Added on November 12, 2009, 2:34 pm
QUOTE(H@H@ @ Nov 12 2009, 02:30 PM)
Are you sure that's how it works? Seems awfully susceptible to hacks if that were the case (Since the server prioritizes the client info rather than what is actually happening on its side)
Also, you have to remember, the server isn't just receiving info from you, its from everyone else. So, that explanation of how it handles information is a little one sided as it not only has to look at bullets being fired, but also at the person being hit.
PS. That whole "move out of cover, move back , die" scenario happened quite a bit with Counter Strike Source (Which till today leads ppl to believe that its hitboxes are buggered) since it used a prediction model that favored the client over the server (Your actions would always look smooth regardless of whether it was affected by lag, which made it feel smooth in laggy conditions but made it a bit hard to discern whether you're hitting stuff).
When I have time I'll record some gameplay of sniping with ~400ms on perpendicularly moving targets to illustrate the point.Also, you have to remember, the server isn't just receiving info from you, its from everyone else. So, that explanation of how it handles information is a little one sided as it not only has to look at bullets being fired, but also at the person being hit.
PS. That whole "move out of cover, move back , die" scenario happened quite a bit with Counter Strike Source (Which till today leads ppl to believe that its hitboxes are buggered) since it used a prediction model that favored the client over the server (Your actions would always look smooth regardless of whether it was affected by lag, which made it feel smooth in laggy conditions but made it a bit hard to discern whether you're hitting stuff).
And yes, like you said, it's very susceptible to hacks, except it's much easier to code an aimbot that just shoots at targets directly on your screen using the game client than it is to mess with the packet stream.
Regarding other player's positions - what you see on your screen is a snapshot that the server had at a certain point in time. This is key... this means that other than your own (and only your own) position client side info is identical to what server side info was at a certain point in time (<your latency>ms ago) and is not wildly different (like WoW ahahahahah)
This post has been edited by Falk: Nov 12 2009, 02:36 PM
Nov 12 2009, 02:31 PM

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