I think Twentyseven knows what he's doing and what is best.
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Hit Detection Explained
#13
Posted 15 August 2006 - 02:38 PM
[me=EL_PRESEDENTE]loves his flick railing sr8 [/me]
i think theres also issues with net code as far as SiR told me q3 cuts information so if you have a 25000 rate on a 10000 server your losing information it cuts it instead of compressing or lowering it to match which may explain the magic of missing bulleks.
i think the xyz on them screenies are for where to call in the tatical missile strike they secretly coded into the mod
i think theres also issues with net code as far as SiR told me q3 cuts information so if you have a 25000 rate on a 10000 server your losing information it cuts it instead of compressing or lowering it to match which may explain the magic of missing bulleks.
i think the xyz on them screenies are for where to call in the tatical missile strike they secretly coded into the mod
#14
Posted 15 August 2006 - 02:38 PM
Quote
the hitdetection in 3.8 is very good tbh
that's great.
btw, I get the idea most of the compains about 'lost hits' in 3.7 originate from network issues the game has little to do with.
how many know urt includes a var called ut_timenudge which may help in certain situations the lag meter can show?
how many check their lag meter in the first place before talking about hitting problems?
such crap can't be fully go away in any game, and such complains will continue.
#15
Posted 15 August 2006 - 02:51 PM
i'm on fs' side regarding this. the hitdetection does not seem to be borked in 3.7. i think mostly it's people expecting it to behave differently. people just don't understand that the server sees things differently...
in replay to raider: doing traces in ticks would not only double the load...it would raise it drastically...and i bet you would not want the server to drop frames...
in replay to raider: doing traces in ticks would not only double the load...it would raise it drastically...and i bet you would not want the server to drop frames...
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