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Posted: 2007-06-17 04:24
by Deadmonkiefart
This is the most ridiculous part of BF2. I could crouch down behind a wall, and then be killed 1.5 seconds later from being shot from something on the other side of the wall.
Posted: 2007-06-17 20:23
by Krawkfaagel
redilS wrote:Ok folks, I think i have to admit that i made a false statement.
At least my conclusion about those 'GS' vars can be seen as a big pile of BS. I just tried setting GSUseClientSidePrediction on client side (while beeing connected to my ded) and found player-movement getting fu_cked up completely...
Sorry 'bout that. Bring on the deathsman -.-
So it seems the guy just made an assumption that GS meant GameServer and that this refeered to the dedicated game server. If it does mean GameServer that might as well be to the local "server" that runs your game, just as it does when playing singleplayer.
My experience is that it does change hitboxdetection but it might be placebo. Who knows. (Well dice does...)
Posted: 2007-06-17 20:29
by Lampshade111
Deadmonkiefart wrote:This is the most ridiculous part of BF2. I could crouch down behind a wall, and then be killed 1.5 seconds later from being shot from something on the other side of the wall.
I hate that junk. Gives you just enough time to think you made it unhurt but then the game kills you after you are behind cover.
Posted: 2007-06-17 22:53
by Expendable Grunt
Well, can this be incorporated into the server files for .6?
Posted: 2007-06-18 01:09
by Rico11b
Expendable Grunt wrote:Well, can this be incorporated into the server files for .6?
I sure hope so. Maybe it has been incorporated already. I remember the Devs saying something about looking into this for the next release. Which would be 0.6. Maybe Eggman or one of the other Devs can chime in hear and let us know if they had any success with hitbox lag issues
Later
R
Posted: 2007-06-18 01:38
by Jaymz
Rico my good mate. I remember helping you a while back when we were trying out hitbox solutions. As far as I know there aren't changes as such to make hit detection itself better. However, a lot of code has been cleaned up that may have been causing PR servers a small bit of lag.
The main thing in 0.6 that will help a lot is troop movement. Hit detection is all about fast moving infantry combat. In 0.6 troop movement has been decreased. You will move at a slower speed suitable for room clearing etc and when you hit sprint you won't run as fast as you do in 0.5, you will run a fair bit slower but for a much longer period of time.
All that combined is going to be a really big help to the current hit detection debacle.
Posted: 2007-06-18 18:35
by Rico11b
'[R-DEV wrote:Jaymz']Rico my good mate. I remember helping you a while back when we were trying out hitbox solutions. As far as I know there aren't changes as such to make hit detection itself better. However, a lot of code has been cleaned up that may have been causing PR servers a small bit of lag.
The main thing in 0.6 that will help a lot is troop movement. Hit detection is all about fast moving infantry combat. In 0.6 troop movement has been decreased. You will move at a slower speed suitable for room clearing etc and when you hit sprint you won't run as fast as you do in 0.5, you will run a fair bit slower but for a much longer period of time.
All that combined is going to be a really big help to the current hit detection debacle.
Hi Jaymz,
I remember you as well. Hope things have been going well on your end. That is so AWESOME that the infantry speeds have been toned down a bit. I've always felt that the running speeds were way to fast, even without sprint. I know troops are a very fit bunch cause I used to be one, but even Carl Lewis can't run and sprint as fast as the in game characters, with all that gear on.
I had a chance to play 0.605 the other night, and I could swear that my aim was better and there didn't "seem" to be any issues with hitboxes or lag for that matter. My ping was 36, which it normally is. I generally don't play on a server if I can't maintain 40 or better ping times.
This is really great news!!! My hats off to all the Devs, great job fellas.
Later
R