Is It Me Or Did Hitbox Lag Get A Bit Worse.

EmanonEmanon Join Date: 2003-05-13 Member: 16254Members, Constellation
<div class="IPBDescription">Try to be serious</div> First off lets remove the comments of things like my aim or just calling me a plain noob cause I am a fairly experienced NS player.

I was wondering if anyone else has noticed that it is a bit harder to hit skulks and lerks now. Im finding that what should be a direct hit only lands 2 or 3 pellets unless the alien player comes directly towards you.

I just want some input from other experienced/cal players.

What I have tried is various combinations of the following:
Default ex_interp and connection settings.
Then
ex_interp all the way from 0.1 to 0.03
cl_cmdrate from 50-100
cl_updaterate from 50-100

No choke or loss problems and these setting were tested on a server that runs at 150fps and doesnt limit any network settings.

This problem wasn't as noticable in beta 4a, and it was identified by the NS dev's, as it was recieved partial blame for the delay of beta 5 according to the front page.

If you are not experiencing these problems would you be kind enough to post your network settings that you have changed it would be greatly appreciated.

Thanks,
Emanon
«134

Comments

  • gophergopher Join Date: 2003-08-01 Member: 18657Members, Constellation
    edited September 2004
    I'm glad someone else noticed. In beta 4 I could hit skulks with 1 wu1 sg shot, only very few would need 2. Now in beta 5, with the same xshair (mu's one), I always need at least 2, often 3 sg shots. Hell, sometimes I even hit the skulk 3 times with a wu 3 shotgun, only to get killed.

    Config is the same as in beta 4, so I've got no clue what the problem is.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    Yep same problems here
  • Rapier7Rapier7 Join Date: 2004-02-05 Member: 26108Members
    You know, the crosshairs were re-aligned...
  • EmanonEmanon Join Date: 2003-05-13 Member: 16254Members, Constellation
    edited September 2004
    <!--QuoteBegin-Rapier7+Sep 9 2004, 08:12 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Rapier7 @ Sep 9 2004, 08:12 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> You know, the crosshairs were re-aligned... <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    the old crosshair was realigned but the position of the pellets hasn't changed, I have been using the same crosshair pre and post beta 5 made by <span style='color:green'>TyrNemesis^</span>
  • SmoodCrooznSmoodCroozn Join Date: 2003-11-04 Member: 22310Members
    I noticed some skulks need 2 hits from medium to close range while in beta4a, usually those med to close range shots were 1 hit kills. It is probably to compensate for the new animation which makes it easier to shoot.

    I noticed skulks are harder to hit from head on, I shoot at their head, but it does not seem to work.
  • SariselSarisel .::&#39; ( O ) &#39;;:-. .-.:;&#39; ( O ) &#39;::. Join Date: 2003-07-30 Member: 18557Members, Constellation
    Everything dies just as fast if it is stationary. When I tested the game, I did notice that it was harder to land legit mid-air hits on fast-moving targets. By legit, I refer to hitting them on their model and scoring a kill instead of hitting somewhere behind them in thin air and scoring a non-legit kill.
  • FinFin Join Date: 2004-06-26 Member: 29551Members
    <!--QuoteBegin-Emanon+Sep 9 2004, 07:37 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Emanon @ Sep 9 2004, 07:37 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> First off lets remove the comments of things like my aim or just calling me a plain noob cause I am a fairly experienced NS player.

    I was wondering if anyone else has noticed that it is a bit harder to hit skulks and lerks now. Im finding that what should be a direct hit only lands 2 or 3 pellets unless the alien player comes directly towards you.

    I just want some input from other experienced/cal players.

    What I have tried is various combinations of the following:
    Default ex_interp and connection settings.
    Then
    ex_interp all the way from 0.1 to 0.03
    cl_cmdrate from 50-100
    cl_updaterate from 50-100

    No choke or loss problems and these setting were tested on a server that runs at 150fps and doesnt limit any network settings.

