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-   -   [CSS & CS:GO] RNGFix (v1.1.2b, 2018-12-06) (https://forums.alliedmods.net/showthread.php?t=310825)

rio_ 09-21-2018 23:50

[CSS & CS:GO] RNGFix (v1.1.2b, 2018-12-06)
 
RNGFix

This plugin fixes a number of physics bugs that show up in movement-based game modes like bhop and surf. These issues are related in that they all appear to happen at random – as far as a human player can tell.

Another plugin, Slope Landing Fix (Slopefix), fixes the first of these issues (downhill inclines) and is seen as a necessity for both bhop and surf. RNGFix follows the spirit of this plugin by expanding on it with fixes for many more pseudo-random bugs.

Nothing this plugin does is impossible otherwise – it just keeps random chance from mattering.


https://i.imgur.com/YYm16Qh.png


Fixes
Downhill Inclines

Sometimes a player will not be "boosted" when falling onto an inclined surface, specifically while moving downhill. This fix results in the player always getting boosted. This is the scenario addressed by the original Slopefix. RNGFix also implements this fix in a way that does not cause double boosts when a trigger_push is on the incline, which is a problem the original Slopefix had.


Uphill Inclines

When bhopping up an incline, sometimes the player loses speed on the initial jump, and sometimes they do not. This fix makes it so the player never loses speed in this scenario, as long as it was possible for the player to not lose speed, if not for the "luck" factor that makes this random. On shallow inclines and uneven ground, this means you will no longer randomly lose small amounts of speed when jumping, and on steep inclines this means you no longer need to land sideways and then turn directly up them, which was just a method for maximizing favorable odds.


Trigger Jumping

Triggers that extend less than 2 units above the ground can sometimes be "jumped on" without activating them. This fix prevents this bug from occuring. This fixes annoyances like jumping on thin boosters without activating them, as well as exploitable behavior such as jumping on thin teleport triggers without activating them.


Telehops


It is possible to pass through a teleport trigger so quickly that you also collide with the wall (or floor) behind it before actually being teleported, despite touching the teleporter "first". This fix makes it impossible to both collide with a surface and activate a teleport in the same tick. This is most notably useful on staged bhop maps with thin stage-end teleports positioned against walls; with this fix you no longer need to go through them at an angle just to maximize the odds of keeping your speed.


Edge Bugs

When moving at high speed and landing on the extreme trailing edge of a platform, it is possible to collide with the surface -- resulting in a loss of vertical speed -- but without jumping, despite pressing jump in time (or holding jump with auto-bhop enabled). This fix causes the player to always be able to jump in this scenario. Note that you are still able to slide off by not pressing jump, if you wish to do so.


Stair Sliding (Surf Only)

The Source engine lets you move up stairs without requiring you to actually jump up each step -- as if the stairs were a simple incline -- and if you are moving fast this means you can slide up them quickly as well (on CSGO, sliding requires Movement Unlocker). However, if you are airborne and try to land on them at high speed, you may collide with the vertical face of a stair step before landing on top of a step, which results in a loss of speed and likely no slide. In the interest of making the incline-like behavior of stairs more consistent, this fix lets you slide up stairs when landing on them even if you hit the side of a stair step before the top of one.

This fix will only be applied on surf maps (maps starting with "surf_") because it has undesirable side-effects on bhop maps. It is also unlikely to be useful on bhop.

More Info
Once again, all of these issues have random behavior that is effectively beyond the player's control. They are not literally random -- you can simulate the same scenario repeatedly with the same initial conditions and get the same result -- but the scale at which the initial conditions make a difference is imperceptible to the player. Think of it like when you roll a pair of dice on a table: you could take a very powerful supercomputer and simulate the dice after they leave your hand and know ahead of time how they will end up, but for all intents and purposes we consider rolling dice to be "random" because the slightest, even imperceptible change in initial conditions can alter the results unpredicably.

You might be worried that this plugin makes things "easier" for the player, and while that is certainly true, that is only because being reliant on random chance is "hard" in the first place. These fixes simply detect when random chance comes into play, and always gives the player "good RNG" -- beyond that, the game functions normally.

This plugin is logically complex, so I have written a technical explanation of how these fixes work here. Please let me know of any questions or concerns about this plugin; I'm happy to explain anything from the code or the broader way these fixes are implemented. Any suggestions for additional fixes that fit the theme of this plugin are also welcome.

This plugin does perform a handful of traces and a bit of math for each client on each tick, however the Source engine is well-equipped for this, and in fact this plugin has been running on a fairly active server for the last six months with no apparent issues. I have done my best to make it work as efficiently as possible.

CSS and CS:GO are the most prominent games for movement-based game modes so I have supported them to begin with, but if there is a desire for support for other games it could certainly be added.

Settings
The fixes can be disabled individually by setting the following cvars to "0" in this plugin's cfg file. All are enabled by default.

Code:

rngfix_downhill
rngfix_uphill
rngfix_triggerjump
rngfix_telehop
rngfix_edge
rngfix_stairs


Dependencies
  • SourceMod 1.10 - Build 6326 or newer - The trigger jumping fix makes use of trace functionality added to SourceMod in August 2018.
  • DHooks
  • (Optional, CS:GO) Movement Unlocker - Enables sliding on CS:GO. If you don't care about sliding on surf and the stair sliding fix, you don't need this.
Also, remember that you should stop using Slopefix if using this plugin.

Special Thanks
Mev and Blacky - For creating the original Slopefix
SlidyBat - For getting the ball rolling on adding new ray trace functionality to SourceMod
BorkChops - For help testing, and putting up with me

Version History
1.0.0 - Initial release
1.1.0 - Removed necessity for extra extension, consolidated gamedata
1.1.1 - Accounted for teleport hub boxes, where the telehop fix should not be applied
1.1.2 - Fix for getting stuck after teleporting under certain specific conditions
1.1.2c - Updated gamedata for CSGO's Danger Zone update

Packages

Source

butare 09-22-2018 00:09

Re: [CSS & CS:GO] RNGFix (v1.0, 2018-09-21)
 
:*

cytrus224 09-22-2018 00:50

Re: [CSS & CS:GO] RNGFix (v1.0, 2018-09-21)
 
This guy just saved bhop.

kidfearless 09-22-2018 01:17

Re: [CSS & CS:GO] RNGFix (v1.0, 2018-09-21)
 
Thanks, looks promising!

sneaK 09-22-2018 04:48

Re: [CSS & CS:GO] RNGFix (v1.0, 2018-09-21)
 
Plugin of the year, without a doubt.

Just a heads up, I've been able to reproduce a consistent crash while running the plugin and Cmdfix - once removed, the crash goes away. Loading the extension with cmdfix works just fine.

Proz 09-22-2018 05:55

Re: [CSS & CS:GO] RNGFix (v1.0, 2018-09-21)
 
"Edge bugs"

This fix causes the player to always be able to jump in this scenario.


What if you edge bug on a trigger?

Cruze 09-22-2018 13:15

Re: [CSS & CS:GO] RNGFix (v1.0, 2018-09-21)
 
:o :bacon!:

rio_ 09-22-2018 17:39

Re: [CSS & CS:GO] RNGFix (v1.0, 2018-09-21)
 
Quote:

Originally Posted by Proz (Post 2616263)
"Edge bugs"

This fix causes the player to always be able to jump in this scenario.


What if you edge bug on a trigger?

The edge bug fix will also lead you to activate any triggers on the ground where you would have edge bugged.

shavit 09-22-2018 18:00

Re: [CSS & CS:GO] RNGFix (v1.0, 2018-09-21)
 
good stuff

lazarev 09-22-2018 19:25

Re: [CSS & CS:GO] RNGFix (v1.1, 2018-09-22)
 
Very nice!

rio_ 09-22-2018 20:10

Re: [CSS & CS:GO] RNGFix (v1.0, 2018-09-21)
 
Quote:

Originally Posted by sneaK (Post 2616257)
Just a heads up, I've been able to reproduce a consistent crash while running the plugin and Cmdfix - once removed, the crash goes away. Loading the extension with cmdfix works just fine.

All I know at this point is that this happens on Windows but not Linux. Beyond that I'm not sure what causes it, so I'm going to have to leave it be for now.

Samoletik1337 09-23-2018 07:23

Re: [CSS & CS:GO] RNGFix (v1.1, 2018-09-22)
 
1 Attachment(s)
Who does not want to install SM 1.10 , you can install the modified sdktools with the missing natives. The extension was tested only on linux . Thank him for his help https://forums.alliedmods.net/member.php?u=242083

Anthonyp2 09-23-2018 14:35

Re: [CSS & CS:GO] RNGFix (v1.1, 2018-09-22)
 
I get this when launching my lan server. I have dhooks 2.2 installed as well.
[SM] Unable to load plugin "fixes\rngfix.smx": Native "TR_EnumerateEntitiesHull" was not found

_GamerX 09-23-2018 14:58

Re: [CSS & CS:GO] RNGFix (v1.1, 2018-09-22)
 
Awesome !!!

sneaK 09-23-2018 18:01

Re: [CSS & CS:GO] RNGFix (v1.1, 2018-09-22)
 
Quote:

Originally Posted by Anthonyp2 (Post 2616483)
I get this when launching my lan server. I have dhooks 2.2 installed as well.
[SM] Unable to load plugin "fixes\rngfix.smx": Native "TR_EnumerateEntitiesHull" was not found

Please read the dependencies.

Quote:

Originally Posted by rio_ (Post 2616238)
Dependencies
  • SourceMod 1.10 - Build 6326 or newer - The trigger jumping fix makes use of trace functionality added to SourceMod in August 2018.


Anthonyp2 09-23-2018 18:32

Re: [CSS & CS:GO] RNGFix (v1.1, 2018-09-22)
 
Quote:

Originally Posted by sneaK (Post 2616519)
Please read the dependencies.

thanks. fixed it.

8guawong 09-26-2018 04:39

Re: [CSS & CS:GO] RNGFix (v1.0, 2018-09-21)
 
Quote:

Originally Posted by sneaK (Post 2616257)
Plugin of the year, without a doubt.

Just a heads up, I've been able to reproduce a consistent crash while running the plugin and Cmdfix - once removed, the crash goes away. Loading the extension with cmdfix works just fine.

is cmdfix still required? i remember it was to prevent exploit that crashes the server but was patched by valve already

anyway great plugin will have to try it! :bacon!::bacon!:

e54385991 09-26-2018 06:32

Re: [CSS & CS:GO] RNGFix (v1.1, 2018-09-22)
 
2 Attachment(s)
Quote:

Originally Posted by sneaK (Post 2616257)
Plugin of the year, without a doubt.

Just a heads up, I've been able to reproduce a consistent crash while running the plugin and Cmdfix - once removed, the crash goes away. Loading the extension with cmdfix works just fine.



just use lastest sourcemod sdk Recompile cmd fix
source code https://forums.alliedmods.net/showthread.php?t=288733
compile:(vs 2017)

note:possible request latest metamod >= git1116

rio_ 10-07-2018 22:03

Re: [CSS & CS:GO] RNGFix (v1.1, 2018-09-22)
 
The plugin has been updated to account for speed-stopping teleport hubs, which do actually mean to stop your speed and thus the telehop fix should not be applied to them. If the player is teleported but also teleported the previous tick (i.e. into a teleport hub) then the telehop fix will not be applied.

Download

_GamerX 10-13-2018 05:14

Re: [CSS & CS:GO] RNGFix (v1.1.2, 2018-10-09)
 
On some maps Telehop fix bugging players, players cant moving and jumping

Next bug i set rngfix_telehop and rngfix_stairs to 0 when compile and add this cvars to server.cfg and set to 0 but on every start map this cvars set to 1 why?

rio_ 10-14-2018 01:20

Re: [CSS & CS:GO] RNGFix (v1.1.2, 2018-10-09)
 
Quote:

Originally Posted by _GamerX (Post 2619472)
On some maps Telehop fix bugging players, players cant moving and jumping

Can you explain this more please

Quote:

Originally Posted by _GamerX (Post 2619472)
Next bug i set rngfix_telehop and rngfix_stairs to 0 when compile and add this cvars to server.cfg and set to 0 but on every start map this cvars set to 1 why?

