Re: [hlcoders] collision boxes latency

2005-10-06 Thread Aditya Gaddam
Thanks for those cool videos. I find that amazing personally =D.

I guess I was just seeing myself farther than when the MG's gun was
actually fired.

Thanks again for clearing it up,
Aditya

On 10/6/05, Benjamin Davison <[EMAIL PROTECTED]> wrote:
> --
> [ Picked text/plain from multipart/alternative ]
> Again, here's some video evidence that hitboxes are fine at the moment.
>
> http://media.putfile.com/SourceHITBOX82
>
> http://media.putfile.com/DODSHITBOX
>
> http://media.putfile.com/hitboxdod
>
> Maybe you played about with your interpolation settings when you thought the
> hitboxes were bad and now they are wonky.
>
> On 10/6/05, Ratman2000 <[EMAIL PROTECTED]> wrote:
> >
> > Hello,
> >
> > i think:
> > when i see an player strafing to the left side, than i shooting left
> > before
> > the player (becouse the bullet flight time)
> > BUT when the player stops i have ca 0,5 - 1 second to shot left before the
> > player becouse the hitboxe is dont moved back over the player in this
> > range!
> >
> > I think this is an bug bug... :)
> > In real live i have to shoot before the people when he runns but when he
> > stops i dont hold before than i have to aim.. and there is no way in the
> > source engine becouse the hitbox calculation... for me this is an bug (an
> > way made easy...)
> >
> > width friendly reguards
> >
> > - Original Message -
> > From: "Tom Edwards" <[EMAIL PROTECTED]>
> > To: 
> > Sent: Thursday, October 06, 2005 10:29 PM
> > Subject: Re: [hlcoders] collision boxes latency
> >
> >
> > > They re-sync when you shoot <http://media.putfile.com/SourceHITBOX82>.
> > > It doesn't happen all the time for obvious reasons...
> > >
> > > Andrew Foss wrote:
> > >> sv cheats 1, add a bot in CSS, sv_showhitboxes 2, and you'll see that
> > >> the hitboxes move faster than the player, unless you're shooting at
> > >> them, at least as far as I've been able to tell.
> > >>
> > >> On 10/6/05, Ratman2000 <[EMAIL PROTECTED]> wrote:
> > >>
> > >>> Hello,
> > >>>
> > >>> the problem is the hitbox calculation...
> > >>>
> > >>> When you strafe left, your hitbox get out of the model on the left
> > >>> side...
> > >>> So when you shoot there is no fligth time calculation...
> > >>> When you now move foreward and stop on an wall to get cover than your
> > >>> hitbox
> > >>> can stay before the wall as result as the hitbox calculation...
> > >>> the hitbox than take i think ca 0,5 - 1 second to get back over the
> > >>> standing
> > >>> model...
> > >>>
> > >>> So i think there is no way to aim realy like a pro gamer in cs1.6
> > >>> Its only luck to kill an player becouse you have to aim left before an
> > >>> player when he is moving to the left side...
> > >>> So many of kills get on the account of the hitbox calculation... its
> > not
> > >>> an
> > >>> nice way to calculate it but the simplest way...
> > >>>
> > >>> width friendly greatings
> > >>>
> > >>>
> > >>>
> > >>> ___
> > >>> 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
> > >
> > >
> >
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
>
> --
> - Ben Davison
> - http://www.shadow-phoenix.com
> --
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>


--
http://www.pixelfaction.com
AIM:ApeWithABrain

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] collision boxes latency

2005-10-06 Thread Teddy
sv_showhitboxes dosen't show the hitbox interp or prediction, it's all
explained here:
http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking#Lag_Compensation

On 10/7/05, Andrew Foss <[EMAIL PROTECTED]> wrote:
> sv cheats 1, add a bot in CSS, sv_showhitboxes 2, and you'll see that
> the hitboxes move faster than the player, unless you're shooting at
> them, at least as far as I've been able to tell.
>
> On 10/6/05, Ratman2000 <[EMAIL PROTECTED]> wrote:
> > Hello,
> >
> > the problem is the hitbox calculation...
> >
> > When you strafe left, your hitbox get out of the model on the left side...
> > So when you shoot there is no fligth time calculation...
> > When you now move foreward and stop on an wall to get cover than your hitbox
> > can stay before the wall as result as the hitbox calculation...
> > the hitbox than take i think ca 0,5 - 1 second to get back over the standing
> > model...
> >
> > So i think there is no way to aim realy like a pro gamer in cs1.6
> > Its only luck to kill an player becouse you have to aim left before an
> > player when he is moving to the left side...
> > So many of kills get on the account of the hitbox calculation... its not an
> > nice way to calculate it but the simplest way...
> >
> > width friendly greatings
> >
> >
> >
> > ___
> > 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] collision boxes latency