    This problem wasn't as noticable in beta 4a, and it was identified by the NS dev's, as it was recieved partial blame for the delay of beta 5 according to the front page.

    If you are not experiencing these problems would you be kind enough to post your network settings that you have changed it would be greatly appreciated.

    Thanks,
    Emanon <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Your using the wrong values for those ex_interp.

    Try using correct values

    Ex_interp .02 = cl_updaterate 50 cl_cmdrate 50

    Ex_interp .01 = cl_updaterate 100 cl_cmdrate 100

    you'll also have to adjust your ex_extrapmax value so the players are correctly shown and smoother
  • HarmondoHarmondo Join Date: 2003-08-09 Member: 19226Members
    <!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->
    Session Start: Wed Sep 08 19:00:58 2004
    Session Ident: #naturalselection
    ...
    (19:17:41) (@PS_M|BreakfastCoffeeShower) I'm personally quite fond of the uninformed and highy biased complaints
    (19:17:48) (briktal|sexyb5party) you are the first person I've found, today at least, to be complaining about skulks being super hard to kill
    (19:18:10) (briktal|sexyb5party) and not like that in previous versions
    (19:18:24) (+supernorn) psst. Its because he hasnt learnt how to shoot such a fast moving target yet.
    ...
    <!--c2--></td></tr></table><div class='postcolor'><!--ec2-->

    -What I was greeted with after mentioning this in #naturalselection
  • juicejuice Join Date: 2003-01-28 Member: 12886Members, Constellation
    Couldn't find anything in the changelog about it so I just thought it was because I hadn't played in 3 months. But, I've played over 1000 hours of NS and so I think I should realize when hitting moving targets feels different. Good to see people who agree. I don't know if it is any harder to hit moving targets (smaller HL-space-time hit-volume) rather than it just being different; instead, simply being accustomed to the old way makes it more difficult. I think now you aim "less behind" the target to hit it better.
  • BobTheJanitorBobTheJanitor Join Date: 2003-12-10 Member: 24228Members, NS1 Playtester
    edited September 2004
    Hitboxes are lagging. It's the old sparks bug come back to life (but without the telltale sparks, since the graphical effect was removed). I do land a good part of my shots, and I know when I miss and when I hit. I have blasted leaping skulks dead on and hit nothing but air. I have aimed slightly behind leaping skulks, and seen the blood pattern of the 5 central shotgun pellets hitting them - or rather, hitting the air behind them. I'm not sure why, whether it is the prediction code, or what, but something is lagging hitboxes in b5. (and don't get me started on the collision code, and sticky corners...)
  • mirrodinmirrodin Join Date: 2004-06-29 Member: 29621Members
    I might of had this happen to me, or it might be my near total inability to aim at anything beyond 4 feet from me...

    What is the sparks bug? I'm not that old to the community.

    Head on shots are easy, when they are strafing and bhopping like mad is slightly more difficult. I've missed a couple gorge kills that look like the pellets connected with the phattey.

    Fades? No problems there

    Onoses are to big to miss.

    Lorks? Haven't seen any in a while, actaully. I've heard the comm yell "HA at base, no more spore worries" so I guess they still exist.
  • EmanonEmanon Join Date: 2003-05-13 Member: 16254Members, Constellation
    edited September 2004
    I have tried to play with setting of
    ex_interp 0.02 and 0.01
    updaterate and cmdrate of 50 and 100
    and then adjusting ex_extrapmax accordingly and couldnt get anything smooth enough to play.

    Anything sub 0.03 isnt smooth enough.

    IDK, why do I have to play with all these obscure settings anyhow. I really shouldnt have to. (sorry, it's late and im tired)

    In beta 4a ex_interp 0.06 worked flawlessly and thats all i had to change.


