There is a bug in the demo code (incorrectly interpreting client side
prediction) that makes using demos to look at hit box issues invalid.
You need to do a direct capture from your video card buffer.
We have a couple small fixes for the hitbox code with the next release,
but the majority of the problem is that people do not understand how
client side prediction works. In particular, the server is 100 msec
ahead of all the clients, so the server side hitboxes will ALWAYS lead
the clients view of the work. When the client fires a weapon the server
rewinds its state to the exact tick of that button press and then
computes the result (one of the bugs was that the rewind code didn't
correctly reset the state of the bone cache in the player model).

- Alfred

----Original Message----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Richard Fennell
Sent: Wednesday, May 11, 2005 3:46 PM To: hlds@list.valvesoftware.com
Subject: Re: [hlds] mp_showhitboxes

> Simon Garner wrote:
>
> > On 12/05/2005 7:16 a.m., Ben wrote:
> >
> > >
> > > 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.
> > >
> >
> > Yup, and that's what lag compensation is for. It looks to me as
> > though setting sv_showhitboxes 1 also disables lag compensation. So
> > the hitboxes are drawn in the 'server' position and you have to
> > shoot at the server position. But in normal play the model and
> > hitbox locations are interpolated on the client (which, due to lag,
> > will always be 'behind' the server). With lag compensation you need
> > to shoot at the location of the player as drawn by your client, not
> > the actual location of the player according to the server.
> >
> > So this video just misconstrues what the cvar does - and makes
> > people think there is a problem that actually doesn't exist.
> >
> > You can disable lag compensation by setting cl_unlag 0 on your
> > client to have the hitboxes behave like this all the time if you
> > want to (so you have to shoot in front). As long as that's set to 1
> > though, you will have to shoot at the model.
> >
> > -Simon
> >
> > _______________________________________________
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>
> I will demo myself and shooting and missing bots while being smack on
> then shooting while "leading" the target and hiting it. i can do this
> with both local and online servers, i can also do it with cl_interp 0
> and cl_interp 0.1
>
> If you demo yourself and then watch it back in slow motion you will
> see
> there is an inconsistancy. The hitbox detection is infront of the
> target
> and the actual parts of the body u hit seem to either be wieghted
> oddly
> or are impossible to hit. I can shoot headshots all day but death by
> body shots is very difficult unless awping (AWM). Maybe i am playing
> with lag_comp off or maybe my config is incorrect but i know that reg
> for me is still inconsistant and i am really looking forward to some
> engine updates that will address this.
>
> People are saying "This is how it works, well this maybe but it doesnt
> explain why it is so far off when CS/CZ is smack on and much much more
> fair to those with higher latency connections (or those that havent).
>
> Im not talking of a huge amount with 90% of players probably not
> noticing. Makes it harder to see when the models collapse on the
> floor.
> Try turning that off or compare it to a game of CZ where you can hit
> people smack on as they run from one side of the screen to the other.
>
> Regards
>
> Richy
>
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