On 12/8/05, James Tucker <[EMAIL PROTECTED]> wrote: > 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. > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlds > Valve isn't really that bad with patches and overall game quality. You can not expect the software to be perfect out of the box but you can expect them to patch it quickly and they generally do do that. And there ware much worse companies for poor QA ie ford, ensemble studios.
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