Hitboxes (Unreal Tournament 2004)
Shorter have on the forum Temko open and experts to call - how does the head at various movment.Surely someone have studied this issue in the editor.
As far as I know, all models have a HitBox the same, and a head to behave the same needs regardless of any Caltech.
And here is an observation - headshots don't always count when enabled netcode. It can also happen that counts, when shot not in the head) In particular, therefore, always spoke out against netcode, he crookedly works.
Actually the question has matured after 12 years, Hugo: where is the area of the head HitBox during any Dodge-jumps, wall dodges that, double jumps? And do all models in the same place? And in fact, some models twist salituro, others - do not twist.
to understand how the network code works in FPS games I suggest to read this article. it in Russian language, simple words described how the client-server game (the calculation of hits, ping compensation, etc.) for games on the Source engine. it explains why sometimes credited contact through the wall, model by rival, in mind when shooting in the head and other marvelous phenomena associated with a large ping and packet loss
https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking:ru
in addition, an excerpt from the official readme mutator UTComp v1.7a, which is everyone in the help folder Aquila 2к4 (file utcompv17a_readme.htm):
Спойлер4.1 Enhanced Netcode Information Back to Top
First of all, technically the word netcode is a tad misleading: UTComp's Enhanced Netcode does not have any impact on the actual network data being sent between clients and servers. The better word would be predictive weapon firing. However, due to the fact that gaming communities typically refer to this as netcode, we decided to use a term that players would easily be able to identify. Please do not write us angry emails claiming Enhanced Netcode isn't really netcode: we know.
As opposed to the past netcode modifying mutators for the Unreal Tournament series, our netcode does not decide anything clientside that would normally be decided server side, or change the position players are displayed at. Our netcode works similar to Half-Life's by having the server remain the ultimate authority.
The entire point of this is to remove the aim differences between various pings: while many players can deal with lagged fire, (having to lead targets depending on their pings) several players cannot, or would rather not if they had the option. Players using Enhanced Netcode can simply fire directly at targets, regardless of their ping.
Technical facts about Enhanced Netcode:
Hitscan Weapons:
How it works: The client draws its own client effects. The client sends info to the server. The server decides if the player would have hit if he were not lagged.
The immediate downside is 'through the wall' hits. These are not nearly as noticable in UT as you might imagine. Most experience with it comes from counter-strike, where the movement caused by damage is also reverted to 0 ping conditions. What this means is that unlike CS, you won't get stuck behind a wall being hit over and over. You will be hit only if you would have been hit versus a lower pinger. This is currently capped at 350 milliseconds.
Another downside is that the client may register the hits, or misses that will not actually register on the server. These are rather infrequent, but will happen nonetheless. The majority of these come from already existing innaccuracies in UT's netcode. In ut2004, when you fire a shot, the shot is not only not guaranteed to be fired when you shot, but also is not guaranteed to be even aiming in the same direction, or from the same place as you shot. For example, if you move your mouse *QUICKLY* from left to right or up to down. There is basically a random cone of fire, even on weapons like the shock rifle and lightning gun, and even on lan. This is why snap-shots are so innacurate in ut2004. Basically, the errors are made more noticable care.
Projectile Weapons:
Projectiles are reverted much like the hitscan weapns, but are currently limited to 75ms. You cannot be hit behind a wall by the projectiles.
Downsides: The immediate downside is that the projectiles are actually slightly harder to dodge vs a higher pinger. However, the magnitude of this effect is equal to the effect that the high pinger feels from the lower pingers projectiles. For example in the case of a 10 pinger pinger vs a 75, they will both have equal difficulty in dodging projectiles, the approximate difficulty of a 85 ping player. Above 75 ping, the lower ping player has an advantage in dodging.
Shock Combos:
Your own shock balls are moved forward approximately as far as your ping, so that you do not have to lead them.
The Downsides: The shock ball will look to be in a slightly different position when the actual combo explosion occurs. This is only visible to the firer, and has no real impact on play, but it looks wrong.
Other facts about Enhanced Netcode:
- If the server has Enhanced Netcode enabled, every player can decide whether they want to use Enhanced Netcode or not. Players who prefer the regular UT2004 netcode can simply check an option in their F5, Miscellaneous menu and revert back to the normal netcode. This will have no impact on other players. Server admins who prefer not to use Enhanced Netcode can disable it entirely for all players by either changing the setting in their server.ini, or by voting the option off via the Voting--> Gametype --> Settings menu.
- Enhanced Netcode is in most cases as accurate than the normal netcode is. However, many effects now take place on the client instead of the server. This has the direct result of causing some innacuracies that would normally be transparent to the player, visible.
- Enhanced Netcode does not make it any easier to hit targets. It only makes it so that you don't have to fire ahead of opponents. For players who are unable to effectively adjust to their pings, it will make a difference, but it's not going to give them any better accuracies than they would get under lan conditions.
- Enhanced Netcode does not favor higher ping players. However, if those players had difficulties aiming in front of their targets to compensate for their ping times, it will obviously minimize their usual ping disadvantage. As much As we'd like to make things 100% even regardless of pings, this just isn't possible. For now, minimizing disadvantages higher ping is as good as we can do.
- Enhanced Netcode will not currently work with custom weapon mutators. So, for the time being, you would be best served to only use the enhanced Netcode with the standard weapon loadout.
* some very important points I emphasized
** some extremely important and securely
*** without reading the work of the network code at the link above, read what is under the spoiler is useless
What's the difference how it works the main result.
And the result will be one, those who play with low ping will always be against its inclusion, because of a higher chance to hit the enemy.
And there is another fact: the difference in ping is even bigger cheat than valhak and netcod together, so lopingian plug and include netcod regardless of the quality of his work, because it somehow evens the odds.
That I as an lobinger speak, just a person with such a mentality that thinks only of himself and lominger always piss how to play a man with a ping of 70.
itsinthemind
Kolda and Nauta just need to read this article to stop the crap about the netcode. It is also worth noting that for the most correct operation netcode requires high Tikrit. That is why there were so many complaints netcode in ut earlier, when the optimal recommended micracom considered values of 30-35.
I have to believe written a few lines written by an unknown person masquerading as a fact, not that my accuracy increases significantly when moving from lanping on netcod and decreases during the reverse transition, that just is a fact, and that it works at all and this according to 99% of the Indian community :)
_Naut_ wrote:I have to believe written a couple of lines
I don't even read this garbage, the technical implementation does not affect vosprijatie.
Increases hit and of course the game differently could in some moments be felt.
But don't you understand that the point of the game in the sports component and you say that when one 16, the other 70, then it is simply unsportsmanlike.
Find people with 16 ping and play without no code, but when you play against a high Pinger, whether it is good to compromise and not allow selfish.
You would in their shoes to throw the ping of 70 and I would see how you wrote these posts
Freiherr
Here are examples of 6 years ago. Nitsche, played once
http://www.ut2.ru/forums/unreal_tournament_2004/esl_i_clanbase_igri_nashih-607196/#6338015
and nobody whined then that the game is only possible with citadon ) in Delnice type jee4me or zyme cup semi-final played against gohlink with the ping 68 vs 36 niche...) Alz remember the German silver 100 ping vs 12 beat on ESL too :)
_Naut_ wrote:
Nitsche, played once
Knowth remember: any crap you can get used to, if you put such a goal. To anyone still eat that shit with taste.
You need to learn to play for each ping, each ping are you playing a different game with their hitboxes.
But to the good also get used to faster and high pingers no code the game easier.
About hypotheses, about netcod=cheat I do not agree:
cheats do not like it because they owned only one side here applies to all NTS
More:
if you play without NC 16 vs 70, you are in relation to it, have a cheat!
