ChurchMeatshield grunt-fodder // Has pre-ordered NS2Join Date: 2002-12-31Member: 11646Members, Constellation
My avf ping is anywhere from 40-80. I have no need for it <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
The "exploit" or "advantage" by ex_interp is that you can see projections of player's movements slightly before they actually arrive. If a model walks around a corner, you see his model "projected" by interpolation or something. You see a ghost, actually, and that is why you must aim behind the model.
<!--QuoteBegin--Immacolata+Mar 15 2003, 05:46 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Immacolata @ Mar 15 2003, 05:46 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The "exploit" or "advantage" by ex_interp is that you can see projections of player's movements slightly before they actually arrive. If a model walks around a corner, you see his model "projected" by interpolation or something. You see a ghost, actually, and that is why you must aim behind the model. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Yes thats right, this usually happens anyway when a HPB is playing on a LPB server, the high pinger usually sees the low ping player before he has walked around the corner.
I don't think that ex_interp will make any difference to players on broadband. Maybe the 'Ping Booster' could make ex_interp useful?
<!--QuoteBegin--Narf+Mar 14 2003, 07:36 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Narf @ Mar 14 2003, 07:36 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 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. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> What, shooting someone in mid-air is difficult? Hello, you are moving straight down. Aim lower, fire and bam! Dead person.
I know I'm a bit late here but I only discovered this forum a few days ago and there has been a huge amount of yelling about ex_interp in tfc which I have played for a long time so I thought I'd post some info about it here cause it's a plague
I read an interview about ex_interp with that eric johnson guy from valve, he was saying they're removing it in the next hl patch cause there is no need to alter it no matter what your ping is, it was there before the patch that fixed the netcode ages ago, but since that patch it doesnt make any difference if someone with a ping of 10 uses interp or if someone with 400 ping uses it. They're not removing the command itself, but the hitbox bug that allows people to exploit it.
and yes, it is an exploit, a pretty big one. along with a few other cvars you can stop the jerkiness that ex_interp causes, so you'll see the models move just as fluid as someone who isnt using it. the lower you put your interp to, the more the hitboxes will be behind the models, which means you dont need good reflexes and prediction. this has been a huge problem in tfc, partly with hitscan weapons because you can easily keep your crosshair right on the hitbox while trying to follow the models of someone dodging like a mad man, but also for rockets and grenades since you can have lousy predictions, completely miss your target and still do damage to them.
in ns this would mean that a skulk for example can jump at you and start chewing, you'll move out of the way but your hitbox will be slower than you and he'll kill you even if he's not even close to you a fade will have a much easier time hitting marines with those slimeballs hes throwing because he wont need to predict the marines movements, say you got a jetpacker not too far away, normally if you throw a slimeball when your crosshair is over him it'll miss him since he'll be out of the way by the time it reaches him, but with the right interp it'll miss him but still kill him since it'll smash into his hitbox which will be dragging a couple of feet behind him a marine wont have to react as quickly when a skulk jumps out in front of him or runs out to hide behind a wall, since the hitbox will be dragging a bit behind the skulk (how far behind depends on how low your interp is and how fast the the skulk is moving) you can easily put every bullet into the hitbox, all you have to do is follow the skulks movement, you'll be a bit behind him, but you'll put pretty much every bullet in him. this can be compared to watching a dot move randomly on your screen and trying to follow it with your finger. normally you would miss the dot a lot since every time it changes it's path you'll have to react fast and bring your finger back to the dot, with interp you can just calmly follow the dot from behind, you'll still be off the dot but since it will change directions a tenth of a second before its hitbox will, your finger will still always be on the hitbox.
imagine this, you're a skulk and there's a marine around the corner, you think he wont have time to fire at you if you jump out quickly and go hide behind another corner. so you jump out, by the time the marine reacts you're already a few feet away, but he's interping so by the time he reacts your hitbox is just leaving the hiding spot you left a tenth of a second ago... he starts shooting and just follows your movements with his crosshair a bit behind you and still every bullet hits you, now you reach your destination, run behind that wall thinking you're safe, but your hitbox is still in the hallway, so even though the marine can't even see you anymore, he's still doing damage to you, this is why interpers will often kill you around corners. it's pretty much like seeing a bit into the future.
a combination of interp and those other cvars does also seem to increase damage a bit but that could probably just be from all the bullets hitting you that should normally have been way off unfortunately there's probably a lot of people using it since tons and tons of people know about it, it can be blocked with the wwcl plugin though I'd advise you not to use interp and those other cvars, if you use it right you'll get lots of dodgy extra-kills but once the hl patch comes and removes it you'll look pretty dumb when you can't aim anymore... I've seen this happen several times in tfc, people who had great aim suddenly really sucked when they had to play on servers that didn't allow tweaked ex_interp
Funk's right here <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
The latest Cheating Death blocks it, and I've think I've read comments that CD icons will be shown on the scoreboard in 1.1 (anyone confirm this?)
