I've not had any probs with hitbox latency, the unlag and
interpolation works smoothly even at high pings.

There are some huge problems for melee code, as there seems to be bit
prediction errors when you get upu close to another player, but for
ranged hitscan attacks it's fine.

Teddy
http://dystopia-game.com

On 10/6/05, Kiroke . <[EMAIL PROTECTED]> wrote:
> --
> [ Picked text/plain from multipart/alternative ]
> 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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