the source engine is very realsitic.
the hitboxes are ghay, they do seem to change, but thats where shockpaddles come in
the hitboxes are ghay, they do seem to change, but thats where shockpaddles come in
except BushViper, hes proven thatswitchbladezz wrote:
stryyker owns all with the shock paddles.
this would also be the result of being shot after ducking behind walls ect. The hit box is still out in the open.Nyte wrote:
It's due to the crappy hitbox and server side predicts. This debunks all those claims of skill of hitting moving targets, it's all LUCK.
I'll get a fraps video of what I mean when I have time.
But picture this. The model and the hitbox are 2 entirely different things. The hitbox is maintained by the server while the model is clientside. Depending on the update rate of the server, the hitbox may "hiccup" but the model may look smooth on your side (depending on how good of a system you have).
So when an enemy starts to run to the side, their model will run smoothly but the hitbox may or may not be ahead/lag behind the actual model. Further proof of this is the hitting-body-dust-flies-off effect, that is a clientside animation (computed on YOUR machine). The server however sees it differently, the hitbox of the model may not have been updated at that time yet to reflect the new position of the model.
The reason why hitting targets that move towards/away from you is because the hitbox is "hiccuping" towards/away from you which in essence is not really moving away from your crosshairs.
So the next time someone states that hitting a moving target is sk1llz, take it with a grain of salt.
You name the time and place looks like i will be having myself some shocked bear on a plate of ownpolarbearz wrote:
And me. Paddle me through 400 ping and i'll call triggerhappy daddy.
Last edited by Defiance (2006-05-30 21:31:28)
Last edited by irok100 (2006-05-30 21:34:33)
Read again: 400 pingstryyker wrote:
You name the time and place looks like i will be having myself some shocked bear on a plate of ownpolarbearz wrote:
And me. Paddle me through 400 ping and i'll call triggerhappy daddy.
I always thought that the puffs of smoke were from hits not registering on the server. So yes they are the hiccups really. Back in my 1942 days, we called em "no regs". I mean 200 ping, my computer aint updating shit. I mean hell I have a better chance of walk to the guy Im shooting's house and hit him than I do landing most shots. If your computer is laggy as hell odds are the server is not recognizing your shots because of how long its taking for the signal. Thus the stationary puffs. Im not a 100% hardcore professor on this, but been through it myself I think I can give it some certainty.Mj.Blindfisch wrote:
If your theory is correct,how do you explain those grey puffs on absolutely stationary targets??Nyte wrote:
It's due to the crappy hitbox and server side predicts. This debunks all those claims of skill of hitting moving targets, it's all LUCK.
I'll get a fraps video of what I mean when I have time.
But picture this. The model and the hitbox are 2 entirely different things. The hitbox is maintained by the server while the model is clientside. Depending on the update rate of the server, the hitbox may "hiccup" but the model may look smooth on your side (depending on how good of a system you have).
So when an enemy starts to run to the side, their model will run smoothly but the hitbox may or may not be ahead/lag behind the actual model. Further proof of this is the hitting-body-dust-flies-off effect, that is a clientside animation (computed on YOUR machine). The server however sees it differently, the hitbox of the model may not have been updated at that time yet to reflect the new position of the model.
The reason why hitting targets that move towards/away from you is because the hitbox is "hiccuping" towards/away from you which in essence is not really moving away from your crosshairs.
So the next time someone states that hitting a moving target is sk1llz, take it with a grain of salt.
Like a humvee-gunner 40 meters away from you,the head is huge inside the scope and you get one grey puff of nothing after another,that's what happened to me on Smoke Screen yesterday.
Seems that your theory isn't quite gripping there.
And on the other hand I can manage it quite well to hit lateral moving targets.
I have always seen the grey puff as a netcode/packetloss related thing,you get this with knives and with assault rifles as well,but it's not so obvious when you pump 20 AK47 shots into someone and only 10 shots really hit.
I don't think that it is similar to the hit boxes in CS.
group hug?TriggerHappy998 wrote:
Slayed.spawnofthemist wrote:
ok nyte..
so this means you're not really as good as you say you are?
most of your shots are luck?
gg
*high five*
Let them hate on me. It's like how the Jewish people persecuted Jesus, and look what happenedCursed You wrote:
I always thought that the puffs of smoke were from hits not registering on the server. So yes they are the hiccups really. Back in my 1942 days, we called em "no regs". I mean 200 ping, my computer aint updating shit. I mean hell I have a better chance of walk to the guy Im shooting's house and hit him than I do landing most shots. If your computer is laggy as hell odds are the server is not recognizing your shots because of how long its taking for the signal. Thus the stationary puffs. Im not a 100% hardcore professor on this, but been through it myself I think I can give it some certainty.Mj.Blindfisch wrote:
If your theory is correct,how do you explain those grey puffs on absolutely stationary targets??Nyte wrote:
It's due to the crappy hitbox and server side predicts. This debunks all those claims of skill of hitting moving targets, it's all LUCK.
