THANK YOU ALFRED!!!!!!!!!!!!!!

I am so glad I subscribe to this mailing list, This is
what I have been telling people for ages, and they
always say "as soon as I hear it from Valve" I will
believe it


--- Alfred Reynolds <[EMAIL PROTECTED]> wrote:

> There is a bug in the demo code (incorrectly
> interpreting client side
> prediction) that makes using demos to look at hit
> box issues invalid.
> You need to do a direct capture from your video card
> buffer.
> We have a couple small fixes for the hitbox code
> with the next release,
> but the majority of the problem is that people do
> not understand how
> client side prediction works. In particular, the
> server is 100 msec
> ahead of all the clients, so the server side
> hitboxes will ALWAYS lead
> the clients view of the work. When the client fires
> a weapon the server
> rewinds its state to the exact tick of that button
> press and then
> computes the result (one of the bugs was that the
> rewind code didn't
> correctly reset the state of the bone cache in the
> player model).
>
> - Alfred
>
> ----Original Message----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf
> Of Richard Fennell
> Sent: Wednesday, May 11, 2005 3:46 PM To:
> [email protected]
> Subject: Re: [hlds] mp_showhitboxes
>
> > 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
> > >
> > > _______________________________________________
> > > To unsubscribe, edit your list preferences, or
> view the list
> > > archives, please visit:
> > >
> http://list.valvesoftware.com/mailman/listinfo/hlds
> >
> > 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
> >
> > _______________________________________________
> > To unsubscribe, edit your list preferences, or
> view the list
> > archives, please visit:
> >
> http://list.valvesoftware.com/mailman/listinfo/hlds
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view
> the list archives, please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds
>




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