Re: [hlcoders] Player-specific Hitbox Bug? (Help, Alfred? Help, valve? Reproduction steps included.)
Am Di 27.07.2004 17:20, Jeffrey botman Broome [EMAIL PROTECTED] schrieb: [BIGGEST EDIT EVER] Valve has fixed the bug. It should be updated to Steam sometime soon, according to the email. GG on this one, everyone. Yay! Go Valve! Anybody who says Valve doesn't care about or support the Half-Life community can go shove a snark up their ass! :) To fix a sold product is not sooo much of support. If they would not fix bugs, they would soon not sell things. They forced STEAM upon us - which is quite NOT support :-( About fixes: What about starting a server with 21 Slots, reserving one with AMX, so that only 20 players can connect. Will the bug still arise?!? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Player-specific Hitbox Bug? (Help, Alfred? Help, valve? Reproduction steps included.)
How many other game companies would continue to patch their game and provide updates 5-6 years after release? On Mon, 9 Aug 2004 17:22:52 +0200 (CEST), Thomas Ackermann [EMAIL PROTECTED] wrote: Am Di 27.07.2004 17:20, Jeffrey botman Broome [EMAIL PROTECTED] schrieb: [BIGGEST EDIT EVER] Valve has fixed the bug. It should be updated to Steam sometime soon, according to the email. GG on this one, everyone. Yay! Go Valve! Anybody who says Valve doesn't care about or support the Half-Life community can go shove a snark up their ass! :) To fix a sold product is not sooo much of support. If they would not fix bugs, they would soon not sell things. They forced STEAM upon us - which is quite NOT support :-( About fixes: What about starting a server with 21 Slots, reserving one with AMX, so that only 20 players can connect. Will the bug still arise?!? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Ben Banfield The Battle Grounds CoLeader, Lead Coder and Admin ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Player-specific Hitbox Bug? (Help, Alfred? Help, valve? Reproduction steps included.)
On Mon, 9 Aug 2004 17:22:52 +0200 (CEST), Thomas Ackermann [EMAIL PROTECTED] wrote: What about starting a server with 21 Slots, reserving one with AMX, so that only 20 players can connect. Will the bug still arise?!? Yes it will, if there are 20 players on the server, and a 21th connects he will get kicked. But if that same player later reconnects when there are less players on the server, he will be placed in slot 21, as he was in that slot before (and noone else has been in that slot). Putting 2 (or more) extra reserved slots reduces the chance of this happening, but it is still possible if more players try to connect (and get kicked at first) at the same time. Maarten -- A: Because it fouls the order in which people normally read text. Q: Why is top-posting such a bad thing? A: Top-posting. Q: What is the most annoying thing on usenet and in e-mail? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Player-specific Hitbox Bug? (Help, Alfred? Help, valve? Reproduction steps included.)
I agree with you 100% Ben. Or, I would 6 months ago. Now that they are generating some fresh revenue from CS: Zero until HL2 comes out, I'd say people are justified looking for support again. Needless to say - I have been very happy with the continued development and improvement in the engine for the last 1/2 of a decade! - Original Message - From: Ben Banfield [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, August 09, 2004 11:42 AM Subject: Re: [hlcoders] Player-specific Hitbox Bug? (Help, Alfred? Help, valve? Reproduction steps included.) How many other game companies would continue to patch their game and provide updates 5-6 years after release? On Mon, 9 Aug 2004 17:22:52 +0200 (CEST), Thomas Ackermann [EMAIL PROTECTED] wrote: Am Di 27.07.2004 17:20, Jeffrey botman Broome [EMAIL PROTECTED] schrieb: [BIGGEST EDIT EVER] Valve has fixed the bug. It should be updated to Steam sometime soon, according to the email. GG on this one, everyone. Yay! Go Valve! Anybody who says Valve doesn't care about or support the Half-Life community can go shove a snark up their ass! :) To fix a sold product is not sooo much of support. If they would not fix bugs, they would soon not sell things. They forced STEAM upon us - which is quite NOT support :-( About fixes: What about starting a server with 21 Slots, reserving one with AMX, so that only 20 players can connect. Will the bug still arise?!? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Ben Banfield The Battle Grounds CoLeader, Lead Coder and Admin ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Player-specific Hitbox Bug? (Help, Alfred? Help, valve? Reproduction steps included.)