I'll get a fraps video of what I mean when I have time.
But picture this. The model and the hitbox are 2 entirely different things. The hitbox is maintained by the server while the model is clientside. Depending on the update rate of the server, the hitbox may "hiccup" but the model may look smooth on your side (depending on how good of a system you have).
So when an enemy starts to run to the side, their model will run smoothly but the hitbox may or may not be ahead/lag behind the actual model. Further proof of this is the hitting-body-dust-flies-off effect, that is a clientside animation (computed on YOUR machine). The server however sees it differently, the hitbox of the model may not have been updated at that time yet to reflect the new position of the model.
The reason why hitting targets that move towards/away from you is because the hitbox is "hiccuping" towards/away from you which in essence is not really moving away from your crosshairs.
So the next time someone states that hitting a moving target is sk1llz, take it with a grain of salt.
Like a humvee-gunner 40 meters away from you,the head is huge inside the scope and you get one grey puff of nothing after another,that's what happened to me on Smoke Screen yesterday.
Seems that your theory isn't quite gripping there.
And on the other hand I can manage it quite well to hit lateral moving targets.
I have always seen the grey puff as a netcode/packetloss related thing,you get this with knives and with assault rifles as well,but it's not so obvious when you pump 20 AK47 shots into someone and only 10 shots really hit.
I don't think that it is similar to the hit boxes in CS.
And stop hating on Nyte. Save your anger for Volx.
Of course he's real, just like Santa and Michael Jackson.polarbearz wrote:
Why do you keep comparing yourself with Jesus He got crucified and he's not real.
You have fetish for being on cross????Nyte wrote:
Let them hate on me. It's like how the Jewish people persecuted Jesus, and look what happenedCursed You wrote:
I always thought that the puffs of smoke were from hits not registering on the server. So yes they are the hiccups really. Back in my 1942 days, we called em "no regs". I mean 200 ping, my computer aint updating shit. I mean hell I have a better chance of walk to the guy Im shooting's house and hit him than I do landing most shots. If your computer is laggy as hell odds are the server is not recognizing your shots because of how long its taking for the signal. Thus the stationary puffs. Im not a 100% hardcore professor on this, but been through it myself I think I can give it some certainty.Mj.Blindfisch wrote:
If your theory is correct,how do you explain those grey puffs on absolutely stationary targets??
Like a humvee-gunner 40 meters away from you,the head is huge inside the scope and you get one grey puff of nothing after another,that's what happened to me on Smoke Screen yesterday.
Seems that your theory isn't quite gripping there.
And on the other hand I can manage it quite well to hit lateral moving targets.
I have always seen the grey puff as a netcode/packetloss related thing,you get this with knives and with assault rifles as well,but it's not so obvious when you pump 20 AK47 shots into someone and only 10 shots really hit.
I don't think that it is similar to the hit boxes in CS.
And stop hating on Nyte. Save your anger for Volx.
theres latency compensation in bf2, but i dont know what ex_interp does. latency compensation pretty much solves the issue nytes talking about.Snakestyles wrote:
so whats the bf2 equivilent of ex_interp 0 because in all honesty there should be a command like that
Uhm actually, I can hit moving targets in the distance pretty easily, and when I don't hit, it's almost always my fault, so don't look for another explanation for you lacking skill and just accept that you're not the god you think you are...Nyte wrote:
It's due to the crappy hitbox and server side predicts. This debunks all those claims of skill of hitting moving targets, it's all LUCK.
I'll get a fraps video of what I mean when I have time.
But picture this. The model and the hitbox are 2 entirely different things. The hitbox is maintained by the server while the model is clientside. Depending on the update rate of the server, the hitbox may "hiccup" but the model may look smooth on your side (depending on how good of a system you have).
So when an enemy starts to run to the side, their model will run smoothly but the hitbox may or may not be ahead/lag behind the actual model. Further proof of this is the hitting-body-dust-flies-off effect, that is a clientside animation (computed on YOUR machine). The server however sees it differently, the hitbox of the model may not have been updated at that time yet to reflect the new position of the model.
The reason why hitting targets that move towards/away from you is because the hitbox is "hiccuping" towards/away from you which in essence is not really moving away from your crosshairs.
So the next time someone states that hitting a moving target is sk1llz, take it with a grain of salt.
Last edited by Vintageologist (2006-05-31 01:27:07)
I didn't give you -1. Report the impersonator to a mod.Vintageologist wrote:
Uhm actually, I can hit moving targets in the distance pretty easily, and when I don't hit, it's almost always my fault, so don't look for another explanation for you lacking skill and just accept that you're not the god you think you are...Nyte wrote:
It's due to the crappy hitbox and server side predicts. This debunks all those claims of skill of hitting moving targets, it's all LUCK.
