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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
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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
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:
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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
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
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
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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
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
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
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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
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
- 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
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
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
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
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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
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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
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:
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Just for reference this is what your
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
http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
Might make a good read.
Jean-René Bédard wrote:
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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
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