27 Oct 13, 04:57AM
(This post was last modified: 27 Oct 13, 05:04AM by Roflcopter.)
If I understand correctly, and DEATHMILLIS is new to me so I may well be wrong, but ping measures the time it takes a packet to get to the server and back. So I think you'd need to have 600 ping more than your enemy to be at disadvantage. Can you confirm/deny this Lucas?
Where in the code should I be looking?
From memory, Jason's case involved no blood and the bullets hit the wall behind the player. It was very very weird but I think indicates a client-side issue (which I imagine could be a driver bug).
(26 Oct 13, 02:08PM)Luc@s Wrote: 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.
Where in the code should I be looking?
From memory, Jason's case involved no blood and the bullets hit the wall behind the player. It was very very weird but I think indicates a client-side issue (which I imagine could be a driver bug).