I agree completely, cl_interp and cl_interpolate should be locked or at
least a cheat cvar.


I can see no reason why you should be able to change them apart from for
debugging purposes perhaps.

Alfred can you shed any light on this?


-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of James Tucker
Sent: 28 June 2005 12:23
To: [email protected]
Subject: Re: [hlds] Re: sv_unlag and Ping

I thought as clayton did for quite some time, and the reason is simply
due to the use of the word "interpolation" and the fact that some
documentation (alhtough I cant find it) suggested cl_interp was a
'maximum' value.

The documentation at the link posted explains that the value of
cl_interp is a delay value, by which all game world representation is
re-wound prior to rendering. Unfortuantely, this means that the fight
is for lower values of cl_interp (you will see your enemies before
they see you). I don't know many other peoples direct opinions but I
know that it's possible to die in less than 50ms. It does beg the
question though, why cl_interp is not locked for internet gaming. I
would imagine it is similar however to the state of cl_smooth and the
choices of default updaterate and cmdrate values.

So much for cheats really, when you can clearly gain advantage by
optimising your cvars.

On 6/28/05, Ben <[EMAIL PROTECTED]> wrote:
> That's not how it works I'm afraid ;)  It's all explained in this guide:
> http://www.valve-erc.com/srcsdk/general/multiplayer_networking.html
>
> It explains the interpolation, prediction, and lag compensation.
> Regards,
> Ben
>
> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
> Sent: 27 June 2005 17:59
> To: [email protected]
> Subject: RE: [hlds] Re: sv_unlag and Ping
>
> I'm not totally sure about this, so anyone can feel free to correct me.  I
> think if you turn cl_interpolate of, but set cl_interp 0.5, then the
> hitbox lags .5 seconds behinds the player.  Some players might use this to
> hit players that appear to have already hidden behind a wall, or run
> through a crack in the doors...  I've never tried it, as I try to get my
> models and hitboxes in the same place, but thats what I've kind of
> gathered.
>
> Again, not totally sure on this...
>
> Thanks for input though
> On Monday, June 27, 2005 2:01 am, Ben said:
> > What are you worried about exactly? People using high interp values to
> > cause
> > annoyance to other players?  Seems like a strange thing to worry about.
> >
> > -----Original Message-----
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Steve Dalberg
> > Sent: 26 June 2005 23:24
> > To: [email protected]
> > Subject: Re: [hlds] Re: sv_unlag and Ping
> >
> > Would turning sv_unlag down to the highest acceptable limit on our
> > server keep people from using interpolate to have hitboxes lag behind
> > models?  We usually accept a 125ms-140ms ping, and start kicking at
> > higher than that... (mainly as a way for the regs to get in).  So should
> > we set sv_unlag to 0.140?
> >
> > Thanks,
> > Steve
> >
> >
> > iceflatline wrote:
> >
> > > well, obviously...
> > >
> > > Clayton Macleod wrote:
> > >
> > >> well, obviously, sv_unlag is what turns on the compensation for
> > >> clients' latency. It's what makes it so you don't have to lead your
> > >> shots in front of the model you see, so you can actually aim at the
> > >> model as if you had no latency at all. Turning it off just brings you
> > >> back to the quake 1 days when there was nothing done to compensate
for
> > >> latency at all. The only situation where you might consider turning
> > >> this off is on a LAN, but even then it makes no sense to turn it off,
> > >> really.
> > >>
> > >> On 6/25/05, iceflatline <[EMAIL PROTECTED]> wrote:
> > >>
> > >>
> > >>> i agree. i run hl and tfc servers (iceflatline.homeip.net) with that
> > >>> cvar enabled and it does seem to help clients with latency issues.
> > >>>
> > >>>
> > >>
> > >>
> > >> --
> > >> Clayton Macleod
> > >>
> > >> _______________________________________________
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> > >>
> > >>
> > >>
> > >>
> > >
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>
>
>
>
>
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