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View Full Version : Headshot detection


NeoRussia
02-15-2010, 02:49 PM
I know there are plenty of people who go on saying that the hitboxes and are complete bogus, and the lag compensation is just criminally bad. I've been playing sniper for hundreds of hours and it's still the same, it's terrible. I can not hit a thing if I am on any server, nearly all my headshots are luck that happen when I shoot the body or 2 feet to the side of an enemy and it somehow registers. This is also the same for bodyshots as well, it seems I am only able to hit enemies if I shoot them where they last were 2 seconds ago. I am not a horrible sniper, I do really well in other non-source engine games that involve sniping and when I host locally. Here are my latency settings:

rate 30000
cl_cmdrate 60
cl_updaterate 101
cl_interp .03
cl_interpratio 1

Is there any way to tweak it so I can actually register on moving targets?

Grimm
02-15-2010, 03:33 PM
At least you don't have it as bad as Fred.

Hawkeye
02-15-2010, 06:40 PM
In TF2 the rate can go out to 100000 max, I would set it there and let the server send it back down, 30000 even on 6v6 gets quite crowded..

cl_cmdrate and cl_updaterate should be minimum 66 in comp, not 60, You want to try to keep a packet going for each tic of the server (66 for TF2) higher is better, but the fps of the server comes into play.

Interp ratios look fine for hitscan weapons, Soldier/demo you could go down to .0152 or whatever the minimum is.

rate - bandwidth reserved to be used by game per second, you want to make sure your giving the server enough pipe to get you the 66upd per second minimum

cmdrate - How many times a second an update is sent to the server
updaterate - How many times a second an update is sent to your client

Otherwise there isn't a whole lot this will help you out, just make sure via net_graph 3 you have a full 66 coming in and going out with no choke. (Far right column, top and bottom numbers should be hard 66, middle pair should float round 66 (very close).


based on your posted settings, your not sending packets to 6 tics every second, which could introduce some weird hitbox issues since you might be on an odd tic, it shouldn't be bad enough your consistently missing due to it though. All the above will do is make sure the network is clear and should keep things consistent across many servers.

NeoRussia
02-15-2010, 08:00 PM
thanks, it's a lot better now.

nunes
02-16-2010, 12:21 AM
i use the m0re net cfg, if you want, here it is: (note: i changed the rate to 100000 like hawkeye said)

// _______________
// | NET |
// ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
rate "100000" // Max bytes/sec the host can receive data.
cl_cmdrate "66" // Number of command pakets sent to the server per second.
cl_interp "0.01" // Interpolate x seconds from game (0.02 = 20ms)
cl_lagcompensation "1" // Perform server side lag compensation of weapon firing events.
cl_updaterate "66" // Number of packets per second you are requesting from the server.
cl_smooth "0" // If set to 1 attempts to smooth the view after prediction errors.
cl_smoothtime "0.01" // Time over which to smooth the view after prediction errors if cl_smooth is enabled.
cl_interp_threadmodeticks "0" // Additional interpolation ticks to use when interpolating with threaded engine mode set.
cl_pred_optimize "2" // Optimize for not copying data if didn't receive a network update (1), and also for not repredicting if there were no errors (2)
cl_interp_ratio "1" // Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate).