SiegeIV Bug's, Nag's and Complaints.. and IDEAS! - Page 32

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  1. #311
    Whicked Sick 'Zac's Avatar
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    Why not put a limit on one supplier, one healthpod, one SS and one SHP? I get people use them as invincible minishields, but its stupid


  2. #312
    ~Goddess~ |uK|fleecey's Avatar
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    Quote Originally Posted by 'Zac View Post
    Why not put a limit on one supplier, one healthpod, one SS and one SHP? I get people use them as invincible minishields, but its stupid
    Your opinion will not matter. :/

  3. #313
    Whicked Sick Higor's Avatar
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    Quote Originally Posted by 'Zac View Post
    Why not put a limit on one supplier, one healthpod, one SS and one SHP? I get people use them as invincible minishields, but its stupid
    That's gonna hurt a team that wants to use a SS as SS so badly.
    As said on a previous post:
    - Minishields Limited to 2-3, keep original HP (which is higher than now).
    - SS, SHP hp reduced from 30000 to 24000, maybe reduce nuke damage? (for XXL2g styled games).
    - All equipment supplier's collision size reduced by a 10% so they're less likely to block stuff.

    - - - Updated - - -

    Quote Originally Posted by |uK|fleecey View Post
    Your opinion will not matter. :/
    Keep trying
    ------------------------------------- * -------------------------------------

  4. #314
    ~Goddess~ |uK|fleecey's Avatar
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    Quote Originally Posted by Higor View Post
    That's gonna hurt a team that wants to use a SS as SS so badly.
    As said on a previous post:
    - Minishields Limited to 2-3, keep original HP (which is higher than now).
    - SS, SHP hp reduced from 30000 to 24000, maybe reduce nuke damage? (for XXL2g styled games).
    - All equipment supplier's collision size reduced by a 10% so they're less likely to block stuff.

    - - - Updated - - -


    Keep trying
    whats the point of us players to raise our voice if we want siege to be fixed when its not?

  5. #315
    Dominating Scourge's Avatar
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    Quote Originally Posted by |uK|fleecey View Post
    whats the point of us players to raise our voice if we want siege to be fixed when its not?
    @'Zac

    Point taken, but I do have to ask what is siege-breaking about high-strength super suppliers

  6. #316
    Whicked Sick Higor's Avatar
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    Updated main list...
    ------------------------------------- * -------------------------------------

  7. #317
    Dominating Scourge's Avatar
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    Gotta repeat this request... Kickidlers really arbitrarily fucks with stealth. Is there a metric to tell the difference between a sneaker and a person who's just feigning idle?

  8. #318
    Whicked Sick Higor's Avatar
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    Quote Originally Posted by Scourge View Post
    Is there a metric to tell the difference between a sneaker and a person who's just feigning idle?
    No lol, KickIdlers should consider the player's View rotation, not the actual rotation (two different things).
    ------------------------------------- * -------------------------------------

  9. #319
    Dominating Scourge's Avatar
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    Quote Originally Posted by Higor View Post
    No lol, KickIdlers should consider the player's View rotation, not the actual rotation (two different things).
    It should. Sadly it does not ¯\_(ツ)_/¯

  10. #320
    Whicked Sick Higor's Avatar
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    Current NetUpdateFrequency scalers on sgBuilding class are based on building HP%, to notify of damage as early as possible to clients... but it's kind of flawed as it increases CPU usage on the server, causing tickrate to become unstable a lot earlier than it should.

    So here's the small change I intend to do:
    - Create a global variable in SiegeMutator: bDropNetRate
    ** SiegeMutator will measure if server is having FPS issues using two criterias: Dedicated server (below tickrate) and Listen server (below MinDesiredFPS)
    - If bDropNetRate is True, then sgBuilding will apply lower NetUpdateFrequency, else it'll apply the higher one.
    - When a sgBuilding takes damage, NetUpdateFrequency is set to 50.

    So what does this do?
    Timer runs every 0.1 second, so during that small interval between a building is hit and the 0.1 timer occurs, the NetUpdateFrequency value will be VERY high (50), causing immediate notification of damage to nearby clients!!
    Then the timer normalizes the value back at what it should be (dropping net rate or not).
    So already damaged buildings won't have high NetUpdateFrequency values all the time.

    Also.
    Since we covered the immediate damage notification and this method keeps CPU usage scaled in a way that it attempts to comply with the TickRate, we can have moderate NetUpdateFrequency values when the server allows us to, or very aggresive low NetUpdateFrequency values when we need the server to run at optimal tickrate.

    So when a nuke is fired, instead of lowering server FPS when there's too many leeches for over 10 seconds, there'll probably be minor server stuttering DURING the explosion instead where it's less noticeable for clients.
    I'll also be making clientside simulation more aggresive to make it less necessary for the server to send so much data.

    ========
    0026 commits started, gonna post links here as I go.
    https://github.com/CacoFFF/SiegeIV-U...5b44acef1f1812

    - - - Updated - - -
    @SAM I wouldn't like to pile up so many package updates together.
    Can we get either LCWeapons_0017 or XC_Engine (+core) v18 up?
    ------------------------------------- * -------------------------------------

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