modifications to ETpro
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13 Apr 2012, 15:55
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Journals
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I did some research and found out that the last version of ETpro was released on September of the 18th of 2006. A lot has changed since then so I'm wondering would you want anything changed in ETpro?
I'm not into coding so some of my options might be invalid, but here is my little list:
- more accurate hitboxes
- better netcode
this was just a small brainstorm of 5 min so you guys might come up something a way better.
I'm intrested in the history from what I know ETpro was created by 'bani'? Is he still active around here or on ET ? Is the ETpro code opensource? Have there been tries before of getting the source code and perhaps update?
last update source
when someone crouches and you aim exactly to his head while hes moving,you wont hit his head..
"omg get aim noob" ET is mainly about getting used to the ET hitboxes and not about real aim..
only thing i know how to aim is strikes and artys, and nades that is.. :)
spam ftw!!
also, you will never get the source
And without source code i'm afraid it's useless to create a list like this :P
Does he work for Splashdamage or 'fan' made mod?
I'm not sure but i think fusen (or whatever was the nick) + some other guys from etpro irc have contact with him
It's just that he can't simply do it due to the large developers base behind it, it's just not him releasing the source code.
As for the hitboxes, I'm pretty sure many seem to forget that every weapon has a spread factor counting.
Etpub is open-source,take that,enjoy :p
This had the best HITBOXES ever! If you aim head you will get headshot, not like the ones we have atm!
The hitboxes are fine — what you probably really want is better netcode (but ETPro's netcode is still better than what a lot of games have). If you wanted to brainstorm things, look back to some of the older threads where people have tried making new mods (antipro by foxdie? or something like that a few years ago — there was giant thread with people making suggestions).
SEE?!
2006-2012 rifle and still low+ :D
hitboxes are already accurate (well, if it's ok to have a box for the whole body and a cube for the head)
what is not always accurate is the bullet trajectory, so I don't know what you mean for 'accurate' and who told you they are not...
etpro added b_realhead from 3.2.0 if I'm not totally mistaken, so you like the headbox as it was in the past, i.e. *not* on the head like etmain ... placebo ftw
hitting is more than just hitboxes, you have:
- bullet origin (can be wrong because of prediction errors) imho impossible to fix
- bullet end (is random, but removing randomness would lead to a different game / weapons)
- bodybox (I don't see how it can be wrong, since it's sooo simple)
- headbox (based on the animation, but it can't posibly be outside of the bodybox)
who knows why people always whine about the hitboxes and not about the rest, maybe because they have no idea about how the whole thing works...
ban finland
ban poland
ban xperia.
Then no problem with hitboxes:)
stopped reading there
- Sprint meter bug
- Rifle nade bug
- Grenade death full bug
- When timing nade and proning you will automatically throw your nade away (dunno if it's meant to be so)
Non ETPro bugs(?):
- Getting inside/through walls
- Nade emote bug
- See through doors bug
- Tank jamming bug
- Nades through roofs
- Pushing bugs
- Playing in a thirdperson view in global cfgs
- FG42 bug
Don't remove palm climbing bugs plzzz!
This is all I can think about just now. I don't say you have to fix all these bugs since some of them are just plain fun but in the other hand barely useful:D!
Engineer has 4 nades now. If that would be reduced to 2 it would decrease spam for example.
We play 6on6 because of the spam, and not of aimbased shizzle
We should go back to XP rewards playing level3 fieldops or panzer in a match was great fun.
But was it too much spam? I think you can answer that. After limiting the amount of ammo strikes etc the game became much more exciting because it's more balanced.
A rifle grenade + 4 nades, a bit too many nades. It's the reason why the engineer class + rifle is so powerful, limiting the number of nades would make it more balanced. It's only for the rifle btw, for the general engineer smg i wouldn't limit it to 2. For soldier's i would limit the nades to 3 or just stay at 4.
And don't get me wrong i love nades i prefer to play rifle/panzer but that's why i am saying it because i feel i am overpowered with all those nades.
Seeing your reply it's not even worth my time to discuss with you.
Why do you even reply if you don't know how discuss on a normal level?
I don't know how long you have been on crossfire, but some of these absurd ideas in the past got implemented even if a lot of people didn't agree on it. In the end they got used to the new changes.
Just limit the 'normal' nades next to all rifle grenades.
If i play rifle grenade on goldrush at side for example i can just spam rifle grenades and some nades between it to slow down the opponent. There is not much skill involved. But if you have 2 nades than you really need to think about timing them correctly, instead of random trowing them to slow people down. And don't get me wrong i love trowing nades and spam them, that something i can do better than aiming. And my idea was just a suggestion nothing further. It's not like i really want it changed, but it's something to think about. ET is the only competitive game i played that had 4 nades for one class.
