Re: [hlds_linux] ex_interp

2006-03-27 Thread Tom

Thanks for this thorough explanation.
So what's the conclusion?
Can I safely ignore players that talk about modifying the ex_interp command
since its value is now hardcoded or at least not modifiable by players
anymore?
Is this type of advantage obsolete?

Thanks!

- Original Message -
From: "Simon Garner" <[EMAIL PROTECTED]>
To: 
Sent: Monday, March 27, 2006 4:53 AM
Subject: Re: [hlds_linux] ex_interp



On 27/03/2006 9:51 a.m., Tom wrote:

If ex_interp is set to .1, does this means that the client sends data
about
its velocity, direction and so on to the server once every 100ms and if
it's
set to 0 every frame?


No, that's controlled by cl_cmdrate

Interpolation affects only the position at which models are rendered on
the client's screen. The client tries to smooth the movement of other
players' models by inventing intermediate positions on the screen for
which it never actually received an update from the server.

With ex_interp set to 0 (which you can't do any more) you would only
ever see the actual position of the model according to the most recent
update received. The frequency of updates is controlled by
cl_updaterate. With a low value like the default of 30, the client
requests 30 updates per second from the server. Without interpolation,
other players' models would appear to move on the screen at roughly 30
frames per second. If your client is running at 100 fps, this will make
them appear jerky, or as if they are teleporting.

With interpolation, you would still only receive 30 updates per second
but your client can guess (interpolate) the other 70 intermediate
positions for the models, so that they can be rendered smoothly at 100
fps.

However in order to do this, the client has to delay rendering the
models by a certain amount of time. This is what ex_interp sets. At 0.1,
your view of the game is delayed by 100ms, so that your client can
collect 100ms worth of updates and then interpolate the intermediate
frames before rendering them.

If I recall correctly, the problem in older versions of HLDS was that
the server didn't know (or ignored) the value of ex_interp set on the
client, so it always expected it to be 0.1. The server then used that
value to work out whether your shots hit. So when you shot a gun,
effectively the server would look back in time (100ms + your ping) and
see whether the player you shot at was there at that time (this is
called lag compensation [grossly simplified]).

Some players found that by reducing the value of ex_interp, they were
able to see models in more "up to date" positions on their screen, while
still shooting at the delayed lag-compensated positions. This means that
you could shoot *behind* a moving target and hit it - which means with a
gun like the AWP, you've just given yourself an extra ~100ms of reaction
time.

(Someone correct me if I've got any of this wrong. It's been a while...)

-Simon




- Original Message -
From: "aprand" <[EMAIL PROTECTED]>
To: 
Sent: Sunday, March 26, 2006 11:30 PM
Subject: Re: [hlds_linux] ex_interp



interp is interpolation. Basically it predict where the target is, due
to
the difference in time between your computer, the server, and the
targets
computer. Some people with faster connections set this lowwer.
ex_interp 0.1 (in milliseconds, .1 = 100 ms) Ranged 0 - .1
This command controls the amount of time that Half-Life uses to predict
the
player movement during that period of time by using the last know
position,
speed and direction of the player.
If set too low the player will appear choppy. This accounts for the more
accurate positioning of the model. In Counter-Strike 1.6 interp has been
locked to a range of .05 to .1 and deals with 1/cl_ updaterate.
If you set this to 0, CS 1.6 will calculate the lowest possible value
for
you.
- Original Message -----
From: "Tom" <[EMAIL PROTECTED]>
To: 
Sent: Sunday, March 26, 2006 9:41 AM
Subject: [hlds_linux] ex_interp



I followed a conversation between 2 guys on my server. Let's call them
A
and
B.
A accused B of using illegal software to help him gain an advantage in
the
game(cheats). I know this happens all the time that someone accuses
someone
else of that but in this conversation A asked B if he used/altered a
command
called "ex_interp".
I checked and that command is really available.
Since I believe that quiet some intelligence regarding my question
roams
around this list I believe this is the best place to answer following
question.
What is/does the "ex_interp" command?

Tom



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Re: [hlds_linux] ex_interp

2006-03-26 Thread Simon Garner

On 27/03/2006 9:51 a.m., Tom wrote:

If ex_interp is set to .1, does this means that the client sends data about
its velocity, direction and so on to the server once every 100ms and if
it's
set to 0 every frame?


No, that's controlled by cl_cmdrate

Interpolation affects only the position at which models are rendered on
the client's screen. The client tries to smooth the movement of other
players' models by inventing intermediate positions on the screen for
which it never actually received an update from the server.

With ex_interp set to 0 (which you can't do any more) you would only
ever see the actual position of the model according to the most recent
update received. The frequency of updates is controlled by
cl_updaterate. With a low value like the default of 30, the client
requests 30 updates per second from the server. Without interpolation,
other players' models would appear to move on the screen at roughly 30
frames per second. If your client is running at 100 fps, this will make
them appear jerky, or as if they are teleporting.

With interpolation, you would still only receive 30 updates per second
but your client can guess (interpolate) the other 70 intermediate
positions for the models, so that they can be rendered smoothly at 100 fps.

