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sKryBe
Posts: 5
Location: Brisbane, Queensland
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I've heard a bit lately about Counterstrike netcode, mainly people bitchin' that it makes CS unbalanced in favour of HPBs. What's the deal with this? All the games I've played online seem to favour the LPBs with Cable or ADSL. Is this just another one of those excuses to whinge or is it a real feature that can be turned on or off? |
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| #0 09:25pm 29/03/01 |
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Zoix
Posts: 607
Location: Queensland
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cl_lw 0 is off and 1 is on. but the netcode it lpb friendly, I'm a hpb and I know that it used to be HPB friendly before the big new netcode BS came out. anyway the half-life engine was f***ed sideways. |
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| #1 09:38pm 29/03/01 |
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Crunchy
Posts: 112
Location: Brisbane, Queensland
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What do you mean was?..... :P |
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| #2 09:57pm 29/03/01 |
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Cyph
Posts: 388
Location: Brisbane, Queensland
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hahaha, Counterstrike netcode you say? ITS A MOD OF HALFLIFE. HENCE ITS HALFLIFE NETCODE how can people be stupid enough to say cs has its own netcode :( |
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| #3 10:41am 30/03/01 |
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pLAGue
Posts: 484
Location: Brisbane, Queensland
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Cyph am gay. |
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| #4 11:45am 30/03/01 |
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sKryBe
Posts: 6
Location: Brisbane, Queensland
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Reading Zoix reply - there is definitely a server variable that can be set then. What does it do? Try to allow for the lag and calculate where you should have been aiming? And I take it from the response it doesn't really work... Oh, and Cyph everyone lately has been debating what they call Counterstrike Netcode - hence the topic. Besides, some people actually bought the standalone version of CS - so to them it is CS Netcode. |
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| #5 01:45pm 30/03/01 |
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Cyph
Posts: 389
Location: Brisbane, Queensland
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i pity da fool who bought the retail copy. its still HL netcode regardless. |
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| #6 01:51pm 30/03/01 |
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sKryBe
Posts: 8
Location: Brisbane, Queensland
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Fair enough, but what about the question? What does the [HL/CS] netcode actually do? How is it supposed to make it better for HPBs? Cos I haven't seen it give any benefit to HPBs. |
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| #7 02:07pm 30/03/01 |
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cainer
Posts: 45
Location: Brisbane, Queensland
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you want to know what makes half life netcode in general completely f***ed up. this question has been covered before, so ill just post a link proving how gay it is and explaining the constant bulls*** shots. http://www.summerblue.net/games/counterstrike/index_only.html i dont know htamel btw so i wont bother |
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| #8 03:17pm 30/03/01 |
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[SFU]Cezar
Posts: 106
Location: Brisbane, Queensland
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U PEOPLE r WANKERS , CYPH is RIGHT! Its The Same Netcode Used For TFC. It's Designed So That what a HPB sees and Does really happens , so if u walk past a HPB and he didnt see you , but on his screen he bummeled you with ak-47 fire , on ure screen you will die. Well thats the idea behind the HL netcode anyway :) And Don't Flame Me , I'm Right |
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| #9 03:21pm 30/03/01 |
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sKryBe
Posts: 12
Location: Brisbane, Queensland
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Thanks Cainer, I've actually seen that site before (and it scares me that the physics are that bad) I hadn't put it together that what people were calling netcode is what they called Client Side Prediction. But as a HPB I find I'm often firing away at a person who (to me) hasn't even fired (hell, often they're facing the other way) then I suddenly drop dead because they've actually shot me. But, it's almost always an LPB who frags me, not a HPB. If that Client Side prediction was running shouldn't we both end up dead, or the person I'm shooting at least be injured? Or do a lot of the servers (QGL included) play with CSP turned off? |
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| #10 03:48pm 30/03/01 |
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Axis
