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[Tutorial] Some Quality Changes & Improvements in Source Engine


  
 
 
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brooks
Junior Member
Join Date: Oct 2020
Location: United States
Old 02-17-2022 , 18:31   Re: [Tutorial] Some Quality Changes & Improvements in Source Engine
Reply With Quote #8

Quote:
Originally Posted by backwards View Post
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.
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.


Quote:
Originally Posted by backwards View Post
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.
There are other solutions to improving some factors of interpolation, read the first post .


Quote:
Originally Posted by backwards View Post
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.
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.

Quote:
Originally Posted by backwards View Post
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?
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.


Quote:
Originally Posted by backwards View Post
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.
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.

Last edited by brooks; 02-17-2022 at 19:02.
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