[lol?] Railhitscan
yes the visual of the rail trail looks way off.. its a bug.. but it shouldnt affect your gameplay since you aim with your crosshair
if the miss is correct with that crosshair position: it is just a cosmetic problem
if the miss is wrong because of snapshot/unlagged/hitbox errors, that would be a real problem
on the 6th picture the crosshair is outside the box sightly this could be where you missed.
look at crosshair (and use smaller crosshair Edit: actually your look pretty small) not railtrail it lies to you.
yes the rail is off and it seems just to give an idea of where the shot goes not where it actually goes. this clearly points it out. i dunno anything about networking but maybe shoot packet get send first, then railtrail (is their an order?) the gap could be the delay. i remember setting segmentlengh low and being able to articially recreate this? because the railtrail was a bigger lump of data. this is complete guess btw
Edit: oh lol i just described what skull said first post nvm...
IMO root of the problem is in so called server-side "skip protection" (from unlagged mod) which is looks like not always synced with unlagged hitscan as player expected before - means in 1.04/2x you see everything a bit earlier than in 1.03 - that already caused "strange feelings" in gameplay and possibly this behavior too
hmm my knowlage about that stuff isnt that high but i would say with players on the server who have ping 80+ its nothing speacial to do such unhits.
maybe on lan it would be interesting if smth like that happens
hmm my knowlage about that stuff isnt that high but i would say with players on the server who have ping 80+ its nothing speacial to do such unhits.
maybe on lan it would be interesting if smth like that happens
it actualy happened to skull on low ping opponent too
look here
...visual expressions of touching or not touching the box from fast action demo are mostly wrong, because demo is always lagged. You can try delag demo using ping compensation (xp_delagDemo, which is some approximation anyways), but you can not compensate server time granularity (50ms for sv_fps=20, 67 ms for sv_fps = 15), therefore demo timing will always be inaccurate at least around server frame msecs...
...
IMO root of the problem is in so called server-side "skip protection" (from unlagged mod) which is looks like not always synced with unlagged hitscan as player expected before - means in 1.04/2x you see everything a bit earlier than in 1.03 - that already caused "strange feelings" in gameplay and possibly this behavior too
If you use terms unknown for most, then please put near their brief explanation. I wonder how 'seing everything a bit earlier' is associated with 'skip protection'.
anyway, I want ur cfg pm pls :DDD
Maybe it's just me but I noticed that on some weapon configs it is happening more
often then on other cfg.
For example r4e09f.cfg vs bananarail.cfg
In my situation r4e09f is just sometimes,
bananarail it's getting extremly annoying.
Could it be because of weapon configs?
i know railtrail lies quiet, but its a feedback. if you want to understand why you didnt hit you need your feedback, if there is none, you cant understand why you did hit and not.
if its just visual problem where is the problem fixing it?
hurrenson: "This idiot is apparently not familiar with a rail/sniper style."