I'll get a fraps video of what I mean when I have time.
But picture this. The model and the hitbox are 2 entirely different things. The hitbox is maintained by the server while the model is clientside. Depending on the update rate of the server, the hitbox may "hiccup" but the model may look smooth on your side (depending on how good of a system you have).
So when an enemy starts to run to the side, their model will run smoothly but the hitbox may or may not be ahead/lag behind the actual model. Further proof of this is the hitting-body-dust-flies-off effect, that is a clientside animation (computed on YOUR machine). The server however sees it differently, the hitbox of the model may not have been updated at that time yet to reflect the new position of the model.
The reason why hitting targets that move towards/away from you is because the hitbox is "hiccuping" towards/away from you which in essence is not really moving away from your crosshairs.
So the next time someone states that hitting a moving target is sk1llz, take it with a grain of salt.
DISCLAIMER: No, I'm not telling that I'm some sort of uber sniper, so you don't need togive me -1, kthx
++Defiance wrote:
But congrats, you are now part of the enlightened that understand the single biggest problem with almost every online game.
Yup. Network code is almost ALWAYS the weak point of massive online FPS -- it did Farcry in as a multiplayer game, as well as Doom3. Of course, the fact that multiple servers are (over)loaded onto single machines doesn't really help things.ShellShock.PwN wrote:
Every FPS u play the killboxes ALWAYS suck.
Oh yes they are...polarbearz wrote:
Coming from the man who religiously follows the Top 10 (2 at least) in his sig.ShellShock.PwN wrote:
Every FPS u play the killboxes ALWAYS suck.
But back on topic: I don't think CS:S and COD's killboxes were too bad to be honest.
Yeah, CS:S got a big rag about this because people play that game for MASSIVE $$$$ so having a difference between model and hitbox is a BIG issue. Here it's annoying as fuck, but none-the-less annoying.Darky wrote:
I once watched a video of the hitboxes in CS:S (there's a feature that allows you to turn them on in wireframe mode) and most of the time, in a player moving right to left or vice versa on your screen, the hitboxes can be up to a full character model behind the actual player.polarbearz wrote:
I don't think CS:S and COD's killboxes were too bad to be honest.
That sends me into a frothing rage.Fubar/fox wrote:
That explanes a lot like why you still die from mg fire after you already turned a corner into safety
I'm not hating Nyte,at least not in this case.Cursed You wrote:
I always thought that the puffs of smoke were from hits not registering on the server. So yes they are the hiccups really. Back in my 1942 days, we called em "no regs". I mean 200 ping, my computer aint updating shit. I mean hell I have a better chance of walk to the guy Im shooting's house and hit him than I do landing most shots. If your computer is laggy as hell odds are the server is not recognizing your shots because of how long its taking for the signal. Thus the stationary puffs. Im not a 100% hardcore professor on this, but been through it myself I think I can give it some certainty.Mj.Blindfisch wrote:
If your theory is correct,how do you explain those grey puffs on absolutely stationary targets??Nyte wrote:
It's due to the crappy hitbox and server side predicts. This debunks all those claims of skill of hitting moving targets, it's all LUCK.
I'll get a fraps video of what I mean when I have time.
But picture this. The model and the hitbox are 2 entirely different things. The hitbox is maintained by the server while the model is clientside. Depending on the update rate of the server, the hitbox may "hiccup" but the model may look smooth on your side (depending on how good of a system you have).
So when an enemy starts to run to the side, their model will run smoothly but the hitbox may or may not be ahead/lag behind the actual model. Further proof of this is the hitting-body-dust-flies-off effect, that is a clientside animation (computed on YOUR machine). The server however sees it differently, the hitbox of the model may not have been updated at that time yet to reflect the new position of the model.
The reason why hitting targets that move towards/away from you is because the hitbox is "hiccuping" towards/away from you which in essence is not really moving away from your crosshairs.
So the next time someone states that hitting a moving target is sk1llz, take it with a grain of salt.
Like a humvee-gunner 40 meters away from you,the head is huge inside the scope and you get one grey puff of nothing after another,that's what happened to me on Smoke Screen yesterday.
Seems that your theory isn't quite gripping there.
And on the other hand I can manage it quite well to hit lateral moving targets.
I have always seen the grey puff as a netcode/packetloss related thing,you get this with knives and with assault rifles as well,but it's not so obvious when you pump 20 AK47 shots into someone and only 10 shots really hit.
I don't think that it is similar to the hit boxes in CS.
And stop hating on Nyte. Save your anger for Volx.