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#21 b00bs

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Posted 20 August 2010 - 02:32 PM

I know how it works.
But do u know what means yellow,white or red?

"cl_interp_ratio 1"/"cl_updaterate" on a decent server with a decent connection is fine, even if the lerp is orange, the orange is just telling you that if packet-loss occurs, then you can experience glitchyness, as there can be not enough packets to interpolate between, red probably means that interpolation is impossible. And there is yellow lerp which means "server is fucked" :D and prolly has less fps than client.
And you don't know how it works! :D

#22 Guest_nabijemitebe

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Posted 20 August 2010 - 03:13 PM

I know a lot more about this i just cant explain everything because my engish is bad!
I am sorry!
Its just not like this boobs!

#23 prpa

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Posted 01 September 2010 - 01:17 AM

Hi!

First of all, pardon me for delay. I grabbed opportunity for 10 days vacation. Ty uncle.


Explain why you choose to disable some of the threaded features and enable others. Why don't you want to use queued decals, post processing or ropes?


The reason in disabled multi-core rendering commands is: instability(crashing to desktop), unusual FPS drops(100+ -> below 30), artifacts or glitches(specially with cl_threaded_bone_setup command).
My multi-core rendering commands setup is near the setup recommended by Valve.

I'm not the only one.


The problem here is the "ignorance and indifference".


no comment.


Many people find this thread and might copy your configs.


I hope so. We learn by mistakes. And btw, I hate copy pasters and I'm not help desk.


They don't know what it actually does and you don't know.


r u 100% sure.

#24 k1ller

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Posted 01 September 2010 - 03:11 AM


They don't know what it actually does and you don't know.


r u 100% sure.

I'm pretty sure you don't know. You copy&paste stuff. It's OK to copy stuff though. It's a bonus if you understand what you copy.

Go through your config like this:

variable value // Explanation
I think you can't because you don't know what the variables do because you copy them from elsewhere. Now is your chance to find out what they mean and explain them. You have plenty of time, no need to reply instantly.
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#25 Guest_kwuteg

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Posted 01 September 2010 - 06:43 AM

oh dear, such good dribble.. I have to agree with k1ller on one point, you shouldnt post utter crap you dont know anything about.. and prpa, your launch options, you somekind of an idiot?, that alone proves you should never post anywhere again unless you're asking for advice.

to everyone, dont bother too much about the lerp color

cl_interp_ratio 1 or 2
cl_interp 0

or if you want toset the lerp manually:

cl_interp_ratio 1
cl_interp 0.0152 or 0.0304

havnet personally tested which way is more consistent, too lazy to bother myself these days. With the 2nd option your lerp will always be the same, with the 1st a badly configured server might fuck some things up, not sure about that as I havent tested it, just something I read, dno if its true.

And try to avoid downloading and copying configs, most are full of old engine shit that will fuck up your game. There is a few "decent" new ones, I dont use them cos I've got enough fps as it is, my config only has netsettings and binds. One named Atza config is good, he seems to do the background work for his configs. If you want I can try to dig it up from somewhere.

#26 prpa

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Posted 01 September 2010 - 02:01 PM

Go through your config like this:

variable value // Explanation
I think you can't because you don't know what the variables do because you copy them from elsewhere. Now is your chance to find out what they mean and explain them. You have plenty of time, no need to reply instantly.


Plain provocation.

OK, This is 1 week job for me. I promise u detailed noob friendly .cfg and .res (with pictures) guide in compiled html form (or maybe pdf), posted in tutorials section.

but

I don't have that time until second half of October, after grapes mature. I really want to make detailed project and atm I don't want to spend my free time to write some guide. I already sit on chair or car a lot of hours per day and when I have free time, I wanna spend that time by raging noobs.

I'm asking for understanding.



oh dear, such good dribble.. I have to agree with k1ller on one point, you shouldnt post utter crap you dont know anything about.. and prpa, your launch options, you somekind of an idiot?, that alone proves you should never post anywhere again unless you're asking for advice.


oh Mr.Smart guy.

And what's wrong with my launch options, if u consider that they r for old css (steam) release.


launch options updated for ob non steam setti release.

#27 k1ller

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Posted 01 September 2010 - 03:47 PM


Go through your config like this:

variable value // Explanation


OK, This is 1 week job for me. I promise u detailed noob friendly .cfg and .res (with pictures) guide in compiled html form (or maybe pdf), posted in tutorials section.

Great! :smile-thumbs-up:
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#28 S1lent

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Posted 01 September 2010 - 07:19 PM

this are my net settings



fps_max 			"100"



rate 				"30000"

cl_updaterate 			"66"

cl_cmdrate 			"66"

cl_interp 			"0.015" // = cl_interp_ratio/cl_updaterate

cl_interp_ratio 		"1"

cl_smooth 			"0"

cl_smoothtime 			"0.01" // value doesn't matter if cl_smooth = 0



cl_interp_all 			"0"

cl_interp_npcs 			"0"

cl_interp_threadmodeticks 	"0"

cl_lagcompensation 		"1"

cl_predictweapons 		"1"

cl_pred_optimize 		"2"

cl_forcepreload 		"1"

cl_downloadfilter 		"nosounds"


Thx for the settings xD
A girl's legs are her best friends... but even the best of friends must part.

#29 Guest_nabijemtenakurac

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Posted 01 September 2010 - 09:59 PM

oh dear, such good dribble.. I have to agree with k1ller on one point, you shouldnt post utter crap you dont know anything about.. and prpa, your launch options, you somekind of an idiot?, that alone proves you should never post anywhere again unless you're asking for advice.

to everyone, dont bother too much about the lerp color

cl_interp_ratio 1 or 2
cl_interp 0

or if you want toset the lerp manually:

cl_interp_ratio 1
cl_interp 0.0152 or 0.0304

havnet personally tested which way is more consistent, too lazy to bother myself these days. With the 2nd option your lerp will always be the same, with the 1st a badly configured server might fuck some things up, not sure about that as I havent tested it, just something I read, dno if its true.

And try to avoid downloading and copying configs, most are full of old engine shit that will fuck up your game. There is a few "decent" new ones, I dont use them cos I've got enough fps as it is, my config only has netsettings and binds. One named Atza config is good, he seems to do the background work for his configs. If you want I can try to dig it up from somewhere.


WRONG!!!!!!!WRONG!!!!!!NNNNNNNNNNNNNNNNNNN

#30 k1ller

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Posted 11 January 2011 - 12:56 PM



Go through your config like this:

variable value // Explanation

OK, This is 1 week job for me. I promise u detailed noob friendly .cfg and .res (with pictures) guide in compiled html form (or maybe pdf), posted in tutorials section.

Great! :smile-thumbs-up:

Bump.
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#31 Waats

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Posted 11 January 2011 - 01:00 PM

This is the cfg i am using. I found it on ESL

// ******************************
// * *
// * Auth.G Nigaz - 29/11/2010 *
// * *
// ******************************

rate "1048576" // ( def. "10000" ) Max bytes/sec the host can receive data
gl_clear "0" // ( def. "0" ) Disables the gl_clear convariable.
props_break_max_pieces "0" // ( def. "-1" ) Maximum prop breakable piece count (-1 = model default)
lod_TransitionDist "0" // ( def. "800" )
flex_smooth "0" // ( def. "1" ) Applies smoothing/decay curve to flex animation controller changes.
showhitlocation "1" // ( def. "0" )
dsp_water "14" // ( def. "14" )
blink_duration "0" // ( def. "0.2" ) How many seconds an eye blink will last.
weapon_showproficiency "1" // ( def. "0" )
sensitivity "2.5" // ( def. "3" ) min. 0.000100 max. 10000000.000000 Mouse sensitivity.
fps_max "0" // ( def. "300" ) Frame rate limiter, cannot be set while connected to a server.
jpeg_quality "100" // ( def. "90" ) Jpeg screenshot quality.
setinfo zb_wantautocashcalling "1" // zBlock - Allows automatic cash calling at the start of a round

