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backwards
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Join Date: Feb 2014
Location: USA
Old 02-17-2022 , 19:54   Re: [Tutorial] Some Quality Changes & Improvements in Source Engine
Reply With Quote #10

Quote:
Originally Posted by brooks View Post
Right, always lag compensating all players every time will definitely be better for performance. Even if my modified function fails (which it shouldn't because I tested it), it will use the original code as a backup just in case that returns true.
The original code that checks for FOV is ment for low velocity gameplay and also is just as bad as your reproduction. What you really want is to lag compensate all enemy players all of the time. The performance would be negligible as it just restores variables for previous postions/rotation/animations ect. You creating a poor version of the already bad design for high velocity modes is just silly when you are trying to fix lag compensation.

Quote:
Originally Posted by brooks View Post
There are other solutions to improving some factors of interpolation, read the first post .
The 2 solutions you recommended by other people aren't aplicable. Push fix may help solve interpolation issues while on fast booster ramps, but that is a rare case to fix and isn't going to improve a whole lot. The 1 tick bullet displacement wont really matter if the tick_count method is still used without frametime data for when the player shot his weapon. You are you just going to move the player forwards and shift the problem that still exists. This patch also introduces horrible ghost knives that never hit the enemy player. These 2 will not solve the interpolation issues i explained in the post above. You should read it again.

Quote:
Originally Posted by brooks View Post
You can test this on surf_greatriver_xdre4m, the bug was very well known, which allowed players to hit the trigger_teleport underneath of the jail when they were lag compensated (which they could easily do to themselves).
Also since the hitboxes are larger, more pellets will hit when they aren't supposed to, allowing sniping and more damage with shotguns.
The bug you are refering to is when player models arent installed correctly on the server. So clients are seen as giant red and black error boxes and touch triggers they normally wouldn't. This would also explain what you showed in that old video. When server owners switch servers and forget to install the assets, this could happen.

Quote:
Originally Posted by brooks View Post
https://i.imgur.com/lo5vsvY.png
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.
Two of these are the same guy. `Wunka` and `dark elmo` share the same dedicated box. So this is just 1 instance which isn't accurate as i just had access to the dedicated server and wrote plugins for free in my spare time and installed them on the servers. There was no purchase of this plugin nor did i distribute the plugin which required including source code. This was an actively development server i uploaded plugins to I was writing directly for testing.

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:
Originally Posted by brooks View Post
You were literally paid to be a full time developer for the server played on in the video... I don't think that someone else developed that plugin.
I was never paid full time by any community though? It's amazing how you know more about me then I do. Almost like you are making things up ¯\_(ツ)_/¯

Last edited by backwards; 02-17-2022 at 20:36.
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