_Naut_ wrote:
my accuracy increases significantly when moving from lanping on netcod and decreases during the reverse transition, that just is a fact, and that it works at all and this according to 99% of the Indian community :)
Wishful thinking, signing public opinion. A SIGNIFICANT improvement of firing when using netcode on the pg I can think of only despa and can be a stretch at Minda. Although, in the case of the latter is not so clear, given that he's not on lanping plays. But you ran with 30% of th aimom, and continue. Of those nice to which you refer, your shooting without netcode was much better than it is now with netcode.
_Naut_ wrote:
and nobody whined then
So does not whine, that all of ClanBase consistently held up the endless disputes about Pingree. And the bourgeoisie at the end eurocampus someone consistently using rulespace and more loyal admins dragged to play docservice for almost devine on pg.
Ness_ wrote:
But you ran with 30% of th aimom, and continue.
So this fact of Knowth and not satisfied.
His Aime is not changed, and it come more often and kill more often, but he's so eager ponagibat skew of chapinero and NTS in this issue is a bit annoying, because the body with 70 ping suddenly back in the game turning meat into a fighting unit, better off without him. What he these difficulties.?
_Naut_ wrote:
this according to 99% of the Indian community
Ness_ wrote:
personally, I
Yes, live in an imaginary reality as much as necessary
Ness_ wrote:
Wishful thinking
--->
_Naut_ wrote:
live in an imaginary reality
Kasyanik 80 lvl, gg
Into the account I. You would really use to Express a strictly IMHO, not signing your not meet the reality of the posts obschestvennym opinion. Naturally, there are disgruntled netcode and that's fine, but, in relation to the server where netcode on the pg is used constantly, they can be counted on one hand and most completely loyal to him.
At the expense of a SIGNIFICANT increase in accuracy. There is such a stubborn fact, as stata. And no 50% AIMA, let's say there isn't.
I have from game to game quietly can range from 20 to 50, and draw conclusions based on this...
What to get with netcode much simpler, confirmed 51m, a Nita despot, a van, smola, bug, Yes, any amerom. Are-ja first went to tstf-server a couple of weeks ago, so he said immediately on warmup? It is strange, here comes simpler than in tame.
Personally, I still relax at the Ayma in the game with citadon, as less effort is required to aim to hit. Maybe % even influence some lags of chapinero or other characteristics of the engine. The same banal habit. Clean comparisons % had never been.
The only thing that affects me in matters netcode, it's not even uporotyh stubborn defender, and the fact that someone might get the idea that if he nechodom plays better lanigera, it is equal Challenger supposedly stronger plays.
And yeah, it's funny to read about is constantly used netcod when cheats legalized only on a single advanced of CTFE.
Netcod maybe the only solution for chapinero. Only it turns competitive shooter in entertainment. It was fun to see the change in the rules of basketball, if it decided to reduce the height of the basket, and then some players are high and the other low, not fair the same. But if high players the accuracy of hits will not improve, so it is possible to claim that there is no difference.)
And cool when 1 rocket affects 100 HP or fullflash from the middle distance on pullip arrives )
Take, for example, copinger and conditional player with ping 100. Challenger is unskinny down and only plays with the rocket. Let's say his name is nick.
Situation. Nick and lominger are at a distance of 0.5 from the flight of the rocket. For example, the time during which Dodge will be held at a safe distance from the explosion of the missile, is equal to 0.3 S. Kolya shoots. In 0.1 s lominger drawn flying 1/5 of the way rocket. He, like the majority of people on the same tests with the change of display color, less than 0.2 s to react and dognuts. That is, he starts digitise 0.3 S. Kolyan rendered that lominger doditsa started at 0.4 s and 0.1 s it is virtually only began to move and hasn't gone away, so the rocket hits almost exactly in copinger on the screen of nick, kills lobinger, nick rejoices and says how fine he is and all learned to play from him.
On lanping the player would start doditsa in 0.2 seconds and managed to Dodge. It is obvious how netcod unequal looping.
And here you can specify the mechanics of working in all sorts of article. Its kind of like thrown off for dissent.
Personally, I'm cool to play on the TR server THERE nechodom against Lowe and against the big pingers. That's Naut you say that you are easy get with netcode, then what are you afraid of? You're afraid that you big pingers will begin to get what? Compare ut game and basket crazy. Prove your skill I think can only be for LAN competitions. And to put everyone on an equal condition, neither is a cheat.
You can learn to play fine with netcode. How many times have I dodged the rocket visually, but he still demolished me HP. Nothing terrible to play on.
_Naut_ wrote:
I have from game to game quietly can range from 20 to 50, and draw conclusions based on this...
If you have in some games aim 20% with netcode, and you and your words GREATLY improves the shooting, without netcode you shoot would be 5%? :)
_Naut_ wrote:
What to get with netcode much simpler, confirmed 51m, a Nita despot, a van, smola, bug, Yes, any amerom. Are-ja first went to tstf-server a couple of weeks ago, so he said immediately on warmup? It is strange, here comes simpler than in tame.
And you become areski watched? Where is superestrella?
Quite naturally, netcode you HAVE to shoot better. You now have a ping of 24 and 12 tangible difference. A 36 and 24? Why, then, should not be improvements in shooting between ping 12 and the conventional ping 0? And the higher the ping, the greater will be the difference in the transition to netcod. But I don't see people who went to netcod and had a steady aim 50-60%. So talk about a cidade I think frankly stupid. Personally, I have no improvement between 24 and ping the game on netcode no.
_Naut_ wrote:
Netcod maybe the only solution for chapinero. Only it turns competitive shooter in entertainment.
At all the king of gems. :) And how, for example, quakelive? If not a competitive shooter... and the same counter in which you DIN with rukami.
_Naut_ wrote:
And here you can specify the mechanics of working in all sorts of article. Its kind of like thrown off for dissent.
Mechanics work ringtonesfor all games will be one and the same.
As Fortis said, if everything is properly configured then no, now is not the time to be against the use of netcode. Ringtoneditor by default present in ut4, quakelive and almost all modern competitive shooters.
Ness_ wrote:
Ringtoneditor by default present in ut4, quakelive and almost all modern competitive shooters.
Somehow missed an important caveat: all modern Igori compensator vpisyvaetsa by the developers. Well, this is in contrast to our subject, where he introduced the inept Amateurs mode not sewn here sleeve.
itsinthemind
Thanks for the article, informative. However well the article about the game on the Source engine. I would like to see a similar analysis applied to our simulator nerd) Assume that for such a dynamic game like UT2004, requirements higher. The same time, interpolation in the area of 0.05 sec.
And the conclusions masquerading as fact in the description of UTComp:
- Enhanced Netcode does not make it any easier to hit targets.
- Enhanced Netcode does not favor higher ping players.
Poorly supported by those data. And they do not agree with the observations.
I agree, there is no sports to play lobinger against kipengere included without Enhanced Netcode. But nechodom it turns out that copinger and Challenger playing two different games being on a single server. And it's a lot of implications that do not play sports. So it makes no sense to play for the result when the difference in ping and netcode, and without it. For the sake of entertainment you can just blast, but to take the results at face value is a mistake. For someone, equivalent to a waste of time)
PS: never heard the answer to the question, for which the theme was created. Really nobody know?
Where is the area of the head HitBox during any Dodge-jumps, wall dodges that, double jumps? And do all models in the same place?
X111: somehow missed an important caveat: all modern Igori compensator vpisyvaetsa by the developers.
That's right, you cannot just take and itility compensator ping in a game that is not designed.
In the same UT4 chuvstvuetsa Vata - before shots there is a delay, just likely due to the interpolation to 0.1 sec or even 0.15 sec. A great temporary space to compensate for the ping players)
I tukee without netcode discomfort in the game started to feel with a ping above 40.
Given such strict requirements to the quality of the connection, play tuka NG only to residents of the Central region, and what do people of Siberia, the far Eastern Federal district and CIS countries. ?
Yes, and it is not at all good ninja for example somewhere in the village lives and he has Internet so that ping always high, so only NTS.
Ideally of course all sit on a LAN and forget the unnecessary options.