Ex_interp Locked To 0.1, Bug Or "feature"?

matchboxmatchbox Join Date: 2003-10-31 Member: 22179Banned
ex_interp is to be set as the reciprocal of your cl_updaterate, playing with an ex_interp of 0.1 would require the player to use an updaterate of 10 to keep the smoothest gameplay. This is not the case with the majority of players, especially at the competitive level where updaterates of 50 to 100 are the most common. This difference in updaterate and interp creates the effect of lagged hitboxes and jittery players that can be felt quite often.
More info at : <a href='https://webspace.utexas.edu/jmm258/netcode.doc' target='_blank'>https://webspace.utexas.edu/jmm258/netcode.doc</a>

Not really sure flayra locked this in the first place, prephaps he was misinformed on the subject, as ex_interp is no "exploit" as many would have it.
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Comments

  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    Better to lock it to 0? Then it automatically turns into 1/updaterate.
  • YumosisYumosis Join Date: 2003-01-12 Member: 12222Banned
    I totally agree matchbox, ex_interp is not an exploit, It might be below .05 but CD blocks ex_interp below .05, so you really have nothing to worry about.
  • rknZrknZ Join Date: 2003-10-23 Member: 21885Members
    It is not an exploit below 1.5 anyway.

    ex_interp should be set to 0 at all times, so that it automatically calculates what your interp should be.
  • YumosisYumosis Join Date: 2003-01-12 Member: 12222Banned
    It use to be considered exploiting below .05, but I'm pretty sure the way it was calculated was changed in steam, so I don't think its an issue now.
  • rknZrknZ Join Date: 2003-10-23 Member: 21885Members
    <!--QuoteBegin-Yumosis+Jun 6 2004, 12:24 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Yumosis @ Jun 6 2004, 12:24 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> It use to be considered exploiting below .05, but I'm pretty sure the way it was calculated was changed in steam, so I don't think its an issue now. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    It used to be an exploit at anything other than 0.1
  • YumosisYumosis Join Date: 2003-01-12 Member: 12222Banned
    <!--QuoteBegin-rknZ+Jun 6 2004, 07:48 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (rknZ @ Jun 6 2004, 07:48 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Yumosis+Jun 6 2004, 12:24 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Yumosis @ Jun 6 2004, 12:24 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> It use to be considered exploiting below .05, but I'm pretty sure the way it was calculated was changed in steam, so I don't think its an issue now. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    It used to be an exploit at anything other than 0.1 <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Depends on what you consider exploit <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
    I'm just wondering if CD still does cvar blocking for it, I remember it use to, it's just it might cause a problem even if it was unblocked you wouldnt be able to use it with CD in CAL.
  • CommunistWithAGunCommunistWithAGun Local Propaganda Guy Join Date: 2003-04-30 Member: 15953Members
    Holy crap maybe this is why people are experiencing bites not registering (such as myself) I happen to use cl_cmdrate 101 and cl_updaterate of 101, mostly because this gives me the lowest ping without choke or loss. However my bites don't always register...Yes this should be unlocked, in my opinion...
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    Thanks for the resource -- reading it now, and I'll be sure that Flay does the same. I've been wondering for a while now if network settings are partially responsible for some of the issues we're seeing.
  • TyrNemesisTyrNemesis trigger_CUT&#33; Join Date: 2003-09-17 Member: 20942Members, NS1 Playtester, Contributor, Constellation
    How can anyone not love this guy? A coder that reads the bug forums! I never thought I would see it.
  • matchboxmatchbox Join Date: 2003-10-31 Member: 22179Banned
    <!--QuoteBegin-Yumosis+Jun 6 2004, 06:25 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Yumosis @ Jun 6 2004, 06:25 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I totally agree matchbox, ex_interp is not an exploit, It might be below .05 but CD blocks ex_interp below .05, so you really have nothing to worry about. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Actually, steam locks the interp to a range of 0.1 to 0.05.
  • gophergopher Join Date: 2003-08-01 Member: 18657Members, Constellation
    god damn, i love you <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    Had ex_interp set at 0.1 and updaterate 60 and i was fricking wondering if i really got THAT bad as skulk :> Now i changed interp to 0 and updaterate to 101 and steam sets interp for me, which works awesome now <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->)