You need to edit the plugin's config file in cfg/sourcemod/

freak.exe_uLow 10-14-2018 02:35

Re: [CSS & CS:GO] RNGFix (v1.1.2, 2018-10-09)
 
Quote:

players cant moving and jumping
I had that too, then went back to slope^^

Quote:

Can you explain this more please
Whats weird, the player is over the ground and can not move like a stuck. Had the same problem on my Bhop server, the player can not move and jump (i use the SurfTimer Plugin by fluffy).

rio_ 10-15-2018 03:49

Re: [CSS & CS:GO] RNGFix (v1.1.2, 2018-10-09)
 
I'm going to need a specific example or a video or something before I can figure out if there is an issue. Also please make sure you are using the latest version of the plugin.

_GamerX 10-16-2018 02:41

Re: [CSS & CS:GO] RNGFix (v1.1.2, 2018-10-09)
 
Just on start map all players only very slow sliding on ground...

sneaK 10-16-2018 02:44

Re: [CSS & CS:GO] RNGFix (v1.1.2, 2018-10-09)
 
Quote:

Originally Posted by _GamerX (Post 2619897)
Just on start map all players only very slow sliding on ground...

Quote:

Originally Posted by rio_ (Post 2619784)
I'm going to need a specific example or a video


freak.exe_uLow 10-16-2018 09:03

Re: [CSS & CS:GO] RNGFix (v1.1.2, 2018-10-09)
 
Quote:

Originally Posted by rio_ (Post 2619784)
I'm going to need a specific example or a video or something before I can figure out if there is an issue. Also please make sure you are using the latest version of the plugin.

So i will test it again if 1.10 stable and make you a video :3 its weird to explain you what, i think thats not on all maps (Bhop)

ttasdasda 10-17-2018 06:48

Re: [CSS & CS:GO] RNGFix (v1.1.2, 2018-10-09)
 
Quote:

Originally Posted by rio_ (Post 2619784)
I'm going to need a specific example or a video or something before I can figure out if there is an issue. Also please make sure you are using the latest version of the plugin.

Try surf_quark_rc, not sure whether rngfix is the sole cause of it or it's simply incompatible with some of the other plugins that I use, but the stage teleports are definitely bugged on my server (users get teleported into the void)

rio_ 10-21-2018 02:08

Re: [CSS & CS:GO] RNGFix (v1.1.2, 2018-10-09)
 
I just tried surf_quark_rc on CSS and it seems fine to me. I can't really know what other plugins you have and what they are trying to do, but I can only assume that they are to blame. I made rngfix as unintrusive as I could but it's possible something else is throwing it off. I have a new version that should be out this week that might work better for you, but it might not.

fluffys 10-21-2018 11:14

Re: [CSS & CS:GO] RNGFix (v1.1.2, 2018-10-09)
 
Quote:

Originally Posted by freak.exe_uLow (Post 2619640)
I had that too, then went back to slope^^



Whats weird, the player is over the ground and can not move like a stuck. Had the same problem on my Bhop server, the player can not move and jump (i use the SurfTimer Plugin by fluffy).

It works fine on my server, however I think the version on Github has slopefix in it, try disabling it: ck_slopefix_enable 0 in addons/cfg/sourcemod/surftimer.cfg

I also don't use the timer for bhop however, so not really sure how well it works lol.

rio_ 12-06-2018 21:56

Re: [CSS & CS:GO] RNGFix (v1.1.2, 2018-10-09)
 
This plugin's gamedata has been updated for CSGO's Danger Zone update. Not updating will likely result in server crashes on CSGO, so make sure you do.

https://github.com/jason-e/rngfix/releases/

butare 12-06-2018 22:54

Re: [CSS & CS:GO] RNGFix (v1.1.2b, 2018-12-06)
 
Hey, is there anyone who can share linux sdkhooks and sdktools with 1.10 natives and included danger zone fixes but for 1.9 sm? :) :)

die_man 12-12-2018 10:05

Re: [CSS & CS:GO] RNGFix (v1.1.2b, 2018-12-06)
 
