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 ;)
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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
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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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Re: Server.cfg

Post by Karacho »

Well, ok, maybe there might be a way to tweak the server, so your k/d ratio might go from 100 kills/25 deaths to 100/22.
But let's be honest...who the hell cares for this?

Do you really think this brings you more fun while playing an oldschool game?

You can't control everything. And your success in the game will always get up and down depending who your opponent is in that moment. You're far more in trouble if all the good guys are in the opposite team than by stuff you describe above...

Don't take it too serious...there is no tournament, no pricemoney, and noone really cares about your stats.

Just play the game and enjoy,
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Re: Server.cfg

Post by Bino45 »

Hi,
Oh, but I enjoy playing. I'm just trying to share my experience as a former server admin who, even back then, was advocating on clan.calendar for netcode that kept pace with the evolution of our internet connections.

I'm just trying to point out/demonstrate that the netcode section of your server.cfg hasn't changed much since the release of CSS, but our connections have increased tenfold/a thousandfold in terms of capacity.

I don't care about my stats; after 8,000 hours, I play for fun. But when the hitbox isn't accurate for 80% of players because the server "creates" 50% of their positions with a 100ms interpolation delay, it's less fun and it really handicaps them.
Cheers ;)
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Re: Server.cfg

Post by Bino45 »

I even made a dedicated SourceMod plugin for this (link valid for 30 days): https://transfert.free.fr/mt4wpja

It prompts players to add +cl_interp 0 to their CS:S launch options. This bypasses the Steam Cloud, which constantly overwrites the value back to 0.031ms (since cl_interp is a client-side command that a server cannot physically force on a player).

The other "modern" netcode commands can be enforced directly through the server.cfg:

sv_minrate 100000

sv_maxrate 0

sv_mincmdrate 66

sv_maxcmdrate 66

sv_minupdaterate 66

sv_maxupdaterate 66

sv_client_min_interp_ratio "1"

sv_client_max_interp_ratio "2"

sv_client_cmdrate_difference "0"

sv_competitive_minspec 1

The plugin monitors the player's ping:

If ping < 60ms: Sets the player to ratio 1 (Competitive, 1-tick buffer).

If ping > 60ms: Sets the player to ratio 2 (Safe, 2-tick buffer).

With this setup, you won't have players sending only 30 cmd/s and receiving only 20/s while the server is calculating at 66.66. More importantly, it fixes the 100ms interpolation issue, where a player's game only refreshes what’s actually happening on the server every 100ms, instead of every 15.2ms (ratio 1) or 30.3ms (ratio 2).
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Re: Server.cfg

Post by Stefan »

Thanks Bino45 for your efforts and suggestions.

We actually tested something similar years ago, but ultimately didn't implement it due to the sometimes poor internet connections at the time.

So perhaps it really is time to test it again and activate the new configuration on some of our servers. Give us a little more time; maybe we'll be able to implement it in the next few days (we'll see).
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