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I asked the dev team here and it seems that the problem is in the sdk
itself! If we create a new mod from scratch we will see that problem occur:
http://media.putfile.com/css_hit_b0x_bb
 They did fix it for counter-strike, and now you got to shoot the players
directly. But when we create an empty mod from scratch the problem still
occurs.
 From your link Kuja - "This doesn't mean you have to lead you're aiming
when shooting at other players since the server-side lag compensation knows
about client entity interpolation and corrects this error." It seems like
this compensation is not working on the SDK, is it working for you guys?
 Thank you!
-Francois
 On 10/4/05, Kuja <[EMAIL PROTECTED]> wrote:
>
> http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
>
> Might make a good read.
>
> Jean-René Bédard wrote:
> > [ Converted text/html to text/plain ]
> > Hi,
> >
> > We started our mod with the option (Start a mod from scratch) and we
> > notice
> > that in a multiplayer game, there is latency between the actual player
> > model
> > and the collision boxes. So a traceline fired directly on the moving
> > entities
> > such as a character doesnt really inflict damange to him since the
> > hitbox is
> > lagging behind. I noticed that it is not the case in HL2MP nor as in
> > CS:S. How
> > can we fix this?
> >
> > Thanks,
> > Deslock
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>
>
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--
Kiroke
Lead Game Designer
Troy : Divine Playground
http://www.troymod.com
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