Simon Garner wrote:

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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I will demo myself and shooting and missing bots while being smack on then shooting while "leading" the target and hiting it. i can do this with both local and online servers, i can also do it with cl_interp 0 and cl_interp 0.1

If you demo yourself and then watch it back in slow motion you will see
there is an inconsistancy. The hitbox detection is infront of the target
and the actual parts of the body u hit seem to either be wieghted oddly
or are impossible to hit. I can shoot headshots all day but death by
body shots is very difficult unless awping (AWM). Maybe i am playing
with lag_comp off or maybe my config is incorrect but i know that reg
for me is still inconsistant and i am really looking forward to some
engine updates that will address this.

People are saying "This is how it works, well this maybe but it doesnt
explain why it is so far off when CS/CZ is smack on and much much more
fair to those with higher latency connections (or those that havent).

Im not talking of a huge amount with 90% of players probably not
noticing. Makes it harder to see when the models collapse on the floor.
Try turning that off or compare it to a game of CZ where you can hit
people smack on as they run from one side of the screen to the other.

Regards

Richy

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