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

