris K
Sent: Thursday, July 21, 2005 8:22 AM
To: hlds@list.valvesoftwar
I get 'em every day with the 5 pings. I use Mani and just toggle
cmdrate back to 30. I don't know about stopping people from EVER
toggling, doubt you can do that.
Since you brought up rates, I have been wanting to ask. Does
"cl_cmdrate 0" on a client really impact server performance? I would
love
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