NS2 registration is best registration
schu
Join Date: 2012-08-04 Member: 154768Members, Reinforced - Shadow
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You can't show from that video the server tick rate or net performance. Obviously the client saw the hit (blood on second shot) but depending on server conditions and/or network conditions, it's not necessarily the case that the problem is with 'NS2 hit reg'
Pedantry aside, it is very frustrating when this happens, whatever the cause. Especially when it's so obviously a hit.
If it didn't hit, then why the blood?
Isn't the lag compensation done such that a hit on client-side will eventually be registered server-side? (unless a hit against you that kills you is executed on the server before your own hit is executed) Or is it not that exact? (i.e. is a hit on your screen not necessarily always supposed to be an actual hit?).
Perhaps I should let the people that actually know what they're talking about speak.
@elodea
Given how you wrote this directly after a post referring to me, I assume your patronizing is directed towards me.
I wish to clarify that I have never said its 100% accurate.. i've only ever said we need evidence to address it, not just touchy feely guesstimates and wild claims. Nice try tho.
Also you know better.. statistically speaking, mods cause 80% of the problems that are reported in tech support.
But I suppose I shouldn't be surprised, SkyIsFallingElodea only posts his hyperbole laden messages for shock value and in desperate attempts to impress his small circle jerk of friends by always having something to nitpick.
/ Annoyed derailing response
For the record to the OP and all else concerned :
Thanks to a prominent community member (who provided HD footage with net_stats enabled, as requested) we have isolated a singular cause of hit registration issue which may allow for EDGE CASE only scenarios - meaning rare occurrences like the one seen in your video. It cannot be practically or reasonably exploited, however.
It is known and reproduce-able , though i cannot give an answer on when it will be fixed. Both the lead engine programmer, Max, as well as Hugh and the entire NS2 PT team are aware of it.
I will update when, and if i can, here in these forums.
Until then, to prevent further derailment on the issue, I'm closing this thread.