Wednesday November 25 2009
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It’s been a while since I last wrote an article typically due to school and graduate studies. I’m 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 I’ve 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:

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.

This comment was edited at 09/25/2009 2:25 PM
Q6600 B3-3.2 ghz (1.34v) :: Corsair DDR2 XMS2 800mhz 5-5-5-12 4GB :: 8600 GTS 2.0ghz
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Nice, thanks, I'll try them out.
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Bumped up for being an interesting read.
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Good read, they should sticky all ur articles
Euro
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serious question

is it bad I feel I do better with cl_lw 0 and cl_lc 0?

thx i try it #1
support cs pro mod
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no #5 its actually good because you are going by the actual data and not predictions out posted by the server
Q6600 B3-3.2 ghz (1.34v) :: Corsair DDR2 XMS2 800mhz 5-5-5-12 4GB :: 8600 GTS 2.0ghz
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I think cl_rate is an outdated command that no longer has any effect on the game.
Your friendly neighbourhood Nagelbergman.
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I realy dont see a diffrence =o
zk-#tnt
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woot woot, <3 u for this one :D keep up the great articles!

good job
[pound]MaximilianKohler @gamesurge.net for lessons ~ sk-gaming.com/videos/member/MaximilianKohler
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nice but this didn't help me much already knew about this i dont even think lc 0 or lw 0 are allowed in leagues
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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
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ty i didnt know the thing about viewsize
:D
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gj nice find, nice threads !
<Rift-1d> The background states "Turtles" when those are clearly not regular turtles.
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gj, thx!

This comment was edited at 09/26/2009 10:19 AM
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changing cl_lw to 0 and cl_lc to 0 made if feel really laggy.
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when i use cl_LC 0 my bullets dont register...i dont know why
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wowzor +1
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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 :)

This comment was edited at 09/26/2009 4:56 PM
Q6600 B3-3.2 ghz (1.34v) :: Corsair DDR2 XMS2 800mhz 5-5-5-12 4GB :: 8600 GTS 2.0ghz

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