Re: [hlcoders] collision boxes latency

2005-10-06 Thread Dan Stevens (IAmAI)
-- [ Picked text/plain from multipart/alternative ] I've have never normally witnessed hitbox lagging. Although occasionally someone gets me just after I've jumped into cover, or so it seems; perhaps I was still sticking out :P -- ___ To unsubscribe,

Re: [hlcoders] collision boxes latency

2005-10-06 Thread Teddy
I've not had any probs with hitbox latency, the unlag and interpolation works smoothly even at high pings. There are some huge problems for melee code, as there seems to be bit prediction errors when you get upu close to another player, but for ranged hitscan attacks it's fine. Teddy

Re: [hlcoders] collision boxes latency

2005-10-06 Thread Aditya Gaddam
this has happened to me a lot of times in DoD. I get back behind cover but about half a second later, I die from magical bullets. It's probably NOT hacks. just messed up hitboxes or something. On 10/6/05, Dan Stevens (IAmAI) [EMAIL PROTECTED] wrote: -- [ Picked text/plain from

Re: [hlcoders] collision boxes latency

2005-10-06 Thread Tom Edwards
Sounds like traditional lag to me... Aditya Gaddam wrote: this has happened to me a lot of times in DoD. I get back behind cover but about half a second later, I die from magical bullets. It's probably NOT hacks. just messed up hitboxes or something. On 10/6/05, Dan Stevens (IAmAI) [EMAIL

Re: [hlcoders] collision boxes latency

2005-10-06 Thread Michael A. Hobson
No, It's network latency. If server-side lag compensation is enabled, then the server will be looking at where you were at the time your enemy fired at you *on his machine*, no where your client says you are right now *on your machine* (which is only a client-side prediction). The total latency

Re: [hlcoders] collision boxes latency

2005-10-06 Thread Spektre
I have to ask... are you taking into account the fact that bullets go through walls, and through your cover? The AWP can shoot 44 units through a solid wall. There's a good article in the wiki that lists all the weapons' penetration capabilities. Tom Edwards wrote: Sounds like traditional lag

Re: [hlcoders] collision boxes latency

2005-10-06 Thread Kiroke .
-- [ Picked text/plain from multipart/alternative ] I dont think the problem we're talking about is lag - even without any lag we have to shoot in FRONT of a running player instead of shooting ON him. From what I read it is probably because the server is not looking *on his machine* - but thanks

Re: [hlcoders] collision boxes latency

2005-10-06 Thread Tom Edwards
That doesn't happen in DOD as far as I know, plus Michael's post. :-) Spektre wrote: I have to ask... are you taking into account the fact that bullets go through walls, and through your cover? The AWP can shoot 44 units through a solid wall. There's a good article in the wiki that lists all

Re: [hlcoders] collision boxes latency

2005-10-06 Thread Ratman2000
Hello, the problem is the hitbox calculation... When you strafe left, your hitbox get out of the model on the left side... So when you shoot there is no fligth time calculation... When you now move foreward and stop on an wall to get cover than your hitbox can stay before the wall as result as

Re: [hlcoders] collision boxes latency

2005-10-06 Thread Kiroke .
-- [ Picked text/plain from multipart/alternative ] Yeah - and this is normal in the Source prediction system. In CSS the server is calculating the collision with a bullet knowing that the client is laging a bit behind, and you have to shoot directly on the other player. So there is no bug in

Re: [hlcoders] collision boxes latency

2005-10-06 Thread Tom Edwards
They re-sync when you shoot http://media.putfile.com/SourceHITBOX82. It doesn't happen all the time for obvious reasons... Andrew Foss wrote: sv cheats 1, add a bot in CSS, sv_showhitboxes 2, and you'll see that the hitboxes move faster than the player, unless you're shooting at them, at least

Re: [hlcoders] collision boxes latency

2005-10-06 Thread Ratman2000
- Original Message - From: Tom Edwards [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Thursday, October 06, 2005 10:29 PM Subject: Re: [hlcoders] collision boxes latency They re-sync when you shoot http://media.putfile.com/SourceHITBOX82. It doesn't happen all the time for obvious

Re: [hlcoders] collision boxes latency

2005-10-06 Thread Benjamin Davison
engine becouse the hitbox calculation... for me this is an bug (an way made easy...) width friendly reguards - Original Message - From: Tom Edwards [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Thursday, October 06, 2005 10:29 PM Subject: Re: [hlcoders] collision boxes

Re: [hlcoders] collision boxes latency

2005-10-06 Thread Teddy
sv_showhitboxes dosen't show the hitbox interp or prediction, it's all explained here: http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking#Lag_Compensation On 10/7/05, Andrew Foss [EMAIL PROTECTED] wrote: sv cheats 1, add a bot in CSS, sv_showhitboxes 2, and you'll see that

Re: [hlcoders] collision boxes latency

2005-10-06 Thread Aditya Gaddam
calculation... for me this is an bug (an way made easy...) width friendly reguards - Original Message - From: Tom Edwards [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Thursday, October 06, 2005 10:29 PM Subject: Re: [hlcoders] collision boxes latency They re

Re: [hlcoders] collision boxes latency

2005-10-05 Thread Kiroke .
-- [ Picked text/plain from multipart/alternative ] I asked the dev team here and it seems that the problem is in the sdk itself! If we create a new mod from scratch we will see that problem occur: http://media.putfile.com/css_hit_b0x_bb They did fix it for counter-strike, and now you got to

Re: [hlcoders] collision boxes latency

2005-10-05 Thread Benjamin Davison
-- [ Picked text/plain from multipart/alternative ] Just for reference this is what your hitboxes should look like when fixed. http://media.putfile.com/SourceHITBOX82 http://media.putfile.com/DODSHITBOX http://media.putfile.com/hitboxdod Extremly light on the technical side(has to be like that

Re: [hlcoders] collision boxes latency

2005-10-05 Thread Tom Edwards
That's not entirely fair, I had endless hit reg problem until I manually tweaked my config. The default cmdrate and updaterate values were both 20, but they needed to be around 50. Benjamin Davison wrote: -- [ Picked text/plain from multipart/alternative ] Just for reference this is what your

RE: [hlcoders] collision boxes latency

2005-10-04 Thread Jay Stelly
There was a bug fix a while back that changed code in player_lagcompensation.cpp. Make sure you have the latest version of that file. If you started your mod a while back and haven't merged in updates you won't have it. That's my best guess as to the problem you're having. Jay

Re: [hlcoders] collision boxes latency

2005-10-04 Thread Kuja
http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking Might make a good read. Jean-René Bédard wrote: [ Converted text/html to text/plain ] Hi, We started our mod with the option (Start a mod from scratch) and we notice that in a multiplayer game, there is latency between the