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[ Picked text/plain from multipart/alternative ]
Yeah - and this is normal in the Source prediction system. In CSS the server
is calculating the collision with a bullet knowing that the client is laging
a bit behind, and you have to shoot directly on the other player. So there
is no bug in CS:S.
 What Teddy said is surprising me though - that there is no bug in the raw
SDK neither. When I start a mod from scratch there is clearly a distinction
with CS:S - you have to shoot in front of the player. It may be that some
settings are different between the two games, but I cant find them.
 -Francois

 On 10/6/05, Andrew Foss <[EMAIL PROTECTED]> wrote:
>
> sv cheats 1, add a bot in CSS, sv_showhitboxes 2, and you'll see that
> the hitboxes move faster than the player, unless you're shooting at
> them, at least as far as I've been able to tell.
>
> On 10/6/05, Ratman2000 <[EMAIL PROTECTED]> wrote:
> > Hello,
> >
> > the problem is the hitbox calculation...
> >
> > When you strafe left, your hitbox get out of the model on the left
> side...
> > So when you shoot there is no fligth time calculation...
> > When you now move foreward and stop on an wall to get cover than your
> hitbox
> > can stay before the wall as result as the hitbox calculation...
> > the hitbox than take i think ca 0,5 - 1 second to get back over the
> standing
> > model...
> >
> > So i think there is no way to aim realy like a pro gamer in cs1.6
> > Its only luck to kill an player becouse you have to aim left before an
> > player when he is moving to the left side...
> > So many of kills get on the account of the hitbox calculation... its not
> an
> > nice way to calculate it but the simplest way...
> >
> > width friendly greatings
> >
> >
> >
> > _______________________________________________
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> >
> >
>
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>


--
Kiroke
Lead Game Designer
Troy : Divine Playground
http://www.troymod.com
--

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