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Rafty
Joined: 21 Jan 2006 Posts: 959 Location: Gonzoland (north-west) |
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kill a highpinger |
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i found this accidentally:
"Using Ping
The higher Ping the more lag for that player.
Technically its not totally that player's fault that he/she is lagging, it could be yours too.
Using ping effectively takes practice and experience. Basically put, using you would take the ping number and divide it by 100. That would be the number of seconds to aim in the direction that your enemy is moving.
Example: The X
Say you were shooting at the red X, and it was moving to the right, you would shoot at the blue O. (these are estimates, they change due to distance.
At 100 ping:
X----O
At 200-300
X-----------O
At 300-400
X-----------------------O"
this means: you have to ask via chat who your enemy is, find out his ping by pressing "tab", compute your aim ----> shoot him/her
_________________ TCE.HELPZ0R.NET - (unofficial) TC:Elite Support
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Thu Sep 21, 2006 6:52 am |
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test-dr
Joined: 25 Mar 2006 Posts: 523 Location: Germany - Mainz ... SW ...in der Pampa |
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LOL,
ok - maybe Mr.Coroner kicked all such stuff out of tce(test) - but if he did not, and why should he, it should be like in the normal enemy-territory-coding:
every player-position and his speed and moving-direction is told the server with a timestamp. The server reads it and when there is a shot, the server uses the timestamp to decide where to put all player locations. Thats one point, why the number of players is limited. The server can do this "antilag" in the timeframes of the calculatet "snaps". Normaly most players use the standard number of 20 snaps per second. Thats a timeframe of 50 milliseconds.
How do you think those aim-bot-cheaters manage to hit even quick running players? The problem is your own quick-reaction. If you see the location of a player on screen and dont shoot at once, he might have moved in the time till you get the new position from the server. The problem comes if some people use less than the 20 snaps, maybe of packet-loss or ... (call them cheater?). If the timeframe gets larger, your only chance is to shoot quick on the position on screen because you will never know in advance when the player starts moving and if he is moving when he changes the direction. The thing with the doing-aim-in-running-direction is the normal way to overcome the slow human reactions. Again, the server will always try to use the old player positions - thats why you have sometimes the damn feeling something is going totally wrong if you are already around the corner and someone hits you, because he only just got the position of your old place. And if someone is using an aim-bot, he wont miss and shoot at once as your new player-position arrives at the cheaters computer(no matter how fast you move....)
This way of antilag-feature of the id-engines is a bit unique for most online-games. If i remember it the right way, that is the main-point why quick internet-connections or better real local-lan-connections are a must for games like cs.
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only testing .... --- damn, another uncovered bug |
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Thu Sep 21, 2006 12:56 pm |
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KillaMasta
Joined: 08 Sep 2006 Posts: 3132 Location: Münster, Germany |
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I don't understand what you write down and mean .. In German
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"One of God's own prototypes. Some kind of high powered mutant never even considered for mass production. Too weird to live, and too rare to die." Uncle Bionic |
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Thu Sep 21, 2006 1:46 pm |
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