Its been a while since I last wrote an article typically due to school and graduate studies. Im writing this article in hopes to stop many players from complaining about server and rather focus on their gameplay and work out what needs improvement on their behalf rather than the server. With no further adieu Ive done some research on the typical cs registry and why certain servers don't register. Simple put there are certain ways to get around this with the following commands im going to list below.
NOTE: I take no credit in discovering what these commands do, however I did spend the time in researching their benefits to improve game play for a competitive perspective.
Interpolate: Many of you know this and typically know that the following commands should be set to:
If any of you still have trouble understanding the factoring reason behind interp/netcode it can be further read upon here: http://www.gotfrag.com/cs/story/5577/ -- a great article written by Jon Mellin
Cl_commands:
CL_LC This setting is client/server side in sense that the server will account your ping and decide if you hit the player or not. Generally this works better with lower pings. Its considered the player latency/lag compensation Setting this to 1 will cause your client/server side to predict where certain player are and certain events. Setting this command to 0 will actually remove predictions and allow you to see exactly where the player is with respect to the server.
CL_LW This is for weapons, specifically on bullet fire, control, registry . This is more client side where the client determines through predictions where your bullets should go and how they should act. Setting this to 1 will cause in theory a flase bullet registration. The client decides decals, and recoil pattern as to where your bullets (through predictions) go. However it is upon the server to decide if from all other prediction that the bullet hit. Whereas setting this command to 0 will give actual data feedback from the server to the client. In a sense you get an actual feedback of recoil, decals, and bullet registration. Surprisingly many bullets don't hit when set to 1
Note: If you decide to use 0 for cl_lw you must also use 0 for cl_lc, as well you should be warned that setting these commands to 0 should be used for low ping users since then the client and server will be uploading and downloading packets every tick rate. In essence it will be accurate with events. Generally 1- 50 ping
Cl_Rate This is how many byes the client sends to the server, whereas RATE is how many bytes is sent from the server to the client. Generally these two commands should be similar in value. (ex. Rate 20000, then cl_rate 20000)
Cl_Cmdbackup With addition to cl_cmdrate (packets sent) cmdbackup is to insure that in case a lag spike occured or network error the appropriate amount of packets was sent out. Generally it should be set to 2.
Useful things to note: Viewsize 110 or 120, has absolutely no affect on openGL users since this command only affects screen size for software mode.
room_type Mappers use this to make echos in their map however it still applies to any map and can be changed client side
Different values:
0 = Normal (off) 1 = Generic 2 = Metal Small 3 = Metal Medium 4 = Metal Large 5 = Tunnel Small 6 = Tunnel Medium 7 = Tunnel Large 8 = Chamber Small 9 = Chamber Medium 10 = Chamber Large 11 = Bright Small 12 = Bright Medium 13 = Bright Large 14 = Water 1 15 = Water 2 16 = Water 3 17 = Concrete Small 18 = Concrete Medium 19 = Concrete Large 20 = Big 1 21 = Big 2 22 = Big 3 23 = Cavern Small 24 = Cavern Medium 25 = Cavern Large 26 = Weirdo 1 27 = Weirdo 2 28 = Weirdo 3
This applies to some such that depending on the map played setting a different value for the echo will actually help in locating where the sound came from. Generally many if not all use 0.
aren't cl_lc 0 and cl_lw 0 illegal in leagues/on lan? i prefer both of them to 0 because you can actually tell where your bullets are going but i thought it was illegal
thanks im glad you guys liked this article, as far as i have seen cl_lc and lw are both legal in leagues. As well if you'd like to see my previous articles just click on my profile :)
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NOTE: I take no credit in discovering what these commands do, however I did spend the time in researching their benefits to improve game play for a competitive perspective.
Interpolate:
Many of you know this and typically know that the following commands should be set to:
cl_cmdrate 101
cl_updaterate 101
ex_interp 0.01
Rate 20000
If any of you still have trouble understanding the factoring reason behind interp/netcode it can be further read upon here: http://www.gotfrag.com/cs/story/5577/ -- a great article written by Jon Mellin
Cl_commands:
CL_LC
This setting is client/server side in sense that the server will account your ping and decide if you hit the player or not. Generally this works better with lower pings. Its considered the player latency/lag compensation Setting this to 1 will cause your client/server side to predict where certain player are and certain events. Setting this command to 0 will actually remove predictions and allow you to see exactly where the player is with respect to the server.
CL_LW
This is for weapons, specifically on bullet fire, control, registry . This is more client side where the client determines through predictions where your bullets should go and how they should act. Setting this to 1 will cause in theory a flase bullet registration. The client decides decals, and recoil pattern as to where your bullets (through predictions) go. However it is upon the server to decide if from all other prediction that the bullet hit. Whereas setting this command to 0 will give actual data feedback from the server to the client. In a sense you get an actual feedback of recoil, decals, and bullet registration. Surprisingly many bullets don't hit when set to 1
Note: If you decide to use 0 for cl_lw you must also use 0 for cl_lc, as well you should be warned that setting these commands to 0 should be used for low ping users since then the client and server will be uploading and downloading packets every tick rate. In essence it will be accurate with events. Generally 1- 50 ping
Cl_Rate
This is how many byes the client sends to the server, whereas RATE is how many bytes is sent from the server to the client. Generally these two commands should be similar in value. (ex. Rate 20000, then cl_rate 20000)
Cl_Cmdbackup
With addition to cl_cmdrate (packets sent) cmdbackup is to insure that in case a lag spike occured or network error the appropriate amount of packets was sent out. Generally it should be set to 2.
Useful things to note:
Viewsize 110 or 120, has absolutely no affect on openGL users since this command only affects screen size for software mode.
room_type
Mappers use this to make echos in their map however it still applies to any map and can be changed client side
Different values:
0 = Normal (off)
1 = Generic
2 = Metal Small
3 = Metal Medium
4 = Metal Large
5 = Tunnel Small
6 = Tunnel Medium
7 = Tunnel Large
8 = Chamber Small
9 = Chamber Medium 10 = Chamber Large
11 = Bright Small
12 = Bright Medium
13 = Bright Large
14 = Water 1
15 = Water 2
16 = Water 3
17 = Concrete Small
18 = Concrete Medium
19 = Concrete Large 20 = Big 1
21 = Big 2
22 = Big 3
23 = Cavern Small
24 = Cavern Medium
25 = Cavern Large
26 = Weirdo 1
27 = Weirdo 2
28 = Weirdo 3
This applies to some such that depending on the map played setting a different value for the echo will actually help in locating where the sound came from. Generally many if not all use 0.
is it bad I feel I do better with cl_lw 0 and cl_lc 0?
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