Fortress Forever

Go Back   Fortress Forever > Community > General Discussion

View Poll Results: Method?
Actual source interpolation, fakelag, etc, stuff 11 73.33%
Client side 4 26.67%
Other, specify. 0 0%
Voters: 15. You may not vote on this poll

Reply
 
Thread Tools Display Modes
Old 12-30-2006, 04:31 PM   #1
o_turbowolf
 
Join Date: Feb 2006
Location: Spain
Posts Rated Helpful 0 Times
Source Multiplayer Networking

READ THIS FIRST:
http://developer.valvesoftware.com/w...yer_Networking
Quote:
The question arises, why is hit detection so complicated on the server? Doing the back tracking of player positions and dealing with precision errors while hit detection could be done client-side way easier and with pixel precision. The client would just tell the server with a "hit" message what player has been hit and where. We can't allow that simply because a game server can't trust the clients on such important decisions. Even if the client is "clean" and protected by Valve-Anti-Cheat, the packets could be still modified on a 3rd machine while routed to the game server. These "cheat proxies" could inject "hit" messages into the network packet without being detected by VAC (a "man-in-the-middle" attack).
I personally think this method may work in CSS because it's slow motion but... how imposible will it be to kill a scout flying over well carrying your flag? I'd prefer if it was client side. Yeah, it'll be easyer to aimbot, but those cheaters could also be banned by an administartor. Discuss!
o_turbowolf is offline   Reply With Quote


Old 12-30-2006, 04:44 PM   #2
o_sizeablessonic
 
o_sizeablessonic's Avatar
 
Join Date: May 2005
Location: Somewere in Nevada
Posts Rated Helpful 0 Times
I'm no programmer, so I can't say....

However, client side wouldn't be a good idea, it would be hackers galore, imho.

Last edited by o_sizeablessonic; 12-30-2006 at 11:59 PM.
o_sizeablessonic is offline   Reply With Quote


Old 12-30-2006, 04:52 PM   #3
o_ginger lord
 
o_ginger lord's Avatar
 
Join Date: Jun 2005
Location: Carlisle, UK
Posts Rated Helpful 0 Times
Client side hit detection is bad.

Very bad. You get false positives all the time, DoDS now uses server side hit detection iirc, so if you see blood you hit them. Initially it didn't iirc.
o_ginger lord is offline   Reply With Quote


Old 12-30-2006, 04:59 PM   #4
o_sabre
 
Join Date: Dec 2004
Location: Manchester, Uk
Posts Rated Helpful 0 Times
The hitboxes on DOD:S are good, miles better than CS.
o_sabre is offline   Reply With Quote


Old 12-30-2006, 06:41 PM   #5
mirvin_monkey
Fortress Forever Staff
 
mirvin_monkey's Avatar
 
Join Date: Dec 2004
Location: Cape Town, SA
Posts Rated Helpful 8 Times
Quote:
Originally Posted by TurboWolf
I personally think this method may work in CSS because it's slow motion but... how imposible will it be to kill a scout flying over well carrying your flag? I'd prefer if it was client side. Yeah, it'll be easyer to aimbot, but those cheaters could also be banned by an administartor. Discuss!
Do you not think that it works fine in TFC (or whichever HL mods you play) as it is then?
mirvin_monkey is offline   Reply With Quote


Old 12-30-2006, 06:53 PM   #6
o_fean0r
 
Join Date: Feb 2005
Posts Rated Helpful 0 Times
Yea it fine - not perfect but good enough.

In an ideal world it would be client side but thats never going to happen although eventually when the average net speed improves perhaps valve will change the interpolation code.
o_fean0r is offline   Reply With Quote


Old 12-30-2006, 09:19 PM   #7
o_turbowolf
 
Join Date: Feb 2006
Location: Spain
Posts Rated Helpful 0 Times
I love the way it works in TFC, but I don't know how it works, nor if it can be moved to the source engine. Is this possible? If yes, why did VALVe set up this messy system in source if it worked fine in tfc?
o_turbowolf is offline   Reply With Quote


Old 12-30-2006, 09:46 PM   #8
mirvin_monkey
Fortress Forever Staff
 
mirvin_monkey's Avatar
 
Join Date: Dec 2004
Location: Cape Town, SA
Posts Rated Helpful 8 Times
What I mean is - this outlines pretty much the same way it already works in the HL engine and its mods (the Lag_Compensation link at the bottom of the page points to the document that was written about the HL netcode, so you can compare both)
mirvin_monkey is offline   Reply With Quote


Old 12-30-2006, 10:23 PM   #9
o_twincannon
 
o_twincannon's Avatar
 
Join Date: Dec 2006
Posts Rated Helpful 0 Times
Quote:
Originally Posted by TurboWolf
I love the way it works in TFC, but I don't know how it works, nor if it can be moved to the source engine. Is this possible? If yes, why did VALVe set up this messy system in source if it worked fine in tfc?
The source netcode is fairly wildly different than the gold source (HL1) netcode. Sadly, all the changes (or moreso "sacrifices") were made for physics.

I'm always for unlagged, anyway, even if it's worse than HL1's. Screw predicting hitscan weapons.
o_twincannon is offline   Reply With Quote


Old 12-30-2006, 11:52 PM   #10
o_fail
 
Join Date: Dec 2006
Posts Rated Helpful 0 Times
Source netcode makes baby Jesus cry when it comes to hit detection.
o_fail is offline   Reply With Quote


Old 12-31-2006, 12:36 AM   #11
o_switch
 
Join Date: Apr 2005
Location: London
Posts Rated Helpful 0 Times
If you do hit detection on the client side, what happens when two clients disagree?

It's basically a fundamental distributed systems problem, in which you will never achieve 100% accurate global agreement.
o_switch is offline   Reply With Quote


Old 12-31-2006, 02:28 AM   #12
o_zaskar
 
o_zaskar's Avatar
 
Join Date: Jun 2006
Location: NY
Posts Rated Helpful 0 Times
Client side hit detection is worse, but now that I think of it will prob be how some of the newer FPS based/FPS Engine MMO's will be done. Cant see then using serverside, so much to track, and latency is gonna be an issue (central servers, instead of connecting to whatever local ones are near you)
o_zaskar is offline   Reply With Quote


Old 01-02-2007, 08:10 PM   #13
o_nezumi
 
o_nezumi's Avatar
 
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
Posts Rated Helpful 0 Times
FPSs and MMOs already have enough problems with cheating as it is. Combine them and then make it easier to cheat, and you're just asking for trouble.
o_nezumi is offline   Reply With Quote


Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 10:22 PM.


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2024, vBulletin Solutions, Inc.