polo2500 发表于 2011-12-3 08:25

【生存杯 L4D2线上竞标赛】比赛详细规则、流程

本帖最后由 金城武 于 2012-1-31 22:40 编辑

【生存杯-第一届】

                        

【比赛类型】线上,竞标赛
【比赛赛制】16或24支队伍,由举办方随机分组,分4个小组循环,出线8队(参考所有战队积分、完赛情况、小分),进入8强交叉淘汰赛,决出冠军
【比赛奖金】奖金总计2800元由热心玩家 虐中求生存 提供(冠1600、亚800、季400),第四、五名奖励战队服务器1个月
【比赛日期】小组赛2012年1月18日-1月21日,中间过年休息;1月29日继续,1月30日修整 / 1月31日八进四淘汰;2月1、2日四进二淘汰;2月3、4日决赛三四名
【比赛时间】每轮所有比赛同时进行,进行两张地图,每轮19:30开始(2月2日、2月4日20:00开始,一张地图)

【游戏版本】2.0.9.1(4710),文件下载:http://bbs.3dmgame.com/thread-2158950-1-1.html
【比赛地图】2091版本所有官方地图,c1-c13
【比赛插件】Fresh0.8+压轴关tank修正+近路点封禁,Lerp允许值为0-100,禁止使用第三人称脚本
【比赛服务器】服务器均为热心玩家赞助,在此感谢!
双线服:
116.255.140.194:27015-S1-双线 1#【Fresh比赛对抗/新图】
116.255.140.194:27016-S1-双线 2#【Fresh比赛对抗/新图】
116.255.140.194:27017-S1-双线 3#【Fresh比赛对抗/新图】
221.238.228.76:27015/60.29.18.53:27015-Left-双线 1#【Fresh比赛对抗】            
221.238.228.76:27016/60.29.18.53:27016-Left-双线 2#【Fresh比赛对抗】
221.238.228.76:27025/60.29.18.53:27025-TouG-双线【Fresh比赛对抗】                           
221.238.228.76:27053/60.29.18.53:27053-TPoweR-双线【Fresh比赛对抗】
221.238.228.76:27048/60.29.18.53:27048=TFH=双线【Fresh比赛级对抗】
电信服:
220.168.249.153:22100=RPC= 2#【Fresh比赛对抗/新图】
220.168.249.153:22200=RPC= 3#【Fresh比赛对抗/新图】
122.224.6.123:27015   『屎里逃生』Server
122.224.6.123:27029   『屎里逃生』Server ② Fax赞助服
122.224.6.123:27027      塞纳爷爷比赛专用房
122.224.6.123:27048      =TwB= server

希望选手做好各方面准备

【大赛发布帖】请留意更新:http://bbs.3dmgame.com/thread-2662459-1-1.html
【大赛QQ群】205301837只加大赛相关人员
【比赛YY频道】12133673

【比赛流程】
1、所有参赛的战队,每轮比赛开始20分钟前必须在群里集合,由分管裁判告知服务器IP和比赛地图
2、进入服务器后,准备好的队员在聊天窗口输入!ready,必须在指定时间15分钟内开始比赛
3、比赛开始前双方必须开始录制demo,同时聊天窗输入thetime,因故中断后必须尽快恢复录制,每张地图结束总分8个队员必须截图,
4、比赛后双方必须把demo和所有截图,打包发到当值裁判邮箱,[文件提交格式]:日期_本队_vs_对方队_地图_游戏版本,如:20120118_Ateam(w)_vs_Bteam_c8+c1_v2091.rar

