Ch-ch-ch-changes
December 3, 2011
Config
There have been a few updates to our config. Download it here.
Changes:
- Disallowed using TF2’s server voting system
- Allowed a broader range of interpolation ratios (from 0 to 5)
- Allowed a broader range of rate values (from 30000 to 100000)
- Shortened player timeouts to avoid issues where players can’t rejoin
- Smaller cap on future ticks a player is allowed to send prematurely
Staff updates!
Four new fine gentlemen have been added to our staff. You may have seen them around already as they have been on trial for a while. We welcome Forsak3n, Aez, Oxy and Sonny Black and wish them much joy and happiness helping us do our admin duties.
With great sadness in our hearts, we bid farewell to SnowiE and AnroliF. Thank you both for all the hard work and we wish you all the best in whatever the future may bring you.
Rules
We would like to remind everyone of the merc rule as found in the Highlander Season 1 Rules. For your convenience, said rule is included below:
1.4 One merc allowed by default and up to 3 mercs if the opponent agrees
One mercenary is allowed by default and up to 3 mercenaries are allowed if the opposing team agrees. In order for your merc to be allowed by default, he cannot be more experienced than your team overall, and have no higher equivalent 6v6 experience (season 6 and earlier excluded). Experience in other leagues is included. Opponents can allow exceptions. For other mercs you will need specific approval from the opponent.
Please use the match page to present mercs and ask for allowance. Even the default merc should be presented, so that your opponents can make sure he is not too experienced. If you wish to contest the default allowance of a merc, please contact an admin (support page), so that he may decide whether or not the merc is too experienced.All mercs have to be registered on etf2l. Teams caught using an unregistered merc, or a merc without their opponent’s permission, will receive a warning and possibly a default loss.
Additionally, we have found a worrying number of matches that are lacking status screenshots. A correct status screenshot is made by typing status
in console and taking a screenshot of the output, which should contain the SteamID’s of all the players on the server. You are required to make one at least, and any additional ones for any player changes that may occur during the match or between maps.
These screenshots are used by ETF2L to determine who played in your match and to verify that the players used are actually in your team. Upon uploading status screenshots, our screenshot parser attempts to pull out the SteamID’s using a little OCR script – this script cannot do its job if your screenshot is of poor quality. You can increase screenshot quality by setting jpeg_quality
to a value above 80 in your client config.
OXY ADMIN OF THE CENTURY
<3 pinkeh
It should be mentioned that whilst it may seem like a good idea to disable interpolation entirely by using cl_interpolation_ratio 0, you probably don’t want to do so. If you want to though, feel free.
Gratz AeZ and Oxy!
AeZ already helped me with some profile changes and it was a+++
But chris, you put interpratio to 0 on your good net settings
Nevermind, it was the LAN part. I need to L2read.
Sad to hear Snowie is packing, gotta be the single most consistent entity in TF2. It’s the end of an era, this.
Snowie unsung hero of the scene.
RIP.
Maybe Snowie is only leaving admin team, maybe he wants to play still!
Thanks for all the help given Snowie and Anrolif
Yeah got to agree, Snowie is an absolute hero
With the departure of Anrolif, does that mean you need a new french speaking admin?
I might be able to help.
nooo, not the snowie
droso i can’t hear you over all the chocolate you are shovelling into your mouth, that is how ZE BELGIAN ACKSONT works
also obviously i am now the french speaking admin
Netsky is speaking a better french than you chris (and you > droso fuck his wuit et nonante :p)
rage pas pd :D
gz oxy :)
http://www.youtube.com/watch?v=ZooxI3YOfYM the title of this news post is kpop based. true story.
AEZ FOR PRESIDENT
“Netsky is speaking a better french than you chris (and you > droso fuck his wuit et nonante :p)”
“rage pas pd :D”
Fixed ahahah ^^
Gl to new admins
Sad to see Snowie go :(
Good luck with 9men, see you at LAN!
DON’T TELL ME HE MELTED?! DAMN GLOBAL WARMING! DAMN YOU!!!