It's not Valve's concern if AMX breaks your server. You might want to read the list postings a bit more thoroughly before replying with a non-helpful, dismissive comment such as this one, since your comment has absolutely no relevance to his actual posting, which was suggesting AMX as a workaround, not a source of the problem. What about starting a server with 21 Slots, reserving one with AMX, so that only 20 players can connect. From the discussions I've seen, the usual methods of slot reservation do not appear to be viable as a solution, since they don't actually control which slot players get, but rather how many players are in the server. You actually need to block anyone from getting the last slot, which they've done correctly with a few of the workarounds listed in the NS forum thread. - Original Message - From: McCormack, Chris [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, August 09, 2004 11:43 AM Subject: RE: [hlcoders] Player-specific Hitbox Bug? (Help, Alfred? Help, valve? Reproduction steps included.) What about starting a server with 21 Slots, reserving one with AMX, so that on It's not Valve's concern if AMX breaks your server. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Thomas Ackermann Sent: 09 August 2004 16:23 To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Player-specific Hitbox Bug? (Help, Alfred? Help, valve? Reproduction steps included.) Am Di 27.07.2004 17:20, Jeffrey botman Broome [EMAIL PROTECTED] schrieb: [BIGGEST EDIT EVER] Valve has fixed the bug. It should be updated to Steam sometime soon, according to the email. GG on this one, everyone. Yay! Go Valve! Anybody who says Valve doesn't care about or support the Half-Life community can go shove a snark up their ass! :) To fix a sold product is not sooo much of support. If they would not fix bugs, they would soon not sell things. They forced STEAM upon us - which is quite NOT support :-( About fixes: What about starting a server with 21 Slots, reserving one with AMX, so that only 20 players can connect. Will the bug still arise?!? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders *** This e-mail and its attachments are confidential and are intended for the above named recipient only. If this has come to you in error, please notify the sender immediately and delete this e-mail from your system. You must take no action based on this, nor must you copy or disclose it or any part of its contents to any person or organisation. Statements and opinions contained in this email may not necessarily represent those of Littlewoods. Please note that e-mail communications may be monitored. The registered office of Littlewoods Limited and its subsidiaries is 100 Old Hall Street, Liverpool, L70 1AB. Registered number of Littlewoods Limited is 262152. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Player-specific Hitbox Bug? (Help, Alfred? Help, valve? Reproduction steps included.)
Am Mo 09.08.2004 17:42, Ben Banfield [EMAIL PROTECTED] schrieb: How many other game companies would continue to patch their game and provide updates 5-6 years after release? ALL companies that STILL sell their software! I bought around 5 CD-Keys over the years (also one for my woman) - and would even continue to buy them as giveaway or gift for someone, if i could continue to use WON!!! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Player-specific Hitbox Bug? (Help, Alfred? Help, valve? Reproduction steps included.)
Am Mo 09.08.2004 17:43, McCormack, Chris [EMAIL PROTECTED] schrieb: What about starting a server with 21 Slots, reserving one with AMX, so that on It's not Valve's concern if AMX breaks your server. Why so angry? I never said, that AMX break the server - i try to over a way AROUND the bug! With using AMX, you could stop players connecting to that last slot and therefor, the bug is vanished, i think! So, please read and think again! -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Thomas Ackermann Sent: 09 August 2004 16:23 To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Player-specific Hitbox Bug? (Help, Alfred? Help, valve? Reproduction steps included.) Am Di 27.07.2004 17:20, Jeffrey botman Broome [EMAIL PROTECTED] schrieb: [BIGGEST EDIT EVER] Valve has fixed the bug. It should be updated to Steam sometime soon, according to the email. GG on this one, everyone. Yay! Go Valve! Anybody who says Valve doesn't care about or support the Half-Life community can go shove a snark up their ass! :) To fix a sold product is not sooo much of support. If they would not fix bugs, they would soon not sell things. They forced STEAM upon us - which is quite NOT support :-( About fixes: What about starting a server with 21 Slots, reserving one with AMX, so that only 20 players can connect. Will the bug still arise?!? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders *** This e-mail and its attachments are confidential and are intended for the above named recipient only. If this has come to you in error, please notify the sender immediately and delete this e-mail from your system. You must take no action based on this, nor must you copy or disclose it or any part of its contents to any person or organisation. Statements and opinions contained in this email may not necessarily represent those of Littlewoods. Please note that e-mail communications may be monitored. The registered office of Littlewoods Limited and its subsidiaries is 100 Old Hall Street, Liverpool, L70 1AB. Registered number of Littlewoods Limited is 262152. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Player-specific Hitbox Bug? (Help, Alfred? Help, valve? Reproduction steps included.)
