View Full Version : Interesting hitbox video
moldykorn
07-29-2005, 12:37 AM
http://www.putfile.com/media.php?n=css_hit_b0x_bb
So pretty much when you :sniper: at :flipoff: hes all the way
:flipoff:
Moldy! Do you realize how OOOOoooolLLLLldlLDDdDddD this is!?
Lol, it was posted a long time ago in another thread.
Anyways, don't worry about it. The hitboxes have been optimized. Also, the hitbox ahead of the player is due to the cl_interp command. By default it's at .1 which is way too high.
You can fix it with a few tweaks to make hit registry a lot more accurate.
<3 Saur
Pillsbury doughboy
07-29-2005, 08:23 AM
no no no saur moldys videoo id different and was made not to ling ago, you can tell the awsome looking blood. He must have a nvidia 7800 in that thing. Duh saur, get you sh*t straight :flipoff: :D
Bonez
07-29-2005, 09:28 AM
well all the ones i've seen upto now were player - player hitboxes, these are bots and they STILL lag.
Mad5cout
07-29-2005, 09:40 AM
Although the beginning says those are bots, not all of them are. This video isn't completely truthful. If you watch some of the videos, the people he is shooting in some are trying to knife him. Ever play on a bot server? Bots don't knife. Even when their clip runs out.
Bonez
07-29-2005, 09:59 AM
i've been shanked by bots on a priv server.
Monochrome
07-29-2005, 10:00 AM
is that why the stats show so many hits to the left arm? cause the hit boxes are out of place?
oh em eff jee, that's old... in fact, giveme a moment, i'll find the thread I posted about it
<3 Saur
SoReal
07-29-2005, 10:35 AM
I've seen it in Saur's post. Those are all bots, i've tried twice now to show it on humans. And it's not possible.
Yeah, I can't seem to find it :dunno:
Ah well, I went ahead and looked in the steam forums for this quote:
There is a bug in the demo code (incorrectly interpreting client side prediction) that makes using demos to look at hit box issues invalid. You need to do a direct capture from your video card buffer.
We have a couple small fixes for the hitbox code with the next release,
but the majority of the problem is that people do not understand how
client side prediction works. In particular, the server is 100 msec
ahead of all the clients, so the server side hitboxes will ALWAYS lead
the clients view of the work. When the client fires a weapon the server
rewinds its state to the exact tick of that button press and then
computes the result (one of the bugs was that the rewind code didn't
correctly reset the state of the bone cache in the player model).
- Alfred
because after this particular video was released the CS:S population was TICKED! (understandably)
But as I said, it's an older video that has a few bugs in it (read above) and is probably why SoReal couldn't get it to work w/ humans.
Leading hitboxes are caused by cl_interp and the server's lag comp value (I think it's like sv_unlag). It's how HL2's hit detection works. If you see a guy and fire at him, the server has 100 msec of backward material to rewind to and check to see if you actually did hit the guy you're aiming at. But the server exists at that rate, so it's universal across all players.
This is why it's sometimes trickier to hit a lagging person or a 56k user. It's because their ping goes far beyond what the server remembers, and it doesn't have anything to compare it to x.x;
Something like that... I'm not at my home computer right now -- I have a small page that explains the HL2 netcode a little better.
In the end, what you're witnessing is now considered an exaggeration thanks to updates from Valve awhile back.
EDIT: Also note how he said the server will rewind itself to the exact "tick" the command was sent. WiH server operates at 33 tick, so there's only 33 FPS worth of real information at any given time. If we had a higher tickrate server, say 66, then it'd be a lot better hit registry because the server could remember more.
Problem is... har har, (and wihadmin has already experimented with it) we have such a large player server that this wealth of information creates an ungodly amount of choke 'n lag on the server 'n clients.
EDIT x2: With tickrate in mind, the cl_interp value determines when 'n how long the extra rendered frame (the interpolated frame) between a tick lasts. This is why you want your cl_interp to be .0298 because 1/IN: for wih's server is, generally 1/33.6=.0298. So you want your extra rendered frame to appear ONLY for .0298 seconds (the time in between ticks, or updates, or frames, received from the server) This keeps it smoother than if you went cl_interpolate 0 for real frames.
<3 Saur
DemonEyes
07-29-2005, 04:24 PM
That one was different same song the other video was a hack cam, and that is incredibly messed up, shoot 2 feet in front of him and he dies cause of the shitty hitboxes.
Tykwer
07-29-2005, 05:21 PM
Saur wrote:
Bots don't knife. Even when their clip runs out.
are you kidding? try playing with them again and just get too close, they'll bust out their knife in an instant or at least that's my experience with them. that isnt to say they are good with them, they're like the bots in bf2 if you've ever tried the single player...get with in X feet and they'll knife/shock paddle you(i dont know about normal/expert bots)
and zombie servers they use nothing but.
Heeey, I didn't say that! Mad5cout did :P
<3 Saur
The_Professor
07-29-2005, 08:09 PM
Although the beginning says those are bots, not all of them are. This video isn't completely truthful. If you watch some of the videos, the people he is shooting in some are trying to knife him. Ever play on a bot server? Bots don't knife. Even when their clip runs out.
Actually you can make it so bots are knife only.
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