[Tutorial] Some Quality Changes & Improvements in Source Engine
Hello,
I'm here just to describe some issues that some of you may be aware of, but I would like to give some of my knowledge of what can be done to improve Source Engine games in general. The issues/solutions discussed can be implemented in SP or any low-level language. I am mainly focused on Surf Combat (in CS:S or CS:GO) servers, but I believe these fixes can also improve the whole Source Engine in general. 1) First biggest issue: network compression. The Source Engine games have a huge problem with network compression, which makes in some situation the game unplayable because of prediction errors.2) Not so big issues in lag compensation. Besides pose parameters that are fixed now in CS:GO (not sure about CS:S and other games) thanks to Altimor, That is all for now, but I might edit this post for future fixes of Source Engine that is possible to do server side, don't hesitate also to share you knowledge. I don't have really those issues solved by a plugin so I'm waiting some slaves to do it for me, if they can, it would be great for the community. I can also do it if you pay me. :) Ping me also if there is errors on my post, I'll correct them. Cya! |
Re: [Tutorial] Some Quality Changes & Improvements in Source Engine
I love you, Kamay.
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Re: [Tutorial] Some Quality Changes & Improvements in Source Engine
Thanks for this thread, I find this stuff really interesting and it's super fun for me to try out this stuff. I've made a test plugin doing few changes mentioned in this thread, here's the code and gamedata https://github.com/Poggicek/SendTable-Modifier . Everything works as explained however changing the m_vecBaseVelocity minimal value seems to make the camera go all crazy and not match players actual position, can be seen when shooting.
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Re: [Tutorial] Some Quality Changes & Improvements in Source Engine
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I also wanted to point out that you should avoid buying HitReg Fix plugins for CS:GO if you don't know exactly how they work. A popular fix made by backwards that is ran on many Surf Combat and AWP Bhop servers includes models with large hitboxes and do not fix hit registration in any way.
Please remove these plugins/models from your server. https://i.imgur.com/zsjc565.png If you believe your server will have better hit registration with these models then take a look here: https://streamable.com/xx9qpu https://streamable.com/tr0ufc (NoSpread 100% Accuracy Enabled with hitboxes shown above) Please feel free to correct me if any of my information is incorrect :D All of the fixes above have been implemented into a sourcemod plugin + another fix for WantsLagCompensationOnEntity. Latest DHooks + Detours is required to run this plugin. (Thanks to D34DSpy for helping!) https://github.com/br69ks/Hit-Registration-Fix This fix will remove network compression from all variables as described in the first post: https://github.com/br69ks/Netvar-Compression-Remover You should also include these fixes on your server as they can both improve hit registration and other issues related to Surf Combat: https://forums.alliedmods.net/showthread.php?t=315405 https://github.com/GAMMACASE/PushFixDE |
Re: [Tutorial] Some Quality Changes & Improvements in Source Engine
kamay goat
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Re: [Tutorial] Some Quality Changes & Improvements in Source Engine
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What this looks like in-game: https://youtu.be/V3Zz-s2zqlE |
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This is what a server would see at 64 tick rate and a player flying at max velocity: https://i.imgur.com/d7vtWv7.png This is what a client would see with client side interpolation at 300 fps: https://i.imgur.com/ILcpD13.png If you increase the tickrate on the server to 128 it would have double the accuracy but its still not good enough for players with higher fps then the servers tickrate: https://i.imgur.com/rXeNyvw.png The only real solution a dedicated server can use to solve this interpolation issue from the missing client attack frame is to account for all of the missing 2 frames out of 3 (from this examples 100 tick and 300fps): https://i.imgur.com/yXXZbeh.png Simply increasing the hitbox size with the players velocity dynamically will cover the missing gaps and help reduce the interpolation issue which is the only way possible without modifying client files. Quote:
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Not sure why you are spreading false information but you should worry about fixing your own plugins before calling out others while making assumptions. You are missing many things that can increase hit registry in csgo. |
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Also since the hitboxes are larger, more pellets will hit when they aren't supposed to, allowing sniping and more damage with shotguns. Quote:
https://i.imgur.com/M66dk64.png > Proof that people have not been able to receive source code from you. https://i.imgur.com/1Qlx0bm.png https://i.imgur.com/aoP2T1J.png - Proof that the fix was made specifically for the server in the video and sold to other servers secondhand. Quote:
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The `case` guy didn't even buy the plugin from me. It appears he was just given the .smx file from someone else that bought it. That's why he has no source code and asks if you can just decompile the smx he sent you (which you also didn't pay for). Quote:
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Re: [Tutorial] Some Quality Changes & Improvements in Source Engine
Ownage
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I'm not sure what your problem is but this isn't going anywhere. |
Re: [Tutorial] Some Quality Changes & Improvements in Source Engine
This argument is just spamming the thread. If you come here to talk shit and say my plugin is trash when clearly many people think your plugin is shit, then maybe you should reconsider. Any further conversation should go to me on discord at brooks#6969. A moderator should probably clear these posts.
