try it yourself, I'm sure you'll notice the same effects I did. With those two enabled you'll see a hitbox way out in front and you'll have to shoot at that hitbox, which is nowhere near the model. But then disable those two and you'll see that shooting where that hitbox was gets you no hits. You have to shoot at where the model actually is when those two are disabled. It only behaves strangely when you have them enabled. With them disabled there is nothing strange going on.
de_dust is perfect for testing this. Make a listen server on de_dust with just one bot. Choose CT for your team, so that you can run down to the double doors and then see the T bot run past that T-shaped intersection of the hallway. With sv_cheats 1 and sv_showhitboxes 2 you will have to shoot way out in front of the model, where you see the hitbox. But with sv_cheats 0 and sv_showhitboxes -1, the defaults, if you shoot at this same position way out in front of the model you will NOT hit the bot. You will have to shoot at the model, just as you'd think you should if you didn't see this weird hitbox demonstration. Yes, it behaves strangely with sv_cheats 1 and sv_showhitboxes 2. But it does NOT behave the same way with sv_cheats 0 and sv_showhitboxes -1. On 5/11/05, Ben <[EMAIL PROTECTED]> wrote: > There is still latency between your game and the "server" even when running > a listen server. Firstly, the client runs several frames behind to allow it > interpolate object positions, and secondly, I believe that you have a > simulated ping of 30ms on top. Add in the latency caused by the discrete > server "ticks" and you've got a fair sized number. > > The command shows the "server side" hitboxes which is the position of the > player (in this case a bot) on the server. Due to the latency, the position > on the client is always trailing behind. That is why the "hitboxes" (server > side position of the player) are in front of the actual model. It is just > the way the game engine is designed. > > As to why the shots appear to register on the hitbox and not the model - > either they have set cl_interp to a very high value, or they have turned the > lag compensation off. > > There, a simple explanation for a video that has caused complete uproar. > Regards, > Ben > > > -----Original Message----- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Bud Ingram > Sent: 11 May 2005 19:15 > To: hlds@list.valvesoftware.com > Subject: Re: [hlds] mp_showhitboxes > > From: "Ben" <[EMAIL PROTECTED]> > Subject: RE: [hlds] mp_showhitboxes > > > I think that valve should hide or remove a lot of console commands to stop > > the community from destroying itself with its own ignorance :) > > > > That video is a perfect example of why this would be a good idea! > > Unless the video has been properly refuted by the developer, I believe that > it is a good example of a situation that needs to be corrected. Your > suggestion that the community is destroying itself with it's own ignorance > is not helping to suggest one way or another that it is or isn't a design > flaw with the multiplayer portion of the Source Engine. > > If this situation has already been handled, say by -tickrate or max fps, > server side, then fine -- but I do not recall seeing such a degree of > separation between the model and actual hit-boxes being discussed with > server variables as part of the context. I know that there was some > discussion over accuracy and increased FPS server side (dedicated), but this > is a listen server, the server is showing the hit-boxes, correct? How does > this explain any issues with lag or latency when the author of the video is > describing the situation through use of a Bot on his own server (listen)? > > Please feel free to express your wisdom on the situation so that we aren't > "ignorant". > > Respectfully, > > Bud Ingram > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlds > -- Clayton Macleod _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds