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iXphobos
Profile Joined July 2010
Germany1465 Posts
April 28 2016 21:58 GMT
#1241
On April 29 2016 05:37 Rebs wrote:
Show nested quote +
On April 29 2016 04:58 Mozdk wrote:
One of the guys I play with has a bind for a chat message when he kills people. He would like to know if there is a way to make it appear automatically when he kills someone in a competitive game. I told him that it was very unlikely, but that I would ask. Does anyone know?

I want to stress the fact that I am not the one asking.


If hes super confident he can bind it to mouse 1.

Haha. That' s gold.
Branch.AUT
Profile Blog Joined May 2010
Austria853 Posts
Last Edited: 2016-05-06 15:28:30
May 06 2016 15:27 GMT
#1242
When I try to spectate my friend's game, I get an error message( "Connection failed after 30 retries").
What am I doing wrong?
Artesimo
Profile Joined February 2015
Germany628 Posts
May 06 2016 15:38 GMT
#1243
A mystery I never understood:
Player A vs Player B both with AWP. A has a lower ping then B. From A's perspective, he shoots first, hears his shot followed by the shot of B, yet both are clearly distinguishable for A. Player A dies, B checks his AWP where the mag still holds all rounds like if A never fired a shot.

How exactly does that work? Bad synchronization? If it was because of latency, it should have been the other way around, right? Or could it be caused by a unlucky latencyspike for A?
By now I was witness to a couple if instances where this happened and I always wonder what the reason behind it is.
Branch.AUT
Profile Blog Joined May 2010
Austria853 Posts
May 06 2016 16:18 GMT
#1244
On May 07 2016 00:38 Artesimo wrote:
A mystery I never understood:
Player A vs Player B both with AWP. A has a lower ping then B. From A's perspective, he shoots first, hears his shot followed by the shot of B, yet both are clearly distinguishable for A. Player A dies, B checks his AWP where the mag still holds all rounds like if A never fired a shot.

How exactly does that work? Bad synchronization? If it was because of latency, it should have been the other way around, right? Or could it be caused by a unlucky latencyspike for A?
By now I was witness to a couple if instances where this happened and I always wonder what the reason behind it is.

All depends on which shot reaches the server first. Since in your example B fired first, the server resolves A's shot as never happened because B's shot killed him (in server time) before he could have fired, even though you heard the sound. Sound, Blood, etc are calculated locally, but the actually result is what the server registers. That is also why sometimes you see blood locally, but the server registers no hits.
Artesimo
Profile Joined February 2015
Germany628 Posts
May 06 2016 16:29 GMT
#1245
On May 07 2016 01:18 Branch.AUT wrote:
Show nested quote +
On May 07 2016 00:38 Artesimo wrote:
A mystery I never understood:
Player A vs Player B both with AWP. A has a lower ping then B. From A's perspective, he shoots first, hears his shot followed by the shot of B, yet both are clearly distinguishable for A. Player A dies, B checks his AWP where the mag still holds all rounds like if A never fired a shot.

How exactly does that work? Bad synchronization? If it was because of latency, it should have been the other way around, right? Or could it be caused by a unlucky latencyspike for A?
By now I was witness to a couple if instances where this happened and I always wonder what the reason behind it is.

All depends on which shot reaches the server first. Since in your example B fired first, the server resolves A's shot as never happened because B's shot killed him (in server time) before he could have fired, even though you heard the sound. Sound, Blood, etc are calculated locally, but the actually result is what the server registers. That is also why sometimes you see blood locally, but the server registers no hits.


No, in the example A fired first, at least from his point of view, which of course could be wrong because the server just has not send the information of B shooting just yet, but since A has the lower ping this should be less likely. Also if A shoots first, followed by B's shot almost after the sound of A's shot being finished that would mean B in reality shot about a second earlier then A who has the lower ping and certainly not one that would explain him being ~1 whole second behind B.

