Re: [hlcoders] Melee weapon "lag" in the hl2dm SDK
You might try removing the default attack behavior that tries to simulate a curved swing for the crowbar and replacing it with a really simple tracehull/traceline to see if things improve at all and work forward from there to a satisfactory compromise. I seem to remember having at least a little bit of success messing around with it. On Mon, Sep 20, 2010 at 3:35 PM, Marek Sieradzki wrote: > Are you sure lag compensation is used? > CSDKPlayer::WantsLagCompensation() ignores IN_ATTACK2. > > ___ > 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
Re: [hlcoders] Melee weapon "lag" in the hl2dm SDK
Are you sure lag compensation is used? CSDKPlayer::WantsLagCompensation() ignores IN_ATTACK2. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Melee weapon "lag" in the hl2dm SDK
Yes, Radimir has it. You're seeing an unavoidable flaw of using predicted melee weapons over the internet. It's not unfair though: the attacker *did* hit his target on his machine. On 20/09/2010 6:54, jetscope wrote: I've also noticed that this isn't the case in other valve games such as tf2. I should point out that I've observed the problem with all Source engine games I've played, especially TF2 which I play regularly. It's just the way lag compensation works. I personally can't think of any way to get around the problem that doesn't involve getting rid of the lag comp on melee weapons, though this will of course create other problems, at least for medium-to-high ping players. Radimir ___ 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
Re: [hlcoders] Melee weapon "lag" in the hl2dm SDK
>I've also noticed that this isn't the case in other valve games such as tf2. I should point out that I've observed the problem with all Source engine games I've played, especially TF2 which I play regularly. It's just the way lag compensation works. I personally can't think of any way to get around the problem that doesn't involve getting rid of the lag comp on melee weapons, though this will of course create other problems, at least for medium-to-high ping players. Radimir ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Melee weapon "lag" in the hl2dm SDK
Sorry about that, not entirely certain what went wrong there. The distance is perceived from the perspective of the target only, irrespective of whoever has the worse latency And James I have considered that option, but as you say I'd prefer a more direct solution ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Melee weapon "lag" in the hl2dm SDK
> On whose end are hits achieved at a distance? The attacker or the target? >From the perspective of the target only, irrespective of whoever has the worse latency And James I have considered that option, but as you say I'd prefer a more direct solution ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Melee weapon "lag" in the hl2dm SDK
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" 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. >> >> ___ >> 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
Re: [hlcoders] Melee weapon "lag" in the hl2dm SDK
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. ___ 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
[hlcoders] Melee weapon "lag" in the hl2dm SDK
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders