wonderland
Account Details
SteamID64 76561198001693793
SteamID3 [U:1:41428065]
SteamID32 STEAM_0:1:20714032
Country Northern Mariana Islands
Signed Up August 21, 2012
Last Posted July 25, 2024 at 7:48 PM
Posts 568 (0.1 per day)
Game Settings
In-game Sensitivity -frags don't matter
Windows Sensitivity 6/11
Raw Input 1
DPI
400
Resolution
1920x1080
Refresh Rate
 
Hardware Peripherals
Mouse micro$oft intellimouse 3.0
Keyboard  
Mousepad  
Headphones  
Monitor  
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#17 The original in Off Topic

original is stronger than stock rocket launcher in mge.

stock rocket launcher is better for horizontal jumps, and you can abuse some corners with it.
original is better for vertical rj's (very slight) and is easier to aim because you don't have to compensate for right side (its simply and logically the truth)

now you won't see me crying about it in mge (that's just retarded), but I can kind of understand how it can be called a crutch. you need more finesse with the stock rocket launcher.

posted about 9 years ago
#28 Send Jdawg to i55 in TF2 General Discussion

clearly tas demo

posted about 9 years ago
#23 Send Jdawg to i55 in TF2 General Discussion

http://steamcommunity.com/groups/beball
should say "Group for retired NA TF2 bball players and old people"

posted about 9 years ago
#21 Send Jdawg to i55 in TF2 General Discussion

jdawg is the last hope dude.
the evil doctor nostrand stole our talent like spacejam.

posted about 9 years ago
#45 A way-too-detailed networking config in Customization
wareya
>I don't see how this can be, rockets are not client side.

The fact that they're not client side is literally the only reason in the entire world that could make interp matter to them. He was referring to the fact that high interp increases the discrepancy between your inputs and your projectiles, because projectiles aren't predicted

im referring to

Seagull If you use high interp values as as soldier, your client-side rockets will not exactly match where they actually are.

your own rockets are displayed in the same manner as an enemy rocket, as in they spawn and are tracked on the server and the server relays where they are to you. the server also relays where the players are to you.

I don't see how the discrepancy he describes is possible. I mean they may not appear where they actually are, but neither does anything else cause lag. the rockets you see are in the true position, they are correct relative to enemy players.

the thing that is not correct here is where you appear to be, the rockets will feel weird because they are being shot from your true position while your player position appears lag compensated ahead by an amount relative to your latency+interp.

(and that with the delay is why soldier sucks at high ping/interp)

posted about 9 years ago
#36 A way-too-detailed networking config in Customization
athairusJust saying guys, if you're gonna contradict Valve's documentation, you'd better offer proof because I'm more inclined to believe them than you :|

Valve has several mistakes in their documentation (which can be proven), but this isn't one of them.

SeagullThe reason why soldiers use low interp is because your client-side projectiles are delayed by your interp amount (ex: cl_interp 0.3 would delay your rocket graphic coming out by 300ms). If you use high interp values as as soldier, your client-side rockets will not exactly match where they actually are. I'm not 100% sure on this though (haven't checked into it since 2009).

I don't see how this can be, rockets are not client side.

posted about 9 years ago
#31 A way-too-detailed networking config in Customization
wareyaNo, it uses the higher value between cl_interp and cl_interp_ratio/cl_updaterate.

Sorry if you had just misspoken.

ya that's what I meant. :)

wareyathe settings it means are cl_interp_ratio 1, cl_interp 0.033

Technically, cl_interp_ratio 1, cl_interp 0.033 means cl_interp 0.033 and ratio 2.2 also means cl_interp 0.033.

it can be misleading for some people is what I mean, not that it's wrong^
because he was asking about cl_interp_ratio being limited to 1 in ESEA, which is a different from the ratio 2.2 you're talking about

wareya>This clamps what the client sets.

It doesn't clamp cl_interp. That's the whole problem. People can have as high of interp as they want. Like I said, source doesn't actually have enough restriction settings to be meaningful.

k thats what I thought^^

athairuswonderland---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.

1. (rate) because you can lag/get dos'd from the server. If it uses that much bandwidth something is wrong and you don't want to let it.

2/3. (sv settings) I only asked about the calculation because I was confused when you said it limits your lerp. your post couldn't be right unless my math was wrong. I know I can use 100 lerp, 67 updaterate, on default sv_client_max_interp_ratio (5), but the math says 14.9*5=74.5ms.

so sv_client_max_interp_ratio can't limit cl_interp/lerp is what I was getting to

posted about 9 years ago
#24 A way-too-detailed networking config in Customization
athairuswonderlandfor 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 :)

rate 903468349634908 > 500000 amirite?

athairuswonderland
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.

that's what makes it broscience. you can't assume the games framerate is in sync with the monitor hz because it won't be. no one uses vsync because its terrible.

I would imagine there's other issues but we don't even need to get into them to know it's a bad setting.

athairuswonderlandsv_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

are you saying 2*66 = 132ms or 2*15.15 = 30.3ms?

posted about 9 years ago
#21 A way-too-detailed networking config in Customization

for your cfg

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

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.

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

posted about 9 years ago
#19 A way-too-detailed networking config in Customization

doesn't cl_interp_ratio merely multiply your cl_interp by that number
so you can get the same result by leaving ratio at 1 and setting your interp higher.

saying ratio 2.2 and interp 0.033 is misleading
the settings it means are cl_interp_ratio 1, cl_interp 0.033 (or cl_interp 0, cl_updaterate 66, cl_interp_ratio 2 which equals the same thing)

jitter buffer is the extra interp above 0.0303 which I would also recommend.
even on soldier I use cl_interp in the range of 0.016 to 0.02 for that reason.

posted about 9 years ago
#57 Saloon.tf and DDoSing in TF2 General Discussion

if your teammate has 900 ping, its probably not ddos, more like a shitty connection. however since the internet still works in some capacity your friend can easily check if its ddos. (by typing netstat -a, router logs, wireshark etc and looking at the connections).

if some retard is trying to dos by pressing 2 buttons in loic or something we might even get his ip and be able to retaliate. the chance of the attacker being retarded is high, as evidenced by the internet still being up (if there is an attacker at all).

maybe ascertain that it is in fact ddos before posting random shit?

posted about 9 years ago
#75 Crouch Key? in TF2 General Discussion

ctrl.
In the past I broke the ctrl key multiple times (jumper problems?) so I used shift a lot as well.

posted about 9 years ago
#4 Really Weird Jittering in Q/A Help

ya, its not really a fault with p-rec, just demo recording lag. not that uncommon

posted about 9 years ago
#73 QL Accel Driver in TF2 General Discussion
bubutchatchaHave we to stay in test mode again ?

Yes.

bubutchatchaAre there no problem with steam with this driver ?

No problems.

posted about 9 years ago
#41 What mouses do you guys use in Hardware

fk1

posted about 9 years ago
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