swimming hitboxers are uh... nice... and more extrapolation!


(Korollary) #61

It may be, however (IMHO) the main reason there is much more mad strafing in ET than was in RTCW is the slow SMG’s. If you actually try to follow the head of a madly strafing enemy, whose strafe rate matches your gun’s fire rate, you may sadly get no headshots (e.g. he’s moving to his right for one step and your crosshair is dead on but your gun doesn’t fire for that period, then he starts going left and your gun just fired but missed and so forth…)

(rest is off-topic)

It is similar to lightning gun duels in Q3. Both of the duelers are supposed to start moving like maniacs to have the outcome of the fight determined by reflexes rather than aim…

…which is fine if it wasn’t for the lack of weapons that rewarded aim (like decent rifles).


(SCDS_reyalP) #62

Agreed. Still, having a nice big warp at the end of every strafe can’t help.

/me pokes bani
This is still broken in ETPro. If you look at the position a client gets while interpolating between snapshots, and what the server sent for them… it is really, obviously broken.


(bani) #63

this isnt anything i care to change atm, too much stuff could break. maybe worth experimenting with in later etpro releases, but i have etpro 3.1.x and ettv coming up so i cant spend time playing with changing this – such a fundamental change can easily break stuff and it will need lots of careful testing to make sure no bad side effects occur.

not something i have the time for atm.

and i know both you and twentyseven are going to say ‘well its broken, its just a tiny little change, nothing bad will happen, go do it anyway’. all i can say is, you havent been modding et as long as we have. et aint q3 and experienced has shown us an assumptions made about et code are almost always wrong :disgust:


(TwentySeven) #64

Hahah Im not poking anybody.


(TwentySeven) #65

On a side note, you can always turn g_smoothclients to 0 to test it :slight_smile:


(SCDS_reyalP) #66

Fair enough. I can certainly understand not wanting to get into something like this just before release. The only things I would add are.

  • what is currently done with g_smoothclients 1, is clearly wrong, and wrong any time a player isn’t standing still. It is just broken and illogical, like much of the stuff we found in the original antilag code.
  • the extrapolation that is done if a nextsnap is not avialable, is even more wrong that it needs to be. You could do this more correctly without the broken g_smoothclients crap.
  • the code directly connected to this has been essentially the same since q3. That of course does not mean there isn’t some other ET specific part that depends on this particular bogusness.

In other words, even if you don’t want to fix it now, it is something you should look at down the road. I suspect fixing it will actually fix a number of various things you have had to hack around.


(bani) #67

there are many things we want to look at down the road, definitely.

this is one of the least broken things in et tbh. not to say we wont look at it, but there are things even more broken than this.


(SCDS_reyalP) #68

Yes, having they player models warp to where they never were on server, and warp every time they change direction is just a minor issue :banghead:

Without getting rid of this, there is no way your hit detection can be even close to matching what the client sees if their direction or velocity is changing. If you don’t realize that, you need to go back and look at what it actually does.


(bani) #69

yes, its a minor issue compared to the other broken shit in the game. i know its broken, but its also not something im going to jack around with right before a major release, k? i’ll mess with it post 3.1.0 and post ettv, but i dont care to monkey with it right this minute when there are other more pressing issues tbh.

quite frankly your last comment is pretty condescending and insulting.

give me a break.


(SCDS_reyalP) #70

Sorry about that. I certainly respect what you do and your knowledge of the code, and I’m grateful for all the hard work you put in. I just wanted to make sure you guys actually looked at it, rather than just glossing over it, as has happened to a few other things in the past.