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

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Devil_Inside

FNG / Fresh Meat
Mar 7, 2007
690
122
0
Moldova
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.

Try deleting ROEngine.ini. Someone said that it stopped crashing for him.

We have yet to crash with AB off.
You mean server or client crashes?
 

Mekhazzio

FNG / Fresh Meat
Sep 21, 2011
1,104
641
0
Does anyone know if that 40-1 server is using the advanced ballistics that are optional with that mutator? Because if it's on then it may be the cause of your crashings. It does to me but never crash when the ab is off.
I'm becoming more and more convinced that everyone will crash with it, eventually, it's just measured in hours for many. The game has a memory clean-up bug, and I go through, over a long enough time, a fairly decent amount of memory, as each bullet you fire (or tracer you see) keeps track of its path and apparently fails to properly clean itself up when it disappears from the game world. Those people with higher graphics settings or lower amounts of RAM run into it faster than others, as they have less open memory to work with.

Appleshampoo's win7 with 4gb of RAM is an excellent example there. He would probably have to turn graphic settings down quite far to get much in the way of free memory for the game to fill with gobbledygook. That's why I think people are having success with deleting ROEngine.ini - by doing so, you revert your graphics settings back to the defaults (which, for most people, is probably turning them down)

If I'd known about this when I'd started, I'd have designed the system in a way that gets around it, but doing it now would require throwing almost everything out and starting from scratch...and really, who expects something as staple as an array to not work properly :( We're all waiting on TWI to work it out, at this point.
 
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Das Bose

FNG / Fresh Meat
May 8, 2009
1,572
867
0
Sunny Scarborough
Whatever happens, thanks very much for all your effort. The changes brought about by running your mutator are akin to a blindman suddenly being able to see :IS2:

Hopefully this will get sorted out, sooner rather than later, and we can benefit from the other improvements/changes to ballistics in the mutator.
 

Adthegreat

FNG / Fresh Meat
May 10, 2010
16
3
0
I was just playing on a UK server running this with AB on, and it was like a whole new game. Hitting what I want feels so nice, although I still have to stop myself from leading too much :p

I did some spraying with the machine gun and seeing the impacts scatteri all over the place was just amazing! One of the ricochets also caught a friendly though, so machine gins are certainly even more deadly with this :eek:

Amazing amazing stuff, thanks for your hard work on it!
 

Holy.Death

FNG / Fresh Meat
Sep 17, 2011
1,427
91
0
Played it out. I didn't really see any difference when dying (but I still have to test some maps for this, like Pavlov's or Comissar's House on the Soviet side) and it looks like it's easier for me to hit target on the move. I still need to be used to it, but so far it works and feels good.

Good job.
 
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Golf33

FNG / Fresh Meat
Nov 29, 2005
922
170
0
Remember, if you crash, post the dmp file in the bug report forum. This will help TWI to isolate the bug and fix it.
 

yimmy

FNG / Fresh Meat
Oct 13, 2011
11
1
0
Sry... posted this in other discussion thread about "antilag"

Isnt "clientside hit detection" the reason I own a PC.
I thought this was reason I didnt play and "AAA" console port for years?

Why would any PC gamer want this?

Its VERY annoying dying 2 seconds behind cover.... VERY

Can someone pls explain?
 
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Devil_Inside

FNG / Fresh Meat
Mar 7, 2007
690
122
0
Moldova
Sry... posted this in other discussion thread about "antilag"

Isnt "clientside hit detection" the reason I own a PC.
I thought this was reason I didnt play and "AAA" console port for years?

Why would any PC gamer want this?

Its VERY annoying dying 2 seconds behind cover.... VERY

Can someone pls explain?

This doesn't happen in RO, due to a slower movement speed, bullet penetration, slow death. You shoot much more often then you die, so the mutator brings more than it takes away. You should try it at least once.
 

Vladiman

FNG / Fresh Meat
Aug 31, 2011
50
10
0
Wisconsin
Sry... posted this in other discussion thread about "antilag"

Isnt "clientside hit detection" the reason I own a PC.
I thought this was reason I didnt play and "AAA" console port for years?