    IMO this should be #1 on the priority list for the devs as it effects everything, from ability to enjoy the game to adverse effects on balance. No sense balancing a game that relys on such problems as this. Although it as come a long way and congrats on that!
  • HarmondoHarmondo Join Date: 2003-08-09 Member: 19226Members
    A few days back, or a week or so, (i have no sense of time) a pt chatted with a few of us over irc and mentioned something about the netcode being altered? I'm not sure how factual it is. But if true, that could explain some of it.
  • NadagastNadagast Join Date: 2002-11-04 Member: 6884Members
    I'm getting this problem too... it seems as though they made the netcode/lastinv code much worse in this patch.
  • LittleToeLittleToe Join Date: 2003-08-07 Member: 19163Members
    all gold for me. for the most part shots that should have hit do hit and shots that were misses, missed. i am useing the defalt config settings. no loss. no choke.

    all in all a nice patch (as long as you dont play Co on servers with much more than 20 player slots).
  • obuhobuh Not Quite Smart at NS Join Date: 2003-03-31 Member: 15072Members, Constellation
    <!--QuoteBegin-Harmondo+Sep 9 2004, 10:06 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Harmondo @ Sep 9 2004, 10:06 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->
    Session Start: Wed Sep 08 19:00:58 2004
    Session Ident: #naturalselection
    ...
    (19:17:41) (@PS_M|BreakfastCoffeeShower) I'm personally quite fond of the uninformed and highy biased complaints
    (19:17:48) (briktal|sexyb5party) you are the first person I've found, today at least, to be complaining about skulks being super hard to kill
    (19:18:10) (briktal|sexyb5party) and not like that in previous versions
    (19:18:24) (+supernorn) psst. Its because he hasnt learnt how to shoot such a fast moving target yet.
    ...
    <!--c2--></td></tr></table><div class='postcolor'><!--ec2-->

    -What I was greeted with after mentioning this in #naturalselection <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    gg arrogant twats. I noticed this problem too.
  • keep_it_Gangstakeep_it_Gangsta Join Date: 2003-06-23 Member: 17632Members
    yeah same problem here,

    actually I noticed that when I shot at them the sparks would appear on the floor behind them but not actually hit them.

    Ive seen a **** load of players complaining about dodgy registery since beta5.
  • MelatoninMelatonin Babbler Join Date: 2003-03-15 Member: 14551Members, Constellation
    ive noticed im having problems playing aswell as I was recently on beta4a...

    I just chalked it up to having my ha.. uuhhh.. scripts removed (well, lambert and 3jump).
  • OtsOts Join Date: 2003-07-30 Member: 18577Members, Constellation
    yeah, something with the new beta or that all the config's havent been changed to some yet.. seem to need 2-3 shots from sg to kill a vanilla skulk and before b5 i could easily do 1 shot kills.

    Oddity to the max. :I
  • MrBenMrBen ns_eclipse, ns_veil caretaker Join Date: 2002-11-14 Member: 8575Members
    Same.

    Whilst i have nothing to add to this thread i'm just posting in the hope that a big thread with a lot of people saying they're having issues will get noticed and maybe FINALLY this problem can be solved.
  • SaltzBadSaltzBad Join Date: 2004-02-23 Member: 26833Members
    Tested b4a for comparison for a moment. Targets seem to move faster, but registration is significantly better. Shrug.
  • Turkey2Turkey2 Join Date: 2003-04-23 Member: 15766Members
    I noticed it and last night decided to just aim behind the skulk on a server where I was getting a little bit of lag. Magically every shot started registering much better. I was getting some pretty bs kills from my viewpoint. I have also noticed the lack of hitting previously when I didnt have lag and will try this method on a server with little or no lag sometime soon.
  • AjurianAjurian Join Date: 2003-10-18 Member: 21753Members
    This hasnt affected me so much (probably cus I have crap aim anyways <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->) but I have seen quite a few good players complaining and there have been moments where even Im suspecting there is something wrong (usually a skulk running in a straight line towards marines and getting 2 or 3 of them <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo--> ).
  • YumosisYumosis Join Date: 2003-01-12 Member: 12222Banned
    edited September 2004
    <!--QuoteBegin-Emanon+Sep 9 2004, 07:37 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Emanon @ Sep 9 2004, 07:37 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->First off lets remove the comments of things like my aim or just calling me a plain noob cause I am a fairly experienced NS player.

    I was wondering if anyone else has noticed that it is a bit harder to hit skulks and lerks now. Im finding that what should be a direct hit only lands 2 or 3 pellets unless the alien player comes directly towards you.

    I just want some input from other experienced/cal players.

    What I have tried is various combinations of the following:
    Default ex_interp and connection settings.
    Then
    ex_interp all the way from 0.1 to 0.03
    cl_cmdrate from 50-100
    cl_updaterate from 50-100

    No choke or loss problems and these setting were tested on a server that runs at 150fps and doesnt limit any network settings.

    This problem wasn't as noticable in beta 4a, and it was identified by the NS dev's, as it was recieved partial blame for the delay of beta 5 according to the front page.

    If you are not experiencing these problems would you be kind enough to post your network settings that you have changed it would be greatly appreciated.

    Thanks,
    Emanon<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    By default, Half life uses very low rates, because it's prediction is designed for slow moving objects, for shooters like cs and hldm, basically avg 200 units. Now, we move to a game like ns, where we have fades and skulks that move at nearly 3 times that, theres obviously going to be a lot of difference between what the server will see and what the client will see. Now, what causes this difference between what, X the server sees, and Y, what the client sees?

    <i>*Also, when you hear the sound of your shot hitting something, it means your client saw you hit it, but the server didn't.</i>

    <!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->*Maximum rates you are able to use by the default server.cfg/calns.cfg*
    cl_updaterate 30
    cl_cmdrate 100*
    rate 10000

    Even if you use 100, 50 or whatever, all that is ignored, only the maximum set by the server are used.
    <!--c2--></td></tr></table><div class='postcolor'><!--ec2-->

    <!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->Line taken from calns.cfg *note cl_maxupdaterate is left at default, which is 30*
    sv_minrate 2000
    sv_maxrate 10000
    <!--c2--></td></tr></table><div class='postcolor'><!--ec2-->

    So, we have the default server config, or the cal config, both are pretty close rate wise, both use almost the default half life rates. This is the problem, we are using rates from nearly 4-5 years ago, with a game that doesn't fit into the prediction rules of regular half life. This leads to things like, 2 mile away bites, shots going through other players, bites going through players, etc. So how do we fix the difference between what we see Y, and what the server sees X, we increase the rates. Increasing the maximum rates allows the client to update to the server more often, thus giving a much more accurate picture of what the server is seeing.

    Now lets take a look at the cs cal config
    <!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->hostname "CAL CS Match Server"
    sv_maxupdaterate 100
    sv_minupdaterate 20

    sv_maxrate 25000
    <!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
    These are the highest server rates possible, now, it's true cs doesn't use nearly as many resources as ns does, but even a 3-4 year old game uses the maximum rates. Not all servers may be able to use these rates as they may tax the server too much bandwidth wise, but ns with these rates makes the game 10 times more playable.

    <i>*There is also cl_cmdrate, which is server-side FPS based, it should be set to the number of fps the server is getting, which should almost always be 100, unless the server is just terrible. If you set cmdrate too high, or above the server fps, you will get server-side choke, meaning the server cannot update as fast you are requesting</i>
  • EmanonEmanon Join Date: 2003-05-13 Member: 16254Members, Constellation
    Thanks for the info guys, im learning more and more. Also keep the feedback going and thanks for not making this into a flame.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    <!--QuoteBegin-obuh+Sep 10 2004, 02:27 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (obuh @ Sep 10 2004, 02:27 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Harmondo+Sep 9 2004, 10:06 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Harmondo @ Sep 9 2004, 10:06 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->
    Session Start: Wed Sep 08 19:00:58 2004
    Session Ident: #naturalselection
    ...
    (19:17:41) (@PS_M|BreakfastCoffeeShower) I'm personally quite fond of the uninformed and highy biased complaints
    (19:17:48) (briktal|sexyb5party) you are the first person I've found, today at least, to be complaining about skulks being super hard to kill
    (19:18:10) (briktal|sexyb5party) and not like that in previous versions
    (19:18:24) (+supernorn) psst. Its because he hasnt learnt how to shoot such a fast moving target yet.
    ...
    <!--c2--></td></tr></table><div class='postcolor'><!--ec2-->

