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Interp 'exploit'?
Created 28th May 2013 @ 13:03
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Quoted from quintosh
[…]
hahahaha
Dude, I’ve got no clue, but as they said, there are no stupid questions, only stupid answers.
Quoted from crouton
[…]
Dude, I’ve got no clue, but as they said, there are no stupid questions, only stupid answers.
o snap
Quoted from crouton
[…]
Dude, I’ve got no clue, but as they said, there are no stupid questions, only stupid answers.
There are no stupid questions, only stupid askers…
One of the reasons why cl_interp should be removed.
Only cl_interp_ratio should be accessible and sv_client_min_interp_ratio and sv_client_max_interp_ratio to regulate it (also etf2l, please set sv_client_max_interp_ratio to 2, not 1).
Quoted from Casual
One of the reasons why cl_interp should be removed.
Only cl_interp_ratio should be accessible and sv_client_min_interp_ratio and sv_client_max_interp_ratio to regulate it (also etf2l, please set sv_client_max_interp_ratio to 2, not 1).
Valve intended to do that, cl_interp_ratio should’ve replaced cl_interp to get rid of all the interp myths. For some reason valve decided against it so configs won’t break. This is perfectly normal, confusing players one time by replacing a cvar is unacceptable, even if it would stop the general intepr confusion.
cl_interp will be removed in the source engine for HL3, i’m calling it now.
Quoted from Casual
One of the reasons why cl_interp should be removed.
Only cl_interp_ratio should be accessible and sv_client_min_interp_ratio and sv_client_max_interp_ratio to regulate it (also etf2l, please set sv_client_max_interp_ratio to 2, not 1).
+1
Quoted from Setsul
[…]Valve intended to do that, cl_interp_ratio should’ve replaced cl_interp to get rid of all the interp myths. For some reason valve decided against it so configs won’t break. This is perfectly normal, confusing players one time by replacing a cvar is unacceptable, even if it would stop the general intepr confusion.
cl_interp will be removed in the source engine for HL3, i’m calling it now.
They removed cl_interp and replaced it with cl_interp_ratio, and at some point they fucked up when they released OB engine, they kept some old cl_interp code or something, so now we’re with both.
Last edited by AnAkkk,
Wouldn’t it be easy to code a quickfix solution into TFTrue? Just do what Zblock (http://zblock.mgamez.eu/) did/does for CSS and limit a player to only change interp once/twice per map. Any more results in being kicked from the server. Blahblah was kicked (Reason: Too many interp changes)
Last edited by FADe,
Quoted from FADe
Wouldn’t it be easy to code a quickfix solution into TFTrue? Just do what Zblock (http://zblock.mgamez.eu/) did/does for CSS and limit a player to only change interp once/twice per map. Any more results in being kicked from the server. Blahblah was kicked (Reason: Too many interp changes)
eh no thx, id like to change my interp for scout / sniper
Quoted from FADe
Wouldn’t it be easy to code a quickfix solution into TFTrue? Just do what Zblock (http://zblock.mgamez.eu/) did/does for CSS and limit a player to only change interp once/twice per map. Any more results in being kicked from the server. Blahblah was kicked (Reason: Too many interp changes)
2 is not enough cuz loads of people use different interp values on each class
Fair dos, good point – hadn’t thought of that. I doubt you could put a number of allowed interp changes per map with this is mind then. Perhaps penalising (kick with reason msg) when it detects multiple changes within a short time period, to safeguard people binding that shit to movement/shoot keys.
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