If it is indeed an issue with the lag compensation system itself, one rather
simple workaround would be to decrease the maximum range of all your melee
weapons. I've done this before in one of my own modifications with moderate
success. Of course, a more direct solution would be optimal.

On Sep 20, 2010 12:53 PM, "Tom Edwards" <t_edwa...@btinternet.com> wrote:
> On whose end are hits achieved at a distance? The attacker or the target?
>
> On 20/09/2010 5:48, Richard Paterson wrote:
>> This is sort of a vague question but I hope to perhaps benefit from
>> the experience of others if anyone has managed to overcome this issue.
>>
>> My mod relies quite heavily on melee combat and I've noticed that lag
>> compensation is relatively bad in the case of melee weapon use. Hits
>> can be achieved at substantial distances at times(multiple player
>> lengths). I've also noticed that this isn't the case in other valve
>> games such as tf2.
>> Being a noob on the net side of things, I can see that lag
>> compensation is indeed used during collision detections for bludgeon
>> weapons but I lack the knowledge to determine what needs tweaking.
>> Perhaps it's more a question of player movement updates as melee
>> weapon hit detection success is more dependent on the player's
>> positions relative to one another than in the case of normal
>> projectile weapons.
>>
>> I'd also like to know if other people have at least noticed this
>> problem, otherwise I'll have to assume I introduced the problem myself
>> via prior modifications.
>>
>> I would greatly appreciate any help or advice.
>>
>> Richard.
>>
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