Re: [hlds] Serious Config Hack - Lag Comp bug

2005-08-13 Thread James Tucker

I didn't say you can only see 24fps - that'd be the Electronic Engineers
that make that claim. If you want to read between lines, please do it
with other peoples writings.

No, you can react alot faster, but there are many important conditions
which will take a significant time to cover here. The point merely is,
that in order to epxloit this bug accurately, you will require as much,
and possibly more skill than not using it. You gain in one area and
loose massively in another. - Have a think about why we haven't (often)
moved from static crosshairs for example.



Clayton Macleod wrote:

yes, let's all just pull numbers out of our asses and tout them as
fact...I have a request for the next one...please tell us all how we
can only see 24fps!  Sheesh.

On 8/12/05, James Tucker [EMAIL PROTECTED] wrote:


Ben - please don't start new subject threads by hitting reply to other
mailing list messages - whilst your mail program may not be dynamic
enough to present data in a non-linear form, mine is - and the meta data
(There is an in-reply-to: messageid header in your mail) keeps this
new topic under old threads. - This is not a bug in my software, you
aren't attepting to continue a topic, so don't reply to a topic. Just a
minor gripe. Thanks.

With regard to these settings - I've seen this mentioned a while back
too. Whilst it's a problem, the advantage is not real - you only gain
the ability to inaccurately shoot at something which you cannot see. The
advantage through areas such as double doors is a misnomer because -
the reason you cant react to it straight is because the visibility time
is very low. This time frame doesn't change length as a result of this
bug, you simply remove all triggers except human timing. Now, the human
brain operates at around about 17Hz, it is capable of appearing faster
as a product of associativity and connectivity aswell as a continuous
and asynchronous network layout. The point merely is, that humans are
not very goot at replicating individual 10hz triggers - thus I think
it's unlikely that a significant number of kills is going to be gained
by this.

If this is as far as a player is willing to cheat (seems a bit odd to go
so far, and no further, except in fear of vac maybe) then it's not
unlikely they have some reasonable skill to play the average masses
anyway, and in this regard, any annoyance they generate is likely more
attributable to general CS anger.

Try the reaction time test on asciitable.com - see if you can get 0.1s
regularly.




--
Clayton Macleod


get ye flask


You cannot get ye flask.

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Re: [hlds] Serious Config Hack - Lag Comp bug

2005-08-13 Thread James Tucker

It's not outlooks fault either.

Here's the header that was created that is the offender:

X-Mailer: Microsoft Office Outlook, Build 11.0.6353
In-Reply-To: [EMAIL PROTECTED]
Thread-Index: AcWeq+K0e0wALzL7T2KnLlJT231tWgARJ6HQABYa2uA=
X-MimeOLE: Produced By Microsoft MimeOLE V6.00.2900.2527
Message-Id: [EMAIL PROTECTED]

As you can see, the messages in this thread have been replied to, and as
such, the mailer has added in reply to headers with a message ID. This
is RFC compliant and at no point have any of the applications involved
done anything wrong. The user clicked reply, when in fact they didn't
want to reply, they wanted a fresh message :)

Ben wrote:

Oh well, I thought there was only outlook or pine. And I know which I'd
rather use out of those too :P

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of m0gely
Sent: 12 August 2005 23:44
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Serious Config Hack - Lag Comp bug

Ben wrote:


Apologies, I wasn't aware that other mail clients had a problem with it


and


it's a convenient way of doing it.



It's not that other mail clients have a problem, it's that Outlook
merely groups by the subject rather than viewing the messages in
threaded fashion.  Similar to this:

http://www.iml.uts.edu.au/images/utsonline/messages/6.gif

You can see who is replying to who.  So your message appears in this
view as a reply to someone else, that in until it's read and is
obviously a new thread.

--
- m0gely
http://quake2.telestream.com/
Q2 | Q3A | Counter-strike

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RE: [hlds] Serious Config Hack - Lag Comp bug

2005-08-13 Thread Ben

I disagree, it would be simple to tweak the interp value you use in your
exploit to match your average reaction time, so that you just aim your
crosshair at the double doors, then shoot normally when someone crosses and
score a hit.  And don't forget that when you're not using it you can just
toggle back to your desired not-exploit interp settings.

-
No, you can react alot faster, but there are many important conditions
which will take a significant time to cover here. The point merely is,
that in order to epxloit this bug accurately, you will require as much,
and possibly more skill than not using it. You gain in one area and
loose massively in another. - Have a think about why we haven't (often)
moved from static crosshairs for example.




