Re: [hlcoders] Melee weapon "lag" in the hl2dm SDK

2010-09-20 Thread Skillet
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.
>
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Re: [hlcoders] Melee weapon "lag" in the hl2dm SDK

2010-09-20 Thread Marek Sieradzki
Are you sure lag compensation is used?
CSDKPlayer::WantsLagCompensation() ignores IN_ATTACK2.

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Re: [hlcoders] Melee weapon "lag" in the hl2dm SDK

2010-09-20 Thread Tom Edwards
 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
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Re: [hlcoders] Melee weapon "lag" in the hl2dm SDK

2010-09-20 Thread jetscope
>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
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[hlcoders] Melee weapon "lag" in the hl2dm SDK

2010-09-20 Thread Richard Paterson
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
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[hlcoders] Melee weapon "lag" in the hl2dm SDK

2010-09-20 Thread Richard Paterson
> 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
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Re: [hlcoders] Melee weapon "lag" in the hl2dm SDK

2010-09-20 Thread James Pizzurro
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.
>>
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Re: [hlcoders] Melee weapon "lag" in the hl2dm SDK

2010-09-20 Thread Tom Edwards

 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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[hlcoders] Melee weapon "lag" in the hl2dm SDK

2010-09-20 Thread Richard Paterson
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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