Quote Originally Posted by t3h m00kz View Post
Safe to assume the client-side correction you're showing in that video won't be released, as it would be more of a cheat than anything.

Also... how well do grenades work? I have to ask, because they lag behind based on ping by default.
Don't worry - I won't release it. I was considering it at one point though, as it is better than the many available aim bots (as in, less of a cheat - but still a cheat I guess).

In the client-side tool, grenades are "drawn" slightly further ahead, based on velocity and ping, as you might expect. It's not great, as they end up going through walls (as in the video) and generally warp. Sometimes, they appear to land on a ledge, but this was incorrect so they then warp to a different location and explode Colliding with other players is also bad (although, perhaps this was always bad). Vehicles are the worst, as they are also drawn ahead, even when the client is driving. This should be fixed really, but it doesn't bother me that much - I usually just disable the tool when I am driving. Of course, none of this is really important, as I won't release this tool and these problems wouldn't exist in the server-side idea. Grenades could theoretically be adjusted, such that, when they explode, all other players are moved back to their recent positions (from the positions history). However, this might be a bit harsh! I think focusing only on bullets and player positions would be a good initial goal....although I think your point is a good one and worth testing if this gets off the ground.


Quote Originally Posted by flyingmonkey3 View Post
Perhaps instead of only modifying player positions you modify the positions of all moving objects?
This would be the best plan, but, as an initial goal (and when giving examples), I thought I would focus on player positions only.