2005-10-06 Thread Benjamin Davison
--
[ Picked text/plain from multipart/alternative ]
Again, here's some video evidence that hitboxes are fine at the moment.

http://media.putfile.com/SourceHITBOX82

http://media.putfile.com/DODSHITBOX

http://media.putfile.com/hitboxdod

Maybe you played about with your interpolation settings when you thought the
hitboxes were bad and now they are wonky.

On 10/6/05, Ratman2000 <[EMAIL PROTECTED]> wrote:
>
> Hello,
>
> i think:
> when i see an player strafing to the left side, than i shooting left
> before
> the player (becouse the bullet flight time)
> BUT when the player stops i have ca 0,5 - 1 second to shot left before the
> player becouse the hitboxe is dont moved back over the player in this
> range!
>
> I think this is an bug bug... :)
> In real live i have to shoot before the people when he runns but when he
> stops i dont hold before than i have to aim.. and there is no way in the
> source engine becouse the hitbox calculation... for me this is an bug (an
> way made easy...)
>
> width friendly reguards
>
> - Original Message -
> From: "Tom Edwards" <[EMAIL PROTECTED]>
> To: 
> Sent: Thursday, October 06, 2005 10:29 PM
> Subject: Re: [hlcoders] collision boxes latency
>
>
> > They re-sync when you shoot <http://media.putfile.com/SourceHITBOX82>.
> > It doesn't happen all the time for obvious reasons...
> >
> > Andrew Foss wrote:
> >> sv cheats 1, add a bot in CSS, sv_showhitboxes 2, and you'll see that
> >> the hitboxes move faster than the player, unless you're shooting at
> >> them, at least as far as I've been able to tell.
> >>
> >> On 10/6/05, Ratman2000 <[EMAIL PROTECTED]> wrote:
> >>
> >>> Hello,
> >>>
> >>> the problem is the hitbox calculation...
> >>>
> >>> When you strafe left, your hitbox get out of the model on the left
> >>> side...
> >>> So when you shoot there is no fligth time calculation...
> >>> When you now move foreward and stop on an wall to get cover than your
> >>> hitbox
> >>> can stay before the wall as result as the hitbox calculation...
> >>> the hitbox than take i think ca 0,5 - 1 second to get back over the
> >>> standing
> >>> model...
> >>>
> >>> So i think there is no way to aim realy like a pro gamer in cs1.6
> >>> Its only luck to kill an player becouse you have to aim left before an
> >>> player when he is moving to the left side...
> >>> So many of kills get on the account of the hitbox calculation... its
> not
> >>> an
> >>> nice way to calculate it but the simplest way...
> >>>
> >>> width friendly greatings
> >>>
> >>>
> >>>
> >>> ___
> >>> 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
> >
> >
>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>


--
- Ben Davison
- http://www.shadow-phoenix.com
--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] collision boxes latency

2005-10-06 Thread Ratman2000

Hello,

i think:
when i see an player strafing to the left side, than i shooting left before
the player (becouse the bullet flight time)
BUT when the player stops i have ca 0,5 - 1 second to shot left before the
player becouse the hitboxe is dont moved back over the player in this range!

I think this is an bug bug... :)
In real live i have to shoot before the people when he runns but when he
stops i dont hold before than i have to aim.. and there is no way in the
source engine becouse the hitbox calculation... for me this is an bug (an
way made easy...)

width friendly reguards

- Original Message -
From: "Tom Edwards" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, October 06, 2005 10:29 PM
Subject: Re: [hlcoders] collision boxes latency



They re-sync when you shoot <http://media.putfile.com/SourceHITBOX82>.
It doesn't happen all the time for obvious reasons...

Andrew Foss wrote:

sv cheats 1, add a bot in CSS, sv_showhitboxes 2, and you'll see that
the hitboxes move faster than the player, unless you're shooting at
them, at least as far as I've been able to tell.

On 10/6/05, Ratman2000 <[EMAIL PROTECTED]> wrote:


Hello,

the problem is the hitbox calculation...

When you strafe left, your hitbox get out of the model on the left
side...
So when you shoot there is no fligth time calculation...
When you now move foreward and stop on an wall to get cover than your
hitbox
can stay before the wall as result as the hitbox calculation...
the hitbox than take i think ca 0,5 - 1 second to get back over the
standing
model...

So i think there is no way to aim realy like a pro gamer in cs1.6
Its only luck to kill an player becouse you have to aim left before an
player when he is moving to the left side...
So many of kills get on the account of the hitbox calculation... its not
an
nice way to calculate it but the simplest way...

width friendly greatings



___
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






___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] collision boxes latency

2005-10-06 Thread Tom Edwards

They re-sync when you shoot .
It doesn't happen all the time for obvious reasons...

Andrew Foss wrote:

sv cheats 1, add a bot in CSS, sv_showhitboxes 2, and you'll see that
the hitboxes move faster than the player, unless you're shooting at
them, at least as far as I've been able to tell.

On 10/6/05, Ratman2000 <[EMAIL PROTECTED]> wrote:


Hello,

the problem is the hitbox calculation...

When you strafe left, your hitbox get out of the model on the left side...
So when you shoot there is no fligth time calculation...
When you now move foreward and stop on an wall to get cover than your hitbox
can stay before the wall as result as the hitbox calculation...
the hitbox than take i think ca 0,5 - 1 second to get back over the standing
model...

So i think there is no way to aim realy like a pro gamer in cs1.6
Its only luck to kill an player becouse you have to aim left before an
player when he is moving to the left side...
So many of kills get on the account of the hitbox calculation... its not an
nice way to calculate it but the simplest way...

width friendly greatings



___
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] collision boxes latency

2005-10-06 Thread Kiroke .
--
[ Picked text/plain from multipart/alternative ]
Yeah - and this is normal in the Source prediction system. In CSS the server
is calculating the collision with a bullet knowing that the client is laging
a bit behind, and you have to shoot directly on the other player. So there
is no bug in CS:S.
 What Teddy said is surprising me though - that there is no bug in the raw
SDK neither. When I start a mod from scratch there is clearly a distinction
with CS:S - you have to shoot in front of the player. It may be that some
settings are different between the two games, but I cant find them.
 -Francois

 On 10/6/05, Andrew Foss <[EMAIL PROTECTED]> wrote:
>
> sv cheats 1, add a bot in CSS, sv_showhitboxes 2, and you'll see that
> the hitboxes move faster than the player, unless you're shooting at
> them, at least as far as I've been able to tell.
>
> On 10/6/05, Ratman2000 <[EMAIL PROTECTED]> wrote:
> > Hello,
> >
> > the problem is the hitbox calculation...
> >
> > When you strafe left, your hitbox get out of the model on the left
> side...
> > So when you shoot there is no fligth time calculation...
> > When you now move foreward and stop on an wall to get cover than your
> hitbox
> > can stay before the wall as result as the hitbox calculation...
> > the hitbox than take i think ca 0,5 - 1 second to get back over the
> standing
> > model...
> >
> > So i think there is no way to aim realy like a pro gamer in cs1.6
> > Its only luck to kill an player becouse you have to aim left before an
> > player when he is moving to the left side...
> > So many of kills get on the account of the hitbox calculation... its not
> an
> > nice way to calculate it but the simplest way...
> >
> > width friendly greatings
> >
> >
> >
> > ___
> > 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
>
>


--
Kiroke
Lead Game Designer
Troy : Divine Playground
http://www.troymod.com
--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] collision boxes latency

2005-10-06 Thread Andrew Foss
sv cheats 1, add a bot in CSS, sv_showhitboxes 2, and you'll see that
the hitboxes move faster than the player, unless you're shooting at
them, at least as far as I've been able to tell.

On 10/6/05, Ratman2000 <[EMAIL PROTECTED]> wrote:
> Hello,
>
> the problem is the hitbox calculation...
>
> When you strafe left, your hitbox get out of the model on the left side...
> So when you shoot there is no fligth time calculation...
> When you now move foreward and stop on an wall to get cover than your hitbox
> can stay before the wall as result as the hitbox calculation...
> the hitbox than take i think ca 0,5 - 1 second to get back over the standing
> model...
>
> So i think there is no way to aim realy like a pro gamer in cs1.6
> Its only luck to kill an player becouse you have to aim left before an
> player when he is moving to the left side...
> So many of kills get on the account of the hitbox calculation... its not an
> nice way to calculate it but the simplest way...
>
> width friendly greatings
>
>
>
> ___
> 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] collision boxes latency

2005-10-06 Thread Ratman2000

Hello,

the problem is the hitbox calculation...

When you strafe left, your hitbox get out of the model on the left side...
So when you shoot there is no fligth time calculation...
When you now move foreward and stop on an wall to get cover than your hitbox
can stay before the wall as result as the hitbox calculation...
the hitbox than take i think ca 0,5 - 1 second to get back over the standing
model...

So i think there is no way to aim realy like a pro gamer in cs1.6
Its only luck to kill an player becouse you have to aim left before an
player when he is moving to the left side...
So many of kills get on the account of the hitbox calculation... its not an
nice way to calculate it but the simplest way...

width friendly greatings



___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] collision boxes latency

2005-10-06 Thread Tom Edwards

That doesn't happen in DOD as far as I know, plus Michael's post. :-)

Spektre wrote:

I have to ask... are you taking into account the fact that bullets go
through walls, and through your cover? The AWP can shoot 44 units
through a solid wall. There's a good article in the wiki that lists all
the weapons' penetration capabilities.

Tom Edwards wrote:


Sounds like traditional lag to me...

Aditya Gaddam wrote:


this has happened to me a lot of times in DoD. I get back behind cover
but about half a second later, I die from magical bullets. It's
probably NOT hacks. just messed up hitboxes or something.

On 10/6/05, Dan Stevens (IAmAI) <[EMAIL PROTECTED]> wrote:


--
[ Picked text/plain from multipart/alternative ]
I've have never normally witnessed hitbox lagging. Although
occasionally
someone gets me just after I've jumped into cover, or so it seems;
perhaps I
was still sticking out :P
--

___
To unsubscribe, edit your list preferences, or view the list
archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders






--
http://www.pixelfaction.com
AIM:ApeWithABrain

___
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




___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] collision boxes latency

2005-10-06 Thread Kiroke .
--
[ Picked text/plain from multipart/alternative ]
I dont think the problem we're talking about is lag - even without any lag
we have to shoot in FRONT of a running player instead of shooting ON him.
 From what I read it is probably because the server is not looking *on his
machine* - but thanks for the precision.
-Francois


On 10/6/05, Michael A. Hobson <[EMAIL PROTECTED]> wrote:
>
> No,
>
> It's network latency.
>
> If server-side lag compensation is enabled, then the server will be
> looking
> at where you were at the time your enemy fired at you *on his machine*,
> no where your client says you are right now *on your machine* (which is
> only a client-side prediction).
>
> The total latency between shot time and your client being notified is the
> enemy's one-way latency + the server's latency to you. This could be
> only 80-100 milliseconds if he has a fast uplink and you have a fast
> downlink. it could be 250-300 milliseconds or more worst case.
>
> Aditya Gaddam said:
> > this has happened to me a lot of times in DoD. I get back behind cover
> > but about half a second later, I die from magical bullets. It's
> > probably NOT hacks. just messed up hitboxes or something.
> >
> > On 10/6/05, Dan Stevens (IAmAI) <[EMAIL PROTECTED]> wrote:
> >> --
> >> [ Picked text/plain from multipart/alternative ]
> >> I've have never normally witnessed hitbox lagging. Although
> occasionally
> >> someone gets me just after I've jumped into cover, or so it seems;
> >> perhaps I
> >> was still sticking out :P
> >> --
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>
> >>
> >
> >
> > --
> > http://www.pixelfaction.com
> > AIM:ApeWithABrain
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
>
> --
> Sneaky Bastard!
> (Michael A. Hobson)
> mike (at) crusader (dash) services (dot) com
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>


--
Kiroke
Lead Game Designer
Troy : Divine Playground
http://www.troymod.com
--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] collision boxes latency

2005-10-06 Thread Spektre

I have to ask... are you taking into account the fact that bullets go
through walls, and through your cover? The AWP can shoot 44 units
through a solid wall. There's a good article in the wiki that lists all
the weapons' penetration capabilities.

Tom Edwards wrote:


Sounds like traditional lag to me...

Aditya Gaddam wrote:


this has happened to me a lot of times in DoD. I get back behind cover
but about half a second later, I die from magical bullets. It's
probably NOT hacks. just messed up hitboxes or something.

