tankefuglOne Script To Rule Them All...Trondheim, NorwayJoin Date: 2002-11-14Member: 8641Members, Retired Developer, NS1 Playtester, Constellation, NS2 Playtester, Squad Five Blue
Instant hit, just as CS.
Some claims that high latencies make bullets travel in crooked lines, though <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
Some claims that high latencies make bullets travel in crooked lines, though <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> We need more "bullet time" effects in NS !!! A game is not a game without bullet time effects! Skulks should be able to slow down time and dodge bullets!
Some claims that high latencies make bullets travel in crooked lines, though <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I've lost count of the number of people who went "hax/BS/whatever, <random player> shot me through a corner!!!!!!!11".
There is no simultaneity in online games, when will people realize this?
BreakthroughTexture Artist (ns_prometheus)Join Date: 2005-03-27Member: 46620Members, Constellation
<!--QuoteBegin-Soylent green+Jul 20 2005, 07:55 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Soylent green @ Jul 20 2005, 07:55 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> There is no simultaneity in online games, when will people realize this? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> When they read the article on the Half-Life netcode, but we're plagued with the generations born from 1960+ that don't care to learn anything about computers and that want to get it done without caring how it happens or why, so they can improve themselves, but nobody seems to care anymore.
tankefuglOne Script To Rule Them All...Trondheim, NorwayJoin Date: 2002-11-14Member: 8641Members, Retired Developer, NS1 Playtester, Constellation, NS2 Playtester, Squad Five Blue
Actually, there is no simultanity. Period. This applies to the real world too <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
<!--QuoteBegin-tankefugl+Jul 20 2005, 08:14 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (tankefugl @ Jul 20 2005, 08:14 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Actually, there is no simultanity. Period. This applies to the real world too <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> In the real world people never notice this because there's no form of transportation approaching those kinds of speeds.
What about the alien bullets? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
Some claims that high latencies make bullets travel in crooked lines, though <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> I've lost count of the number of people who went "hax/BS/whatever, <random player> shot me through a corner!!!!!!!11".
There is no simultaneity in online games, when will people realize this?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> half-life physics, where relativity kicks in at high ping rather then high speeds
You're all lying. Clearly odd effects are the result of people haxing my bullets. It has nothing to do with half-life's movement prediction code or client-side hit detection.
tankefuglOne Script To Rule Them All...Trondheim, NorwayJoin Date: 2002-11-14Member: 8641Members, Retired Developer, NS1 Playtester, Constellation, NS2 Playtester, Squad Five Blue
Some claims that high latencies make bullets travel in crooked lines, though <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> I've lost count of the number of people who went "hax/BS/whatever, <random player> shot me through a corner!!!!!!!11".
There is no simultaneity in online games, when will people realize this?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> half-life physics, where relativity kicks in at high ping rather then high speeds <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> That is an awesome observation. I dig it.
HL network code...it's famous by now <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
<!--QuoteBegin-tankefugl+Jul 20 2005, 08:14 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (tankefugl @ Jul 20 2005, 08:14 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Actually, there is no simultanity. Period. This applies to the real world too <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> "There is no <b>perspective</b> simultanity in the real world" - fixed Simultanity always exists in the real world in an objective form.
Anyways, yes bullets in HL1 engine have no "travel time", but from what I've seen in NS, I'd beg to differ at times. Though the new patch has fixed it considerably, I still get the "the skulk died 3 seconds after the fatal bullet was shot" phenomenon. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
<!--QuoteBegin-R e n e g a d e+Jul 21 2005, 09:16 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (R e n e g a d e @ Jul 21 2005, 09:16 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I still get the "the skulk died 3 seconds after the fatal bullet was shot" phenomenon. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Well:
(your ping *2)+(your targets ping*2)=delay.
So with both of you pinging around 80 you got a delay of 320 miliseconds. Add the tame it takes for you to recieve that information and a spiking enemy...
