wtf? Hitboxes? -1 reply

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Agent_0range

Original Gankstar

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3rd February 2005

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#1 13 years ago

Bloody hell! Check this video out! I always thought the Source Hitboxes wern't quite right, but I never had any idea it was this bad, this is a joke!




knipple

I'm too cool to Post

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30th September 2003

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#2 13 years ago

Insane




Master of Reality

I'm lying when I say trust me

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8th June 2004

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#3 13 years ago

Strange thing is they haven't fixed it yet.




Pethegreat VIP Member

Lord of the Peach

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19th April 2004

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#4 13 years ago

wow, now I know why I get some of those wacky kills and see people with a giood head shotr yet they are still alive and killing.




Mr.Big

De-Generate

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17th August 2004

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#5 13 years ago

Holy crap..... This helps me out a lot :) Thanks for showing me this, I have to try it out now...




Rikupsoni

Victim of Forgotten HopeForum bystander

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26th April 2004

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#6 13 years ago

Imo netcode / "hitboxes" are MUCH better with the new update wich included these:

  • Fixed lag compensation invalidating bone cache for players moved back in time.
  • Fixed lag compensation interpolation error between 2 ticks



Guest

I didn't make it!

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#7 13 years ago

Well, if any of you actually *knew* what you were talking about instead of being hypocrites.... I would not expect anyone of you to do any research regarding netcode, instead I would expect you to criticize all that you cannot comprehend.

I shall explain it to you as dumbed-down as I can possibly get.

Netcode is the software that allows client<->server interaction between two distinct copies of the same game engine. That being said, there will always be some sort of lag ( even on localhost ).

Now, I want all you idiots to pay attention right now, right here. John Carmack, creator of doom/quake, noticed that real people, travel in a deterministic manner, or a pattern. Meaning, one could "guess" more often than not, where the player was going to be. So, the client side "guesses" where the player was going to go. Hence the game engine on client side draws the player ( AND HITBOX ) in this future location. It does this until the server gives the proper update, in which case it will interpolate the frames.

To be sure, this is far beyond your diffused collection of protracted brainwaves. This is some advanced stuff.

Ergo, that is why the hitbox tends to be infront of the actual player AND jittering your controls tends to confuse the deterministic deduction of the client, making you less likely to be hit.

Now for the reasonably gifted few, you should have detected a problem. So, the client side decides if you hit your enemy or not. Cheating. It is suppositionally possible to kill any enemy ( lets coin a term, aimbot ) so long as one could modify the code.

Why can't you hit all enemies at once? The server optimizes gameplay using portals ( another John Carmack invention ) and only will send the client object that the client should be possible to "see".

For those of you who are berefit of Chromosome 18 ( trisom... ah nevermind ) and wish to understand more than what sits in front of you, beyond the dull glimmer of light that is most likely miscomprehended, I shall point you to www.flipcode.com




Guest

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#8 13 years ago
Headcrab Now, I want all you idiots to pay attention right now, right here. John Carmack, creator of doom/quake, noticed that real people, travel in a deterministic manner, or a pattern. Meaning, one could "guess" more often than not, where the player was going to be. So, the client side "guesses" where the player was going to go. Hence the game engine on client side draws the player ( AND HITBOX ) in this future location. It does this until the server gives the proper update, in which case it will interpolate the frames.

But this is the only big fps that does this. We dont have this issue in other online games BF1942 AAO UT ET shoot the model that simple. why would they use this netcode with these results.confusedx.gif




Agent_0range

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#9 13 years ago

lol cheeky little sprog. No need to insult everyone in the thread because clearly you did some "research". Im not sure if you've ever actually fired a weapon. The SA80 does not have to be lead at all up to a range of about 800m, and then a slight lead is needed. In the distances that are common in CS:S (max 200m?) with high velocity assault rifles and other automatic weapons no lead would or should be required on targets moving diagonally to you. Also as ineversleep has pointed out, on other FPS's, where you point (generally) the person dies. Theres no need to think you are somehow 'superior' because you did a bit of googling and actually bothered to find out why. Im sure the rest of us would rather play instead. Also don't insult others on the board.




Guest

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#10 13 years ago

too bad headcrab just copied that post from somewere else! http://www.klgn.com/forum/viewtopic.php?t=955




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