If my knowlege serves me correctly, The restriction of the ex_interp from 0..05 to 0.1 came about in Steam at some point (one of the hl engine patches).
Regardless if the NS dev team locks it at 0 so steam calculates it (which they should), Cheating Death actually blocks the value from being anything other that 0.1. Im not 100% sure though. I dont understand why valve would give its engine the ability to calculate interp(polation), but restrict the range.
<!--QuoteBegin-Tux0r+Jun 10 2004, 04:37 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Tux0r @ Jun 10 2004, 04:37 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> If my knowlege serves me correctly, The restriction of the ex_interp from 0..05 to 0.1 came about in Steam at some point (one of the hl engine patches). <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> It was 0.05 to 0.1 in WON and for the first few months of Steam, now it isn't limited at all in Steam, just by particular mods. CD still limits it but when NS is out fo Beta it will get Vac support then it wont need CD any more.
Cloud King and I tested the ex_interp command last night till 4am. We came up with some realy good results. We got it so that it was unlocked for us client side when we were playing on a combat server. Changing the interp to 1/cl_updaterate is definatly the best, everything registers. I could take down a fade in less than 100 hmg bullets with l1 weapons on combat over and over. Also there we no "laggy hitbox".
Marine side: ex_interp .02 (1/cl_updaterate)
With this senario everything registered for me, it was just insane.
Alien Side: ex_interp .04 (1/cl_updaterate)
On fade it was realy hard to hit, because the hitboxes were very accurate. You had to swipe the marine dead on. Also, leapbiting was pritty hard. I had to move it up to .06 for leapbites to register.
I have demos for any developer that wants it, just pm me.. cant post on the web because low website bandwith.
Unlocking interp or setting it so that you can change it between .005 and .1 would be best, not locking it at 0. Changing it to 0 and leting steam take care of it wouldn't work for everone b/c connections are different and steam can't set everything perfect.
Also, by unlocking interp or setting it to 0, there are going to be <span style='color:red'><span style='font-size:14pt;line-height:100%'>MAJOR</span></span> ballence issues as <span style='font-size:14pt;line-height:100%'><span style='color:red'>marines will become even more overpowered.</span></span>~~Jink Jink~~
<!--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--> Please do not lock it at 0... it makes gameplay very choppy and everyone teleports around. Maybe set the default to 0, but do not lock it. There is no reason to anymore, since it is fixed and is a legit command... just like rate or cl_cmdrate.
0 is the best setting, since it changes ti to exactly what it should be for your updaterate, if the other people have decent rates / connections then they will move smoothly, if not then they will lag.
However some people might want to sacrifice hitbox accuracy for smooth moving players, so it is best not to lock it.
Well I've tried it with it set to 0 (letting Steam adjust it) and it's far too jerky to be playable... at least for me. .04 or .05 is a much smoother setting.
<!--QuoteBegin-LdPhebos+Jun 10 2004, 09:45 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (LdPhebos @ Jun 10 2004, 09:45 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Cloud King and I tested the ex_interp command last night till 4am. We came up with some realy good results. We got it so that it was unlocked for us client side when we were playing on a combat server. Changing the interp to 1/cl_updaterate is definatly the best, everything registers. I could take down a fade in less than 100 hmg bullets with l1 weapons on combat over and over. Also there we no "laggy hitbox".
Marine side: ex_interp .02 (1/cl_updaterate)
With this senario everything registered for me, it was just insane.
Alien Side: ex_interp .04 (1/cl_updaterate)
On fade it was realy hard to hit, because the hitboxes were very accurate. You had to swipe the marine dead on. Also, leapbiting was pritty hard. I had to move it up to .06 for leapbites to register.
I have demos for any developer that wants it, just pm me.. cant post on the web because low website bandwith.
Unlocking interp or setting it so that you can change it between .005 and .1 would be best, not locking it at 0. Changing it to 0 and leting steam take care of it wouldn't work for everone b/c connections are different and steam can't set everything perfect.
Also, by unlocking interp or setting it to 0, there are going to be <span style='color:red'><span style='font-size:14pt;line-height:100%'>MAJOR</span></span> ballence issues as <span style='font-size:14pt;line-height:100%'><span style='color:red'>marines will become even more overpowered.</span></span>~~Jink Jink~~ <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Didn't the values just change back after you entered "your" value?
<!--QuoteBegin-LdPhebos+Jun 10 2004, 03:45 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (LdPhebos @ Jun 10 2004, 03:45 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Cloud King and I tested the ex_interp command last night till 4am. We came up with some realy good results. We got it so that it was unlocked for us client side when we were playing on a combat server. Changing the interp to 1/cl_updaterate is definatly the best, everything registers. I could take down a fade in less than 100 hmg bullets with l1 weapons on combat over and over. Also there we no "laggy hitbox".