Anyway there is nothing as creepy as firing 4 pistol rounds, only to get an lmg kill <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
Don't forget to add into the equation the amount of lag between your eyes, hands, and your brain - this is also variable between people. Psychologically, this is why you should aim infront of a skulk when tracking. By the time you locate, track, and update your firing position - you're pointing behind the intended target.
Normally, those would be proper reasons, but seeming as bullets in pre beta and CS and every other HL mod hit within the lag times, make this bug esoteric to the NS post betas. Even with 200 pings each (400 ms), that's still a long shot off the 1-2 seconds of hit time I sometimes see. Indeed it is something wrong with the betas and not a general netcode tendancy.
HL client side perception presents 'what you think' not 'what is'. While you think you made it around the corner safe, really you had been shot dead 200ms earlier.
I imagine this is relatively close to real life. Time for electric charge propagation and nerve synapse induction means that your brian doesn't know you've been woudned for some time after the injury,. Barring major CNS disruption by the fatal injury, the moment you realize you have fatally wounded is quite a few milliseconds, maybe some whole seconds, later than when you were actually wounded. Your momentum at the time of injury might even carry you some distance from the location where you were wounded.
Unfortunately we can't ask anyone who has been fatally wounded what their perception of the event was. For all we know HL/NS present it in completely true fidelity.
<!--QuoteBegin-Steve R+Jul 21 2005, 06:14 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Steve R @ Jul 21 2005, 06:14 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Unfortunately we can't ask anyone who has been fatally wounded what their perception of the event was. For all we know HL/NS present it in completely true fidelity. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Ha, that would be so awesome. It would be like a movie, where the lead gots shot and has to look down and touch the wound to realise it.
I'll say, do not underestimate the powers of lag, especially the dreaded lag spike. They can really muck up your game if either of the persons involved are experiencing it.
<!--QuoteBegin-R e n e g a d e+Jul 21 2005, 08:40 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (R e n e g a d e @ Jul 21 2005, 08:40 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Even with 200 pings each (400 ms), that's still a long shot off the 1-2 seconds of hit time I sometimes see. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Does it not go:
200ms shooter -> server -> 200ms being hit (x2) -> server -> 200ms shooter.
The attacker sends the info "I'm sure I hit him there" , the server proccesses it "did he hit you?", the other recieves the hits, the other then sends the "yes i'm hit" info back to the server, who then proccesses and sends to the attack, "yes you hit him".
So in to total is a 800ms round trip, excluding server proccessing time.
It's also why the onos have that especially long tongue that successfully swallow you even if you were far, far away <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd-fix.gif' border='0' style='vertical-align:middle' alt='nerd-fix.gif' /><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif' /><!--endemo--> <!--emo&::hive::--><img src='http://www.unknownworlds.com/forums/html/emoticons/hive5.gif' border='0' style='vertical-align:middle' alt='hive5.gif' /><!--endemo-->
<!--QuoteBegin-DarkFrost+Jul 22 2005, 10:31 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DarkFrost @ Jul 22 2005, 10:31 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-R e n e g a d e+Jul 21 2005, 08:40 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (R e n e g a d e @ Jul 21 2005, 08:40 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Even with 200 pings each (400 ms), that's still a long shot off the 1-2 seconds of hit time I sometimes see. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Does it not go:
200ms shooter -> server -> 200ms being hit (x2) -> server -> 200ms shooter.
The attacker sends the info "I'm sure I hit him there" , the server proccesses it "did he hit you?", the other recieves the hits, the other then sends the "yes i'm hit" info back to the server, who then proccesses and sends to the attack, "yes you hit him".
So in to total is a 800ms round trip, excluding server proccessing time. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> wrong. The server decides (or it would be too easy to hack)
the attacker sends an info, the server recieves it and sends a message back to the attacker and the target that tells the target has just been shot.
tankefuglOne Script To Rule Them All...Trondheim, NorwayJoin Date: 2002-11-14Member: 8641Members, Retired Developer, NS1 Playtester, Constellation, NS2 Playtester, Squad Five Blue
Client: I'm at this location, aiming at that direction. I'm shooting. Server: How convenient! There's an enemy there. *rolls dice* And you hit it in the arm. Look. Client: Oooooh, green blood. Cool.
<!--QuoteBegin-tankefugl+Jul 22 2005, 02:31 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (tankefugl @ Jul 22 2005, 02:31 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Client: I'm at this location, aiming at that direction. I'm shooting. Server: How convenient! There's an enemy there. *rolls dice* And you hit it in the arm. Look. Client: Oooooh, green blood. Cool. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I thought this is the intaweb and not a good old p&p rpg <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
tankefuglOne Script To Rule Them All...Trondheim, NorwayJoin Date: 2002-11-14Member: 8641Members, Retired Developer, NS1 Playtester, Constellation, NS2 Playtester, Squad Five Blue
Clearly, you were wrong <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
There are some types of exploits that let you shoot through walls though. I've witnessed it a few times. Even someone hiding around a corner, a marine is able to still kill them despite that corner being there. The alien wasn't even moving.
Also, I've often flown around a corner and am completely out of distance, but I still somehow die. I wasn't even near the corner.
Today, I witnessed a marine able to fire through the floor and killing the aliens in the vent shafts below him....despite there being no visibility between the aliens and the marine....and no entrance to that shaft except for a room away.
There "are" exploit/hacks out there. It's not always a bad netcode.
<!--QuoteBegin-joee+Jul 21 2005, 02:53 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (joee @ Jul 21 2005, 02:53 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> if you record you notice the kill actally doesn't lag, but it seems to, im thinking it's just a mental thing <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> demos are innacurrate. It is a well documented bug in NS, seeming as the NS netcode = CS netcode = HL netcode and in the latter two, though wall shots may occur in high lag, death does not occur 1-2 seconds after the fatal shot in low lag. It is an NS specific problem, it has been decreased in the latest beta, but it has NOT been exterminated.
Comments
Some claims that high latencies make bullets travel in crooked lines, though <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
Some claims that high latencies make bullets travel in crooked lines, though <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
We need more "bullet time" effects in NS !!!
A game is not a game without bullet time effects!
Skulks should be able to slow down time and dodge bullets!
The CommChair is the link with the matrix!
<!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
EDIT
yeah i know... my jokes sucks =/
Some claims that high latencies make bullets travel in crooked lines, though <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I've lost count of the number of people who went "hax/BS/whatever, <random player> shot me through a corner!!!!!!!11".
There is no simultaneity in online games, when will people realize this?
When they read the article on the Half-Life netcode, but we're plagued with the generations born from 1960+ that don't care to learn anything about computers and that want to get it done without caring how it happens or why, so they can improve themselves, but nobody seems to care anymore.
In the real world people never notice this because there's no form of transportation approaching those kinds of speeds.
What about the alien bullets? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
Seriously though, instant hit........as stated before.
Some claims that high latencies make bullets travel in crooked lines, though <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I've lost count of the number of people who went "hax/BS/whatever, <random player> shot me through a corner!!!!!!!11".
There is no simultaneity in online games, when will people realize this?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
half-life physics, where relativity kicks in at high ping rather then high speeds
It's hax! Hax I say!
Some claims that high latencies make bullets travel in crooked lines, though <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I've lost count of the number of people who went "hax/BS/whatever, <random player> shot me through a corner!!!!!!!11".
There is no simultaneity in online games, when will people realize this?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
half-life physics, where relativity kicks in at high ping rather then high speeds <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
That is an awesome observation. I dig it.
"There is no <b>perspective</b> simultanity in the real world" - fixed
Simultanity always exists in the real world in an objective form.
Anyways, yes bullets in HL1 engine have no "travel time", but from what I've seen in NS, I'd beg to differ at times. Though the new patch has fixed it considerably, I still get the "the skulk died 3 seconds after the fatal bullet was shot" phenomenon. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
Well:
(your ping *2)+(your targets ping*2)=delay.
So with both of you pinging around 80 you got a delay of 320 miliseconds. Add the tame it takes for you to recieve that information and a spiking enemy...
Anyway there is nothing as creepy as firing 4 pistol rounds, only to get an lmg kill <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
I imagine this is relatively close to real life. Time for electric charge propagation and nerve synapse induction means that your brian doesn't know you've been woudned for some time after the injury,. Barring major CNS disruption by the fatal injury, the moment you realize you have fatally wounded is quite a few milliseconds, maybe some whole seconds, later than when you were actually wounded. Your momentum at the time of injury might even carry you some distance from the location where you were wounded.
Unfortunately we can't ask anyone who has been fatally wounded what their perception of the event was. For all we know HL/NS present it in completely true fidelity.
Ha, that would be so awesome. It would be like a movie, where the lead gots shot and has to look down and touch the wound to realise it.
I'll say, do not underestimate the powers of lag, especially the dreaded lag spike. They can really muck up your game if either of the persons involved are experiencing it.
Does it not go:
200ms shooter -> server -> 200ms being hit (x2) -> server -> 200ms shooter.
The attacker sends the info "I'm sure I hit him there" , the server proccesses it "did he hit you?", the other recieves the hits, the other then sends the "yes i'm hit" info back to the server, who then proccesses and sends to the attack, "yes you hit him".
So in to total is a 800ms round trip, excluding server proccessing time.
Have you tracked a moving skulk towards a room exit, watch him dissapear around the corner, kept firing through the walls and landed a killing shot?
Also, comparing NS to CS is not fair. The speeds at which the entities move in NS amplify the limitations in the HL netcode.
It's also why the onos have that especially long tongue that successfully swallow you even if you were far, far away <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd-fix.gif' border='0' style='vertical-align:middle' alt='nerd-fix.gif' /><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif' /><!--endemo--> <!--emo&::hive::--><img src='http://www.unknownworlds.com/forums/html/emoticons/hive5.gif' border='0' style='vertical-align:middle' alt='hive5.gif' /><!--endemo-->
Does it not go:
200ms shooter -> server -> 200ms being hit (x2) -> server -> 200ms shooter.
The attacker sends the info "I'm sure I hit him there" , the server proccesses it "did he hit you?", the other recieves the hits, the other then sends the "yes i'm hit" info back to the server, who then proccesses and sends to the attack, "yes you hit him".
So in to total is a 800ms round trip, excluding server proccessing time. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
wrong. The server decides (or it would be too easy to hack)
the attacker sends an info, the server recieves it and sends a message back to the attacker and the target that tells the target has just been shot.
Server: How convenient! There's an enemy there. *rolls dice* And you hit it in the arm. Look.
Client: Oooooh, green blood. Cool.
Server: How convenient! There's an enemy there. *rolls dice* And you hit it in the arm. Look.
Client: Oooooh, green blood. Cool. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I thought this is the intaweb and not a good old p&p rpg <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
Also, I've often flown around a corner and am completely out of distance, but I still somehow die. I wasn't even near the corner.
Today, I witnessed a marine able to fire through the floor and killing the aliens in the vent shafts below him....despite there being no visibility between the aliens and the marine....and no entrance to that shaft except for a room away.
There "are" exploit/hacks out there. It's not always a bad netcode.
demos are innacurrate. It is a well documented bug in NS, seeming as the NS netcode = CS netcode = HL netcode and in the latter two, though wall shots may occur in high lag, death does not occur 1-2 seconds after the fatal shot in low lag. It is an NS specific problem, it has been decreased in the latest beta, but it has NOT been exterminated.