cl_cmdrate "100" // ( def. "30" ) min. 10.000000 max. 100.000000 Max number of command packets sent to server per second
cl_updaterate "100" // ( def. "20" ) Number of packets per second of updates you are requesting from the server
cl_interp "0.01" // ( def. "0.1" ) min. 0.000000 max. 0.500000 Sets the interpolation amount (bounded on low side by server interp ratio settings).
cl_interp_ratio "1" // ( def. "2.0" ) Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate).
cl_lagcompensation "1" // ( def. "1" ) Perform server side lag compensation of weapon firing events.
cl_predictweapons "1" // ( def. "1" ) Perform client side prediction of weapon effects.
cl_smooth "0" // ( def. "1" ) Smooth view/eye origin after prediction errors
cl_smoothtime "0.01" // ( def. "0.1" ) min. 0.010000 max. 2.000000 Smooth client's view after prediction error over this many seconds
cl_phys_props_max "0" // ( def. "300" ) Maximum clientside physic props
cl_ragdoll_physics_enable "1" // ( def. "1" ) Enable/disable ragdoll physics
cl_ragdoll_collide "0" // ( def. "0" ) Ragdoll collisions
cl_drawmonitors "0" // ( def. "1" ) Disables the rendering of ingame "monitors" which contain 3d rendered images.
cl_ejectbrass "0" // ( def. "1" ) Disables brass ejection
cl_forcepreload "1" // ( def. "0" ) Forces the game to load all texture and model information into memory on map load.
cl_show_splashes "0" // ( def. "1" ) Disables water splashes.
cl_detail_avoid_force "0" // ( def. "0" ) Force with which to avoid players ( in units, percentage of the width of the detail sprite )
cl_detail_avoid_radius "0" // ( def. "0" ) Radius around detail sprite to avoid players
cl_detail_avoid_recover_speed "0" // ( def. "0" ) How fast to recover position after avoiding players
cl_detail_max_sway "0" // ( def. "0" ) Amplitude of the detail prop sway
cl_wpn_sway_interp "0" // ( def. "0.1" )
cl_rumblescale "0" // ( def. "1.0" ) Scale sensitivity of rumble effects (0 to 1.0)
cl_scoreboard_dead_color_red "0" // ( def. "125" ) min. 0.000000 max. 255.000000 Scoreboard dead player data red channel
cl_scoreboard_dead_color_green "0" // ( def. "125" ) min. 0.000000 max. 255.000000 Scoreboard dead player data green channel
cl_scoreboard_dead_color_blue "0" // ( def. "125" ) min. 0.000000 max. 255.000000 Scoreboard dead player data blue channel
cl_scoreboard_dead_clan_color_red "0" // ( def. "125" ) min. 0.000000 max. 255.000000 Scoreboard dead player clan tag red channel
cl_scoreboard_dead_clan_color_green "0" // ( def. "125" ) min. 0.000000 max. 255.000000 Scoreboard dead player clan tag green channel
cl_scoreboard_dead_clan_color_blue "0" // ( def. "125" ) min. 0.000000 max. 255.000000 Scoreboard dead player clan tag blue channel
cl_clanid "1192272" // Id of clan
cl_crosshairscale "1200" // ( def. "0" ) Crosshair size
cl_legacy_crosshair_scale "1" // ( def. "0" ) Enable legacy crosshair scaling
cl_legacy_crosshair_recoil "1" // ( def. "0" ) Enable legacy framerate dependent crosshair recoil

