Garry's mod seems to have a delay in hit detection unlike CS:S and TF2. It's especially noticeable in TTT. What gives? Can't Garry enable hit detection or lag compensation like in CS:S and TF2?
It's a source game.
CS and TF2 are source games.
It's a source engine issue, now stop whining and learn to fucking shoot better.
[QUOTE=BigBoom;29013524]It's a source game.
CS and TF2 are source games.
It's a source engine issue, now stop whining and learn to fucking shoot better.[/QUOTE]
I think gmod has a lot less hit boxes than css and tf2 though?
A lot less hitboxes? I think you need to learn your terms before you use them.
It's probably because swep makers forget to enable lag compensation on their sweps when firing bullets.
There's nothing wrong with gmod.
[QUOTE=Jvs;29015355]It's probably because swep makers forget to enable lag compensation on their sweps when firing bullets.
There's nothing wrong with gmod.[/QUOTE]
This. I wouldn't be surprised if the makers of TTT forgot to add lag compensation to their guns, no one does because the wiki used to tell you that the function used to fire bullets automatically enables lag compensation, which is actually wrong.
Heck, I think even Garry doesn't do it in his CSS weapons.
You've said this alot, but I still don't believe you.
Adding the lag compensation functions pre and post FireBullets results in error.
[code]PreFire
LagCompensation = true
FireBullets
[b]Trying to start a new lag compensation session while one is already active![/b]
BulletCallback
LagCompensation = false
PostFire
[/code]
I added prints to show exactly what's happening. I think this proves that FireBullets IS using lag compensaton..
[lua]print( "PreFire" )
if SERVER then
print( "LagCompensation = true" )
self.Owner:LagCompensation( true )
end
print( "FireBullets" )
self.Owner:FireBullets( bullet )
if SERVER then
print( "LagCompensation = false" )
self.Owner:LagCompensation( false )
end
print( "PostFire" )[/lua]
[QUOTE=blackops7799;29045330]You've said this alot, but I still don't believe you.
Adding the lag compensation functions pre and post FireBullets results in error.
[code]PreFire
LagCompensation = true
FireBullets
[b]Trying to start a new lag compensation session while one is already active![/b]
BulletCallback
LagCompensation = false
PostFire
[/code]
I added prints to show exactly what's happening. I think this proves that FireBullets IS using lag compensaton..
[lua]print( "PreFire" )
if SERVER then
print( "LagCompensation = true" )
self.Owner:LagCompensation( true )
end
print( "FireBullets" )
self.Owner:FireBullets( bullet )
if SERVER then
print( "LagCompensation = false" )
self.Owner:LagCompensation( false )
end
print( "PostFire" )[/lua][/QUOTE]
Agreed. Lag compensation would actually crash me in my tests and it is serverside. I just assumed the engine automatically did it for all calls to FireBullets and the wiki is just outdated. (I figured firebullets was [i]supposed[/i] to compensate but was simply broken at the time of the wiki page's writing)
[editline]8th April 2011[/editline]
[QUOTE=_Kilburn;29020365]This. I wouldn't be surprised if the makers of TTT forgot to add lag compensation to their guns, no one does because the wiki used to tell you that the function used to fire bullets automatically enables lag compensation, which is actually wrong.
Heck, I think even Garry doesn't do it in his CSS weapons.[/QUOTE]
Dude. The guy optimizes things by localizing globals; he knows what he's doing. I highly doubt that he, garry, and every single SWEP author collectively simply forgot to add it. Also the wiki has said FireBullets doesn't do lag comp since 1 August 2010.
I think its necessary for you to back your statement about firebullets not enabling compensation because player.LagCompensation doesn't work with firebullets.
Sorry, you need to Log In to post a reply to this thread.