acording to this post:
http://www.natural-selection.org/forums/index.php?showtopic=76081

Valve has fixed the bug

Quote:
--------
[BIGGEST EDIT EVER]
Valve has fixed the bug.
It should be updated to Steam sometime soon, according to the email.
GG on this one, everyone.
--------

On Sat, 24 Jul 2004 08:41:27 -0500, Jeffrey "botman" Broome
<[EMAIL PROTECTED]> wrote:
> Tom Grim wrote:
> > We were successfully able to reproduce getting a
> > "bugged" player on  Counter-Strike, DoD, and HLDM in
> > Steam. Additionally, we were able to recreate it in
> > Counter-Strike 1.5 and HLDM in Won Half-Life also
> > (didn't try DoD).
>
> I know CS uses 9 point blending, I believe DoD does as well.  I'm not
> sure if HLDM uses 9 point blending under Steam (I know it didn't before
> Steam came along).
>
> I remember Alfred and Eric describing a problem with 9 point blending
> where client hit boxes wouldn't be synched up properly with server hit
> boxes (where hits are really determined).
>
> Also I remember discussions on thewavelength.net about 9 point blending
> having problems with players that are moving rapidly (that may have been
> linked to players who rapidly switch from one gaited animation to a
> different gaited animation).  The client side prediction of skeletal
> bone locations (which determine hit box locations) didn't seem to match
> up with the server's calculations for any MOD who had very high speed
> player movement.  CS movement is relatively slow (compared to
> deathmatch), so they descrepency between the client and server wouldn't
> be as much since the players couldn't move that far in space over a
> small amount of time.
>
> Perhaps there is something about the order of the players in the server
> that is determining when client/server data is replicated to the other
> side (i.e. the higher the client index, the more that player gets
> "starved" of network replication.  Of course, if this were true, you
> wouldn't see this problem at all with the last player on a 2 player
> server and you would see it 100% of the time with the last player on a
> 32 player server.
>
> --
> Jeffrey "botman" Broome
>
>
>
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