<div class="IPBDescription">Question for the Panl</div> It seems to be a semi-hax but opinions vary on that. Is it okay to alter ex_interp to a lower value or is it an exploit?
ex_interp is one of the most debated commands in half-life. Some consider it a cheat/hack while others consider it a high-end tweak for the elite and those "in the know".
ex_interp (interpolation) is one of the many Half-Life net-code variables. Detailed information can be found at <a href='http://www.geekboys.org/docs/netcode2.php' target='_blank'>http://www.geekboys.org/docs/netcode2.php</a>.
But in a nutshell, most people believe that it affects client side hit prediction. It does not cause you to shoot better. But it is believed that by adjusting your ex_interp values to best fit your internet connection you can increase your hit accuracy. You still have to aim where you are shooting, but supposedly the correct ex_intep values will help your shots register more often (less false negatives).
The downside, player models move very jerky the higher-up the value is set.
Personally the vote is not in for me. I am one that believes that if you spread a rumor that a command in half-life gives a person better anything, and there is no concrete Valve documentation that states otherwise, you will get a whored of players who think they are miraculously better players because of the magic of the command.
Placebo! My favourite medicine brand. Ill go muck about with it and feel Super Leet right away and rack up 1000 times the kills I normally do <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Even if it did have a significant effect on your performance, it does so by correcting inaccuracies in prediction/netcode. Do you yell h4x! at people who use an appropriate /rate for their connection?
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Some consider it a cheat/hack while others consider it a high-end tweak for the elite and those "in the know". <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
And some consider it a handy excuse whenever anyone happens to outclass them (Hi animosity!). Apparently killing him as a skulk implies that i have a "nice interp", excellent logic there dumbshoes!
admins can set a default seting for the server i think :/ ,but i changed it a while ago and changed it back nothing changed didnt even see models move weird , on 56k i know it can help becuase i play sniper alot in TFC , low vaules means u have to aim at the player higher and u have to hit infront of him
Interp relates to the client-side prediction of how the players move on your screen. If you set it lower, you will see the models move more and more "as the server sees them" so to speak, as in they will be less fluid and more jerky the higher their ping is, but will give you a better indication of where the player really is compared to where the client renders them.
It is NOT a placebo, it really makes a diff for people who know how to abuse it. It should be locked to the default which is .1 I believe. Anything lower could/should be considered cheating to some extent
Thanks for clearing that up. Of course some have the opinion that exploits = tactics. In love and war all is fair. I personally hopes that it is locked for 1.1.
ex_interp has more of an effect in counter-strike, I haven't seen it in action in NS <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->
Keep in mind that locking the ex_interp values will seriously hinder the gameplay of persons on verious types of internet connections. These values are/were normally left open because they truly were intented to be used to fine tune your personal connection to a half-life server.
The bigger issue is that people don't know about them.
<!--QuoteBegin--Immacolata+Mar 12 2003, 11:06 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Immacolata @ Mar 12 2003, 11:06 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Placebo! My favourite medicine brand. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> It's also a great band.
As for the command, I spent a few minutes testing it with a personal dedicated server over a LAN, and then on a cable connection.
<b>YES</b> the models to get jerky.
<b>NO</b> you don't hit "more often".. partially because of the jerkiness. At least, in my tests which are notably limited.
The only advantage this could give is with an insanely fast connected server with a LOT of CPU power. And it's not a cheat/hax/exploitz, just an internet setting tweak.
This sounds like a legitimate setting to me. How is it "cheating" to tell your client what sort of latency to expect, and let it try to do its job? As people have pointed out, the setting is there for exactly that reason - to maximize efficiency of the netcode in multiplayer games. Are you saying that it's cheating to try to get the netcode to work like it was designed to?
I swear, some people see the word "variable" and scream "OMG H4X LOCK IT AND BAN TEH CHEETARS!"
