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| View Revisions: Issue #3316 | [ All Revisions ] [ Back to Issue ] | ||
| Summary | 0003316: Unlagged is off by one tic every time | ||
| Revision | 2017-10-28 01:56 by Leonard | ||
| Steps To Reproduce | Using the test wad and the debug commit referenced in 0002859:0018627: -host a server on MAP01 (no need to enable sv_unlagged_debugactors) -connect and join 2 clients -align the clients horizontally -make sure you test this with client 0 so as to not run into issue 0003315 -make sure to have cl_ticsperupdate on 1 so as to not run into 0003317 -shoot the other client -if you have no latency to the server, you will hit however if you have at least one tic of latency (you may emulate the ping) you will always miss -whenever you have at least one tic of latency, you are forced to aim right ahead of the player to land a hit (this may explain 0001705:0008281) | ||
| Revision | 2017-10-28 01:45 by Leonard | ||
| Steps To Reproduce | Using the test wad and the debug commit referenced in 0002859:0018627: -host a server on MAP01 (no need to enable sv_unlagged_debugactors) -connect and join 2 clients -align the clients horizontally -make sure you test this with client 0 so as to not run into issue 0003315 -shoot the other client -if you have no latency to the server, you will hit however if you have at least one tic of latency (you may emulate the ping) you will always miss -whenever you have at least one tic of latency, you are forced to aim right ahead of the player to land a hit (this may explain 0001705:0008281) | ||
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