Getting Shot Arround Corners
attrition
Join Date: 2004-10-13 Member: 32242Members
<div class="IPBDescription">how do you fix this?</div> I cant even begin to tell you how frustrating it is, playing this game. You can be in the heat of battle, and escape completely unscathed, only to flee around a corner where miraculously, 4 sg blasts connect killing you instantly.
Can this be fixed with rates? I believe it has something to do with interpolation, but no matter what I seem to do, I always run into the same thing. There has to be some way to configure your own perspective so it lags behind at the same rate as everyone else's.
I have 3.5 mb/s cable, so I allwase have my rates at rate:20000 - cmd:101 - upd:101 ex_interp 0 ex_extrapmax 1 if the server is good enough for me to run with no choke. On poor servers i go 20000 - 60 - 30 ex_interp 0 ex_extrapmax 1.2
Can this be fixed with rates? I believe it has something to do with interpolation, but no matter what I seem to do, I always run into the same thing. There has to be some way to configure your own perspective so it lags behind at the same rate as everyone else's.
I have 3.5 mb/s cable, so I allwase have my rates at rate:20000 - cmd:101 - upd:101 ex_interp 0 ex_extrapmax 1 if the server is good enough for me to run with no choke. On poor servers i go 20000 - 60 - 30 ex_interp 0 ex_extrapmax 1.2
Comments
<a href='http://www.knifegaming.com/stuff/spaniards.zip' target='_blank'>www.knifegaming.com/stuff/spaniards.zip</a>
<a href='http://www.knifegaming.com/stuff/spaniards.zip' target='_blank'>www.knifegaming.com/stuff/spaniards.zip</a> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
ZING
the funny thing is, spanish people ping more to spanish servers than the rest of europe ;\
<a href='http://www.knifegaming.com/stuff/spaniards.zip' target='_blank'>www.knifegaming.com/stuff/spaniards.zip</a> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
lmao this is what a skill video should be like
There goes our clan scene.
There goes our clan scene.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Getting shot around corners actually happens to me <b>alot</b> when I play with you -/AUS/- guys. >_>
I typically go lerk and try to gas all of you because skulking is next to impossible. <_<
Then again, 275 ping to aussieland isn't bad from the east coast of the US. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
It is more depending on the other player's latency than yours.
I wonder how you can get 4 SG blasts "around the corner", though. That's over 2 seconds of latency difference if it comes from one, 1 second with two.
[edit]that spaniard movie crashes both windows media player and winamp after 4 seconds of play... ah well.[/edit]
1) The HL netcode checks every shot from the client and sends that information to the server, thus the ping of the client who is receiving damage doesn't really matter. Basically, if the person shooting you still "sees" you on his screen, even though you've long passed the corner, the server will still register that as a hit on you, regardless of your current location around the wall.
2) Imperfect hitboxes. Because the HL1 code is not designed to encorperate elaborate hitboxes (would lag insanely), hitboxes are mostly confined to large rectangles encompassing a model. Now because most models do not fit perfectly into these rectangles, the hitbox rectangles often encompass the area of the model, and then some. So even if BOTH of you (attacker and you) see that you around the corner, your visual model may have been, but the tip of a hitbox may still have been in the line of fire, thus resulting in another form of a "wall death" (this one more rare by itself, but often in conjuction with the first problem.)
3) though this really isn't a problem, it can add to the effect of being wall killed. Because often your dead corpse travels for a bit in the direction you were heading before you died, it may appear that you were wall killed, when in fact you may have been killed before rounding the corner, but your dead body (and view) were flung some distance, causing the appearance of being wall killed. This usually happens when travelling at high speeds, such as celerity blinking, flying, bunnyhopping and jetpacking.
playing aliens is harder cuz any feedback you receive about taking damage will be late when playing ppl with high pings. run away sooner is the answer
I usually find that there is around a .5s lag time before the last bullet and the actual death. I've always chalked that up to weird netcode/strained engine, maybe it's an actual bug?
anyone tried it on a lan with updaterate a billion? maybe it's part of the delay between sending and reciving data or something
anyone tried it on a lan with updaterate a billion? maybe it's part of the delay between sending and reciving data or something <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I can tell you that running NS on lan with everyone pinging <10 results in a nearly unnoticable delay between last bullet and deathmessage. It is a sole ping issue.
I can also confirm this was not normal behaviour pre beta. There was the occasional lag death, but for the most part, skulks died almost instantly on the bullet that caused their death. Now I notice, (and it becomes even more evident when emptying your entire clip) that the skulk dies ~1 second after receiving the bullet that caused fatal damage. I.E. I empty the remainder of my lmg clip into a skulk only to find him still hopping at me, then when I switch to my pistol, he magically dies from the lmg bullet I had shot into him a second earlier. Something is definately fishy in this new version...
Yea, I've noticed that to, I assumed it was from information 'bottle necking' or something to that effect. Like when you spam with a +3jump script and it keeps going for a few seconds.
1) The HL netcode checks every shot from the client and sends that information to the server, thus the ping of the client who is receiving damage doesn't really matter. Basically, if the person shooting you still "sees" you on his screen, even though you've long passed the corner, the server will still register that as a hit on you, regardless of your current location around the wall.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Basically, if the person shotting you still "sees" you on his screen, even though you've long passed the corner, the server will still register that as a hit on you <b>if the server calculates that you were actually where this person shot at the estimated time it took place</b> and this only accours usualy of a max of 1 sec.
So in other words, you can be shot around a corner if the person aiming at you aims correctly at you according to his time (and server agrees) timeframe.
So what can you take from this? Instead of looking at it like, omg I was killed around a corner, think of it this way, the guy who killed you shot at you normally before you went around the corner, so its a legit kill, maybe it was a dumb move to attack them!
Damn it thats not clear its so hard to explain.
Whoever shot you around a corner, shot you on his screen before you went around the corner, except he is half a second behind everyone else. You think this is unfair? Yeah well maybe he could still shoot you for 0.5 secs after you left the room, but he couldnt shoot you until 0.5 after you entered it. And if you still think this is unfair, change your server setting sv_unlag to 0. And see how this affects pretty much every shot you fire.
<!--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-->I usually find that there is around a .5s lag time before the last bullet and the actual death. I've always chalked that up to weird netcode/strained engine, maybe it's an actual bug?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I dont know about this, but it could be something to do with the innate regen aliens have now? I.E. it takes two server ticks rather than one because it goes:
Skulk shot; skulk shot; skulk shot; innate regen; Skulk is dead.
<!--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-->2) Imperfect hitboxes. Because the HL1 code is not designed to encorperate elaborate hitboxes (would lag insanely), hitboxes are mostly confined to large rectangles encompassing a model. Now because most models do not fit perfectly into these rectangles, the hitbox rectangles often encompass the area of the model, and then some. So even if BOTH of you (attacker and you) see that you around the corner, your visual model may have been, but the tip of a hitbox may still have been in the line of fire, thus resulting in another form of a "wall death" (this one more rare by itself, but often in conjuction with the first problem.)<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
This is what hitboxes look like: <a href='http://members.boards.ie/das/hitboxes.JPG' target='_blank'>http://members.boards.ie/das/hitboxes.JPG</a>
Btw these are the low-fps models, the standard ones have roughly the same hitboxes tho, if not a bit more detailed.
also, they don't have to be aiming at you, with the right netcode settings they can set the hitbox to actally be behind where the model is rendered for them.\
oh yeah, and the "can't shoot them when they enter hardly counts because UNLESS YOU'RE WALLHACKING YOU DON'T KNOW THEY'RE COMING, but you sure as **** know when they LEFT, now don't you?
>_>
oh, wireless too <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Oh, and those are BOUNDING boxes I do believe
the hitbox is just a single set for each piece, ala
1 body, 2 legs (or four) (or wings), 2 arms (or none) (or claws), and a head.
Btw these are the low-fps models, the standard ones have roughly the same hitboxes tho, if not a bit more detailed. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Actually no, those are the HLMV bounding boxes, they do NOT represent the actual hitboxes accurately.