I saw a video of a guy in a DoD clan using that command. It was on a map that my friend made and he had one of his clan mates jump off this very high-up platform floating in the air while he stood further down on a differnt platform. Anyways, he shot once with the garand, then shot again and hit him in MID AIR as he was falling. I don't think you could do this easily with ex_interp being off because the person was falling too fast and the server would render the model as being in a different place by the time it was updated? Sorry if I'm getting the specifics behind this command wrong. Anyways, I don't really think it's much of an exploit and probably not many people know about it/care to use it because it doesn't have any terribly obvious effects or advantages.
The ex_interp hitbox bug (the hitbox is behind the visible model with values like 0.01 - so it's your turn to judge wheter it is a cheat or not - imho it is a cheat and it's banned in some TFC leagues) will be fixed in the next HL patch.
can you run that by me once more? It's a bug OR an exploit/cheat? I am a bit confused. In fact, I am very uncertain on what mucking about with ex_interp IS doing to be frank!
ShockehIf a packet drops on the web and nobody's near to see it...Join Date: 2002-11-19Member: 9336NS1 Playtester, Forum Moderators, Constellation
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->It's also a great band. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
*Snigger*
Brian Molko got a smack in the face when they toured here. I laughed & laughed.
<!--QuoteBegin--Immacolata+Mar 14 2003, 12:10 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Immacolata @ Mar 14 2003, 12:10 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->can you run that by me once more? It's a bug OR an exploit/cheat? I am a bit confused. In fact, I am very uncertain on what mucking about with ex_interp IS doing to be frank!<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> What I've gathered from this thread:
ex_interp is a configuration variable It is used by your local HL (NS) client to try to match player model movement to what is happening on the server. It is intended to help you compensate for your connection by allowing you to tell your client what kind of latency (lag) to expect.
It is exploitable because... setting a very low value causes the models to move ahead of where they would actually be? Thus allowing you to know where someone's model will land (or move to) slightly before they get there? I think that's what has been described...
Please correct me if I've misinterpreted anything.
imo, the only time when altering your interp value can truly be called a hack is if everyone had exactly the same connection, otherwise its just a way of making it fairer for ppl with worse connections than others, locking this would surely benefit those with decent connections and disadvantage those with worse connections that lag, wouldnt it? maybe i've just got this round my neck and should S*T*F*U before someone calls me a n00b :/
<!--QuoteBegin--nothing+Mar 14 2003, 09:52 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (nothing @ Mar 14 2003, 09:52 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> ex_interp is a configuration variable It is used by your local HL (NS) client to try to match player model movement to what is happening on the server. It is intended to help you compensate for your connection by allowing you to tell your client what kind of latency (lag) to expect.
It is exploitable because... setting a very low value causes the models to move ahead of where they would actually be? Thus allowing you to know where someone's model will land (or move to) slightly before they get there? I think that's what has been described...
Please correct me if I've misinterpreted anything. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> AHA! Now my nublet mind understands what it is all about. Thanks! The better your connection is, the lesser impact it has. Like 30 ms latency measn that there isn't a lot to be predicted since return times are low. But at 100+ ms perhaps. I see now.
It should at least be a variabled tied to your connection as was intended <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
I don't know how the hitscan system works exactly. Is it so that, when you shoot a hitscan weapon, the server goes back in time to when the shot was fired and checks if the alien was there, or does it calculate what the player would have seen with lag prediction, and determine hits based on that?
To clarify: suppose there is a corridor, with another corridor to the side. A marine with a pistol is in the main corridor but can't see into the side corridor. In the side corridor is an alien, running to the main corridor, but it stops just before it gets into the main corridor so it never could be hit by the marine. Now, due to lag prediction, the comp of the marine (assuming laggy connection) could predict the skulk running into the main corridor (based on current speed and position), before it receives a information that the skulk stopped. So the marine does see the skulk coming into the main corridor. The marine shoots and hits the skulk model on his PC, even though the alien player never entered the corridor on his own PC. Does the server count this as a hit or miss?