Am Mo 09.08.2004 19:37, Ryan Professional Victim Desgroseilliers [EMAIL PROTECTED] schrieb: You might want to read the list postings a bit more thoroughly before replying with a non-helpful, dismissive comment such as this one, since your comment has absolutely no relevance to his actual posting, which was suggesting AMX as a workaround, not a source of the problem. Thanx ;-) What about starting a server with 21 Slots, reserving one with AMX, so that only 20 players can connect. From the discussions I've seen, the usual methods of slot reservation do not appear to be viable as a solution, since they don't actually control which slot players get, but rather how many players are in the server. You actually need to block anyone from getting the last slot, which they've done correctly with a few of the workarounds listed in the NS forum thread. This would meet the description of Maarten van der Zwaart from the last posting. I will try to find the ideas from the NS forum thread ... Then again, Spectators also use slots - what about putting something (like a bot) via plugin to a slots till the last one ist used and then delete the others again for real players? This would most possibly be needed at every mapchange. Just an idea ... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: Re: [hlcoders] Player-specific Hitbox Bug? (Help, Alfred? Help, valve? Reproduction steps included.)
acording to this post: http://www.natural-selection.org/forums/index.php?showtopic=76081 Valve has fixed the bug Quote: [BIGGEST EDIT EVER] Valve has fixed the bug. It should be updated to Steam sometime soon, according to the email. GG on this one, everyone. On Sat, 24 Jul 2004 08:41:27 -0500, Jeffrey botman Broome [EMAIL PROTECTED] wrote: Tom Grim wrote: We were successfully able to reproduce getting a bugged player on Counter-Strike, DoD, and HLDM in Steam. Additionally, we were able to recreate it in Counter-Strike 1.5 and HLDM in Won Half-Life also (didn't try DoD). I know CS uses 9 point blending, I believe DoD does as well. I'm not sure if HLDM uses 9 point blending under Steam (I know it didn't before Steam came along). I remember Alfred and Eric describing a problem with 9 point blending where client hit boxes wouldn't be synched up properly with server hit boxes (where hits are really determined). Also I remember discussions on thewavelength.net about 9 point blending having problems with players that are moving rapidly (that may have been linked to players who rapidly switch from one gaited animation to a different gaited animation). The client side prediction of skeletal bone locations (which determine hit box locations) didn't seem to match up with the server's calculations for any MOD who had very high speed player movement. CS movement is relatively slow (compared to deathmatch), so they descrepency between the client and server wouldn't be as much since the players couldn't move that far in space over a small amount of time. Perhaps there is something about the order of the players in the server that is determining when client/server data is replicated to the other side (i.e. the higher the client index, the more that player gets starved of network replication. Of course, if this were true, you wouldn't see this problem at all with the last player on a 2 player server and you would see it 100% of the time with the last player on a 32 player server. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Player-specific Hitbox Bug? (Help, Alfred? Help, valve? Reproduction steps included.)
