Dan Sorenson wrote:
At 08:28 AM 12/8/2005 -0000, Ben wrote:
"emptying a magazine-full of automatic fire into a player at
point-blank range and have him one-shot you with a rabbit's foot
is to type quit in the console and find a DoD 1.3 server.
I'm hoping there's an alternative solution in the works soon."
Is generally down to, shall we say, "user error"
Not likely. "User perspective" is more the case.
If the engine interpolates at 100ms intervals, and you're
playing with a 120ms ping, that means only 2/3rds of your
updates are being considered by the server. Add in the
fact that you're 1/2 second behind what the server sees
and you'll get killed after you've apparently reached
cover and other assorted visual annoyances.
Incorrect, as you would expect, the system does take client latency into
account, for exactly this reason.
Have you got sv_maxunlag set too low?
There's not much of a way way around this, though.
If the game needs to accommodate 20ms pingers and 230ms
pingers and still be a close-action sort of deal, at some
point you simply run out of time to buffer actions.
Partly true. All algorithms need to schedule dynamically (in an ideal
world), but that's a very hard set of functions to write, and even
harder to prove.
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