<!--QuoteBegin--wlibaers+Mar 14 2003, 03:06 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (wlibaers @ Mar 14 2003, 03:06 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I don't know how the hitscan system works exactly. Is it so that, when you shoot a hitscan weapon, the server goes back in time to when the shot was fired and checks if the alien was there, or does it calculate what the player would have seen with lag prediction, and determine hits based on that?
To clarify: suppose there is a corridor, with another corridor to the side. A marine with a pistol is in the main corridor but can't see into the side corridor. In the side corridor is an alien, running to the main corridor, but it stops just before it gets into the main corridor so it never could be hit by the marine. Now, due to lag prediction, the comp of the marine (assuming laggy connection) could predict the skulk running into the main corridor (based on current speed and position), before it receives a information that the skulk stopped. So the marine does see the skulk coming into the main corridor. The marine shoots and hits the skulk model on his PC, even though the alien player never entered the corridor on his own PC. Does the server count this as a hit or miss? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> As I understand it, the server will honor a hit scored on the model you saw on your client, <b>unless</b> the player was never actually at that location because what you saw was a result of client-side prediction.
So in the example you gave, the skulk doesn't get hit. An example where the skulk does get hit: he runs past a door that the laggy marine is watching. The laggy marine shoots, but due to his 1000 msec lag, he fires one second after the skulk was already gone. The server looks back in time, figures out that 1000 msecs ago the skulk was in fact right there (meaning that if the marine had no latency he would have killed it fair and square), and awards the kill (leading the skulk to curse loudly, since he erroneously thought he was untouchable).
This is what I've gathered from the studies I've read, but I could be wrong.
In any case, if the above is correct, then tweaking ex_interp shouldn't bestow any magical advantages.
yeah samwise i think that's how the half-life netcode works... it eliminates "leading" of shots due to lag. Though I still don't know what exactly ex_interp would do then...
Never heard of this command, but it sounds like people who ban it are luddites. If you are accurate enough to hit someone three times as they fly through the air, you're accurate enough to hit someone three times as they fly through the air, and good for you.
I don't really see what difference the command makes to the 90% of players who average pings under 250. Maybe if you're trying to kill a lerk from one end of Refinery to another, then yeah it'll probably make some difference. But really, almost all the marine killing takes place at closer quarters than that, where accuracy won't really be affected enough to cause trouble. I think the command <i>should</i> stay for the unfortunate folks with really high pings, who can actually benefit from it to help compensate for their connection.
The other factor to consider is, just how important is it to remove? I'm reading about it here, but I can guarantee you I'll never be spending any time tweaking that setting so I can get a marginal increase in accuracy (my ping is about 100ms avg., and the default is .1, so I probably can't benefit at all by changing it). >95% of players will never touch the command, but those with the patience to fine-tune something like that deserve any performance increase they get.
Comments
ex_interp (interpolation) is one of the many Half-Life net-code variables. Detailed information can be found at <a href='http://www.geekboys.org/docs/netcode2.php' target='_blank'>http://www.geekboys.org/docs/netcode2.php</a>.
But in a nutshell, most people believe that it affects client side hit prediction. It does not cause you to shoot better. But it is believed that by adjusting your ex_interp values to best fit your internet connection you can increase your hit accuracy. You still have to aim where you are shooting, but supposedly the correct ex_intep values will help your shots register more often (less false negatives).
The downside, player models move very jerky the higher-up the value is set.
Personally the vote is not in for me. I am one that believes that if you spread a rumor that a command in half-life gives a person better anything, and there is no concrete Valve documentation that states otherwise, you will get a whored of players who think they are miraculously better players because of the magic of the command.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
Some consider it a cheat/hack while others consider it a high-end tweak for the elite and those "in the know".
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
And some consider it a handy excuse whenever anyone happens to outclass them (Hi animosity!). Apparently killing him as a skulk implies that i have a "nice interp", excellent logic there dumbshoes!
Note: I haven't even changed my interp anyway
The bigger issue is that people don't know about them.
It's also a great band.
As for the command, I spent a few minutes testing it with a personal dedicated server over a LAN, and then on a cable connection.
