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

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Dionysos

FNG / Fresh Meat
Mar 6, 2006
289
49
0
Is this codeword for "I got shot sprinting across open terrain"?

Apparently you need to stamp this into peoples foreheads before they get it.

Here's to hoping TWI fixes things like showing which mutators are actually running. I think they could really benefit someone really thinking about their UI in general.
 

WallyAussie

FNG / Fresh Meat
May 25, 2011
82
57
0
www.bdgtactical.org
Apparently you need to stamp this into peoples foreheads before they get it.

It's seriously frustrating attempting to explain that concept to people who aren't interested in listening.

--I hate being killed when my player is actually behind cover!
"You were shot in the open, a second before you reached cover".
--But I died behind the wall.
"Sigh".





Wally
 

Mekhazzio

FNG / Fresh Meat
Sep 21, 2011
1,104
641
0
It's seriously frustrating attempting to explain that concept to people who aren't interested in listening.

--I hate being killed when my player is actually behind cover!
"You were shot in the open, a second before you reached cover".
--But I died behind the wall.
"Sigh".
More like a quarter of a second. That sort of response wasn't entirely unexpected, though. The default networking model lets you get away with a lot of what should be risky behavior simply because it takes a psychic prediction shot to actually hit anyone in a narrow timespan or high-motion situation. With that gone, death comes a lot easier. The lethality difference before and after Antilag is pretty striking. But, of course...that was the entire point :D
If the mutator is added to the command line, then it will be back on after a server crash too.
This. While you can manually start mutators up at will, the sure-fire solution is to put it in the batch file / cron job / whatever you have starting up the server.
 

Barleyman

FNG / Fresh Meat
Nov 5, 2011
103
28
0
It's seriously frustrating attempting to explain that concept to people who aren't interested in listening.

--I hate being killed when my player is actually behind cover!
"You were shot in the open, a second before you reached cover".
--But I died behind the wall.
"Sigh".

Not to mention zigzagging doesn't give you cover anymore, seriously unfair :rolleyes:
 

skate

FNG / Fresh Meat
Jan 9, 2012
33
1
0
Thank you Mekhazzio for a great mutator! I was getting comfortable lag shooting with 300 ping, but now, I have to readjust all over again :)

Been playing on 2FJ server - what a refreshing experience, feels like a whole new gun play. One comment - I play bolt exclusively and with this mutator on, it feels ... well, just a bit 'easier' to hit either from distance (versus moving target - but nothing to do with 'proper' lead) or close quarters (including hip shooting). Not sure if any other bolter feeling the same way.

Anyway, thanks again!
 
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Mekhazzio

FNG / Fresh Meat
Sep 21, 2011
1,104
641
0
Well, yes, it's going to be a lot easier to kill people when you can actually shoot directly at where you see them instead of trying to guess where they're going to be a quarter of a second into the future. The game is very precise about its shooting and hit zones; being off by just 20cm can make all the difference between victory and death.

The default Unreal system is passable when you're aiming a rocket launcher at the general vicinity of a large rectangular hitbox, but pretty ineffectual when you're trying to clip specific polygons with a pinpoint trace. For that, you need bullets that actually behave like bullets :D
 
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MrHello

FNG / Fresh Meat
Sep 2, 2011
537
122
0
the default unreal system is passable when you're aiming a rocket launcher at the general vicinity of a large rectangular hitbox, but pretty ineffectual when you're trying to clip specific polygons with a pinpoint trace. For that, you need bullets that actually behave like bullets :d

* 10000;
 

WallyAussie

FNG / Fresh Meat
May 25, 2011
82
57
0
www.bdgtactical.org
I still don't understand why there is this prevailing and almost insidious attitude from community members claiming that the game has become "too easy" with the addition of the anti-lag mutator. What's more concerning is that this criticism is being levelled squarely at Mekhazzio. Mek hasn't done anything, aside from altering the netcode in order that each client may have a considerably more agreeable -- and importantly more consistent -- online experience than the one which was provided by the vanilla product. What makes this even more exciting is that an enjoyable experience is no longer soley contingent on the quality of a client's internet connection and/or their geographical proximity to a populated server of their chosing.

An intended consquence of Mek's perfecting this solution is, of course, that the game plays as it was designed. For want of a better term, the mutator has exposed RO2s core gameplay for what it is, and for what TWI intended it to be in the first place. I'm sure TWI didn't play test RO2 with severe connection interference. The choice of server-side hit-detection alone speaks volumes; the game is designed to be played in an environment where there is negligible intereference to a client's connection to the server, so that the shooting aspect of the game can take place in the purest environment possible. These factors are fundamentally essential to the correct playability of the game. The precision hitboxes plus the intended accuracy and lethality of the weapons absolutely rely upon it. For if you miss even slightly it can mean the difference between a fatal centre of mass hit, or an upper left-arm graze. Unfortunately, these conditions were seldom realised even when playing with sub-50ms connections to local servers. The dire shortage of players further compounded the problem, as the best offering for players wishing to compete against real human beings was limited to a choice of three or four servers in North America and Eastern Europe. Hardly an ideal set of circumstances, if you ask me.

