Help us reproduce the hit-reg problem

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Comments

  • Omar - The WireOmar - The Wire Join Date: 2012-11-01 Member: 165320Members
    <!--quoteo(post=2039970:date=Dec 4 2012, 11:15 AM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Dec 4 2012, 11:15 AM) <a href="index.php?act=findpost&pid=2039970"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The demo files have a lot of engine related tools attached to them, to analyse the code running at the time. That is why they prefer the in engine demos. The demo recorder was initially fixed up as a tool to analyse bugs with possibilities extending that into a proper demo recorder for better replays.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Thats promising.
  • xDragonxDragon Join Date: 2012-04-04 Member: 149948Members, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow
    The shotgun spread is fixed with a random rotation, but the actual spread of the shotgun is waay to narrow. Looking at those numbers plotted on a graph is almost completely meaningless, because your ignoring the factoring used against it. If you do some testing with it over range, you can actually land full damage shots on skulks at about 10 meters still, the real issue with the shotgun is the poor hitreg. If the shotgun gets fixed, it will need spread changes.
  • rantologyrantology Join Date: 2012-02-05 Member: 143750Members, NS2 Developer, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Gold
    <!--quoteo(post=2039995:date=Dec 4 2012, 12:50 PM:name=xDragon)--><div class='quotetop'>QUOTE (xDragon @ Dec 4 2012, 12:50 PM) <a href="index.php?act=findpost&pid=2039995"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The shotgun spread is fixed with a random rotation, but the actual spread of the shotgun is waay to narrow. Looking at those numbers plotted on a graph is almost completely meaningless, because your ignoring the factoring used against it. If you do some testing with it over range, you can actually land full damage shots on skulks at about 10 meters still, the real issue with the shotgun is the poor hitreg. If the shotgun gets fixed, it will need spread changes.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Fair enough, it's difficult to test the narrow-ness of the spread since they removed the traceall tool :/ When I was <a href="http://youtu.be/HPcXC1Ml1rc" target="_blank">messing around</a> with it a while ago it seemed pretty random at how many pellets actually landed or not depending on which corner of the spread went where. They haven't changed the spread so I assume they haven't changed the radius either. :s
  • xDragonxDragon Join Date: 2012-04-04 Member: 149948Members, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow
    As an FYI this is what the spread vectors look like once factored (i think)
    <img src="http://i.imgur.com/hFsaC.png" border="0" class="linked-image" />
  • GlissGliss Join Date: 2003-03-23 Member: 14800Members, Constellation, NS2 Map Tester
    edited December 2012
    <!--quoteo(post=2039970:date=Dec 4 2012, 11:15 AM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Dec 4 2012, 11:15 AM) <a href="index.php?act=findpost&pid=2039970"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The demo files have a lot of engine related tools attached to them, to analyse the code running at the time. That is why they prefer the in engine demos. The demo recorder was initially fixed up as a tool to analyse bugs with possibilities extending that into a proper demo recorder for better replays.<!--QuoteEnd--></div><!--QuoteEEnd-->
    seriously, has anyone else even tried watching demos? <a href="http://www.twitch.tv/trankevin/c/1759223" target="_blank">http://www.twitch.tv/trankevin/c/1759223</a> I'm sure this is going to help a lot with determining hit registry issues!

    :/
  • NeoRussiaNeoRussia Join Date: 2012-08-04 Member: 154743Members
    Rendering a video and I need to ask: is the spread on shotguns so random that hitting skulks a meter away almost never guarantees a one shot? Most of my shotgun shots do 72 damage maximum.
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    <!--quoteo(post=2039975:date=Dec 4 2012, 02:30 PM:name=bERt0r)--><div class='quotetop'>QUOTE (bERt0r @ Dec 4 2012, 02:30 PM) <a href="index.php?act=findpost&pid=2039975"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I just had an idea: what if the prediction makes skulks look like they jump higher than they actually do?<!--QuoteEnd--></div><!--QuoteEEnd-->
    That's not how it works. Prediction doesn't just send things in straight lines on the vector it thinks they're traveling.

