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#31 |
![]() Join Date: Aug 2009
Reputation: 127
Posts: 309
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Written up a report for this for the devs:
http://forums.steampowered.com/forum...1#post15776231 |
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#32 |
![]() Join Date: Jun 2008
Reputation: 349
Posts: 3,164
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That's not a bug.
http://forums.steampowered.com/forum...&highlight=Bug |
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#33 | |
![]() Join Date: Aug 2009
Reputation: 127
Posts: 309
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Quote:
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#34 |
![]() Join Date: Jun 2008
Reputation: 349
Posts: 3,164
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But you got to understand that when you fire a gun, the exact moment you do, you see the action happen on your screen while there's actually a short delay from another person seeing it.
It's exactly the way echoes work. You yell something, you hear it back at a later time and it's a different frequency, in this case, a different spot of bullet impact. |
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#35 |
![]() Join Date: Mar 2004
Reputation: 465
Posts: 8,266
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yes but in theory the client and server should be using the same calculations,
so the end result should be approximately the same, apparently its not though. im blaming the browser, its messing everything else up. Last edited by polka: 07-02-2010 at 05:19 PM. |
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#36 | |
![]() Join Date: Jun 2008
Reputation: 349
Posts: 3,164
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Quote:
And the end result are approximately the same, you just can't spray the wall and hope to see same results accurately. Try semi-fired shots. The only way to fix is this would be to hook when a player shoots, delay them a short time, and then register the shot the exact same for both screens. But that will delay the player from actually firing when he wanted to, leaving us with a lot of unhappy players... Last edited by Undead: 07-02-2010 at 05:20 PM. |
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#37 |
![]() Join Date: Aug 2009
Reputation: 127
Posts: 309
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They should perform the same calculation yes.
What happens when you fire a weapon is (slightly simplified btw). The server moves every player back to the positions they were in at the time the weapon was fired (using your calculation Undead). Then it runs the simulation (the weapons fire/recoil etc) before moving everyone back to their original positions. |
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#38 |
![]() Join Date: Jun 2008
Reputation: 349
Posts: 3,164
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I guess that can make a sense, but it's an unknown theory until we find out the actual mechanics of CS:S.
Where's a dev when you need one?
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#39 | |
![]() Join Date: Mar 2004
Reputation: 465
Posts: 8,266
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Quote:
if i do a calculation now, and someone else does the same calculation 5 seconds later, the result is the same. your telephone analogy has no relevance. |
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#40 |
![]() Join Date: Jun 2008
Reputation: 349
Posts: 3,164
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Okay that's not what I'm saying.
Go find a friend and call him when's right there in front of you. Tell me the time it takes for you to actually hear the first word he says through the telephone from the time you heard him speak in the room. Yea, it's not the same.... That's why there's mic delays too. The server can't anticipate when a player is going to shoot and set the calculations the exact same for all players. |
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#41 | |
![]() Join Date: Mar 2004
Reputation: 465
Posts: 8,266
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Quote:
the delay is irrelevent. the telephone analogy is irrelevant. the calculations clientside and serverside should be the same, if theyre not then theres something off. |
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#42 |
![]() Join Date: Jun 2008
Reputation: 349
Posts: 3,164
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But we're not playing someone in front of us, we're playing them over the internet. This is a game, not reality. Otherwise there would be no fps lag...
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#43 | |
![]() Join Date: Mar 2004
Reputation: 465
Posts: 8,266
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Quote:
the delay has nothing to do with this, anything your client calculates, the server should use the same calculation, the delay doesnt change the calculation. --------- oh, anyway, i know its irrelevant but there is a delay in reality too, its called c Last edited by polka: 07-02-2010 at 05:36 PM. |
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#44 |
![]() Join Date: Mar 2010
Reputation: 308
Posts: 1,784
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Did you try to test this with cl_smooth 0, instead of 1?
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#45 |
![]() Join Date: Aug 2009
Reputation: 127
Posts: 309
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Yes though cl_smooth is for positioning errors. You can stand still and test this.
http://forums.steampowered.com/forum...&postcount=558 |
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