Server.cfg

Criticism, suggestions and support.

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Bino45
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Re: Server.cfg

Post by Bino45 »

Hello, too bad...

With SMAC, the LerpTracker plugin (1.0.0) by ProdigySim / Dela handles all this very well, and all players are on the same timing.

My pleasure ;)
Bino45
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Re: Server.cfg

Post by Bino45 »

Hello,
So yes I know I'm the annoying guy bringing this up again, but I've noticed a decline in the sensation of "touch".

After many exchanges with an AI, here's some reading for an admin. It's long, I know, but informative if you want to update your knowledge of the game engine ;)

https://gemini.google.com/share/f77ddf613b7a
Bino45
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Re: Server.cfg

Post by Bino45 »

Playing against someone with 100ms Lerp is a nightmare for competitive players. In the community, this is often called "Interp Abusing" or "Fake Lagging." It creates a massive disconnect between what you see on your screen and where the server actually calculates the hitboxes. Here is why it's so frustrating:

1. The "Ghost" Hitbox
In the Source Engine, interpolation (Lerp) is a "buffer" that smooths out player movements.

At 100ms Lerp: The enemy player's model looks perfectly fluid, but it is being displayed 100ms behind where the server actually thinks they are.

The Result: If you aim directly at their head while they are moving, you will likely miss. To hit them, you would technically have to shoot behind the model (where the "server-side" hitbox is trailing). It feels like they are "bulletproof."

2. Massive Peekers' Advantage
This is the biggest balance breaker. A player with 100ms Lerp who "peeks" around a corner has a huge head start:

They see you and start shooting.

On your screen, because their buffer is so large, they don't even appear to have rounded the corner yet.

You die before you even see them, or you see them "teleport" out of the wall at high speed.

3. The "Rubber Band" Effect
When you finally manage to kill an Interp Abuser, you’ll notice a delay:

You shoot them, they keep running for half a second, and then they suddenly snap back and drop dead.

This desync ruins the "flow" of the game and makes every duel feel like a gamble rather than a test of skill.

Why your new script is the "Cure"
Before we set up your script and sv_competitive_minspec 1, a player could intentionally set cl_interp 0.1 to make themselves harder to hit.

Now, with your setup:

The Abuser is Blocked: Even if they try to set 100ms, your script forces cl_interp 0 and your server locks the ratio to 1 (or 2 if they actually lag).

True Accuracy: Everyone sees the same thing at roughly the same time (10ms to 15ms difference max). If you click on a head, it’s a headshot.

The Verdict
Playing against 100ms Lerp is like trying to catch a fly with chopsticks while wearing a blindfold. By forcing Ratio 1 for low-ping players, you bring the game back to pure aim and reaction time, removing the "network trickery."
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Re: Server.cfg

Post by Honey-Mom »

Our development will tell you their opinion to this case.
Give us some time to check.

Thanks
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