-- [ Picked text/plain from multipart/alternative ] Search the hlcoders archive for
sv_showlagcompensation cl_interp The hitboxes you see with sv_showhitboxes are not the hitboxes that shots are traced against. If there are problems with hit registration in source, it's not as simple as you think it is, and its not because the sv_showhitboxes don't line up. Regards, Paul On 6/16/07, Greg Scott <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > Hey guys, I'm sure everyone's heard the tons of complaints about hit > registry in CS:S and every other Source mod. Well, as part of a team > putting together a source mod, where some of our players will be moving up > to 300+ units/sec, I figured I'd look into this, and see if how these > rumors > played out. I was well more than sad to see with sv_showhitboxes on that > the hitboxes (and testing proved that the display was accurate with where > you had to fire to hit) were well infront of the players by a good 2x the > player length at times. > > I then jumped into CS:S and started a server with 1 bot to test, and > sadly, > found the exact same results(screenshots posted <a href=" > http://www.3-pg.com/hosting/khaim/Images/SourceReg/">here</a>). So, I'm > not > going to bitch here about it, but I wanted to ask if anyone has any ideas > where to start trying to work this silly interpolation into a work-able > state? Or if any mod has done or, or perhaps(hopefully?) Valve has a plan > for working on it? : / Maybe with the upcoming Episode 2 release in > October? > > Thanks for reading. : ) > - Khaim - Lunar_Wind > -- > > _______________________________________________ > 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

