Pwn / Bs Video

Renegade.Renegade. Join Date: 2003-01-15 Member: 12313Members, Constellation
<div class="IPBDescription">gotta love hit regs</div> Good aim, or bad hit reg?
<a href='http://www.putfile.com/media.php?n=pubpwn' target='_blank'>skulk ownage</a>
Whether its mega pwn, mega bs, or a combination of both.. you decide <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->

(keep an eye on the HP)

Comments

  • TrakenTraken Join Date: 2004-11-14 Member: 32797Members
    edited February 2005
    Horrible hit reg for the skulks bite...

    And I've found that if you always aim behind the skulk's model you get more kills <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->

    Oh..that was you...lol. I think it was BS on both accounts however yours was skillful BS (hope that makes sense...)
  • MrGunnerMrGunner Join Date: 2003-01-03 Member: 11757Members, Constellation
    Kind of looked like a lag issue. Sort of like he hit you but he was already dead and the hit didn't register or something.
  • TrakenTraken Join Date: 2004-11-14 Member: 32797Members
    <!--QuoteBegin-MrGunner+Feb 3 2005, 12:00 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MrGunner @ Feb 3 2005, 12:00 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Kind of looked like a lag issue. Sort of like he hit you but he was already dead and the hit didn't register or something. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    One reason I hate the HL engine. (sorry, have to use CS example)

    AWP vs AWP. Both aimed right on head. One guy has 49 ping, other has 51 ping. Each has 100fps. Shoot at the exact same time. Guy with 51 ping dies.

    I guess that's the problem with HitScan weapons...
  • TwelveTwelve Join Date: 2005-01-17 Member: 36044Members
    <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> I hate it when that happens.
  • adi0adi0 Join Date: 2004-10-07 Member: 32142Members
    when running from rines as skulk quite often i die when i'm already far behind a corner, like my hitboxes stayed behind, even when i'm not lagged (ping < 50ms, 0 loss/choke)

    maybe it has sth to do with sv_unlag...
    <a href='http://www.summerblue.net/games/cs_report/6_1_space_time.html' target='_blank'>http://www.summerblue.net/games/cs_report/...space_time.html</a>
  • Renegade.Renegade. Join Date: 2003-01-15 Member: 12313Members, Constellation
    <!--QuoteBegin-Traken+Feb 3 2005, 12:58 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Traken @ Feb 3 2005, 12:58 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Horrible hit reg for the skulks bite...

    And I've found that if you always aim behind the skulk's model you get more kills <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->

    Oh..that was you...lol. I think it was BS on both accounts however yours was skillful BS (hope that makes sense...) <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    It's okay, you can say it... I know it was a hit reg problem on the skulks bite <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
    I remember the surprise after killing him and thinking "how the hell didn't he get me, I only had 25 hp!!"

    Stranger still, if you look closely, you'll notice I get an armour1 upgrade almost milliseconds after the skulk bite..... could this be a glitch resulting from armour upgrades?
  • Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
    edited February 2005
    Quite honestly, I'm beginning to resign myself to that we'll never get sufficiently good hitreg as long as we're based on this netcode-engine combination. The current aim is to find the least painful compromise.
  • SLizerSLizer Join Date: 2003-11-07 Member: 22363Members, Constellation
    One great example of these hitboxes is the "terror season 4 highlights" There you really see the hitboxes owned.
  • cheesemaster_squidcheesemaster_squid Join Date: 2005-02-02 Member: 39501Members
    lol flipping awesome!!
  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Members
    <!--QuoteBegin-SLizer+Feb 3 2005, 06:03 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SLizer @ Feb 3 2005, 06:03 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> One great example of these hitboxes is the "terror season 4 highlights" There you really see the hitboxes owned. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    or then that's just spectator/hltv lag
  • NEO_PhyteNEO_Phyte We need shirtgons&#33; Join Date: 2003-12-16 Member: 24453Members, Constellation
    <!--QuoteBegin-Nemesis Zero+Feb 3 2005, 04:22 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nemesis Zero @ Feb 3 2005, 04:22 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Quite honestly, I'm beginning to resign myself to that we'll never get sufficiently good hitreg as long as we're based on this netcode-engine combination. The current aim is to find the least painful compromise. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    NS:S?
  • XCanXCan Join Date: 2002-11-03 Member: 5904Members, Constellation
    <!--QuoteBegin-Traken+Feb 3 2005, 08:06 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Traken @ Feb 3 2005, 08:06 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> AWP vs AWP. Both aimed right on head. One guy has 49 ping, other has 51 ping. Each has 100fps. Shoot at the exact same time. Guy with 51 ping dies. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Ping is not a unit, ms is the unit.