On 10/6/05, Dan Stevens (IAmAI) <[EMAIL PROTECTED]> wrote:


--
[ Picked text/plain from multipart/alternative ]
I've have never normally witnessed hitbox lagging. Although
occasionally
someone gets me just after I've jumped into cover, or so it seems;
perhaps I
was still sticking out :P
--

___
To unsubscribe, edit your list preferences, or view the list
archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders






--
http://www.pixelfaction.com
AIM:ApeWithABrain

___
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] collision boxes latency

2005-10-06 Thread Michael A. Hobson
No,

It's network latency.

If server-side lag compensation is enabled, then the server will be looking
at where you were at the time your enemy fired at you *on his machine*,
no where your client says you are right now *on your machine* (which is
only a client-side prediction).

The total latency between shot time and your client being notified is the
enemy's one-way latency + the server's latency to you.  This could be
only 80-100 milliseconds if he has a fast uplink and you have a fast
downlink. it could be 250-300 milliseconds or more worst case.

Aditya Gaddam said:
> this has happened to me a lot of times in DoD. I get back behind cover
> but about half a second later, I die from magical bullets. It's
> probably NOT hacks. just messed up hitboxes or something.
>
> On 10/6/05, Dan Stevens (IAmAI) <[EMAIL PROTECTED]> wrote:
>> --
>> [ Picked text/plain from multipart/alternative ]
>> I've have never normally witnessed hitbox lagging. Although occasionally
>> someone gets me just after I've jumped into cover, or so it seems;
>> perhaps I
>> was still sticking out :P
>> --
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>
>>
>
>
> --
> http://www.pixelfaction.com
> AIM:ApeWithABrain
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>


--
Sneaky Bastard!
(Michael A. Hobson)
mike (at) crusader (dash) services (dot) com


___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] collision boxes latency

2005-10-06 Thread Tom Edwards

Sounds like traditional lag to me...

Aditya Gaddam wrote:

this has happened to me a lot of times in DoD. I get back behind cover
but about half a second later, I die from magical bullets. It's
probably NOT hacks. just messed up hitboxes or something.

On 10/6/05, Dan Stevens (IAmAI) <[EMAIL PROTECTED]> wrote:


--
[ Picked text/plain from multipart/alternative ]
I've have never normally witnessed hitbox lagging. Although occasionally
someone gets me just after I've jumped into cover, or so it seems; perhaps I
was still sticking out :P
--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders






--
http://www.pixelfaction.com
AIM:ApeWithABrain

___
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] collision boxes latency

2005-10-06 Thread Aditya Gaddam
this has happened to me a lot of times in DoD. I get back behind cover
but about half a second later, I die from magical bullets. It's
probably NOT hacks. just messed up hitboxes or something.

On 10/6/05, Dan Stevens (IAmAI) <[EMAIL PROTECTED]> wrote:
> --
> [ Picked text/plain from multipart/alternative ]
> I've have never normally witnessed hitbox lagging. Although occasionally
> someone gets me just after I've jumped into cover, or so it seems; perhaps I
> was still sticking out :P
> --
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>


--
http://www.pixelfaction.com
AIM:ApeWithABrain

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] collision boxes latency

2005-10-06 Thread Teddy
I've not had any probs with hitbox latency, the unlag and
interpolation works smoothly even at high pings.

There are some huge problems for melee code, as there seems to be bit
prediction errors when you get upu close to another player, but for
ranged hitscan attacks it's fine.

Teddy
http://dystopia-game.com

On 10/6/05, Kiroke . <[EMAIL PROTECTED]> wrote:
> --
> [ Picked text/plain from multipart/alternative ]
> I asked the dev team here and it seems that the problem is in the sdk
> itself! If we create a new mod from scratch we will see that problem occur:
> http://media.putfile.com/css_hit_b0x_bb
>  They did fix it for counter-strike, and now you got to shoot the players
> directly. But when we create an empty mod from scratch the problem still
> occurs.
>  From your link Kuja - "This doesn't mean you have to lead you're aiming
> when shooting at other players since the server-side lag compensation knows
> about client entity interpolation and corrects this error." It seems like
> this compensation is not working on the SDK, is it working for you guys?
>  Thank you!
> -Francois
>  On 10/4/05, Kuja <[EMAIL PROTECTED]> wrote:
> >
> > http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
> >
> > Might make a good read.
> >
> > Jean-René Bédard wrote:
> > > [ Converted text/html to text/plain ]
> > > Hi,
> > >
> > > We started our mod with the option (Start a mod from scratch) and we
> > > notice
> > > that in a multiplayer game, there is latency between the actual player
> > > model
> > > and the collision boxes. So a traceline fired directly on the moving
> > > entities
> > > such as a character doesnt really inflict damange to him since the
> > > hitbox is
> > > lagging behind. I noticed that it is not the case in HL2MP nor as in
> > > CS:S. How
> > > can we fix this?
> > >
> > > Thanks,
> > > Deslock
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > > __ NOD32 1.1241 (20051004) Information __
> > >
> > > This message was checked by NOD32 antivirus system.
> > > http://www.eset.com
> > >
> > >
> > >
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
>
> --
> Kiroke
> Lead Game Designer
> Troy : Divine Playground
> http://www.troymod.com
> --
>
> ___
> 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] collision boxes latency