【比赛规则】
1、比赛时间15分钟后未开始比赛,造成的一方直接判负
2、比赛如果有中断10分钟以上无法继续的,造成的一方直接判负,10分钟之内的中断每地图最多等5次
3、比赛服务器插件已经技术封禁所有近路,其他一律为允许![比赛开始前已知或未知封禁点将持续增加及修改]
4、比赛中必须听从裁判提示,如果有不必要的纠纷,引起的一方直接判负
5、比赛中如果有发现使用透视、外挂的,该队取消比赛资格
6、比赛结束后12小时之内未上交demo和每张地图总分截图的,取消比赛资格
7、如果发现有代打、窜队这样影响公平竞争的行为,所在的队都取消资格
8、对于对方队伍或比赛结果有异议的,可以在比赛后申请调查,并尊重调查的结果,不得随意挑起事端,如果影响恶劣,举办方将酌情处罚并追究责任
9、其他事宜请提前咨询当值裁判或举办方
10.在整个比赛场次中,每个队员必须使用正确的ID(以报名时ID为准)。本次比赛对lerp做出个规定,允许范围为0-100,100是默认,推荐使用。玩家可以改变自己的cl_interp设置一次在每一轮。有效的设置是从0到0.067(0ms到67ms)。允许改变准星的外观和使用自定义高亮脚本。任何其他修改游戏的外观是不允许的(禁MOD)。
11。使用正版或最新D版的玩家请注意,比赛时需替换下面的降级2091版本补丁,迅雷下载:http://kuai.xunlei.com/d/XANGAVBLNSIB,优蛋下载:http://115.com/file/e7qu3vu7
(比赛时如果出现因地图不符报错的情况,参照本规则第二条执行)


*附上近路点封禁说明
感谢L4d兄弟连╬小猪的热心翻译
Exploits blocked:
封禁的捷径
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c1. Dead Center死亡中心
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Map 1: Blocked all of the balcony and window no-hang drop exploits. This includes the hard-to-reach grief spot underneath window at the elevator.
第一关:封禁了所有阳台和窗口,非悬挂跳下的捷径,包括电梯旁窗户下面那个很难到达的那个点

Map 1: Blocked hang-leg-up exploit to get on a roof.
第一关:封禁了往上挂跳捷径到屋顶
Map 2: Removed shopping carts outside of the Buy-4-Less store (to avoid setting up easy cola-delivery).
第二关:移掉了“Buy-4-Less(惠利)”商店外的购物手推车(防止跳上轻易送可乐)

Map 3: Blocked shortcut near the end saferoom where you could jump straight to the saferoom over the railing.
第三关:封禁了结局安全室的捷径-在那你可以跳过栏杆直接到安全室
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c2. Dark Carnival黑色嘉年华
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Map 1: Blocked jump over the bus & truck before the overpass.
第一关:封禁了天桥前越过大巴的跳跃

Map 2: Removed gas can to avoid easy dumpster shoving griefing.
第二关:移走了煤气罐,以免垃圾桶可移动。

Map 3: Blocked (alternative) coaster climb & event skip.
第三关:封禁了(可选择)爬上过山车架以避免触发尸潮

Map 3: Blocked minor hang-leg-up type exploit near end of coaster.
第三关:封禁了过山车尽头的一个近道

Map 4: Blocked jump onto toilets near start saferoom (could be used to get onto the saferoom roof).
第四关:封禁了跳上开始安全室旁的厕所(此法会被利用到达安全室的屋顶)

Map 5: Blocked the jump over the fence at start using the saferoom door, to normally unreachable area.
第五关:封禁了开始时利用安全室门跳上栅栏,此捷径原可帮助幸存者到达不能到达区域

Map 5: Blocked tents near start saferoom, to avoid survivors getting punched on top of them.
第五关:封禁了开始安全室附近的帐篷,此捷径可以使幸存者避免头部上方被袭击。
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c3. Swamp Fever沼泽激战
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map 1: Set up strong detection for an exploit at boxcar tank. Now avoids (worst) consequences and punishes abusers.
第一关:建立对货车车厢坦克捷径的严格监测,避免(最坏的)结果,并严惩滥用者
Map 3: Blocked jump to roof of the shack before the one that has the bridge event lever.
第三关:封禁了摇动杠杆放下桥板前跳上棚屋顶的捷径。

Map 3: Blocked jump at bridge event to the next shack roof.
第三关:封禁了桥板机关触发后,跳上下个棚屋屋顶
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c4. Hard Rain暴风骤雨
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Map 1: Blocked jump over the hedge at the playground.
第一关:封禁了操场上跳过篱笆

