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Thread: Anti-latency (server-side hit detection / correction)

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  1. #11

    Re: Anti-latency (server-side hit detection / correction)

    I remember years ago playing on a dedicated server running EPG & Kornman's Delagonator.
    There were only 2 of us playing at that time and it was a blast, almost every sniper shot hit the mark.

    I didn't see it mentioned in the thread, how does its method of operation differ from any other described here?
    Last edited by DemonOne; October 24th, 2011 at 05:08 PM.
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