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VC's Laboratory 90222

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PPK:
I don't bother about that situation now. I know it's something you can't avoid, so I just try to aim steady and land my shots. I also avoid high-ping servers in order to improve my hitreg. Gone are the days of cursing at the monitor.
Of course this "problem" can always be attenuated, but I think there isn't much that can be done to make things better since there will always be a delay on the information transfer. Now about the jumphax problems, they can be solved and that is a priority since it goes beyond the simple hitreg problems; it goes as far as hitboxes.

Wake[of]theBunT:
Agreed, though its not "hax" its just an exploit. But yes that is one problem that will be adressed, as its grossely unfair, as unfair as bunnyhopping which got the axe in beta 3.0 :D

VC:
"Basically it means they can get shittier scores than their skill would be on LAN and blame it on us."
"play the game or play LAN."

I night or two back, while testing my L&LD against the scarecrow army, I, with a ping of 1ms, shot a bot with the golden gun and he didn't die. Blood sprayed, no death.  I shot him a second time and he died.

Clearly 1 millisecond is too much lag. I should play on a better server!  Perhaps if I crawl inside my computer case...


Blaming lag also fails to recognize the case of shooting an AFK in the head and doing no damage. When someone hasn't moved in ten seconds, there should be no question at all about where he's at and if the bullet counts.  The only way to explain that is if there was a discrepancy between where the client saw himself when he fired and where the server saw him when he fired, and the only way for that to happen is if the client and server player positions are drifting out of sync, and if that were happening, we'd see other symptoms like players getting stuck to objects, ceilings, and floors, intermittanly and in a manner that seems to fix itself when a player does something, like jump, that causes both sides to come to the same position calculation result.

steven_m64:
the built in ob-sdk bots have never been a really good test/replacement for real players odd hitbox and registration problems with them have been seen for a long while now.

don't compare them to real in-game testing with people.

at least not until tony "omega" gets along to releasing the new sdk code with proper bot support and many other fixes/examples.

UnKnown-Pain:

--- Quote from: Wake[of]theBunT on February 26, 2009, 04:16:26 pm ---Agreed, though its not "hax" its just an exploit. But yes that is one problem that will be adressed, as its grossely unfair, as unfair as bunnyhopping which got the axe in beta 3.0 :D

--- End quote ---
You obviously haven't seen me in game :/ a retarded bunny rabbit is a good description.

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