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	<title>ETF2L &#8211; Latest activity in &#8220;Scripts, settings, etc&#8221;</title>
	<link>https://staging.etf2l.org/forum/league/topic-428/</link>
	<description><![CDATA[The latest posts to this topic.]]></description>
    	<item>
    	    <title>Reply by hertie</title>
    	    <link>https://staging.etf2l.org/forum/league/topic-428/page-4/?recent=11841#post=11841</link>
    	    <description><![CDATA[would produce a huge "view lag" and a negative command exec time. view lag ... not lag. but this value doesn't make any sense. you could hit the enemy where he was 10 secs before.]]></description>
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    	    <pubDate>Thu, 11 Dec 2008 18:20:55 +0100</pubDate>
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    	    <title>Reply by AnAkIn_</title>
    	    <link>https://staging.etf2l.org/forum/league/topic-428/page-4/?recent=11841#post=11840</link>
    	    <description><![CDATA[I know what interp is.

Just test yourself, cl_interp 10, or make a bind, and see the difference.

Anyway, this what about scripts, so no need to continue talking about interp..]]></description>
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    	    <pubDate>Thu, 11 Dec 2008 18:02:10 +0100</pubDate>
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    	<item>
    	    <title>Reply by hertie</title>
    	    <link>https://staging.etf2l.org/forum/league/topic-428/page-4/?recent=11841#post=11839</link>
    	    <description><![CDATA[I would recommend to read the hole text on the page. 
the interp effect in hit detection is removed by the server side lag compensation. 
"Command Execution Time = Current Server Time - Packet Round-Trip-Time - Client View Interpolation"
the problem is, if there are 5 people, you hear 6 different stories how interp works, it is some tricky stuff, but i say the dev. wiki is the best source.]]></description>
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    	    <pubDate>Thu, 11 Dec 2008 18:01:01 +0100</pubDate>
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    	    <title>Reply by AnAkIn_</title>
    	    <link>https://staging.etf2l.org/forum/league/topic-428/page-4/?recent=11841#post=11836</link>
    	    <description><![CDATA[At the cost of the hit registry.

Then just set cl_interp_ratio to 2 and you'll be limited to 2/updaterate, and then 2/66=0.03]]></description>
    	    <guid isPermaLink="false">generator=rsdiscuss&#038;baseurl=https://staging.etf2l.org&#038;feed=forum&#038;forum=league&#038;topic=428&#038;post=11836</guid>
    	    <pubDate>Thu, 11 Dec 2008 17:43:20 +0100</pubDate>
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    	<item>
    	    <title>Reply by hertie</title>
    	    <link>https://staging.etf2l.org/forum/league/topic-428/page-4/?recent=11841#post=11826</link>
    	    <description><![CDATA[0.03 is to catch a possible packet loss.
<blockquote cite="">With 20 snapshots per second, a new update arrives about every 50 milliseconds. If the client render time is shifted back by 50 milliseconds, entities can be always interpolated between the last received snapshot and the snapshot before that. The Source engine does the entity interpolation with a 100-millisecond delay (cl_interp 0.1). This way, even if one snapshot is lost, there are always two valid snapshots to interpolate between.</blockquote>]]></description>
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    	    <pubDate>Thu, 11 Dec 2008 14:47:05 +0100</pubDate>
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    	    <title>Reply by AnAkIn_</title>
    	    <link>https://staging.etf2l.org/forum/league/topic-428/page-4/?recent=11841#post=11797</link>
    	    <description><![CDATA[1/66 = 0.0152 not 0.03.

The lowest interp on TF2 is 0.0152.

And TF2 isn't CS 1.5 or older on the old Half Life engine where you could exploit interp.

There's no need to block interp. People still don't understand that...]]></description>
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    	    <pubDate>Thu, 11 Dec 2008 11:29:52 +0100</pubDate>
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    	    <title>Reply by hertie</title>
    	    <link>https://staging.etf2l.org/forum/league/topic-428/page-4/?recent=11841#post=11793</link>
    	    <description><![CDATA[for all questions about cl_interp and net settings, klick this link:
<a href="http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking" title="http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking" rel="nofollow">boink</a>
a very nice wiki from the Valve Developer Community. 
Short conclusion: cl_interp has nothing to do with your ping ! but with your cl_updaterate. the right value for an cl_updaterate 66 is cl_interp 0.03 with cl_interp_ratio 1.
only if your ping is to high to get 66 snaps / sec. you have to lower the updaterate and also higher the cl_interp. so your ping has just a passive influence on interp.
hope i could help,
greets rge]]></description>
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    	    <pubDate>Thu, 11 Dec 2008 07:10:05 +0100</pubDate>
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    	    <title>Reply by waebi</title>
    	    <link>https://staging.etf2l.org/forum/league/topic-428/page-4/?recent=11841#post=11770</link>
    	    <description><![CDATA[Using the script Relentless mentioned since a long time - do you really think ANYONE would play a match and then change loadout mid-game*, maybe lose spawn time or whatever cause it took more time? And even if you banned the script (.cfg i reckon?) you could just add it to the main menu (esc + click button)...

