is this a hit drop?
#31
(16 Dec 13, 10:04AM)Luc@s Wrote:
(15 Dec 13, 09:06PM)Jpablon Wrote: are you serious?
?
do you know how target vectors are calculated ?
(remember why players with shitty graphics can't shoot at people)

yes I do.
zbuffer is used to get the max distance (see readdepth function), player models are rendered after call readdepth so there is not way get a collision.
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#32
i didn't have the order in mind, so i thought it was worth the check :/
sorry for that
i'm still wondering if that stupid behavior can cause "discreet" which could cause obvious issues in rare cases ..

does the OP remember if he saw blood ?
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#33
(15 Dec 13, 04:08PM)mpx Wrote: Then client is fine, the lag cause that. When it lag, you cant frag the enemy, capture the flag, etc.
I realized If you turn the game-speed on 10 on demos you will see the lag working on millisecond. on normal speed seems to be OK. It just the lag, bad luck.

There was no lag
The video is on /gamespeed 10
There was no hitsound
and there was no blood

DOWNLOAD THE DEMO HERE
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#34
Yeah, I watched the demo. but I'm not sure if it is a bug or something. :|

still, bad luck XD
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