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Re: [hlds] Serious Config Hack - Lag Comp bug

2005-08-12 Thread Graham Robinson
Thank you very much for email this to hundreds of counter strike
source players when you could have easily just emailed Alfred. Shall I
put this on the myg0t forums now or is there there already...

Graham

On 8/12/05, Ben [EMAIL PROTECTED] wrote:
 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

 I think this needs to be urgently urgently fixed!

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RE: [hlds] Serious Config Hack - Lag Comp bug

2005-08-12 Thread K2
Graham, this isn't breaking news guy - playing around with cl_interp and
cl_interpolate values with source has been around almost as long as the game
has been out (read: over a year). CAL took steps to keep everyone on a level
playing field with their latest version of the CSP plugin (wish there were a
public version of that that didn't spam console chat msgs) but Valve needs
to lock those cvars down so no one can manipulate them at all. There's no
real need to do so. If your ping/connection is so bad that you feel the need
to adjust those cvars, then you have other problems that need addressing
first.

Cl_interpolate 1 and cl_interp 0.01 is where those values should be locked
to. Even the CPL enforced those last month during their summer tourney.

Whatcha think Alfred, can these cvars finally be locked down?

- K2
http://www.hardfought.org


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Graham Robinson
Sent: Friday, August 12, 2005 5:46 AM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Serious Config Hack - Lag Comp bug

Thank you very much for email this to hundreds of counter strike
source players when you could have easily just emailed Alfred. Shall I
put this on the myg0t forums now or is there there already...

Graham

On 8/12/05, Ben [EMAIL PROTECTED] wrote:
 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

 I think this needs to be urgently urgently fixed!

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Re: [hlds] Serious Config Hack - Lag Comp bug

2005-08-12 Thread James Tucker

Ben - please don't start new subject threads by hitting reply to other
mailing list messages - whilst your mail program may not be dynamic
enough to present data in a non-linear form, mine is - and the meta data
(There is an in-reply-to: messageid header in your mail) keeps this
new topic under old threads. - This is not a bug in my software, you
aren't attepting to continue a topic, so don't reply to a topic. Just a
minor gripe. Thanks.

With regard to these settings - I've seen this mentioned a while back
too. Whilst it's a problem, the advantage is not real - you only gain
the ability to inaccurately shoot at something which you cannot see. The
advantage through areas such as double doors is a misnomer because -
the reason you cant react to it straight is because the visibility time
is very low. This time frame doesn't change length as a result of this
bug, you simply remove all triggers except human timing. Now, the human
brain operates at around about 17Hz, it is capable of appearing faster
as a product of associativity and connectivity aswell as a continuous
and asynchronous network layout. The point merely is, that humans are
not very goot at replicating individual 10hz triggers - thus I think
it's unlikely that a significant number of kills is going to be gained
by this.

If this is as far as a player is willing to cheat (seems a bit odd to go
so far, and no further, except in fear of vac maybe) then it's not
unlikely they have some reasonable skill to play the average masses
anyway, and in this regard, any annoyance they generate is likely more
attributable to general CS anger.

Try the reaction time test on asciitable.com - see if you can get 0.1s
regularly.


Ben wrote:

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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Re: [hlds] Serious Config Hack - Lag Comp bug

2005-08-12 Thread Brian

Whats the point in having a cvar if its just going to be locked? Clamp
it to a certain range of values maybe, but don't lock it at a specific
value.

K2 wrote:

Graham, this isn't breaking news guy - playing around with cl_interp and
cl_interpolate values with source has been around almost as long as the game
has been out (read: over a year). CAL took steps to keep everyone on a level
playing field with their latest version of the CSP plugin (wish there were a
public version of that that didn't spam console chat msgs) but Valve needs
to lock those cvars down so no one can manipulate them at all. There's no
real need to do so. If your ping/connection is so bad that you feel the need
to adjust those cvars, then you have other problems that need addressing
first.

Cl_interpolate 1 and cl_interp 0.01 is where those values should be locked
to. Even the CPL enforced those last month during their summer tourney.

Whatcha think Alfred, can these cvars finally be locked down?

- K2
http://www.hardfought.org


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Graham Robinson
Sent: Friday, August 12, 2005 5:46 AM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Serious Config Hack - Lag Comp bug

Thank you very much for email this to hundreds of counter strike
source players when you could have easily just emailed Alfred. Shall I
put this on the myg0t forums now or is there there already...

Graham

On 8/12/05, Ben [EMAIL PROTECTED] wrote:


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

I think this needs to be urgently urgently fixed!