Though i assume your example explains why you sometimes kill people that already got back into full cover without having wallbanged them or in extreme examples having almost a noticeable delay between your shot fired and the enemy death
Excludos
Profile Blog Joined April 2010
Norway8281 Posts
Last Edited: 2016-05-06 19:47:12
May 06 2016 19:46 GMT
#1246
On May 07 2016 01:29 Artesimo wrote:
Show nested quote +
On May 07 2016 01:18 Branch.AUT wrote:
On May 07 2016 00:38 Artesimo wrote:
A mystery I never understood:
Player A vs Player B both with AWP. A has a lower ping then B. From A's perspective, he shoots first, hears his shot followed by the shot of B, yet both are clearly distinguishable for A. Player A dies, B checks his AWP where the mag still holds all rounds like if A never fired a shot.

How exactly does that work? Bad synchronization? If it was because of latency, it should have been the other way around, right? Or could it be caused by a unlucky latencyspike for A?
By now I was witness to a couple if instances where this happened and I always wonder what the reason behind it is.

All depends on which shot reaches the server first. Since in your example B fired first, the server resolves A's shot as never happened because B's shot killed him (in server time) before he could have fired, even though you heard the sound. Sound, Blood, etc are calculated locally, but the actually result is what the server registers. That is also why sometimes you see blood locally, but the server registers no hits.


No, in the example A fired first, at least from his point of view, which of course could be wrong because the server just has not send the information of B shooting just yet, but since A has the lower ping this should be less likely. Also if A shoots first, followed by B's shot almost after the sound of A's shot being finished that would mean B in reality shot about a second earlier then A who has the lower ping and certainly not one that would explain him being ~1 whole second behind B.

Though i assume your example explains why you sometimes kill people that already got back into full cover without having wallbanged them or in extreme examples having almost a noticeable delay between your shot fired and the enemy death


If Player A shoots first and player A has lower ping, He either kills the other guy or he missed. The server updates every tick, which is 64 times a second on normal MM servers (128 on most community and tournament servers). That means it checks what has happened every 0,015625 seconds. If player A has lower ping and he shoots, his shot will always registers if he shot before player B. Sometimes, if you have bad lag, your local computer can sometimes register you firing a shot (and even blood coming out of your opponent), but the server registered the other player shooting first, and thus your shot is canceled even if you heard it fire. This is what Branch.AUT was talking about. This has not happened to me since the major update a while ago where they updated hitboxes and the way the server handles inputs.
Excludos
Profile Blog Joined April 2010
Norway8281 Posts
Last Edited: 2016-05-06 19:51:32
May 06 2016 19:50 GMT
#1247
On May 07 2016 00:27 Branch.AUT wrote:
When I try to spectate my friend's game, I get an error message( "Connection failed after 30 retries").
What am I doing wrong?


Could be any number of reasons. Was he playing on a community server? The server might not have HLTV and full slots, which means you have nothing to connect to. Or the HLTV could be bugged. I'm also unsure if deathmatch, demolition, arms race etc even have a hltv to connect to (don't quote me on that, I have never tried). It could also be something simple like the match already being finished, an error on any part of the network, packages not going through properly..like mentioned, any number of reasons.
Branch.AUT
Profile Blog Joined May 2010
Austria853 Posts
May 06 2016 21:43 GMT
#1248
On May 07 2016 04:46 Excludos wrote:
Show nested quote +
On May 07 2016 01:29 Artesimo wrote:
On May 07 2016 01:18 Branch.AUT wrote:
On May 07 2016 00:38 Artesimo wrote:
A mystery I never understood:
Player A vs Player B both with AWP. A has a lower ping then B. From A's perspective, he shoots first, hears his shot followed by the shot of B, yet both are clearly distinguishable for A. Player A dies, B checks his AWP where the mag still holds all rounds like if A never fired a shot.

