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sv_showlagcompensation 1

will show you what Garry is talking about, whenever you shoot at someone
(including bots) it will draw a special blue hitbox set that shows how the
player is moved during lag compensation.

There's also cl_interp, which keeps entities behind the data that comes from
the server, so that it can smooth out (interpolate) the movement between and
compensate for a lost packet.

Regards,

Paul

On 6/4/07, Garry Newman <[EMAIL PROTECTED]> wrote:
>
> They're always going to lag behind the player.
>
> What you don't see there is the lag compensation. When a player fires
> his gun, on the server all the other players are moved back to where
> they were when he fired it on his client (his ping time ago). The
> bullets are traced against the moved players, then they're moved back
> again.
>
> So the ping delay of sv_showhitboxes is irrelevant if you're using the
> lag compensation stuff.
>
> garry
>
> On 6/4/07, Drak <[EMAIL PROTECTED]> wrote:
> > This is a multi-part message in MIME format.
> > --
> > [ Picked text/plain from multipart/alternative ]
> > I'm confused on the server-side hitboxes, for example the command
> "sv_showhitboxes" always tends to show the hitboxes not in sync with the
> client. (Which i hurd that they never will be).
> > Okay so, the hitboxes are showing this:
> http://i74.photobucket.com/albums/i278/Drak_Thing/train_test0001.jpg
> >
> > On listen server, no fakelag. Shouldn't the hitboxes register the
> hits/damage? Since the actuall model is the one takeing the hits.
> > --
> >
> >
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