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 _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
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