<b>YES</b> the models to get jerky.
<b>NO</b> you don't hit "more often".. partially because of the jerkiness. At least, in my tests which are notably limited.
The only advantage this could give is with an insanely fast connected server with a LOT of CPU power. And it's not a cheat/hax/exploitz, just an internet setting tweak.
I swear, some people see the word "variable" and scream "OMG H4X LOCK IT AND BAN TEH CHEETARS!"
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
*Snigger*
Brian Molko got a smack in the face when they toured here. I laughed & laughed.
What I've gathered from this thread:
ex_interp is a configuration variable
It is used by your local HL (NS) client to try to match player model movement to what is happening on the server.
It is intended to help you compensate for your connection by allowing you to tell your client what kind of latency (lag) to expect.
It is exploitable because... setting a very low value causes the models to move ahead of where they would actually be? Thus allowing you to know where someone's model will land (or move to) slightly before they get there? I think that's what has been described...
Please correct me if I've misinterpreted anything.
It is used by your local HL (NS) client to try to match player model movement to what is happening on the server.
It is intended to help you compensate for your connection by allowing you to tell your client what kind of latency (lag) to expect.
It is exploitable because... setting a very low value causes the models to move ahead of where they would actually be? Thus allowing you to know where someone's model will land (or move to) slightly before they get there? I think that's what has been described...
Please correct me if I've misinterpreted anything. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
AHA! Now my nublet mind understands what it is all about. Thanks! The better your connection is, the lesser impact it has. Like 30 ms latency measn that there isn't a lot to be predicted since return times are low. But at 100+ ms perhaps. I see now.
It should at least be a variabled tied to your connection as was intended <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
To clarify: suppose there is a corridor, with another corridor to the side. A marine with a pistol is in the main corridor but can't see into the side corridor. In the side corridor is an alien, running to the main corridor, but it stops just before it gets into the main corridor so it never could be hit by the marine.
Now, due to lag prediction, the comp of the marine (assuming laggy connection) could predict the skulk running into the main corridor (based on current speed and position), before it receives a information that the skulk stopped. So the marine does see the skulk coming into the main corridor. The marine shoots and hits the skulk model on his PC, even though the alien player never entered the corridor on his own PC. Does the server count this as a hit or miss?
To clarify: suppose there is a corridor, with another corridor to the side. A marine with a pistol is in the main corridor but can't see into the side corridor. In the side corridor is an alien, running to the main corridor, but it stops just before it gets into the main corridor so it never could be hit by the marine.
Now, due to lag prediction, the comp of the marine (assuming laggy connection) could predict the skulk running into the main corridor (based on current speed and position), before it receives a information that the skulk stopped. So the marine does see the skulk coming into the main corridor. The marine shoots and hits the skulk model on his PC, even though the alien player never entered the corridor on his own PC. Does the server count this as a hit or miss? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
As I understand it, the server will honor a hit scored on the model you saw on your client, <b>unless</b> the player was never actually at that location because what you saw was a result of client-side prediction.
So in the example you gave, the skulk doesn't get hit.
An example where the skulk does get hit: he runs past a door that the laggy marine is watching. The laggy marine shoots, but due to his 1000 msec lag, he fires one second after the skulk was already gone. The server looks back in time, figures out that 1000 msecs ago the skulk was in fact right there (meaning that if the marine had no latency he would have killed it fair and square), and awards the kill (leading the skulk to curse loudly, since he erroneously thought he was untouchable).
This is what I've gathered from the studies I've read, but I could be wrong.
In any case, if the above is correct, then tweaking ex_interp shouldn't bestow any magical advantages.
The other factor to consider is, just how important is it to remove? I'm reading about it here, but I can guarantee you I'll never be spending any time tweaking that setting so I can get a marginal increase in accuracy (my ping is about 100ms avg., and the default is .1, so I probably can't benefit at all by changing it). >95% of players will never touch the command, but those with the patience to fine-tune something like that deserve any performance increase they get.