Posts: 1441
Location: Brisbane, Queensland
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well ill tell you this i play fron tline force on usa server with a 250-300 ping.... feels fine, totalyl smooth, not laggy playing cs on a local server with a 150 ping feels a s***load worse somethign about cs seems to magnify lag if you ask me, its just gay. |
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| #11 04:22pm 30/03/01 |
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cainer
Posts: 46
Location: Brisbane, Queensland
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its the added *gayness factor* which attracts CS players to CS in the first place |
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| #12 04:52pm 30/03/01 |
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EniGma
Posts: 253
Location: Brisbane, Queensland
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cainer is a homo in denial |
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| #13 12:28am 31/03/01 |
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Koopz
Posts: 428
Location: Brisbane, Queensland
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cl_gaybars 0 fixed :) |
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| #14 01:56am 31/03/01 |
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Nitro
Posts: 151
Location: Gold Coast, Queensland
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Don't like client side prediction? Stop whinging, you can turn it off. cl_nopred 1. Now it will play like pre beta 6.5 (eg aim ahead of your targets). Basically with the newer netcode instead of firing and movement being the target of lag hit registration lags instead. |
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| #15 11:15am 31/03/01 |
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[mercenary]
Posts: 52
Location: Brisbane, Queensland
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IMHO the netcode has aided CS - every1 just blames "it" when they play s***.. i have played lots of CS in both HPB and LPB conditions and i play exactly the same (nearly). i must admit tho, sometimes there is some BS kills, but not all that often ;) |
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| #16 11:45am 31/03/01 |
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Axis
Posts: 1444
Location: Brisbane, Queensland
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pfft, you people are so ignorant, yes prediction is good, it is good netcode, the fact that you are all no skill f*****s who don't really understand how to play stops you fomr noticing how screwed this new version is with reguards to lag. probably the fact that your tactics consist of croucha dn spray means the game plays exactly the same for YOU but those of us taht have learnt to move AND shoot at the same time (my god!) or even jump move and shoot at the same time (holy f***gi s***!) the new version is f***ign gay you see there are 2 big things that are effectd by lag in cs 1. your ability to move when under fire: there is afreeze effect in cs where you get can't move for a small instant when you get hit by a bullet.... however the laggier it is, the longer this "instant is" and in this version for some reason ytou get stuck for muchlonger than before... what does this mean in terms of game play? example: i have an mp5, i see an aker crouched facing me, in previous version i would have zig zagged towards him while jumpign and firing and most often i would win, unless it was a really good player, i woudl take a littl edamage, but in that situation its to be expected. now however, when in this situation if he hits me with just ONE bullet, i get glued to the ground, even in mid air it will suck me straight to the ground, i will then be unable to move at all while he fires at me... what can i do? i have to courch and shoot back, the mp5 is useless in that situation, its advantage is supposed tobe that you can manouver while attacking. therefore the game is now very unbalanced to attackers, as all you need to do is crouch there and spam at them. 2. when you fire a burts from a rifle or in fact any gun, your crosshair expands, this represents the amount of control you have over your weapon, hwo much recoil, when the crosshair contracts to its original size after firing a burst you knwo that the gun is still agani and you can fire accurately, when its laggy the crosshair takes longer to contract, in this new versino of cs it takes AGGES to get small again, if you want to fire accurate bursts youhave to wait way too long between them, before it was quick, so an accurate player woudl just take a spammer down in 2 bursts,you had tobe skillful, now it takes so long that the spammer will kill you more quickly. what we are left with is a game where the combat consists of this: 2 peopel face eachother crouched and spam, this is unexciting and boring, hence i have quit cs, no i ean i really have, before i have said i was gonna quit but kept playing regularly and adjusted, now i can't bring myself to play, i don't like the fact that i can win a map by using the most gay and boring playing style, btu then if i want to start playing aggressively and in a FUN and SKILLFUL way i get killed by newbies. until this is fixed im playing front line force, which incidently i playon usa server with 250 ping and i feel no lag.... err, try playing cs under those conditions and it'll feel f***gin horrible, go figure. no i hoep i have enlightened some of you skilless f***s who think you are so good becasue you can crouch and spam and can't play any other way. f*****s. |