Marine side: ex_interp .02 (1/cl_updaterate)
With this senario everything registered for me, it was just insane.
Alien Side: ex_interp .04 (1/cl_updaterate)
On fade it was realy hard to hit, because the hitboxes were very accurate. You had to swipe the marine dead on. Also, leapbiting was pritty hard. I had to move it up to .06 for leapbites to register.
I have demos for any developer that wants it, just pm me.. cant post on the web because low website bandwith.
Unlocking interp or setting it so that you can change it between .005 and .1 would be best, not locking it at 0. Changing it to 0 and leting steam take care of it wouldn't work for everone b/c connections are different and steam can't set everything perfect.
Also, by unlocking interp or setting it to 0, there are going to be <span style='color:red'><span style='font-size:14pt;line-height:100%'>MAJOR</span></span> ballence issues as <span style='font-size:14pt;line-height:100%'><span style='color:red'>marines will become even more overpowered.</span></span>~~Jink Jink~~ <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> how where you able to let the clients change the ex_interp values and keep it that way?
<!--QuoteBegin-Sarisel+Jun 11 2004, 05:44 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Sarisel @ Jun 11 2004, 05:44 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> No, there is a way to bypass it before entering a game. Flooding doesn't seem to work.
edit: btw, pshb's are still in regardless of ex_interp <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> You mean to make it a command in the quicklaunch-commandline? I remember that bypassed WCG's (config check program) ex_interp lock back in my old cs days <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
<!--QuoteBegin-Sarisel+Jun 11 2004, 05:44 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Sarisel @ Jun 11 2004, 05:44 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> No, there is a way to bypass it before entering a game. Flooding doesn't seem to work.
edit: btw, pshb's are still in regardless of ex_interp <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Well could you tell us? <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
As people mentioned, for cable users locked ex_interp 0 wouldn't be bad - but anything that can't support a 50 or higher updaterate would suffer from jerkyness. You could just default the value to 0.5, and limit it between 0 and 0.1 (maybe even with an options slider in the advanced multiplayer section).
Also if you have your rate set to 100 but the server has a maxupdaterate of 60 or summink then 0 will set the interp for 100, but your real updaterate will be 60 :E
But locking it to 0 doesn't do anything but force it to use the correct settings for your updaterate. So no, locked to 0 won't somehow be bad for non-cable users, as long as they're not trying to pull tons of updates a second from the server...
Sarisel.::' ( O ) ';:-. .-.:;' ( O ) '::.Join Date: 2003-07-30Member: 18557Members, Constellation
edited June 2004
Ex_interp is not really locked to 0.1 - what actually happens is, upon connecting to a game, Flayra makes your console execute the command "ex_interp 0.1" and then "alias ex_interp" so that you can no longer change it. Therefore, if you simply change it beforehand and alias it out before you connect to a server, the "ex_interp 0.1" command that would usually work will not change your game.
And no, 'locking' ex_interp to 0 will not work - the 1/cl_updaterate may be the optimal setting but it does not suit everybody and will make the game very unattractive for many players. I prefer a smooth game, so 0.1 is too high for me and I end up using 0.05-0.07 which, although seeming to be trivial, is actually a very significant change.
<!--QuoteBegin-Sarisel+Jun 12 2004, 04:54 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Sarisel @ Jun 12 2004, 04:54 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Ex_interp is not really locked to 0.1 - what actually happens is, upon connecting to a game, Flayra makes your console execute the command "ex_interp 0.1" and then "alias ex_interp" so that you can no longer change it. Therefore, if you simply change it beforehand and alias it out before you connect to a server, the "ex_interp 0.1" command that would usually work will not change your game. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> /evil laugh
<!--QuoteBegin-Sarisel+Jun 12 2004, 05:54 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Sarisel @ Jun 12 2004, 05:54 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Ex_interp is not really locked to 0.1 - what actually happens is, upon connecting to a game, Flayra makes your console execute the command "ex_interp 0.1" and then "alias ex_interp" so that you can no longer change it. Therefore, if you simply change it beforehand and alias it out before you connect to a server, the "ex_interp 0.1" command that would usually work will not change your game.
And no, 'locking' ex_interp to 0 will not work - the 1/cl_updaterate may be the optimal setting but it does not suit everybody and will make the game very unattractive for many players. I prefer a smooth game, so 0.1 is too high for me and I end up using 0.05-0.07 which, although seeming to be trivial, is actually a very significant change. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> How do I do that? <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html//emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif' /><!--endemo-->
Then in the command line options / launch options (right click - game properties) put this in:
-exec interp.cfg
Then the next time you start your game the interp will be locked on the value you put in.
