Antilag
---------
A white-listed network hit detection mutator for Red Orchestra 2
http://www.reprehensible.net/~mekh/Antilag.zip
This mutator changes the networking design in RO2 to use client-side hit detection. Shots made with it no longer need to be adjusted for latency. In most ways, the shooting on an Antilag server will behave exactly as it does in single-player mode. All infantry weapons and the mounted machineguns are updated to use Antilag. Tank weapons are not, as the way they're implemented in the game would require a large increase in scope to affect with a mutator, and it's simply not worth the effort.
As a necessary side effect, this mutator also brings a new ballistics model, removing the 50-meter and post-penetration instant hit traces that stock RO2 employs. Wall penetration and a few other systems have received accuracy and performance improvements and/or bug fixes. Server performance should be significantly improved during heavy combat.
As an extra addition, an optional "advanced ballistics" mode is available should server operators wish to use it. It changes the bullet behavior from the stock game to include the following:
- Power loss: Speed lost during flight or penetration reduces damage
- Deflection: Skips & ricochets off steep angles and/or hard surfaces
- Refraction: Skew when penetrating at oblique angles, producing scatter
To install this on a server:
----------------------------
Step 1) Unzip into the directory your server is installed in. There are three files that go into three different places:
* ROAntilag.ini into rogame/config
(if your server uses a custom config directory, copy it there)
* Antilag.u into rogame/cookedpcserver
* Antilag.int into rogame/localization/int
Step 2) Because the webadmin module for mutators is broken at the time of this writing, and the built-in map cycle is also broken when using additional variables, enabling the mutator while still having a functioning map cycle requires a second mutator. You will need Dynamic Map Rotator, detailed at http://forums.tripwireinteractive.com/showthread.php?t=75372 with the download at http://dl.dropbox.com/u/54368035/DynamicMapRotator/DynamicMapRotator.zip
It installs the same way, the .ini files go into the server config directory, and the .u goes into cookedpcserver
Step 3) Edit the RODynamicMapRotator.ini file in the config directory, look for the line that says
and change it to read:
Step 4) Restart the server so that it can see the new packages.
Step 5) Turn the mutators on by doing a manual map change in the webadmin with the following entered into the Additional Variables field:
or better yet, add that string to the end of the map name in your server's start-up batch file and start the server that way. Once initially loaded, DynamicMapRotator will always load itself in future map changes, and because of step 3, it will also load Antilag with it.
You'll know when Antilag is active, as it will show in the webadmin Current Game screen, and the mutator will send players a text announcement 7 seconds after spawning, assuming you haven't disabled it, which is done in ROAntilag.ini.
Step 6) Players will automatically download the package when connecting. Don't forget to put the .u into your redirect, if your server uses one.
Step 7) AdvancedBallistics mode is enabled by editing the .ini in the config directory and changing its setting from false to true. If it's active, the announce message sent when players spawn will mention it.
Step 8) Enjoy your bullets actually hitting what they're supposed to!
-Mekhazzio
---------
A white-listed network hit detection mutator for Red Orchestra 2
http://www.reprehensible.net/~mekh/Antilag.zip
This mutator changes the networking design in RO2 to use client-side hit detection. Shots made with it no longer need to be adjusted for latency. In most ways, the shooting on an Antilag server will behave exactly as it does in single-player mode. All infantry weapons and the mounted machineguns are updated to use Antilag. Tank weapons are not, as the way they're implemented in the game would require a large increase in scope to affect with a mutator, and it's simply not worth the effort.
As a necessary side effect, this mutator also brings a new ballistics model, removing the 50-meter and post-penetration instant hit traces that stock RO2 employs. Wall penetration and a few other systems have received accuracy and performance improvements and/or bug fixes. Server performance should be significantly improved during heavy combat.
As an extra addition, an optional "advanced ballistics" mode is available should server operators wish to use it. It changes the bullet behavior from the stock game to include the following:
- Power loss: Speed lost during flight or penetration reduces damage
- Deflection: Skips & ricochets off steep angles and/or hard surfaces
- Refraction: Skew when penetrating at oblique angles, producing scatter
To install this on a server:
----------------------------
Step 1) Unzip into the directory your server is installed in. There are three files that go into three different places:
* ROAntilag.ini into rogame/config
(if your server uses a custom config directory, copy it there)
* Antilag.u into rogame/cookedpcserver
* Antilag.int into rogame/localization/int
Step 2) Because the webadmin module for mutators is broken at the time of this writing, and the built-in map cycle is also broken when using additional variables, enabling the mutator while still having a functioning map cycle requires a second mutator. You will need Dynamic Map Rotator, detailed at http://forums.tripwireinteractive.com/showthread.php?t=75372 with the download at http://dl.dropbox.com/u/54368035/DynamicMapRotator/DynamicMapRotator.zip
It installs the same way, the .ini files go into the server config directory, and the .u goes into cookedpcserver
Step 3) Edit the RODynamicMapRotator.ini file in the config directory, look for the line that says
Code:
AdditionalUrlVariables=
Code:
AdditionalUrlVariables=?mutator=Antilag.Antilag
Step 4) Restart the server so that it can see the new packages.
Step 5) Turn the mutators on by doing a manual map change in the webadmin with the following entered into the Additional Variables field:
Code:
?mutator=Antilag.Antilag,DynamicMapRotator.DynamicMapRotator
You'll know when Antilag is active, as it will show in the webadmin Current Game screen, and the mutator will send players a text announcement 7 seconds after spawning, assuming you haven't disabled it, which is done in ROAntilag.ini.
Step 6) Players will automatically download the package when connecting. Don't forget to put the .u into your redirect, if your server uses one.
Step 7) AdvancedBallistics mode is enabled by editing the .ini in the config directory and changing its setting from false to true. If it's active, the announce message sent when players spawn will mention it.
Step 8) Enjoy your bullets actually hitting what they're supposed to!
-Mekhazzio