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 > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

