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This discovery is not my own, however, I have not seen an issue opened on this repository related to it.
Bullets get displaced by 1 tick upon firing. ValveSoftware/source-sdk-2013#442
I am surprised this bug is not talked about more, as it can cause hit registration issues for gamemodes like Mannpower, and custom community gamemodes such as Instagib, unless the fix above is used. This bug is honestly pretty annoying.
I have confirmed this is still an issue in TF2, and I'm 99% sure it's still an issue in all other Source games. The fix above (as a plugin) does fix it if you update the offsets it uses, however.
To quote the original issue:
"The game is computing the new interpolated localplayer's data from the prediction data (BaseInterpolate1 from C_BaseEntity) by getting the final predicted time (so the final predicted command) and removes a tick interval to actually take the previous final predicted time , for having data to interpolate with! , and adds a tick interval where it's mulitplied by interpolation_amount (this is computed per frames, and it goes to 0.0 to 1.0) to go on the final predicted time, wich finally goes to what you should see."
"You see the world and shoot as it was previously 1 tick before and not when it was when firing when you move."
This discovery is not my own, however, I have not seen an issue opened on this repository related to it.
Bullets get displaced by 1 tick upon firing.
ValveSoftware/source-sdk-2013#442
I am surprised this bug is not talked about more, as it can cause hit registration issues for gamemodes like Mannpower, and custom community gamemodes such as Instagib, unless the fix above is used. This bug is honestly pretty annoying.
I have confirmed this is still an issue in TF2, and I'm 99% sure it's still an issue in all other Source games. The fix above (as a plugin) does fix it if you update the offsets it uses, however.
To quote the original issue:
"The game is computing the new interpolated localplayer's data from the prediction data (BaseInterpolate1 from C_BaseEntity) by getting the final predicted time (so the final predicted command) and removes a tick interval to actually take the previous final predicted time , for having data to interpolate with! , and adds a tick interval where it's mulitplied by interpolation_amount (this is computed per frames, and it goes to 0.0 to 1.0) to go on the final predicted time, wich finally goes to what you should see."
"You see the world and shoot as it was previously 1 tick before and not when it was when firing when you move."
https://www.youtube.com/watch?v=VPT0-CKODNc
https://www.youtube.com/watch?v=pr4EZ06mrpQ
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