Server crash in latest SM 1.10.6363: https://crash.limetech.org/5fsio723xnzm

sneaK 12-12-2018 12:31

Re: [CSS & CS:GO] RNGFix (v1.1.2b, 2018-12-06)
 
Quote:

Originally Posted by die_man (Post 2628581)
Server crash in latest SM 1.10.6363: https://crash.limetech.org/5fsio723xnzm

Update to latest gamedata provided on github.

die_man 12-13-2018 08:57

Re: [CSS & CS:GO] RNGFix (v1.1.2b, 2018-12-06)
 
Quote:

Originally Posted by sneaK (Post 2628617)
Update to latest gamedata provided on github.

Thanks!!!

paulo_crash 02-25-2019 12:19

Re: [CSS & CS:GO] RNGFix (v1.1.2b, 2018-12-06)
 
Would it be possible to compile it for SM 1.9 or just work on the same 1.10?

When I try to compile the following error:
Code:

//SourceMod Batch Compiler
// by the SourceMod Dev Team


//// rngfix.sp
//
// C:\Users\boy-l\Google Drive\ZK Servidores\Addons\Counter Strike Global Offensive\Editar Plugins\addons\sourcemod\scripting\rngfix.sp(851) : error 017: undefined symbol "TR_EnumerateEntitiesHull"
// C:\Users\boy-l\Google Drive\ZK Servidores\Addons\Counter Strike Global Offensive\Editar Plugins\addons\sourcemod\scripting\rngfix.sp(929) : error 017: undefined symbol "TR_EnumerateEntitiesHull"
// C:\Users\boy-l\Google Drive\ZK Servidores\Addons\Counter Strike Global Offensive\Editar Plugins\addons\sourcemod\scripting\rngfix.sp(1209) : error 017: undefined symbol "TR_ClipCurrentRayToEntity"
//
// 3 Errors.
//
// Compilation Time: 0,69 sec
// ----------------------------------------

Press enter to exit ...


sneaK 02-25-2019 12:33

Re: [CSS & CS:GO] RNGFix (v1.1.2b, 2018-12-06)
 
Quote:

Originally Posted by paulo_crash (Post 2640905)
Would it be possible to compile it for SM 1.9 or just work on the same 1.10?

You can definitely compile it for SM 1.9, however you'll need the updated includes: https://github.com/alliedmodders/sou...ools_trace.inc

But more importantly, this will still not run unless you need to compile a version of sdktools with the new natives, for 1.9.

paulo_crash 02-25-2019 12:40

Re: [CSS & CS:GO] RNGFix (v1.1.2b, 2018-12-06)
 
Quote:

Originally Posted by sneaK (Post 2640909)
You can definitely compile it for SM 1.9, however you'll need the updated includes: https://github.com/alliedmodders/sou...ools_trace.inc

But more importantly, this will still not run unless you need to compile a version of sdktools with the new natives, for 1.9.

Thank you, I'll see.

Just one more thing, in case not related only to this topic, because many users choose to compile the plugins in version SM1.10, it is considered stable, in case it would not be better to use version 1.9?

Have I always had this doubt, or would it just be their preference?

BravoToTo 03-16-2019 05:52

Re: [CSS & CS:GO] RNGFix (v1.1.2b, 2018-12-06)
 
Im using SourceMod 1.9 and plugin is not being loaded, any ideas as of why this might be happening?

Cruze 03-16-2019 06:00

Re: [CSS & CS:GO] RNGFix (v1.1.2b, 2018-12-06)
 
Quote:

Originally Posted by BravoToTo (Post 2643563)
Im using SourceMod 1.9 and plugin is not being loaded, any ideas as of why this might be happening?

Quote:

Dependencies

SourceMod 1.10 - Build 6326 or newer - The trigger jumping fix makes use of trace functionality added to SourceMod in August 2018.


BravoToTo 03-16-2019 16:25

Re: [CSS & CS:GO] RNGFix (v1.1.2b, 2018-12-06)
 
So... This just works for SourceMod 1.10? Is there any way of making it work for 1.9?


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