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English LUA Lag Compensation

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old Re: LUA Lag Compensation

Spyware
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There are rare occasions when the inferior number wins, but what are the chances that those guys will listen to Player 1 to "Stick together, team."

We all know the Counter-strike community would spam "NEGATIVE"x3

I do admit, it's not directly about numbers, it's more of which guys are moving in a mass blob... BUT, the chances of finding people who'll listen and stick together are very, very low.

And then there's aimbotters...
IMG:https://i.crackedcdn.com/phpimages/article/0/0/4/30004.jpg?v=1

10 million noobs ain't nothing but a 'thang...
edited 1×, last 21.11.10 01:04:55 pm

old Re: LUA Lag Compensation

FlooD
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o who cares about LUA vs lua or Lua lol
btw stop ranting about hackers plz... too off-topic
on-topic: lag comp makes it easier to tell if a high pinger is aimbotting.


spyware, i ask you yet again, how the fuck does that have to do with lag comp?

lets see if i understand "ur argument"
1. 4 experienced players vs 5 decent players
2. if no lag comp, the team of 4 wins
3. if there is lag comp, the team of 5 wins
4. ???
5. PROFIT!!!
edited 1×, last 21.11.10 10:27:26 am

old Re: LUA Lag Compensation

Spyware
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That may be so, but you do have to wait for all them admins. Tell me how many people actually give you reports of everyday hackers?

A ratio of 1:15 lol.

old Re: LUA Lag Compensation

FlooD
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about aimbotters: that's like saying: m4 is worse than usp because you get killed by it faster. sure, with lag comp, aimbotters will kill people faster... but guess what? so will u!!!

old Re: LUA Lag Compensation

Jermuk
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1) you could also make a hack which calculates with the ping how many pixel it have to shoot beside the victim. So the aimbotters will now aim more exactly and don't need a lag compensation.
2) i really don't know what you are talking about 5 vs 4? With lag compensation, always the best will win.
3) and what the fuck are you writing here about hacker?
4) i will try to implement this into my normal cs2d again

edit: you can find it now at all 'Die Kebäbse' server. There will be more player as the official server.

old Re: LUA Lag Compensation

Spyware
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FlooD has written
spyware, i ask you yet again, how the fuck does that have to do with lag comp?

I just really think that there IS a difference. Without lag compensation, the 4 heavily experienced players would triumph definitely. I remember all those "Clan Versus All" servers(the good ones, lol) where they were sometimes far outnumbered and outgunned but they emerged triumphant.

FlooD has written
sure, with lag comp, aimbotters will kill people faster... but guess what? so will u!!!

That part then shows no difference. It's just like adding 1+ to 2 and 3.

Then again, the aimbotter has the advantage of distance.

Jermuk has written
2) i really don't know what you are talking about 5 vs 4? With lag compensation, always the best will win.

It's all about Commies, my good man.

old Re: LUA Lag Compensation

FlooD
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spyware u seem like poor man who's telling the government to not provide welfare. xDDD jkz

@jermuk: bla i wasn't really thing about turrets and stuff, since originally this was meant only for standard servers. i'll do my best to figure it out though

old Re: LUA Lag Compensation

Spyware
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FlooD has written
spyware u seem like poor man who's telling the government to not provide welfare. xDDD jkz

lol, I remember your doctor methods... >->

*Doctor, I pee blood. What do?
*Don't look at it.

old Re: LUA Lag Compensation

-Skull_
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i remember someone created a topic about anti-hacks, it's about hosting a server on a VNS server or whatever and it make all hacks impossible

old Re: LUA Lag Compensation

FlooD
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stop going offtopic
this thread is not about hacks ffs

anyway, does anyone know how to get hitsounds to work?