*for sure not as long as the current way takes that long. 2 clicks imo, then we're talkin again. (class selection + click on weapon symbol)]]></description>
    	    <guid isPermaLink="false">generator=rsdiscuss&#038;baseurl=https://staging.etf2l.org&#038;feed=forum&#038;forum=league&#038;topic=428&#038;post=11770</guid>
    	    <pubDate>Wed, 10 Dec 2008 17:34:39 +0100</pubDate>
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    	    <title>Reply by deeznuts</title>
    	    <link>https://staging.etf2l.org/forum/league/topic-428/page-4/?recent=11841#post=11768</link>
    	    <description><![CDATA[more for the interp stuff and rates]]></description>
    	    <guid isPermaLink="false">generator=rsdiscuss&#038;baseurl=https://staging.etf2l.org&#038;feed=forum&#038;forum=league&#038;topic=428&#038;post=11768</guid>
    	    <pubDate>Wed, 10 Dec 2008 17:18:31 +0100</pubDate>
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    	    <title>Reply by AnAkIn_</title>
    	    <link>https://staging.etf2l.org/forum/league/topic-428/page-4/?recent=11841#post=11765</link>
    	    <description><![CDATA[Zblock doesn't block scripts afaik, but only CSS specific exploits. I don't see why it should be used in TF2.

ETF2L could use an anti cheat but admins don't want to... :/


ALL scripts should be disallowed imo.]]></description>
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    	    <pubDate>Wed, 10 Dec 2008 17:07:27 +0100</pubDate>
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    	<item>
    	    <title>Reply by deeznuts</title>
    	    <link>https://staging.etf2l.org/forum/league/topic-428/page-4/?recent=11841#post=11760</link>
    	    <description><![CDATA[zBlock for tf2 would be pretty hawt.]]></description>
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    	    <pubDate>Wed, 10 Dec 2008 16:18:33 +0100</pubDate>
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    	    <title>Reply by mavve</title>
    	    <link>https://staging.etf2l.org/forum/league/topic-428/page-3/?recent=11841#post=11577</link>
    	    <description><![CDATA[Cl_interp is the biggest issue here. In other games like cs source, cs 1.6, putting interp to something else than its lowest value 0.01 is considered cheating. In tf2 the lowest value is 0.0152 because of servers ticrate 66. The difference in tf2 is you will hit with interp 0.1 because of lagcompensation, but the player you hit will feel like being hit by a 100 ping player. I dont know if putting interp to your ping is correct. I'd like to have a good source that argues for your cause.

Make a ETF2L GUI. That would be lovely. Forced to be used by all players ofc =).]]></description>
    	    <guid isPermaLink="false">generator=rsdiscuss&#038;baseurl=https://staging.etf2l.org&#038;feed=forum&#038;forum=league&#038;topic=428&#038;post=11577</guid>
    	    <pubDate>Mon, 08 Dec 2008 01:27:32 +0100</pubDate>
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    	    <title>Reply by sajh</title>
    	    <link>https://staging.etf2l.org/forum/league/topic-428/page-3/?recent=11841#post=11336</link>
    	    <description><![CDATA[probably isnt a cheat]]></description>
    	    <guid isPermaLink="false">generator=rsdiscuss&#038;baseurl=https://staging.etf2l.org&#038;feed=forum&#038;forum=league&#038;topic=428&#038;post=11336</guid>
    	    <pubDate>Thu, 04 Dec 2008 18:03:58 +0100</pubDate>
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    	    <title>Reply by Relentless</title>
    	    <link>https://staging.etf2l.org/forum/league/topic-428/page-3/?recent=11841#post=11334</link>
    	    <description><![CDATA[Was wondering the following quote some time:

Is a Fast Loadout Switcher script allowed?
Works this way, if I stand in the spawn, I just need to press one button to switch between e.g. kritzkrieg and medigun.
It saves quite a few seconds of standing around being useless.
As this script came with the class updates I thought the rulespage hasnt been updated yet.]]></description>
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    	    <pubDate>Thu, 04 Dec 2008 17:58:05 +0100</pubDate>
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    	    <title>Reply by BOOMting</title>
    	    <link>https://staging.etf2l.org/forum/league/topic-428/page-3/?recent=11841#post=5824</link>
    	    <description><![CDATA[Nothing is wrong with playing without weapon models. :]]]></description>
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    	    <pubDate>Sun, 21 Sep 2008 17:04:36 +0200</pubDate>
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