I would mess around to find a value which suits you.
1/updaterate should be the lowest setting (i wouldnt use 0 if i were you as it wont know what your updaterate is when it first starts up) and will provide the most accurate representation of the hitboxes.
And realistically I wouldnt go above 0.07 (0.07 will still give you smooth game, but be better than 0.1)
Then in the command line options / launch options (right click - game properties) put this in:
-exec interp.cfg
Then the next time you start your game the interp will be locked on the value you put in.
I would mess around to find a value which suits you.
1/updaterate should be the lowest setting (i wouldnt use 0 if i were you as it wont know what your updaterate is when it first starts up) and will provide the most accurate representation of the hitboxes.
And realistically I wouldnt go above 0.07 (0.07 will still give you smooth game, but be better than 0.1) <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Or just put in your userconfig.cfg :
<!--QuoteBegin-Sarisel+Jun 10 2004, 11:44 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Sarisel @ Jun 10 2004, 11:44 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> No, there is a way to bypass it before entering a game. Flooding doesn't seem to work.
edit: btw, pshb's are still in regardless of ex_interp <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> You proved yourself wrong, Congrats!
Sarisel.::' ( O ) ';:-. .-.:;' ( O ) '::.Join Date: 2003-07-30Member: 18557Members, Constellation
<!--QuoteBegin-Emanon+Jun 12 2004, 06:15 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Emanon @ Jun 12 2004, 06:15 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Sarisel+Jun 10 2004, 11:44 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Sarisel @ Jun 10 2004, 11:44 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> No, there is a way to bypass it before entering a game. Flooding doesn't seem to work.
edit: btw, pshb's are still in regardless of ex_interp <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> You proved yourself wrong, Congrats!
Thank you! Emanon <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> What are you talking about?
If ex_interp is locked at 0 and your game is choppy then that is your fault for having bad updaterates. The default updaterate, 30 I beleive, works well for almost everyone so default users would most likely not notice a choppy screen. Also by locking it at 0 you can experiment with it ingame without having to restart ns like you would now by aliasing it out.
With proper interp and updaterates hits register alot better then with .1 because with interp of .1 then you would need an updaterate of 10 to get proper interpollation. I'm sure most 'top' players have already known about changing the interp which easily describes the many fast skulk kills they get and that combined with great aim leads to way to many marine ties.
ex_interp should be default 0 or .1.. but why lock it at all? it seems like the command is completely client-side and your interp doesn't affect how anyone else percieves you. it only makes it so where people are on your screen are more accurate, so shots will obviously count more. It's much more harmless then say updaterate and cmdrate and rate, because those affect how other people shoot you and hit you, and yet they aren't locked (for obvious reasons).
One quick question: What should cl_updaterate be set to, when using an ex_interp value of 0.05? Currently I'm running an updaterate of 60, which seems to be fine, but according to some posts, I should be using a value of 0.016 for ex_interp, resp. updaterate at 20 with 0.05 ... :>
Or does is it just "hurt" my game when I've my ex_interp value set too high for the updaterate I'm using? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
first choose your update rate, then make the interp 1/updatrate
I use 15, because once in a game STEAMDHAMS had told me that to find my considerable updaterate, I should:
turn on net_graph 1
Look between the number representing my FPS, and the number representing my updaterate (which was at the time 60 fps and 60/s)
Look between the 2 numbers, and you'll notice (if a slow PC) numbers quickly changing, with the letters ms next to it, thus being your milliseconds of lag
he told me to lower my updaterate until those numbers are gone, which i did
To find your interp, take 1 and divide it by your updaterate, making mine .066
If anyone sees a fault with this post, lemme know asap, because this is what i've been using for a while, but that night jink and king unlocked interp, i was there as well, and i noticed a difference, but not as greatly as theirs... but they both play with high updaterate and MS of lag... so i dunno
<!--QuoteBegin--|HN|-_Prodigy_+Jun 13 2004, 11:15 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (-|HN|-_Prodigy_ @ Jun 13 2004, 11:15 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> first choose your update rate, then make the interp 1/updatrate
I use 15, because once in a game STEAMDHAMS had told me that to find my considerable updaterate, I should:
turn on net_graph 1
Look between the number representing my FPS, and the number representing my updaterate (which was at the time 60 fps and 60/s)
Look between the 2 numbers, and you'll notice (if a slow PC) numbers quickly changing, with the letters ms next to it, thus being your milliseconds of lag
he told me to lower my updaterate until those numbers are gone, which i did
To find your interp, take 1 and divide it by your updaterate, making mine .066
If anyone sees a fault with this post, lemme know asap, because this is what i've been using for a while, but that night jink and king unlocked interp, i was there as well, and i noticed a difference, but not as greatly as theirs... but they both play with high updaterate and MS of lag... so i dunno <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> 15 is really low <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Comments
Regardless if the NS dev team locks it at 0 so steam calculates it (which they should), Cheating Death actually blocks the value from being anything other that 0.1. Im not 100% sure though. I dont understand why valve would give its engine the ability to calculate interp(polation), but restrict the range.