Map 1: Blocked jump onto the roof of the elevated house using the AC (where tanks are usually fought).
第一关:封禁了利用空调跳上高屋顶(此处通常是刷坦克处)

Map 1: Blocked jump over the fence using the treehouse at the garage sale.
第一关:封禁了利用树屋跳过篱笆

Map 1: Blocked jump over the fence/garage using the 4x4 at the garage sale house (for backtracking).
第一关:封禁了在返回途中,利用出售旧货的房屋旁的四驱车,跳过篱笆/车库

Map 1: Removed the items from the unreachable "end saferoom" (of map 4). Bots no longer magically pull weapons through the wall.
第一关:从不能到达的(第四关的)“安全室”删掉了一些项目,人物不能再魔幻般第穿过围墙拉武器了。

Map 2: Blocked fence jump at 4x4 near start saferoom (skip first building).
第二关:封禁了从开始安全室附近的4x4跳过围墙(跳过第一个建筑物)

Map 2: Blocked jump onto a broken section of wall near the small trailer, to get get to walkays & shortcut to next factory area.
第二关:封禁了从一个小拖车附近跳上断墙,从而轻易到达隔壁的工厂。

Map 3: Blocked the roof jump on the right at the start of the sugar cane field.
第三关:封禁了甘蔗地前面右侧的屋顶跳跃

Map 4: Blocked jump over the fence/garage using the 4x4 at the garage sale house.
第四关:封禁了利用出售旧货房屋旁的四驱车跳过篱笆/车库

Map 4: Blocked jump onto the hedge next to the high white house (was reachable using the red roof with the ladder).
第四关:封禁了跳上一栋高大白色房屋(利用带梯子的红色屋顶可达到)旁的树篱

Map 4: Blocked jump over the hedge at the playground (for consistency).
第四关:封禁了操场上跳过篱笆墙(为了游戏的一致性)

Map 5: Blocked jumping the flatnose trailer truck that made the point-of-no-return not be that.
第五关:封禁了跳上大拖车回去,本来游戏设计后面是无救的
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c5. The Parish教区
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Map 3: Blocked a jump across the barrier (next to house with hole in floor), on right side.
第三关:封禁了跳过障碍进入隔壁(隔壁地板上有洞的房子),在右侧。

Map 3: Blocked the white "jesus truck" on the right of the impound lot.
第三关:封禁了拖吊场右边那个白色“基督卡车”

Map 5: Blocked exploit where you can get up on the upper part of the bridge, at the tanker truck after tank spawn. Both sides blocked.
第五关:封禁了可利用的爬上大桥上部的点-刷坦克后,就在油罐车旁。两侧都封禁了。

Map 5: Blocked exploit jump in final stretch, where you could jump off early (of the freeway's fence onto a concrete barrier).
第五关:封禁了最后逃生时的捷径-你可以早点跳下(从高速公路栏杆上跳到混凝土障碍上)
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c6. The Passing消逝
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Map 1: Blocked (SI) jump to bridge (and access to "under the map" exploit).
第一关:封禁了跳上桥(进入“地图上”的利用点)
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c7. The Sacrifice牺牲
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Map 1: Set up strong detection for an exploit at boxcar tank. Now avoids (worst) consequences and punishes abusers.
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c8. No Mercy毫不留情
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Map 1: Blocked the drop to the normally unreachable griefer area (with the Hum Vee of Death).
第一关:封禁了直接落到不可能到达区域

Map 1: Blocked the drop from the saferoom roof to skip the apartment interior.
第一关:封禁了从安全室屋顶掉下,跳过室内一段路。

Map 2: Blocked jumping on top of the two-subway-car choke point. Survivors must actually go through the cars now.
第二关:封禁了跳到两节地铁车厢顶部的堵塞点,现在幸存者必须实际穿过车厢

Map 3: Removed floodlight in sewers that was used for that annoying path-block griefing.
第三关:移掉了下水道原本用于照明水路堵塞的泛光灯