Why would any PC gamer want this?

Its VERY annoying dying 2 seconds behind cover.... VERY

Can someone pls explain?
I don 't see what the big deal about dying behind cover. It's not like the person who shot you got an unfair advantage. You were shot on your way to cover but it took 2 seconds to register so you should be dead anyway. And I'd rather have dying behind cover than missing shots because of lag when it should've killed your target. And I haven't even died behind cover yet. The compensation is very good. You should give it a try before complaining about it.
 

SQBsam

FNG / Fresh Meat
Oct 7, 2010
895
86
0
Australia
The console port problem of dying behind cover is only noticeable in rare occaisons that happen a lot more in fast paced games, but also because the netcode in battlefield is some of the worst I have EVER seen. To give you a picture of it, all physics is calculated on the server....
 

Proud_God

FNG / Fresh Meat
Dec 22, 2005
3,235
548
0
Belgium
I was actually quite surprised at the amount of leading I had to do at 200 m at a sprinting target: +- 1,5 m leading. Is that as expected? (can't be arsed to calculate bullets flight formula now)
 

Mekhazzio

FNG / Fresh Meat
Sep 21, 2011
1,104
641
0
I was actually quite surprised at the amount of leading I had to do at 200 m at a sprinting target: +- 1,5 m leading. Is that as expected? (can't be arsed to calculate bullets flight formula now)
Quick & dirty:
200m / 800m/s (rifle muzzle speed) = 0.25s (time of flight)
0.25s * 5m/s (run speed) = 1.25m (lead required)
So, yeah, pretty much.
 

Gabbakeisen

FNG / Fresh Meat
Dec 10, 2011
177
0
0
Well i was against this in principle due to the horrible way its been implimented in other games ive tried... BUT it works really well here. Havnt experience an obvious "death behind cover" incident yet, i think the bleed to death disguises some of it and the slower gameplay accounts for the rest. I'm still learning to avoid leading my target by a few meters tho :) One of the added benifits is that it makes mgs a lot more deadly >:) Will be much nicer when it doesnt cause crashes every hour tho. yes Win7 64bit & decent graphics on.
 

Harb

FNG / Fresh Meat
Feb 16, 2006
1,419
811
0
London
Sry... posted this in other discussion thread about "antilag"

Isnt "clientside hit detection" the reason I own a PC.
I thought this was reason I didnt play and "AAA" console port for years?

Why would any PC gamer want this?

Its VERY annoying dying 2 seconds behind cover.... VERY

Can someone pls explain?

+1

I'm glad I'm not the only one :)

PC gamers in 2012 asking for clientside hit detection. Goodbye PC gaming, was nice knowing you. There will be a campaign for listen servers next.
 

dsi1

FNG / Fresh Meat
Dec 9, 2006
225
47
0
I enjoy how easy it is to tell apart the people who have played with Antilag from those who haven't.

Clientside Hit Detection is only bad if the implementation/environment is bad.
 

Nezzer

FNG / Fresh Meat
Feb 3, 2010
2,334
1,021
0
29
Porto Alegre, RS
+1

I'm glad I'm not the only one :)

PC gamers in 2012 asking for clientside hit detection. Goodbye PC gaming, was nice knowing you. There will be a campaign for listen servers next.
I don't know what exactly is wrong with client-side hit detection if it works without a problem. The "dying behind cover" thing is something I have yet to experience using the mutator and it seems to be the only "problem" that the mutator could (but doesn't) have. The only chance of "dying 2 seconds cover" is being killed by a guy with a ping of 2000ms. Being killed behind cover by someone with a ping of anything less than 500ms is barely noticeable, so only on very exceptional cases you could die behind cover.

I still don't understand how can someone prefer to play with a ping that can easily range from 50-150ms, leading to unpredictible behaviour of bullet speed and hit detection and depending a lot on luck to hit a moving target. Test the mutator and see for yourself.