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-   -   [CSGO] [Zombie Escape / Mod] Penetration bullets improvement (https://forums.alliedmods.net/showthread.php?t=288277)

Mercy ak Judge 09-25-2016 18:41

[CSGO] [Zombie Escape / Mod] Penetration bullets improvement
 
Hi,
I'm an owner of a Zombie escape server and i have an idea that might maybe help all Zombie Escape / Mod server's owners.

So, all started with an hitbox issue that i had on a zombie model, by trying to fix it, an idea came to me.
The idea is pretty simple, I figured that the most laggs that we have on the ZE mod is due to the penetration-bullet's calculation.
Indeed when you shoot though a mate (with the sv_penetration_type 0) the server has to calculate the path of the bullet in every hitboxs.
So, by decompiling humans player models and changing the hitboxs information. The server now only needs to calculate the zombies hitboxs. And of course you can't just delete the hitboxs or it will be autogenerated.

So, for my humans models i'm using that hitboxs :
$hbox 6 "ankle_L" -2.50 -3.80 -2.80 10.40 -0.20 2.00 0.00 24.10 0.00 -1.00
$hbox 7 "ankle_R" -10.40 0.30 -2.00 2.30 4.00 2.80 0.00 24.50 0.00 -1.00

By only keeping foots it prevent to do useless calculation for your server.
And of course for those who are wondering but for the knife, how is it working ?
Well, I'm sure of one thing, the knife is not using the hitboxs to do damage, since it's the same amount of damage where ever you hit. I think the knife hit is linked to the bones.

One last thing, you don't need to put those new models in the fast dl side, the hitbox is server sidded, so players don't have to download it again.

If it's needed i will do a short and simple tutorial to show how to do it.
I hope it will help the Zombie Escape / Mod community :)

PS : Of course if you want to reduce considerately the lagg due to the penetration, you could turn the sv_penetration_type to 1, but you will certainly need to edit some configs such as the knockback etc. (It will needs some tests).

Mercy ak Judge 10-02-2016 12:32

Re: [CSGO] [Zombie Escape / Mod] Penetration bullets improvement
 
Hi,
I'm glad to announce that we've run some tests on the server Steam-Gamers (Zombie Escape) with sv_penetration_type 0 and managed to reduce lag on a full server by 30 to 50%

8guawong 10-04-2016 23:17

Re: [CSGO] [Zombie Escape / Mod] Penetration bullets improvement
 
if you want to do this wouldn't you need to recompile all the models?

Mercy ak Judge 10-05-2016 07:16

Re: [CSGO] [Zombie Escape / Mod] Penetration bullets improvement
 
Hi,
Yes, you will need to decompile the model. Open the .qc, edit the hitboxs and then recompile the model.

8guawong 10-05-2016 09:00

Re: [CSGO] [Zombie Escape / Mod] Penetration bullets improvement
 
Quote:

Originally Posted by Mercy ak Judge (Post 2459320)
Hi,
Yes, you will need to decompile the model. Open the .qc, edit the hitboxs and then recompile the model.

thanks just as i expected
so users need to d/l these new models as well right?

Cooky 10-05-2016 09:34

Re: [CSGO] [Zombie Escape / Mod] Penetration bullets improvement
 
Quote:

Originally Posted by 8guawong (Post 2459335)
thanks just as i expected
so users need to d/l these new models as well right?

Yes! Just place them into a new folder.

godmode 10-06-2016 07:33

Re: [CSGO] [Zombie Escape / Mod] Penetration bullets improvement
 
Quote:

Originally Posted by Mercy ak Judge (Post 2457064)
Hi,
I'm an owner of a Zombie escape server and i have an idea that might maybe help all Zombie Escape / Mod server's owners.

So, all started with an hitbox issue that i had on a zombie model, by trying to fix it, an idea came to me.
The idea is pretty simple, I figured that the most laggs that we have on the ZE mod is due to the penetration-bullet's calculation.
Indeed when you shoot though a mate (with the sv_penetration_type 0) the server has to calculate the path of the bullet in every hitboxs.
So, by decompiling humans player models and changing the hitboxs information. The server now only needs to calculate the zombies hitboxs. And of course you can't just delete the hitboxs or it will be autogenerated.

So, for my humans models i'm using that hitboxs :
$hbox 6 "ankle_L" -2.50 -3.80 -2.80 10.40 -0.20 2.00 0.00 24.10 0.00 -1.00
$hbox 7 "ankle_R" -10.40 0.30 -2.00 2.30 4.00 2.80 0.00 24.50 0.00 -1.00

By only keeping foots it prevent to do useless calculation for your server.
And of course for those who are wondering but for the knife, how is it working ?
Well, I'm sure of one thing, the knife is not using the hitboxs to do damage, since it's the same amount of damage where ever you hit. I think the knife hit is linked to the bones.
One last thing, you don't need to put those new models in the fast dl side, the hitbox is server sidded, so players don't have to download it again.

If it's needed i will do a short and simple tutorial to show how to do it.
I hope it will help the Zombie Escape / Mod community :)

PS : Of course if you want to reduce considerately the lagg due to the penetration, you could turn the sv_penetration_type to 1, but you will certainly need to edit some configs such as the knockback etc. (It will needs some tests).

I tried to remove HITBOXS, and it really works

LikeZM 10-06-2016 09:08

Re: [CSGO] [Zombie Escape / Mod] Penetration bullets improvement
 
Its works! Thx.


Cooky 10-06-2016 10:01

Re: [CSGO] [Zombie Escape / Mod] Penetration bullets improvement
 
Nice.... glad to help you out with this annoying "lag" thing after so many months... :)

Mercy ak Judge 10-06-2016 12:37

Re: [CSGO] [Zombie Escape / Mod] Penetration bullets improvement
 
Quote:

Originally Posted by 8guawong (Post 2459335)
thanks just as i expected
so users need to d/l these new models as well right?

Nope, actualy players don't need to download it again, hitboxs information are server sided. It's only used by the server. But anyway as cooky said you can put the mdl into a new folder to make players download it again :)


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