Oh... My... God...

2»

Comments

  • reasareasa Join Date: 2002-11-10 Member: 8010Members, Constellation
    edited June 2005
    Thats messed up.

    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.
  • CyndaneCyndane Join Date: 2003-11-15 Member: 22913Members
    Now I know why I hate CS :-)
  • Cold_NiTeCold_NiTe Join Date: 2003-09-15 Member: 20875Members
    <!--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.
  • DragonMechDragonMech Join Date: 2003-09-19 Member: 21023Members, Constellation, Reinforced - Shadow
    Guys, the hitboxes in that video are not accurate. That video has been posted 90,000 times on the steam forums and it's been debunked.

    Plus, I play CSS and I <i>know</i> the hitboxes are not that bad.


    ... And yes, I'm a CS script-kiddie newb. <.< >.>
  • Cold_NiTeCold_NiTe Join Date: 2003-09-15 Member: 20875Members
    It does seem rather... well off. I mean, I've scored clean hits without having to aim that far in front.
  • PulsePulse To create, to create and escape. Join Date: 2002-08-29 Member: 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?
  • DarknsDarkns Join Date: 2004-09-05 Member: 31402Members, Constellation
    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-->
  • CyberPitzCyberPitz Join Date: 2004-09-04 Member: 31301Members, Constellation
    That's what I liked to call "Bullet-Pull" in 1.6.

    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.
  • AlcapwnAlcapwn &quot;War is the science of destruction&quot; - John Abbot Join Date: 2003-06-21 Member: 17590Members
    This video has been proven false, under real server condtions, heres the link explaining it:



    <a href='http://www.unknownworlds.com/forums/index.php?showtopic=94158' target='_blank'>Source hitboxes are fine, you guys lose!</a>
  • Cold_NiTeCold_NiTe Join Date: 2003-09-15 Member: 20875Members
    Yay! Thread repeats.

    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-->
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    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.
Sign In or Register to comment.