Re: [Tutorial] Some Quality Changes & Improvements in Source Engine
Ownage
|
Re: [Tutorial] Some Quality Changes & Improvements in Source Engine
Quote:
Quote:
Quote:
|
Re: [Tutorial] Some Quality Changes & Improvements in Source Engine
Quote:
Quote:
Quote:
Quote:
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.
|
Re: [Tutorial] Some Quality Changes & Improvements in Source Engine
Quote:
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 |
Re: [Tutorial] Some Quality Changes & Improvements in Source Engine
Quote:
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:
PHP Code:
|
Re: [Tutorial] Some Quality Changes & Improvements in Source Engine
Quote:
Quote:
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.
|
Re: [Tutorial] Some Quality Changes & Improvements in Source Engine
Thank you for sharing!!
|
| All times are GMT -4. The time now is 23:45. |
Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.