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| #17 01:41pm 31/03/01 |
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ÅcîdReîgn
Posts: 1791
Location: Brisbane, Queensland
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geez, im gonna need a hot cup 'o cocoa before i even attempt the read that one :P |
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| #18 02:08pm 31/03/01 |
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Pharcyde
Posts: 341
Location: Brisbane, Queensland
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hey axis, can i be the executive editor of your new novel entitled "HL Netcode, the good, the bad and the ugly" :D |
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| #19 03:12pm 31/03/01 |
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Zoix
Posts: 619
Location: Queensland
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he didnt play beta >6 I'm pretty sure, or little of. anyway the new code for HL was f***ed when 1.0.0.1 came out. all LPB friendly, i know, I used(and still sometimes do) play with a 1000 ping, I still get kills but thatst because my reflexes are faster due to the fact that i have a 1 second disadvantage. CS also is a "High detailed game" with the new 512x512 textures for the player, the lag increases since you have to render that to see it. such as the walls. in the old betas the textures for the maps were basic, d/l cs_mansion or cs_wepondepot(they spelt it) and look at the textures, maybe 5 a map :) so fps and load time was fast. now that cheaters have to edit models to have barrel hacks, or spiked models, they had to program HL to make something to check the files and hitboxes. thats why HL loads 20 timesa faster than CS. Anyway, since CS came out the HL engine got f***ed up, blame the CS team. If it werent for them, your games would still be fast. |
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| #20 04:26pm 31/03/01 |
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Axis
Posts: 1445
Location: Brisbane, Queensland
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well its been enough to make me going from a regular player to totalyl hatin gthe game, so yes, i am going to have a rant cs can go f*** itself up the arse until they learn how to make a game where you don't have to just crouch and shoto at eachotehr here is my official statement, cs NOW requires NO SKILL!!!!!! it did up until version 1, and there are soem aspects that are still skillful, but generally they have systematicalyl removed all palying techniques the required skill. so GET f***ED! |
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| #21 07:30pm 31/03/01 |
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ArcticRanger
Posts: 21
Location: Brisbane, Queensland
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Hey axis you must have good eyesight i got a genetic f***up for my eyes :( |
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| #22 07:47pm 31/03/01 |
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sKryBe
Posts: 16
Location: Brisbane, Queensland
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Interesting comments... So what are the thoughts about CS on a LAN? Do you feel that the netcode (and general play tactics) of CS still suck as badly when everyone has 10 or 20 ping 'cos they're on a 100mbit network? Or is the consensus that CS just sucks in general? |
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| #23 08:40pm 31/03/01 |
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Axis
Posts: 1447
Location: Brisbane, Queensland
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oh and zoix "he didnt play beta >6 I'm pretty sure, or little of." if your meaning me? then i played beta6 more than any other beta, i loved it, was f***ng awesome. |
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| #24 12:38am 01/04/01 |
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Taipan
Posts: 957
Location: Brisbane, Queensland
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I gotta say I agree with Axis on the point he mentioned about the crosshair taking to long to return to it's normal size after you have just fired a short burst.It seems to take ages now. |
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| #25 10:41am 01/04/01 |
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Nitro
Posts: 153
Location: Gold Coast, Queensland
