It may not have been him. It was the craziest thing i've ever seen. Couldn't tell what the guy was looking at as he was shooting or moving around the map for that matter. There were many specing and would agree with me including nincumpoop (I remember him being there but not the guy doing it. haha).And processor adds a good point, what would be the difference between this and a flick shot. I'm assuming flick shot you are stopping right on the target where sweeping shot you are moving through the area where you target is...?
I realize it is just a practice thing. I'm just speaking from personal experience that the increased fps has raised my ability to hit a flick shot by %75 or more. My acc may still be low compared to other top level players but I'm beating a lot of people now I haven't come close to beating in the past. Something about only getting 60fps made it incredibly difficult to get the timing right. Not to mention 1 of every 3 shots were clicks. After increased fps, no more clicks, and I can actually hit a flick shot. I believe I have always had the muscle memory. Just didn't have the setup to do it properly til now.
You might be right about it being in my head. Pretty huge psychological change though. I'm convinced the frames have contributed some My cl_async = 1. cl_maxfps = 140. I don't have my r_maxfps set in cfg so it is whatever the default value is i'm guessing. gl_swapinterval = 0 is the setting that boosted my fps from 60 to 1000. until i changed swapinterval, no matter what i did, i was stuck at 60 as my maxfps.You are right, when i say 1000 fps, i do mean rendered frames on the client. not what is on server side.I haven't been booted for having 140 on maxfps. maybe i'm being throttled? not sure.
Quote from: Mr._X on March 13, 2006, 10:34:21 PMI want to have the experts possibly explain what type of 'flaw' this tecnique uses, or possibly exploits... I think because it sends alot of info to the server and it gets flooded, then it gets confused, possibly uses lots of cpu and to compensate for being slow just rounds all the waypoints off and then awards the player the kill...Hi, just a technical note about some of the client->server communication details. . . .It turns out the client doesn't send more or fewer packets to the server whether you have the mouse button down or not, or whether you are vigorously sweeping the mouse/view angles.(*1)The client sends a movement/button delta packet to the server each time the client renders a new frame.(*2) It doesn't matter how frantically one might try to click the mouse buttons, or sweep the mouselook view angles - the client only sends packets to the server at a fixed rate.So whatever the explanation for the behavior characteristics you're experiencing, it shouldn't be connected with the client sending more data to the server, because clicking the buttons and dragging the mouse doesn't increase the packet rate, and shouldn't appreciably increase the data rate.So whatever it is, I don't think it will turn out to be an issue of the server getting flooded.Regards,(*1)Although, in a given packet, it can omit data that was unchanged since last time. But the packets are still sent at a constant rate.(*2)In r1q2 clients, with cl_async 1, the packets per second sent by the client to the server is no longer tied to the video frame rate; but still, button presses and mouse view angle sweeps will have no effect on that packet rate.
I want to have the experts possibly explain what type of 'flaw' this tecnique uses, or possibly exploits... I think because it sends alot of info to the server and it gets flooded, then it gets confused, possibly uses lots of cpu and to compensate for being slow just rounds all the waypoints off and then awards the player the kill...
I think because it sends alot of info to the server and it gets flooded, then it gets confused, possibly uses lots of cpu and to compensate for being slow just rounds all the waypoints off and then awards the player the kill... I've observed many other players do this regularly and it works quite well for them.
Side topic - the high ping player, "wood" - is that alpha in disguise?