//Crosshair
cl_crosshairsize 5
cl_crosshairthickness 1

cl_dynamiccrosshair 0

cl_crosshairusealpha 1
cl_crosshairalpha 255

cl_crosshaircolor 5

cl_crosshaircolor_r 0
cl_crosshaircolor_g 0
cl_crosshaircolor_b 0



r_ropetranslucent "0" // ( def. "1" )
r_decals "1000" // ( def. "2048" ) Amount of decals (Bulletholes, sprays, etc) that can be on the world at one time
r_drawdetailprops "0" // ( def. "1" ) 'Detailed' props, such as grass, 0=Off, 1=Normal, 2=Wireframe
r_drawflecks "0" // ( def. "1" ) Impact debris
r_shadows "1" // ( def. "1" ) Player Shadows
r_shadowmaxrendered "32" // ( def. "32" ) The amount of how many fully rendered player shadows will be drawn - anything else is rendered as a blur oval shadow
r_dynamic "0" // ( def. "1" ) Dynamic lighting
r_3dsky "0" // ( def. "1" ) Enable the rendering of 3d sky boxes
r_propsmaxdist "0" // ( def. "1200" ) Maximum visible distance
r_worldlights "1" // ( def. "4" ) Number of world lights to use per vertex
r_renderoverlayfragment "0" // ( def. "1" ) Overlaid textures that make up decal like effects
r_eyes "0" // ( def. "1" ) Disables eyes in models.
r_teeth "0" // ( def. "1" ) Disables teeth in models.
r_decal_cullsize "0" // ( def. "5" )
r_maxdlights "32" // ( def. "32" )
r_maxnewsamples "0" // ( def. "6" )
r_maxsampledist "0" // ( def. "128" )
r_norefresh "0" // ( def. "0" )
r_minnewsamples "0" // ( def. "3" )
r_forcewaterleaf "0" // ( def. "1" ) Enable for optimization to water - considers view in leaf under water for purposes of culling
r_eyesize "0" // ( def. "0" )
r_eyeshift_z "0" // ( def. "0" )
r_shadowrendertotexture "1" // ( def. "0" )
r_flex "0" // ( def. "1" )
r_eyeshift_y "0" // ( def. "0" )
r_eyeshift_x "0" // ( def. "0" )
r_eyemove "0" // ( def. "1" )
r_eyegloss "0" // ( def. "1" )
r_worldlightmin "0.0002" // ( def. "0.0002" )
r_waterforcereflectentities "0" // ( def. "0" )
r_PhysPropStaticLighting "0" // ( def. "1" )
r_cheapwaterend "1"
r_cheapwaterstart "1"
r_WaterDrawReflection "0" // ( def. "1" ) Enable water reflection
r_WaterDrawRefraction "0" // ( def. "1" ) Enable water refraction
r_dopixelvisibility "0" // ( def. "1" )
r_occlusion "0" // ( def. "1" ) Activate/deactivate the occlusion system.
r_shadowmaxrendered "32" // ( def. "32" )
r_rootlod "2" // ( def. "0" ) Root LOD
r_lod "2" // ( def. "-1" )
r_drawbatchdecals "0" // ( def. "1" ) Render decals batched.
r_spray_lifetime "1" // ( def. "2" ) Number of rounds player sprays are visible
r_ambientboost "0" // ( def. "1" ) Set to boost ambient term if it is totally swamped by local lights
r_ambientfactor "1" // ( def. "5" ) Boost ambient cube by no more than this factor
r_waterforceexpensive "0" // ( def. "0" )
r_lightaverage "1" // ( def. "1" ) Activates/deactivate light averaging
r_maxmodeldecal "0" // ( def. "50" )
r_drawmodeldecals "0" // ( def. "1" )

mat_clipz "0" // ( def. "1" ) Disables optimized Z-Buffer rendering.
mat_disable_bloom "1" // ( def. "0" ) Disables bloom effects.
mat_wateroverlaysize "8" // ( def. "128" ) Sets the resolution of water distortion. Must be multiple of 8.
mat_debug_postprocessing_effects "0" // ( def. "0" ) 0 = off, 1 = show post-processing passes in quadrants of the screen, 2 = only apply post-processing to the centre of the screen
mat_debugdepthmode "0" // ( def. "0" )
mat_debugdepthval "128" // ( def. "128.0f" )
mat_debugdepthvalmax "256" // ( def. "256.0f" )
mat_compressedtextures "1" // ( def. "1" )
mat_filterlightmaps "1" // ( def. "1" )
mat_forcehardwaresync "0" // ( def. "1" )
mat_parallaxmap "0" // ( def. "1" )
mat_hdr_level "0" // ( def. "2" ) Set to 0 for no HDR, 1 for LDR+bloom on HDR maps, and 2 for full HDR on HDR maps.
mat_bloomscale "0" // ( def. "1" )
mat_forcemanagedtextureintohardware "0" // ( def. "1" )
mat_reducefillrate "1" // ( def. "0" )
mat_antialias "8" // ( def. "0" ) min. 0 max. 8 Antialiasing mode
mat_specular "0" // ( def. "1" ) Enable/Disable specularity for perf testing. Will cause a material reload upon change.
mat_bumpmap "0" // ( def. "1" )
mat_bufferprimitives "1" // ( def. "1" )
mat_disable_lightwarp "1" // ( def. "0" )
mat_framebuffercopyoverlaysize "0" // ( def. "128" )
mat_disable_ps_patch "1" // ( def. "0" )
mat_envmapsize "0" // ( def. "128" )
mat_envmaptgasize "0" // ( def. "32.0" )
mat_disable_fancy_blending "1" // ( def. "0" )
mat_autoexposure_max "0" // ( def. "2" )
mat_autoexposure_min "0" // ( def. "0.5" )
mat_picmip "2" // ( def. "0" ) min. -1.000000 max. 4.000000
mat_vsync "0" // ( def. "0" ) min. 0.000000 max. 1.000000 Force sync to vertical retrace
mat_shadowstate "0" // ( def. "1" )
mat_forceaniso "16" //
mat_queue_mode "-1" // ( def. "-2" ) The queue/thread mode the material system should use: -2=legacy default, -1=default, 0=synchronous single thread, 1=queued single thread, 2=queued multithreaded
mat_monitorgamma "1.6"

