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!
>
>
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Zack Sloane
http://zteknology.com
We Put Personal Back in Personal Computer!
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