unlock maxpackets - timenudge - maxfps
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5 Jan 2010, 00:25
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Journals
gettin sick of this shit
u can't change anything nowadays.
[center]UNLOCK MAXPACKETS
now i also found a pic of a cheattool which allowes our beloved cheaters to get advantages we can't even recognize.
the only way to have equal chances ingame is to unlock these terms!
do it or i'll get angry
u can't change anything nowadays.
[center]UNLOCK MAXPACKETS
UNLOCK TIMENUDGE
UNLOCK MAXFPS
HELP ME SUPPORTING TO START THE PETITION
UNLOCK M-T-M![/center]
now i also found a pic of a cheattool which allowes our beloved cheaters to get advantages we can't even recognize.
the only way to have equal chances ingame is to unlock these terms!
do it or i'll get angry
i understand what you're saying about it being unfair to limit cvars which cheaters can still take advantage of but in this case, i doubt that you know as much about the netcode of the game as you think
but having timenudge -20 or timenudge 0 is a huge advantage
what do you think it does
i'm not convinced that the difference of 50ms (the actual delay between receipt and update of the data at 20 snaps) is even noticeable to a human though [visual reaction time is >150ms] at that level its only going to be useful if you have a bot that aims at pixels :z
it has nothing to do with reaction. when u'r infight, the enemy is strafing from the left to the right and actually your crosshair IS on his body, u hit more with negative timenudge.
there's really no need to get defensive about this it's just a conversation
but ok, your enemy's animation on your screen is based on comparing two packets (lets call them packet 1 and packet 2)
the server is sending a constant stream of packets to you at the rate set by sv_fps
--so always 20 per second with current global config, or one every 50ms
the packet (p1) may take some time to reach you (based on your ping) so working with the figure of a constant 50ms ping, by the time the packet (p1) reaches you its at least 50ms old, but because you are only getting 20 packets / second there is a 50 ms delay between the server sending a new packet (p2) which means it can be up to ~99ms old data that your client is working with in terms of the server's point of view
<so at 50 ping p1 is effectively the most up to date info your client has for any ~100ms>
without timenudge: when packet 2 comes in, your client takes the data of p1 and p2 and averages out the change in enemy position to create the path of his movement on your screen
((the enemys position is only accurate on your screen for 2ms between p1+p2))
timenudge causes the renderer to roll with the data received in packet 1 for longer and try to predict the movement until p2 is processed rather than waiting and interpolating the two, so although you are seeing 'ahead' of the time the data is received it is only a guess and may be correct or incorrect, so if the opponent somehow moved twice as fast in the opposite direction (sprint strafing?) you would see him 'warp' there when p2 comes into play on your renderer
((the enemys position is accurate on your screen for for ~1-2ms between p1+p2))
having 1/2ms to aim at an enemy is fucking ridiculous!
luckily there are some factors that negate this:
for a start there is g_speed which limits how fast the enemy can move, the slower he is moving the closer his hitboxes on the server will be relative to whats on your screen
(think how easy it is to headshot a guy who is afk in warmup - his position isnt changing at all so your client is showing his position exactly the same as it is on the server)
then there are hitboxes, you dont have to aim at one pixel only and hitboxes cut you some slack to be behind/ahead slightly (this is kinda interesting because people started noticing they were too big in etmain as home net connections got faster and the etpro(osp?) antilag was updated)
better hardware, gives more fps, which is also useful although not really related timenudge other than over all the benefits of improved performance
then there's the random factor:
weapon spread, some of the time spread will help you out by putting a bullet in an opponent when you aren't exactly aiming AT him
conversely though, it fucks you if you were aiming perfect at him so spread control is important in et similar to css
so with the combination of sv_fps 20 and weapon spread you can't definitely say YES/NO this is all due to net settings at any point :<
but yeah in theory i agree that there should be a level playing field and so limiting clean players where a cheater wouldn't be limited is BAD, but with timenudge it's really a preference thing as it doesn't affect how the opponent see's you it shouldn't bother you
so i think we agree about timenudge although i would prefer to see the sv_fps raised instead - actually dropping the 6th player and going 5o5 could be good here as it effectively frees up 16% of the network load on a server but thats something for another time? :D
this is what i'm talking about.
my english divergades from my motherlanguage ;)
i agree with raising sv_fps, that would help everyone. maybe sv_fps 25 and snaps 25 ?
definitely needs a bit of directed testing but i reckon that the starting point of 40 should be totally viable, not sure if you would have to change the windows / kernal tick rate at that level (you have to for a higher cs tickrate)
do you know how big packets are? because then we go could do some sums
i guess it will scale with the # clients more than anything
still, i think theyre pretty small maybe play with wireshark or something if theres no clear way to work it out
still working on blackjack shit atm -_-
<normal network stuff>
<server info like id>
<timing>
<some form of dataprotection incase of bit or packetloss>
<the data per-client>
...
..
but you'd have to measure the size of packets sent and recieved over a lot of matches
download link?
Unlock simpleitems instead.
unlocking simpleitems will change very much lol...
its not that simple. sometimes people with 40 max packets had actually better hitboxes than guys who had 100 max packets. Hitboxes can not be fixed to the perfect by any means. I guess you knew that much already
cl_maxpackets 41
win
no,seriously, 76 as lowes value for packets would be fine, and I would like them to unlock snaps :S
UNLOCK TIMENUDGE
UNLOCK MAXFPS"
Auf einigen Publicservern gibts das noch und FPS kann man doch immernoch verstellen, hm? Mehr als 125 bringen dir sowieso nichts. Ich für meinen Teil vermisse die Zeit in der Leute alles auf Rate und Maxpackets geschoben haben irgendwie garnicht.
125fps oder 250fps .. probier's mal, du wirst n unterschied bemerken.
was soll ich dort
everyone should be forced to have the same imo atleast that way its fair unless u have a really really shit pc or inet...
read my long comment though
what about increasing sv_fps ?
1000 / 20 = 50 so thats one packet per client each 50ms
so on top of ping there is a delay in how often the server is sending data to everyone
if you increase sv_fps to 40
1000 / 40 = 25 so thats one packet per client each 25ms
so everyone is getting data from the server more often, and what you see relies less on prediction
something like this with each dot being an update received by the client
e: oh the downsides are that it puts more load on the game server
and the client too but its at narrowband levels atm :z
20 * 12 = 240 packets / second
40 * 10 = 400 packets / second
so its just under doubling the amount of packets sent but as there are 2 less clients there is slightly less data in each one
can do some number crunching if you like but would want to check it with someone smart!