Antilag: a network hit detection mutator (now white-listed)

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Mekhazzio

FNG / Fresh Meat
Sep 21, 2011
1,104
641
0
Will placing hit detection client side not make middle man aim bots a possibility or am i thinking this through wrong, noob programmer student that i am.
Sure, it's theoretically possible, but so what? It would be a bit of a pain in the butt to create, when you could just use one of the many generic UE hacks that already exist and get results almost as good.
 

Proud_God

FNG / Fresh Meat
Dec 22, 2005
3,235
548
0
Belgium
I was wondering, how much heavier is this mod on the client's PC? (what with the ballistics being calculated on the client PC)? I'm struggling with low fps, but that's also due to a performance decrease in the latest patch.
 

Mekhazzio

FNG / Fresh Meat
Sep 21, 2011
1,104
641
0
I was wondering, how much heavier is this mod on the client's PC? (what with the ballistics being calculated on the client PC)? I'm struggling with low fps, but that's also due to a performance decrease in the latest patch.
It's probably a net performance gain, rather than a loss. You're doing more work for your own bullets, but not a lot more because of some efficiency gains I was able to make. The real difference comes in the bullets of other players. The stock game sends you only the initial impact of other bullets and then your client computes its penetration on your side for the secondary impact graphics. My approach sends you all the impacts individually, so there's no computation required to place them, just more bandwidth use.

To be fair, it's not a big deal either way. Shot computation is, from the POV of any single player, a fairly intermittent affair and not one that will push a system very hard. It's only really significant for the server, which has to handle everything for everybody all the time.
 
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Mekhazzio

FNG / Fresh Meat
Sep 21, 2011
1,104
641
0
You'll see tracers ricochet, but not necessarily the same ricochet angles/etc that anybody else will see. RO2 tracers are just fluff graphical fx that have no actual gameplay effect, so I didn't deem it worth the extra overhead to make them synchronized across clients. The game also doesn't synch up the firing angle of other players' weapons all that accurately, so you won't see the tracers coming out from exactly the right position or at exactly the right angle, so you might sometimes see MG tracers appear to be firing directly into a hill or windowsill when the bullets are really clearing it.

For the actual bullet ricochets, however, you'll see the surface impacts exactly as the bounce dictated. It's done the same way as wall penetration.
 

R22

FNG / Fresh Meat
Oct 27, 2009
31
0
0
That sounds like a simple latency thing. He probably poked you when you were still standing on his side. You -are- supposed to be able to stab through gaps, and because the melee attack trace comes from your eyes instead of the weapon, it can appear like you're poking them through an obstruction that you're actually going over the top of.
If you downloaded the mutator and manually placed it in your client's directory, the game will not load it properly and you will not be able to use or see any of the overridden weapons. Mutators only load properly on the client side from the automatic cache - let the game download it.

Thank you it's now working, the client must download the mutator and not have it on his folder.
 

tauris

FNG / Fresh Meat
Aug 6, 2010
146
490
0
Is there a filter for this?

If not, there should be.

I keep being shot behind walls on servers with this.
 

Golf33

FNG / Fresh Meat
Nov 29, 2005
922
170
0
Stone walls, or plaster/wood walls? Antilag fixes a lot of walls that are bulletproof in vanilla but should not be.
 

Mormegil

FNG / Fresh Meat
Nov 21, 2005
4,178
574
0
Nargothrond
Is there a filter for this?

If not, there should be.

I keep being shot behind walls on servers with this.

Happened to me once today. I am still impressed, as I accidentally forgot to turn off BitTorrent and was playing with 300+ ping, and didn't really notice.
 

tauris

FNG / Fresh Meat
Aug 6, 2010
146
490
0
Stone walls, or plaster/wood walls? Antilag fixes a lot of walls that are bulletproof in vanilla but should not be.

Nah just being shot where I shouldn't be because its like having laggy hitboxes.
 

Mekhazzio

FNG / Fresh Meat
Sep 21, 2011
1,104
641
0
Stone walls, or plaster/wood walls? Antilag fixes a lot of walls that are bulletproof in vanilla but should not be.
Other way around. No more walls can be penetrated than could before, only fewer. I fixed the bug where walls could be penetrated one way but not the other.
 

Barleyman

FNG / Fresh Meat
Nov 5, 2011
103
28
0
It would be neat if admins wouldn't put "antilag" on the server name and then not actually run antilag!