Server.cfg

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Bino45
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Re: Server.cfg

Post by Bino45 »

Hello,
Just a heads-up, an inconsistency has been detected: on the "gun game only" server.

It's running at tick66, but the min/max values ​​are set to tick100. ;)

Please double-check your server.cfg file. ;)

Cheers!
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Re: Server.cfg

Post by Bino45 »

Hello,

So, how did the test go? (even though it was done on a less frequented server).

Thanks
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Re: Server.cfg

Post by Bino45 »

Forget about scripts or plugins for the problem I've been raising about on your servers for years... There's a server command for this specific issue.

`sv_competitive_minspec`, value 0 or 1.

Here's Valve's own definition for this command: Enable to force certain client variables to minimum/maximum values ​​to help prevent competitive advantages.

This clearly means that not forcing certain values ​​on the client side gives them a competitive advantage if they're misconfigured.

Of course, this assumes that the `server.cfg` file contains the correct values.

Here's what this command does:

"sv_competitive_minspec" enforces the following restrictions on clients when set to 1:

r_drawdetailprops 1
r_staticprop_lod (-1 to 3)
fps_max minimum 60 (or 0)
cl_detailfade minimum 400
cl_detaildist minimum 1200
cl_interp (0 to 0.031)
cl_interp_ratio (1 to 2)


These are the cl_interp and cl_interp_ratio values, directly from Valve, within which players MUST operate in order NOT to gain an unfair advantage over other players...

There are far too many players whose hitboxes are so misaligned...

I can't convince you any better to review the netcode of your configurations, which are incorrect across all your tick66s ;)
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Re: Server.cfg

Post by Bino45 »

Hello,
What are your thoughts on Valve's recommendation of a value of 1 to prevent competitive advantages for players whose settings aren't properly adjusted?

Players should have their LERP within this range for fairness: cl_interp (0 to 0.031)

Are most players not within this range?
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Re: Server.cfg

Post by ch3ck »

I dont know 2much in detail, but I noticed that some players, for example "vudi" they have a ping of 5 on the server, but if I type "status" in the console, their real ping is 75.
So they have some very strange settings to have a very low "fake ping" and it makes it very difficult to hit them because their hitbox is all off.
I assume this has some relation to these settings.
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Re: Server.cfg

Post by Bino45 »

ch3ck wrote: Sun 14. Jun 2026, 21:36 I dont know 2much in detail, but I noticed that some players, for example "vudi" they have a ping of 5 on the server, but if I type "status" in the console, their real ping is 75.
So they have some very strange settings to have a very low "fake ping" and it makes it very difficult to hit them because their hitbox is all off.
I assume this has some relation to these settings.
Hello, it's completely related to these settings that Valve recommends setting to a certain value in the server configuration file in order to "frame" all players on values ​​that are fair for everyone...
That's what I've been trying to explain here for years :/
I must come across as a bit of a pain, but the 4played servers are still very popular and I love them ;)
It's really a shame that the admins aren't seriously looking into this. It was already a topic back in the Clan Calendar days (a nod to the old-timers), these famous war config files with predefined values ​​so that everyone plays on an equal footing.
Configs have evolved with broadband connections, and Valve has adjusted the game code.
It would really make the gaming experience optimal for everyone.
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Re: Server.cfg

Post by Stefan »

Update: As of today, the new settings are active on all servers.
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Re: Server.cfg

Post by Bino45 »

Hi,

First of all, I want to commend the great progress made in standardizing player interpolation settings.

However, there is one small step left—a minor optimization (but one with a huge impact):

The `sv_min` settings:

For a player to be perfectly synchronized with a 66-tick server, they need to send "their" info (inputs)—governed by `sv_mincmdrate`—66 times per second, AND the server needs to send game info—governed by `sv_minupdaterate`—to them 66 times per second.

You might ask: "But what about players with low-end setups who only get 45 FPS?"

It has no impact on them; if their game is running at 45 FPS, it will simply send commands 45 times per second. The same applies to receiving data: the server will send 66 updates per second, but the game will only process 45 of them, with the missing ticks being visually simulated.

Right now, your servers are using the default configuration:
`sv_mincmdrate 30`
`sv_minupdaterate 30`

Most players aren't aware of this aspect of CSS; they just install the game and play.

But this penalizes them de facto. Why?
Many PCs are now capable of running the game at decent frame rates.

For example: their game might run at 85 FPS, but since they don't know that CSS netcode requires manual adjustment, they just play with the default settings.
So, while their system is capable of sending 66 updates per second, their `cl_cmdrate` is set to the default 30 (or 20—I can't recall exactly), meaning their game sends "only" 30 updates per second. In short: setting sv_mincmdrate to 30 affects players generating 45 FPS just as much as those generating 85.

By setting these sv_min values ​​to 66, you don't negatively affect anyone; on the contrary, you allow players who can generate more FPS than the tick rate to get the most out of the game. And you don't impact those with lower specs, since they are effectively limited by their FPS anyway.

I haven't checked all your servers, but the ones I play on don't have the optimal settings—namely:

sv_mincmdrate 66
sv_minupdaterate 66

Cheers ;)
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