    A: A flight arc is reasonably easy to precalculate

    B: Most of the prediction in NS2 is interpolated, not extrapolated; meaning, my game state is slightly delayed and my computer already has the game state for slightly in the future, so it "predicts" the locations in between the spots that the opponents "already are" server side, and "were one moment ago" client side. It doesn't put opponents in positions they may never actually go in the future, it simply interpolates between positions it knows they already have been.
  • GlissGliss Join Date: 2003-03-23 Member: 14800Members, Constellation, NS2 Map Tester
    I'd like to know how the hit registry problem is going to be addressed with a replay system that does not accurately represent where your view is.
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    <!--quoteo(post=2040056:date=Dec 4 2012, 04:29 PM:name=NeoRussia)--><div class='quotetop'>QUOTE (NeoRussia @ Dec 4 2012, 04:29 PM) <a href="index.php?act=findpost&pid=2040056"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Rendering a video and I need to ask: is the spread on shotguns so random that hitting skulks a meter away almost never guarantees a one shot? Most of my shotgun shots do 72 damage maximum.<!--QuoteEnd--></div><!--QuoteEEnd-->
    With carapasc you must hit 8 of your 10 shots at weapons 0, and 7 of your 10 pellets at weapons 1. There are very few spreads that guarantee 8 pellets hit, or 7 pellets hit at any range with the NS2 shotgun. 72 isn't an amount of damage the shotgun should be able to do in a single shot.... At W1 4 pellets hit is 76, and at W0 4 pellets hit is 68. Skulks take 90/130 damage to kill with the shotgun respectively without and with carapasc.

    You need 5 pellets to kill a skulk with weapons 1 if they do not have cara.

    <img src="http://i.imgur.com/UxrC5.png" border="0" class="linked-image" />

    The current shotgun spread of NS2 rotates randomly. There are many ways of getting a 5 pellet spread into a skulk, it should be considered fairly reliable. Trying to get 6 or more pellets into a skulk on a single shot however I would count as pretty difficult.
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    <!--quoteo(post=2040064:date=Dec 4 2012, 04:45 PM:name=Gliss)--><div class='quotetop'>QUOTE (Gliss @ Dec 4 2012, 04:45 PM) <a href="index.php?act=findpost&pid=2040064"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'd like to know how the hit registry problem is going to be addressed with a replay system that does not accurately represent where your view is.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Because screw addressing fixable problems when unfixable problems are still out there! Or are you just referring to wanting first person spectate?
  • GlissGliss Join Date: 2003-03-23 Member: 14800Members, Constellation, NS2 Map Tester
    edited December 2012
    <!--quoteo(post=2040069:date=Dec 4 2012, 01:50 PM:name=Swiftspear)--><div class='quotetop'>QUOTE (Swiftspear @ Dec 4 2012, 01:50 PM) <a href="index.php?act=findpost&pid=2040069"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Because screw addressing fixable problems when unfixable problems are still out there! Or are you just referring to wanting first person spectate?<!--QuoteEnd--></div><!--QuoteEEnd-->
    <a href="http://www.twitch.tv/trankevin/c/1759223" target="_blank">http://www.twitch.tv/trankevin/c/1759223</a>
    the direction he's facing changes every single time I load the demo

    I'm not complaining about the idea of fixing hit registry, I just feel like this is a completely empty promise given our toolset. the demo system should accurately represent where you're looking to determine hit registry issues, no?
  • NeoRussiaNeoRussia Join Date: 2012-08-04 Member: 154743Members
    <!--quoteo(post=2040067:date=Dec 4 2012, 05:48 PM:name=Swiftspear)--><div class='quotetop'>QUOTE (Swiftspear @ Dec 4 2012, 05:48 PM) <a href="index.php?act=findpost&pid=2040067"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->With carapasc you must hit 8 of your 10 shots at weapons 0, and 7 of your 10 pellets at weapons 1. There are very few spreads that guarantee 8 pellets hit, or 7 pellets hit at any range with the NS2 shotgun. 72 isn't an amount of damage the shotgun should be able to do in a single shot.... At W1 4 pellets hit is 76, and at W0 4 pellets hit is 68. Skulks take 90/130 damage to kill with the shotgun respectively without and with carapasc.

    You need 5 pellets to kill a skulk with weapons 1 if they do not have cara.

    <img src="http://i.imgur.com/UxrC5.png" border="0" class="linked-image" />

    The current shotgun spread of NS2 rotates randomly. There are many ways of getting a 5 pellet spread into a skulk, it should be considered fairly reliable. Trying to get 6 or more pellets into a skulk on a single shot however I would count as pretty difficult.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I guess it would be 76 then. The damage of the shotgun is still dependant on a diceroll more than actual aim, which I guess is why some players see them as a noob friendly weapon.

