-- [ Picked text/plain from multipart/alternative ] Again, here's some video evidence that hitboxes are fine at the moment.
http://media.putfile.com/SourceHITBOX82 http://media.putfile.com/DODSHITBOX http://media.putfile.com/hitboxdod Maybe you played about with your interpolation settings when you thought the hitboxes were bad and now they are wonky. On 10/6/05, Ratman2000 <[EMAIL PROTECTED]> wrote: > > Hello, > > i think: > when i see an player strafing to the left side, than i shooting left > before > the player (becouse the bullet flight time) > BUT when the player stops i have ca 0,5 - 1 second to shot left before the > player becouse the hitboxe is dont moved back over the player in this > range! > > I think this is an bug bug... :) > In real live i have to shoot before the people when he runns but when he > stops i dont hold before than i have to aim.. and there is no way in the > source engine becouse the hitbox calculation... for me this is an bug (an > way made easy...) > > width friendly reguards > > ----- Original Message ----- > From: "Tom Edwards" <[EMAIL PROTECTED]> > To: <hlcoders@list.valvesoftware.com> > Sent: Thursday, October 06, 2005 10:29 PM > Subject: Re: [hlcoders] collision boxes latency > > > > They re-sync when you shoot <http://media.putfile.com/SourceHITBOX82>. > > It doesn't happen all the time for obvious reasons... > > > > Andrew Foss wrote: > >> sv cheats 1, add a bot in CSS, sv_showhitboxes 2, and you'll see that > >> the hitboxes move faster than the player, unless you're shooting at > >> them, at least as far as I've been able to tell. > >> > >> On 10/6/05, Ratman2000 <[EMAIL PROTECTED]> wrote: > >> > >>> Hello, > >>> > >>> the problem is the hitbox calculation... > >>> > >>> When you strafe left, your hitbox get out of the model on the left > >>> side... > >>> So when you shoot there is no fligth time calculation... > >>> When you now move foreward and stop on an wall to get cover than your > >>> hitbox > >>> can stay before the wall as result as the hitbox calculation... > >>> the hitbox than take i think ca 0,5 - 1 second to get back over the > >>> standing > >>> model... > >>> > >>> So i think there is no way to aim realy like a pro gamer in cs1.6 > >>> Its only luck to kill an player becouse you have to aim left before an > >>> player when he is moving to the left side... > >>> So many of kills get on the account of the hitbox calculation... its > not > >>> an > >>> nice way to calculate it but the simplest way... > >>> > >>> width friendly greatings > >>> > >>> > >>> > >>> _______________________________________________ > >>> To unsubscribe, edit your list preferences, or view the list archives, > >>> please visit: > >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders > >>> > >>> > >>> > >> > >> _______________________________________________ > >> To unsubscribe, edit your list preferences, or view the list archives, > >> please visit: > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders > >> > >> > >> > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- - Ben Davison - http://www.shadow-phoenix.com -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders