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Account Details | |
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SteamID64 | 76561198009358827 |
SteamID3 | [U:1:49093099] |
SteamID32 | STEAM_0:1:24546549 |
Country | United States |
Signed Up | August 23, 2012 |
Last Posted | April 22, 2020 at 6:24 PM |
Posts | 2041 (0.5 per day) |
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In-game Sensitivity | 9 in./360 plus accel |
Windows Sensitivity | 6 |
Raw Input | 1 |
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1600 |
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1680x1050 |
Refresh Rate |
250fps/60hz |
Hardware Peripherals | |
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Mouse | Razer Deathadder |
Keyboard | Quickfire TK Green |
Mousepad | Generic |
Headphones | Generic |
Monitor | Generic |
mthsadwareyaWhat ifi don't think this is possible client-side, correct me if i am wrong.
the casting plugin with the outlined player models made it so casters could override peoples' names on your end end only too
I don't know if it's possible, that's why I'm asking
I mean I know that it's probably technically possible but being worth doing is different
What if
the casting plugin with the outlined player models made it so casters could override peoples' names on your end end only too
I heard working with source engine when you're not familiar with it already is like whaking your face against a racoon hoping they'll give you some stolen pocket change.
Wait, what?
I saw the name and I was like "this is gonna be good"
and it was good
+1
Fuck yes I can disable adblock without getting constant XSS warnings
mebinterpolation is such a small piece of the hit registration puzzle that it blows my mind people have categorized different interp settings. the video in the OP shows that interpolation (no matter its length) is always calculated into hit registration the same way by the server, meaning you can leave it constant and experience absolutely no difference in hit registration. the lurch or freezing of the player model when the exploit occurs is due to the significant change (400+ ms of aim time) in client rendering time and actual client time
therefore, locking interp settings while you're in a server is a good solution to this exploit that will not change anything for your hit registration
Excuse me.
myselfWhy don't you have perfect hit registration, then? Why can things be jittery and hard to hit? There are usually two things to blame here: Jitter and Packet Loss, one of which is from earlier.
Packet loss is when messages between client and server and dropped alltogether. Jitter is how they always come at slightly different latencies - variable ping.
Packet loss makes the world stop for a moment before it keeps going. Jitter makes things move at slightly but rapidly changing rates. Both make things harder to hit.
Fortunately, Source Engine provides a nice way to minimize their effects on how smooth the game looks: interp.
[. . .]
How interp works is like this: The client recieves a certain number of messages in advance of what it shows you, and looks a certain distance into the past to render stuff. It's long and complicated, but the effect is that it slides to the newest update as it's ready in order to keep things smooth. (Really, it's a very complicated topic and it's somewhat better explained here: https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking#Entity_interpolation)
So, when updates come at jittery intervals (if you took a ruler and moved every notch a short random distance it would be jittery), higher interps reduce the effective jitter by lowering the ratio of "random" time offsets to "real" time offsets. If that doesn't make sense, I'll put it a different way: You know how the difference between a two year old and a five year old is a lot more than the difference between a 20 and a 23? It's something like that.
SolidSpeerlaiyewareyadecimal interp_ratios are the way to go broThe problem is that some server have set the max for cl_interp_ratio to 1 D:
the "standard" cl_interp 0.033 is the same as cl_interp_ratio 2.2 with comp rates (66)
That's because whoever configured the server doesn't understand the setting
Teaching the server owners about it (namely it doesn't do jack shit about "interping" and fucks over people with legit configs) and making them bother to fix it is the only way you can really fix that
I always wanted a radial healthbar like Kingdom Hearts's, where a certain number of degrees would be equivalent to a certain amount of health instead of a percentage
So I could look at it and go "Oh it's under 90 degrees so I can die in a single meatshot/rocket" instead of having to think about the number
It would be fucking rad if we could control the red health mark with a set amount instead of a %age too
what's your framerate
btw you can use this exploit to backstab people who are behind you if they were backpedaling
decimal interp_ratios are the way to go bro
the "standard" cl_interp 0.033 is the same as cl_interp_ratio 2.2 with comp rates (66)
Give 'em a break, if valve tried the idea out it can't be that absurd. It wouldn't work well tho.
IGLAbsoluteThis is easily detectable in demos. IGL, as well as most other leagues will be giving out punishment for abuse.
Do POV demos play back interp state?
SBARROHOTTOPICI've also heard of people binding interp settings to their A and D keys so they can't be countersniped, don't know if there's any truth to that though.
Definitely doesn't work. Interp doesn't affect your own position.