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Higor
03-17-2015, 02:14 PM
Get it here.
https://ut99.org/viewtopic.php?f=7&t=5201

Changes from 0011:

Clientside prediction of positions.
Affects players, monsters and projectiles.
The time prediction is capped to 110/GameSpeed milliseconds.
Time prediction is adjusted dynamically to lower values when players have less ping than the prediction value.
Uses both velocity and last 4 positions to predict turns and stops more accurately.
Players and guided warhead's position prediction also applies interpolation to make them look smoother.

Relevant changes from 0013:

Fixed rare position advancer setup bug.
XC_GameEngine (v11) Dynamic Package Loader support, no need to setup as ServerPackage when hosting a server.

As always, can be tested on Chamberly's server.

Higor
03-27-2015, 02:15 AM
Updated.

Higor
04-06-2015, 01:50 PM
The latest pug showed a set of flaws:
- One of the players turning invisible after hitting Simplex's teleporter.
- The time frame used to advance players might be too high.
- ZigZagging players move unrealisticly fast, makes hitting with Sniper too hard.
- The config system needs to 'autosave' when a map ends.
- The prediction system should be disabled with a mutate command for easier debugging.

The position advancer also showed a few good things:
- I managed to dominate with a Pulse Gun for once with my shitty ping, both primary and secondary fire used.
- U2 managed to keep up with the rest of the team at killing.
- Flak and Ape cannons are far more useful.
- Minigun was a shitty choice compared to other weapons.


Testing this out requires a lot of tweaking, and I'm not gonna release LCWeapons 10 times just to find the appropiate values.
The good thing, is that the advancer code is completely clientside, so I'll instead make a mod menu to run an advancer with a fixed ping correction and start tweaking it there.
I'll take me a couple of weeks of playing to figure out the right values and checks (as well as autodisable when the weapon has LC code) before any results are seen.

Bottom line is, I don't recommend installing this yet.

UT-Sniper-SJA94
04-06-2015, 04:24 PM
- Minigun was a shitty choice compared to other weapons.

:excitedj:

Higor
04-09-2015, 11:45 PM
Bugfixing stage over:
- Config applied properly, no need for restarts/rejoins.
- Slightly altered the players movement smoother, players shouldn't move from side to side so quickly.
- Millisecond cap can now be edited via config (or admin command).
- Position advancer now constantly moves to the end of the Actor list so that it properly advances players without screwing up their old positions.
- Players disappearing appeared to be a 'division by zero' thing, hopefully we'll be able to shoot N4rk0 this time.
:trolldancenew:

Will do some more tests before integrating into LC.

Higor
04-12-2015, 07:18 PM
Internal update, you can retrieve the file from here: https://dl.dropboxusercontent.com/u/58384316/UT99/LCWeapons_0015.u?dl=1
Up on Cham's server: unreal://108.174.60.23:7777

Extra changes:
- Advancer now uses two MS caps:
-- For non-LC weaps: default = 150ms
-- For LC weaps: default = 50ms
- Advancer attempts to fix slight platform changes when player's walking.
- Falling velocities are better advanced, dodges and jumps don't look too long now.

medor
04-13-2015, 12:04 PM
Dynamic Package Loader support, no need to setup as ServerPackage when hosting a server


We don't add ServerPackage lines and the server send packages to player....simple as that?
It just send for the pending gametype or all the files ?

Higor
04-13-2015, 01:10 PM
We don't add ServerPackage lines and the server send packages to player....simple as that?
It just send for the pending gametype or all the files ?
As long as you run XC_GameEngine version 11 or above.
It adds the LCWeapons package, and the custom rifle mutators it catches (ChamRifle, NYACovertSniper, h4xrifle, aar)

medor
04-13-2015, 05:11 PM
ok