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Thread: Its 2012 and...

  1. #1
    Junior Member BIGPoJo is on a distinguished road
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    Its 2012 and...

    Hit boxes still do not line up with the player model.

    Discuss...

  2. #2
    Senior Member pikaluva13 will become famous soon enough pikaluva13's Avatar
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    Fast Game.
    Hitboxes can't keep up with speed of the players.
    Hitboxes don't line up.

  3. #3
    *ardiel
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    There's gonna be delay because assets are drawn locally but the math must be done by the server. Otherwise it would be simple to cheat if your client decides who gets hit.

  4. #4
    Junior Member BIGPoJo is on a distinguished road
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    Sometimes when the connection feels good, I get 40+ lg, other times its like 25%...

  5. #5
    Senior Member Limbless_Pony will become famous soon enough Limbless_Pony will become famous soon enough
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    Hitboxes are okay, you're just more perceptive than you should be.
    Drink.

  6. #6
    Senior Member megaman3 is on a distinguished road
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    Quote Originally Posted by BIGPoJo View Post
    Sometimes when the connection feels good, I get 40+ lg, other times its like 25%...
    so that's a connection problem. Plus playing against someone that knows how to dodge instead of noobs = 10%+ less just because he discovered A and D keys.
    Quote Originally Posted by Lolzy View Post
    Real, true CA is a game of chess

  7. #7
    Junior Member BIGPoJo is on a distinguished road
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    Quote Originally Posted by megaman3 View Post
    so that's a connection problem. Plus playing against someone that knows how to dodge instead of noobs = 10%+ less just because he discovered A and D keys.
    So today I used cl_timenudge -10 on a 35ms connection. All of the sudden the game felt more responsive, movement was better, and my aim magically was better. Discuss...

  8. #8
    *Earthsea
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    Oh yeah I forgot about that, wrote it down so I can remember to plug it in later: cl_timenudge -10

  9. #9
    Senior Member FlashSoul will become famous soon enough FlashSoul will become famous soon enough FlashSoul's Avatar
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    Quote Originally Posted by BIGPoJo View Post
    So today I used cl_timenudge -10 on a 35ms connection. All of the sudden the game felt more responsive, movement was better, and my aim magically was better. Discuss...
    Timenudge reduces the size of the buffer for interpolation (or extrapolation? I can't remember. I've never seen the code...) of model positions. In other words, what you see with timenudge -n is closer to what's actually on the server at that exact moment (if simultaneity even exists!) but the models will be a bit more choppy.

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