26 Oct 13, 02:08PM
(26 Oct 13, 01:47PM)Roflcopter Wrote:(25 Oct 13, 05:07PM)Jpablon Wrote: It would not help at all, some hits are discarded because you are dead, also "onHit" delivers the same information that you get on the server.
Hits happen even after you die don't they? Do you mean because another player has already killed that player?
2 things can happen.
1) A hit is discarded because the actor died too soon. E.g. :
(assuming A and B are two players and A's ping is much greater than B's)
example (time values randomly picked)
[SELECT ALL] Code:
t = 0
A hits B from A point of view
t = 10 ms
B hits and kills A from B point of view
t = 60 ms
B hits and kills A from server point of view
t = 100 ms
B knows his hit was registered and that A is dead
Then there are too possibilities :
t > 360 ms
Server receives A hit-claim. But it's too late : A had already been dead for a "long" time (over 300 ms) when he hit B.
t < 360 ms
Server acknowledges A hit on B.
The margin is 300 ms. ("DEATHMILLIS" in source code)
2) A hit is discarded because target is already dead
[SELECT ALL] Code:
t = 0
A hits B from A point of view
t = 60 ms
Server acknowledges hit and kill. B is dead from server pov
t = 80 ms
A hits B from A point of view (because the server didn't say he was dead yet)
t = 110 ms
A receives a packet from the server notifying him that B is dead.
t = 140 ms
Server receives A hit-claim on B. Hit is discarded since B is already dead.
(26 Oct 13, 01:47PM)Roflcopter Wrote: Lucas, are client-side hits computed with OpenGL colour picking? How sure are you that different drivers are returning perfect results?What ?!
Client side hits are computed from the target vector which is computed itself from open gl depth buffer.
It's a trick, i don't like it, but it works with most drivers.
if you see blood, or if your accuracy increases every time you feel unhits, it wouldn't be the problem.
Apart from a few rare cases, i think it works good.[/quote]
(26 Oct 13, 01:47PM)Roflcopter Wrote: All the 1.2 servers seem kind of laggy to me, is that the anticheat taking too much computation?I didn't notice more lag on 1.2 servers.
It wouldn't be ACAC anyway i think, since it's very light.