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  • Clan Friend
Posted

My point exactly. You can't correctly aim for a player who's actual position is different than where his player model appears thus creating an unfair advantage for the timenudge user by manipulating the game settings.

I don't agree, a player's actual position is the one you see. I meant that if *you* use timenudge *you* see players in positions that can be wrong, because they are predicted instead of interpolated, so it's actually a disadvantage imho.

If you use timenudge or not enemies will see you in your real position, because timenudge doesn't affect your movement or position for others. It's just the way *you* see things. Other players aren't affected in any way.

 

I don't understand why many players talk about 'real' or 'actual' positions of players, as if there was more than one position... there is one and only player position, and it's the one in the server. Antilag makes sure that hit detection is calculated with the position sent to you.

 

A simplified version without interpolations (but it gives the general idea) is:

1. The server sends a snapshot to you, and makes a backup copy for antilag. Enemy is in position X.

2. You receive the snapshot, and you see the player in position X (of course!) meanwhile he has moved, but who cares. Server has a backup.

3. You aim there (position X) and you shoot. You send the command to the server.

4. Meanwhile players have moved, so he is now in position Y, but again who cares, the server has a backup, unless you are so dumb to disable antilag, in that case you should worry.

5. The server receives your command. From the timestamp knows the snapshot you were watching, the one that needs to be retrieved from the backup. It's the one where the enemy is in position X as in #1

6. if you aimed at him, you hit (aside from random bullets, prediction errors, etc. which are totally unrelated with antilag and hitboxes, not to mention maxpackets, timenudge, and enemy ping, which have no relationship whatsoever with hit detection)

Posted

When I talk about actual position I mean where the hit box's are compared to the player model. I'm sure you know that the hitbox's are usually not on the model's body but trailing behind them. I notice a change in the relationship between the two when a player has a high timenudge. I can put my crosshair in the same spot compared the player model to have hits register as I do for the rest on the server, but end up with no or little hits.

 

I'm not saying it should be illegal nor that I really care either way. Not many use it and it rarely creates problems. I'm only stating my findings from my personal experience playing ET.

  • Clan Friend
Posted

When I talk about actual position I mean where the hit box's are compared to the player model. I'm sure you know that the hitbox's are usually not on the model's body but trailing behind them.

Well, it would be a bit hard to 'know' something that is not true... for instance you can't tell 'I'm sure you know that 2+2=5', so I don't 'know' that :P

But I also don't know where you took that piece of information. Looking at 'just pub' comics where the polish player runs after his hitboxes yelling 'kurwa'? :D That is a fun joke, but it doesn't match with reality

 

Maybe playing with etpro debugging values of b_realhead gave you that false impression?

Those things were never meant to be used with players moving in realtime, I can't read the mind of etpro coders, but I guess they just wanted to quickly check whether it followed the animation or not. Debugging features aren't meant to be used by players.

 

Let's concentrate on the bodybox, which is easier. Headbox is a bit more complex, because starting from when etpro coders made b_realhead (later Zinx gave the code for etpub, so all mods copied from that etpro headbox, afaik) it is based on the animation, and it's not just in the middle of the bodybox a la rtcw.

 

Every player has an origin (x,y,z). The bodybox is built on that origin, and the player model is centered on that origin too. Who would ever keep in memory 2 origins, one for the hitbox, and one for the player model lol...

  • Like 1
  • Clan Friend
Posted

I would like to add, if you have a server with rcon access, on etpro there are some cvars for antilag debugging, I remember I made this years ago with my clanmates

 

By setting g_antilag and b_antilag to some value I can't test right now (but 255 should enable all flags, since it's 11111111 in binary), whenever you shoot, the client draws a hitbox around the player where you see his model.

When the server receives the info that you shot, antilag draws a new box entity where the enemy is in the server, and another where antilag thinks you saw him (where he was).

(if I remember correctly one is white, the other is red, and the one drawn by the client is yellow). If the client box matches with the server box, then it means antilag works.

 

I remember there were some minor discrepancies every now and then, but so small that you could see they were different only by getting really close, nothig that would make you miss a bullet.

If you want you can test them with different pings (there are network simulators, if you don't want to test it with different players) different maxpackets, timenudges, etc. You will see that those boxes always match, that is the server hitbox is always where you see the player model.


Etpub has this feature too (by using g_debugbullets on the server + /developer 1 on the client, sv_cheats must be 1 in the server) even if it's sligthly different, because on etpub there is a client-side detection with a red hitbox, and the blue server hitboxes are only antilagged ones, you don't see the position without antilag (which is not useful anyway). I didn't test this with etpub but according to etpub developers those boxes match as well.

In silent mod it should be there too, unless they removed it. So you can test it if you don't believe me (you need a server and at least another player, of course).

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