    Thanks again.
  • rknZrknZ Join Date: 2003-10-23 Member: 21885Members
    <!--QuoteBegin-matchbox+Jun 6 2004, 08:30 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (matchbox @ Jun 6 2004, 08:30 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Yumosis+Jun 6 2004, 06:25 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Yumosis @ Jun 6 2004, 06:25 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I totally agree matchbox, ex_interp is not an exploit, It might be below .05 but CD blocks ex_interp below .05, so you really have nothing to worry about. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Actually, steam locks the interp to a range of 0.1 to 0.05. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Actually, no it doesn't... (anymore <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->)
  • juicejuice Join Date: 2003-01-28 Member: 12886Members, Constellation
    <!--QuoteBegin-gopher+Jun 7 2004, 02:34 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (gopher @ Jun 7 2004, 02:34 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Now i changed interp to 0 and updaterate to 101 and steam sets interp for me <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Is this really accurate? Ok, so we know interp 0 -> interp = 1/updaterate.
    BUT the key thing here is, does it set interp based on your client updaterate, or what the server is currently forcing it to? In other words, if you have cl_updaterate 100 and interp 0, is your actual interp always .01, or is it calculated each time you go to a different server for that server's max updaterate, a la "steam sets interp for me"??
  • gophergopher Join Date: 2003-08-01 Member: 18657Members, Constellation
    edited June 2004
    <!--QuoteBegin-juice+Jun 7 2004, 09:16 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (juice @ Jun 7 2004, 09:16 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-gopher+Jun 7 2004, 02:34 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (gopher @ Jun 7 2004, 02:34 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Now i changed interp to 0 and updaterate to 101 and steam sets interp for me <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Is this really accurate? Ok, so we know interp 0 -> interp = 1/updaterate.
    BUT the key thing here is, does it set interp based on your client updaterate, or what the server is currently forcing it to? In other words, if you have cl_updaterate 100 and interp 0, is your actual interp always .01, or is it calculated each time you go to a different server for that server's max updaterate, a la "steam sets interp for me"?? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    it "forces" it to 9 msecs

    the question is, does it stay at the level steam put it, or does it actually change back, because ex_interp tells me 0.1 after a few seconds =D
  • SVisionsSVisions Join Date: 2003-08-10 Member: 19375Members
    I'm pretty sure ex_interp is unchangable for us. I'll set it to something, even 0 as some suggested, and it'll be set back to 0.1 as soon as I check it again.
  • coriscoris Join Date: 2003-07-08 Member: 18034Members, Constellation
    Doesnt ex_interp set how far the hitbox should lag behind the playermodel? AFAIK VALVe locked it to 0.1 in version 1.6 of cs on ALL half-life modes (via the engine, that is) since it was considered an exploit in the cs-community since it made a BIG difference (esp. on the headshot factor) if the hitbox lagged behind a little more. If the hitbox lags just a bit more its a lot easier to headshot, and therefore they locked it to 0.1
  • SaltzBadSaltzBad Join Date: 2004-02-23 Member: 26833Members
    edited June 2004
    <!--QuoteBegin-matchbox+Jun 6 2004, 03:30 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (matchbox @ Jun 6 2004, 03:30 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Yumosis+Jun 6 2004, 06:25 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Yumosis @ Jun 6 2004, 06:25 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I totally agree matchbox, ex_interp is not an exploit, It might be below .05 but CD blocks ex_interp below .05, so you really have nothing to worry about. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Actually, steam locks the interp to a range of 0.1 to 0.05. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Afaik its not steam but a serverside setting that determines the cap - I'm not sure though. Might have been an outdated source. Generally command and updaterates could use some mod-specific limitations though to prevent minor exploits, like inducing choke for a warping effect - and forcing interp to your 1/updaterate would then also be practicly feasible.

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Doesnt ex_interp set how far the hitbox should lag behind the playermodel? AFAIK VALVe locked it to 0.1 in version 1.6 of cs on ALL half-life modes (via the engine, that is) since it was considered an exploit in the cs-community since it made a BIG difference (esp. on the headshot factor) if the hitbox lagged behind a little more. If the hitbox lags just a bit more its a lot easier to headshot, and therefore they locked it to 0.1<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    No, interp was never about getting headshots. You used to set crazy low interp values to screw your side of the connection and let your own hitbox sit in never-never land while you ran right into the opposition and opened up. To be quite honest, how the funcionality of ex_interp and the effect super-low settings had was supposed to make any sense is still a mystery to me though.

    Anyway, what interp currently does is define the amount of rendered frames based on network input, and not clientside estimation. That means, at ex_interp 0.1, 10 frames per second are "real" - everything in between (at an FPS of 100, 90 frames) is estimation. Meaning in a cycle of 100 MS, you'd currently be seeing 9 estimated frames and 1 based on what the server is sending you. This is done to present movement as visually smooth - but obviously, to prevent extreme exploits (like you said, it would be silly if you could determine the hit-area based on what your client sees), the server uses a history backlog and checks if there was a player in your line of fire the time you pulled the trigger. So it does indeed leave room for error - especially with fast-moving targets like Celerity Skulks, where one update per 100ms is fairly slow.

