In our OB hl2dm-based mod, players often have to lead each other in order to hit them. This is with lag compensation enabled. Looking through the lag compensation code, specifically the stuff at the top of StartLagCompensation in player_lagcompensation.cpp that decides how much to wind other players' positions back by, I can see nothing that looks remotely like it could be considering the cl_interp value of the client for which the rollback is being performed.
If this is indeed the case, then most mods will suffer from this issue - and as adding cl_interp back in is a relatively simple exercise, I have to ask: why didn't valve do this in the first place. My reading of the following article understands that the article says it is considered: http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking#Lag_compensation Tonight I intend to try this out, both with and without cl_interp being included in the calculations. I will post conclusions when I have them, but I just wanted to ask - am I missing something obvious? This seems like a glaring omission, and I would be most suprised if it has not been spotted before now! Thanks for reading, Winston -- This message was sent on behalf of [email protected] at openSubscriber.com http://www.opensubscriber.com/messages/[email protected]/topic.html _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