How exactly does that work? Bad synchronization? If it was because of latency, it should have been the other way around, right? Or could it be caused by a unlucky latencyspike for A?
By now I was witness to a couple if instances where this happened and I always wonder what the reason behind it is.

All depends on which shot reaches the server first. Since in your example B fired first, the server resolves A's shot as never happened because B's shot killed him (in server time) before he could have fired, even though you heard the sound. Sound, Blood, etc are calculated locally, but the actually result is what the server registers. That is also why sometimes you see blood locally, but the server registers no hits.


No, in the example A fired first, at least from his point of view, which of course could be wrong because the server just has not send the information of B shooting just yet, but since A has the lower ping this should be less likely. Also if A shoots first, followed by B's shot almost after the sound of A's shot being finished that would mean B in reality shot about a second earlier then A who has the lower ping and certainly not one that would explain him being ~1 whole second behind B.

Though i assume your example explains why you sometimes kill people that already got back into full cover without having wallbanged them or in extreme examples having almost a noticeable delay between your shot fired and the enemy death


If Player A shoots first and player A has lower ping, He either kills the other guy or he missed. The server updates every tick, which is 64 times a second on normal MM servers (128 on most community and tournament servers). That means it checks what has happened every 0,015625 seconds. If player A has lower ping and he shoots, his shot will always registers if he shot before player B. Sometimes, if you have bad lag, your local computer can sometimes register you firing a shot (and even blood coming out of your opponent), but the server registered the other player shooting first, and thus your shot is canceled even if you heard it fire. This is what Branch.AUT was talking about. This has not happened to me since the major update a while ago where they updated hitboxes and the way the server handles inputs.


The way I understand it the server has the accurate representation of what is happening in the game, while your client gets a good approximation. If the dead guys clip is full he didn't get to shoot, no matter the sound he may have heard. Higher tickrate means server asks clients more often what is going on and therefore the information on the server is updated more frequently.

On May 07 2016 04:50 Excludos wrote:
Show nested quote +
On May 07 2016 00:27 Branch.AUT wrote:
When I try to spectate my friend's game, I get an error message( "Connection failed after 30 retries").
What am I doing wrong?


Could be any number of reasons. Was he playing on a community server? The server might not have HLTV and full slots, which means you have nothing to connect to. Or the HLTV could be bugged. I'm also unsure if deathmatch, demolition, arms race etc even have a hltv to connect to (don't quote me on that, I have never tried). It could also be something simple like the match already being finished, an error on any part of the network, packages not going through properly..like mentioned, any number of reasons.


Just regular competitive valve MM. I can watch the available matches no problem, just can't spec my friends game while I wait for them to finish up for example.
Excludos
Profile Blog Joined April 2010
Norway8281 Posts
Last Edited: 2016-05-06 21:52:33
May 06 2016 21:51 GMT
#1249
On May 07 2016 06:43 Branch.AUT wrote:
Show nested quote +
On May 07 2016 04:46 Excludos wrote:
On May 07 2016 01:29 Artesimo wrote:
On May 07 2016 01:18 Branch.AUT wrote:
On May 07 2016 00:38 Artesimo wrote:
A mystery I never understood:
Player A vs Player B both with AWP. A has a lower ping then B. From A's perspective, he shoots first, hears his shot followed by the shot of B, yet both are clearly distinguishable for A. Player A dies, B checks his AWP where the mag still holds all rounds like if A never fired a shot.

How exactly does that work? Bad synchronization? If it was because of latency, it should have been the other way around, right? Or could it be caused by a unlucky latencyspike for A?
By now I was witness to a couple if instances where this happened and I always wonder what the reason behind it is.

All depends on which shot reaches the server first. Since in your example B fired first, the server resolves A's shot as never happened because B's shot killed him (in server time) before he could have fired, even though you heard the sound. Sound, Blood, etc are calculated locally, but the actually result is what the server registers. That is also why sometimes you see blood locally, but the server registers no hits.