    You don't go around and tell a friend you drove at 50 velocity do you? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • amnesiacamnesiac Join Date: 2004-11-03 Member: 32619Members
    <!--QuoteBegin-adi0+Feb 3 2005, 02:05 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (adi0 @ Feb 3 2005, 02:05 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> when running from rines as skulk quite often i die when i'm already far behind a corner, like my hitboxes stayed behind, even when i'm not lagged (ping < 50ms, 0 loss/choke)

    maybe it has sth to do with sv_unlag...
    <a href='http://www.summerblue.net/games/cs_report/6_1_space_time.html' target='_blank'>http://www.summerblue.net/games/cs_report/...space_time.html</a> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    As an alien (skulk) you see from it's moth but actually, it's infront of the skulks head. I'm not sure how hard that is to picture, but when you think you're around the corner because <b>you</b> can see around it, dosen't actually mean the model is. It's a little displaced. <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif' /><!--endemo--> -->
  • TrakenTraken Join Date: 2004-11-14 Member: 32797Members
    One thing I love (and hate) is when a skulks leaps around a corner and you just randomly fire and they still die... <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
  • commando_carlcommando_carl Join Date: 2005-01-06 Member: 32997Members
    edited February 2005
    yeah it pisses me off

    it takes 5000 bullets to kill a skulk
  • KobayashiKobayashi Join Date: 2003-07-05 Member: 17956Members
    Only the second bullet in the first few hits really looks questionable. The rest are just the effect of the blood splotch staying behind and the skulk moving on so that it appears a hit was made in mid-air.

    The second bullet looks more questionable because the skulk was turning to face the rine at that time, so the bullt looks like it hit about half a skulk width away from the skulk.

    On a related question, does anyone know how long the animation for blood is? like from start to finish.
  • EmanonEmanon Join Date: 2003-05-13 Member: 16254Members, Constellation
    <!--QuoteBegin-NEO Phyte+Feb 3 2005, 10:09 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (NEO Phyte @ Feb 3 2005, 10:09 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Nemesis Zero+Feb 3 2005, 04:22 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nemesis Zero @ Feb 3 2005, 04:22 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Quite honestly, I'm beginning to resign myself to that we'll never get sufficiently good hitreg as long as we're based on this netcode-engine combination. The current aim is to find the least painful compromise. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    NS:S? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I almost hope that NS:S either waits a while or doesnt come out. I mean look at the problems they are having with CSS and hitboxes. I cant even think of how bad a skulks Hitbox lag would be in source.
  • ShadowcatShadowcat Join Date: 2003-01-18 Member: 12443Members
    This happens a lot with the shotgun on CO.

    A focus skulks bites you, but you fire at the skulk just before you die. You swear you hit it but no blood / no dead skulk.

    Lag issues. :/
  • RichienzRichienz Join Date: 2004-03-01 Member: 27036Members
    There is a bug with demos where the HP remains static somtimes (dont know why) but it looks like that, because if the bite didnt "register" then why was there blood :s
  • SaltzBadSaltzBad Join Date: 2004-02-23 Member: 26833Members
    edited February 2005
    <!--QuoteBegin-Photek+Feb 3 2005, 04:38 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Photek @ Feb 3 2005, 04:38 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-adi0+Feb 3 2005, 02:05 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (adi0 @ Feb 3 2005, 02:05 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> when running from rines as skulk quite often i die when i'm already far behind a corner, like my hitboxes stayed behind, even when i'm not lagged (ping < 50ms, 0 loss/choke)

    maybe it has sth to do with sv_unlag...
    <a href='http://www.summerblue.net/games/cs_report/6_1_space_time.html' target='_blank'>http://www.summerblue.net/games/cs_report/...space_time.html</a> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    As an alien (skulk) you see from it's moth but actually, it's infront of the skulks head. I'm not sure how hard that is to picture, but when you think you're around the corner because <b>you</b> can see around it, dosen't actually mean the model is. It's a little displaced. <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif' /><!--endemo--> --> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    No sorry, the pov relative to the model is located in the center of the skulk - not infront. Hence the problem that your pov can be obscured yet visible bits of the skulk peak from around a corner. You have a bit of length that you need to keep hidden. Of course you could be literal and say that your **** would still be hanging around the corner while you see around it, but thats <b>not</b> why cornershots happen.

    The thing is simple : To make Half-Life playable and fun, your client is given freedom of movement. It simply gets the physics rules slapped onto it, and what you do then is up to you - theres no immediate check with the server wether your position corresponds with where you should be able to move according to your previous position (there are timeouts, after which you cannot keep moving, mind you) - hence why speedhacks can exist. So as long as you're not timing out in your connection, you can move constantly and be sending your new position updates to the server - so a player with a 200ms latency to the server, either consistent or in a short spike only, is able to move normally without noticing it. However his position is only updated on the server when that bit of information reaches it (duh).

    Now, the important part is to remember : The target your opponent shoots at isn't where you see yourself, but what the server last sent that guy. So, lets assume the person shooting you has a ping of 200 as well - so your 200 ms old position reaches the server, another 200ms later it reaches the shooter, who in turn decides to start firing. Another 200 milliseconds later the server hears about it, and compares the fire trajectory with the position he sent the guy (called the backlog, because by now he will have received lots of new updates from you). If he evaluates it as a hit, then that means he will get around to sending you the update about your damage - another 200 ms wait. Now we're up to 800ms as the LOGICALLY FASTEST TIME in which you can actually notice that you're being shot. That good sirs, is ALMOST A SECOND - which is a large time in combat. So assuming you were running around a corner, you might just find out you are actually dead about a second later.

    But can we please stop complaining about this? Its the best solution around, because it means anyone can shoot at the target on their screen and will register a hit. The only real weakness of the system is the time-delayed bloodspatters as hit indication, because it makes things look a bit awkward. There are a few problems with the way hit detection is handled in NS - model placement and orientation as well as prediction at high speeds (especially with small targets) can let slightly funky things happen, but theres not that many better ways to do it, other than maybe working out the oddness with lower ex_interps.

    Or get everyone and their little dog a good line.
  • ChezChez Join Date: 2004-01-05 Member: 25074Members, Constellation
    Demo's dont really show you where you are exactly aiming, it is usually lagged, especially on HLTV
  • SaltzBadSaltzBad Join Date: 2004-02-23 Member: 26833Members
    First person demos taken by the player are accurate - they will show what that guy saw. HLTV or specced demos however will be a bit off - as you're seeing the target at a different time than the shooter.
  • Renegade.Renegade. Join Date: 2003-01-15 Member: 12313Members, Constellation
    <!--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-->There is a bug with demos where the HP remains static somtimes (dont know why) but it looks like that, because if the bite didnt "register" then why was there blood :s <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I thought that was the case too, but later on in the demo (a few seconds after that scene) I was dropped a medpack and the demo displayed my health fine. Also if you notice, before I encounter the skulk, I call for a medpack (comes up in the chat text), which verifies that my health was indeed 25 or at least low. But you do bring up a valid point, if the bite didn't register, then why was there blood (and my view was skewed too as per a melee hit)

    P.S. It's important to note guys, that the focus of this video is not so much the marine's bullet hits but more so the skulk's bite.
  • TrakenTraken Join Date: 2004-11-14 Member: 32797Members
    Little console "hack" I found.

    Cl_lc 0
    cl_lw 0 (pretty sure it's lw)

    Pretty much these turn off client prediction (visual at least) so that you know exactly where the server says you are.
  • gazOzzgazOzz Work&#39;s a ... Join Date: 2003-12-25 Member: 24747Members, Retired Developer, NS1 Playtester, Contributor, Constellation
    then you will get frustrated because of jerky moving models... especially if you have low updaterate...
  • coriscoris Join Date: 2003-07-08 Member: 18034Members, Constellation
    <!--QuoteBegin-Traken+Feb 5 2005, 10:16 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Traken @ Feb 5 2005, 10:16 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Little console "hack" I found.

    Cl_lc 0
    cl_lw 0 (pretty sure it's lw)

    Pretty much these turn off client prediction (visual at least) so that you know exactly where the server says you are. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    And then blink nor leap will work. Isnt that great?
  • frylockfrylock Join Date: 2004-10-29 Member: 32515Members
    <!--QuoteBegin-SaltzBad+Feb 4 2005, 08:08 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SaltzBad @ Feb 4 2005, 08:08 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> *Stuff* <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I hate to bring this up and I don't claim to be an expert on anything, but since its legally required.........
    ...
    ..
    .


    Per pixel hitboxes.
    .
    ..
    ...

    *runs away*
  • TrakenTraken Join Date: 2004-11-14 Member: 32797Members
    <!--QuoteBegin-coris+Feb 5 2005, 05:55 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (coris @ Feb 5 2005, 05:55 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Traken+Feb 5 2005, 10:16 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Traken @ Feb 5 2005, 10:16 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Little console "hack" I found.

    Cl_lc 0
    cl_lw 0  (pretty sure it's lw)

    Pretty much these turn off client prediction (visual at least) so that you know exactly where the server says you are. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    And then blink nor leap will work. Isnt that great? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Forgot about that..I wonder why that is... <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
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