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Hit Detection Explained Rate Topic: -----

#71 User is offline   Mobab (old) Icon

  • Joined: 15-July 04
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Posted 19 August 2006 - 12:04 AM

Quote

timenudge helps for sure when yellow is on the (top part of the) lag meter and hits are usually better with it on, but I mean 'generally' on 200-250 pings, it 'looks' to get better 'hits' than generally on around 100 or a bit less, very low ones of 20-30 and less excluded, where at least for me its hard to notice bad 'hits' there.

not sure though about it, id have to be very carefull on 'yellows' on those different cases to be more certain.

itd be of some importance since timenudge is not free, adds some internal 'lag' for the gamer using it. (not the server or other players, like some "admins" seem to think and kick for timenudge values  :roll:)

edit: wonder if it helps for some reason even if yellow isn't shown on the meter..


I'm sure some of you have noticed that my ping on some servers has gone through the roof where the "connection inturrupted" message is constantly on my screen.  I can certainly say that, although I'm lagging real bad, shot-for-shot I hit more.  Merely passing my lr 300 over a person's head for a split second would get me a headshot, where with a low 50ms ping, I'd literally have to keep my gun over their head for about a second before I get a headshot.  Due to many variables though, I can't prove this which is a big problem in this debate.

Just the other night, I was complaining that I couldn't hit tehblade while I had a 50ms ping because I actually couldn't, even though he was running straight at me.  I was able to hit *everyone* else fine.

I'm not sure if this is anti lag working, but I often hear the "click" of my gun running out of ammo before my last round would hit the person.

I think I'll make a demo of 50ms vs +200ms ping times.

#72 User is offline   HoboHumpinSlut (old) Icon

  • Joined: 07-February 04
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Posted 19 August 2006 - 12:33 AM

Quote

I'm not sure if this is anti lag working, but I often hear the "click" of my gun running out of ammo before my last round would hit the person.

yes, that should be the network code being active. your client says 'no more ammo' and clicks...in the meanwhile packets travel from you to the server and back, saying 'you hit xxx'.
hits are being determined server-side, while sounds like that 'click' are triggered client-side (therefore no lag).

#73 User is offline   Woekele Icon

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Posted 19 August 2006 - 02:04 AM

Mobab, is your com_maxfps not set too high and did you try ut_timenudge 20 or so when you cant hit :) It never hurts to try.


#75 User is offline   Mobab (old) Icon

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Posted 19 August 2006 - 06:11 AM

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The yellow is the server not the client. TwentySeven has always told me that when you see yellow triangles in the top of the netgraph the server is crapping out. ut_timenudge affects the green part of the netgraph. TwentySeven says to increase timenudge by 10 for every pixel blip in the green. Ideally the green should be a flat line not jagged.




I always forget about that before I play, lol.  I'll try to remember it tonight.  I really haven't ever get the yellow spikes for the top line, though I do get big triangles going downwards.  My ping flux like mad too, but you don't notice this much if you look at the scoreboard.

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#76 User is offline   Mobab (old) Icon

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Posted 19 August 2006 - 07:23 AM

Here's some old screenshots that has my lagometer showing spikes and stuff.

Posted Image
This one shows a tiny bit of black in the ping.  Any button I press or let go while this is going on is invalid.  For example, I'd reload, go through the entire reload animation, but end up with the same amount of magazines and rounds.  Or I'll walk foward, let go of the foward button, but I'll continue to move foward w/o pressing any button.  Sometimes, it's sooooo thin you can barely see it.


Posted Image
This one shows vertical red lines.  I'm not sure why or what causes this.  But it seems to have cleared up (mostly) lately.

Notice how the down triangles too.  Also, my gamma isn't that bright in game, although it is maxed out.  It doesn't look that bright.

#77 User is offline   Hybridesque (old) Icon

  • Joined: 08-February 04
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Posted 19 August 2006 - 07:29 AM

Oh god dude, you're slaying the levels...

#78 User is offline   Kr0m Icon

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Posted 19 August 2006 - 08:43 AM

Netgraph cropped from the screenshots.

(Mobab, you could try using IrfanView for simple imaging tasks. It's a decent little program and best of all its free! :) http://www.irfanview.com )

#79 User is offline   mitsubishi Icon

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Posted 19 August 2006 - 11:47 AM

Quote

The yellow is the server not the client. TwentySeven has always told me that when you see yellow triangles in the top of the netgraph the server is crapping out. ut_timenudge affects the green part of the netgraph. TwentySeven says to increase timenudge by 10 for every pixel blip in the green. Ideally the green should be a flat line not jagged.


a post of 27 said it differently!11!111one

http://www.forums.ur...3.html#msg42713

#80 User is offline   eLv (old) Icon

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Posted 19 August 2006 - 03:02 PM

Quote

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I agree with his feelings : Stating 3.7 hitcode is fine and justifying the unhit with 'bad servers and msn/irc can affect hits' is so silly...

Normally when someone is unhit yes, you are unhit too (server load/bandwidth issues) but some guys are reliabily unhit, I mean on almost every server, every day, etc etc so there must be something wrong with hitcode in relation to cvars or particular connection characteristics (pl/pt connections for example =))..

Not considering when you try to hit someone not moving from his side in the head...You can even fire everything you have and you won't hit If you dont aim at the neck. Please tell me this is a load or bandwidth issue, maybe I have a mouse eating my ADSL line :)


MSN has advertising which changes every so often contained in the program. It also sends usage stats and obviously has to tell the MSN network that you are online, and scan for 'buddies' to come online.  IRC is much the same, as is any program which uses the net connection when it is open. 

http://forum.mess.be...p?showtopic=721

If you can offer me an proper technical explanation about how these would not affect people playing online (especially those on low bandwidth connections) then I would love to see it.


The point was unhit exists and you cant justify it with 'msn/irc usage'. Anyway 4k/s of IRC traffic on a 80k+ ADSL do not affect ping of bandwidth in a relevant way. For msn it's a bit different, more traffic, more CPU usage etc etc can surely make you loose hits but there are some demos around of top clans players firing 30 lr300 bullets and getting 0 hits during CWs and I dont think they were downloading pictures of their girlfriend via MSN :)

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