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Vega

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Posts posted by Vega

  1. Just wondering if anything with the server changed like over the last month. My ping is higher and the server is only allowing a max cmdrate of 63. 63 isn't divisable by anything useful. Is it also no longer 100 tick (feels different)?

  2. Hmm, thats strange. One of the whole points of the command is that the client knows that the server is forcing sv_pure and everyone on the same playing field.

  3. It will be interesting to see how many players lose some "skill" without thier orange player models etc... I hope you guys are setting everything to lock down in the whitelist or use sv_pure 2.

  4. Although cl_interp has been left in on console, it is now inactive and should have been removed, alfred from valve has mentioned on this.

     

    Also the interp calculations have been gone over many many time and depending on you interp ratio, and your updaterate, below are the value of cl_interp you can achieve.

    Its much better than the old system, with the max cl_interp with default rates coming out at 0.067, and as soon as we go past updaterate of 60, the communitys lowest agreeable, we hit a highest possible interp of 0.03

     

    cl_interp_ratio simply causes the interpolation delay to be calculated off the clients cl_updaterate (The amount of updates the clients receive per second. This will not exceed the servers sv_maxupdaterate or servers tickrate, which ever is the smaller)

     

    The outcome for this is as follows:

     

    cl_interp_ratio 1.0 cl_updaterate 30 interpolation = 0.033

    cl_interp_ratio 1.0 cl_updaterate 35 interpolation = 0.029

    cl_interp_ratio 1.0 cl_updaterate 40 interpolation = 0.025

    cl_interp_ratio 1.0 cl_updaterate 50 interpolation = 0.020

    cl_interp_ratio 1.0 cl_updaterate 60 interpolation = 0.017

    cl_interp_ratio 1.0 cl_updaterate 66 interpolation = 0.015

    cl_interp_ratio 1.0 cl_updaterate 75 interpolation = 0.013

    cl_interp_ratio 1.0 cl_updaterate 80 interpolation = 0.013

    cl_interp_ratio 1.0 cl_updaterate 100 interpolation = 0.010

     

     

    cl_interp_ratio 1.5 cl_updaterate 30 interpolation = 0.050

    cl_interp_ratio 1.5 cl_updaterate 35 interpolation = 0.043

    cl_interp_ratio 1.5 cl_updaterate 40 interpolation = 0.038

    cl_interp_ratio 1.5 cl_updaterate 50 interpolation = 0.030

    cl_interp_ratio 1.5 cl_updaterate 60 interpolation = 0.025

    cl_interp_ratio 1.5 cl_updaterate 66 interpolation = 0.023

    cl_interp_ratio 1.5 cl_updaterate 75 interpolation = 0.020

    cl_interp_ratio 1.5 cl_updaterate 80 interpolation = 0.019

    cl_interp_ratio 1.5 cl_updaterate 100 interpolation = 0.015

     

     

    cl_interp_ratio 2.0 cl_updaterate 30 interpolation = 0.067

    cl_interp_ratio 2.0 cl_updaterate 35 interpolation = 0.057

    cl_interp_ratio 2.0 cl_updaterate 40 interpolation = 0.050

    cl_interp_ratio 2.0 cl_updaterate 50 interpolation = 0.040

    cl_interp_ratio 2.0 cl_updaterate 60 interpolation = 0.033

    cl_interp_ratio 2.0 cl_updaterate 66 interpolation = 0.030

    cl_interp_ratio 2.0 cl_updaterate 75 interpolation = 0.027

    cl_interp_ratio 2.0 cl_updaterate 80 interpolation = 0.025

    cl_interp_ratio 2.0 cl_updaterate 100 interpolation = 0.020

     

     

    Clients can have higher cl_interp_ratio values to accomodate for packetloss & choke.

     

    There are 2 server side variables that limit how large a clients cl_interp_ratio can be, these are:

     

    "sv_client_min_interp_ratio" = "1" replicated - This can be used to limit the value of cl_interp_ratio for connected clients (only while they are connected). -1 = let clients set cl_interp_ratio to anything any other value = set minimum value for cl_interp_ratio

     

    "sv_client_max_interp_ratio" = "2" replicated - This can be used to limit the value of cl_interp_ratio for connected clients (only while they are connected). If sv_client_min_interp_ratio is -1, then this cvar has no effect.

     

     

    The bottom line is this: interp is calculated off your updaterate. Change your updaterate and your interp will change, it is as simple as that!

  5. umm vega, irl you spray.. you get the kill.. so i hope you do in CS as well..

     

    anyways, good video, great deagle skills. reminds me a lot of Ich's deagling.

     

    With real weapons, ya if your five feet in front of someone and hold down the trigger you will definitely kill someone. At 50+ yards, not so much. In the military I fire an M4 all the time. I have also fired 47's and many other weapons. Two to three round burst's is all you want to do if your not close quarters. Why do you think the current M4/M16 has a three round burst mode and not unlimited? It's because in Vietnam people would literally spray and pray, waste their ammo and accomplish nothing. The statistics of the AK47 in real combat use in countries where they are untrained and spray is laughable. Somewhere along the lines of 80 rounds fired per every intended hit. Thats almost three clips! The rest of the bullets usually hit civilians etc..

     

    Definitely a good player, although it is hard to take the shots of the movie in context. Is that all LAN play? Most of the quality of the opponents seem rather low. Where those shots taken out of 20 hours of gameplay or 2? Makes a big difference when just picking out the "highlights" to see how often someone gets good shots. Almost all of his ak/m4 firings looks like he is nub spraying at quite far distances yet he hits them. One of Sources greatest failings imo.

     

    They were all taken from cevo-m or above scrims and matches. There are a few clips against EFG and verge...dont know if you heard of them but at the time of the clips they were the top two North American teams. He isnt a nub spraying, he has amazing spray control. Watch how he moves his crosshair. He isnt cevo-p for nothing, you could learn a thing or two about how to play from him.

     

     

    Tookey what team does he play on? I would like to download a couple demo's of him. Something a little clearer then that .avi. Yes, I know of EFG and Verge. When I played tournamets in Germany a few years back we would keep tabs on the American teams. Found this on gotfrag.com:

     

    CS:S

    season 1 - Neuroflux

    season 2 - Confederacy/Onlinewave

    season 3 - simulationONE (Won cal-main ATL)

    season 4 - Justagame

    season 5 - Justagame (went inactive mid season)

    season 6 - Revived/Eximius CAL-O cent runner ups

    - 4th @ dc-lan

    season 7 - Eximius

  6. Definitely a good player, although it is hard to take the shots of the movie in context. Is that all LAN play? Most of the quality of the opponents seem rather low. Where those shots taken out of 20 hours of gameplay or 2? Makes a big difference when just picking out the "highlights" to see how often someone gets good shots. Almost all of his ak/m4 firings looks like he is nub spraying at quite far distances yet he hits them. One of Sources greatest failings imo.

  7. The way Valve has it set now is much better then before. cl_interp_ratio is your friend. Ragardless, tweaking settings shouldn't give you a big edge over other people which is the way things are going thankfully.

  8. As someone new to the server, I enjoy the full prime time map rotation thoroughly and I would not vote any of them off. Hardly any servers are 100 tick, ff, good players, good location AND have a diverse map rotation. I guess my only quip would be the total player limit. It would be cool to fit another ten people on but I know you would need to upgrade the server and you don't want to affect the well running 100tick it's at now.

     

    -Vega English

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