Hit Detection question
mwpeck
Join Date: 2006-09-18 Member: 58022Members
Just wondering, any info from the devs on what type of hit detection NS2 will have? Will it be similar to Source Engine hit detection using lag compensation and what not? Or is it lacking lag compensation?
In short, if someone on a crappy connection is playing, will you have to lead your shots to be able to hit them, or will you be able to shoot the model without worrying about it?
In short, if someone on a crappy connection is playing, will you have to lead your shots to be able to hit them, or will you be able to shoot the model without worrying about it?
Comments
Our netcode is written from scratch. I originally integrated RakNet and OpenTNL (the Tribes networking library), but I had problems with them and didn't like the idea of using those black boxes for something as critical as the networking. My implementation borrows ideas from Quake 3 and Half Life, though for the things you guys are discussing it's more like HL than Q3A. -Max<!--QuoteEnd--></div><!--QuoteEEnd-->
Direct link <a href="http://www.unknownworlds.com/forums/index.php?showtopic=107518&st=20&p=1729670&#entry1729670" target="_blank">HERE</a>.
When that happens the player shooting fired his shots at you while you were in his sight. While high ping can result in frustrating situations in NS, it's better than the other systems. With low pings the hit registration is pretty good. Sometimes hits will make a hit sound and not register, but from my understanding in most cases this is just because NS for some reason makes the hit sound from hitting a player's hull instead of their hitbox, rather than it being an actual prediction error.
Ah thank you.