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Custom Air-Accelerate Implementation on ReHLDS.


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MaNaReaver
Member
Join Date: Apr 2020
Location: India
Old 07-17-2020 , 10:50   Custom Air-Accelerate Implementation on ReHLDS.
Reply With Quote #1

Hey AM,

I've been quite fond of 10aa KZ, but a lot of players on my server love 100aa. Therefore, I looked around for ways to achieve custom Air-Acceleration (AA) on my server.

Most of the works on Custom AA were done using native orpheu functions and signatures by Arkshine and Exolent, but these plugins crash the server due to ReHLDS's incompatibility with orpheu. Finally, I came across Walkman & Huehue's plugin for ReHLDS, that could help allow players to choose their AA at will, with no limitations from the server config.

However, there seems to be an issue that causes a large amount of chokes when the AA is changed to a value different from the server's AA. The hook PM_AirMove might be getting executed a lot more to counter the server's AA, while I'm not sure what's exactly causing this. On a normal HLDS server, the plugins made by Arkshine and Exolent work without chokes, so I think that there could be something done to improve the chokes issue.

As most plugins I've added or configured use reapi in some way or shape, I can't afford to remove ReHLDS as that would cause rewriting several plugins, and an overall loss of time.

Having spoken to a lot of moderators who've faced the same issue, I believe the major issue is because Client's PM_AirMove runs parallel with the Server's AA which is used for calculation, thus causing client misprediction, and therefore the high amount of chokes.

I'd be glad if anyone here could help me with this request, as it would help improve the quality of servers in Counter-Strike. With players having the freedom to choose and play with their selected AA without lag, things will definitely get much better. I also appreciate your time reading this. I'd be happy to remove this thread in case ReHLDS goes against the forum's rules.

Plugins that have implemented Custom Air-Acceleration:
Exolent: [NATIVE] Player AirAccelerate
Arkshine: [orpheu] Set airaccelerate
Walkman & Huehue: [Walkman] ReHLDS + ReAPI Custom Airacceleration

Best regards,
MaNaReaver.
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Last edited by MaNaReaver; 07-17-2020 at 10:55.
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Mistrick
Senior Member
Join Date: Aug 2012
Location: Russia
Old 08-04-2020 , 11:19   Re: Custom Air-Accelerate Implementation on ReHLDS.
Reply With Quote #2

PHP Code:
#define DEFAULT_AIRACCELERATE 10.0 // change this for your server
public PM_AirMove(id)
{
    if(
g_fPlayerCustomAA[id] != DEFAULT_AIRACCELERATE) {
        
set_movevar(mv_airaccelerateg_fPlayerCustomAA[id]);
    }

Should significantly reduce the number of native calls.
You can make automatic detection of aa cvar but i'm lazy to write this code.
Mistrick is offline
MaNaReaver
Member
Join Date: Apr 2020
Location: India
Old 08-08-2020 , 09:54   Re: Custom Air-Accelerate Implementation on ReHLDS.
Reply With Quote #3

Quote:
Originally Posted by Mistrick View Post
PHP Code:
#define DEFAULT_AIRACCELERATE 10.0 // change this for your server
public PM_AirMove(id)
{
    if(
g_fPlayerCustomAA[id] != DEFAULT_AIRACCELERATE) {
        
set_movevar(mv_airaccelerateg_fPlayerCustomAA[id]);
    }

Should significantly reduce the number of native calls.
You can make automatic detection of aa cvar but i'm lazy to write this code.
Yeah, this should help reduce the memory load from the hookchain. But the major issue seems to be with how reapi works, so an airacceleration other than the server's default one, will still cause chokes to the player due to misprediction.
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