Map 4: on hold, brokenBuilt in detection & work-around for elevator glitch. No more falling through the floor and to your death.
第四关:电梯里不会掉下去
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c9. Crash Course堕机旅程
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Map 1: Blocked the five (visually barricaded) respawn closets in versus.
Map 1: blocked the jump to the roof of the building right before the street/truck drop.
Map 2: blocked the seven (visually barricaded) respawn closets in versus.
Map 2: Blocked generator campspot at finale.
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c10. Death Toll死亡丧钟
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Map 3: Blocked the boxcar jump at the trainyard exit.
第三关:封禁了火车停车场的闷罐车跳跃
Map 4: Blocked the jump from the wall to the nearest bus near the start saferoom.
第四关:封禁了从墙上跳到离开始时安全室附近的最近的大巴上。
Map 4: Blocked grief spot that prevents round/map end from within closed end saferoom.
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c11. Dead Air寂静时分
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Map 2: Removed hotel luggage carts in hallway before crane event, to avoid doorway obstruction.
第二关:移掉了吊车机关前,走廊里的旅馆行李车,避免在门口碍事。

Map 2: Blocked drop onto electrical box from post-crane roof to skip offices (for distance / ~80 dmg).
第二关:封禁了从吊车顶跳到电器柜以便跳过办公室(比如/80伤害)
Map 3: Made it so that (ghost) SI don't bump into the rollup door at the infected ladder near the event. (glitchfix)
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c12. Blood Harvest血腥收获
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Map 1: Blocked a (possible) out-of-map grief spot.
第一关:封禁了一个(可能的)不幸的掉出地图的地点

Map 4: Blocked jump into one of the high windows of the first building next to the railway tracks.
第四关:封禁了跳入靠近铁轨的第一个建筑的高窗

Map 4: Blocked easy jump to window to skip basement of event building.
第四关:封禁了轻易跳进窗口从而跳过触发尸潮建筑的地下室

Map 4: Blocked event-skipping route outside and around event building.
第四关:封禁了触发尸潮的建筑周围和外面,尸潮触发跳过路线

鉴于本人水平有限,加之时间仓促(上班时偷赶出来的),翻译不周之处,请各位斧正!
L4d兄弟连╬小猪
关于lerp值
What is Interpolation?
Interpolation was meant to help keep gameplay smooth even when packet loss occurs, or when waiting between update packets.
什么是插值?
插值可使得游戏设置平顺,尤其是在数据丢包时,或在数据包更新之间等待时。

When using an interpolation value of 100 ms, the game state you see (all player/object positions) is an interpolated game state that pulls from:
The most recently received game state (last update/tick)
The game state from 100 milliseconds ago
Essentially, this is going to mean that with cl_interp 0.1, what you see is going to be 100 ms behind the latest game state you received. Add on a ping of 50, and your client is behind the server by a full 150 ms every time it gets an update.
当你使用100微秒的插值时,你看到的游戏状态(所有的玩家/物体的位置)就是一个以内插值替换的游戏状态,其信息来自:
最近收到的游戏状态(最新更新/刷新)
100微秒前的游戏状态
本质上,这意味着你输入cl_interp 0.1,你看到的是你最后接收的游戏状态100微秒后的状态,增加50微秒的延迟,你的客户端每次刷新时,都迟于服务器整整150微秒。

What does interpolation affect?
插值究竟影响了游戏什么?

