Help With Registering Hits
cortex
Join Date: 2003-11-28 Member: 23707Members
<div class="IPBDescription">D:</div> Is there anyway to prevent or reduce the chances of your hits to be ignored?
i.e you bite hear a sound but the marine doesnt take damage etc.
ive been having huge problems with registering my hits (mainly skulk bites) lately i hear the crunching sound of making contact with a marine yet they seem to take no damage. Yes i know it happens every now and again but 1 in every 2 rines i bite i get a non-rego <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
can anyone help ??/??
i.e you bite hear a sound but the marine doesnt take damage etc.
ive been having huge problems with registering my hits (mainly skulk bites) lately i hear the crunching sound of making contact with a marine yet they seem to take no damage. Yes i know it happens every now and again but 1 in every 2 rines i bite i get a non-rego <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
can anyone help ??/??
Comments
Later today I'll try messing with ex_interp settings in the config file...
Some ppl say ex_interp "0" makes better regestering of bites.
I'm kinda busy, but try <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Just add ex_interp "0" to your config.cfg or autoexec.cfg
This also happens to me as rines with shotguns: point blanc shot into skulk in my face, blood, skulk pain, no dead skulk...
The biting thing happens when I got focus, and I bite a rine with lvl 1 armour, but just as i bite, he pops me with a shottie, I die and he takes no damage, but this only really happens when I have a higher ping than him.
Hmmm, maybe this will be fixed in the new patch???
btw I think this topic needs to be moved to support -->
This value may be too high for you if you have a better ISP, though.
and yes i also get shotgun problems some of the time but not as often <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
i was already using ex_interp 0, it helped but not alot <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
My suggestion is to try out values between 0.5 and 2 for ex_extrapmax (I'm using 1.2 atm).
wth is that supposed to mean? D":
Im getting trroubles with the " and whatnot
1. You fiddling with the interp settings
2. Major lag.
3. PSHB
1. If you set your interp settings too high/low, the interpretation of the hitbox in relevance with the model will not be syncronized, and will make you miss alot of hits that you thought you landed on the model, when the hitbox is farther ahead of it.
2. Lag is basically the same idea, but instead of the interp settings, the lagger is not sending information to the server fast enough to get an acurate reading on its precise location, and you get a tele-skulk/marine. Or the player lags little enough for the server to get a precise position, but since he still lags, the hitbox may not be exactly where the model is.
3. If the player is the last slot on the server, s/he is most likely bugged. the hitbox is AHEAD of the model. Of course, this doesn't matter if you are infront or behind the person, but if s/he starts side-steping around you, s/he becomes harder to hit. This makes aliens much harder to kill due to their speed, and marines much harder to bite when they circle straife
first one is obvious, set the interp settings in accordance to your connection/computer speed.
second one is to get a better connection/join a server with better ping if you're lagging, or just leave the server if someone else is lagging.
third one you can't really do anything about it unless you have a server that has the PSHB fix (which is really just a plugin that blocks the last slot; you can just add another slot onto the server and make it invisible and it essentially does the same thing), and wait for the steam PSHB fix.
Second, know where you're meant to shoot -
<a href='http://www.clandlc.com/Articles/NaturalSelectionDissection' target='_blank'>http://www.clandlc.com/Articles/NaturalSelectionDissection</a>
To be honest it breaks down like this -
Skulk - Hindquarters
Gorge - Big fat hindquarters
Lerk - Big fat body
Fade - Ignore the head and aim for the lower torso
Onos - Squarely in the middle
Now, I THINK those problems were fixed long ago, but it won't hurt to focus on those areas. Ignore the damage scale stuff, just learn the boxes. Remember than it'll change if your firing from another angle than the side, so always be aware of where your shots will "pass through", ie shooting an onos from the front you want to aim right between its eyes because the shots will pass through the middle.
Again, this is very likely obsolete info, but I use it and it works, so I can't complain. If you're having trouble hitting despite aiming at these spots, then simply aim a little forward in the direction of travel, ie you're shooting at Onos from the side as it passes from left to right. You would aim at its shoulders, so that you've the most amount of leeway in case of lag (if you aim at the shoulders then you can lag a shot all the way to the back of the hitbox, whereas if you aim at the middle or rear of the hitbox you've more chance of a laggy miss).
Practice practice practice.
Im pretty sure every single one of those hitboxes have been changed, except maybe the gorge
Stinga, you find out by trial and error. It'll alter depending on whats happening onscreen, whats happening to the server, what the ping of the other players are, if anyone is hitbox bugged, etc.
Play around with it and see what works best. Alternatively, dont.
so you should check your cl_cmdrate and compare it to your framerate..
another change here is packetloss, the data you send to server might just be lost, so, to resolve this is to check your net activity, net_graph. Adjusting your rate (depending your netspeed, this should be quite high) cl_cmdrate (around your fps), and cl_updaterate. The idea here is to keep the "green line" (indicate good connection) as straight as it can be. Lowering cl_updaterate should help on this one, but you might want to consider lowering your max fps&cl_cmdrate too (this is true, sorry but without prober net connection, you might want to choke your computer a bit, or the data it's sending just wont get there without dataloss)
these COULD help, but they wont/cant remove a bad netconnection.. but I hope there was some use of this. for example, I have cable connection, I use rate 10000-40000 depending whether I play on my homecountry servers, or foreing, cl_cmdrate 100, cl_updaterate 70. I have a rather good&reliable&fast network connection... well...
