-- [ Picked text/plain from multipart/alternative ] 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 > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds > -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds

