29 Mar 12, 03:26PM
Basically, there are two big problems with this suggestion.
1) The server would have to do collision detection, which also means it would have to keep the entire map in memory (okay, not really a problem, but see here :P although he upgraded in the meantime)
2) We'd introduce the bazillion lag-related problems we currently avoid thanks to the fat-client, thin-server model. Currently, you can play okay-ish with 500ms latency. If the server took care of hit-detection, 500ms would be catastrophic, since in the server's understanding, in the "server's time" the guy could already be far away from you, thus you wouldn't hit him even though in "your time", you did. To prevent that, we'd need to track all player positions and buffer them, then choose the right one for every shot event based on the lag of everyone involved. However, that could add more possibilities to cheat by influencing your ping, and so on.
Also...
1) The server would have to do collision detection, which also means it would have to keep the entire map in memory (okay, not really a problem, but see here :P although he upgraded in the meantime)
2) We'd introduce the bazillion lag-related problems we currently avoid thanks to the fat-client, thin-server model. Currently, you can play okay-ish with 500ms latency. If the server took care of hit-detection, 500ms would be catastrophic, since in the server's understanding, in the "server's time" the guy could already be far away from you, thus you wouldn't hit him even though in "your time", you did. To prevent that, we'd need to track all player positions and buffer them, then choose the right one for every shot event based on the lag of everyone involved. However, that could add more possibilities to cheat by influencing your ping, and so on.
Also...
(29 Mar 12, 06:33AM)Felix-The-Ghost Wrote: Oh, and, while I was "testing" the knife range value I found out servers with cheat detection will ban you for "abnormal client behavior" if you knife people from across ac_douze :Pwhich is about the closest we can get to preventing such cheats. And blacklisting the cheaters, of course.