stryyker
bad touch
+1,682|7202|California

the source engine is very realsitic.

the hitboxes are ghay, they do seem to change, but thats where shockpaddles come in
switchbladezz
Member
+48|7099
stryyker owns all with the shock paddles.
stryyker
bad touch
+1,682|7202|California

switchbladezz wrote:

stryyker owns all with the shock paddles.
except BushViper, hes proven that
polarbearz
Raiders of the Lost Bear
+-1,474|7270|Singapore

And me. Paddle me through 400 ping and i'll call triggerhappy daddy.
kontrolcrimson
Get your body beat.
+183|7309|Australia

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.
this would also be the result of being shot after ducking behind walls ect. The hit box is still out in the open.
stryyker
bad touch
+1,682|7202|California

polarbearz wrote:

And me. Paddle me through 400 ping and i'll call triggerhappy daddy.
You name the time and place looks like i will be having myself some shocked bear on a plate of own
Defiance
Member
+438|7153

What I still want to know is when you hit someone running full sprint the physics goes all bonkers sending em flying 20 feet in every direction.

But congrats, you are now part of the enlightened that understand the single biggest problem with almost every online game.

that might sound sarcastic, but it's not. I get alot of people talking to me about I just-shot-him-in-the-face-with-a-half-inch-in-circumfrence-and all-i-got-was-this-shitty-dust-cloud.

Last edited by Defiance (2006-05-30 21:31:28)

irok100
Member
+114|7131
Actually i have noticed this too... but its more than just luck lol... and i tend to have a very good success rate for hitting moving targets...and everyone compliments my ability to lead.... its actually more accurate from distance i have noticed... also there is a code for "GDF Latency" that you use with the console... it tends to smooth the process of the model / hitbox snyc

Last edited by irok100 (2006-05-30 21:34:33)

polarbearz
Raiders of the Lost Bear
+-1,474|7270|Singapore

stryyker wrote:

polarbearz wrote:

And me. Paddle me through 400 ping and i'll call triggerhappy daddy.
You name the time and place looks like i will be having myself some shocked bear on a plate of own
Read again: 400 ping
Cursed You
Member
+64|7069|Idaho

Mj.Blindfisch wrote:

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.
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.
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.

And stop hating on Nyte.  Save your anger for Volx.
THA
im a fucking .....well not now
+609|7252|AUS, Canberra

TriggerHappy998 wrote:

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
Slayed.

*high five*
group hug?
Nyte
Legendary BF2S Veteran
+535|7234|Toronto, ON

Cursed You wrote:

Mj.Blindfisch wrote:

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.
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.
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.

And stop hating on Nyte.  Save your anger for Volx.
Let them hate on me.  It's like how the Jewish people persecuted Jesus, and look what happened
Alpha as fuck.
polarbearz
Raiders of the Lost Bear
+-1,474|7270|Singapore

Why do you keep comparing yourself with Jesus He got crucified and he's not real.
Nyte
Legendary BF2S Veteran
+535|7234|Toronto, ON

polarbearz wrote:

Why do you keep comparing yourself with Jesus He got crucified and he's not real.
Of course he's real, just like Santa and Michael Jackson.
Alpha as fuck.
asdasd123
Member
+-1|7023

Nyte wrote:

Cursed You wrote:

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.
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.

And stop hating on Nyte.  Save your anger for Volx.
Let them hate on me.  It's like how the Jewish people persecuted Jesus, and look what happened
You have fetish for being on cross????
FriiginChomper
Member
+41|7183
Couldn't this also have to do with Choppers and TV Missles, because people say all the time aim for the tail, because it is the easyest place to hit, and the front, missles always go through.

As the chopper is flying the model is farther infront of the hitbox, making the tail of the model, the biggest part of the hitbox.

And if anyone saw that movie with Veng3nCe^ and Nexar, when he "hits" the jet with the TV missle. The Jet is flying way infront of the missle and the missle explodes and the jet does also, that is probaly also do to the hitbox thing.
Snakestyles
Member
+17|7219|South Africa
so whats the bf2 equivilent of ex_interp 0 because in all honesty there should be a command like that
tahadar
Sniper!!
+183|7220|Pakistan/England

Snakestyles wrote:

so whats the bf2 equivilent of ex_interp 0 because in all honesty there should be a command like that
theres latency compensation in bf2, but i dont know what ex_interp does. latency compensation pretty much solves the issue nytes talking about.

type into the in-game console:

SettingsManager.floatSet GSDefaultLatencyCompensation 0.010   (for a ping of 10 ms)
Vintageologist
Tankbuster
+31|7240|Vienna, Austria

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.
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...

DISCLAIMER: No, I'm not telling that I'm some sort of uber sniper, so you don't need togive me -1, kthx

Last edited by Vintageologist (2006-05-31 01:27:07)

Nyte
Legendary BF2S Veteran
+535|7234|Toronto, ON

Vintageologist wrote:

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.
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...

DISCLAIMER: No, I'm not telling that I'm some sort of uber sniper, so you don't need togive me -1, kthx
I didn't give you -1.  Report the impersonator to a mod.
Alpha as fuck.
tip700
Member
+9|7106
phantom shots have always been a problem, the thing to remember however is that good infantry kill and bad ones dont, so it isnt luck. you may not kill someone due to latency. however you may kill somebody because of latency. it balances iout.
Chillin&killin
Member
+27|7156|Manchester,England
explains when you get killed by a guy shootin you even though your round the bloody corner hate that
chuyskywalker
Admin
+2,439|7329|"Frisco"

This is not news to anyone who has played other FPS's with any level of comptetitive edge.

Defiance wrote:

But congrats, you are now part of the enlightened that understand the single biggest problem with almost every online game.
++

ShellShock.PwN wrote:

Every FPS u play the killboxes ALWAYS suck.
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.



polarbearz wrote:

ShellShock.PwN wrote:

Every FPS u play the killboxes ALWAYS suck.
Coming from the man who religiously follows the Top 10 (2 at least) in his sig.

But back on topic: I don't think CS:S and COD's killboxes were too bad to be honest.
Oh yes they are...

Darky wrote:

polarbearz wrote:

I don't think CS:S and COD's killboxes were too bad to be honest.
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.
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.



Here's the final proof that the hitbox detection in BF2 is wonky -- have someone shoot an eryx at your jeep while flying full out right at them -- it will go right fucking through. Need I say more? No.
Burning_Monkey
Moving Target
+108|7319

Fubar/fox wrote:

That explanes a lot like why you still die from mg fire after you already turned a corner into safety
That sends me into a frothing rage.

I really want to find an EA worker throttle them until their eyes pop out.
Mj.Blindfisch
Bulletdrop-Buddha
+338|7178|Germany

Cursed You wrote:

Mj.Blindfisch wrote:

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.
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.
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.

And stop hating on Nyte.  Save your anger for Volx.
I'm not hating Nyte,at least not in this case.
I'm just saying that his theory might not be entirely correct.
I get a lot of hits on moving targets on mid to long range,how much you gotta lead depends on the server,but once you get a hit you "zero" your lead accordingly.
I only get these grey puffs on close range,like the 40-meters-humvee-gunner-headshot-example I already posted(and he didn't duck,he didn't even know that anybody was near him).
Totally annoying for a sniper when caught up close,you have the skill to headshot on any range,your life depends on that one hit and the server just messes it up.Even on servers where I have a constant ping of 20...

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