<div class="IPBDescription">Purpose?</div> What is the variable cl_lw for? I know that it makes it impossible to switch weapons when cl_lw is 0, but what is the purpose of it?
This setting determines how weapons fire is controlled, for example with regard to sounds and animation. When set to 0 the client will perform as it used to prior to 1.1.0.0, the server returns/confirms weapon related sounds and animation fire information.
If you set this to 1 the clients weapon sound and animation will all happen client side as soon as you press fire. It should be noted that when set to 1 the animations and marks displayed are determined client side, as a result they may not be an accurate representation of where you are actually hitting.
It should be noted that the server always determines if you have hit your target or not, only weapon related sounds and animation are controlled by cl_lw.
You may find it useful to bind different settings of cl_lw and cl_lc for different weapons. It is very important to note that if you use a setting of 0 for cl_lw that the cl_lc setting should be set to 0. While cl_lc is supposed to be ignored when cl_lw is set to 0, some users have reported that manually setting to cl_lc to 0 was needed.
<!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1--> cl_lw: This setting determines how weapons fire is controlled, for example with regard to sounds and animation. When set to 0 the client will perform as it used to prior to 1.1.0.0, the server returns/confirms weapon related sounds and animation fire information.
If you set this to 1 the clients weapon sound and animation will all happen client side as soon as you press fire. It should be noted that when set to 1 the animations and marks displayed are determined client side, as a result they may not be an accurate representation of where you are actually hitting.
It should be noted that the server always determines if you have hit your target or not, only weapon related sounds and animation are controlled by cl_lw.
You may find it useful to bind different settings of cl_lw and cl_lc for different weapons. It is very important to note that if you use a setting of 0 for cl_lw that the cl_lc setting should be set to 0. While cl_lc is supposed to be ignored when cl_lw is set to 0, some users have reported that manually setting to cl_lc to 0 was needed. <!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
I would also like to add that it is impossible to adjust your POV when cl_lw is 1. I was trying to see how the current blink felt with a different POV in order to compare it to tankfugl's blinkmod.
cl_lw sounds like it would create lag. If I understand correctly, "the server returns/confirms" means "slow+laggy due to information traffic."
I heard about the bulletholes not accurately representing where the bullets hit serverside back when Forlorn pointed out the double-pentagram shotgun pattern, but I still dunno quite what cl_lc does, except that it relates to the previous cl_lw.
Does LC stand for Lag Compensation? Just a know-nothing's guess here.
If however things like this DON'T create lag, I guess I can maybe understand why you would want them off for certain hitscan weapons. Maybe?? Clarify this if you wanna.
What other games is this applicable to? CS maybe? NS is where I first learned about m_yaw and pitch, after all..
cl_lc tells the game if you want client side lag comp effects or not. If you turn it off, the game will play like old, pre-lag comp half life. You'll have to lead your targets so that by the time the server has verified that you fired, the target is there. cl_lw is the same but for weapon effects like wall decals, broken glass, and blood splatters. Turning it off will give you an interesting view into what the server sees, but will pretty much guarantee that you won't be able to kill anything. Leaving them on allows you to aim directly at your target, press fire, immediately see yourself fire and the bullets hit. Just bear in mind that this doesn't always mean that you actually hit your target. (Very much not, especially in b5 where you can plaster an afk skulk with shotgun shots and he still won't die)
cl_lw enables/disables client weapon prediction. This is where the client plays weapons sounds/tracers/decals as soon as you press the fire button. Without this, the client has to wait for the server to acknowledge the fir command before it will display anything.
cl_lc enables/disables lag compensation for you. This is where the server uses the position of other players when yu pressed the fire button to determine whether you hit them. Without this, you have to "lead" your targets. Note that this only disables lag compensation for you - other players can control whether they use lag compensation with their own copy of the cl_lc cvar.
The only reason the cl_l? cvars exist is so people who didn't like the new netcode ntroduced in 1.1.1.0 could disable it for their client. Now that pretty much everyone uses predicted weapons/lag compensation and taht some weapons in NS aren't designed to work without it, there's no reason to disable them.
Basically, it's a tool for high ping players to attempt to reduce the effects of lag..
for example say your ping is 100ms, when your shot data is received by the server, the server calculates where everything was 100ms ago and calculates hits with that data.
This effectively means that you should not need to "lead" shots due to lag.
cl_lw
Controls whether or not your your decals are dispalyed client-side, or are displayed after the server has verified where they should be, which will increase ping times, but will give "an interesting insight into what the server sees".
Comments
If you set this to 1 the clients weapon sound and animation will all happen client side as soon as you press fire. It should be noted that when set to 1 the animations and marks displayed are determined client side, as a result they may not be an accurate representation of where you are actually hitting.
It should be noted that the server always determines if you have hit your target or not, only weapon related sounds and animation are controlled by cl_lw.
You may find it useful to bind different settings of cl_lw and cl_lc for different weapons. It is very important to note that if you use a setting of 0 for cl_lw that the cl_lc setting should be set to 0. While cl_lc is supposed to be ignored when cl_lw is set to 0, some users have reported that manually setting to cl_lc to 0 was needed.
google is your friend
If you set this to 1 the clients weapon sound and animation will all happen client side as soon as you press fire. It should be noted that when set to 1 the animations and marks displayed are determined client side, as a result they may not be an accurate representation of where you are actually hitting.
It should be noted that the server always determines if you have hit your target or not, only weapon related sounds and animation are controlled by cl_lw.
You may find it useful to bind different settings of cl_lw and cl_lc for different weapons. It is very important to note that if you use a setting of 0 for cl_lw that the cl_lc setting should be set to 0. While cl_lc is supposed to be ignored when cl_lw is set to 0, some users have reported that manually setting to cl_lc to 0 was needed. <!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
I heard about the bulletholes not accurately representing where the bullets hit serverside back when Forlorn pointed out the double-pentagram shotgun pattern, but I still dunno quite what cl_lc does, except that it relates to the previous cl_lw.
Does LC stand for Lag Compensation? Just a know-nothing's guess here.
If however things like this DON'T create lag, I guess I can maybe understand why you would want them off for certain hitscan weapons. Maybe?? Clarify this if you wanna.
What other games is this applicable to? CS maybe? NS is where I first learned about m_yaw and pitch, after all..
cl_lc enables/disables lag compensation for you. This is where the server uses the position of other players when yu pressed the fire button to determine whether you hit them. Without this, you have to "lead" your targets. Note that this only disables lag compensation for you - other players can control whether they use lag compensation with their own copy of the cl_lc cvar.
The only reason the cl_l? cvars exist is so people who didn't like the new netcode ntroduced in 1.1.1.0 could disable it for their client. Now that pretty much everyone uses predicted weapons/lag compensation and taht some weapons in NS aren't designed to work without it, there's no reason to disable them.
Basically, it's a tool for high ping players to attempt to reduce the effects of lag..
for example say your ping is 100ms, when your shot data is received by the server, the server calculates where everything was 100ms ago and calculates hits with that data.
This effectively means that you should not need to "lead" shots due to lag.
cl_lw
Controls whether or not your your decals are dispalyed client-side, or are displayed after the server has verified where they should be, which will increase ping times, but will give "an interesting insight into what the server sees".