Next time there's a Classic spar tourney I will use Fraps and point out hits that shouldn't count. I'll upload the vid on YouTube.
The concept behind it being a clientside hit detection means that when it comes to attacking other players, it is essentially irrelevant what you see on your own screen, and what does matter is where your opponent would see you slashing on their screen, where it takes varying time for your data to reach them.
Making such a video and pointing out instances where you've hit a player from long distance according to your own perspective would mean absolutely nothing.
Quote:
Originally Posted by Crono
It's not something subtle either, it's incredibly obvious and other sparrers agree with me.
If other sparrers agree with you that you shouldn't be able to hit players from long distance according to your own perspective, then there is a massive misconception at hand. It is an entirely plausible occurrence which can and does happen with default systems, as shown within the video I posted before.
Quote:
Originally Posted by Hezzy002
So do what I said, and then nobody will complain any more. Enable default movement and your movement at the same time, but instead of overwriting the player's XY coords just use a showgani and see if they ever stop overlapping one another. Have a full spar with this on to test out edge cases and the way lag behaves.
I did something similar to this back in 2009 when I was making the scripted system. Now we have a special server option in place which completely disables default aspects which cannot be done through script.
But I'm very confident there is nothing wrong with the sword detection mechanism itself, I made this video to demonstrate:
The only thing I'm not certain about is what order default sword checks are occurring in relation to movement, such as before, after or both. I need Stefan to confirm this.