I think u'll have to send hit messages to the clients... idk how with lua

sv_sound2 (afaik) does not have direction...

old Re: LUA Lag Compensation

united
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I'm an idiot at programing but can't you make like this:
When the server recieves the information that you actually hit an enemy then it plays the hit sound ?

old Re: LUA Lag Compensation

FlooD
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united has written
I'm an idiot at programing but can't you make like this:
When the server recieves the information that you actually hit an enemy then it plays the hit sound ?

yes exactly. that's how unmodified cs2d works

what my stuff does is:
1. disable cs2d's own hit detection thing (except for HE's).
2. put in my own hit detection, which includes lag comp.

during (1), the hit sounds are lost, so that is the problem

old Re: LUA Lag Compensation

CmDark
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@Flood, It seems that when I use awp, it 1hkos people
o-o

Could you not- allow cs2d to hit the player,
heal the player for that damage,
insert your hit detection.

old Re: LUA Lag Compensation

FlooD
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awp should be working fine in version 0.5
try it in flame mixteam

healing the player doesn't work well cuz once you die, sethealth does nothing... actually i'll test it. cs2d is weird so who knows

old Re: LUA Lag Compensation

Polygon3D
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Very nice.

In my own opinion I think that's double advantage for laggers.

Since people lag, it's harder to kill them, and now they have a script for compensation?

I have seen how people can get kill while behind a wall, very frustrating for users that have good reactions but cannot dodge attacks.

old Re: LUA Lag Compensation

FlooD
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you should differentiate between players with high-ping and laggers.

a lagger is someone who jumps around due to unstable ping.

with the latest version of lag compensation, his shots are not compensated 100%. (so he doesn't really get any advantage from lagging).

example:
if his ping goes like: 40-120-400-50-60-40
this is how much of it is compensated: 40-64-165-50-60-40

getting killed behind the wall... sorry can't really do much bout that. read http://developer.valvesoftware.com/wiki/Latency_Compensating_Methods_in_Client/Server_In-game_Protocol_Design_and_Optimization#Lag_Compensation

old Re: LUA Lag Compensation

Polygon3D
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Well if have lag you should even be playing on the server you are joined on.

I think ping limit is fine.

On the other hand, if your server get laggers 24/7, it's a good script for laggers vs laggers.

It's very unfair to people who don't lag.

Suppose we were in a 1vs1, I could easy kill and know exactly where you are, the fact is...you don't lag.

When it comes to the point where a lagger does enter the game. It's as if we are all warp lagging, doesn't matter who you are, your shots are going to miss, just as if it were without compensation.

The sad fact is, the lagger will be able to hit you, because the server keeps cache of the recent positions. So if a lagger were to hit one of those 'cache' positions, they would be able to kill you.

There is no way to combat with this, once you are against a lagger, the sheer advantages they have are much greater than you have. You can clearly see them lag, and you cannot get a hit. Laggers wont lag client side, or server viewing, it's only a bit delayed, and since you have that cache saved. Laggers can just play normally, while normal players have to suffer and perish.

It's a great concept, lots of games use it, especially cs2d, but you have to decrease the compensation.

old Re: LUA Lag Compensation

FlooD
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sorry i dont understand you too well but...

if you do not lag, you CAN hit laggers if u use aimbot (not saying you should lol).

the current script should not favor laggers in anyway. yes the script helps laggers, but it helps non-laggers in the same way.

i think some people get the illusion that "shots on a lagger dont hit" when in reality, those ppl simply cant aim on the lagger.

old Re: LUA Lag Compensation

Yamaxanadu
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FlooD has written
sorry i dont understand you too well but...

if you do not lag, you CAN hit laggers if u use aimbot (not saying you should lol).

the current script should not favor laggers in anyway. yes the script helps laggers, but it helps non-laggers in the same way.

i think some people get the illusion that "shots on a lagger dont hit" when in reality, those ppl simply cant aim on the lagger.


Fuck

Lag compensation Allows the Game to be playable for both Laggers and nonlaggers in the sense that You do NOT Miss your target when on your monitor you "See" that you hit the target

Lag compensation removes that and Makes sure that What you see is what happens , hit that guy over there? he's hit , Blew someone with a Nade? he's hit

If you ain't got any lag compensation and play with a Lagger , make sure that the bullet you hit him with Hits the lagger on His "Screen" , otherwise it would just look rediculous

If you can't understand what i said , let me say it simpler : If you hit your target , but your Target doesn't see you hit him on his screen , The damage doesn't register
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