Your average player isn't going to care much about messing with interpolation values at all, but in competitive play it can be very important.
How early/late you can deadstop (and where the hunter or jockey appears to be when you do)
How near or far you appear to be to a Survivor when you scratch or punch them (See: Tank Long Arms)
How much time you have to skeet/deadstop something before its tongue/charge/pounce/punch lands
How much things will move if you DO start losing packets
How smooth things will look on a frame to frame basis
一般玩家不会太在意插值的影响,但是对于比赛来说,插值就太重要了。
多早/多迟你可以完全停止(以及,当你停止时,hunter或jockey可能会在哪里)
多近/多远你可能接近幸存者当你想挠或用拳头打他们时(比如坦克的长手臂)
多少时间你需要疾跑/完全停止,在特感拉你/冲你/挠你/拳打你之前
如果你开始掉包,多少东西会移动
在帧到帧的基础上,游戏看上去有多平顺

Basically, lerp can play a lot of different important roles in melee-ranged situations. Most players will benefit from adjusting their lerp from the default value. Note that your lerp value has nothing to do with whether you actually DO lose packets or not. That's controlled by network conditions entirely. Interpolation is just one solution to combat the jerkiness caused by lost packets and by the wait between packets.
从根本上讲,lerp在混战格斗情况下,扮演着大量的不同重要的角色。大多数玩家都从调节默认的lerp值中受益。 需要注意的是:你的lerp值跟你是否丢包毫无关系,那是由网络条件完全控制的,插值就是一种解决方案,来解决因为丢包或封包之间的等待引起的游戏画面抽风。

So, an interpolation setting of 0 will make you lose smoothness (most people report jerky commons and SI), but it will give you the most current game state possible on your ping, and usually give you more time to deadstop hunters and whatnot.
所以,0插值设定就会让你失去画面平顺(多数人反映画面不平稳),但它依据你的延迟提供给你最当前的游戏状态,而且提供更多的时间给你完全停止hunters和其他。

What should I set my interpolation to?
那我应该设置什么样的插值?

In general, you want a lerp that's lower than the default of 100 ms. Some people switch their lerp when changing between survivor and infected side, but any forms of lerp toggling are usually frowned upon. Current Confogl configs watch for lerp changes and announce them, and leagues and tournaments are developing rules about lerp changes.
一般来说,你会想要一个低于默认的100微秒的插值。有些人在幸存者和感染者之间转变时,喜欢使用不同的插值,但是无论是哪种形式的插值都不赞成使用。目前的Confogl配置等待lerp改变,然后公布于众,联赛和锦标赛也在制定些规则来限定lerp的改变。

For Survivor play you are always going to want a lower lerp.
The maximum value generally people use is 67 ms, and the lowest is 0 ms.
Other popular settings: 10 ms, 16.7 ms, 20 ms, 33 ms, 38 ms, 40 ms.
对扮演幸存者的玩家来说,永远追求的是低lerp值
一般人使用的最大值是67微秒,最低是0微秒。
其他流行设置:10微秒、16.7微秒、20微秒、33微秒、38微秒。40微秒

It's important to note that the time between ticks on l4d2 is 33 ms, so we basically see a split in preferring < 1 tick of interpolation and > 1 tick of interpolation. Theoretically, many of these values are redundant, and only make tiny differences in what you see on your screen and how the server calculates your position and your hits.
需要重点说明的是:l4d2刷新的时间是33微秒,因此我们基本可以看到迥然不同的选择:小于1次插值的刷新,和大于一次插值的刷新。理论上讲,很多这样的插值都是多余的,因为插值产生的作用,使得你在屏幕上仅能看到及其细微的变化,及服务器怎样计算你的位置和射击。

For infected, higher lerp values can often be useful, as survivors generally run away from SI. Usually a survivor is going to make sure he/she is just out of the tank's reach. But, if the tank is using high interpolation, he won't see the survivor start to move for an extra 100+ ms. When using lerps extremely high, such as 400 ms or 500 ms, this problem is exacerbated greatly. The same phenomenon occurs when other special infected scratch survivors.
Confogl blocks lerps higher than 100 ms for this reason.
感染者玩家经常使用高些的lerp值,当幸存者从安全室出发时。 一般来说,幸存者会以为他/她不在坦克可攻击的范围内。 但是,如果坦克使用了较高的插值,就因为那高出的100微秒,他就看不到幸存者开始移动。 当使用更高的lerps值时,比如400或500微秒,这个问题就更突出了,在其他的感染者抓挠幸存者时,同样的现象也会发生。
所以,Confogl基于这个原因,禁封高于100微秒的lerps值。