Hasan Aljudy wrote: acording to this post: http://www.natural-selection.org/forums/index.php?showtopic=76081 Valve has fixed the bug Quote: [BIGGEST EDIT EVER] Valve has fixed the bug. It should be updated to Steam sometime soon, according to the email. GG on this one, everyone. Yay! Go Valve! Anybody who says Valve doesn't care about or support the Half-Life community can go shove a snark up their ass! :) -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Player-specific Hitbox Bug? (Help, Alfred? Help, valve? Reproduction steps included.)
ahh its good to see they still suport half life, when most people thought that they where only going to work on hl2 from now on amckern --- Jeffrey \botman\ Broome [EMAIL PROTECTED] wrote: Hasan Aljudy wrote: acording to this post: http://www.natural-selection.org/forums/index.php?showtopic=76081 Valve has fixed the bug Quote: [BIGGEST EDIT EVER] Valve has fixed the bug. It should be updated to Steam sometime soon, according to the email. GG on this one, everyone. Yay! Go Valve! Anybody who says Valve doesn't care about or support the Half-Life community can go shove a snark up their ass! :) -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders = hl2hosting.com AIM SN - amaperman __ Do you Yahoo!? Yahoo! Mail - 50x more storage than other providers! http://promotions.yahoo.com/new_mail ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Player-specific Hitbox Bug? (Help, Alfred? Help, valve? Reproduction steps included.)
Thanks for the reply, Andrew. I think I understand what you're saying (I did play on and help administrate a few CS servers a while back), but I don't believe I'm talking about the same thing. It's not a constant thing - only the last player in a full server is like this. Basically, what I'm seeing is that a fast-moving normal player can be shot by direct hits in a nearly ideal environment (100Mb/s full-duplex switched network), but the bugged player will have to be lead by a certain amount. This amount seems to be directly related to the velocity with which the bugged player is moving. If all players were acting similarly, I could chalk it up to some kind of erroneous prediction. However, it is only the player in the last slot of the server. (In an n player server, player #n will be bugged.) Basically, I am seeing two seemingly identical players move in exactly (Or as nearly so as is humanly possible) the same way with different results. One player will be directly hittable, the other will have to be lead. The server can be restarted, players switched; it doesn't follow any specific player, only the slot that a given player falls into. Andrew Foss wrote: No, you're seeing this, and you are sane. It's common in Counter-Strike servers to have to lead your targets for high deflection shots. IE: when the player is moving left to right rapidly across the FOV. On Fri, 23 Jul 2004 21:46:34 -0700, Arithon Kelis [EMAIL PROTECTED] wrote: I apologize in advance for the cross-posting. I scanned through my archive of the hlds mailing list, but did not see anything related to this issue. It appears, after careful study, that there exists a discrepancy between a player's appearant position and their real position that depends on the player's ID relative to the server. This has been observed in the base HLDM, DoD, and several third-party mods. CS was not tested. Description: This bug allows a player to be seemingly invulnerable - shots fired directly through their body (as seen by the client) will not affect them at all, but shots fired a certain distance ahead of them (depending on player speed) WILL hit them. This only affects the player in the last slot. Reproduction steps: 1) Start a 3-person dedicated server. 2) Three people need to connect. The player to connect last will be the bugged player. 3) Pick one of the first two players to be a control player, the other will be the designated gunner. 4) Have the control player run around. Gunner should CAREFULLY aim and fire ahead, behind, and directly upon the control player. Only the shots that are aimed directly at the control player should hit. 5) Have the bugged player run around. Gunner should CAREFULLY aim and fire ahead, behind, and directly upon the bugged player. Only the shots that are aimed AHEAD of the bugged player should hit. Notes: - Every person we have introduced to these reproduction steps has been able to verify our findings. - Network latency seems to have no effect; the bugged player acts the same to players with a 2.7ms ping as it does to players with a 120ms ping. - This does not SEEM to be a mod-related problem. Every mod tested, wether official or third-party, has displayed the same behaviour. - It is only the player in the last slot that displays this behavior. I'd appreciate some feedback on this. Am I simply going senile, or am I really seeing this? Thanks in advance, --ari ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Player-specific Hitbox Bug? (Help, Alfred? Help, valve? Reproduction steps included.)
