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Old 07-02-2010, 05:00 PM   #31
J3Di
 
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Written up a report for this for the devs:
http://forums.steampowered.com/forum...1#post15776231
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Old 07-02-2010, 05:06 PM   #32
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That's not a bug.
http://forums.steampowered.com/forum...&highlight=Bug
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Old 07-02-2010, 05:10 PM   #33
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Quote:
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That's how the server calculates the time of weapons fire not how the client predicts the shooting of the weapon.
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Old 07-02-2010, 05:14 PM   #34
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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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Old 07-02-2010, 05:16 PM   #35
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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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Old 07-02-2010, 05:18 PM   #36
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Quote:
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yes but in theory the client and server should be using the same calculations,

so the end result should be the same,

somethings interfering with that.
That's impossible, otherwise we'd be able to talk with people on the telephone in real time with no delay.

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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Old 07-02-2010, 05:20 PM   #37
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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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Old 07-02-2010, 05:22 PM   #38
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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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Old 07-02-2010, 05:22 PM   #39
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Quote:
Originally Posted by Undead View Post
That's impossible, otherwise we'd be able to talk with people on the telephone in real time with no delay.

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.
eh, that doesnt make sense.

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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Old 07-02-2010, 05:23 PM   #40
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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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Old 07-02-2010, 05:25 PM   #41
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Quote:
Originally Posted by Undead View Post
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.
yes, but whether you are hearing him through the phone, or right in front of you, he is still saying the same thing.

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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Old 07-02-2010, 05:26 PM   #42
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Quote:
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yes, but whether you are hearing him through the phone, or right in front of you, he is still saying the same thing.

the delay is irrelevent.
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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Old 07-02-2010, 05:32 PM   #43
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Quote:
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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...
im sorry, but i really dont get what your point is, i know theres a delay, what relevance does this have?

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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Old 07-02-2010, 05:50 PM   #44
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Did you try to test this with cl_smooth 0, instead of 1?
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Old 07-02-2010, 05:57 PM   #45
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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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