Ya, its called CSP 1.1. Opi made it for Caleague.com's usage. It blocks a bunch of commands, not just those two, but it locks cl_interp to .01 and cl_interpolate to 1.
On 8/12/05, Faaip <[EMAIL PROTECTED]> wrote: > I don't want to say how, because it is my greatest advantage, but > the tools for fixing this are already available and in-place on one of my > servers as a test. So far the results have been perfect. > > Keep looking. > > -Faaip > > The > > 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 > -- -- Zack Sloane http://zteknology.com We Put Personal Back in Personal Computer! You Dream it, We Build It! _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds

