Gl Lag
JuLie_ThE_BoonDoCk_SAinT
Join Date: 2002-11-26 Member: 9984Members
<div class="IPBDescription">is it possible to fix it? :o</div> When you enter a server with a ping of like, 150+ the GL shooting is kinda not synchronised. Example, when you click the trigger, the grenade should be launched from the gun instantaneously, but instead, it lags several seconds.
In an event when you have to use the GL as an assault weapon (against skulks, fades and all), its very hard to hit them when they are moving all around and your shots lag and doesnt hit the target.
I dont know if its the limit of the half-life engine (i think the M79 GL in FA doesnt have any delay), so is it possible to fix it? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
<!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo-->
In an event when you have to use the GL as an assault weapon (against skulks, fades and all), its very hard to hit them when they are moving all around and your shots lag and doesnt hit the target.
I dont know if its the limit of the half-life engine (i think the M79 GL in FA doesnt have any delay), so is it possible to fix it? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
<!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo-->
Comments
You people have been sheltered by HL for too long. Its lag, this is how online games work. Your weapon is delayed because your connection to the server is delayed. Your LMG also has a lag time on it, you aren't firing instantly that's only a visual effect - when you press the fire button your client automatically draws bullet holes for you, those holes aren't where bullets are actually landing, they're just drawn there to make you feel better. The actual decision of where your shots go and what you hit is performed by the server, and is delayed due to your latency.
When you fire a LMG, there is a visual effect indicating that you are firing by drawing in some random bullet holes or blood marks (That are not in any way related to where your shots are really going). The command to fire is then sent to the server. The server recieves the command a short while after you fire, and then checks your ping and makes an estimate as to the state of the game when you pressed fire on your screen. It then calculates where it thinks you fired, and updates aliens health/your frag score accordingly.
Attempting to use the same prediction for a projectile runs into all sorts of trouble, because players are able to see the GL in flight. If you attempt to phase the game back serverside and calculate the path of a grenade fired from the time the client presses +attack, you end up with grenades that have to suddenly appear in the air, without visibly leaving a players weapon. Given a player with a less than incredible ping is firing the GL, you end up with grenades hitting players before they even see them leave your weapon. Now, if you don't predict the grenades serverside, and do it the old fashioned way, you also wouldn't want a client side predicted animation for the GL, because this animation would bear no relation to the actual path of the grenade.
You could see a grenade fire instantly from your weapon, but this grenade in effect would not exist. You could fire and see the grenade move straight through a fade, and either not explode at all, passing straight through him, or explode directly on the fade but in reality miss him completely. The visuals of the grenade on your screen would be completely meaningless.
Consequently, neither the GL hits, or the GL client side visuals are predicted, and you see what is actually happening. The grenade on your screen takes time to leave the barrel because your client takes time to send the command to the server. There is no "fix" for this, only different ways of handling the netcode which would probably be worse.
Actually, TeoH is right. Whenever you see an "instant kill" with a ping at 600 or so it's always from a previous shot that eventually the server acknowledged and relayed back to your HL client.
when you fire in hl the sever will check teh location of your target in teh past to determine if you kill tehm. if your ping is 200 it will check to see if player x was hit by you bullets at his location 200 ms ago.
if he is there and you are not already dead the hit counts.
this causes deaths after running around teh corner or being redeemed. becasue you were shot before you could do it
However if you are shot before the server can prosees your attack you are still dead. and your shot is wasted.
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