Css And 1.6 Hitboxes

JarodJarod Join Date: 2005-03-21 Member: 45989Members
<div class="IPBDescription">do these apply in NS?</div> <a href='http://www.putfile.com/media.php?n=css_hit_b0x_bb' target='_blank'>http://www.putfile.com/media.php?n=css_hit_b0x_bb</a>

check that and please tell me that that isn't true in NS...

Comments

  • mrinsanemrinsane Join Date: 2004-06-21 Member: 29448Members
    thats counter strike sournce and whole different engine so probally not
  • DarknsDarkns Join Date: 2004-09-05 Member: 31402Members, Constellation
    Do what they say, then do 'cl_interp 0.0' in console...
    (this fixes that, fyi, unless I forgot the right cvar...)
  • JediYoshiJediYoshi The Cupcake Boss Join Date: 2002-05-27 Member: 674Members
    First,

    HL1 Engine != Source.

    Second,

    <a href='http://www.valve-erc.com/srcsdk/general/multiplayer_networking.html' target='_blank'>Source Networking Explained</a>.
  • SwiftSwift Lost Keys Join Date: 2005-02-19 Member: 41683Members, Constellation
    LEIK OGM TEH SAUCE ENGINE FAIL!!
  • JarodJarod Join Date: 2005-03-21 Member: 45989Members
    so these do not apply to NS... phew...
    so that is caused by a sorta lag in the game, while the data is transfered and all of it is sorta late then?
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    Acctually they apply to NS about as much as they apply to CSS... HL and HL2 multiplayers use almost exactly the same hitbox netcode. What norn fails to tell you in that video is that his rates, specificly interp, are not optimized for online play. If you set you interp and rates up properly your modles and hitboxes will match eachother perfectly, if you do not then they will not. Rates and interp are customizable so that players can customize them in for different play environments. For high lag servers you need high interp and lower rates, for low lag servers (or in norn's case, 0 lag servers) you need low interp and high rates.

    The reason valve doesn't just make the hitboxes match the models you see in game perfectly, is that when you do so the models tend to jump around compleatly retardedly, and the game becomes unplayable. Norn's bots were all run on his own computer, so his drawn hitboxes looked and moved pretty perfecly, but if you draw hitboxes on a high lag server you will be amazed how screwed up they acctually are. So the HL and HL2 engines lag compensate with estimates and optimizations. And That's why you have to play with all those funky variables just so your hitboxes reasonably corrispond with your models in game.
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