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it isn't exactly why commands are sent per ticks and not by frame ? (let's ignore the fact that we can have fps lower than tickrate here) I mean we do not get only tick_count but also cl_interp etc... Isn't it what the purpose of lag compensation is doing, since it also compensates for interpolation as-well during backtrack (since these hitboxes technically don't exist server-side, so lag compensation needs to do its own interpolation between two intervals) ? (https://github.com/ValveSoftware/sou...ation.cpp#L508) My point is, I don't remember much the details about how Valve interpolation is done, but the only issue I can see with it is that during interpolation, is that if Lerp is not a multiple of a tick interval, if you shoot under that tick, the shot will be firing at a player position that never existed like you said during that tick, and I can see why it is a problem because you have no way to know how the frames were processed between the ticks inside the client, you got only interpolation (Lerp ms) and tick_count information, but you have no information how the frames and interpolation were processed in the first place (so how it was interpolated in the client exactly), so it is not really precise, I got that. Though now, theoretically if Lerp a multiple of a tick interval (hence why I always set my Lerp to a tick interval). it should fire at the server position that existed previously since interpolation should only interpolate and not extrapolate between the intervals, it also even increases in precision if we remove the networked variables compression too. But that implies if Valve did their interpolation correctly in the first place. If it extrapolates instead of interpolating, or Valve code's interpolates weirdly, then yeah you have no way to get precise stuffs at all, and there's no way to fix it at all sadly. This is why most of hacks are doing their own interpolation so they are not filled with Valve's broken stuff I suppose nowadays. Personally I don't like much the idea of making hitboxes bigger even if it seems to fix it, it only makes the problem worse, it might work maybe when players are walking, but when surfing, the difference is so large between the intervals that the bigger hitboxes are not even enough (actually it makes things worse cause you can hit even more by aiming behind the player and does not hit even by aiming player correctly). At least as a player I didn't have a good experience playing with it years ago. Some people seem to like it though. I think that, rather than making hitboxes larger, maybe it's possible modify the hitboxes to "interpolate"/expand between two hitboxes within two intervals (or exactly between lerp ms to the closest tick interval), and that seems a better idea to me than making them bigger. But yes in practice that sounds hard to make. As a side note, I really liked this post that details pretty much everything what I said: https://www.unknowncheats.me/forum/c...rpolation.html |
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It's not spam to respond with facts and logic that disprove everything you have said about me? You did say to feel free to correct you if you were wrong. You also now pretend to be a victim and say i'm the one `talking shit`when you literally tell everyone my plugin dosen't work and to uninstall it without any proof. You still have a link to that post in your discord description from a month ago so you must be really proud of it. https://i.imgur.com/qxyLq5v.png My plugin can't be viewed as negatively as you suggest. I don't even advertise it anywhere, over 20 people have found my steam profile link from just using "sm plugins list" in console and add me to buy it for $100. I don't think people would be going out of their way to do that if it didn't work. Quote:
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Of course I would be proud of it, since I'm actually making an effort to provide a hit registration fix for Combat Surf communities, instead of just making a quick band-aid fix to sell to people for $100. If you want to contribute instead of just using it as a source of money then feel free to, but from what I can see you made a fix to force lag compensation on all players just so you can enlarge their hitboxes. |
Re: [Tutorial] Some Quality Changes & Improvements in Source Engine
k.
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Re: [Tutorial] Some Quality Changes & Improvements in Source Engine
Thank you for sharing!!
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