2005-10-06 Thread Dan Stevens (IAmAI)
--
[ Picked text/plain from multipart/alternative ]
I've have never normally witnessed hitbox lagging. Although occasionally
someone gets me just after I've jumped into cover, or so it seems; perhaps I
was still sticking out :P
--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] collision boxes latency

2005-10-05 Thread Tom Edwards

That's not entirely fair, I had endless hit reg problem until I manually
tweaked my config. The default cmdrate and updaterate values were both
20, but they needed to be around 50.

Benjamin Davison wrote:

--
[ Picked text/plain from multipart/alternative ]
Just for reference this is what your hitboxes should look like when fixed.

http://media.putfile.com/SourceHITBOX82

http://media.putfile.com/DODSHITBOX

http://media.putfile.com/hitboxdod

Extremly light on the technical side(has to be like that for the average
CS:S player this was made for)

On 10/5/05, Kiroke . <[EMAIL PROTECTED]> wrote:


--
[ Picked text/plain from multipart/alternative ]
I asked the dev team here and it seems that the problem is in the sdk
itself! If we create a new mod from scratch we will see that problem
occur:
http://media.putfile.com/css_hit_b0x_bb
They did fix it for counter-strike, and now you got to shoot the players
directly. But when we create an empty mod from scratch the problem still
occurs.
From your link Kuja - "This doesn't mean you have to lead you're aiming
when shooting at other players since the server-side lag compensation
knows
about client entity interpolation and corrects this error." It seems like
this compensation is not working on the SDK, is it working for you guys?
Thank you!
-Francois
On 10/4/05, Kuja <[EMAIL PROTECTED]> wrote:


http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking

Might make a good read.

Jean-René Bédard wrote:


[ Converted text/html to text/plain ]
Hi,

We started our mod with the option (Start a mod from scratch) and we
notice
that in a multiplayer game, there is latency between the actual player
model
and the collision boxes. So a traceline fired directly on the moving
entities
such as a character doesnt really inflict damange to him since the
hitbox is
lagging behind. I noticed that it is not the case in HL2MP nor as in
CS:S. How
can we fix this?

Thanks,
Deslock
___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders

__ NOD32 1.1241 (20051004) Information __

This message was checked by NOD32 antivirus system.
http://www.eset.com





___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders




--
Kiroke
Lead Game Designer
Troy : Divine Playground
http://www.troymod.com
--

___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders






--
- Ben Davison
- http://www.shadow-phoenix.com
--

___
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] collision boxes latency

2005-10-05 Thread Benjamin Davison
--
[ Picked text/plain from multipart/alternative ]
Just for reference this is what your hitboxes should look like when fixed.

http://media.putfile.com/SourceHITBOX82

http://media.putfile.com/DODSHITBOX

http://media.putfile.com/hitboxdod

Extremly light on the technical side(has to be like that for the average
CS:S player this was made for)

