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Old 07-27-2008, 12:52 AM   #33 (permalink)
ShortBusRyder
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Ah, idiots who think that they know what they are talking about, don't you just love 'em?

One of my theories-

When shooting, your Xbox (client) sends packets to the host (server) basically saying "I AM SHOOTING THIS WEAPON FROM THIS LOCATION", of course this is ridicilously dumbed down for the sake of explanation seeing how complex the Call of Duty 4 system really is, taking weapon damage, weapon range, distance, everything into account.

Back onto topic.

The client shoots, they see everything they do because there is no chance for packet loss. Although, when sending those "Shooting packets" to the server, some get lost or just not recieved for a variety of reasons along the way, hence lag. Some of this is noticeable, some of it is not. While you think you are shooting 3 bullets, you may actually be only shooting 1 because only that portion of the packet makes it to the server. The killcam sends data sent from the server and plays it on your screen, so you see what the server/host saw what happened according to the server, and just for the record, take all variables into account when reading this, primarily lag/latencty issues, what happens on the server IS WHAT HAPPENS, no matter what you saw.


One more of my theorys could be because of the engine for some reason not registering and/or displaying all of the shots fired with the m16 or any other variety of weapons.

I don't know which, but I'm 95% sure one of these are the problem.
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