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"U PEOPLE r WANKERS , CYPH is RIGHT! Its The Same Netcode Used For TFC. It's Designed So That what a HPB sees and Does really happens , so if u walk past a HPB and he didnt see you , but on his screen he bummeled you with ak-47 fire , on ure screen you will die. Well thats the idea behind the HL netcode anyway :) And Don't Flame Me , I'm Right" HPB or LPB, it doesn't matter. The HPB is no more advantaged than the LPB. Let's say an LPB attempts to jump out with an MP5 and then jump back. The LPB jumps out, as he does the HPB sees him, fires, kills him but because of the HPB's latency the death will not register until it gets to the server. In this time it takes to register on the server the LPB jumps back behind his cover thinking what a lucky sonnofabitch he is, until ofcourse he suddenly dies. This goes for those newbs that think that HPB's cheat by "AWPing through walls". Its just the lag. Its no advantage, and no disadvantage. The only disadvantage I've come to recognise with being a HPB is that sometimes hits do not register, hence you have to play a little aggressively against an LPB player in order to beat them. |
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| #26 03:15pm 02/04/01 |
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Zoix
Posts: 623
Location: Queensland
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I was talking about before beta 6. because before that new netcode it was so smooth, now its so CRAP and jerky and s***. BTW i had a crappier machine then, and it ran better than it does now on my 375-450. the only other answer could be that Telstra(telecom) lines were downgraded to make it laggy and s*** for 56k's for HL. |
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| #27 04:03pm 02/04/01 |
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Zoix
Posts: 624
Location: Queensland
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the only reason I'm good with the awp, is because it (was) 1shot-1kill(sometimes 2/3). with a 700 ping you need to make sure you hit your target. the only problem, is I'm used to the 600-700 ping lag, so I dont have much time to live on servers. I wish i had cable to make the game more fun, since sniping bitches is getting boring. |
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| #28 04:07pm 02/04/01 |
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[mercenary]
Posts: 70
Location: Brisbane, Queensland
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lets all go to tribes 2 - cept 4 all the alem whinger ppl :) |
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| #29 04:39pm 02/04/01 |
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Harry the Vegetable
Posts: 3
Location: Brisbane, Queensland
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If you're a hpb and you're feeling the lag affecting your controls, you can set cl_latency -Urping in the console and it will make it a little more lanlike. a while ago I had played on zed's shed in a prac and my connection was absolutely crap: pinging 300-400 constantly and net_graph 1 showed lots of splintered green lines (ie-crap connection) instead of a normal steady flow of green lines (good connection).. I set cl_latency -350 and managed to top the prac. But this wasn't due to my skillfulness, but more the fact that my knowledge of the netcode helped me. The only reason this happened was because the lpb's hit damage was lost in my connection's packetloss, but the hit damage I was dealing out was being recorded by the lpb's side and hence after lengthy firefights where it seemed like we were shooting blanks at each other.. I'd come out on top. for lan games I recommend cl_lc 0 cl_lw 0 cl_rate 12000 for bpa connection(what I use..which is alright but not as good as o@h cable) I recommend cl_lc 1 cl_lw 1 cl_rate 8500 cl_latency -100 (on average this is what I use to play) for dialup cl_lc 1 cl_lw 1 cl_rate 3500 cl_latency -240 You're best bet is to tinker with the cl_latency and cl_rate values to suit ur own connection. I hope this helps. |
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| #30 05:54pm 02/04/01 |
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Axis
Posts: 1463
Location: Brisbane, Queensland
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"lpb's hit damage was lost in my connection's packetloss" thsi is so f***gin true, when a hpb lag's that means he doens't register the hit, some hpb's if they are getting packet loss literally take double the amount of bullets to kill, caue for half your bullets they don't register getting hit, i hate it when i complain about this on a server and some hpb goes "whinging lpb, you must suck cause you have cable" stupid f***wits don't understand that a laggy hpb'r can be f***gin impossibelto kill sometimes, not to metion hwo rather than run ina smooth line between 2 points they simplyappear at 3 different intevals bewtween them. making them sohard to shoot. thsi is why i hav always wanted an lpb only ausgamers server, would make the game so much more fun. |
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| #31 06:01pm 02/04/01 |
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trog
Posts: 1633
Location: Brisbane, Queensland
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one thing I notice is that when I'm going around a corner, I'll be around the corner on my end, but I think if an HPB is shooting at me, he will actually kill me because the prediction weirdness works for him in this case - he fires, the server gets the message that he fired and kills me even though I've actually already gone around the corner /me shrugs and accepts, as you have to do with asynchronous client/server network games |
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| #32 06:13pm 02/04/01 |
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