On 10/5/05, Kiroke . <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> I asked the dev team here and it seems that the problem is in the sdk
> itself! If we create a new mod from scratch we will see that problem
> occur:
> http://media.putfile.com/css_hit_b0x_bb
> They did fix it for counter-strike, and now you got to shoot the players
> directly. But when we create an empty mod from scratch the problem still
> occurs.
> From your link Kuja - "This doesn't mean you have to lead you're aiming
> when shooting at other players since the server-side lag compensation
> knows
> about client entity interpolation and corrects this error." It seems like
> this compensation is not working on the SDK, is it working for you guys?
> Thank you!
> -Francois
> On 10/4/05, Kuja <[EMAIL PROTECTED]> wrote:
> >
> > http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
> >
> > Might make a good read.
> >
> > Jean-René Bédard wrote:
> > > [ Converted text/html to text/plain ]
> > > Hi,
> > >
> > > We started our mod with the option (Start a mod from scratch) and we
> > > notice
> > > that in a multiplayer game, there is latency between the actual player
> > > model
> > > and the collision boxes. So a traceline fired directly on the moving
> > > entities
> > > such as a character doesnt really inflict damange to him since the
> > > hitbox is
> > > lagging behind. I noticed that it is not the case in HL2MP nor as in
> > > CS:S. How
> > > can we fix this?
> > >
> > > Thanks,
> > > Deslock
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > > __ NOD32 1.1241 (20051004) Information __
> > >
> > > This message was checked by NOD32 antivirus system.
> > > http://www.eset.com
> > >
> > >
> > >
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
>
> --
> Kiroke
> Lead Game Designer
> Troy : Divine Playground
> http://www.troymod.com
> --
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>


--
- Ben Davison
- http://www.shadow-phoenix.com
--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] collision boxes latency

2005-10-05 Thread Kiroke .
--
[ Picked text/plain from multipart/alternative ]
I asked the dev team here and it seems that the problem is in the sdk
itself! If we create a new mod from scratch we will see that problem occur:
http://media.putfile.com/css_hit_b0x_bb
 They did fix it for counter-strike, and now you got to shoot the players
directly. But when we create an empty mod from scratch the problem still
occurs.
 From your link Kuja - "This doesn't mean you have to lead you're aiming
when shooting at other players since the server-side lag compensation knows
about client entity interpolation and corrects this error." It seems like
this compensation is not working on the SDK, is it working for you guys?
 Thank you!
-Francois
 On 10/4/05, Kuja <[EMAIL PROTECTED]> wrote:
>
> http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
>
> Might make a good read.
>
> Jean-René Bédard wrote:
> > [ Converted text/html to text/plain ]
> > Hi,
> >
> > We started our mod with the option (Start a mod from scratch) and we
> > notice
> > that in a multiplayer game, there is latency between the actual player
> > model
> > and the collision boxes. So a traceline fired directly on the moving
> > entities
> > such as a character doesnt really inflict damange to him since the
> > hitbox is
> > lagging behind. I noticed that it is not the case in HL2MP nor as in
> > CS:S. How
> > can we fix this?
> >
> > Thanks,
> > Deslock
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> > __ NOD32 1.1241 (20051004) Information __
> >
> > This message was checked by NOD32 antivirus system.
> > http://www.eset.com
> >
> >
> >
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>


--
Kiroke
Lead Game Designer
Troy : Divine Playground
http://www.troymod.com
--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] collision boxes latency

2005-10-04 Thread Kuja

http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking

Might make a good read.

Jean-René Bédard wrote:

[ Converted text/html to text/plain ]
Hi,

We started our mod with the option (Start a mod from scratch) and we
notice
that in a multiplayer game, there is latency between the actual player
model
and the collision boxes. So a traceline fired directly on the moving
entities
such as a character doesnt really inflict damange to him since the
hitbox is
lagging behind. I noticed that it is not the case in HL2MP nor as in
CS:S. How
can we fix this?

Thanks,
Deslock
___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders

__ NOD32 1.1241 (20051004) Information __

This message was checked by NOD32 antivirus system.
http://www.eset.com






___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



RE: [hlcoders] collision boxes latency

2005-10-04 Thread Jay Stelly
There was a bug fix a while back that changed code in 
player_lagcompensation.cpp.
Make sure you have the latest version of that file.   If you started your mod a 
while back and haven't merged in updates you won't have it.  That's my best 
guess as to the problem you're having.

Jay


> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of
> Jean-René Bédard
> Sent: Tuesday, October 04, 2005 1:18 PM
> To: hlcoders@list.valvesoftware.com
> Subject: [hlcoders] collision boxes latency
>
> [ Converted text/html to text/plain ]
> Hi,
>
> We started our mod with the option (Start a mod from scratch)
> and we notice that in a multiplayer game, there is latency
> between the actual player model and the collision boxes. So a
> traceline fired directly on the moving entities such as a
> character doesnt really inflict damange to him since the
> hitbox is lagging behind. I noticed that it is not the case
> in HL2MP nor as in CS:S. How can we fix this?
>
> Thanks,
> Deslock
> ___
> 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