No, in the example A fired first, at least from his point of view, which of course could be wrong because the server just has not send the information of B shooting just yet, but since A has the lower ping this should be less likely. Also if A shoots first, followed by B's shot almost after the sound of A's shot being finished that would mean B in reality shot about a second earlier then A who has the lower ping and certainly not one that would explain him being ~1 whole second behind B.

Though i assume your example explains why you sometimes kill people that already got back into full cover without having wallbanged them or in extreme examples having almost a noticeable delay between your shot fired and the enemy death


If Player A shoots first and player A has lower ping, He either kills the other guy or he missed. The server updates every tick, which is 64 times a second on normal MM servers (128 on most community and tournament servers). That means it checks what has happened every 0,015625 seconds. If player A has lower ping and he shoots, his shot will always registers if he shot before player B. Sometimes, if you have bad lag, your local computer can sometimes register you firing a shot (and even blood coming out of your opponent), but the server registered the other player shooting first, and thus your shot is canceled even if you heard it fire. This is what Branch.AUT was talking about. This has not happened to me since the major update a while ago where they updated hitboxes and the way the server handles inputs.


The way I understand it the server has the accurate representation of what is happening in the game, while your client gets a good approximation. If the dead guys clip is full he didn't get to shoot, no matter the sound he may have heard. Higher tickrate means server asks clients more often what is going on and therefore the information on the server is updated more frequently.


Correct. The client tried to fire, it ringed the "weapon fired" sound, but the server registered the other player as having shot first. This can not happen if your ping is lower than your opponent and you actually shot first, due to the nature of how the game is set up. I guess the only exception is if the server registers both players firing on the same tick, which just doesn't happen. But if it did, the rules are super fussy on who actually wins. Also only one gunshot is heard in these cases (this has been tested). This is almost certainly a case of "I'm sure I hit him!" but he actually didn't. Going back and looking at replays doesn't work either, as they are never accurate on these things.
chrisolo
Profile Joined May 2009
Germany2614 Posts
May 10 2016 17:11 GMT
#1250
So my crosshair gap is different between pistols and smgs/rifles. Is there a possibility to disable this? I have a static crosshair.
¯\_(ツ)_/¯ - aka cReAtiVee
iXphobos
Profile Joined July 2010
Germany1465 Posts
Last Edited: 2016-05-10 17:58:39
May 10 2016 17:57 GMT
#1251
On May 11 2016 02:11 chrisolo wrote:
So my crosshair gap is different between pistols and smgs/rifles. Is there a possibility to disable this? I have a static crosshair.

cl_crosshairstyle 4
iXphobos
Profile Joined July 2010
Germany1465 Posts
Last Edited: 2016-05-10 17:58:48
May 10 2016 17:58 GMT
#1252
...
chrisolo
Profile Joined May 2009
Germany2614 Posts
May 10 2016 17:59 GMT
#1253
Doesnt help?!
¯\_(ツ)_/¯ - aka cReAtiVee
evaunit01
Profile Blog Joined January 2011
United States512 Posts
May 10 2016 17:59 GMT
#1254
On May 11 2016 02:11 chrisolo wrote:
So my crosshair gap is different between pistols and smgs/rifles. Is there a possibility to disable this? I have a static crosshair.


cl_crosshairgap_useweaponvalue

Defines whether the crosshair gap changes with the equipped weapon e.g. switching from an AK47 to a pistol will slightly spread your crosshair. This command was added later to mimic the crosshair behavior from CS 1.6 – it doesn’t work with cl_crosshairstyle 0 and 1.
Disabled: cl_crosshairgap_useweaponvalue "0"
Enabled: cl_crosshairgap_useweaponvalue "1"

cl_crosshairgap

This command determines the middle gap between the lines of the crosshair. Use negative values to close the gap and positives to open it up.
Default: cl_crosshairgap "1" // min. – max. –
Gamertag: William T. Riker - My life for Aiur!
chrisolo
Profile Joined May 2009
Germany2614 Posts
May 10 2016 19:24 GMT
#1255
Thanks
¯\_(ツ)_/¯ - aka cReAtiVee
chrisolo
Profile Joined May 2009
Germany2614 Posts
Last Edited: 2016-05-12 06:20:45
May 12 2016 06:19 GMT
#1256
I know this isnt probably the right place to ask or even a question that should be asked, because it is only personal preference, but I just sold my knife to upgrade to a nicer one. Now I have some candidates, which I find appealing, but I cannot decide which I should buy.