Subsequently, even gamers in the ideal locations (the same continent) for decent connections to populated servers often played with latency in excess of 150ms on stressed servers that were barely managing with the load. The added difficulty of making shots in this environment has -- astoundingly -- been mistaken for skill, rather an horrendous disadvantage that wasn't even intended to exist in the first place! Let's not even bother to mention how easily it was exploited. Exactly the same can be said for RO:OST. Add latency to the lack of weapon zoom and you've got your self a game of ping related whack-a-mole, playing itself out between two pixels at opposing ends of the map. Don't get me wrong, I was in favour of some aspects of RO:OST's artificial realism (something that I hope Classic Mode addresses) but poor netcode is not artificial realism, and that is the crux of the issue here.

If you have a problem with the game being too easy, take up your complaint with TWI. They designed it, Mekhazzio simply enhanced it.





Wally
 
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Ducky

Super Moderator
May 22, 2011
6,358
237
0
Netherlands
I still don't understand why there is this prevailing and almost insidious attitude from community members claiming that the game has become "too easy" with the addition of the anti-lag mutator.
---SNIP---

Probably because they have good pings and no lagging problems and now they die more than before ;). They die "too easy" :D
 

Das Bose

FNG / Fresh Meat
May 8, 2009
1,572
867
0
Sunny Scarborough
The best way to truly appreciate all of Meks hard work is to go and try the beta after playing with anti-lag for the last week or so :cool:

It's like playing in the twilight zone without anti-lag!
 
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Dionysos

FNG / Fresh Meat
Mar 6, 2006
289
49
0
The best way to truly appreciate all of Meks hard work is to go and try the beta after playing with anti-lag for the last week or so :cool:

It's like playing in the twilight zone without anti-lag!

Yeah I could seriously never go back. Well said Wally, I get frustrated as well.
 

Holy.Death

FNG / Fresh Meat
Sep 17, 2011
1,427
91
0
First of all - good job. I didn't agree with you on the subject when we talked about it on the forums as I hate dying behind cover, but thank you for doing a good work for the community. I will try to play with this antilag to test it (as I had 200-240 ping on most of the servers and 140 on Russian ones) just to check it out. Maybe you prove me wrong and I will like it.
 

Com8

FNG / Fresh Meat
Sep 14, 2007
45
2
0
i had a crash yesterday on the 40-1 server

was playing spartanovka as MG and killed about 20 ppl with no problem

on the second round though my game crashed when i was firing my MG from a trench

win7 64bit, 4gb ram, gf 260, i5 2.8ghz
 

Nezzer

FNG / Fresh Meat
Feb 3, 2010
2,334
1,021
0
29
Porto Alegre, RS
First of all - good job. I didn't agree with you on the subject when we talked about it on the forums as I hate dying behind cover, but thank you for doing a good work for the community. I will try to play with this antilag to test it (as I had 200-240 ping on most of the servers and 140 on Russian ones) just to check it out. Maybe you prove me wrong and I will like it.
Do worry not. A lot of people that were against antilag were proved wrong after testing it. I'm one of them :p
 

Squarebasher

FNG / Fresh Meat
Sep 7, 2011
77
13
0
i had a crash yesterday on the 40-1 server

was playing spartanovka as MG and killed about 20 ppl with no problem

on the second round though my game crashed when i was firing my MG from a trench

win7 64bit, 4gb ram, gf 260, i5 2.8ghz

The same thing happened to me last night on the same server, just shooting my rifle at an enemy, everything slowed to a crawl ingame, and then I got dumped onto the desktop.

My setup win7 64bit, 4gb ram, gtx 570, i5 2.8ghz

On whether the mutator makes things better or not, I need to play more. I do have a very good ping on the 40-1 server, and it did seem alot better with the mutator on yesterday down to 40 where before it was in the 60 to 70s. Another thing I did notice was I had to lead a target alot less, which has got to be an improvement, mind if this crashing cannot be sorted then it is not better.
 
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Appleshampoo

FNG / Fresh Meat
Aug 27, 2011
144
32
0
I've replied one thread and posted in support, but I'll say it here too. I crash every map with anti-lag mutator on. I really only play 2.FJg server. Well, I did, can't anymore as long as it's running. Never crashed before the mutator.

Windows 7 Home Premium 64-bit
AMD Phenom(tm) II X4 945 Processor (4 CPUs), ~3.0GHz
4GB
ATI Radeon HD 4800 Series

From what I saw, it was working great & I was having an even better time than I already was. Unfortunately, it bends me over repeatedly by crashing. Might be able to get away with 1 round of the map before the game commits suicide.

I thought I read that the crash is something on TWI's part? If so, (and not to speak ill of them) God only knows when this will be fixed. Unless the server turns it off until it's fixed, I can't play this game. Single player is boring and no other servers keep my attention.