In general, though, you can still do everything you need to do as Infected with 0 ms, so it's recommended that you set your lerp to a value you're comfortable with on Survivor side.
总之,虽然,感染者输入0微秒插值,依然可以为所欲为,我们还是推荐:lerp值,以你作为幸存者时设定的比较舒服的值为准。

Also, pouncing or charging another player will get harder the higher your lerp is, because the survivor position you see will not match up with the server's model. You will find more often that you pounced/charged right through a survivor and didn't hit.
同样,lerp值设定高了,拳打或冲击另一个幸存者就会变难,因为你看到的幸存者的位置,跟不上服务器的人物模型。你会经常发现,你拳打/冲击会穿过幸存者而根本无法命中。

How do I set my interpolation?
那我应该怎样设定插值?

Your interpolation value (lerp) is determined by the following formula based on your client cvars:
你的插值(lerp)由以下你的客户端基础上的公式决定
Code:
代码:
min( max( cl_interp, cl_interp_ratio / cl_updaterate ), 0.5f )
To put this in english:
英语输入:min( max( cl_interp, cl_interp_ratio / cl_updaterate ), 0.5f )

Your cl_interp value is limited to a minimum value of cl_interp_ratio / cl_updaterate and a maximum of 0.5 (500 ms), and is set by the cl_interp cvar value.
你的cl_interp值限制在cl_interp_ratio / cl_updaterate的最小值,和0.5 (500 ms)的最大值,通过指令cl_interp cvar value设定。

Note that for example cl_interp 0.04 results in 40 ms lerp.
说明:例如,你输入cl_interp 0.04,就会产生40微秒的lerp值。

When setting your lerp, a good idea is to set your cl_updaterate as high as possible, your cl_interp_ratio as low as possible, and then your cl_interp to what you actually want. This will minimize the value of the cl_interp_ratio/cl_updaterate-imposed limit and let you pick what you want for interp.
当你设定你的lerp值时,一个好的建议就是:尽可能把cl_updaterate设定高,尽可能把cl_interp_ratio设定低,然后设定你的cl_interp为你实际想要的。这样,就可以把强加的限制cl_interp_ratio/cl_updaterate最小化,从而得到你想要的插值。

For example, I use 16.7 lerp, and my autoexec contains the following
举例说明:我使用16.7lerp值,我的自动执行批处理文件包含以下内容:
Code:
rate 30000
cl_cmdrate 100
cl_updaterate 100   
cl_interp 0.0167
cl_interp_ratio -1   // actual value will clamp to the minimum value allowed by the current server
Normal servers allow 60 updaterate and a minimum interp ratio of 1. Confogl servers lock updaterate to 30 and allow interp ratio 0. This kind of a setting covers both bases.
代码:
速率:30000
cl_cmdrate 100
cl_updaterate 100   
cl_interp 0.0167
cl_interp_ratio -1   //实际插值将固定在当前服务器允许的最小值
一般服务器允许60微秒的刷新率和1微秒的最小插值函数率。Confogl锁住刷新率到30微秒和0微秒的插值函数率。这种设定覆盖了两方面。

Note that as you can see from the code, it is normally also advised to increase your rate setting to the L4D2 maximum of 30000, which tells the server that you can receive up to 30000 bytes/s which every normal connection nowadays should be able to handle. I also like to keep my cl_cmdrate value the same as my cl_updaterate, although due to engine limitations it technically doesn't make a difference whether you use 30 or 100 cmdrate.

If you use this snippet, edit the value for cl_interp as you wish depending on which lerp you want to use.
Note that on regular servers such as VALVe's official dedicated servers, the minimum lerp you will be able to use is 16.7

So what lerp should I use?
那我应该设定多大的lerp值?