I'm here to just put my 2 cents in. I'm actually one of the new coders for NS and have been working at finding a solution for our hitbox issue that's happening with player N of a server with maxplayers set at N. I have been working with Arithon on reproducing it and narrowing down what was happening. At first we thought we just had a player who was somehow flagged invincible, but it only seemed to happen when he was moving. Repeated testing proved that the bugged player's hitboxes were simply projected farther in front of the model, in the same direction of movement. In an effort to help eliminate variables, we tried going back and recreating the bug on our current beta build in Won Half-Life. We were successfully able to reproduce it, using Ari's methods already listed. Then, we went the extra step and tested other Half-Life mods. We were successfully able to reproduce getting a bugged player on Counter-Strike, DoD, and HLDM in Steam. Additionally, we were able to recreate it in Counter-Strike 1.5 and HLDM in Won Half-Life also (didn't try DoD). We do have demos available for just about every test and are willing to produce them if people are having problems recreating a bugged player situation. I don't believe it should be an issue. We also found a strange behavior about how you see the bugged player. If you have a spectator or client running a listen server and they're watching player A shoot a bugged player B, they will see player A's aim and shots landing behind player B. Meanwhile, player A will see his shots hitting player B's model on his client, but no damage being taken. However, if player A shoots in front of the model he sees for B, his shots will register and will look like he's aiming directly at the model that spectators/listenserver sees. This appears to be consistently the same thing happening across mods. The paradox is such: only the shooter sees the problem. To everyone else, he just looks like his aim is off His shots will appear to miss (shots that are lead), but will hit and do damage. Everyone else will see it like a normal shot. His shots that appear to hit will not deal damage. Everyone else will see it like a missed aim behind the player. We really noticed this with projectile weapons, such as acid rocket or gorge spit in NS, but it seems to work with any weapon - hitscan or not. It really looks like this bug of sorts has been around for a while, but doesn't seem to have been found out before. Tom Grim aka Elven Thief --- Arithon Kelis [EMAIL PROTECTED] wrote: I apologize in advance for the cross-posting. I scanned through my archive of the hlds mailing list, but did not see anything related to this issue. It appears, after careful study, that there exists a discrepancy between a player's appearant position and their real position that depends on the player's ID relative to the server. This has been observed in the base HLDM, DoD, and several third-party mods. CS was not tested. Description: This bug allows a player to be seemingly invulnerable - shots fired directly through their body (as seen by the client) will not affect them at all, but shots fired a certain distance ahead of them (depending on player speed) WILL hit them. This only affects the player in the last slot. Reproduction steps: 1) Start a 3-person dedicated server. 2) Three people need to connect. The player to connect last will be the bugged player. 3) Pick one of the first two players to be a control player, the other will be the designated gunner. 4) Have the control player run around. Gunner should CAREFULLY aim and fire ahead, behind, and directly upon the control player. Only the shots that are aimed directly at the control player should hit. 5) Have the bugged player run around. Gunner should CAREFULLY aim and fire ahead, behind, and directly upon the bugged player. Only the shots that are aimed AHEAD of the bugged player should hit. Notes: - Every person we have introduced to these reproduction steps has been able to verify our findings. - Network latency seems to have no effect; the bugged player acts the same to players with a 2.7ms ping as it does to players with a 120ms ping. - This does not SEEM to be a mod-related problem. Every mod tested, wether official or third-party, has displayed the same behaviour. - It is only the player in the last slot that displays this behavior. I'd appreciate some feedback on this. Am I simply going senile, or am I really seeing this? Thanks in advance, --ari ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ Do you Yahoo!? Yahoo! Mail - Helps protect you from nasty viruses. http://promotions.yahoo.com/new_mail ___ To unsubscribe,
Re: [hlcoders] Player-specific Hitbox Bug? (Help, Alfred? Help, valve? Reproduction steps included.)
I think a Valve employee should do Find in Files on gpGlobals-maxClients. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Player-specific Hitbox Bug? (Help, Alfred? Help, valve? Reproduction steps included.)
Tom Grim wrote: We were successfully able to reproduce getting a bugged player on Counter-Strike, DoD, and HLDM in Steam. Additionally, we were able to recreate it in Counter-Strike 1.5 and HLDM in Won Half-Life also (didn't try DoD). I know CS uses 9 point blending, I believe DoD does as well. I'm not sure if HLDM uses 9 point blending under Steam (I know it didn't before Steam came along). I remember Alfred and Eric describing a problem with 9 point blending where client hit boxes wouldn't be synched up properly with server hit boxes (where hits are really determined). Also I remember discussions on thewavelength.net about 9 point blending having problems with players that are moving rapidly (that may have been linked to players who rapidly switch from one gaited animation to a different gaited animation). The client side prediction of skeletal bone locations (which determine hit box locations) didn't seem to match up with the server's calculations for any MOD who had very high speed player movement. CS movement is relatively slow (compared to deathmatch), so they descrepency between the client and server wouldn't be as much since the players couldn't move that far in space over a small amount of time. Perhaps there is something about the order of the players in the server that is determining when client/server data is replicated to the other side (i.e. the higher the client index, the more that player gets starved of network replication. Of course, if this were true, you wouldn't see this problem at all with the last player on a 2 player server and you would see it 100% of the time with the last player on a 32 player server. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Player-specific Hitbox Bug? (Help, Alfred? Help, valve? Reproduction steps included.)