<!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
It was 0.05 to 0.1 in WON and for the first few months of Steam, now it isn't limited at all in Steam, just by particular mods. CD still limits it but when NS is out fo Beta it will get Vac support then it wont need CD any more.
Marine side:
ex_interp .02 (1/cl_updaterate)
With this senario everything registered for me, it was just insane.
Alien Side:
ex_interp .04 (1/cl_updaterate)
On fade it was realy hard to hit, because the hitboxes were very accurate. You had to swipe the marine dead on. Also, leapbiting was pritty hard. I had to move it up to .06 for leapbites to register.
I have demos for any developer that wants it, just pm me.. cant post on the web because low website bandwith.
Unlocking interp or setting it so that you can change it between .005 and .1 would be best, not locking it at 0. Changing it to 0 and leting steam take care of it wouldn't work for everone b/c connections are different and steam can't set everything perfect.
Also, by unlocking interp or setting it to 0, there are going to be <span style='color:red'><span style='font-size:14pt;line-height:100%'>MAJOR</span></span> ballence issues as <span style='font-size:14pt;line-height:100%'><span style='color:red'>marines will become even more overpowered.</span></span>~~Jink Jink~~
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-->
Please do not lock it at 0... it makes gameplay very choppy and everyone teleports around. Maybe set the default to 0, but do not lock it. There is no reason to anymore, since it is fixed and is a legit command... just like rate or cl_cmdrate.
However some people might want to sacrifice hitbox accuracy for smooth moving players, so it is best not to lock it.
Marine side:
ex_interp .02 (1/cl_updaterate)
With this senario everything registered for me, it was just insane.
Alien Side:
ex_interp .04 (1/cl_updaterate)
On fade it was realy hard to hit, because the hitboxes were very accurate. You had to swipe the marine dead on. Also, leapbiting was pritty hard. I had to move it up to .06 for leapbites to register.
I have demos for any developer that wants it, just pm me.. cant post on the web because low website bandwith.
Unlocking interp or setting it so that you can change it between .005 and .1 would be best, not locking it at 0. Changing it to 0 and leting steam take care of it wouldn't work for everone b/c connections are different and steam can't set everything perfect.
Also, by unlocking interp or setting it to 0, there are going to be <span style='color:red'><span style='font-size:14pt;line-height:100%'>MAJOR</span></span> ballence issues as <span style='font-size:14pt;line-height:100%'><span style='color:red'>marines will become even more overpowered.</span></span>~~Jink Jink~~ <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Didn't the values just change back after you entered "your" value?
Marine side:
ex_interp .02 (1/cl_updaterate)
With this senario everything registered for me, it was just insane.
Alien Side:
ex_interp .04 (1/cl_updaterate)
On fade it was realy hard to hit, because the hitboxes were very accurate. You had to swipe the marine dead on. Also, leapbiting was pritty hard. I had to move it up to .06 for leapbites to register.
I have demos for any developer that wants it, just pm me.. cant post on the web because low website bandwith.
Unlocking interp or setting it so that you can change it between .005 and .1 would be best, not locking it at 0. Changing it to 0 and leting steam take care of it wouldn't work for everone b/c connections are different and steam can't set everything perfect.
Also, by unlocking interp or setting it to 0, there are going to be <span style='color:red'><span style='font-size:14pt;line-height:100%'>MAJOR</span></span> ballence issues as <span style='font-size:14pt;line-height:100%'><span style='color:red'>marines will become even more overpowered.</span></span>~~Jink Jink~~ <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
how where you able to let the clients change the ex_interp values and keep it that way?
edit: btw, pshb's are still in regardless of ex_interp
edit: btw, pshb's are still in regardless of ex_interp <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
You mean to make it a command in the quicklaunch-commandline? I remember that bypassed WCG's (config check program) ex_interp lock back in my old cs days <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
edit: btw, pshb's are still in regardless of ex_interp <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Well could you tell us? <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
And no, 'locking' ex_interp to 0 will not work - the 1/cl_updaterate may be the optimal setting but it does not suit everybody and will make the game very unattractive for many players. I prefer a smooth game, so 0.1 is too high for me and I end up using 0.05-0.07 which, although seeming to be trivial, is actually a very significant change.