Here are my candidates (from low price to high price):
- Butterfly Knife | Fade FN
- Karambit | Crimson Web FT
- Karambit | Damascus Steel MW
- M9 Bayonet | Fade FN
- M9 Bayonet | Doppler Phase 2 FN

Which would you choose? I mean the Doppler is definitly the best looking, but its expensive and I do not really like the Inspect Animation of the M9. The Butterfly Fade gives me the most profit (pay 200 Dollar, get a 300 Dollar Steammarket Knife, just like the Damascus Steel 250-> 350), but I do not know if the Butterfly Knife Animation will get boring too soon.

I have had a Karambit | Forest DDPAT FT before and I really like the Karambit animation (especially spamming f and r). In the end the Damascus Steel is probably the best compromise and the most satisfying, but I can see myself selling it in 3 months to spend another 150 Dollar for a Karambit | Fade (not really looking forward to this T_T), whilst I would probably stick with the M9 Doppler.

I know your suggestion will only be your personal preference, but can you give me your oppinion, which knife to choose from? Or maybe you even know a better knife in the 200-280 Dollar price segment.
¯\_(ツ)_/¯ - aka cReAtiVee
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
May 12 2016 09:03 GMT
#1257
Stock knife, best knife.
LiquipediaWanderer
Yrr
Profile Joined June 2012
Germany805 Posts
May 12 2016 09:12 GMT
#1258
Yeah, It's cheaper to buy a taser every round and you wont have to show an expensive knife.
MMR decay is bad, m'kay? | Personal Hero: TerranHwaiting
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
May 12 2016 09:32 GMT
#1259
I want a Karambit Taser now. :c
LiquipediaWanderer
Nagisama
Profile Blog Joined April 2010
Canada4481 Posts
May 12 2016 10:24 GMT
#1260
On May 12 2016 15:19 chrisolo wrote:
I know this isnt probably the right place to ask or even a question that should be asked, because it is only personal preference, but I just sold my knife to upgrade to a nicer one. Now I have some candidates, which I find appealing, but I cannot decide which I should buy.

Here are my candidates (from low price to high price):
- Butterfly Knife | Fade FN
- Karambit | Crimson Web FT
- Karambit | Damascus Steel MW
- M9 Bayonet | Fade FN
- M9 Bayonet | Doppler Phase 2 FN

Which would you choose? I mean the Doppler is definitly the best looking, but its expensive and I do not really like the Inspect Animation of the M9. The Butterfly Fade gives me the most profit (pay 200 Dollar, get a 300 Dollar Steammarket Knife, just like the Damascus Steel 250-> 350), but I do not know if the Butterfly Knife Animation will get boring too soon.

I have had a Karambit | Forest DDPAT FT before and I really like the Karambit animation (especially spamming f and r). In the end the Damascus Steel is probably the best compromise and the most satisfying, but I can see myself selling it in 3 months to spend another 150 Dollar for a Karambit | Fade (not really looking forward to this T_T), whilst I would probably stick with the M9 Doppler.

I know your suggestion will only be your personal preference, but can you give me your oppinion, which knife to choose from? Or maybe you even know a better knife in the 200-280 Dollar price segment.

Get both m9 and karambit :D

Personally I'd probably get the damascus steel. I was also trying to get an m9 as a secondary to my karambit (1 for t/ct side), but through some other turn of events, I ended up with a huntsman, and I'm fine with that.
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