cl_interp .01 cl_interpolate 1

Zack

On 8/13/05, James Tucker <[EMAIL PROTECTED]> wrote:
> Sorry, to 0.01 or to 0.1?
>
> Zack Sloane wrote:
> > 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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> >>please visit:
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> >>
> >
> >
> >
> > --
> > --
> > Zack Sloane
> > http://zteknology.com
> > We Put Personal Back in Personal Computer!
> > You Dream it, We Build It!
> >
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> > please visit:
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> >
>
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--
--
Zack Sloane
http://zteknology.com
We Put Personal Back in Personal Computer!
You Dream it, We Build It!

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