    Where are NS2 demos located? I can upload mine.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    <!--quoteo(post=2040088:date=Dec 4 2012, 10:23 PM:name=NeoRussia)--><div class='quotetop'>QUOTE (NeoRussia @ Dec 4 2012, 10:23 PM) <a href="index.php?act=findpost&pid=2040088"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Where are NS2 demos located? I can upload mine.<!--QuoteEnd--></div><!--QuoteEEnd-->
    %appdata%\Natural Selection 2
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    edited December 2012
    <!--quoteo(post=2040070:date=Dec 4 2012, 04:52 PM:name=Gliss)--><div class='quotetop'>QUOTE (Gliss @ Dec 4 2012, 04:52 PM) <a href="index.php?act=findpost&pid=2040070"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><a href="http://www.twitch.tv/trankevin/c/1759223" target="_blank">http://www.twitch.tv/trankevin/c/1759223</a>
    the direction he's facing changes every single time I load the demo

    I'm not complaining about the idea of fixing hit registry, I just feel like this is a completely empty promise given our toolset. the demo system should accurately represent where you're looking to determine hit registry issues, no?<!--QuoteEnd--></div><!--QuoteEEnd-->
    Mmm, yeah, ok, I definitely agree for that one. Demo playback has some real issues. Fundamentally though, there is no one true game state where everything looks perfect. There are a bunch of different client game states, and a server game state, and everyone sees things and handles prediction a little bit differently.

    There will always be weirdness in replays, and that's what I assumed you meant by "accurately represent where your view is". You can never completely accurately represent where your view is, because there's always at least 3 different postions that are "right"... but yeah, the major bugs can be ironed out for sure. That needs to be done.
  • NeoRussiaNeoRussia Join Date: 2012-08-04 Member: 154743Members
    <a href="http://www.mediafire.com/?sckb6d4v5vslg9e" target="_blank">http://www.mediafire.com/?sckb6d4v5vslg9e</a>
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    If I remember correctly the main problem with the shotgun spread pattern was that its mean wasn't zero, meaning that aiming right on the target would guarantee a lot of miss. So you could do more damage with a lucky miss than with a good shot.
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    <!--quoteo(post=2040098:date=Dec 4 2012, 05:48 PM:name=Yuuki)--><div class='quotetop'>QUOTE (Yuuki @ Dec 4 2012, 05:48 PM) <a href="index.php?act=findpost&pid=2040098"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If I remember correctly the main problem with the shotgun spread pattern was that its mean wasn't zero, meaning that aiming right on the target would guarantee a lot of miss. So you could do more damage with a lucky miss than with a good shot.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Yes, this is definitely a HUGE problem I'd say. I'd honestly prefer mostly one of the tourney mode shotgun spreads used in TF2.
  • Katana-Katana- Join Date: 2008-11-25 Member: 65575Members
    edited December 2012
    honestly, just change shot guns so they draw a circle of fixed size on the screen, deal damage to enemies based on how much of the circle's area they fill up.

    I fixed shotguns.

    PS: just put some random client side pellet effects to make it look like a shot gun. It worked for NS1...
  • NeoRussiaNeoRussia Join Date: 2012-08-04 Member: 154743Members
    <!--quoteo(post=2040110:date=Dec 4 2012, 07:02 PM:name=Katana-)--><div class='quotetop'>QUOTE (Katana- @ Dec 4 2012, 07:02 PM) <a href="index.php?act=findpost&pid=2040110"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->honestly, just change shot guns so they draw a circle of fixed size on the screen, deal damage to enemies based on home much of the circle's area they fill up.

    I fixed shotguns.

    PS: just put some random client side pellet effects to make it look like a shot gun. It worked for NS1...<!--QuoteEnd--></div><!--QuoteEEnd-->

    This was what the support's shotgun was like in SMNC, it worked perfectly.
  • NeoRussiaNeoRussia Join Date: 2012-08-04 Member: 154743Members
    edited December 2012
    <a href="http://www.youtube.com/watch?v=wj8x9jF_trM&hd=1" target="_blank">http://www.youtube.com/watch?v=wj8x9jF_trM&hd=1</a>
    okay here more than 20 whole minutes of BAD REG
    note this is actually decent compared to how it is on some servers.

    Notable times:
    @ 2:36 WTF
    @ 3:20 another WTF
    @ 16:00 3 dead-on shots that do random or no damage, disregard the position that it looks like I'm pointing to because the demo viewer is really BAD
    @ 18:00 more shotgun shots doing random damage
    @ 25:50 more random shotgun BS

    Haven't done a single shot above 85 I think. Pretty lame. Probably not buying this weapon to kill skulks ever again.