    K, so much for my laymans understanding of things. In short, changing that setting cannot confer you any unfair advantage right now - it being locked is definitely not the source of all current hitbox issues, but can be part of whats causing some minor discrepancies.

    Edit : Missing the word "rendered" where it was important <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
  • Renegade.Renegade. Join Date: 2003-01-15 Member: 12313Members, Constellation
    <!--QuoteBegin-CommunistWithAGun+Jun 6 2004, 08:10 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (CommunistWithAGun @ Jun 6 2004, 08:10 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Holy crap maybe this is why people are experiencing bites not registering (such as myself) I happen to use cl_cmdrate 101 and cl_updaterate of 101, mostly because this gives me the lowest ping without choke or loss. However my bites don't always register...Yes this should be unlocked, in my opinion... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Finally, thought I was the only one! Just yesterday I went on the LoC server around 1:00 pm when no one was on. I connected my other computer and decided to test out some issues. I found that 1 of 10 bites DID NOT REGISTER and this was on a target standing still!! Also I found that biting from up top (on the head hitbox) is often not counted too! These experiments were done on a stationary non-upgraded marine. Cleary there is a severe problem with bites NOT registering and is considerably annoying when suddenly marines appear to have armour 3 in the first 2 minutes of a game :S

    P.S. my updaterate was 50 and cmdrate was 45; rate was 12000.
  • EmanonEmanon Join Date: 2003-05-13 Member: 16254Members, Constellation
    edited June 2004
    <span style='color:red'><span style='font-size:14pt;line-height:100%'>Important Please Read</span></span>

    <!--QuoteBegin-matchbox+Jun 6 2004, 03:30 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (matchbox @ Jun 6 2004, 03:30 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Anyway, what interp currently does is define the amount of rendered frames based on network input, and not clientside estimation. That means, at ex_interp 0.1, 10 frames per second are "real" - everything in between (at an FPS of 100, 90 frames) is estimation.  Meaning in a cycle of 100 MS, you'd currently be seeing 9 estimated frames and 1 based on what the server is sending you. This is done to present movement as visually smooth - but obviously, to prevent extreme exploits (like you said, it would be silly if you could determine the hit-area based on what your client sees), the server uses a history backlog and checks if there was a player in your line of fire the time you pulled the trigger. So it does indeed leave room for error - especially with fast-moving targets like Celerity Skulks, where one update per 100ms is fairly slow.

    K, so much for my laymans understanding of things. In short, changing that setting cannot confer you any unfair advantage right now - it being locked is definitely not the source of all current hitbox issues, but can be part of whats causing some minor discrepancies.

    Edit : Missing the word "rendered" where it was important <!--emo&;)--><img src='http://www.natural-selection.org/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    You can change your ex_interp but it only stays that way for approx 5 sec then returns to the 0.1


    OK i did some testing today, when you bring up ex_interp to lets say .8 it says it limits you to 100ms. The results where terrible I didnt hit one marine while leap biting.

    Then I went down to 0 then it says its limits you to 9ms and leap biting couldnt have been easier. It seemed to register bites like as soon as you hit the button, It also seemed to remove the "I shot and died imediately and my shot didnt register"

    I have a demo of this, but i dont have a place to host it. This is highly reproducable!
  • gophergopher Join Date: 2003-08-01 Member: 18657Members, Constellation
    <!--QuoteBegin-Emanon+Jun 9 2004, 03:51 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Emanon @ Jun 9 2004, 03:51 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <span style='color:red'><span style='font-size:14pt;line-height:100%'>Important Please Read</span></span>

    <!--QuoteBegin-matchbox+Jun 6 2004, 03:30 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (matchbox @ Jun 6 2004, 03:30 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Anyway, what interp currently does is define the amount of rendered frames based on network input, and not clientside estimation. That means, at ex_interp 0.1, 10 frames per second are "real" - everything in between (at an FPS of 100, 90 frames) is estimation.  Meaning in a cycle of 100 MS, you'd currently be seeing 9 estimated frames and 1 based on what the server is sending you. This is done to present movement as visually smooth - but obviously, to prevent extreme exploits (like you said, it would be silly if you could determine the hit-area based on what your client sees), the server uses a history backlog and checks if there was a player in your line of fire the time you pulled the trigger. So it does indeed leave room for error - especially with fast-moving targets like Celerity Skulks, where one update per 100ms is fairly slow.

