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COZMO'S DXMP PATCH


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RodNeySaLaMi
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COZMO'S DXMP PATCH - Postby RodNeySaLaMi » 26 Jun 2019, 07:20


Cozmo's done it! A working version of DXMP that keeps the mesh and serverside hitboxes aligned to the client so as to eliminate visual delay and thus the need to lead shots in any ping.

Ping is a pretty big deal, especially in an old PC game that has clientside and serverside hit detection that doesn't always sync up. [FGS]Cozmo is doing amazing work to improve this problem and it may go on to help redevelope other multiplayer games.

Particularly the problem in DXMP is the character mesh not showing up to the client where the server detects it, hence you have to lead your shots because what you're seeing is an after image.

DX really needs the server-client hitbox/mesh fix so it can be up to par with modern MP's. Being that DX is unique, still hosted, and still regarded as the greatest PC game it doesn't necessarily have to go by the way side like so many other MP games.

HERE'S RECENT TEST FOOTAGE OF COZMO'S PATCH IN ACTION!

https://youtu.be/YtnTIi1ZiPU

https://youtu.be/LfkFmn0Fo_w


Kojak~Spifo wrote: You know amidst all the nonsense, Darko actually has a point.l The game was originally played with no more than 60 fps if that back in the old days. Nobody had renderers that could go to 100 fps back then it was a big deal to get 60 in 2002. So I think newer players just take high fps from other games for granted, but DX doesn't have a ways to properly compensate clientside vs serverside framerates and speed.

smell the glove
RodNeySaLaMi
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Re: COZMO'S DXMP PATCH - Postby RodNeySaLaMi » 30 Jun 2019, 13:51


This is what [FGS]Cozmo's server was like for an American BEFORE his Hitbox Fix. In 200+ ping lag you have to lead your shots a few milimeters ahead of a moving target to hit their actual location in time for your delay in damage delivery to register in time to count.

The best players of DX demonstrated their ability to play in this kind of lag: Duke, Ricci, Messiah, Price, Splitter, Kale. These are a few of the players that could dominate in any latency.
https://youtu.be/J1ozLPQRqg8


Kojak~Spifo wrote: You know amidst all the nonsense, Darko actually has a point.l The game was originally played with no more than 60 fps if that back in the old days. Nobody had renderers that could go to 100 fps back then it was a big deal to get 60 in 2002. So I think newer players just take high fps from other games for granted, but DX doesn't have a ways to properly compensate clientside vs serverside framerates and speed.

smell the glove
WyattRoberts
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 11 Aug 2019, 22:31


Re: COZMO'S DXMP PATCH - Postby WyattRoberts » 11 Aug 2019, 22:43


This version of DXMP is one of the best versions yet. I am going to try out this version once my work for the https://edubirdie.net/ website is completed. I know that it might take me some time to complete my work, but it will be done.


RodNeySaLaMi
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Re: COZMO'S DXMP PATCH - Postby RodNeySaLaMi » 12 Aug 2019, 01:52


Put the diiick back in yo moufff


Kojak~Spifo wrote: You know amidst all the nonsense, Darko actually has a point.l The game was originally played with no more than 60 fps if that back in the old days. Nobody had renderers that could go to 100 fps back then it was a big deal to get 60 in 2002. So I think newer players just take high fps from other games for granted, but DX doesn't have a ways to properly compensate clientside vs serverside framerates and speed.

smell the glove
RodNeySaLaMi
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Re: COZMO'S DXMP PATCH - Postby RodNeySaLaMi » 12 Aug 2019, 01:55




Kojak~Spifo wrote: You know amidst all the nonsense, Darko actually has a point.l The game was originally played with no more than 60 fps if that back in the old days. Nobody had renderers that could go to 100 fps back then it was a big deal to get 60 in 2002. So I think newer players just take high fps from other games for granted, but DX doesn't have a ways to properly compensate clientside vs serverside framerates and speed.

smell the glove


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