g_synchronousClients 1

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rUnThEoN?!
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Re: g_synchronousClients 1

then theres nothing u can do about that beside maybe cutting off ur ping before the shoot Tongue

hurrenson: "This idiot is apparently not familiar with a rail/sniper style."

GrosBedo
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Re: g_synchronousClients 1
superbad! wrote:

yeh, i already use that, but alot of the shots i record look like i shoot the air next to a player and get a frag (when played back).

g_synch does not need to be on for the whole time u record? (why is this and what difference does it make. does it only synchronise the packets whilst its enabled, and when u disable it again the packets are not synch? but u are still recording untill u stop it?)
thanks for response.

In fact this is most probably due to the delagging, not because of your ping: delagging can produce "ghosts hits" or "through-walls hits" because this is what the server really saw, but when the data was interpolated with the delag function, you could see the player because he was not behind the wall for you at the moment because of your ping, and so that's why you could hit it, even if actually you shouldn't be able objectively from a server-side point of view (but the delagged point of view is more precise and fair for every player).

Try to use the xp feature to simulate delagging (I can't remember the cvar but you can probably find it in the documentation).

About g_synch.. theoretically, having it enabled makes you sure that you get a fully synchronized and valid demo, so that theoretically without it, you can get some weird corrupted datas (in the sense that some things may happen in the demo that did not happen really in the game), but in practice this does not happen (or very rarely, but really I couldn't remember of even one case of witnessing such a thing).

PS: sorry to revive this thread, but I did not see the replies before and I think that this info can help other players.