/evil laugh
And no, 'locking' ex_interp to 0 will not work - the 1/cl_updaterate may be the optimal setting but it does not suit everybody and will make the game very unattractive for many players. I prefer a smooth game, so 0.1 is too high for me and I end up using 0.05-0.07 which, although seeming to be trivial, is actually a very significant change. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
How do I do that? <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html//emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif' /><!--endemo-->
C:\Program Files\Steam\SteamApps\email@blah.co.uk\half-life\nsp
save it as it interp.cfg
In the config have this:
ex_interp "0.1"
alias ex_interp
-------------------------------
Then in the command line options / launch options (right click - game properties) put this in:
-exec interp.cfg
Then the next time you start your game the interp will be locked on the value you put in.
I would mess around to find a value which suits you.
1/updaterate should be the lowest setting (i wouldnt use 0 if i were you as it wont know what your updaterate is when it first starts up) and will provide the most accurate representation of the hitboxes.
And realistically I wouldnt go above 0.07 (0.07 will still give you smooth game, but be better than 0.1)
C:\Program Files\Steam\SteamApps\email@blah.co.uk\half-life\nsp
save it as it interp.cfg
In the config have this:
ex_interp "0.1"
alias ex_interp
-------------------------------
Then in the command line options / launch options (right click - game properties) put this in:
-exec interp.cfg
Then the next time you start your game the interp will be locked on the value you put in.
I would mess around to find a value which suits you.
1/updaterate should be the lowest setting (i wouldnt use 0 if i were you as it wont know what your updaterate is when it first starts up) and will provide the most accurate representation of the hitboxes.
And realistically I wouldnt go above 0.07 (0.07 will still give you smooth game, but be better than 0.1) <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Or just put in your userconfig.cfg :
ex_interp 0.1; alias ex_interp ""
edit: btw, pshb's are still in regardless of ex_interp <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
You proved yourself wrong, Congrats!
Thank you!
Emanon
It was probably just the server I was on though as in CS I can set it as low as 0.01 and it's fine.
edit: btw, pshb's are still in regardless of ex_interp <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
You proved yourself wrong, Congrats!
Thank you!
Emanon <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
What are you talking about?
If ex_interp is locked at 0 and your game is choppy then that is your fault for having bad updaterates. The default updaterate, 30 I beleive, works well for almost everyone so default users would most likely not notice a choppy screen. Also by locking it at 0 you can experiment with it ingame without having to restart ns like you would now by aliasing it out.
With proper interp and updaterates hits register alot better then with .1 because with interp of .1 then you would need an updaterate of 10 to get proper interpollation. I'm sure most 'top' players have already known about changing the interp which easily describes the many fast skulk kills they get and that combined with great aim leads to way to many marine ties.
Or does is it just "hurt" my game when I've my ex_interp value set too high for the updaterate I'm using? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
I use 15, because once in a game STEAMDHAMS had told me that to find my considerable updaterate, I should:
turn on net_graph 1
Look between the number representing my FPS, and the number representing my updaterate (which was at the time 60 fps and 60/s)
Look between the 2 numbers, and you'll notice (if a slow PC) numbers quickly changing, with the letters ms next to it, thus being your milliseconds of lag
he told me to lower my updaterate until those numbers are gone, which i did
To find your interp, take 1 and divide it by your updaterate, making mine .066
If anyone sees a fault with this post, lemme know asap, because this is what i've been using for a while, but that night jink and king unlocked interp, i was there as well, and i noticed a difference, but not as greatly as theirs... but they both play with high updaterate and MS of lag... so i dunno
I use 15, because once in a game STEAMDHAMS had told me that to find my considerable updaterate, I should:
turn on net_graph 1
Look between the number representing my FPS, and the number representing my updaterate (which was at the time 60 fps and 60/s)
Look between the 2 numbers, and you'll notice (if a slow PC) numbers quickly changing, with the letters ms next to it, thus being your milliseconds of lag
he told me to lower my updaterate until those numbers are gone, which i did
To find your interp, take 1 and divide it by your updaterate, making mine .066
If anyone sees a fault with this post, lemme know asap, because this is what i've been using for a while, but that night jink and king unlocked interp, i was there as well, and i noticed a difference, but not as greatly as theirs... but they both play with high updaterate and MS of lag... so i dunno <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
15 is really low <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Also I have no clue what numbers you mean :>