<!--QuoteBegin-ReK+Jun 14 2005, 06:40 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ReK @ Jun 14 2005, 06:40 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Edit: rofl... AVI is "Windows Video" now? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> They did actually create the avi format, so somehow that doesn't come as a surprise. Still it sort of feels wrong. Perhaps that's just me.
PulseTo create, to create and escape.Join Date: 2002-08-29Member: 1248Members, Constellation
Time warp? It seems like the third page happened before the first. Is reading the first post in a thread and completely ignoring the rest the "In" thing that all the kids are doing these days?
Like has been said already, that's part of the lag compensation... ...when you turn it off and start the listenserver with a bot, the hitbox is perfect...
I'm not sure, but I think cl_interp somewhat determines how much time it compensates for...
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Is reading the first post in a thread and completely ignoring the rest the "In" thing that all the kids are doing these days?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Remember the MAVAV thread? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
I think 1.5*THINK* is when they started doing some massive **** like that to the hitboxes, and Bullet-Pull was born. You'd run behind a corner, but die on the other side of the wall, and both players have 40 ping.
I didn't even notice till Pulse pointed it out. Probably because I was too busy repeating page 2. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
This came up <a href='http://www.unknownworlds.com/forums/index.php?showtopic=94531' target='_blank'>in this thread</a> in the tech support forums a little while ago... Being as I have debunked this issue a million times already I figured I'd reply... <!--QuoteBegin-me+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (me)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->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.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Most people just don't realize how optimized multiplayer hitcoding is. There are some great valve articles around, if you're really interested go looking.
Comments
Although now I have proof for what I always suspected.
The number of headshots you get in CS:S is nearly triple that of regular CS on any server.
They did actually create the avi format, so somehow that doesn't come as a surprise. Still it sort of feels wrong. Perhaps that's just me.
Plus, I play CSS and I <i>know</i> the hitboxes are not that bad.
... And yes, I'm a CS script-kiddie newb. <.< >.>
...when you turn it off and start the listenserver with a bot, the hitbox is perfect...
I'm not sure, but I think cl_interp somewhat determines how much time it compensates for...
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Is reading the first post in a thread and completely ignoring the rest the "In" thing that all the kids are doing these days?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Remember the MAVAV thread? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
I think 1.5*THINK* is when they started doing some massive **** like that to the hitboxes, and Bullet-Pull was born. You'd run behind a corner, but die on the other side of the wall, and both players have 40 ping.
<a href='http://www.unknownworlds.com/forums/index.php?showtopic=94158' target='_blank'>Source hitboxes are fine, you guys lose!</a>
I didn't even notice till Pulse pointed it out. Probably because I was too busy repeating page 2. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
<!--QuoteBegin-me+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (me)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->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.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Most people just don't realize how optimized multiplayer hitcoding is. There are some great valve articles around, if you're really interested go looking.