athairus
Account Details
SteamID64 76561197996926108
SteamID3 [U:1:36660380]
SteamID32 STEAM_0:0:18330190
Country United States
Signed Up May 25, 2015
Last Posted October 29, 2015 at 5:07 PM
Posts 49 (0 per day)
Game Settings
In-game Sensitivity 3
Windows Sensitivity 6
Raw Input 1
DPI
1000
Resolution
1920x1200
Refresh Rate
60
Hardware Peripherals
Mouse Logitech G502
Keyboard Microsoft Sidewinder x4
Mousepad XTrac Pads Ripper XL
Headphones Sennheiser HD555
Monitor Dell u2410 (Game mode)
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#32 A way-too-detailed networking config in Customization

wareya, could you explain what you meant about other scouts with high jitter causing extrapolation on your client? Are you implying that the server does no interpolation on its part when the laggy scouts fail to send data to the server regularly?

posted about 8 years ago
#30 A way-too-detailed networking config in Customization
wareyano just raise cl_interp since esea can't cap that (my net config at https://dl.dropboxusercontent.com/u/1811521/interp.html has cl_interp for each ratio)

monitor doesn't matter as long as your interp is high enough to not cause constant extrapolation, tf2 doesn't run at 60 ticks anyway and even if it did a 60hz is probably 59.94 instead.

Minor point, but trust me on this, it's not 59.94 either. It can be anywhere between 59 and a little above 60, depending on the pixel clock and timing parameters.

posted about 8 years ago
#26 A way-too-detailed networking config in Customization
wonderland---snip---

1. Sure, why not? It doesn't really matter

2. That sv defines the maximum lerp clients can use. 2 * 15ms = 30ms max lerp with that setting, regardless of how it's set (cl_interp vs cl_interp_ratio)

3. Units, bro. Units. 2 seconds * 66 ticks/s gives 132 ticks, which means nothing in this context. The second one is the one I'm talking about.

posted about 8 years ago
#22 A way-too-detailed networking config in Customization
wonderlandfor your cfg

rate 100000 is overkill already
rate "500000" = equivalent of fucking dead corpse

I could set it to INT_MAX to make you feel better :)

wonderland
cl_smoothtime 0.01667 // 16.67ms (1/60sec, set to 1/[fps of monitor])
broscience (so is fps_max = monitor*2+1 btw.) (and who uses 60hz?), just use 0.01 if you're using cl_smooth 1.

I do, because I don't have a few hundred at the moment to throw around for a new monitor.

And don't broscience me :)
How can you even tell if there's any difference between a sub-frame to interpolate and one whole frame? Assuming that the game is vsynced, just for argument's sake.

wonderlandsv_client_max_interp_ratio 2 = unecessary and pointless when they can just set a giant cl_interp number.

This clamps what the client sets. It'll mean that the client can set whatever high number they want, but lerp will be upper-bounded to 2 * cl_updaterate

posted about 8 years ago
#53 [SM] Airshot trainer in Projects

smlib isn't needed? I'll remove that, pronto. Thanks for the report turtsmcgurts.

posted about 8 years ago
#20 A way-too-detailed networking config in Customization

Thanks for chiming in, everyone and wareya especially.

wareya>cl_cmdrate 100

No, set this to the same value as cl_updaterate in all situations (except for choked settings e.g. cl_updaterate 20)

Since this just defines the max rate, what's the harm of overkill? The server will clamp it, won't it?

Oh, and this is something the wiki did NOT cover: choke. Choke occurs when the server cannot send data quickly enough to clients, right? I suppose that may imply the server can't receive data quickly enough from clients, either. Even in a choke situation, shouldn't your client be sending as many updates as the server can receive and consume? Or is consistency rate-wise more important?

wareya
>// Reset these to defaults (1, 0.1) if you don't like how the game acts when you rocketjump or get knocked around

:)

Okay, okay, I copy-pasted that one :)

wareya
>cl_interp_ratio 1

Enjoy your bad hitreg against scouts on connections with high jitter.

It should be cl_interp_ratio 1.1 at a minimum unless you're going out of your way to shave off milliseconds of imperceptible animation latency reduction.

Just to be clear, we're talking about the other players' connections, right? You're implying the server doesn't interpolate or extrapolate the other players' positions, right?

wareya>extrapolate commands

Afaik these are locked behind sv_cheats. Did they change that? Remove them from the config if they're still.

Good catch, I'll remove that.

wareya>I'd suggest adding a comment about the cl_lagcompensation to disable this when in a LAN environment.
http://i.imgur.com/d8w4POp.png
the freaking cfg file linked to in OP// pretty much mandatory unless you like leading your shots...wareyaPacket loss is a scapegoat, and VDW is guilty of giving people just enough information to feel like they full understand very complicated topics. Jitter is the biggest reason that above-1 interp ratio is necessary (for hitscan). I've had long indepth arguments here about this already and I really don't want to do this for the third or such time. Tl;dr: jitter breaks the interp window and makes extrapolation kick in which makes animations happen in the wrong place.

You only have milliseconds to lose in return for accurately replicating animations. The only place that you actually want to reduce interp as far as possible is on projectiles, which is the whole reason that per-class configs exist.

inb4 muh placebo

Well, like I said in the OP, I wanted people like you to vet over my cfg file and teach me anything I haven't learned right.

