Time for a new matchconfig?
im quite dissapointed to have to use com_maxfps 125, when higher fps is noticiably smoother on a 144hz screen (like 142fps)
this got restricted because of the bug, where you have less turn spread with exactly 250fps and 125hz mouse polling rate. the problem is theres no reason to cap it as low as 125, anything lower than 250fps should do it (so cap it com_maxfps 200)
while we are at it, lets make timelimits better for atleast supply in 3on3. its just ridiculous how often it gets fullheld compared to other maps
also im sure people might have some other good ideas for new settings to fix or just maybe change some things for the better, feel free to list
i dont think any big gameplay changes are really warranted in this stage of the game. more like fixing the small stuff that could be better. its such a mess to try to figure out what people tend to prefer, or which makes the game "better" or more "balanced", what ever those terms even mean..
maybe someone wants to make an updated matchconfig for next seasons of ET!
xx
this got restricted because of the bug, where you have less turn spread with exactly 250fps and 125hz mouse polling rate. the problem is theres no reason to cap it as low as 125, anything lower than 250fps should do it (so cap it com_maxfps 200)
while we are at it, lets make timelimits better for atleast supply in 3on3. its just ridiculous how often it gets fullheld compared to other maps
also im sure people might have some other good ideas for new settings to fix or just maybe change some things for the better, feel free to list
i dont think any big gameplay changes are really warranted in this stage of the game. more like fixing the small stuff that could be better. its such a mess to try to figure out what people tend to prefer, or which makes the game "better" or more "balanced", what ever those terms even mean..
maybe someone wants to make an updated matchconfig for next seasons of ET!
xx
http://www.crossfire.nu/articles/982/spawntime-debate-2130
I wouldnt be against changing a few things like landmines number :p
Because I noticed that on some servers it doesn't, thought that thing is automatically enabled :(
This occurs on any FPS higher than your polling rate, actually.
But do the advantages of less turnspread outweigh the advantages of a higher polling rate? And in this regard, players with a higher sensitivity already have a BIG advantage over low sens users, as turnspread is affected by the speed at which you turn as well.
But yeah, 200 FPS would be ideal (or any multiple of 100, though the engine does break at >500 FPS I think), seeing as the limit for cl_maxpackets is set at 100 (and this is hardcoded, I believe). Right now it's ridiculous that the majority of players use maxfps 125, with cl_maxpackets 100. What happens is that the packets only get sent every other frame, meaning only 63(62.5) packets per second are sent to the server.
At this point, honestly, a completely new mod would actually be the best solution, but this community will never accept anything other than ETPro.
i would still be for raising the fps cap, but maybe unlimited in that case. it does seem hopelessly buggy if the sensitivity affects it like that as well. seems like theres not much to be done about it.
theres few guys that might get slight advantage of higher cap, unintentionally or intentionally. i would be completely fine with that, while having a slightly smoother gaming experience
But then it's more a question whether using 125hz and getting less turnspread (about 32% at 166 fps) outweighs the advantages of playing with a higher polling rate. I do believe, if the cap would be raised, it should be raised to 200, for maxpackets reasons.
I can elaborate on the turnspread/polling rate/framerate thing.
Each frame it checks whether the player is turning, if so, it adds a certain amount to spread.
When the framerate is higher than the polling rate, it won't register the player turning for a few frames (as you said, 32% of the frames in the case of 125hz PL and 166 FPS), and thus, actually REDUCE the current spread.
You might know this, I'm just putting it out there for others to read.
Silent mod has the capabilities to mimic the etpro hitboxes, fixes quite alot what already in this topic has been mentioned.
2 negetive points:
1) Minority here doesn't want to switch mods. I once had an über discussion with orhurcool and believe me this won't happen.
2) Source code is public, and not encrypted.
EDIT:
I have played ET Silent for a bit, I quite like it!
Coders have to work with the stuff they have: in this case => et source code.
Learning how that is build, they can build hooks.
Problem with etpro is, the source code is encrypted, meaning you can't read it normally.
=> most hooks can be detected, like silent mod already does more or less. But problem for that is:
Silent doesn't have any encrypting, well more or less.
So basically designing a cheat, or updating a cheat like etbot isn't that hard... @silent mod
Btw forgot: Silent has a build-in anti cheat with silent detection. And they update it regulary.
oh and btw: mods are just a bunch of hooks together, with some models over it. Et voila, you got yourself a mod.
Nope, it's not the same.
Take Jaymod for example... they have some extras, I reckon that.
But basically it's just hooks, hooks and some custom code.
What part of Jaymod would be a hook?
You can MANAGE the hitboxes.
fixed
e: but who cares, lettu's idea is good. but without some kind of leader faces on top of the community nothing will happen. need some candidates for this and people should be able to decide who are acceptable. timbo and sebhes are good cup admins and they have to be involved, but tbh i would personally prefer to see someone more oldschool above them aswell: D
re: lettu's spawn time changes (global map script changes), +1 to all allied spawn times or only 21/30 for 20/30 maps? (some maps like frostbite are 30/30). Might also be worth testing out in a ODC.
setl b_floodKickRate 10
setl b_floodKickBurst 15
setl b_floodKickTime 0
timenudge tries to 'predict' the position of the opponent, to counter lag.
For example, an opponent might be strafing to the right in a straight line, the code will 'project' him forward in time a bit, based on previous data (like those extrapolation math problems from school textbooks, if a train left at 19:00, and arrived at the next station 20km away at 19:10, how far will he have traveled at 19:30?).
This does not always work out right though, the prediction may be off (e.g. the opponent suddenly changed strafing directions). This makes that the opponent will look like he's stuttering a bit. To use the same train metaphore, maybe the train reached his final destination at 19:20, and has since turned around to go back.
A major issue with this is, if you set timenudge too high, it will predict the enemy ahead too far, and you can 'hit behind the enemy', which is basically cheating because you're correcting for poor aim.
Also, I don't think OSP is, or ever was open source, and yes, that DOES mean they can't release the source.
Correct me if I'm wrong, I might have missed out since I haven't been following ET for a few years.
Yes, ETPro anti-cheat is old and outdated, bit removing it is a lot of work for the ETPro team, they are all working on other projects. Honestly, after 9 years, that isn't unreasonable..
It's a great idea btw, totally agree.
I like this idea alot tbh, might even reduce a little spam in 6o6. More ammo supplys instead of airstrikes.