Easy solution, just install CD on the server and it's gone.
Comments
Yes thats right, this usually happens anyway when a HPB is playing on a LPB server, the high pinger usually sees the low ping player before he has walked around the corner.
I don't think that ex_interp will make any difference to players on broadband. Maybe the 'Ping Booster' could make ex_interp useful?
What, shooting someone in mid-air is difficult? Hello, you are moving straight down. Aim lower, fire and bam! Dead person.
I read an interview about ex_interp with that eric johnson guy from valve, he was saying they're removing it in the next hl patch cause there is no need to alter it no matter what your ping is, it was there before the patch that fixed the netcode ages ago, but since that patch it doesnt make any difference if someone with a ping of 10 uses interp or if someone with 400 ping uses it.
They're not removing the command itself, but the hitbox bug that allows people to exploit it.
and yes, it is an exploit, a pretty big one. along with a few other cvars you can stop the jerkiness that ex_interp causes, so you'll see the models move just as fluid as someone who isnt using it.
the lower you put your interp to, the more the hitboxes will be behind the models, which means you dont need good reflexes and prediction. this has been a huge problem in tfc, partly with hitscan weapons because you can easily keep your crosshair right on the hitbox while trying to follow the models of someone dodging like a mad man, but also for rockets and grenades since you can have lousy predictions, completely miss your target and still do damage to them.
in ns this would mean that a skulk for example can jump at you and start chewing, you'll move out of the way but your hitbox will be slower than you and he'll kill you even if he's not even close to you
a fade will have a much easier time hitting marines with those slimeballs hes throwing because he wont need to predict the marines movements, say you got a jetpacker not too far away, normally if you throw a slimeball when your crosshair is over him it'll miss him since he'll be out of the way by the time it reaches him, but with the right interp it'll miss him but still kill him since it'll smash into his hitbox which will be dragging a couple of feet behind him
a marine wont have to react as quickly when a skulk jumps out in front of him or runs out to hide behind a wall, since the hitbox will be dragging a bit behind the skulk (how far behind depends on how low your interp is and how fast the the skulk is moving) you can easily put every bullet into the hitbox, all you have to do is follow the skulks movement, you'll be a bit behind him, but you'll put pretty much every bullet in him.
this can be compared to watching a dot move randomly on your screen and trying to follow it with your finger. normally you would miss the dot a lot since every time it changes it's path you'll have to react fast and bring your finger back to the dot, with interp you can just calmly follow the dot from behind, you'll still be off the dot but since it will change directions a tenth of a second before its hitbox will, your finger will still always be on the hitbox.
imagine this, you're a skulk and there's a marine around the corner, you think he wont have time to fire at you if you jump out quickly and go hide behind another corner. so you jump out, by the time the marine reacts you're already a few feet away, but he's interping so by the time he reacts your hitbox is just leaving the hiding spot you left a tenth of a second ago... he starts shooting and just follows your movements with his crosshair a bit behind you and still every bullet hits you, now you reach your destination, run behind that wall thinking you're safe, but your hitbox is still in the hallway, so even though the marine can't even see you anymore, he's still doing damage to you, this is why interpers will often kill you around corners.
it's pretty much like seeing a bit into the future.
a combination of interp and those other cvars does also seem to increase damage a bit but that could probably just be from all the bullets hitting you that should normally have been way off
unfortunately there's probably a lot of people using it since tons and tons of people know about it, it can be blocked with the wwcl plugin though
I'd advise you not to use interp and those other cvars, if you use it right you'll get lots of dodgy extra-kills but once the hl patch comes and removes it you'll look pretty dumb when you can't aim anymore... I've seen this happen several times in tfc, people who had great aim suddenly really sucked when they had to play on servers that didn't allow tweaked ex_interp
cos it's annoying?
The latest Cheating Death blocks it, and I've think I've read comments that CD icons will be shown on the scoreboard in 1.1 (anyone confirm this?)
Easy solution, just install CD on the server and it's gone.