    K, so much for my laymans understanding of things. In short, changing that setting cannot confer you any unfair advantage right now - it being locked is definitely not the source of all current hitbox issues, but can be part of whats causing some minor discrepancies.

    Edit : Missing the word "rendered" where it was important <!--emo&;)--><img src='http://www.natural-selection.org/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    You can change your ex_interp but it only stays that way for approx 5 sec then returns to the 0.1


    OK i did some testing today, when you bring up ex_interp to lets say .8 it says it limits you to 100ms. The results where terrible I didnt hit one marine while leap biting.

    Then I went down to 0 then it says its limits you to 9ms and leap biting couldnt have been easier. It seemed to register bites like as soon as you hit the button, It also seemed to remove the "I shot and died imediately and my shot didnt register"

    I have a demo of this, but i dont have a place to host it. This is highly reproducable! <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Yup, thats why I bound ex_interp 0 to all my "movement" keys + jump =)
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin-matchbox+Jun 6 2004, 12:40 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (matchbox @ Jun 6 2004, 12:40 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Not really sure flayra locked this in the first place, prephaps he was misinformed on the subject, as ex_interp is no "exploit" as many would have it. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    After reading an entry at the private part of the bug database, there was some discussion of locking ex_interp to 0.1, but it's unclear if the change was actually made. If we do lock the variable in the future, it'll be locked at 0. If it's already locked at 0.1, I'll change it to be locked at 0.
  • PreciousPrecious Join Date: 2003-03-18 Member: 14652Members
    All I have to say is wow!

    If all this is true it would explain alot. I can't wait to run some test myself.
  • JNighthawkJNighthawk Join Date: 2002-11-11 Member: 8160Members
    So, until the next build, should we be binding all our movement and attacks keys to include "ex_interp 0" ?
  • rknZrknZ Join Date: 2003-10-23 Member: 21885Members
    <!--QuoteBegin-JNighthawk+Jun 9 2004, 06:54 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (JNighthawk @ Jun 9 2004, 06:54 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> So, until the next build, should we be binding all our movement and attacks keys to include "ex_interp 0" ? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    tried that, doesn't work, it changes back instantly... but if i type it in to console it takes a few seconds to change back to 0.1 o_O
  • semipsychoticsemipsychotic Join Date: 2003-07-09 Member: 18061Members
    A very good read. This is why you don't go about bashing the CS community. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    From what people are saying, it looks like ex_interp was locked. That probably should be fixed.

    This could explain a LOT!
  • EmanonEmanon Join Date: 2003-05-13 Member: 16254Members, Constellation
    <!--QuoteBegin-XP-Cagey+Jun 9 2004, 12:10 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (XP-Cagey @ Jun 9 2004, 12:10 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-matchbox+Jun 6 2004, 12:40 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (matchbox @ Jun 6 2004, 12:40 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Not really sure flayra locked this in the first place, prephaps he was misinformed on the subject, as ex_interp is no "exploit" as many would have it. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    After reading an entry at the private part of the bug database, there was some discussion of locking ex_interp to 0.1, but it's unclear if the change was actually made. If we do lock the variable in the future, it'll be locked at 0. If it's already locked at 0.1, I'll change it to be locked at 0. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Very good to read, makes me happy.

    Also is there a temp fix?
  • SariselSarisel .::&#39; ( O ) &#39;;:-. .-.:;&#39; ( O ) &#39;::. Join Date: 2003-07-30 Member: 18557Members, Constellation
    <!--QuoteBegin-Emanon+Jun 9 2004, 10:50 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Emanon @ Jun 9 2004, 10:50 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Also is there a temp fix? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    no
  • coriscoris Join Date: 2003-07-08 Member: 18034Members, Constellation
    Release the beta5 soon then <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
  • surprisesurprise Join Date: 2003-01-16 Member: 12382Members, Constellation
    i fear it will only be done when its done <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • That_Annoying_KidThat_Annoying_Kid Sire of Titles Join Date: 2003-03-01 Member: 14175Members, Constellation
    <!--QuoteBegin-XP-Cagey+Jun 9 2004, 09:10 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (XP-Cagey @ Jun 9 2004, 09:10 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-matchbox+Jun 6 2004, 12:40 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (matchbox @ Jun 6 2004, 12:40 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Not really sure flayra locked this in the first place, prephaps he was misinformed on the subject, as ex_interp is no "exploit" as many would have it. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    After reading an entry at the private part of the bug database, there was some discussion of locking ex_interp to 0.1, but it's unclear if the change was actually made. If we do lock the variable in the future, it'll be locked at 0. If it's already locked at 0.1, I'll change it to be locked at 0. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Wonderfull, I'm going to guess that the next build will have this change?
This discussion has been closed.