    <a href="http://www.mediafire.com/?sckb6d4v5vslg9e" target="_blank">http://www.mediafire.com/?sckb6d4v5vslg9e</a> - demo upload so people can see how buggy it looks when viewing others' demos.
  • m0rdm0rd Join Date: 2012-11-26 Member: 173223Members
    edited December 2012
    <!--quoteo(post=2039457:date=Dec 4 2012, 09:02 AM:name=Gliss)--><div class='quotetop'>QUOTE (Gliss @ Dec 4 2012, 09:02 AM) <a href="index.php?act=findpost&pid=2039457"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><a href="http://youtu.be/rkSJuIdtvjQ" target="_blank">http://youtu.be/rkSJuIdtvjQ</a><!--QuoteEnd--></div><!--QuoteEEnd-->

    This is it. Right on the money. I've seen this happen quite a few times now so i'm glad it's not just on my end.
  • DavilDavil Florida, USA Join Date: 2012-08-14 Member: 155602Members, Constellation
    <!--quoteo(post=2040684:date=Dec 5 2012, 06:25 PM:name=NeoRussia)--><div class='quotetop'>QUOTE (NeoRussia @ Dec 5 2012, 06:25 PM) <a href="index.php?act=findpost&pid=2040684"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><a href="http://www.youtube.com/watch?v=wj8x9jF_trM&hd=1" target="_blank">http://www.youtube.com/watch?v=wj8x9jF_trM&hd=1</a>
    @ 16:00 3 dead-on shots that do random or no damage, disregard the position that it looks like I'm pointing to because the demo viewer is really BAD
    @ 18:00 more shotgun shots doing random damage
    @ 25:50 more random shotgun BS<!--QuoteEnd--></div><!--QuoteEEnd-->

    Well the shots you said were dead on looked pretty far off to me if I'm honest. It was odd that some of the way off ones seemed to hit though. Wondering what kind of frame rate you have cause I've never had these problems before.
  • DawormDaworm Join Date: 2009-06-22 Member: 67900Members
    edited December 2012
    <!--quoteo(post=2040684:date=Dec 6 2012, 12:25 PM:name=NeoRussia)--><div class='quotetop'>QUOTE (NeoRussia @ Dec 6 2012, 12:25 PM) <a href="index.php?act=findpost&pid=2040684"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><a href="http://www.youtube.com/watch?v=wj8x9jF_trM&hd=1" target="_blank">http://www.youtube.com/watch?v=wj8x9jF_trM&hd=1</a>
    okay here more than 20 whole minutes of BAD REG
    note this is actually decent compared to how it is on some servers.<!--QuoteEnd--></div><!--QuoteEEnd-->
    That whole video playback seems quite jittery.

    <!--quoteo(post=2040684:date=Dec 6 2012, 12:25 PM:name=NeoRussia)--><div class='quotetop'>QUOTE (NeoRussia @ Dec 6 2012, 12:25 PM) <a href="index.php?act=findpost&pid=2040684"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Notable times:
    @ 2:36 WTF
    @ 3:20 another WTF<!--QuoteEnd--></div><!--QuoteEEnd-->
    Clearly see direct shots but no splatter... this goes with people saying hitting skulks dead-on. Unless they're coming AT you, still misses and you have to aim near the back or just behind them.



    <!--quoteo(post=2040684:date=Dec 6 2012, 12:25 PM:name=NeoRussia)--><div class='quotetop'>QUOTE (NeoRussia @ Dec 6 2012, 12:25 PM) <a href="index.php?act=findpost&pid=2040684"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->@ 16:00 3 dead-on shots that do random or no damage, disregard the position that it looks like I'm pointing to because the demo viewer is really BAD<!--QuoteEnd--></div><!--QuoteEEnd-->
    2nd is to the side, 1st and 3rd are at the rear or just behind

    <!--quoteo(post=2040684:date=Dec 6 2012, 12:25 PM:name=NeoRussia)--><div class='quotetop'>QUOTE (NeoRussia @ Dec 6 2012, 12:25 PM) <a href="index.php?act=findpost&pid=2040684"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->@ 18:00 more shotgun shots doing random damage<!--QuoteEnd--></div><!--QuoteEEnd-->
    miss / hit / miss / hit. I cannot tell if they're partial hits though, but in that order, 1st and 3rd shots are clear misses.

    <!--quoteo(post=2040684:date=Dec 6 2012, 12:25 PM:name=NeoRussia)--><div class='quotetop'>QUOTE (NeoRussia @ Dec 6 2012, 12:25 PM) <a href="index.php?act=findpost&pid=2040684"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->@ 25:50 more random shotgun BS<!--QuoteEnd--></div><!--QuoteEEnd-->
    Again, 1 maybe 2 of the shots were a bit low or near the front. The ones that hit, were hitting the rear or behind it.

