nice article, , fun to see the paradox of this littel modern miracle of FPS games :D Guys more aware of accuracy sould play instagib alike mods, something with clientside damage calculations. Unfortunally much more weak to cheats


LDuke wrote:
That's because the server and client are never exactly in sync. There
is a good article here (aimed more at gamers who are complaining not
at coders):
http://www.pro-hl.com/column_bomberman_1.shtml


On 4/27/05, r00t 3:16 <[EMAIL PROTECTED]> wrote:

No the hitboxes seem to lag behind when you run / duck / jump etc in CSS and
HL2.
So if you are running forward the hitbox is actually behind you a little bit
until you stop.

Try it and you will see what I mean.

I believe it is a bug of some kind maybe valve can clue us in as to why this
is happening.


r00t 3:16 CQC Gaming www.cqc-gaming.com ----- Original Message ----- From: "Matt Boone" <[EMAIL PROTECTED]> To: <hlcoders@list.valvesoftware.com> Sent: Wednesday, April 27, 2005 4:17 PM Subject: RE: [hlcoders] HitBoxes ?


Do your hitboxes extend outside of the bounding box?

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jonathan
Dance
Sent: Wednesday, April 27, 2005 1:04 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] HitBoxes ?

We are noticing this too. The hitboxes seem like they should work using
sv_showhitboxes / sv_showimpacts, but when ducking, the bullets pass
right  through the hitbox, particularly the head hitbox. Anyone know
what the root cause of this is?

--JD

On Jan 3, 2005, at 3:21 AM, r00t 3:16 wrote:


Anyone notice when you run / crouch / jump etc The hit box is off? It
seemed to do this is CS:S also and I thought it was a CS:S bug.
However it is also doing the same thing in the MP SDK..

Anyone else notice this?



r00t 3:16
CQC Gaming
www.cqc-gaming.com


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