That's not entirely fair, I had endless hit reg problem until I manually
tweaked my config. The default cmdrate and updaterate values were both
20, but they needed to be around 50.
Benjamin Davison wrote:
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Just for reference this is what your hitboxes should look like when fixed.
http://media.putfile.com/SourceHITBOX82
http://media.putfile.com/DODSHITBOX
http://media.putfile.com/hitboxdod
Extremly light on the technical side(has to be like that for the average
CS:S player this was made for)
On 10/5/05, Kiroke . <[EMAIL PROTECTED]> wrote:
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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:
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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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Kiroke
Lead Game Designer
Troy : Divine Playground
http://www.troymod.com
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- Ben Davison
- http://www.shadow-phoenix.com
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