Fatty May 13, 2005 Share Fatty GC Founder May 13, 2005 We have released an update to Counter-Strike: Source and the Sourceengine. Run the hldsupdatetool to get this update. This update adds two new maps to the Counter-Strike: Source stable, an old classic de_inferno and new one called de_port. It also fixes a couple bugs in the lag compensation code (i.e hitboxes). Full details can be read here: http://www.steampowered.com/index.php?area=news&id=416 - Alfred I will get the servers updated as soon as possible! Link to comment Share on other sites More sharing options...
whudats May 13, 2005 Share whudats Member May 13, 2005 Cool... Link to comment Share on other sites More sharing options...
ich bin ein berliner May 13, 2005 Share ich bin ein berliner Member May 13, 2005 argh! the slow updating process from my campus begins =( Link to comment Share on other sites More sharing options...
bear^ May 13, 2005 Share bear^ Member May 13, 2005 ooo, when u update it can u put it on port, i wanna try it!!! ty fet-man! Link to comment Share on other sites More sharing options...
MrDuke May 13, 2005 Share MrDuke Member May 13, 2005 argh! the slow updating process from my campus begins =( <{POST_SNAPBACK}> LOL! Didn't you have to wait like 3 days for your last updates to finish? Link to comment Share on other sites More sharing options...
Guest zerodamage May 13, 2005 Share Guest zerodamage Guests May 13, 2005 Why fix hitboxes now? After a couple of months, I've figured it out and have been playing great last couple of days. Link to comment Share on other sites More sharing options...
simkiller May 13, 2005 Share simkiller Member May 13, 2005 Why fix hitboxes now? After a couple of months, I've figured it out and have been playing great last couple of days. <{POST_SNAPBACK}> Are you saying valve changed hitboxes on this update? I didn't read that they were on the update list...Maybe I missed it? Link to comment Share on other sites More sharing options...
simkiller May 13, 2005 Share simkiller Member May 13, 2005 (edited) Ah, you're refering to fatty's post. Fatty, do you know if this will affect how my cl_interp and cl_interpolate settings are at? Edited May 13, 2005 by simkiller Link to comment Share on other sites More sharing options...
Fatty May 13, 2005 Author Share Fatty GC Founder May 13, 2005 Those words aren't even in my dictionary. All our servers should be updated. Who knows what works, but we do know that status reporting progs like hlsw and uglygs, etc, DO NOT work. Who knows if any admin or reserves work. Link to comment Share on other sites More sharing options...
Brillow_Head May 13, 2005 Share Brillow_Head Member May 13, 2005 Sim, if you've read any faq's on hitboxes then you would have read that the hitboxes dont line up with the player model while moving. Think they are refering to a possible fix to that issue. Link to comment Share on other sites More sharing options...
simkiller May 13, 2005 Share simkiller Member May 13, 2005 Both of those settings help in kind of the same fashion Brillow. So I was just wondering if anyonw knew if the change valve made was going to effect these settings. Link to comment Share on other sites More sharing options...
ZesteR May 16, 2005 Share ZesteR Member May 16, 2005 What's the word on wood being transparent or something? Link to comment Share on other sites More sharing options...
Brillow_Head May 16, 2005 Share Brillow_Head Member May 16, 2005 well if the hitboxes do indeed line up with the models then you can leave your interpolate at 1, dont know about your interp tho, playing around with it might help. Link to comment Share on other sites More sharing options...
Sid May 16, 2005 Share Sid Member May 16, 2005 (edited) guys, as long as you have cl_interpolate 1 on, the hitboxes will never line up with the models. If you type just cl_interp in console it will tell you what this command does. It says something to the effect "Interpolate models this maying seconds in the past." so you see, the very nature of interp will not allow for the models and hitboxes to line up. The only way to get them to line up is to use cl_interpolate 0, this turns off any cl_interp setting you have. It will be ALOT choppier because there will be no lag competsation but your hitboxes will be right on. If you want to test your cl_interp / cl_interpolate setting and see what will work best for you, simply start a client server. Put in one bot with only knives. and type the following commands: sv_cheats 1 and sv_showhitboxes 2. you will see a bunch of different colored polygons on or around the enemy model, depending on your interp settings. Those are the hitboxes. Proceed from there. When I did this test for myself I even tried doing cl_interp 0 and with cl_interpolate 1 on thinking that since my interp was 0 seconds in the past so keeping interpolate on would be ok and still line up the models. Not the case, hitboxes still showed up in front of model. must be the lag compensation or something. anyway hope that helps you guys. Edited May 16, 2005 by Sid Link to comment Share on other sites More sharing options...
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