    -What I was greeted with after mentioning this in #naturalselection <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    gg arrogant twats. I noticed this problem too. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    The funny part is, they are absolutely terrible players, much worse than your average pubber
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    We had a virtually invulnerable player on the clan server a few nights ago. This was I guy I play with all the time, so I'm quite sure he wasn't cheating. Everything seems exactly like the circumstances of the PSHB, including the last-slot part of it.

    I know this was supposed to be fixed (or rather "improved"), but I don't know what's going on otherwise.
  • UKchaosUKchaos Join Date: 2002-08-10 Member: 1132Members
    Ive noticed player-specific issues. Certain players taking more sg hits on average to kill.
  • YumosisYumosis Join Date: 2003-01-12 Member: 12222Banned
    edited September 2004
    <!--QuoteBegin-taboofires+Sep 10 2004, 10:58 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (taboofires @ Sep 10 2004, 10:58 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->We had a virtually invulnerable player on the clan server a few nights ago.  This was I guy I play with all the time, so I'm quite sure he wasn't cheating.  Everything seems exactly like the circumstances of the PSHB, including the last-slot part of it.

    I know this was supposed to be fixed (or rather "improved"), but I don't know what's going on otherwise.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Yes, the last slot bug hasn't been totally fixed, I've seen bugged players with the last slot.

    I guess I didn't really explain the whole purpose behind my earlier post, basically I was explaining why HL's prediction doesn't work as well for ns as it does other mods(unless you have an extremely low ping, around 10-40 ping, which even then it can differ greatly sometimes). And, it's because of the speed of the objects in ns.

    Having cl_maxupdaterate and maxrate low is a bad thing, because you update the position of the object from the server, now with 30 it only updates every so often, so we have to end up using client-side prediction on the object to guess where it's going. With ns, unlike mods like cs, objects can move <i>a lot</i> before the next update.

    Hrm I'll try my best to draw it
    X = what server actually sees.
    Y = where the client updates from the server.
    - = client's guessed path between each update.

    Lets use a moving(leaping) skulk for example
    <!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->Server
                    X X X X
               X X           X X
    X X X X                      X X X X
    <!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
    <!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1--> Client
                     -Y----Y-
                --Y           --Y--
    --Y--Y--Y                      ---Y--Y
    <!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
    Ok, now if we shoot during a "-" and that "-" differs too much from the "X" the server saw the server drops the hit and we hear the bullet hit the hull of the model (a thud, but no blood, or little is shown, what use to show sparks), but the server ignores it and goes on. This is also why if we sometimes shoot behind the player it will hit (because our "-" was ahead of the X.)

    How can we fix this? Well we could all ask valve to rewite hl's netcode prediction with better support for fast moving objects, if it's even possible, or you can learn to guess what the server is seeing, or just set maxupdaterate and maxrate to a higher value server-side. Setting the rates higher, will allow "Y" to happen more often (if we set our rates to match), thus meaning our client has to use less "-" and will be much more accurate.
  • EmanonEmanon Join Date: 2003-05-13 Member: 16254Members, Constellation
    edited September 2004
    Yumosis, I understand why this is happening and I'm willing to accept it(it is a old engine). What I cant understand is why there is such a difference between beta 4a and 5.

    Im just tring to identify that there was a change. Then hopefully someone can then find and fix the problem.

    From what i can recall there were no speed changes in the classes. Something someone tweeked somewhere is hurting gameplay.
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