IMHO

cl_interpolate could be locked, but i dont really see the need, what
does need to be done is to ensure that all players (ideally) are
playing the same game tick at the same time.

cl_interp should be locked at 0.1 or lower, any longer starts to get
quite noticeable. I play on 0.05 regularly right now, but I am a
broadband user.

cl_smooth surely should default to 0, or in the very least not be FORCED to 1.

I'd like to know:

cl_lagcomp_errorcheck, does it work? it feels good, but that may just
be a placebo. can't see anything on showhitboxes or showimpacts.

On 6/28/05, Ben <[EMAIL PROTECTED]> wrote:
> 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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