
02-26-2009, 05:56 AM
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Banned
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Join Date: Feb 2007
Posts: 1,002
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Since it looks as some people are unclear as to what the technical limitations of the HD are I'll explain briefly.
There are essentially three paradigms one can take when designing an HD:
Say we have player1, player2, and the server.
1. When player1 slashes, player1 looks at his screen and sees it hits player2, so player2 is hit. (always fair to the hitter)
2. When player1 slashes, player2 looks at his screen and sees he was hit by player1, so player2 is hit. (always fair to the person getting hit)
3. The server calculates if player1 hit player2 based on their serverside positions. (can look wrong to both players sometimes)
Previously, with the serverside HD we had number 3, and now with the clientside HD we have a mix of 1 and 2.
The fact that we're mixing them is the reason why some hits aren't counted. They aren't counted if the difference between the screen of the person hitting and the person getting hit is too large (to prevent reach hits and exploitation by laggers).
The difference between our clientside HD and the default HD is just the way information is transfered between the two clients and how the players are detected. What Kat is doing now is making a new clientside HD which acts more like the default. |
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