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please visit:
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Re: [hlds] Serious Config Hack - Lag Comp bug

2005-08-12 Thread James Tucker

IMHO cl_interp could be locked to a server cvar - the reason being that
interp should be set with a knowledge of sv_minupdaterate and any ping
kickers / tickrate changes, aswell as desired client type.

The game feels nicer in situations when cl_interp can be set to 0.05 or
below, providing all clients and the server are providing suitable rates.

K2 wrote:

Graham, this isn't breaking news guy - playing around with cl_interp and
cl_interpolate values with source has been around almost as long as the game
has been out (read: over a year). CAL took steps to keep everyone on a level
playing field with their latest version of the CSP plugin (wish there were a
public version of that that didn't spam console chat msgs) but Valve needs
to lock those cvars down so no one can manipulate them at all. There's no
real need to do so. If your ping/connection is so bad that you feel the need
to adjust those cvars, then you have other problems that need addressing
first.

Cl_interpolate 1 and cl_interp 0.01 is where those values should be locked
to. Even the CPL enforced those last month during their summer tourney.

Whatcha think Alfred, can these cvars finally be locked down?

- K2
http://www.hardfought.org


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Graham Robinson
Sent: Friday, August 12, 2005 5:46 AM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Serious Config Hack - Lag Comp bug

Thank you very much for email this to hundreds of counter strike
source players when you could have easily just emailed Alfred. Shall I
put this on the myg0t forums now or is there there already...

Graham

On 8/12/05, Ben [EMAIL PROTECTED] wrote:


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

I think this needs to be urgently urgently fixed!



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please visit:
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Re: [hlds] Serious Config Hack - Lag Comp bug

2005-08-12 Thread Clayton Macleod
yes, let's all just pull numbers out of our asses and tout them as
fact...I have a request for the next one...please tell us all how we
can only see 24fps!  Sheesh.

On 8/12/05, James Tucker [EMAIL PROTECTED] wrote:
 Ben - please don't start new subject threads by hitting reply to other
 mailing list messages - whilst your mail program may not be dynamic
 enough to present data in a non-linear form, mine is - and the meta data
 (There is an in-reply-to: messageid header in your mail) keeps this
 new topic under old threads. - This is not a bug in my software, you
 aren't attepting to continue a topic, so don't reply to a topic. Just a
 minor gripe. Thanks.

 With regard to these settings - I've seen this mentioned a while back
 too. Whilst it's a problem, the advantage is not real - you only gain
 the ability to inaccurately shoot at something which you cannot see. The
 advantage through areas such as double doors is a misnomer because -
 the reason you cant react to it straight is because the visibility time
 is very low. This time frame doesn't change length as a result of this
 bug, you simply remove all triggers except human timing. Now, the human
 brain operates at around about 17Hz, it is capable of appearing faster
 as a product of associativity and connectivity aswell as a continuous
 and asynchronous network layout. The point merely is, that humans are
 not very goot at replicating individual 10hz triggers - thus I think
 it's unlikely that a significant number of kills is going to be gained
 by this.

 If this is as far as a player is willing to cheat (seems a bit odd to go
 so far, and no further, except in fear of vac maybe) then it's not
 unlikely they have some reasonable skill to play the average masses
 anyway, and in this regard, any annoyance they generate is likely more
 attributable to general CS anger.

 Try the reaction time test on asciitable.com - see if you can get 0.1s
 regularly.


--
Clayton Macleod
get ye flask
You cannot get ye flask.

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RE: [hlds] Serious Config Hack - Lag Comp bug

2005-08-12 Thread Ben
Apologies, I wasn't aware that other mail clients had a problem with it and
it's a convenient way of doing it.

The advantage is real. With my normal ping, which is about 50ms I could set
a cl_interp time of up to 0.5, which is plenty of time to see someone cross,
have a fag and beer, and then headshot them.

I could even tweak it so that the timing matched my average reaction time.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of James Tucker
Sent: 12 August 2005 18:26
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Serious Config Hack - Lag Comp bug

Ben - please don't start new subject threads by hitting reply to other
mailing list messages - whilst your mail program may not be dynamic
enough to present data in a non-linear form, mine is - and the meta data
(There is an in-reply-to: messageid header in your mail) keeps this
new topic under old threads. - This is not a bug in my software, you
aren't attepting to continue a topic, so don't reply to a topic. Just a
minor gripe. Thanks.

