-- [ Picked text/plain from multipart/alternative ] Upping the tickrate to 100 instead of 33 (66 or whatever) gets rid of the problem as far as I know. This page might also be helpful http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
/ProZak On 17/06/07, 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

