Quote from: [TC]Granny on December 18, 2006, 03:41:49 AMit's the same 1 u seen the error for before
it's the same 1 u seen the error for before
Actually the solution is far more simple than that. If you are on a dialup connection, or if you are lagging, the server is not up to date with WHERE you are on the map (what you see on your screen is not whats happening on the server) while you move instantly it is quite frequently the case that you are actually somewhere else (a few steps behind) where you see yourself to the other players on the server. This is why when people are really lagging or have a really bad connection it looks like they are skipping all over the map.
Well you are; Hi Ping Lee and all...
apparently, the server decided that the rocket was actually fired at a different angle than the one you saw it fired from.I'm not sure exactly how these discrepencies occur but I think they're caused by slight differences in the code of your client, versus the coding of the server's version of q2, and amplified by the time it takes to get packets back and forth (your ping).the client will assume that rocket is coming until the server confirms the info and/or corrects it.whatever the server thinks is right overrides what your client was "thinkin".after a short time (milliseconds) you got the packet with the updated info from the server, and your client alterred the actual position and velocity and angle of the rocket to what they were supposed to be (as far as the server is concerned).this is the only explanation that seems possible, considering the regular game physics don't allow rockets to "turn" no matter what...