[Closed] demo/netcode screwed up?
wrote:never had such situations in 1.03meanwhile i got my own theories about that, however, we can get server side demos if we really want, there is a ioquake proxy mod for getting those demos, used in defrag.
anyways, if im right, netcode started being nuts somewhere in development of 1.04, and the only altering to netcode since start of 1.04 is the -10 msec netcode haxx that was removed.
Lol, never had such situations in 1.03? Are you kidding me? That happens in absolutely ANY unlagged game (please read this link, specifically the "prediction" section to get an answer to this shot).
You have no basis to say that. Ill say it for the n-th time: the hitscan code was untouched, and the ping differences among 1.04 and 1.03 in both scoreboard and lagometer are only visual and do not affect the way hits are processed in any way.
that's a shame you havent attempted solving the problem that's been in e+ as far back as i can remember.
if it's broked, don't fix it.
oh wait...
that's a shame you havent attempted solving the problem that's been in e+ as far back as i can remember.
if it's broked, don't fix it.
oh wait...
Another one that doesnt know what he is talking about. That "broken" thing does not exist. Honestly man, if youre knowledge about unlagged and netcode is so limited, please try to research more before posting that kind of critics.
yes, i know that link, however, shoots never occured to be off so extreme.
Any proof to back up that argument? And please, i hope they are not only your subjective feelings and senses.
btw Marcus was always a bit hard to hit enemy because his packet loss
That might just be the key, here. Probably that snapshot right there registered the hitbox in a buffered packet, but it didn't update locally with the position of the model due to packets dropped. Happens all the time with teleporting people (hi Tem! ).
wrote:btw Marcus was always a bit hard to hit enemy because his packet lossThat might just be the key, here. Probably that snapshot right there registered the hitbox in a buffered packet, but it didn't update locally with the position of the model due to packets dropped. Happens all the time with teleporting people (hi Tem! ).
I lol'd so hard. Yeah, this is probably the case - and it's a damn fine explanation. But it doesn't change the fact that since some recent updates ca1.04b people have been saying a lot "My shot went right through [insert player name here]"... a LOT. I don't know what it could mean, and I won't attempt to test such things until my gfx card is here and I can view at 125FPS stable.
wrote:that's a shame you havent attempted solving the problem that's been in e+ as far back as i can remember.if it's broked, don't fix it.
oh wait...
Another one that doesnt know what he is talking about. That "broken" thing does not exist. Honestly man, if youre knowledge about unlagged and netcode is so limited, please try to research more before posting that kind of critics.
k, well compared to 'other' games it does seem "broken"
i may have limited knowledge on the coding aspect, but i've put in a lot of time into this mod in particular.
also: hiiii mum n dad, happy anniversary!
Well, Necro, it was already the case in 1.03, i remember bert saying that very often. I also have sometimes the feeling a shot went through, but i also have sometimes the feeling i did hit when my crosshair is not over the hitbox. Both things happen sometimes to me.
Ofc, i guess, this can be improved a littlebit, but u will never get it 100 % free of mistakes on a unlagged mod/game. And i had such shots also on ur so loved edawn.
yes, i know that link, however, shoots never occured to be off so extreme.
hurrenson: "This idiot is apparently not familiar with a rail/sniper style."