That's the 64,000 dollar question...Cyber-Couch wrote:Where can I get the client-side hitbox fix?
Hitbox detection on bf2/pr servers?
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Rico11b
- Posts: 900
- Joined: 2006-05-23 20:36
No thin ice here. All good questions. At this point we all have more questions than answers. I have a stable ping of 15 to 30 also. Like I said sometimes it "seems" to work and sometimes it doesn't. Maybe it depends on how stable the server is that you are connecting to.Krawkfaagel wrote:Ok, I might be on thin ice here but isnt hit-detection done without prediction and rather in server-realtime? Makes no sense for the server to predict anything when it has no lag to itself.
The server is running the game in the correct time. Clients are lagging behind and needs to be corrected/predicted.
The settings tweaking works fine if you have somewhat stabile ping on servers. I usually hava a 15-30ms so I have adjusted it to that. (0.05, 75, 50 seems to do the trick.)
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Cyber-Couch
- Posts: 428
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Krawkfaagel
- Posts: 92
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Rico11b
- Posts: 900
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Hi WNxJaymz,WNxJaymz wrote:-thanks caustic for a new sig quote-
anyways, we'll just have to wait and see what happens with the 0.6 test build.
How's it going?
I sure hope they can make some head way on this issue. I seem to notice more now since it was first pointed out to me. Have you been able to test anymore on your server?
I had a good laugh when your buddy came up behind you and put out C4 while you and I were trying to test some of this stuff. Your carcass when up so high in the air I almost fell out of my seat laughing.
Later
R
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Krawkfaagel
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TroyMcClure
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TroyMcClure
- Posts: 320
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Rico11b
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We are not talking about anything on that level. No one wants to use it as a cheat. Well almost no one. lol. We just want to find a way to keep the hitboxes locked to the player model. It would be best to do it on the server side, that way everyone benifits equally instead of the select few that remember to do it. If anyone has found a way to move hitboxes around then they need to let the Devs know. If they don't already know. It may help them to be able to resolve this hitbox issue. What we are locking for is a serverside fix, or a fix on clientside that everyone can use.TroyMcClure wrote:this discussion here
Those guys are like a bunch of kids aren't they. That kind of back and forth name calling is useless. I'll bet if they all lived in the same town they wouldn't talk that way to each other. Anyway not my problem, back on topic
R
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Rico11b
- Posts: 900
- Joined: 2006-05-23 20:36
I went back and asked about this to clarify on what needed to be done and a dedicated server, and here is what was posted to me. I got them from a user on the BF2s forums. Enjoy.
redilS wrote:Sure rico, here you go...
First, I've shut down my server completely (using remote-desktop functionality for direct access to my server) and modified (the already existing) <ServerInstallDir>\Mods\Bf2\Settings\usersettings.con. As you can see, all other settings remain unchanged and all I did, was to add an additional line which in turn disables clientside prediction. I saved that file, set it 'read-only' and restarted the server.usersettings.con wrote:rem
rem Settingsfile automatically saved by bf2
rem
SettingsManager.boolSet GSClPunkBuster 1
SettingsManager.floatSet GSDefaultLatencyCompensation 0.100000
SettingsManager.boolSet GSExtrapolateFrame 0
SettingsManager.U32Set GSExtrapolationTime 1200
SettingsManager.U32Set GSInterpolationTime 100
SettingsManager.U32Set GSPerfLogAtPlayerCount 30
SettingsManager.stringSet GSPlayerName ""
SettingsManager.boolSet GSShowNetGraph 0
SettingsManager.boolSet GSUseObjectCache 1
SettingsManager.boolSet GSUseClientSidePrediction 0
There will be no additional message or indication that the setting has been changed. All you can do to verify if the procedure has been successful, is to execute 'SettingsManager.boolGet GSUseClientSidePrediction' from the servers' console. The return value should be '0' (watch out, retval will also be zero if you mistyped the command).
Afterwards, I ordered four of my buddies to join the server and we did some "strafing side-by-side while shooting at each other" testing. As already stated earlier:
- Before the mod was done, one had to shoot slightly (about half a models' width) behind (correct word?) the opponent to get a hit registered, while shooting the model directly would only generate smoke-puffs.
- After the mod was done, one can shoot the model directly while the clients' HUD indicates that the hit has been registered.
All tests were done on my own ded-server and a ping of about 45-65ms (depending on line/connection speed - I'm playing with 60ms most of the time). The biggest difference i noticed was, when playing as sniper and engaging enemys from long range. Before, i wasn't able to hit an enemy at all whereas afterwards I almost instantly came up with an accuracy of about 50 percent.
//EDIT
One more thing that needs to be mentioned: The issue with rockets which keep flying through choopers/vehicles from time to time did not get solved by this mod.
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El_Vikingo
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Rico11b
- Posts: 900
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Yes server settings. This is supposed to turn off cleintside prediction, and have the server perform all predictions. That way players don't have to go in and start fiddling with their clientside usersettings.con files. Supposedly if this is done on a dedicated server, then the players don't have to mod anything.El_Vikingo wrote:^^^^^^^Cleint or Server sttings?, I understand its the server side sttings.
I don't have a dedicated server or else I would test this out myself. I post all this stuff so admins and the devs can test to see if they can find the fix. Then they can apply it to their servers and everyone will live happily ever after
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VipersGhost
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Rico11b
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For me it seems to vary somewhat from server to server. I don't play on servers where I have a ping higher than say 40. I'd aim directly at them cause the hitbox may register the hit since it tends to lag the player model some, which is where your rounds will strike anyway. I've heard that the closer your ping is to 100 then the less you need to worry about hitbox lag, but I haven't tested that so I can't say for sure. Most of the servers I play on I get a consistent ping of about 30 so the hitbox lag issue seems more obvious to me now that I know what to look for. Also I get more kills now since I keep firing even after a player model has moved behind cover. I used to stop firing the moment that they disappeared behind a wall or building, but not now cause I know the hitboxes are lagging behind. Which just gives me an extra second or so to get another shot off. If this hitbox issue is ever resolved I'm gonna have to learn how to aim and lead the player models all over again. I look forward to that day!VipersGhost wrote:bump...anyone know where to shoot someone? I have ping of 75...at 100yrds. Aim at them directly or a little ahead? I can't decide![]()
Later
R
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Rico11b
- Posts: 900
- Joined: 2006-05-23 20:36
Hi all,
I've been away for a while but I'm back now. I've had a change to play .6 for about an hour or so total. I'm wondering if you guys made any head way on this hit detection stuff. It did "seem" to be better ingame, but maybe I just had a really solid connection for a change. Were the Devs able to find a fix for hitbox lag once and for all? And did it make it's way into .6?
Thanks for all the hard work on the mod fellas.
R
I've been away for a while but I'm back now. I've had a change to play .6 for about an hour or so total. I'm wondering if you guys made any head way on this hit detection stuff. It did "seem" to be better ingame, but maybe I just had a really solid connection for a change. Were the Devs able to find a fix for hitbox lag once and for all? And did it make it's way into .6?
Thanks for all the hard work on the mod fellas.
R


