I am posting this here because it's important and I don't trust that it won't get filtered out if submitted through the bug report tool - the bug exists on the source server anyway so it's vaguely relevant
*************************************************** This relates to cl_interp cl_interpolate settings. When the lag compensation system in the source engine calculates how much to roll back object positions by for hit detection it takes a number of things into consideration, and one of them is the value of cl_interp that is set on the client. cl_interp sets the number of seconds in the past that your client looks for updates to use for interpolation and adds an additional latency, hence why the lag compensation takes it into account. If you start a server with a bot and set sv_cheats 1, sv_showhitboxes 2 (make sure you have the default interpolation settings) you will see the difference between the client side position of the bot (the model) and the server side (the multicoloured hitbox). When you fire a shot near the bot, you will see that hitbox "snap" back fairly precisely onto the position of the model. That is the lag compensation rolling back the bots position to compensate for your latency. The hack works because of a bug in the lag compensation that does not check whether the client is *actually* using interpolation. Therefore you can set cl_interpolate 0, cl_interp 0.1, and during hit detection the lag compensation will roll back the target's position to BEHIND where it was on your screen. This means you can shoot people after they have disappeared, i.e. through narrow gaps like the double doors on d2 even if you do not have the superhuman reactions to do it legitimately. Combine this hack with a toggle script so that you can turn it on and off as needed, and you will have a very powerful and very unfair advantage over your enemy. To see it, set cl_interpolate 0 and keep cl_interp at 0.1 You will see that when you shoot near the bot that the server rolls back the position to *behind* where you see it, and to register hits you need to shoot at the position that the hitbox snaps back to. The lag compensation thinks that that position is where you see the model on your screen due to your cl_interp value, but your client is not actually using it because cl_interpolate is set to 0. ****************************************************** I think this needs to be urgently urgently fixed! _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds

