I'm finding it very hard to hit a lerk that flies straight at me when I have a shotgun, and no I'm not missing. It's like the model blocks the hitbox. I'll shoot the lerk point blank and will see almost no blood, give me a side view so I can shoot for it's rear / behind it and it will die in 1 shot. It should be easier to kill the retarded lerk that flies straight at the shotgunner but for some reason it's not. Are my rates/ex_interp just messed up?
I've been using:
cl_updaterate 100 cl_cmdrate 40 ex_interp 0.055
An ex_interp lower than 0.05 seems just too choppy for me everywhere.
Lerks are possibly the worst for this, if you need a test case. Lerk vs. shotgun with both players of about equal skill and the lerk will win over and over and over. I've pumped four direct shots into lerks and seen nothing but tiny blood splatters, as if I was barely tweaking them. HMG and LMG are affected as well, just not as obviously. I can hear LMG bullets hitting on my client, pump a full clip into a skulk, and then ask the other player what health they had. Usually something along the lines of 30-40 hp left. This just makes no sense. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
It just seems to be lagging behind a bit. In close range (against someone competent enough to move) or while wallwalking is involved it gets pretty hard to compensate - but otherwise the targets are easier to shoot than in b4a even, for some reason.
Edit : As for Lerks and frontal Shotgun blasts, I don't know a reasonable Lerk that would take the risk - but it seems fairly logical that their flat profile isn't conducive to catching the full blast unless you're shooting at a deflection angle. Any hitbox issues would just make this more obvious.
<!--QuoteBegin-SaltzBad+Sep 14 2004, 12:27 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SaltzBad @ Sep 14 2004, 12:27 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> It just seems to be lagging behind a bit. In close range (against someone competent enough to move) or while wallwalking is involved it gets pretty hard to compensate - but otherwise the targets are easier to shoot than in b4a even, for some reason.
Edit : As for Lerks and frontal Shotgun blasts, I don't know a reasonable Lerk that would take the risk - but it seems fairly logical that their flat profile isn't conducive to catching the full blast unless you're shooting at a deflection angle. Any hitbox issues would just make this more obvious. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Yeah, you don't know a reasonable lerk that would take that risk but they do it all the time in pubs. And due to this problem it actually works because the shot is blocked or something by their model.
Sarisel.::' ( O ) ';:-. .-.:;' ( O ) '::.Join Date: 2003-07-30Member: 18557Members, Constellation
I don't know what could possibly block a direct shotgun blast at an enemy that is going straight towards you. The only thing I can think of is that what you see as a direct blast was actually not direct according to the server, or the enemy had moved by the time th e server registered your hit.
That ones very easy to demo though Sarisel, and its really mysterious. You'll see it all the time in co_, that lerks just fly straight at you and get 2 shotgun blasts to the face without much effect. However almost all shots at an angle land.
Seems like its like it was in 2.xx for me.. You just need to learn where to shoot with your sg again.. Kind of annoying actually, hopefully b6 doesnt change the game so much again that we'll have to learn how to shoot once more..
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->It just seems to be lagging behind a bit. In close range (against someone competent enough to move) or while wallwalking is involved it gets pretty hard to compensate - but otherwise the targets are easier to shoot than in b4a even, for some reason.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Agreed. Standing, walking, running or jumping targets are no problem but circle strafing, bunnyhopping or flying aliens are hard to hit because I don't want to practice aiming behind players. That would ruin my aim skill in other games...
I was having big problems when we first released beta 5, it felt very broken and I commented quite unhappily to my fellow devs that we'd broken the game.
As Yumosis said, we didn't change anything that could have destroyed NS in this way.
Eventually I adapted to the way things are and now it's only very rarely difficult to hit a player (and then it's usually firing a shotgun at a jumping skulk.) It may have been something valve did, or maybe the unlocking of ex_interp (I'm currently using 0.05 for ex_interp, 50 for update, and 40 for cmd, and it seems to work decently well for me.)
Play with your config, mess with your rates and your ex_interp until you find that your shots are counting.
A note: If you used the dedicated server files to make your Beta 5 client, you might want to actually go and download the real beta 5 client, or you're going to be experiencing some very very severe problems. I won't go so far as to say that's the problem you're all experiencing, but if this sounds like you then you may wish to see if getting the real client fixes your problems.
Alright, I did change my net settings for the heck of it from 101,101,20000,0.05 to 45,35,20000,0.05 (update,cmd,rate,interp) and still the same. I'm just playing combat again, where in less then 5 minutes I again had the same bug everyone keeps talking about over and over again: Got a shotgun and I was getting kills that I would understand if would MISS, and then I had a skulk jumping in a straight line towards me that took 3 shots, which all hit, only to kill me with focus. Or some minutes later a lerk was flying IN A STRAIGHT LINE towards me, took 2 sg lvl 3 shots, took another one on the flight back, and then killed me.
And no, the server did not lag, nor did the players.
So it is not related to the netsettings (I mean I used the same ones in beta 4a). If the devs believe they didn't change anything, though luck. I guess the sg will only be used to take down structeres, and people will go with the hmg for the rest.
Not much the dev's can do based on assumtions and guesses, to find bugs they have to have a lot to go on. It's not easy working with ancient HL code that's been hacked up in ns. This is really a "ghost in the machine" kind of bug, where something's happening for an unknown reason, that shouldn't be happening, and little can be explained on why it is happening. "Messing with your rates" is a poor statement considering the fact the default rates are designed for 56k back in 1999, everyone should take the time to set their own rates based on their connection. Maybe it would be helpful if there were checkboxes of connection type for new players at the end of the installer?
<a href='http://ucguides.savagehelp.com/ConnectionFAQ/Halflife.htm' target='_blank'>http://ucguides.savagehelp.com/ConnectionFAQ/Halflife.htm</a> Small guide on HL rates
all i can say on the topic is that i've pretty much always played with default update and cmd rates and i have noticed that it is ridiculously harder to kill skulks with a shotgun...something is off
This topic seems to be going the way of the PSHB. Hopefully it can be resolved in the same manner. Hell It could be related to that fix or should I say "improvement".
Time to suit up and get some demos.
I may be able to get a server with 6 slots dedicated (dallas) so we can test out alot of different things server side and client side and get demos.
If anyone is interested in helping with testing PM, IM or come to the website that will be hosting the server. TheGamerPlanet.com
Good idea, more material = better chance of finding the cause. I agree with everyone that something "seems" wrong, and I've knowticed it for awhile, but like I said before, I can find nothing changed that should be causing something like this <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> Things have always seemed fish or odd ever since they added custom sized hitboxes in 3.0, espcially with the skulk, but until now it didn't seem this bad.
However, 2 days ago, after scrimming exigent, blackmarket was playing around on our server. Just pubbing combat with each other, and we knowticed a clan member(CKM, using a rate of 20000 and update of 40) was extremely hard to hit, I mean almost impossible to kill. He knowticed it as well, we played around with it for awhile (me and pneumaticcrab, both cycling through different rates, server used 25000 100 for max, I had 90 ping he had 30), both a lvl 2 shotgun and lvl 2 hmg couldn't kill him as skulk or gorge. He had slot 13 out of 20. He was without a doubt bugged in some way.
<!--QuoteBegin-Yumosis+Sep 17 2004, 09:15 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Yumosis @ Sep 17 2004, 09:15 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> However, 2 days ago, after scrimming exigent, blackmarket was playing around on our server. Just pubbing combat with each other, and we knowticed a clan member(CKM, using a rate of 20000 and update of 40) was extremely hard to hit, I mean almost impossible to kill. He knowticed it as well, we played around with it for awhile (me and pneumaticcrab, both cycling through different rates, server used 25000 100 for max, I had 90 ping he had 30), both a lvl 2 shotgun and lvl 2 hmg couldn't kill him as skulk or gorge. He had slot 13 out of 20. He was without a doubt bugged in some way. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Was the server using metamod or amx?
TheAdjHe demanded a cool forum title of some type.Join Date: 2004-05-03Member: 28436Members, NS1 Playtester, Constellation
I've noticed something for a while but haven't really taken the time to put it into words, and I believe it's related to this is some way. For me I have a ridiculously difficult time hitting skulks that jump straight at me. Not bunnyhoppers, but skulks that do some combination of strafing, running up the wall, and jumping WITHOUT holding crouch. They simply refuse to take damage, and I'm sure many other people have noticed this as well. I used to chalk it up to simply not aiming at them, but when I make the effort to watch where I aim against someone that does this, I see that I simply don't do as much damage to them as possible. The more movment the skulk makes, the more difficult it is to hit them. Skulks that run on the roof of a vent and rotate from the roof to the wall to the floor of the vent are nearly impossible to kill, the exhibit the same problem. Shotgun rounds don't seem to register, it can take up to 3 shots of accurate fire to drop a skulk, I really prefer to use the LMG for a skulk at the moment, it's more dependable to kill a skulk than the shotgun is, even at level3. I've always explained the "nub hopping" skulk issue as something related to hitbox rotation, since the skulk is obviously not holding down crouch while jumping. As soon as this is done, the skulk becomes much easier to kill. I'm guessing this is related to the complaints people have with shotgunning skulks, and I hope it gets some feedback.
<!--QuoteBegin-Forlorn+Sep 18 2004, 01:19 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Sep 18 2004, 01:19 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> slot 13 out of 20 means nothing, you need userid - that's what really matters. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I was generalizing the situation. Not everyknows what userid means, most people call it the "last slot bug" so they might have a hard time when I say "his userid wasn't the last blah blah blah". What I was trying to establish was he didn't have "the last slot bug", not the dynamics behind it.
<!--QuoteBegin-Hobojoe+Sep 10 2004, 06:10 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Hobojoe @ Sep 10 2004, 06:10 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i swear they must have cut the range of bitegun to half. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
This is quite possible because they reduced knockback so the need for it is not so great, but I didn’t see anything in the changelogs about it.
I would like to post my rates considering my rego is preety good.
Cl_cmdrate 61 Cl_updaterate 91 Ex_interp 0.06 Ex_extrapmax 2 for marines Ex_extrapmax 1.2 for aliens
On servers I get around 40-80 ping, depending on the time. Eg. 7am I get 40 ping, 8pm I get 80 ping.
My rego with these rates are preety awesome, i was picking leaping celerity skulks off with pistol easily. I was actually laughing at em; but still those rates work for me well. Btw 512 adsl.
After some involuntary "testing" today, I'd have to agree with Adj - it seems to happen most frequently when people are obviously not holding crouch. Most likely its a rotational vs visual issue - but considering the LMG cone of fire, it still shouldn't be so drastic. After all if it were entirely the well-known rotational issue, you should still be hitting most of your fire - the hitbox would simply be sticking out of the wall at an unexpected angle, but hardly be eluding your fire unless only the front or back of the skulk was visible.
Anyway, I'll dig out both the old demo of the basic behavior of non-crouching hitbox rotation - and hopefully find time to fashion some kind of demo of the current version. But something is pretty certainly wrong - I've been able to see up to about 40% of a Skulks profile while wallwalking, firing at him and drawing only sparks. Or trying to kill a Skulk who was unable to manage manuevering into a vent mounted on the ceiling, and only seeing blood-decals 4 times out of 30 bullets - him being immobile. Same guy jumping and leaping gets killed just fine :/ (Since he's not a complete newb, I'm assuming he held crouch to leap)
Hit registration on Lerks and Fades seems just a tad inbehind, but a quick comparison run to Beta 4a showed it not being drastically different, and differences inconclusive/subjective.
However I'd like to repeat, and anyone is welcome to check this out : Skulk movement is alot jerkier in B4a then B5. My guess is the crux of this whole issue is somehow related to that, and probably crouching. The best way to find out would probably be head-to-head demos of the same moves.
TheAdjHe demanded a cool forum title of some type.Join Date: 2004-05-03Member: 28436Members, NS1 Playtester, Constellation
I think part of the "jerkiness" is due to people having rates and interp set incorrectly. I'd love to see B6 update the default rates used in NS, as this would solve half the issues. I see people teleporting around and automatically leave the server, because I know they don't have their rates set correctly, so I"m going to get nubbed repeatedly with a shotgun.
Of course seeing as how I'm not aiming at the same people, thats a possibility, but play the 2 head to head with the same network settings once and you'll probably notice targets behaving alot differently.
<!--QuoteBegin-TheAdj`+Sep 19 2004, 03:39 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TheAdj` @ Sep 19 2004, 03:39 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I think part of the "jerkiness" is due to people having rates and interp set incorrectly. I'd love to see B6 update the default rates used in NS, as this would solve half the issues. I see people teleporting around and automatically leave the server, because I know they don't have their rates set correctly, so I"m going to get nubbed repeatedly with a shotgun.
<!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> To help with this I would love too see my request in mantis completed to help with network settings: <a href='http://www.natural-selection.org/bt/bug_view_advanced_page.php?bug_id=0000742' target='_blank'>http://www.natural-selection.org/bt/bug_vi...?bug_id=0000742</a>
<!--QuoteBegin-Emanon+Sep 19 2004, 10:07 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Emanon @ Sep 19 2004, 10:07 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-TheAdj`+Sep 19 2004, 03:39 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TheAdj` @ Sep 19 2004, 03:39 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I think part of the "jerkiness" is due to people having rates and interp set incorrectly. I'd love to see B6 update the default rates used in NS, as this would solve half the issues. I see people teleporting around and automatically leave the server, because I know they don't have their rates set correctly, so I"m going to get nubbed repeatedly with a shotgun.
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> To help with this I would love too see my request in mantis completed to help with network settings: <a href='http://www.natural-selection.org/bt/bug_view_advanced_page.php?bug_id=0000742' target='_blank'>http://www.natural-selection.org/bt/bug_vi...?bug_id=0000742</a> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> You can see peoples rates with setinfo(*only from demos excuse me, not during a game), or just use demo freak (<a href='http://www.demofreak.com' target='_blank'>Link</a>) You'll be surprised, most people use the max rates, I really think this is no longer a client-side rate problem.
Yes, you can see practically everything interesting except their cmdrate - which is fairly vital, but you can be sure that most people use workable cmdrates. This is really a bigger issue then "U SUX AT NETWORK SETTINGS" - and I'm still puzzled as to how this slipped by hordes of playtesters (who definitely have 2 directorys to play the latest build and the latest public release alongside), the devs and is STILL not priority number one.
Regardless, for now its most likely up to the players to fashion prove with largely inadequate tools (demo and spectator recording can both be VERY odd, adding another wildcard into the mix). I find it silly to have to do it this way, but I guess thats why we call it a beta <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
This just in (although not entirely conclusive yet ) : Surprisingly enough wallwalking seems to have gotten worse from b4a to b5 - instead of the hitbox simply rotating with the player view now, the skulks visual model too seems further detached from the wall. I have one demo illustrating this extremely clearly so far - further testing still needs to be done to see if :
a) the effect is the same as it was in b4a b) the skulks hitbox is still rotated according to view (I'm guessing it is, since the visual snout was un-hittable in the demo) c) or wether the hitbox is now properly aligned, but the model just offset worse
In the meantime, ladies and germs : Aim at the spot the skulk is suctioning itself to the wall on, preferrably along the center of his body. :/
word of advice - bad cmd or update rates aren't going to affect whether or not you can hit them. Rates only effect yourself. Please lose the misnomer that somehow bad rates will make you invincible, that's garbage.
<!--QuoteBegin-Yumosis+Sep 20 2004, 08:08 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Yumosis @ Sep 20 2004, 08:08 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> You can see peoples rates with setinfo(*only from demos excuse me, not during a game), or just use demo freak (<a href='http://www.demofreak.com' target='_blank'>Link</a>) You'll be surprised, most people use the max rates, I really think this is no longer a client-side rate problem. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Thats actually not quite right. You can watch their updaterate & rate settings "live" while on the server, you do need the rcon password though. Just type "rcon users", followed by a "rcon user #id" and it shows you all the info <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Comments
I've been using:
cl_updaterate 100
cl_cmdrate 40
ex_interp 0.055
An ex_interp lower than 0.05 seems just too choppy for me everywhere.
Edit : As for Lerks and frontal Shotgun blasts, I don't know a reasonable Lerk that would take the risk - but it seems fairly logical that their flat profile isn't conducive to catching the full blast unless you're shooting at a deflection angle. Any hitbox issues would just make this more obvious.
Edit : As for Lerks and frontal Shotgun blasts, I don't know a reasonable Lerk that would take the risk - but it seems fairly logical that their flat profile isn't conducive to catching the full blast unless you're shooting at a deflection angle. Any hitbox issues would just make this more obvious. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Yeah, you don't know a reasonable lerk that would take that risk but they do it all the time in pubs. And due to this problem it actually works because the shot is blocked or something by their model.
Agreed. Standing, walking, running or jumping targets are no problem but circle strafing, bunnyhopping or flying aliens are hard to hit because I don't want to practice aiming behind players. That would ruin my aim skill in other games...
As Yumosis said, we didn't change anything that could have destroyed NS in this way.
Eventually I adapted to the way things are and now it's only very rarely difficult to hit a player (and then it's usually firing a shotgun at a jumping skulk.) It may have been something valve did, or maybe the unlocking of ex_interp (I'm currently using 0.05 for ex_interp, 50 for update, and 40 for cmd, and it seems to work decently well for me.)
Play with your config, mess with your rates and your ex_interp until you find that your shots are counting.
A note: If you used the dedicated server files to make your Beta 5 client, you might want to actually go and download the real beta 5 client, or you're going to be experiencing some very very severe problems. I won't go so far as to say that's the problem you're all experiencing, but if this sounds like you then you may wish to see if getting the real client fixes your problems.
And no, the server did not lag, nor did the players.
So it is not related to the netsettings (I mean I used the same ones in beta 4a). If the devs believe they didn't change anything, though luck. I guess the sg will only be used to take down structeres, and people will go with the hmg for the rest.
<a href='http://ucguides.savagehelp.com/ConnectionFAQ/Halflife.htm' target='_blank'>http://ucguides.savagehelp.com/ConnectionFAQ/Halflife.htm</a>
Small guide on HL rates
This topic seems to be going the way of the PSHB. Hopefully it can be resolved in the same manner. Hell It could be related to that fix or should I say "improvement".
Time to suit up and get some demos.
I may be able to get a server with 6 slots dedicated (dallas) so we can test out alot of different things server side and client side and get demos.
If anyone is interested in helping with testing PM, IM or come to the website that will be hosting the server. TheGamerPlanet.com
However, 2 days ago, after scrimming exigent, blackmarket was playing around on our server. Just pubbing combat with each other, and we knowticed a clan member(CKM, using a rate of 20000 and update of 40) was extremely hard to hit, I mean almost impossible to kill. He knowticed it as well, we played around with it for awhile (me and pneumaticcrab, both cycling through different rates, server used 25000 100 for max, I had 90 ping he had 30), both a lvl 2 shotgun and lvl 2 hmg couldn't kill him as skulk or gorge. He had slot 13 out of 20. He was without a doubt bugged in some way.
Was the server using metamod or amx?
I was generalizing the situation. Not everyknows what userid means, most people call it the "last slot bug" so they might have a hard time when I say "his userid wasn't the last blah blah blah". What I was trying to establish was he didn't have "the last slot bug", not the dynamics behind it.
This is quite possible because they reduced knockback so the need for it is not so great, but I didn’t see anything in the changelogs about it.
I would like to post my rates considering my rego is preety good.
Cl_cmdrate 61
Cl_updaterate 91
Ex_interp 0.06
Ex_extrapmax 2 for marines
Ex_extrapmax 1.2 for aliens
On servers I get around 40-80 ping, depending on the time. Eg. 7am I get 40 ping, 8pm I get 80 ping.
My rego with these rates are preety awesome, i was picking leaping celerity skulks off with pistol easily. I was actually laughing at em; but still those rates work for me well. Btw 512 adsl.
Anyway, I'll dig out both the old demo of the basic behavior of non-crouching hitbox rotation - and hopefully find time to fashion some kind of demo of the current version. But something is pretty certainly wrong - I've been able to see up to about 40% of a Skulks profile while wallwalking, firing at him and drawing only sparks. Or trying to kill a Skulk who was unable to manage manuevering into a vent mounted on the ceiling, and only seeing blood-decals 4 times out of 30 bullets - him being immobile. Same guy jumping and leaping gets killed just fine :/ (Since he's not a complete newb, I'm assuming he held crouch to leap)
Hit registration on Lerks and Fades seems just a tad inbehind, but a quick comparison run to Beta 4a showed it not being drastically different, and differences inconclusive/subjective.
However I'd like to repeat, and anyone is welcome to check this out : Skulk movement is alot jerkier in B4a then B5. My guess is the crux of this whole issue is somehow related to that, and probably crouching. The best way to find out would probably be head-to-head demos of the same moves.
<!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
To help with this I would love too see my request in mantis completed to help with network settings: <a href='http://www.natural-selection.org/bt/bug_view_advanced_page.php?bug_id=0000742' target='_blank'>http://www.natural-selection.org/bt/bug_vi...?bug_id=0000742</a>
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
To help with this I would love too see my request in mantis completed to help with network settings: <a href='http://www.natural-selection.org/bt/bug_view_advanced_page.php?bug_id=0000742' target='_blank'>http://www.natural-selection.org/bt/bug_vi...?bug_id=0000742</a> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
You can see peoples rates with setinfo(*only from demos excuse me, not during a game), or just use demo freak (<a href='http://www.demofreak.com' target='_blank'>Link</a>)
You'll be surprised, most people use the max rates, I really think this is no longer a client-side rate problem.
Regardless, for now its most likely up to the players to fashion prove with largely inadequate tools (demo and spectator recording can both be VERY odd, adding another wildcard into the mix). I find it silly to have to do it this way, but I guess thats why we call it a beta <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Surprisingly enough wallwalking seems to have gotten worse from b4a to b5 - instead of the hitbox simply rotating with the player view now, the skulks visual model too seems further detached from the wall. I have one demo illustrating this extremely clearly so far - further testing still needs to be done to see if :
a) the effect is the same as it was in b4a
b) the skulks hitbox is still rotated according to view (I'm guessing it is, since the visual snout was un-hittable in the demo)
c) or wether the hitbox is now properly aligned, but the model just offset worse
In the meantime, ladies and germs : Aim at the spot the skulk is suctioning itself to the wall on, preferrably along the center of his body. :/
You'll be surprised, most people use the max rates, I really think this is no longer a client-side rate problem. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Thats actually not quite right. You can watch their updaterate & rate settings "live" while on the server, you do need the rcon password though. Just type "rcon users", followed by a "rcon user #id" and it shows you all the info <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->