So I hope Ashkan is leaving next time?
Sound like these interp changes were made by someone that don’t know anything about how the server and the client will work when the interpolation is disabled.
I’ll still be playing TF2, I’ve just not been active enough as an admin to justify carrying on with it when others are putting in all the effort. Thank you for the kind words.
@AnAkIn sounds like you can’t read my post.
I did read your post, though if you are allowing it, you don’t seem to know what it implies.
it implies nothing in particular. no clientside interpolation means tighter game feel, at the expense of the obvious benefits of interpolation. whether it’s a net benefit or net loss is largely to do with your personal take on it. obviously it won’t make hitreg any better. it does, however, give you a bigger window to act on stuff.
Yes it does. When you set cl_interp_ratio to 0 and cl_interp to 0, you won’t have any interpolation on the client. The server still makes use of these cl_interp values because they are part of the lag compensation mechanism.
This is what makes the whole difference, and can be seen in the Source SDK:
bool useInterpolation = Q_atoi( QUICKGETCVARVALUE("cl_interpolate") ) != 0;
if ( useInterpolation )
{
float flLerpRatio = Q_atof( QUICKGETCVARVALUE("cl_interp_ratio") );
if ( flLerpRatio == 0 )
flLerpRatio = 1.0f;
float flLerpAmount = Q_atof( QUICKGETCVARVALUE("cl_interp") );
static const ConVar *pMin = g_pCVar->FindVar( "sv_client_min_interp_ratio" );
static const ConVar *pMax = g_pCVar->FindVar( "sv_client_max_interp_ratio" );
if ( pMin && pMax && pMin->GetFloat() != -1 )
{
flLerpRatio = clamp( flLerpRatio, pMin->GetFloat(), pMax->GetFloat() );
}
else
{
if ( flLerpRatio == 0 )
flLerpRatio = 1.0f;
}
// #define FIXME_INTERP_RATIO
player->m_fLerpTime = max( flLerpAmount, flLerpRatio / player->m_nUpdateRate );
}
This is the server side code which gets the client cl_interp_ratio value. When cl_interp_ratio is set to 0, the server will consider that it’s set to 1. Then it will cap the SERVER side interp time based on this cl_interp_ratio value.
Let’s take an example: cl_interp_ratio 0, cl_interp 0 and cl_updaterate 66.
The client will have 0 ms interpolation.
The server will think the client has 1/66 = 0.0152 ms interpolation.
This fucks up the hit reg due to the lag compensation making the wrong calculations. This has already been experienced for years by DoD S players as everybody have been saying that it’s better to use cl_interp_ratio 0 & cl_interp 0, and they just recently found out that this was the cause of bad hitreg.
float flLerpRatio = Q_atof( QUICKGETCVARVALUE("cl_interp_ratio") );
if ( flLerpRatio == 0 )
flLerpRatio = 1.0f;
lol wtf
Staff updates! – We welcome (Latvia) Forsak3n
14 years old dumbshit idiot just becomed by admin.
Well done, ETF2L!
“just becomed by admin.” – Now is admin
I’m sorry for my english. And why the hell, there’s no “Edit comment” button?
because it’s much more amusing to watch you flail
“flail”
haahaahahahahahah
my name is mirelin and i am a PROUD LATVIAN
17:47 – Tt ゼロ: so make the button
17:47 – Tt ゼロ: ?
17:47 – vier ° octochris #tf.mercs: lol
17:48 – vier ° octochris #tf.mercs: we have the button
17:48 – vier ° octochris #tf.mercs: :DDDDDDDDDDDDDDDDD
17:48 – Tt ゼロ: no you don’t
17:48 – vier ° octochris #tf.mercs: don’t mad
17:48 – Tt ゼロ: liar
ah oui oui, I speak ze french very well. Baguette Baguette.
EDIT: oh and we have an edit button.EDIT 2: NO WE DON’T
fail
kekekek
http://bit.ly/uZbl7u