<hk> wrote:The CHS-Info system uses either the predicted or the regular playerstate send over by the server. The playerstate is therefore a little late. The predicted playerstate should compensate for that by computing the physics on the client synchronously. However explosions and the resulting knockback are not predicted.
When you play at high ping you notice that delay easily.
Did you record those demos with synchronousclients 1?
Also please use the internal upload function of this forum to avoid dead links in the future.
You can enlarge pictures by clicking on them.
dqopb wrote:I once scripted and reached the max 2x and 3x max heights told by Morbus (I believe he retold your predictions).
The demos I found for that today don't work anymore, because they were recorded on an older test version of the map.
What for splash damage, keep in mind that projectile coordinates snap down to integers when it explodes. So called perfect RJ is one of effects of this behavior. And this is why splash damage is granular at little scales, and why mirror-symmetrical angles are not quite symmetrical with splash damage.
se1z wrote:Cyberstorm wrote:Higher res image plz(please)(please)(please).
http://s11.postimg.org/be2rs3uyb/maxheight.jpg
Hope that's good enough
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