--
[ Picked text/plain from multipart/alternative ]
I dont think the problem we're talking about is lag - even without any lag
we have to shoot in FRONT of a running player instead of shooting ON him.
 From what I read it is probably because the server is not looking *on his
machine* - but thanks for the precision.
-Francois


On 10/6/05, Michael A. Hobson <[EMAIL PROTECTED]> wrote:
>
> No,
>
> It's network latency.
>
> If server-side lag compensation is enabled, then the server will be
> looking
> at where you were at the time your enemy fired at you *on his machine*,
> no where your client says you are right now *on your machine* (which is
> only a client-side prediction).
>
> The total latency between shot time and your client being notified is the
> enemy's one-way latency + the server's latency to you. This could be
> only 80-100 milliseconds if he has a fast uplink and you have a fast
> downlink..... it could be 250-300 milliseconds or more worst case.
>
> Aditya Gaddam said:
> > this has happened to me a lot of times in DoD. I get back behind cover
> > but about half a second later, I die from magical bullets. It's
> > probably NOT hacks. just messed up hitboxes or something.
> >
> > On 10/6/05, Dan Stevens (IAmAI) <[EMAIL PROTECTED]> wrote:
> >> --
> >> [ Picked text/plain from multipart/alternative ]
> >> I've have never normally witnessed hitbox lagging. Although
> occasionally
> >> someone gets me just after I've jumped into cover, or so it seems;
> >> perhaps I
> >> was still sticking out :P
> >> --
> >>
> >> _______________________________________________
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> >> please visit:
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> >>
> >>
> >
> >
> > --
> > http://www.pixelfaction.com
> > AIM:ApeWithABrain
> >
> > _______________________________________________
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> > please visit:
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> >
> >
>
>
> --
> Sneaky Bastard!
> (Michael A. Hobson)
> mike (at) crusader (dash) services (dot) com
>
>
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>


--
Kiroke
Lead Game Designer
Troy : Divine Playground
http://www.troymod.com
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