If you are still unsure what lerp to use after reading the guide until here, I would recommend you to stick with the 16.7 lerp for now. If you see too many jerky animations, increase it until you feel comfortable with them. A lerp above 50 ms should give most users completely smooth common infected animations.
如果您阅读了这篇关于lerp值的介绍,读到这里还不是很明白的话,那我就推荐保持目前的16.7的值。如果游戏时发现画面不流畅,就提高lerp值直到获得满意画面为止。超过50微秒的lerp值,一般都会给玩家一个比较平顺的游戏画面。

Lerp on Net Graph网络状态监视图

The source network graph will show your your lerp value somewhere in the middle. See http://developer.valvesoftware.com/w..._Network_Graph for picture.
源网络监视图展现给你游戏过程中你的lerp值
详图参见http://developer.valvesoftware.com/w..._Network_Graph

This value is going to be your calculated final lerp value in most cases. i.e. this value will be the calculated result of the min/max formula above. This can be useful in determining if your interp-related cvars are set correctly.
大多数情况下,这个数值就是你计算后的最终lerp值,也就是说,这个数值是上述公式最小/最大的计算结果,对于检查你的与插值有关的cvars是否正确设置,极有帮助。

The COLORS on the net graph are mostly useless to be honest. All they do is make people misread the TF2 Network Graph article and spread stupid rumors like
说实话,网络状态监视图上的颜色,绝大多数都是毫无意义的,他们这样做只会让玩家误解TF2网络状态监视图文章,和散布愚蠢的如下的谣言:

Originally Posted by Uninformed Moron
35 on Valve servers is orange, which is okay. That represents a warning of possible lost packets. Yellow IS lost packets.
最初是无知的2B发布的
服务器的插值是35,颜色就是橘色的,最佳状态。 表示可能丢包的一种警示,黄色表示丢包了。

I learned all of this from word of mouth and decided to ignore all existing literature on the subject.
我也是听别人说的,之后就决定:无视这个话题的现有的各类文章了。

Yellow Lerp:
The server's framerate is such that its own internal update interval is less than your interpolation time. Usually L4D2 servers calculate 30 frames per second, so, again, anything below 33 ms will show up as yellow on a Valve Official/default dedicated server. Of course, your interpolation value will still work just fine. It will just look yellow on network graph.
黄色lerp值:
服务器的帧速率,其内部的修正间隔,要小于你的插值时间。 通常,L4D2服务器是按每秒30帧计算的,因此,任何低于33微秒的插值在Valve官方/默认服务器上显示的,就是黄色。

Orange Lerp:
Your interpolation value is set to less than 2 / update rate. This condition can only appear while the Yellow lerp condition is not triggered. This is also completely bullshit. It's basically a warning that when you lose packets, you'll probably see entities jump around. The value they use (2 / updaterate) Is not completely arbitrary. If you actually set your interpolation value to 2 / cl_updaterate or above, you'll have 2 extra buffer packets in your interpolation range in case any update packet ever gets lost.
橘色lerp值:
你的插值设定低于2微秒的刷新率。黄色lerp值情况没有引爆时,这种情况才会出现。这也是胡说八道。实际上只是对你丢包的一种警示,你可能会看到画面跳帧。他们所用的插值(2微秒的刷新率)也不完全是随意的,如果你设定你的插值到2微秒的刷新率或更高,在你的插值范围内会有额外的两个缓冲包,防止刷新包遗失。
Again Orange lerp is all about "What if I lose packets?" It's only a warning that entities may jump around if a packet is lost.
橘色lerp值实际就是:“如果我丢包了会怎么样?”,它就是一种警示:如果丢包了,画面就会跳帧。

Neither yellow or orange lerp on network graph are indicators of packet loss or any other network issues.
网络状态监视图,黄色也好,橘色也好,都不表示数据包丢失或其他网络事件。
If you have yellow lerp, asking the server admin to turn up the server framerate is a good idea. In practice, neither of those conditions really matter at all.
如果你有黄色lerp值,让你的服务器管理员提高刷新率是个不错的建议。实际上,这些状况毛都不是。

