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Fix long standing jump bug & movement lag based on FPS #755
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…_teleport (s1lentq#747)" This reverts commit 21dab90.
@ShadowsAdi have you already test this on multiplayer? Working well? This will change the behaviour of gameplay, probably a cvar to disable should be great. |
Yes, it's working just fine on multiplayer too, on a 32/32 server.
I don't think it requires a cvar because it fixes something that it's kinda broken. That slow was just annoying while using lower or higher FPS than 100. |
Physics are dependant from FPS, yes, it's a bug. But some mods use this logic, for example KZ or HNS. If you have less fps, like 20, your slowdown jump is less than having 80-100 fps. Consider adding the cvar, please. It's not for me, I'm talking about other players |
This fix should help especially these mods because you can't gain more speed while bhopping ( as before ) it just fix the movement slow after jumping.
I still don't see the relevance of adding a cvar just to fix something that was broken. This implementation is still under |
been using this for about ~1,5 weeks now and it seem to work correct. |
There will be same behaviour no matter frametime * 1000 or msec. ReGameDLL_CS/regamedll/pm_shared/pm_shared.cpp Line 2841 in b9cccc6
So tell me what a difference between this logic:
|
Also if u look in csgo CGameMovement::ReduceTimers there global frametime not players one. Which is wrong for Half-Life/CS because we simulate shared movement code where timers reduces by player fps! not server one. |
ReGameDLL_CS/regamedll/pm_shared/pm_shared.cpp Line 2841 in b9cccc6
I know, but it seems working correctly as it is now.
Test it out, compare the results by yourself and reply to this thread again. |
Ok i was tested and its absolutely same behaviour as without fix. Notice the slowdown with 500 fps and no slowdown with 20 fps. (jump crouched > unduck when touch ground and hold +forward). . |
After some debuggings, I found out that the windows version of the ReGameDLL is not based on any of the additional preprocessor defs. It is just a pure version without any additional fixes. In linux, it seems to build it using the preprocessor definitions. https://github.com/s1lentq/ReGameDLL_CS/blob/master/regamedll/msvc/ReGameDLL.vcxproj#L959 Also, check this out: https://github.com/ShadowsAdi/ReGameDLL_CS/runs/6542189855?check_suite_focus=true |
… trigger_teleport (s1lentq#747)"" This reverts commit 0bc3351.
pls approve workflow |
Finally someone willing to fix this issue. This is a game bug, fix is a must. Yes i noticed this bug too especially when playing fps more than 100~120. The only way to get fast jump penalty is to use fps_max 60, 60fps to play fps game haha this is terrible. With 60fps i can't even climb a pyramid, but with 256fps i can easily climb but this jump penalty bug is annoying. In certain mode for example ZE, we all know this mode is base on speed, but with so many obstacle that need to jump and duck i lost because of jump penalty. I play csgo too, but csgo doesn't have this bug, i can play more than 300fps. Where is the compiled binary for this latest PR? can't even find it. I wanna test too. Edited |
Until this workflow is approved, you can download the compiled binaries for
this PR here:
https://github.com/ShadowsAdi/ReGameDLL_CS/actions/runs/2413788290
În mar., 31 mai 2022 la 10:17, lespaul64 ***@***.***> a scris:
… Finally someone willing to fix this issue. This is a game bug, fix is a
must.
Yes i noticed this bug too especially when playing fps more than 100~120.
The only way to get fast jump penalty is to use fps_max 60, 60fps to play
fps game haha this is terrible. With 60fps i can't even climb a pyramid,
but with 256fps i can easily climb but this jump penalty bug is annoying.
In certain mode for example ZE, we all know this mode is base on speed, but
with so many obstacle that need to jump and duck i lost because of jump
penalty.
I play csgo too, but csgo doesn't have this bug, i can play more than
300fps.
Where is the compiled binary for this latest PR? can't even find it. I
wanna test too.
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@lespaul64 could you test it after changes and review it? |
Please @ShadowsAdi, explain that new magical numbers |
Ok the new patch is acceptable for me, can feel the different. Playing with 256fps now feel a bit similar to 60fps jump penalty behavior. Maybe need so tweaks on the magic numbers & calculations. BTW where did you get that numbers? |
I tested some values locally, on a windows build running at 1000 FPS + client running at 700-900 FPS. From my tests, |
Sorry for noob question, but why not put a cvar to enable/disable this FPS fix with cvars to control these values if fix is enabled on server? Soo someone can approve workflow to run the server testing values instead of a lot of builds. |
Because that value should not be modified, same as other important values in gamedll. |
In your tests you changed values, OK In my tests i can't change values? why? I did not understand, ReHLDS ecosystem has a lot of these 'magical' values by cvars. What is the problem? I really understand that variables and values are really important, but the reason to give the cvars for change according cvars that do not make sense to me. Also other thing, is really a BUG because the original HLDS do not have values fixed and other small changes in code. Bug let's threat this as feature than a bug is not a better way in this case? |
I forgot to mention, in first release of this fps fix, the step sounds is a bit accelerated in remote server with pingboost 3, sys_ticrate 1000 and rate 100000 and updaterate & cmdrate 102. First build from here: https://github.com/s1lentq/ReGameDLL_CS/actions/runs/2247829843 I did not know if fix is not complete in first build. |
Right now, this is reGameDLL, it hasn't "magical" values by cvars when you shoot with a weapon, or when you reload one. They are hardcoded values for a reason.
If more people complain for that, it's not a feature. |
Fixed, thank you for report! |
And added suggestions from @wopox1337
Thanks to @SmileYzn
Sorry for bump, but i want to test these changes. Thanks 👍 |
@SmileYzn You can test with artifact releases 🧐 |
Yes but it has requested changes, anyway i think will not change anything with |
It shows that because it hasn't been reviewed yet. I added the suggestions proposed by @wopox1337. |
players complain that they can jump further/higher than before - clients were running at 100 fps (dflt). |
Will this request be pushed soon? |
IT SHOULD BE TESTED MORE, I TESTED IT ONLY IN SINGLE PLAYERValveSoftware/halflife#81
ValveSoftware/halflife#682
https://github.com/pmrowla/hl2sdk-csgo/blob/master/game/shared/gamemovement.cpp#L1211
I'm sorry for the build.yml changes, just tested a few ways of achieving this.