Delayed reg hits are funny, I unload loads of bullets into an alien then exactly 1 second after ceasing fire it dies. Happens about twice a game. Probably due to the server being windows limited to 60 fps at the moment, Go Lunix + 300 fps <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif' /><!--endemo--> <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif' /><!--endemo-->
you can run windows hlds with a 2 slot cs server boosted with ping booster then just adjust the sys_ticrate of the ns server to a reasonable number. I like 120-140 fps hlds for running NS. Btw linux hlds has built in command line pingbooster commands that work with natural selection.
<!--QuoteBegin-kalimxs+Jun 5 2005, 10:20 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (kalimxs @ Jun 5 2005, 10:20 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 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? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Your a bit of a nub arent you, even if they dont know when your comming into a room, they still dont know your comming into a room .5 seconds slower than other people.
Its all relative, they still have the same window of oportunity to shoot you in.
<!--QuoteBegin-Melachi+Jun 6 2005, 11:59 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Melachi @ Jun 6 2005, 11:59 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-kalimxs+Jun 5 2005, 10:20 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (kalimxs @ Jun 5 2005, 10:20 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 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? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Your a bit of a nub arent you, even if they dont know when your comming into a room, they still dont know your comming into a room .5 seconds slower than other people.
Its all relative, they still have the same window of oportunity to shoot you in. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> hitboxs are not models and don't ever line up under high ping's.
it's like this : people see model, there is a delay before they take aim and shot, people with high ping have the hitbox behind the model, so they have a LONGER window of opprotunity to shoot, unless they respond instantly (impossible)
<!--QuoteBegin-Grahf+Jun 6 2005, 01:47 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Grahf @ Jun 6 2005, 01:47 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> That death delay is so bad I can pull out my knife and swipe a skulk once then he will die to my gun. This happens on every server and config I have ever used. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Yea, I think we should call for an official dev examination of this, as it is VERY detrimental to gameplay. Now, with a full LMG clip I find I can only kill 1 skulk. The lag-delay kill occurs almost everytime for me, and I find I empty at least 20 extra bullets (about two second's worth of shooting) into a skulk that is already pegged for death. That poses serious balance issues, since pre-beta I was able to kill at least 2 skulks with one clip, whereas now, I'll empty the entire contents into just one skulk.
tankefuglOne Script To Rule Them All...Trondheim, NorwayJoin Date: 2002-11-14Member: 8641Members, Retired Developer, NS1 Playtester, Constellation, NS2 Playtester, Squad Five Blue
<!--QuoteBegin-digz+Jun 6 2005, 08:27 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (digz @ Jun 6 2005, 08:27 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Record demos, turn them into movies, use as evidence and submit to the bug database :/ <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Yes, this is the ONLY realistic way we can do an "official dev examination". You can't sit there and require us to do much about it without providing us good data or information on it. We simply do not have time to do this ourselves, and if so many of you experience this you should be able to provide us real data in no time.
Good data consists of as much as possible of the following: Demos, detailed server data, time, playercount, ping/lag, rate details, players involved with their connection etc.
The less time we have to spend investigating what this exact issue is, the more time we can use on dealing with the actual bug(s).
<!--QuoteBegin-digz+Jun 6 2005, 02:27 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (digz @ Jun 6 2005, 02:27 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Record demos, turn them into movies, use as evidence and submit to the bug database :/ <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> don't demo's kindof cheat with how they manage lag and what not? Demo isn't nessicarly a photo frame exact replication of the game you saw, it's kindof a "almost perfect" replica of what happened, but details like hitbox locations and player shooting angles are kindof tweaked so they make sense on your client's PoV, whereas the only GOOD representation of what really happened would be the way the server saw the event...
Well what the client sees is the main issue here. It doesnt matter ift he server kills the skulk off after 9 bullets, if it takes 18 before the client sees it.
tankefuglOne Script To Rule Them All...Trondheim, NorwayJoin Date: 2002-11-14Member: 8641Members, Retired Developer, NS1 Playtester, Constellation, NS2 Playtester, Squad Five Blue
edited June 2005
<!--QuoteBegin-Swiftspear+Jun 7 2005, 12:07 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Swiftspear @ Jun 7 2005, 12:07 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-digz+Jun 6 2005, 02:27 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (digz @ Jun 6 2005, 02:27 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Record demos, turn them into movies, use as evidence and submit to the bug database :/ <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> don't demo's kindof cheat with how they manage lag and what not? Demo isn't nessicarly a photo frame exact replication of the game you saw, it's kindof a "almost perfect" replica of what happened, but details like hitbox locations and player shooting angles are kindof tweaked so they make sense on your client's PoV, whereas the only GOOD representation of what really happened would be the way the server saw the event... <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Demos can be viewed in slow motion and analyzed. They contain the blood decals and position of registered server hits, and they contain the exact position the recording player aimed. Very valuable.
And as tjosan said, the client perspective is what it's all about.
So... what did we learn from this thread? Give those laggy players shotties and even good fades will go down at least the first time. Its almost unfair to the fades since laggy shotgun players are a massive damage over time, compared to people with decent pings who are instant damage dealers.
Then again the best of the best fades i know are total focus ****... and usually never try to get more then one swipe in. This means the lag really doesn't matter.
Well, for many other fades that do not use focus, such as myself, or 1-hive-movement fades, the high ping shotgun combination is lethal. Just today in a scrim, I was combating againts two high ping shotgunners, I decided to leave the battle with 200/85 hp, as I blinked away clear out of shotgun range, I magically died. I thought I was ambushed by a hiding marine somewhere else, this was not the case. The laggy shotgunners had their last shots register after I had already left. It's sad really, because laggy shotgunners force aggressive fades like myself to turn into hit and runners in fear that you may be getting pummelled and may not notice it until it is too late.
<!--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 magically died. I thought I was ambushed by a hiding marine somewhere else, this was not the case. The laggy shotgunners had their last shots register after I had already left.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> That's precisely what happens to me.
Comments
Your a bit of a nub arent you, even if they dont know when your comming into a room, they still dont know your comming into a room .5 seconds slower than other people.
Its all relative, they still have the same window of oportunity to shoot you in.
Your a bit of a nub arent you, even if they dont know when your comming into a room, they still dont know your comming into a room .5 seconds slower than other people.
Its all relative, they still have the same window of oportunity to shoot you in. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
hitboxs are not models and don't ever line up under high ping's.
it's like this : people see model, there is a delay before they take aim and shot, people with high ping have the hitbox behind the model, so they have a LONGER window of opprotunity to shoot, unless they respond instantly (impossible)
Yea, I think we should call for an official dev examination of this, as it is VERY detrimental to gameplay. Now, with a full LMG clip I find I can only kill 1 skulk. The lag-delay kill occurs almost everytime for me, and I find I empty at least 20 extra bullets (about two second's worth of shooting) into a skulk that is already pegged for death. That poses serious balance issues, since pre-beta I was able to kill at least 2 skulks with one clip, whereas now, I'll empty the entire contents into just one skulk.
Yes, this is the ONLY realistic way we can do an "official dev examination". You can't sit there and require us to do much about it without providing us good data or information on it. We simply do not have time to do this ourselves, and if so many of you experience this you should be able to provide us real data in no time.
Good data consists of as much as possible of the following: Demos, detailed server data, time, playercount, ping/lag, rate details, players involved with their connection etc.
The less time we have to spend investigating what this exact issue is, the more time we can use on dealing with the actual bug(s).
don't demo's kindof cheat with how they manage lag and what not? Demo isn't nessicarly a photo frame exact replication of the game you saw, it's kindof a "almost perfect" replica of what happened, but details like hitbox locations and player shooting angles are kindof tweaked so they make sense on your client's PoV, whereas the only GOOD representation of what really happened would be the way the server saw the event...
don't demo's kindof cheat with how they manage lag and what not? Demo isn't nessicarly a photo frame exact replication of the game you saw, it's kindof a "almost perfect" replica of what happened, but details like hitbox locations and player shooting angles are kindof tweaked so they make sense on your client's PoV, whereas the only GOOD representation of what really happened would be the way the server saw the event... <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Demos can be viewed in slow motion and analyzed. They contain the blood decals and position of registered server hits, and they contain the exact position the recording player aimed. Very valuable.
And as tjosan said, the client perspective is what it's all about.
Then again the best of the best fades i know are total focus ****... and usually never try to get more then one swipe in. This means the lag really doesn't matter.
<!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif' /><!--endemo-->
Just today in a scrim, I was combating againts two high ping shotgunners, I decided to leave the battle with 200/85 hp, as I blinked away clear out of shotgun range, I magically died. I thought I was ambushed by a hiding marine somewhere else, this was not the case. The laggy shotgunners had their last shots register after I had already left.
It's sad really, because laggy shotgunners force aggressive fades like myself to turn into hit and runners in fear that you may be getting pummelled and may not notice it until it is too late.
<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-->
56k ftw.