oh and another thing, ex_interp means that how much the lag will compensate. Because you receive player movement on packets, depending how fast your net is and how often the packets will come (updaterate!!) the characters move on your screen. ex_interp compensates the lag, so that the running would look smooth instead choppy running with a bit lag, I hope you get the idea.
ex_interp as 0 might help a bit, but I dont recommend it, since it's set to default value on steam (NS is a 3rd party game, so it doesnt really affect on it... YET) so dont get too used to it, I suggest you leave it be, because, anyway.. it's not a much of a change.
well, I hope I could help someone with this... it's a bit messy, I know.. but it's 6.30am <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> well, GL and happy hunting to everyone
seriously, there is nothing wrong within tuning the settings a bit, it only takes a bit of a time, and almost <-- NOTICE! ALMOST everybody does it anyway (yea, you and your friend doesnt, that still doesnt make you almost everybody, now does it?)
so feel free to tune in, it's more fun to play anyway to have NOT missed bites due packetloss or unsended framedata.. aye?
Yet another quality post.
You do realise that some of us don't live on the support of others, right? People like that need to work hard just to have a roof to cover their head much less a decent internet connection and computer.
Manipulating variables helps low-end computers play ns as smooth as possible. My computers are constantly 4 years behind. NS eats up my memory. Thats right; all 128 MB of it. Tweaking the variables are all I got.
Who's the bigger nub? Person spending x amount of money on a card he can't get the most out of, or someone conserving their cash and getting as much out of the card as possible?
first check what ur cl_updaterate is. Lets just say its 30 for now.
next u have to set ur ex_interp
so type this
ex_interp #; alias ex_interp
# = 1 divided by cl_updaterate.
so if ur cl_updaterate is 30 u would type in
ex_interp 0.033; alias ex_interp
What this does is really helps ur melee attacks. Virtually all ur bites should start hitting. However, ur gorge spit, and fade acid rocket will be way way off.
However, when u set up ex_interp like this, u cannot change it again unless u exit NS and restart it. So lets say you play aliens for one round. now if you want to play marines next round you must restart natural selection and rejoin serever then join marines. If you do not, all ur bullets will miss.
When you restart NS the ex_interp setting will reset to default.
<a href='http://ucguides.savagehelp.com/ConnectionFAQ/Halflife.htm' target='_blank'>HL Connection Tweaks</a>
Don't listen to garbage people say about boosting your cl_updaterate and cl_cmdrate to insanely high values. Most servers put a cap on updates and otherwise you're needlessly saturating your connection with wonderful choke/lag that you cannot handle.
The guide doesn't mention ex_interp, which basically determines how much interpolation is done between server updates that you receive. Ideal setting is 1/cl_updaterate, which would get you to see only true frames. Unfortunately, this is quite choppy because you do not get enough updates from the server.
It also does not mention ex_extrapmax. This determines how much extrapolation is done when there is no available end position for a moving object/player. In other words, if a new update from the server has not been received yet, the game will try to predict for a given amount of time where something will end up. Boosting this can help smooth things out if you have low ex_interp settings.
<a href='http://www.gpforums.co.nz/showthread.php?threadid=180547' target='_blank'>Some useless junk, but has ex_interp and ex_extrapmax in it.</a>
Currently, in NS, the setting is locked to 0.1 whenever you enter a game. There is a way to work around it. Create a file called autoexec.cfg in your nsp directory and put the following lines into it (x is the value you want):
ex_interp "x"
alias ex_interp
You might also want to add your cl_updaterate, cl_cmdrate, and rate settings in autoexec.cfg because HL has a tendency to reset these on special occasions, such as when you join a HLTV server.
If you're preaching default settings, then consider that the default settings are not even adequate for a 56k modem. Personally, my philosophy is that if I shoot something with true aim, my bullets should register. Don't agree? What do I care? Knowledge for the masses.
There are a lot of sources out there that can serve as guides for HL connection tweaks. Just look for them.
Interrupting ex_interp is (IF I remember correct) is forbidden on league games etc. so really, there is no point to change that variable.
Like I posted a few posts up, you can affect your game play on UNLOCKED things, like rate, cl_cmdrate, cl_updaterate etc... you need to fix those settings to the net_graph 1 (1 is most informative of them, so use it)
Only in CS leagues, because they think it is unfair if someone has more accurate models/hitboxes than someone with default values (of course they dont say it like that <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->)
<!--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-->You should check your framerate and compare it to cl_cmdrate<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> From everything I heard this is defenatly a rumour. Just higher your updaterate as high as you connection can provide. for my broadband connection (DSL) this is 101.
hmm, let me think an example.. well, this is a VERY VERY bulky explanation of cl_cmdrate, so dont flame too much about it, but it'll give you an idea... you have constantly about 100fps on the game (or 99) and your cl_cmdrate is 20. Okay, this means that you send to the server a datapackets, which include data of 20 frames (while yourself have 100 frames per second).. this still doesnt mean that you dont send the data of the 80 FPS, it's not true, because it aint that simple, but it is TRUE that SOME information is NEVER sended to the server, this might include your focus bite, sg-shot, etc..
ofc, it doesnt harm that you have high cmdrate, if your network can handle it, but alas, many players doesnt have that kind of network.. so that's why it's important to not oversend data then..
yet still about the ex_interp, okay, I wasnt sure of it on NS, but it's STILL a locked fuction, which can though easily to be bypassed... but I'm sure, that it will be locked much better in the future... and isnt that kinda wrong to do? I mean, it's locked for some reason, so let it be. okay? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> happy hunting all <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html//emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif' /><!--endemo-->