BF2's Netcoding is perfect! (video )
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Re: BF2's Netcoding is perfect! (video )
^No, he didn't die from the bullet hit, he died from exsanguination, so it took a little while for all the blood to drain out before he finally bought it.
And yeah, ain't that wonderful? The around-the-corner shot? Gotta love serverside lag/laggy hitboxes.
~WolfgangComment
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Re: BF2's Netcoding is perfect! (video )
I find it funny that I don't get hit once trying to take cover sometimes, but when I round that wall and have cover BOOM! I'm dead.Originally posted by KurtYeah, that really frustrates me. Despite having a low ping you can still die at least half a second after taking cover.Comment
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Re: BF2's Netcoding is perfect! (video )
what games right now that is as popualr as BF2 also has bad coding like this? the only other game i can think of is CSS...CSS did have it at the start but Valve fixed it in a patchOriginally posted by D|sso..oh you this isn't half as bad as it is for several other games out there..
dont give me a list of buggy games that no one even plays.:pComment
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Re: BF2's Netcoding is perfect! (video )
This is not necessarily bad netcode. It's probably a laggy server. I've seen this discussion a million times over with different games and if you ask any old cs-gamer with nettweaking-skills you'll get the same answer.Originally posted by Decrypt21
Let me explain. BF2 uses interpolation and most likely a bit of extrapolation. This makes everything seem fluent on saturated servers. That function has it's drawbacks when you're talking about real coordinates since what you're seeing on screen is inaccurate. To make it simple, you're not shooting at the real target. You're shooting at a graphical model which is somewhere else.
If you were to turn off the interpolation/extrapolation you would see how crappy the server REALLY is because your hitboxes would be where graphical model is.
With that said... DO NOT rely on the ping values in the browser only, they do not show anything else but network speeds (rtt). You also have to account for endpoint system loads. This is shown with the (most often) RED bar besides the server icons.
Connect to a server with a green bar and you'll see this scenario less often.
Also note that interpolation/extrapolation is applied to your weapons aswell. So a consequence of this is that you press your mouse button, the gun on the screen goes off, and on the server 100ms later registers you shooting. Then it has to see if you're actually hitting something. Since the enemy you're shooting at is also interpolated/extrapolated you're not really shooting at his damage model, but you're shooting at a graphical representation which is really not where his damage model is according to the server. You miss your target.
And the other guy on the other end of the pipe, which is receiving your deadly fire has just run behind a corner according to his screen, but if you check the server at the same instance he will be somewhere in the vicinity of the cone of fire.
Now, sometimes a random stray bullet at the edge of the cone of fire hits the dude in the head. That gives you the scenario you see in this clip.
If anyone has a better way of explaining this than me, please help out.Comment
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Re: BF2's Netcoding is perfect! (video )
If BF2 has client side hit detection & client side movement (which it seems to, at least for footsoldiers anyway, someone verify please.). Basically your hit box follows you around at a certain distance behind you (your ping). So when you run out fom behind a corner like in the video, the enemy sees you slightly behind where you see yourself, therefore on your screen it looks like you have run behind the building but on his screen he shot you whilst you were uncovered.
He still see you for the same amount of time you see him, just slightly later. It seems unfair but it is not.
If this was a serverside video.. which it looks like it is (battlerecorder) it SHOULD show it perfectly (as in he dies when he's not behind cover, no lag serverside) so i don't know what is going on there.Comment
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