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PostPosted: 21 Sep 2009, 19:29 
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Has no REAL life! (3017)
..remember to save your cfg and scripts.

:( :( :(

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PostPosted: 21 Sep 2009, 19:34 
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Has no REAL life! (3493)
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poor zebro
:55

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PostPosted: 21 Sep 2009, 19:40 
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:mrgreen: Heh heh heh.

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PostPosted: 21 Sep 2009, 20:00 
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Has no REAL life! (1829)
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Smells like epic fail :ugly:

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PostPosted: 21 Sep 2009, 20:10 
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Has no REAL life! (1120)
If by cfg and scripts you mean pron folder, then yes.

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PostPosted: 21 Sep 2009, 20:19 
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And that is why I have my steam folder on a different partition.


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PostPosted: 21 Sep 2009, 22:12 
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Auto graphics config and a few ticks in advanced multiplayer tab is all you need.

psh. script wankers.


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PostPosted: 21 Sep 2009, 22:21 
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Murk wrote:
Auto graphics config and a few ticks in advanced multiplayer tab is all you need.

psh. script wankers.
Not if your frame rate drops to 10 every time you see anyone, due to TF2s bollocks optimisation.

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PostPosted: 22 Sep 2009, 00:00 
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Murk wrote:
psh. script wankers.
I had custom configs for each class. Mouse sensitivity, crosshair and stuff like that. :(

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PostPosted: 22 Sep 2009, 01:17 
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Kinda hopeless, but improving (122)
Is there anything that can be done about the ridiculous hitboxes/reg? So many times I have run round a corner, and a heavy or other class has shot and killed me - which should not have been possible. I have shot and killed people with the scatter gun when I have not had my crosshair anywhere near them.


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PostPosted: 22 Sep 2009, 08:50 
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xrs wrote:
Is there anything that can be done about the ridiculous hitboxes/reg? So many times I have run round a corner, and a heavy or other class has shot and killed me - which should not have been possible. I have shot and killed people with the scatter gun when I have not had my crosshair anywhere near them.
Everything is perfectly valid - it just does not seem so to you :)

Okay, heres the basic networking crashcourse:

Theres the Specialattack SERVER with the players on it, theyre the CLIENTS. Whenever you do something in the game (running, shooting etc), you send data packets to the server which constantly updates the current situations. If you shoot, the packet it sent to the server that now calculates if there was an enemy at the place you shot at. If there was, the server sends damage to that player.

Now people dont have perfect internet connections and packets will be lost occasionally. The solution for this is interpolation. If there are packets missing, the server will go back in time and calculate how the outcome will be most likely. The main cvar of interpolation is "cl_interp". It determines how much time the server goes back in time to interpolate for missing packets (in seconds, eg. cl_interp 0.06 means the server goes back 60ms in time - default is 0.1). The higher this value is, the more accurate the interpolation is (because the server gets more packets to calculate with). So generally its good to have a high cl_interp.
However, what happens too if you have a high interp? The server needs more time to calculate (because he needs longer to start) - hence he also needs longer to show you whether you've hit or not (or if YOU have been hit or not).
Think of it like this: You're standing in front of an opponent and next to a wall, and he shoots at you while youre about to run behind the wall. If the enemy has a high interp, like the default 0.1, it takes the server 100ms to go back in time and start calculating, while he still shows you running behind the wall. If the result of the servers calculation now is that you've been hit and you're dead, you'll drop dead when you're behind the wall, however you were in a perfectly valid position when the enemy shot at you. Same when you shoot someone - you've hit him, but he drops 100ms later, which is why the shots look off.

A rule thumb is that if your internet connection is very good, a low interp is reasonable. You can go on a server and type "net_graph 3" in console and see what your choke is (choke = the amount of packets sent from the server to you server that are being lost). If your choke is high, you should use a higher interp or a lower cl_updaterate. Constant choke of 0-3 is not an issue and you an use a low interp and high updaterate.

Another rule of thumb is to set interp to 2 / your cl_updaterate (eg your cl_updaterate is 50 (you request 50 data packets per second), so your interp could be 2/50 = 0.04). YOu can vary this though, it doesnt hurt of you have a higher one - for example I use updaterate 66 (the maximum for TF2) and a cl_interp of 0.05 since my internet connection is not the best ;)

More info to the whole issue: http://developer.valvesoftware.com/wiki ... Networking
It's not very easy to understand, but once you got it, everything makes sense :P

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Last edited by [SpA]Relentless on 27 Sep 2009, 16:58, edited 1 time in total.

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PostPosted: 22 Sep 2009, 19:24 
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Kinda hopeless, but improving (122)
Cheers for the explanation, although I still don't really understand it. Computers are very clever. I have just checked my choke, and it fluctuates between 0 when theres not much going on, to about 20 ish when theres lots happening on screen. Is that a bit high, or is it ok?


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PostPosted: 22 Sep 2009, 20:26 
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Has no REAL life! (4162)
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Poor sebas... :cry:

Would be nice if Steam would save the cfgs, too. :18

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PostPosted: 22 Sep 2009, 20:30 
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Has no REAL life! (1715)
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Well every major cfg changes for me = sent email to my all-cfg mail account. I think even old cs 1.6 cfg's are still there ;]

You'll never get perfectly accurate hitboxes, unless youre playing on lan server. Lag compensation plus not that accurate hitboxes for certain weapons ( huntsman ftw ). But valve came long way with hitboxes and hit detection from old cs times to current games like cs:s, dod:s or tf2.
xrs http://developer.valvesoftware.com/wiki ... work_Graph about choke and other things displayed on net graph.


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PostPosted: 23 Sep 2009, 08:10 
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Has no REAL life! (1829)
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xrs wrote:
Cheers for the explanation, although I still don't really understand it. Computers are very clever. I have just checked my choke, and it fluctuates between 0 when theres not much going on, to about 20 ish when theres lots happening on screen. Is that a bit high, or is it ok?
20 choke is a bit high, but if it was on a SpecialAttack server it's usual tbh - I get similar choke on SpA servers yet almost constant 0 choke on other servers ;)
But it should be really playable.

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PostPosted: 23 Sep 2009, 20:13 
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[SpA]Relentless wrote:
xrs wrote:
Cheers for the explanation, although I still don't really understand it. Computers are very clever. I have just checked my choke, and it fluctuates between 0 when theres not much going on, to about 20 ish when theres lots happening on screen. Is that a bit high, or is it ok?
20 choke is a bit high, but if it was on a SpecialAttack server it's usual for me - I get similar choke on SpA servers yet almost constant 0 choke on other servers ;)
But it should be really playable.
:wink:

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PostPosted: 23 Sep 2009, 20:33 
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[SpA]Minimoose! wrote:
[SpA]Relentless wrote:

20 choke is a bit high, but if it was on a SpecialAttack server it's usual for me - I get similar choke on SpA servers yet almost constant 0 choke on other servers ;)
But it should be really playable.
:wink:
shoosh Mini

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PostPosted: 23 Sep 2009, 20:47 
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Choke is mostly caused by clients having their rates set to low. 30000 just doesn't cut it anymore these days. On high load its not uncommon for clients to receive up to 30KB/sec of data.


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PostPosted: 24 Sep 2009, 10:52 
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Has no REAL life! (1829)
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My rate is set to 60000 btw (That's the maximum the ETF2L config allows) - and afaik the maximum on SpA-servers is 50000? ;P

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PostPosted: 24 Sep 2009, 11:12 
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[SpA]Relentless wrote:
My rate is set to 60000 btw (That's the maximum the ETF2L config allows) - and afaik the maximum on SpA-servers is 50000? ;P
I think you have your updaterate value's set too high. But to be sure i've up'ed the max allowed rates on server 1 to;
sv_maxupdaterate 100
sv_maxrate 60000
net_splitpacketthingysetting 60000

Give serv 1 a try, see what it does for u.


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PostPosted: 24 Sep 2009, 11:31 
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Has no REAL life! (1829)
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I cannot play atm.

It's useless to raise the value of sv_maxupdaterate over 66 - it's the maximum for TF2-servers (same for cmdrate) ;)

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PostPosted: 24 Sep 2009, 11:35 
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[SpA]Relentless wrote:
I cannot play atm.

It's useless to raise the value of sv_maxupdaterate over 66 - it's the maximum for TF2-servers (same for cmdrate) ;)
Ye i know that but i thought u would complain about it and i cba to explain it, but apperantly you knew heheheh :mrgreen:


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PostPosted: 24 Sep 2009, 11:50 
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Has no REAL life! (1829)
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:mrgreen:

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PostPosted: 24 Sep 2009, 18:47 
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Kinda hopeless, but improving (122)
Should I be changing my default settings? Theses cmd rate wotsits?


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PostPosted: 24 Sep 2009, 19:53 
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xrs wrote:
Should I be changing my default settings? Theses cmd rate wotsits?
It's prolly not really necessary but it doesnt hurt really either. There are only 3 settings that you have to adjust though:

rate (default is 20000 I think or even less) - max 60000 (on SpA)
cl_cmdrate (default 30, max 66)
cl_updaterate (default 20, max 66)

A few things about these cvars:

rate determines how many bandwidth of your internet you want to make available to TF2 in bytes. Unless your connection is really crappy, it's usually best to set this as high as possible.
cl_cmdrate determines how many packets per second you send to the server. You can also set this as high as possible (66). However, you should remember one thing: If your computer is really crappy and youre playing with low fps, you cannot set this high, because 1 frame = 1 packet and you cant send more packets to the server than you actually create, do you? :P
cl_updaterate determines how many packets per second you request from the server. You can set this to 66 and it will stay there even with low fps. If you start choking more when increasing this, turn it down again.

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PostPosted: 25 Sep 2009, 00:41 
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Has no REAL life! (3017)
Hey guys, sebas here, has anyone seen my topic?

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PostPosted: 25 Sep 2009, 09:40 
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Has no REAL life! (4162)
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sebwho? :shock:

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PostPosted: 25 Sep 2009, 09:54 
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[SpA]sebas wrote:
Hey guys, sebas here, has anyone seen my topic?
which topic?

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PostPosted: 25 Sep 2009, 11:19 
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Thanks for the reminder, reinstalling me PC today with new harddrives :)

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PostPosted: 25 Sep 2009, 11:32 
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[SpA]sebas wrote:
Hey guys, sebas here, has anyone seen my topic?
Who the fuck are you?

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