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 > __________________________________ Yahoo! Mail Mobile Take Yahoo! Mail with you! Check email on your mobile phone. http://mobile.yahoo.com/learn/mail _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds

