Theoretically better unlag based on bose position restoring#624
Theoretically better unlag based on bose position restoring#624a1batross wants to merge 5 commits intorehlds:masterfrom
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Also, don't forget to set up sv_bone_unlag 1 in game config. Interpolation is done at a4f4e34 |
| frame = &_host_client->frames[SV_UPDATE_MASK & (_host_client->netchan.outgoing_sequence)]; | ||
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| // not a studio model | ||
| if( g_psv.models[i]->type != mod_studio ) |
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i -> edict->v.modelindex
| } | ||
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| #ifdef REHLDS_FIXES | ||
| void VectorsAngles( const vec3_t forward, const vec3_t right, const vec3_t up, vec3_t angles ) |
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No need to include this under REHLDS_FIXES
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@In-line ok, will remove in next commit.
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is this the same as how source handles it? if so, PLEASE DONT FUCKING TOUCH IT |
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@di57inct I don't know how Source doing it. |
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Sounds to me like that's it. |
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@di57inct I hear only common words, without the details. Will the reasoning be better? Or just childish "it's cancerous"? |
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I don't have the patience to argue or explain it to you. |
That's how it currently works (without this commit). |
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Okay I sure hope so. Thanks for the info. |
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Broken CS1.6 hitboxes? Of course not. It only makes them correct for small
time window when the animation switches.
2ReHLDS devs: I don't care about this patch anymore. Feel free to close it
or rework it without attribution.
пт, 5 февр. 2021 г., 19:26 Very Strange Karaulov <notifications@github.com>:
… This is not fix for bad hitboxes ?))
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Is it still actual? It'll be cool to implement it, because there are issues with hitreg in fast-paced mods |
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@SNMetamorph nah, not really. You can try reimplement it for Xash though. |
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@a1batross hope this PR will be completed & merged |
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No video with how to it works? No possibility to merge it?) |
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How it (should) work?
The main idea is to remember client's bone position on each frame. It's intended to help with situation where one player is updated in real-time, but lagging second player not yet got this updates. Unlag fixes it only for player position(i.e. working when player is running) and does not restores any other states.
Example:
Let's say we have a server with two players and they "see" each other at one frame lag.
Frame[0]:
Frame[1]:
Frame[2]:
Yes, this demonstrates only sequence changing(i.e. ducking) but due to unlag imperfection, there can be more real life examples.
P.S. I did not tested this at all as I don't have any server and players. :)
P. P. S. Originally I thought to make this for Xash3D, but it would be faster to check this concept on bigger community.