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backwards
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Join Date: Feb 2014
Location: USA
Old 02-17-2022 , 17:25   Re: [Tutorial] Some Quality Changes & Improvements in Source Engine
Reply With Quote #8

Quote:
Originally Posted by brooks View Post
From what I've seen your plugin just fixes the first issue, but none of the others. Maybe you've updated it since then, but many servers are still running the old version[/url]
Ever since the original version of the hit registry plugin i wrote it has fixed all the issues in your public release. It uses simpler logic to just always lag compensate all players, rather then trying to check if someone is visible within fov or far away based on being teleported. Which your plugin is trying to do but still will fail in situations and is just wasted cpu cycles.

Quote:
Originally Posted by brooks View Post
The larger hitboxes don't fix any issues with interpolation, it just makes people think their shots are more accurate .
You aren't even aware of the interoplation issues that mostly affect high velocity game play. When clients send user commands to the server they just include tick_count for the server to backtrack players to previous points in history. This information lacks frame data. If a server is running at 100 tickrate and the client has 300 fps then he will see 2 extra frames with interpolation of the enemys postion that never actually exist on a server side tick. Thus the server can't teleport the player to the correct frame out of the 3 and just uses the closest tick which leads to many missed shots.

This is what a server would see at 64 tick rate and a player flying at max velocity:


This is what a client would see with client side interpolation at 300 fps:


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:


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):


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:
Originally Posted by brooks View Post
It also breaks damage on shotguns and triggers on maps.
Triggers wouldn't break as updating the hitbox between a OnStartLagCompensation and OnFinishLagCompensation would have no vphysics checks for triggers. Shotguns would work the same way as well.

Quote:
Originally Posted by brooks View Post
Also you should know selling plugins and providing closed source plugins is a big nono .
All plugins I'm commissioned for and sale always include full source code if it's written in source pawn or not. It appears you just like to make things up?

Quote:
Originally Posted by brooks View Post
What this looks like in-game: https://youtu.be/V3Zz-s2zqlE
This video appears to be someones plugin just trying to mimic my plugin with the same mindset you had. Just making extremely large hitboxs without accounting for velocity or distance from attacker to victim.

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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