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If I read this correctly
http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
 cl_interp is a key component to whether you hit something or not according
to the server!

http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking#Lag_Compensation
 *Command Execution Time = Current Server Time - Client Latency - Client
View Interpolation*

 On 7/24/05, Clayton Macleod <[EMAIL PROTECTED]> wrote:
>
> I thought cl_interp only affects that client's view, and not anything
> to do with actual network communication, no? Why would it affect
> anything on my side if you changed cl_interp on your machine?
>
> On 7/23/05, James Tucker <[EMAIL PROTECTED]> wrote:
> > I disagree however, the fact that people are turning their cl_interp
> > values down is a large part the cause of the low rate users "warping"
> > or being harder to hit. It is no doubt however that there is an impact
> > to model placement accuracy with cmdrate set so low, whether by lack
> > of human compensation or algorithmic, or simply not enough data.
> >
> > You can see players on 56k connections running low rates and high
> > cl_interp values having a really good gaming experience at times - it
> > just takes some common sense.
> >
> > This problem has been going on for quite some time, and the few rate
> > checking plugins I have seen floating around were built very
> > inefficiently.
>
>
> --
> Clayton Macleod
>
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