Re: [hlcoders] Player-specific Hitbox Bug? (Help, Alfred? Help, valve? Reproduction steps included.)

2004-08-09 Thread Thomas Ackermann
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?!?




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Re: [hlcoders] Player-specific Hitbox Bug? (Help, Alfred? Help, valve? Reproduction steps included.)

2004-08-09 Thread Ben Banfield
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?!?




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The Battle Grounds CoLeader, Lead Coder and Admin

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Re: [hlcoders] Player-specific Hitbox Bug? (Help, Alfred? Help, valve? Reproduction steps included.)

2004-08-09 Thread Maarten van der Zwaart
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?
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Re: [hlcoders] Player-specific Hitbox Bug? (Help, Alfred? Help, valve? Reproduction steps included.)

2004-08-09 Thread Shane Robinett
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?!?
 
 
 
 
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Re: [hlcoders] Player-specific Hitbox Bug? (Help, Alfred? Help, valve? Reproduction steps included.)

2004-08-09 Thread Ryan \Professional Victim\ Desgroseilliers
 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?!?




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Re: [hlcoders] Player-specific Hitbox Bug? (Help, Alfred? Help, valve? Reproduction steps included.)

2004-08-09 Thread Thomas Ackermann
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!!!



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RE: [hlcoders] Player-specific Hitbox Bug? (Help, Alfred? Help, valve? Reproduction steps included.)

2004-08-09 Thread Thomas Ackermann
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?!?




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 notify the sender immediately and delete this
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 Statements and opinions contained in this email may
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 Please note that e-mail communications may be monitored.
 The registered office of Littlewoods Limited and its
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 Registered number of Littlewoods Limited is 262152.
 


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Re: [hlcoders] Player-specific Hitbox Bug? (Help, Alfred? Help, valve? Reproduction steps included.)

2004-08-09 Thread Thomas Ackermann
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 ...


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Re: Re: [hlcoders] Player-specific Hitbox Bug? (Help, Alfred? Help, valve? Reproduction steps included.)

2004-07-27 Thread Hasan Aljudy
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



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Re: [hlcoders] Player-specific Hitbox Bug? (Help, Alfred? Help, valve? Reproduction steps included.)

2004-07-27 Thread Jeffrey \botman\ Broome
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
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Re: [hlcoders] Player-specific Hitbox Bug? (Help, Alfred? Help, valve? Reproduction steps included.)

2004-07-27 Thread Adam \amckern\ Mckern
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

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Re: [hlcoders] Player-specific Hitbox Bug? (Help, Alfred? Help, valve? Reproduction steps included.)

2004-07-24 Thread Arithon Kelis
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
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Re: [hlcoders] Player-specific Hitbox Bug? (Help, Alfred? Help, valve? Reproduction steps included.)

2004-07-24 Thread Tom Grim
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


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Re: [hlcoders] Player-specific Hitbox Bug? (Help, Alfred? Help, valve? Reproduction steps included.)

2004-07-24 Thread peter
I think a Valve employee should do Find in Files on 
gpGlobals-maxClients.




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Re: [hlcoders] Player-specific Hitbox Bug? (Help, Alfred? Help, valve? Reproduction steps included.)

2004-07-24 Thread Jeffrey \botman\ Broome
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
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[hlcoders] Player-specific Hitbox Bug? (Help, Alfred? Help, valve? Reproduction steps included.)

2004-07-23 Thread Arithon Kelis
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
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Re: [hlcoders] Player-specific Hitbox Bug? (Help, Alfred? Help, valve? Reproduction steps included.)

2004-07-23 Thread Andrew Foss
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

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