-- [ Picked text/plain from multipart/alternative ] There appears to be a bug/exploit at the moment that allows people to set their cl_interpolate to 0 but then set their cl_interp higher and the server still counts the cl_interp value. Those are the guys who keep shooting you after you have run around a corner reloaded and then you die :) Its also how people are able to AWP from T spawn on dust2 and kill with regularity, CT's through the dbl doors as they jump across. Hmm, I wonder if I've let the cat out of the bag there.
I don't like watching things die 5 or 6 frames late, or regulating > over that time period. Changes to cl_interp are only as significant as > having a better or worse ping. Player A with cl_interp 0.08 and a ping > of 40ms is not dissimlar from player B with cl_interp 0.1 and a ping > of 20ms. command packets should arrive at the server at around the > same time. The source documentation suggests that cmd packet arrival > time is unimportant however, so it *shouldn't* matter provided that > sv_maxunlag is at a reasonable level. A min and max interp should be > available server side though I would say, as it should be in a common > range accross competing players. > > I get far more enjoyment out of the game when running cl_interp 0.05 > on a nearby server. model and gameworld "stutter" have unpleasant > effects on my ability to play properly. (too much quake). > > _______________________________________________ > 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

