Ben - please don't start new subject threads by hitting "reply" to other
mailing list messages - whilst your mail program may not be dynamic
enough to present data in a non-linear form, mine is - and the meta data
(There is an "in-reply-to: messageid" header in your mail) keeps this
new topic under old threads. - This is not a bug in my software, you
aren't attepting to continue a topic, so don't reply to a topic. Just a
minor gripe. Thanks.

With regard to these settings - I've seen this mentioned a while back
too. Whilst it's a problem, the advantage is not real - you only gain
the ability to inaccurately shoot at something which you cannot see. The
advantage through areas such as "double doors" is a misnomer because -
the reason you cant react to it straight is because the visibility time
is very low. This time frame doesn't change length as a result of this
bug, you simply remove all triggers except human timing. Now, the human
brain operates at around about 17Hz, it is capable of appearing faster
as a product of associativity and connectivity aswell as a continuous
and asynchronous network layout. The point merely is, that humans are
not very goot at replicating individual 10hz triggers - thus I think
it's unlikely that a significant number of kills is going to be gained
by this.

If this is as far as a player is willing to cheat (seems a bit odd to go
so far, and no further, except in fear of vac maybe) then it's not
unlikely they have some reasonable skill to play the average masses
anyway, and in this regard, any annoyance they generate is likely more
attributable to general CS anger.

Try the reaction time test on asciitable.com - see if you can get 0.1s
regularly.


Ben wrote:
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


_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds

Reply via email to