007 Nightfire Hitreg Improved Even More

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Published on ● Video Link: https://www.youtube.com/watch?v=UIoH_A3Guqs



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I didn't think it was possible, but I've actually improved the hit detection in Nightfire even more than it was in previous patches. The server will now correct hitboxes based on the player's framerate AND their cl_updaterate. In 1.0, the game did not compensate for hitboxes at all. The basic code for it was there, but the function was never called. Who knows why this was. Both the client and the server have lag compensation turned on by default but it was never called. This meant players had to shoot ahead of the target (TM wall shooting). You had to guess where the player was because your ping always meant you were behind the server's time. If the player was jumping, you had to shoot as if the player was already on the ground because by the time you saw them jump, they likely were already on the ground. My patch fixed that problem. The only problem was if the player changed their ex_interp, the hitbox would be incorrect. I had to come up with a radical way to set the player's interp automatically if they had 1.0 and hope the player didn't change it. With the client patch, the server always knows what the player's interp is. This is how the server patch functioned for close to two years. Now I've gone a step further and found out what the player's current frame rate is and their cl_updaterate and corrected the hitbox based on those variables as well. This makes the hitbox as dead center correct as it possibly could. This does not mean it will be always 100% perfect. No hit detection in any game is perfect. This just means it will be as absolute perfect as you could compensate for in the internet randomness of latency.







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James Bond 007: Nightfire (Video Game)



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There are 68,033 views in 65 videos for 007: Nightfire. The game makes up 6 hours of published video on his channel, or 45.09% of the total watchable video for 007: Nightfire on click4dylan2's YouTube channel.