However in order to do this, the client has to delay rendering the
models by a certain amount of time. This is what ex_interp sets. At 0.1,
your view of the game is delayed by 100ms, so that your client can
collect 100ms worth of updates and then interpolate the intermediate
frames before rendering them.

If I recall correctly, the problem in older versions of HLDS was that
the server didn't know (or ignored) the value of ex_interp set on the
client, so it always expected it to be 0.1. The server then used that
value to work out whether your shots hit. So when you shot a gun,
effectively the server would look back in time (100ms + your ping) and
see whether the player you shot at was there at that time (this is
called lag compensation [grossly simplified]).

Some players found that by reducing the value of ex_interp, they were
able to see models in more "up to date" positions on their screen, while
still shooting at the delayed lag-compensated positions. This means that
you could shoot *behind* a moving target and hit it - which means with a
gun like the AWP, you've just given yourself an extra ~100ms of reaction
time.

(Someone correct me if I've got any of this wrong. It's been a while...)

-Simon




- Original Message -
From: "aprand" <[EMAIL PROTECTED]>
To: 
Sent: Sunday, March 26, 2006 11:30 PM
Subject: Re: [hlds_linux] ex_interp



interp is interpolation. Basically it predict where the target is, due to
the difference in time between your computer, the server, and the targets
computer. Some people with faster connections set this lowwer.
ex_interp 0.1 (in milliseconds, .1 = 100 ms) Ranged 0 - .1
This command controls the amount of time that Half-Life uses to predict
the
player movement during that period of time by using the last know
position,
speed and direction of the player.
If set too low the player will appear choppy. This accounts for the more
accurate positioning of the model. In Counter-Strike 1.6 interp has been
locked to a range of .05 to .1 and deals with 1/cl_ updaterate.
If you set this to 0, CS 1.6 will calculate the lowest possible value for
you.
- Original Message -
From: "Tom" <[EMAIL PROTECTED]>
To: 
Sent: Sunday, March 26, 2006 9:41 AM
Subject: [hlds_linux] ex_interp



I followed a conversation between 2 guys on my server. Let's call them A
and
B.
A accused B of using illegal software to help him gain an advantage in
the
game(cheats). I know this happens all the time that someone accuses
someone
else of that but in this conversation A asked B if he used/altered a
command
called "ex_interp".
I checked and that command is really available.
Since I believe that quiet some intelligence regarding my question roams
around this list I believe this is the best place to answer following
question.
What is/does the "ex_interp" command?

Tom



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Re: [hlds_linux] ex_interp

2006-03-26 Thread Tom

If ex_interp is set to .1, does this means that the client sends data about
its velocity, direction and so on to the server once every 100ms and if it's
set to 0 every frame?

- Original Message -
From: "aprand" <[EMAIL PROTECTED]>
To: 
Sent: Sunday, March 26, 2006 11:30 PM
Subject: Re: [hlds_linux] ex_interp



interp is interpolation. Basically it predict where the target is, due to
the difference in time between your computer, the server, and the targets
computer. Some people with faster connections set this lowwer.
ex_interp 0.1 (in milliseconds, .1 = 100 ms) Ranged 0 - .1
This command controls the amount of time that Half-Life uses to predict
the
player movement during that period of time by using the last know
position,
speed and direction of the player.
If set too low the player will appear choppy. This accounts for the more
accurate positioning of the model. In Counter-Strike 1.6 interp has been
locked to a range of .05 to .1 and deals with 1/cl_ updaterate.
If you set this to 0, CS 1.6 will calculate the lowest possible value for
you.
- Original Message -
From: "Tom" <[EMAIL PROTECTED]>
To: 
Sent: Sunday, March 26, 2006 9:41 AM
Subject: [hlds_linux] ex_interp



I followed a conversation between 2 guys on my server. Let's call them A
and
B.
A accused B of using illegal software to help him gain an advantage in
the
game(cheats). I know this happens all the time that someone accuses
someone
else of that but in this conversation A asked B if he used/altered a
command
called "ex_interp".
I checked and that command is really available.
Since I believe that quiet some intelligence regarding my question roams
around this list I believe this is the best place to answer following
question.
What is/does the "ex_interp" command?

Tom



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Re: [hlds_linux] ex_interp

2006-03-26 Thread aprand

interp is interpolation. Basically it predict where the target is, due to
the difference in time between your computer, the server, and the targets
computer. Some people with faster connections set this lowwer.
ex_interp 0.1 (in milliseconds, .1 = 100 ms) Ranged 0 - .1
This command controls the amount of time that Half-Life uses to predict the
player movement during that period of time by using the last know position,
speed and direction of the player.
If set too low the player will appear choppy. This accounts for the more
accurate positioning of the model. In Counter-Strike 1.6 interp has been
locked to a range of .05 to .1 and deals with 1/cl_ updaterate.
If you set this to 0, CS 1.6 will calculate the lowest possible value for
you.
- Original Message -
From: "Tom" <[EMAIL PROTECTED]>
To: 
Sent: Sunday, March 26, 2006 9:41 AM
Subject: [hlds_linux] ex_interp



I followed a conversation between 2 guys on my server. Let's call them A
and
B.
A accused B of using illegal software to help him gain an advantage in the
game(cheats). I know this happens all the time that someone accuses
someone
else of that but in this conversation A asked B if he used/altered a
command
called "ex_interp".
I checked and that command is really available.
Since I believe that quiet some intelligence regarding my question roams
around this list I believe this is the best place to answer following
question.
What is/does the "ex_interp" command?