I apologize in advance for the cross-posting. I scanned through my archive of the hlds mailing list, but did not see anything related to this issue. It appears, after careful study, that there exists a discrepancy between a player's appearant position and their real position that depends on the player's ID relative to the server. This has been observed in the base HLDM, DoD, and several third-party mods. CS was not tested. Description: This bug allows a player to be seemingly invulnerable - shots fired directly through their body (as seen by the client) will not affect them at all, but shots fired a certain distance ahead of them (depending on player speed) WILL hit them. This only affects the player in the last slot. Reproduction steps: 1) Start a 3-person dedicated server. 2) Three people need to connect. The player to connect last will be the bugged player. 3) Pick one of the first two players to be a control player, the other will be the designated gunner. 4) Have the control player run around. Gunner should CAREFULLY aim and fire ahead, behind, and directly upon the control player. Only the shots that are aimed directly at the control player should hit. 5) Have the bugged player run around. Gunner should CAREFULLY aim and fire ahead, behind, and directly upon the bugged player. Only the shots that are aimed AHEAD of the bugged player should hit. Notes: - Every person we have introduced to these reproduction steps has been able to verify our findings. - Network latency seems to have no effect; the bugged player acts the same to players with a 2.7ms ping as it does to players with a 120ms ping. - This does not SEEM to be a mod-related problem. Every mod tested, wether official or third-party, has displayed the same behaviour. - It is only the player in the last slot that displays this behavior. I'd appreciate some feedback on this. Am I simply going senile, or am I really seeing this? Thanks in advance, --ari ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Player-specific Hitbox Bug? (Help, Alfred? Help, valve? Reproduction steps included.)
No, you're seeing this, and you are sane. It's common in Counter-Strike servers to have to lead your targets for high deflection shots. IE: when the player is moving left to right rapidly across the FOV. On Fri, 23 Jul 2004 21:46:34 -0700, Arithon Kelis [EMAIL PROTECTED] wrote: I apologize in advance for the cross-posting. I scanned through my archive of the hlds mailing list, but did not see anything related to this issue. It appears, after careful study, that there exists a discrepancy between a player's appearant position and their real position that depends on the player's ID relative to the server. This has been observed in the base HLDM, DoD, and several third-party mods. CS was not tested. Description: This bug allows a player to be seemingly invulnerable - shots fired directly through their body (as seen by the client) will not affect them at all, but shots fired a certain distance ahead of them (depending on player speed) WILL hit them. This only affects the player in the last slot. Reproduction steps: 1) Start a 3-person dedicated server. 2) Three people need to connect. The player to connect last will be the bugged player. 3) Pick one of the first two players to be a control player, the other will be the designated gunner. 4) Have the control player run around. Gunner should CAREFULLY aim and fire ahead, behind, and directly upon the control player. Only the shots that are aimed directly at the control player should hit. 5) Have the bugged player run around. Gunner should CAREFULLY aim and fire ahead, behind, and directly upon the bugged player. Only the shots that are aimed AHEAD of the bugged player should hit. Notes: - Every person we have introduced to these reproduction steps has been able to verify our findings. - Network latency seems to have no effect; the bugged player acts the same to players with a 2.7ms ping as it does to players with a 120ms ping. - This does not SEEM to be a mod-related problem. Every mod tested, wether official or third-party, has displayed the same behaviour. - It is only the player in the last slot that displays this behavior. I'd appreciate some feedback on this. Am I simply going senile, or am I really seeing this? Thanks in advance, --ari ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders