Possibly The Best Valve Doc Ever

john_sheujohn_sheu Join Date: 2004-02-26 Member: 26917Members
edited June 2005 in NS General Discussion
<div class="IPBDescription">how HL 1/2 netcode works, for dummies</div> <a href='http://www.valve-erc.com/srcsdk/general/multiplayer_networking.html' target='_blank'>Docs, on VERC</a>

Could clear up a lot of debate/confusion. Sure did for me.

edit:
I do realize, of course, that it's about the Source engine. But I can say with confidence that <i>every</i> point raised is relevant to HL1 in general, and NS particularly.

Comments

  • ComproxComprox *chortle* Canada Join Date: 2002-01-23 Member: 7Members, Super Administrators, Forum Admins, NS1 Playtester, NS2 Developer, Constellation, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Developer, Subnautica Playtester, Pistachionauts
    A very good read.
    Even made some sense to me
    Now to exploit it!
  • ultranewbultranewb Pro Bug Hunter Join Date: 2004-07-21 Member: 30026Members
    This 100% proves a theory of mine on why bites miss more often when touching an enemy - especially if you continue to push into an enemy while bitting. If you run cl_showerror for a period of time, you'll see that your movement prediciton rises the highest when you hit another model. With a fast moving skulk, it's not uncommon to see a stream of errors 10 units each - which would seem to mean your client position is off by at least a foot, not a few inches. So, there's the paradox of trying to do melee without touching. Luckily, bites and swipes travel farther than most people know you can change your playing style and try to "pre-attack" to reduce the client errors. This also might give you insight as to why you seem more accurate with focus than without - your client seems to have more time to rectify client side errors between the bites, given enough time.
  • AlcapwnAlcapwn &quot;War is the science of destruction&quot; - John Abbot Join Date: 2003-06-21 Member: 17590Members
    Which basically disproves all of the "OMG LOOK AT TEH CSS HITBOXES!!" videos out there. Read it earlier today.
  • Status_QuoStatus_Quo Join Date: 2004-01-30 Member: 25749Members
    I'd say the fact that I can play CS:S with no problems <i>and with no tweaks in my config</i> is more proof for me than a technical document.
  • BreakthroughBreakthrough Texture Artist (ns_prometheus) Join Date: 2005-03-27 Member: 46620Members, Constellation
    <!--QuoteBegin-Status Quo+Jun 3 2005, 03:15 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Status Quo @ Jun 3 2005, 03:15 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'd say the fact that I can play CS:S with no problems <i>and with no tweaks in my config</i> is more proof for me than a technical document. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    QFT.
  • Renegade.Renegade. Join Date: 2003-01-15 Member: 12313Members, Constellation
    Very informative, thanks.
    Just for jokes, I bound my mouse1 to "+attack;fullupdate", to see if it would help fix registration (or at least what your client sees), it didn't.. but it was fun to play with!! (downloading undelta compressed packets = slow feedback ftw <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->)
  • ultranewbultranewb Pro Bug Hunter Join Date: 2004-07-21 Member: 30026Members
    Notice that lower values of ex_interp decrease your accuracy and cause more extrapilation than normal. So, if you use 0.05 instead of the default 0.1, you get the "bonus" of seeing the enemy 50 milliseconds before he see's you - quotes added for extra sarcasm. Without a great connection to the server, his hitbox is very likely going to be a guess on your client side - instead of a interperlation that your client and the server can agree on.

    Also note, something a guessed about long ago, that spikes in latency are always worse than a constant high latency. The forumla used for backlogging the hitboxes are based on your average latency. Durring a spike, your clients extrapolation takes over and is going to be quite a bit off from the actual model.
  • DaJMastaDaJMasta Join Date: 2005-01-10 Member: 34750Members, Constellation
    Every so often CS:S is a little wonky, but its basically never the hitboxes.

    There is some problem (that ive seen in the past, it may have been recently fixed) that made blood marks when the client confirmed a hit, but the server did not, so blood would fly, and the player would be unhurt. It was a little annoying, but it didn't really affect gameplay too much.

    Put simply, lag and hitboxes is blamed for alot more than it should.

    A quote from a poster in CS:S's cs_office:
    <!--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-->Ping, Being the scapegoat for your inadequacies since 1974.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
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