    This is a common theme I've seen in a few threads about skulks.

    Don't know if that's hitreg or bad skulk hitbox design.... I get similar issues with lmg tbh.
  • bLink`bLink` Join Date: 2012-02-18 Member: 146506Members, Reinforced - Supporter
    edited December 2012
    <!--quoteo(post=2040684:date=Dec 5 2012, 08:25 PM:name=NeoRussia)--><div class='quotetop'>QUOTE (NeoRussia @ Dec 5 2012, 08:25 PM) <a href="index.php?act=findpost&pid=2040684"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><a href="http://www.youtube.com/watch?v=wj8x9jF_trM&hd=1" target="_blank">http://www.youtube.com/watch?v=wj8x9jF_trM&hd=1</a>
    okay here more than 20 whole minutes of BAD REG
    note this is actually decent compared to how it is on some servers.

    Notable times:
    @ 2:36 WTF
    @ 3:20 another WTF
    @ 16:00 3 dead-on shots that do random or no damage, disregard the position that it looks like I'm pointing to because the demo viewer is really BAD
    @ 18:00 more shotgun shots doing random damage
    @ 25:50 more random shotgun BS

    Haven't done a single shot above 85 I think. Pretty lame. Probably not buying this weapon to kill skulks ever again.

    <a href="http://www.mediafire.com/?sckb6d4v5vslg9e" target="_blank">http://www.mediafire.com/?sckb6d4v5vslg9e</a> - demo upload so people can see how buggy it looks when viewing others' demos.<!--QuoteEnd--></div><!--QuoteEEnd-->

    you twitched a lot on ur shotgun fires that it's not dead on.

    shotguns have random spread though.
  • sedeksedek Join Date: 2012-11-13 Member: 170750Members
    <!--quoteo(post=2039457:date=Dec 3 2012, 02:02 PM:name=Gliss)--><div class='quotetop'>QUOTE (Gliss @ Dec 3 2012, 02:02 PM) <a href="index.php?act=findpost&pid=2039457"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><a href="http://youtu.be/rkSJuIdtvjQ" target="_blank">http://youtu.be/rkSJuIdtvjQ</a><!--QuoteEnd--></div><!--QuoteEEnd-->

    I just can't shake the weird sensation of something being off when watching your shotgun snap 40+ pixels perfectly onto the Fade as he's dancing. Not once, but twice. Is this what a good player looks like? Blurring the line between perfect aimbot and human twitching?
  • NeoRussiaNeoRussia Join Date: 2012-08-04 Member: 154743Members
    <!--quoteo(post=2040747:date=Dec 5 2012, 11:55 PM:name=sedek)--><div class='quotetop'>QUOTE (sedek @ Dec 5 2012, 11:55 PM) <a href="index.php?act=findpost&pid=2040747"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I just can't shake the weird sensation of something being off when watching your shotgun snap 40+ pixels perfectly onto the Fade as he's dancing. Not once, but twice. Is this what a good player looks like? Blurring the line between perfect aimbot and human twitching?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yes, this is what it's like having above 40fps in this game.
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    I'd prefer see any hitreg videos have both r_stats and net_stats enabled. I've long suspected hitreg issues to be related to either a) low client performance, b) poor server performance, or c) a combo of both.
  • xDragonxDragon Join Date: 2012-04-04 Member: 149948Members, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow
    edited December 2012
    No point having r_stats on, net_stats shows your FPS anyways (Client rate)

    Looking at the video, thats pretty much a perfect example of what happens to the shotgun. A pretty much perfect shot yields absolutely no damage, and client side you see blood effects for what is most likely a full hit. The second shot probably registered normally, as it was slightly glancing (hard to see in darkness/blinking).
  • kastkast Join Date: 2003-11-13 Member: 22791Members, Constellation, Reinforced - Shadow
    i think its more of an FPS issue than hitreg
  • GlissGliss Join Date: 2003-03-23 Member: 14800Members, Constellation, NS2 Map Tester
    <!--quoteo(post=2040754:date=Dec 5 2012, 08:14 PM:name=NeoRussia)--><div class='quotetop'>QUOTE (NeoRussia @ Dec 5 2012, 08:14 PM) <a href="index.php?act=findpost&pid=2040754"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yes, this is what it's like having above 40fps in this game.<!--QuoteEnd--></div><!--QuoteEEnd-->
    manner plz
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