As for interp and jitter... makes sense. If a packet comes 7.5ms too late, then there's 7.5ms of extrapolation to be done once the window runs out. With that said, if you know your jitter will never exceed JITTER, then:
ideal lerp = 1/cl_updaterate + JITTER.

Like you said before, high jitter from enemy scouts leads to extrapolation happening for those guys. Can you explain the mechanics of that?

wareya
>Server owners! You should reduce the max lerp ratio from its value of 5 down to something more reasonable like 2:
sv_client_max_interp_ratio 2

2 is reasonable, you're still not getting people who lower their update rates as well. It's a problem that the server doesn't give people enough to work with. Anyway, you're locked into whatever interp you spawn with now, and having high interp makes it basically impossible to react to what people around you are doing. It's ALWAYS an overall disadvantage to increase the latency of your view of enemy players, even if you get more lag compensation for it.

Okay, then let me revise my advice:
sv_mincmdrate 66
sv_minupdaterate 66
sv_client_max_interp_ratio 2

The thing about the high interp that gives me an advantage, I noticed pubbing as a heavy, is when I get the jump on them. I get a nice fat advantage as they run away behind cover.

So anyway, what else should I read to understand Source networking as well as you do?

posted about 8 years ago
#45 [SM] Airshot trainer in Projects
konkeyIf you want to try this locally you can just install metamod and sourcemod on your client then run the game with "-insecure" in launch options and load up a map.

It worked in my testing, mostly, but the devs specifically told me listen servers are not supported.

posted about 8 years ago
#43 [SM] Airshot trainer in Projects

I think the ideal way to get it working cilent-side and VAC friendly is to ask Valve to sign the plugin on the condition it'll only work for servers that have a tag like aimassist. Of course, they'll audit the source to make sure that's true, I just wonder who I'm supposed to contact and how would I sell this...

posted about 8 years ago
#35 [SM] Airshot trainer in Projects
turtsmcgurtsfunny I saw this video just a few days ago, similar shit.

https://www.youtube.com/watch?v=CX_0Klx83bE&feature=youtu.be&t=21

Seems like his plugin has more features than mine. I think his is client-side. How do client-side plugins work? Do they only load if they're signed when you launch TF2 in secure (default) mode?

My plugin is not an aimbot, though, unlike his. That would defeat the point of training.

posted about 8 years ago
#32 [SM] Airshot trainer in Projects
rezgarAny list of servers that will be running this plugin?

None. It's only good for local servers atm. They're not too hard to set up and they weigh in at around 5.3GB.

posted about 8 years ago
#29 [SM] Airshot trainer in Projects
lucrativeThis is just creating the means for people to cheat, its not a cheat itself in this form.

Right, all you have to do is gain access to your favorite server, upload and load the plugin, and let's not forget to edit it so no one else on the server can see the crosshairs but you... wait I already showed that can't be done.

I'm being rused, aren't I?

posted about 8 years ago
#24 [SM] Airshot trainer in Projects
lucrativehow can any of you honestly think this isn't cheating?

Huh? It absolutely is! It's made for practice and training.

posted about 8 years ago
#22 [SM] Airshot trainer in Projects
hoolihaving trouble compiling it

http://i.imgur.com/n02D10N.png

From the looks of it, you're compiling from a listen server. Though it should work... it's not supported. It compiles just fine on my stock copy of Sourcemod 1.7.x on Windows. You are also installing sourcemod to the "custom" directory, also not supported. Believe me, I want those two things to be supported as much as you do.

Anyway, neither of those SHOULD be the reason you're not compiling.

A dummyThere's no additional dependencies!

HAHA, I lied. You need SMLIB to compile, too: https://www.sourcemodplugins.org/smlib/

posted about 8 years ago
#19 [SM] Airshot trainer in Projects
Forsak3nits going to be completely useless for training because you're going to be focusing on this xhair instead of actual model movement and proper predicting.Hallowidk maybe the crosshair becomes second nature so that even when its not there you know where to shoot

What he said, yeah. I kind of try to imagine the invisible crosshair when I fight people anywhere else.

EDIT: (I'm making wild hand gestures as I type this) Let's see you try to focus on the crosshair as it's dancing around like mad across your screen, the dude you're shooting at may as well be standing still.

KanecoThis is how aimbots are made, you have too much power now, don't let it corrupt you.

No comment

fireindaarcadeHow does it work for the different arcs of different weapons? If you shoot a rocket, a flare, and a pipe at the exact same place, they wouldn't all hit.

A jerk would just tell you "Read the source."
Read the source.
...and you'll see that I calculate the target differently based on what weapon the player yields. Different projectile weapons have different velocities.

Samytsibut what if the target strafes? ;)

Yeah, compensating for circular air strafes is on the to-do list. I'm just too busy with other projects to do it myself (not to mention it might be a waste of time considering what I said in OP), but you're free to submit a pull request when you write it :)

posted about 8 years ago
#7 [SM] Airshot trainer in Projects
CHERRYCan you do it so it only works for RED?
Thanks.

Like I explained in the OP, you can't discriminate which clients (players) the cursor will show up for, at least not with Sourcemod's stock API AFAIK. I haven't looked into it a ton, maybe you can do something with a custom extension or something, I don't know.

posted about 8 years ago
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