Tom



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[hlds_linux] ex_interp

2006-03-26 Thread Tom

I followed a conversation between 2 guys on my server. Let's call them A and
B.
A accused B of using illegal software to help him gain an advantage in the
game(cheats). I know this happens all the time that someone accuses someone
else of that but in this conversation A asked B if he used/altered a command
called "ex_interp".
I checked and that command is really available.
Since I believe that quiet some intelligence regarding my question roams
around this list I believe this is the best place to answer following
question.
What is/does the "ex_interp" command?

Tom



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Re: [hlds_linux] ex_interp

2004-10-25 Thread Drew Broadley (Work)
Matt "Major" Zimmermann wrote:
I thought this cvar was disabled now a days?
Not disabled, but the algorithm was fixed.
- Drew
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RE: [hlds_linux] ex_interp

2004-10-25 Thread Matt \"Major\" Zimmermann
I thought this cvar was disabled now a days?

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Britt Priddy
(PZGN)
Sent: Monday, October 25, 2004 12:56 AM
To: [EMAIL PROTECTED]
Subject: [hlds_linux] ex_interp

Is there a way to find out what another players ex_interp is set to?

no logs available but personal demo and HLTV is.

Thanks!


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Re: [hlds_linux] ex_interp

2004-10-25 Thread kama
On Mon, 25 Oct 2004, Britt Priddy (PZGN) wrote:

> Is there a way to find out what another players ex_interp is set to?
>
> no logs available but personal demo and HLTV is.
>

I dont think you get an advantage with exinterp since 1.6 was released...

/Bjorn

--

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talk to me, they say "good morning dave", so I say to myself, "That
g**D**N Hal's awake!"


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[hlds_linux] ex_interp

2004-10-24 Thread Britt Priddy \(PZGN\)
Is there a way to find out what another players ex_interp is set to?
no logs available but personal demo and HLTV is.
Thanks!
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Re: [hlds_linux] ex_interp?

2003-01-06 Thread Jared Eischen
It will be locked at .1, the CPL didn't change from 0.05 to 0.1 for no
reason.  Also it has been stated by a valve developer that they will be
locking it at .1

- Original Message -
From: "Alexandre Hautequest" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, January 06, 2003 3:04 PM
Subject: Re: [hlds_linux] ex_interp?


Em Mon, 6 Jan 2003 17:55:10 + (GMT) john Escreveu:

> On Sun, 5 Jan 2003, Fluffy Bunny wrote:
>
> > ex_interp? Is it true that in 1.6 they will fix the ex_intepr so its
> > bound to your latency?
>
> As I understand it, it is going to be set to a fixed value, probably
> 0.05, although it hasn't actually been defined as yet.

GOD BLESS VALVE, they will need to be blessed if they lock ex_interp in
0.05. I agree they need to lock it, not with 0.05, but with an 0.1
value, as was the default for cs 1.3. With this value (0.05) players
have an larger chance to hit an enemy, as the server code is all wrote
in 0.1 value. Take a look at some good cs sites and you will find this
and the gamers oppinion.

>
> john
>

--
Alexandre Hautequest


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Re: [hlds_linux] ex_interp?

2003-01-06 Thread Alexandre Hautequest
Em Mon, 6 Jan 2003 17:55:10 + (GMT) john Escreveu:

> On Sun, 5 Jan 2003, Fluffy Bunny wrote:
>
> > ex_interp? Is it true that in 1.6 they will fix the ex_intepr so its
> > bound to your latency?
>
> As I understand it, it is going to be set to a fixed value, probably
> 0.05, although it hasn't actually been defined as yet.

GOD BLESS VALVE, they will need to be blessed if they lock ex_interp in
0.05. I agree they need to lock it, not with 0.05, but with an 0.1
value, as was the default for cs 1.3. With this value (0.05) players
have an larger chance to hit an enemy, as the server code is all wrote
in 0.1 value. Take a look at some good cs sites and you will find this
and the gamers oppinion.

>
> john
>

--
Alexandre Hautequest


Icon - Internet grátis, MP3, Vídeo, rádio, e-mail e informação.
Reserve já o seu em http://www.ibest.com.br/icon/mbr1.html. É grátis!*.

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Re: [hlds_linux] ex_interp?

2003-01-06 Thread john
On Sun, 5 Jan 2003, Fluffy Bunny wrote:

> ex_interp? Is it true that in 1.6 they will fix the ex_intepr so its
> bound to your latency?

As I understand it, it is going to be set to a fixed value, probably 0.05,
although it hasn't actually been defined as yet.

john

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