With regard to these settings - I've seen this mentioned a while back
too. Whilst it's a problem, the advantage is not real - you only gain
the ability to inaccurately shoot at something which you cannot see. The
advantage through areas such as double doors is a misnomer because -
the reason you cant react to it straight is because the visibility time
is very low. This time frame doesn't change length as a result of this
bug, you simply remove all triggers except human timing. Now, the human
brain operates at around about 17Hz, it is capable of appearing faster
as a product of associativity and connectivity aswell as a continuous
and asynchronous network layout. The point merely is, that humans are
not very goot at replicating individual 10hz triggers - thus I think
it's unlikely that a significant number of kills is going to be gained
by this.

If this is as far as a player is willing to cheat (seems a bit odd to go
so far, and no further, except in fear of vac maybe) then it's not
unlikely they have some reasonable skill to play the average masses
anyway, and in this regard, any annoyance they generate is likely more
attributable to general CS anger.

Try the reaction time test on asciitable.com - see if you can get 0.1s
regularly.


Ben wrote:
 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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RE: [hlds] Serious Config Hack - Lag Comp bug

2005-08-12 Thread Ben
The problem is with competitive players exploiting it.  If a myg0t member
reads this and goes into your sever then you'll bigger problems than them
sniping you through doors.

The reason I posted here is because there are people who will understand the
problem and it's severity who will put pressure on valve to fix it.



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Graham Robinson
Sent: 12 August 2005 16:46
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Serious Config Hack - Lag Comp bug

Thank you very much for email this to hundreds of counter strike
source players when you could have easily just emailed Alfred. Shall I
put this on the myg0t forums now or is there there already...

Graham

On 8/12/05, Ben [EMAIL PROTECTED] wrote:
 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

 I think this needs to be urgently urgently fixed!

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Re: [hlds] Serious Config Hack - Lag Comp bug

2005-08-12 Thread Clayton Macleod
and please trim posts, thanks

On 8/12/05, Ben [EMAIL PROTECTED] wrote:
 Apologies, I wasn't aware that other mail clients had a problem with it and
 it's a convenient way of doing it.

 The advantage is real. With my normal ping, which is about 50ms I could set
 a cl_interp time of up to 0.5, which is plenty of time to see someone cross,
 have a fag and beer, and then headshot them.

 I could even tweak it so that the timing matched my average reaction time.


--
Clayton Macleod
get ye flask
You cannot get ye flask.

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Re: [hlds] Serious Config Hack - Lag Comp bug

2005-08-12 Thread m0gely

Ben wrote:

Apologies, I wasn't aware that other mail clients had a problem with it and
it's a convenient way of doing it.


It's not that other mail clients have a problem, it's that Outlook
merely groups by the subject rather than viewing the messages in
threaded fashion.  Similar to this:

http://www.iml.uts.edu.au/images/utsonline/messages/6.gif

You can see who is replying to who.  So your message appears in this
view as a reply to someone else, that in until it's read and is
obviously a new thread.

--
- m0gely
http://quake2.telestream.com/
Q2 | Q3A | Counter-strike

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RE: [hlds] Serious Config Hack - Lag Comp bug

2005-08-12 Thread Ben
Oh well, I thought there was only outlook or pine. And I know which I'd
rather use out of those too :P

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of m0gely
Sent: 12 August 2005 23:44
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Serious Config Hack - Lag Comp bug

Ben wrote:
 Apologies, I wasn't aware that other mail clients had a problem with it
and
 it's a convenient way of doing it.

It's not that other mail clients have a problem, it's that Outlook
merely groups by the subject rather than viewing the messages in
threaded fashion.  Similar to this:

http://www.iml.uts.edu.au/images/utsonline/messages/6.gif

You can see who is replying to who.  So your message appears in this
view as a reply to someone else, that in until it's read and is
obviously a new thread.

--
- m0gely
http://quake2.telestream.com/
Q2 | Q3A | Counter-strike

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RE: [hlds] Serious Config Hack - Lag Comp bug

2005-08-12 Thread Rick Payton
Outlook, right? ;)

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ben
Sent: Friday, August 12, 2005 1:19 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Serious Config Hack - Lag Comp bug

Oh well, I thought there was only outlook or pine. And I know which I'd
rather use out of those too :P

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of m0gely
Sent: 12 August 2005 23:44
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Serious Config Hack - Lag Comp bug

Ben wrote:
 Apologies, I wasn't aware that other mail clients had a problem with
 it
and
 it's a convenient way of doing it.

It's not that other mail clients have a problem, it's that Outlook
merely groups by the subject rather than viewing the messages in
threaded fashion.  Similar to this:

http://www.iml.uts.edu.au/images/utsonline/messages/6.gif

You can see who is replying to who.  So your message appears in this
view as a reply to someone else, that in until it's read and is
obviously a new thread.
- m0gely

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