Rapid fire hit registration

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Comments

  • _Necro__Necro_ Join Date: 2011-02-15 Member: 81895Members, Reinforced - Shadow
    <!--quoteo(post=1912937:date=Mar 14 2012, 08:06 PM:name=swalk)--><div class='quotetop'>QUOTE (swalk @ Mar 14 2012, 08:06 PM) <a href="index.php?act=findpost&pid=1912937"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I had the same thought.
    That would make the interp fit with all latencies.
    Either that, or make it a manual setting, so we can get better interpolation on lowping/higherping servers.
    It's not a good idea to assume that everyone will be playing at 150ms or 100ms.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I'm not sure if this is even possible. Did you two understand interpolation? -> <a href="http://en.wikipedia.org/wiki/Lag_compensation#Solutions_and_lag_compensation" target="_blank">http://en.wikipedia.org/wiki/Lag_compensat...ag_compensation</a>
  • WilsonWilson Join Date: 2010-07-26 Member: 72867Members
    Interp has nothing to do with ping. It doesn't matter if you're playing on a low or high ping server, interp should be the same.
  • KalabalanaKalabalana Join Date: 2003-11-14 Member: 22859Members
    edited March 2012
    <!--quoteo(post=1912943:date=Mar 14 2012, 02:19 PM:name=Wilson)--><div class='quotetop'>QUOTE (Wilson @ Mar 14 2012, 02:19 PM) <a href="index.php?act=findpost&pid=1912943"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Interp has nothing to do with ping. It doesn't matter if you're playing on a low or high ping server, interp should be the same.<!--QuoteEnd--></div><!--QuoteEEnd-->

    What? Isn't interpolation basically lag compensation? So a server may see if a player hit the unavoidably out of date player data of another player or not? And the accuracy in which it calculates this, is dependent on the time difference between players and server? For example, I shoot at a guy who has a 300 ping, and I have a 100 ping, on my end I see his player data 400ms behind, so I shoot at that, and the server, which has a more current game state knows that what I shot at might be a miss from where it thinks the laggy player is, but interpolates that on my end, I actually hit him based on the data it sent me?

    I could be wrong, wouldn't be the first time.

    Edit: Yeah, it looks like I confused interpolation with a separate process that may or may not exist in NS2. Thanks for the correction! I assumed when max was talking about interpolation he was directly writing of the latency issues that account for the hit reg delay this thread is intended to discuss. Which when coupled with my skewed understanding derailed the actual sentiment I was trying to convey; dynamic latency processing for optimal hit registration, which I can only assume is server side.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    IIRC interpolation is entirely clientside and smooths the movement of other players, by estimating where a player is going to be in the next few frames (until the next packet from the server arrives) based on where they were recently reported (by the server) to be and how they were moving.
    Although that sounds more like extrapolation... maybe IDRC.
  • Mkk_BitestuffMkk_Bitestuff Join Date: 2003-01-17 Member: 12407Members
    While interp is separate from your ping, it is still something that should be configurable in the end. The basic idea is you will want to reduce your interp as much as you can while maintaining smooth gameplay, so that your gamestate is as close to the servers as possible. This reduces the delay you feel in the game, and improves the feel of the game immensely. Its once of the reasons why so much rifle ammo gets wasted.
  • Shrike3OShrike3O Join Date: 2002-11-03 Member: 6678Members, Constellation
    Well, that and the ridiculously high ROF...
  • NecropsYNecropsY Join Date: 2012-01-23 Member: 141746Members
    <!--quoteo(post=1901679:date=Feb 10 2012, 04:23 AM:name=Yuuki)--><div class='quotetop'>QUOTE (Yuuki @ Feb 10 2012, 04:23 AM) <a href="index.php?act=findpost&pid=1901679"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The bullets are fired in ClipWeapon.lua I think :

    I added a simple counter after self:ApplyBulletGameplayEffects(player, trace.entity, trace.endPoint, direction)

    <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->                    numberOfHit = numberOfHit + 1
                        Print(ToString(numberOfHit))<!--c2--></div><!--ec2-->

    NumberOfHit was declared at the beginning of the file: local numberOfHit = 0

    Firing a single bullet at a powernode :

    <img src="http://i.imgur.com/W2oXD.png" border="0" class="linked-image" />

    The server count the hit correctly but for some reason the client execute the code many times, anybody knows why ?

    Locally it seems to work fine, If I empty my rifle the server counter goes up by 50. Should be tested online, but I have to work also :(<!--QuoteEnd--></div><!--QuoteEEnd-->


    This might explain why if you tap fire a LMG you do more dammage and register more hits than if you hold down your lmg (i guess alot of the its arent registering)
  • RisingSunRisingSun Rising California Join Date: 2004-04-19 Member: 28015Members, Constellation, Reinforced - Shadow, WC 2013 - Shadow
    <!--quoteo(post=1913227:date=Mar 15 2012, 05:16 PM:name=NecropsY)--><div class='quotetop'>QUOTE (NecropsY @ Mar 15 2012, 05:16 PM) <a href="index.php?act=findpost&pid=1913227"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This might explain why if you tap fire a LMG you do more dammage and register more hits than if you hold down your lmg (i guess alot of the its arent registering)<!--QuoteEnd--></div><!--QuoteEEnd-->

    Thank you for this. Now if there was only a firing option for "burst" mode. This might be why the shotgun seems to accurate as well. One shot. I almost like if you HAVE to burst instead of spray and pray. =) Leads to more skillful play and less randomness.
  • Shrike3OShrike3O Join Date: 2002-11-03 Member: 6678Members, Constellation
    FA-HL used to have a problem like this... a couple of their weapons fired faster than the engine could effectively track. Fixing that bug led to a significant balance shift. If the LMG is basically firing through a portable Umbra (1/3 or so of it's bullets certainly don't feel like they ever hit) we could have a problem :)
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