On 06/06/2013 01:40, Brian wrote:
Hi Eric.

This solution to the interp exploit, while an admirable sentiment, is an
unfortunate way of going about things. Many players use different interp
values on different classes, especially so when switching between a
projectile-based class like soldier and a hitscan-based class like scout.
Would it be possible for the interp-change block to permit changing when
spawning as a new class?

I'm sure there's nothing to be gained by changing it.
And if there is, it's questionable whether it should be allowed anyway.

Some logic here, if you change cl_interp to a value call it q, if that makes
firing projectiles or hitscan easier to hit, that clearly gives you an advantage over people
who haven't changed it to q.

Ergo, Valve should give everyone the value q as a default.

Whether q is one value, or one value per class then becomes moot.

I'd say you need to demonstrate why, say, demoman needs whatever value you think it does and scout needs a different one. At which point, valve can either fix the netcode so the different interp value isn't needed, or give everyone the advantage
you hope to gain by using it.

Although TBH it sound suspiciously like the people who have been changing it have perhaps been taking advantage of the similar
flaw that gave rise to this glitch (whether they realised it or not)

It's funny how many people I've played against in the past that, given hindsight, were most probably were using this glitch years before it was widely known. I knew they were cheating but not, until recently, how. Must see if they still play on their old haunts and whether their "skills" have magically diminished in the last few hours :)

--
Dan

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