texture_budget_background_alpha "9999999" // ( def. "128" ) How translucent the budget panel is
texture_budget_panel_height "0" // ( def. "284" ) Height in pixels of the budget panel
texture_budget_panel_width "0" // ( def. "512" ) Width in pixels of the budget panel

budget_peaks_window "0" // ( def. "30" ) Number of frames to look at when figuring out peak frametimes
budget_show_peaks "0" // ( def. "1" ) Enable/disable peaks in the budget panel
budget_averages_window "0" // ( def. "30" ) Number of frames to look at when figuring out average frametimes
budget_background_alpha "0" // ( def. "128" ) How translucent the budget panel is
budget_show_averages "0" // ( def. "0" ) Enable/disable averages in the budget panel
budget_show_history "0" // ( def. "1" ) Turn history graph off and on. . good to turn off on low end
budget_history_range_ms "5" // ( def. "66.666666667" ) Budget history range in milliseconds
budget_history_numsamplesvisible "0" // ( def. "100" ) Number of samples to draw in the budget history window. The lower the better as far as rendering overhead of the budget panel

rope_smooth "0" // ( def. "1" ) Do an antialiasing effect on ropes
rope_wind_dist "0" // ( def. "1000" ) Don't use CPU applying small wind gusts to ropes when they're past this distance.
rope_collide "0" // ( def. "1" ) Collide rope with the world
rope_subdiv "0" // ( def. "2" ) min. 0.000000 max. 8.000000 Rope subdivision amount
rope_smooth_maxalphawidth "0" // ( def. "1.75" )
rope_smooth_maxalpha "0" // ( def. "0.5" ) Alpha for rope antialiasing effect
rope_smooth_enlarge "0" // ( def. "1.4" ) How much to enlarge ropes in screen space for antialiasing effect
rope_smooth_minwidth "0" // ( def. "0.3" ) When using smoothing, this is the min screenspace width it lets a rope shrink to
rope_smooth_minalpha "0" // ( def. "0.2" ) Alpha for rope antialiasing effect
rope_averagelight "0" // ( def. "1" ) Makes ropes use average of cubemap lighting instead of max intensity.
rope_shake "0" // ( def. "0" )

violence_ablood "1" // ( def. "1" ) Draw alien blood
violence_agibs "1" // ( def. "1" ) Show alien gib entities
violence_hblood "1" // ( def. "1" ) Draw human blood
violence_hgibs "1" // ( def. "1" ) Show human gib entities

g_ragdoll_fadespeed "0" // ( def. "600" )
g_ragdoll_lvfadespeed "0" // ( def. "100" )

bind "UPARROW" "+forward ; cl_crosshaircolor 0"
bind "DOWNARROW" "+back ; cl_crosshaircolor 1"
bind "LEFTARROW" "+moveleft ; cl_crosshaircolor 2"
bind "RIGHTARROW" "+moveright ; cl_crosshaircolor 3"
bind "CTRL" "+duck ; cl_crosshaircolor 4"



clear
echo " +---------------------------------+ "
echo " | | "
echo " | Nigaz Config Loaded | "
echo " | 29/11/2010 | "
echo " | | "
echo " +---------------------------------+ "
sv_cheats "1"






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