Thanks for the reply, Andrew.
I think I understand what you're saying (I did play on and help administrate a few CS servers a while back), but I don't believe I'm talking about the same thing. It's not a constant thing - only the last player in a full server is like this.
Basically, what I'm seeing is that a fast-moving "normal" player can be shot by direct hits in a nearly ideal environment (100Mb/s full-duplex switched network), but the "bugged" player will have to be lead by a certain amount. This amount seems to be directly related to the velocity with which the "bugged" player is moving. If all players were acting similarly, I could chalk it up to some kind of erroneous prediction. However, it is only the player in the last slot of the server. (In an <n> player server, player #<n> will be bugged.)
Basically, I am seeing two seemingly identical players move in exactly (Or as nearly so as is humanly possible) the same way with different results. One player will be directly hittable, the other will have to be lead. The server can be restarted, players switched; it doesn't follow any specific player, only the slot that a given player falls into.
Andrew Foss wrote:
No, you're seeing this, and you are sane. It's common in Counter-Strike servers to have to lead your targets for "high deflection" shots. IE: when the player is moving left to right rapidly across the FOV.
On Fri, 23 Jul 2004 21:46:34 -0700, Arithon Kelis <[EMAIL PROTECTED]> wrote:
I apologize in advance for the cross-posting. I scanned through my archive of the hlds mailing list, but did not see anything related to this issue. It appears, after careful study, that there exists a discrepancy between a player's appearant position and their real position that depends on the player's ID relative to the server. This has been observed in the base HLDM, DoD, and several third-party mods. CS was not tested.
Description: This bug allows a player to be seemingly invulnerable - shots fired directly through their body (as seen by the client) will not affect them at all, but shots fired a certain distance ahead of them (depending on player speed) WILL hit them. This only affects the player in the last slot.
Reproduction steps:
1) Start a 3-person dedicated server.
2) Three people need to connect. The player to connect last will be the "bugged" player.
3) Pick one of the first two players to be a control player, the other will be the designated gunner.
4) Have the control player run around. Gunner should CAREFULLY aim and fire ahead, behind, and directly upon the control player. Only the shots that are aimed directly at the control player should hit.
5) Have the "bugged" player run around. Gunner should CAREFULLY aim and fire ahead, behind, and directly upon the "bugged" player. Only the shots that are aimed AHEAD of the "bugged" player should hit.
Notes:
- Every person we have introduced to these reproduction steps has been able to verify our findings. - Network latency seems to have no effect; the bugged player acts the same to players with a 2.7ms ping as it does to players with a 120ms ping. - This does not SEEM to be a mod-related problem. Every mod tested, wether official or third-party, has displayed the same behaviour. - It is only the player in the last slot that displays this behavior.
I'd appreciate some feedback on this. Am I simply going senile, or am I really seeing this?
Thanks in advance,
--ari
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