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Old 06-29-2010, 03:03 PM   #1
blunt1
 
 
 
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BUG: Client side - server visuals

test this on an online match/public server with someone and not a client server as it doesnt seem to affect client created servers

I came across an interesting bug/issue last night that explains alot of issues with reg on the new update.
I tested this with my whole team and they all see this issue and it deffinately explains why there are a lot of missed shots or you rage as its taken you half a clip to spray someone down.
Test this for your self:

Go on to a match server with a team mate and buy a gun
for my test it was a deagle but it can be any pistol or rifle (pistols are better to show it as on old source it was accurate at single fire)

stand a few meters from a wall and empty the clip and a normal fire speed.
notice anything? the impact marks are completely random and spread client side
but this is where it gets interesting as i was raging thinking theyve fked up the recoil on all guns so i got my team mate to do exactly the same thing.
Immediately his shots appeared close together in a small knuckle shape (as it should be)
I raged down the mic but then he started laughing saying his was completely random and spread out.
we tried this with a few different guns and the client side impact damage does not equate to what the server sees as the the other players see what the server sees as an update right?

so basically you see blood and focus your aim to an enemy and you can actually be damaging your aim.
dont take my word for it. see it for yourself


ok some screenies
My 1st screenshot slow shot
http://goo.gl/c8yZ
bobs spectator screenie
http://www.nicey-css.co.uk/e107_file..._dust20003.jpg

my second screenie rapidfire
http://goo.gl/BQ4H
bobs spectator view
http://www.nicey-css.co.uk/e107_file..._dust20004.jpg


now tell me that aint Bull lol

There is my original thread on ED where alot of players have tested this and have reported the same issues.
http://forums.enemydown.co.uk/showthread.php?t=107419

cheers

Last edited by blunt1: 06-29-2010 at 03:13 PM.
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Old 06-29-2010, 03:09 PM   #2
satoon101
 
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lol, your photobucket links are censored, please use appropriate languange in the links and repost.

Satoon
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Old 06-29-2010, 03:12 PM   #3
blunt1
 
 
 
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ive edited it
you cant use tiny url either lol :/


EDIT and those are not even bad, they can get more random than that

Last edited by blunt1: 06-29-2010 at 03:14 PM.
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Old 06-29-2010, 03:18 PM   #4
hisham.albeik
 
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What's your net_graph looks like? do you have the same lerp and rates as your friend?
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Old 06-29-2010, 03:21 PM   #5
satoon101
 
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Hasn't this always been the case? This seems to be nothing "new". All games, from what I know, are like this... It's all the clients interpretation of what happens. Same with why you see blood coming off a player, so you 'think' you shot him, but then the server says, "not so fast, you missed".

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Old 06-29-2010, 03:23 PM   #6
chasgames
 
 
 
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i've noticed weird deagle recoil aswell sometimes :z
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Old 06-29-2010, 03:25 PM   #7
blunt1
 
 
 
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we have the same lerp and same rates. if you check the ed forums link i posted below other people have tested it

its never been the case before the update satoon. ive been playing this for 6 years and recoil patterns/server registrations is one of the major parts of understanding the game

its not just deagle either, it seams to be mainly pistols but some of the guns are random as hell. m4 seems to have slim to no recoil client side which is wrong aswell :/

test it for yourselves on an online server (not a client created one) and see what i mean. it needs sorting as it is broken lol


this is different to interp and delay, its a completely different pattern rather than a client reaction/update issue.

if you create your own client server and test it, its perfectly fine

Last edited by blunt1: 06-29-2010 at 03:29 PM.
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Old 06-29-2010, 04:11 PM   #8
kemsky
 
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i can reproduce it on created server, see my post

imho, its not only visual bug, sometimes i need 3-4 shots to make headshot on created server

Last edited by kemsky: 06-29-2010 at 04:48 PM.
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Old 06-29-2010, 04:13 PM   #9
bradlewis
 
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Needs to be sorted :]
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Old 06-29-2010, 05:35 PM   #10
MeanMachine885
 
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Sort this out, aswel as tap shooting.
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Old 06-29-2010, 10:12 PM   #11
m0dkip
 
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Nice work, needs to be fixed.
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Old 06-29-2010, 11:03 PM   #12
Undead
 
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What I would suggest is testing this on another game such as dod:s
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Old 06-30-2010, 01:04 AM   #13
blunt1
 
 
 
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Quote:
Originally Posted by Undead View Post
What I would suggest is testing this on another game such as dod:s
i havent played dod:s for about 4 years, i dont know how the guns are supposed to behave visually on that game

all i know is that there is a rather large discrepency as what the client see's impact wise does not realate at all to what is see server wise.

it used to be correct and only things like prop physics and ragdoll behaviour was different between clients
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Old 06-30-2010, 10:30 AM   #14
rtea
 
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+1111111111111111111111111111111111111111111111111 111111111111111111111111

so many mid-high level css players know this is a problem (plus the sound problems)

hopefully zblock can sort out the netcode and kitbug again (still crabwalkers everywhere)

the update has brought a few more gamers to try out css again or for the first time, kudos but

you will please a lot of loyal gamers by fixing this update and lose a hell of a lot of gamers by ignoring our gripes
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Old 07-01-2010, 12:50 AM   #15
blunt1
 
 
 
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any hidden path people want to look at this?
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