Michael, does this apply to CS 1.6 as well?
When I type on game CS 1.6 game console cl_interpolate,
it did not return anything.

I would call this an exploit and something needs to be done to stop it.

----- Original Message -----
From: "Michael K�ser" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Friday, June 03, 2005 9:48 PM
Subject: [hlds_linux] cl_interpolate 0 cheat/abuse


Please read the "Source Multiplayer Networking" Text to fully
understand the following explanation:
http://www.valve-erc.com/srcsdk/general/multiplayer_networking.html


As we all know, the models on the client are delayed by cl_interp
seconds to smooth gameplay. The lag compensation code uses the
following formula to move the hitbox back in time to the correct
position:
Command Execution Time = Current Server Time - Client Latency - Client
View Interpolation

If a player sets cl_interpolate to 0, the models don't get delayed on
his system, but he can still set his cl_interp value to anything.
The problem is: The server seems to ignore that the client has
disabled interpolation and still moves the hitbox back in time using
the formula above which makes the hitboxes move cl_interp seconds
_behind_ the model.

A lot of players abuse this bug (like cl_interpolate 0 / cl_interp
0.05) to move the hitboxes behind the models, which makes hitting a
moving target ridiculously easy (just shoot at where the model was).
This leads to unfair gameplay and a lot of complaining on public
servers from people who don't use this "cheat".

A fix for the engine would be to set the "Client View Interpolation"
value to exactly 0 if the player users cl_interpolate 0, or, if this
isn't possible, to cheat protect cl_interpolate (like cl_extrapolate
already is). Alfred?

Michael


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