On 12/05/2005 7:16 a.m., Ben wrote:
The command shows the "server side" hitboxes which is the position of the
player (in this case a bot) on the server. Due to the latency, the position
on the client is always trailing behind. That is why the "hitboxes" (server
side position of the player) are in front of the actual model. It is just
the way the game engine is designed.
Yup, and that's what lag compensation is for. It looks to me as though
setting sv_showhitboxes 1 also disables lag compensation. So the
hitboxes are drawn in the 'server' position and you have to shoot at the
server position. But in normal play the model and hitbox locations are
interpolated on the client (which, due to lag, will always be 'behind'
the server). With lag compensation you need to shoot at the location of
the player as drawn by your client, not the actual location of the
player according to the server.
So this video just misconstrues what the cvar does - and makes people
think there is a problem that actually doesn't exist.
You can disable lag compensation by setting cl_unlag 0 on your client to
have the hitboxes behave like this all the time if you want to (so you
have to shoot in front). As long as that's set to 1 though, you will
have to shoot at the model.
-Simon
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