You can do that on the server by setting sv_unlag 0. Then the lag
compensation is disabled and all clients must aim at the server's
hitbox. If you then set cl_interpolate 0 the model and the hitboxes
will be in the same place. However you will then have to aim in
front of the  model (by a distance relative to your latency) to
register a hit, since  by the time the server receives your shot,
the hitboxes will have moved.
This is how the old netcode from pre-HL 1.1.0.0 worked.

-Simon

Ahh, the good old days of netcode - where only the server mattered.

As a gamer (and a server admin) I'd rather play it like this. Sure,
lower latency players get more of an advantage, but in my opinion, they
deserve one - just like a gamer with a kickass rig gets better frame
rates.

If the alternative is (as it seems to be) inconsistent hitboxes that are
dependent on client settings, then I'd certainly prefer it (...not that
I play though :)

-- dave


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