Questions and Myths about lerp
关于lerp的疑惑和传闻

Originally Posted by Random Player
随机玩家提出的原始问题
Shouldn't I set my lerp so it's close to my ping?
No, lerp has nothing to do with ping. Lerp is merely for creating smooth animations.
The server knows about your current ping and always automatically corrects your hit boxes when calculating hits server-side.
问:是否我应该设定lerp值接近我的ping值?
答:lerp值与ping值狗屁关系都没。Lerp值仅仅就是用于画面平顺。服务器知道你当前的ping值,当算出射击到服务器边缘时,总是会自动修改你的有效射击区域。

Originally Posted by Random Player
Won't my hitboxes be more inaccurate the higher my lerp is? I can even see the difference If I enable the hitboxes!
No, the hitboxes you can see with sv_showhitboxes are the server-side hitboxes. When the server calculates whether you hit a shot or not, it knows not only about your current ping but also about your current lerp and moves the server-side hitboxes of other players back in time to correct this offset.
随机玩家提出的原始问题
问:我的lerp值越高,我的有效射击区域会不会越不准确?我甚至能感觉到其中的区别。
答:不会,你看到的有效射击区域,是服务器的边缘有效射击区域,当服务器计算你是否中枪时,它不仅知道你的当前ping值,也知道你当前的lerp值,并且及时移回别的玩家的服务器边缘射击有效区域,来修正偏移量。

Originally Posted by Random Player
Don't I need to time my dead stop differently depending on the ping or lerp of the target hunter? Don't hunters with higher lerp screw me up?
No, the pounce hit detection from hunter and jockey as well as the charge hit detection are different from the melee hit detection of scratches or tank punches. No matter what ping/lerp a hunter, jockey or charger uses, you always have to time your skeet/dead stop/level/dodge exactly the same. Your timing only depends on your own ping and lerp.
随机玩家提出的原始问题
问:难道我不需要根据目标hunter的ping或lerp值,调整不同的完全停止吗?难道hunter不会使用较高的lerp值来虐我吗?
答:不会的。来自hunter, jockey以及charge的突袭监测与smoke的抓挠和tank的拳打的监测是不一样的。无论hunter, jockey以及charge使用什么样的ping/lerp值,你都得把你的skeet/dead stop/level/dodge调成完全一样。 你的调整只由你自己的ping和lerp决定。

Originally Posted by Random Player
My Lerp is a funny color in net graph! I'm losing packets! ABANDON SHIP! You broke my game Prodigy Sim!
No. Lerp cannot cause packet loss. See above section on colors.
随机玩家提出的原始问题
问:在网络监视图上我的lerp值是个古怪的颜色,我在丢包啊!不玩了,你们毁了我的游戏
答:不可能,lerp值根本不会导致丢包!请参照上述颜色章节。
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鉴于对计算机语言不是很熟悉,翻译出来的东东可能会有差距,请各位大侠见谅!

L4d兄弟连╬小猪
(最终解释权归举办方所有)

981126324 发表于 2011-12-3 09:19

a0407506 发表于 2011-12-9 11:04

請問下台灣玩家可以參賽嗎
還有問下
狙擊開鏡使用無邊框的是否不行
人物MOD及血量MOD都得取消?

polo2500 发表于 2011-12-9 13:55

本帖最后由 polo2500 于 2011-12-9 14:59 编辑

回复 3# a0407506


   當然非常歡迎,可是網路是個很大的問題 據我了解 TW網路公司也非常多 ,有些跟大陸的ISP網路聯線品質都很好 ,有些卻很糟,只要你們來參加,能解決好網路問題就可以了。本次比賽都是用我們自己的伺服器,版本為2091。正版翻版都可進,正版需向下改版本號到2091.附上 比賽伺服器測試IP:122.224.6.123:27015
如果聯線品質可以的話歡迎來參加交流
歡迎加我steam好友 http://steamcommunity.com/id/kkw/
噢 還有你問的 ,所有mod都是不允許使用的。

ppddxd 发表于 2011-12-16 16:12

支持,难得见到L4D2的比赛{:3_154:}
页: [1]
查看完整版本: 【生存杯 L4D2线上竞标赛】比赛详细规则、流程