And i can understand your pov that you need to change your gameplay. But that happend trough all years of ET that players needed to adapt to new gameplay. I went from etmain to etpro, from etpro with xp rewards to without xp awards from bugged hitboxes to other hitboxes, from proning to be unable to prone etc. But in the end all those changes where good. Except from 6on6 > 5on5 but that's something almost everyone agrees on.
unlikely to happen though
*edit* how old is Emma Watson in that pic lol
event hat failed cause bani didnt supply etpro source (and cause ppl were whining ofc).
to the topic... we passed the state of hope for a new etpro since latestly 2008! seems like you skipped/missed that
Grenade death full bug is NOT an ETPRO related issue.
There ain't such thing as perfect anti-lag, as lag is caused by a worse connection. The hitboxes are differently located when the snap's are delayed. You could as well do some predictions, but still, it's not perfect.
Another factor is the weapon spread, and some other points mentioned above. People don't encounter these, take away the spread and you'll aim much better. Especially on long range.
ppl dont know that there is one and saying unhitable to people
Games would be very boring without spread and wouldn't feel realistic.
- bullet randomness is *never* 0 even if you crouch and you shoot your first bullet, there is a minimum value.
- every bullet you shoot, spread goes up
- every frame spread will decrease a bit (more if you crouch, less if you stand)
- every frame it can also increase, based on how much you move your mouse, but there is a max amount per frame for this.
if the increase is more than the decrease then the overall value goes up, otherwise down
since there is a max amount per frame, sometimes it's better to move your mouse quickly rather than slowly, if you move fast in 1 frame you get at most the maximum spread for that frame, a slow move can last more frames and so it's not cut
check with cg_crosshairpulse 1
1. the server sends you a snapshot with players positions
1b. the server stores it for antilag
2. you receive it after a while (ping, snapshots interpolation) and you see players in that position
3. you shoot, from your message the server knows which snapshot you were watching and takes enemy position from that.
I don't see enemy ping in the equation...
*your* ping counts, enemies can, at most, warp (move in a way that's not smooth) but their hitbox is always on them, and if it's not it's because of *your* internet (prediction errors, etc.) not theirs.
Of course tracking someone who moves in such a way is harder, but if you aim on them you have the same chance of hitting as with any other player.
imho the major reasons for not hitting are:
1. random bullets
2. prediction errors when you are under fire
3. maybe crouch bodybox (goes down immediately, not following the animation)
My aim is directly on someones animation and hitbox, there is a change I will miss him due to spread, this happens sometimes and I'm not complaining about that. if I have 32-48 ping the people with 98 ping tend to have this problem a way more, like noteable more than people with ~48 ping.
If you don't believe me, I just did this test:
- lan etpro server
- I connected 2 times, player1 normally (0 ping) and player2 through an udp proxy that let me delay packets the way I wanted
(So basically I could change player2's latency,latency variation,lost packets )
I tried with etpro antilag debug (rcon forcecvar g_antilag 255 on the server, b_antilag 255 on the client (player1) 2 lazy to figure out the proper bitflags so I chose 255)
there are 3 hitboxes with different colors, a:where you see the enemy, b:where he is on the server c:where antilag thinks you saw him. a and c should ideally match
results:
I gave player2 anything, ranging from 0 ping to a connection worse than sh*t with 200-300 ping and lost packets and total ping unstability, hitboxes while he was strafing were the same as low ping, quod erat demonstrandum :p
that didn't surprise me even a bit, because I already knew that ping can't move your hitboxes in theory, now I tested it even in practice. it's all whine no offense meant
you know, a lot of time I think too I am aiming well and not hitting, but I am a very rational kind of person so I want to test if I have to blame my aim or not, and knowing things (I even know a bit of modding) helps when it comes to testing.
Actually, I first tested these things because I wanted to prove the opposite, i.e. that hitboxes are not good, or some players have an advantage, etc. but I failed at it.
All the tests I did, even including test servers with removed random spread, lead to the same conclusion, which is that (bullet randomness aside) you hit where you aim
May I note that ETPro's hitboxes are far from worse, they did a great job with Idtech3's end architecture.
Since I was talking about hitting enemies, I didn't care about the fact that they see themselves in a different position from the one in the snapshot, or that they can move meanwhile.
Because for the actual hitting with antilag, the server is supposed to take the old snapshot copy, so even if they have moved, the bullet trajectory is still compared with the position they had in that snapshot I saw.
I don't know whether etpro does any interpolation for antilag, or just takes 1 snap only
with that antilag debug thing I noticed that hitboxes sometimes have a little offset (not something that can make you miss, anyway)
Average
Cute is cute.
strict hit detection is not enabled on these servers, because it's too hard to hit when it's enabled (but perfect for sniper servers ^^)
It's a good effort though, keep it up.
They're linked to the animation, and the player ALWAYS move, so the boxes on this screenshot are at least 150ms behind the moment i took this ss.
so sorry for http://www.crossfire.nu/?x=journal&mode=item&id=142334#comment3192620