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Re: FGS non Aug and Phantom.
Posted: 29 Dec 2012, 01:02
by Psycho
Cozmo wrote:Back sup all was on holiday, sorry for lateness.
I wrote a theoretical way of detecting if a DX client running is too fast (inspired by the "burning kills fps faster" myth

) through a mutator, but it needs some network replication coding done to achieve it and I've no idea where to start, will need a coder who's experienced with that. Hopefully Poor will be up for it but he's pretty busy atm. But yeah if the idea's possible to code, it should detect any speed advantages. From there it'll be deciding what to do with them... Forced spectate with a warning message? Public name and shame? Kick? I'd go for kick but some newer players don't even know they're doing it.
It's not even the increased fire rate that bugs me; even when I use 60 fps and play on an ANNA server it's easy to deal with. It's the instant weapon / med switching, increased reticle speed and everyone sitting around crouch spraying
all game every game that gets to me.
As for Phantom, I've always liked him for his activity and competitiveness, strangely enough, but his reliance on bugging makes him weaker in long range or point blank fights.
It's wierd. My weapon switching is very quick. This is a sshot I took while weapon switching:
http://www.imagocentre.com/images/110/Shot0254_804.bmp
I have no idea why it's quick
Re: FGS non Aug and Phantom.
Posted: 29 Dec 2012, 01:32
by Cozmo
IIRC you play on a notebook Psy? The powersaving stuff, especially on laptops/notebooks, changes core speed a lot, can create some dodgy results. Kentie's DX launcher fixes the core dependencies stuff, just make sure you paste your .inis and stuff in Documents\Deus Ex\System if you try it out - for some reason it reads from there instead.
Or it's just DX being weird, idk. I switched to my desktop recently, and weapon switching is a lot faster, even at 60 fps.

Re: FGS non Aug and Phantom.
Posted: 29 Dec 2012, 01:40
by Psycho
I play on a laptop. I've put all the powersaving things off though, and made it all high performance. My weapon switching was the same before then I think.
Re: FGS non Aug and Phantom.
Posted: 29 Dec 2012, 04:42
by Poor
I haven't forgotten about my promise to take a look at this. Now that the Hengsha preview is stable, I can afford the time to look at the FPS issue.
I'm pretty confident this is a easy fix. The client calls a function on the server to fire the weapon. The simple thing to do is to have the server make sure there is enough time between shots. I've seen how miniMTL attempts this but it appears it wasn't implemented correctly.
Re: FGS non Aug and Phantom.
Posted: 29 Dec 2012, 06:56
by synthetic
Any idea if it can be set up alongside with mtl, minimtl, or will it have to replace the latter? If it'll replace the minimtl then it might be bit more troublesome. Hopefully a mutator will do.
As for Cozmos idea: Forcing them to spectate mode with warning is good enough, given the possibility of beginners entering. If it at all proves trickier to set up than simple kick, then that is fine just as well -- some other games use that method mercilessly.
I am quite intrigued as to how you intend to detect this acceleration, though.
Re: FGS non Aug and Phantom.
Posted: 29 Dec 2012, 16:31
by Cozmo
Awesome news poor. Any chance of including the time it should take to pull out a weapon in those checks? Near-instant weapon switching is the worst part of all this abuse imo.
Hidden wrote:As for Cozmos idea: Forcing them to spectate mode with warning is good enough, given the possibility of beginners entering. If it at all proves trickier to set up than simple kick, then that is fine just as well -- some other games use that method mercilessly.
I am quite intrigued as to how you intend to detect this acceleration, though.
If I go ahead with my method (just got the replication help from Nobody! Will compile and test it on Varying at some point), it's basically a mutator that creates an object for each player, and each of these objects keeps a client side timer of their player that updates
manually every frame and compares it with what it should actually be on the server. If it updates too often (too many frames each second or a sped up DX client), it'll be detectable, then we can pwn them with a forced spectate or whatever. The way it's written now, anything above 100 fps will do it, so the default 60 cap will be the safest bet for players.
Poor's method would be much more preferable to mine, seeing as mine will definitely result in some confused
players spectators etc. The only potential issue I can think of is that there are so many little advantages with fps, checking them all individually (if it checks more than just fire rate) could become a slight performance issue for the server. Would be worth it though - either method is preferable to the current mess the game's in.
Re: FGS non Aug and Phantom.
Posted: 29 Dec 2012, 21:16
by synthetic
Sounds fantastic.
As far as timers go, I think it is reasonable to follow logics instead of player base preferences, at least when it comes to obvious bugs. Some people are still pissed off about sniper reload fix (and at least one veteran player set off to immediately figure out how to bind it so that it can be avoided, independently from Phantom who has reduced reload time for sniper good 3 times) but as far as I am concerned fixing reload for assault rifle fully makes sense all the same.
Toggling scope should be one of the timers set server side, mentioned weapon switches would be second. Regen aug tick might deserve some attention as well.
Re: FGS non Aug and Phantom.
Posted: 29 Dec 2012, 21:46
by Psycho
I think that the assault rifle reload bug should remain as it is. The reason being is that everyone uses it, and it's became a way of playing really. If you where to fix it, fights would be much slower and boring imo.
Re: FGS non Aug and Phantom.
Posted: 29 Dec 2012, 23:54
by synthetic
I think me mentioning that bug was bit off topic as well. 90% if not more of the community would side with your viewpoint there, Tom, but being a rifle player myself I would appreciate it being fixed. Nade jump is one of the few bugs I would actually promote as a feature, whereas reloadskip on assaultgun is just spray and pray mode. Going to drop the subject for the sake of keeping focus on the topic, though.
Re: FGS non Aug and Phantom.
Posted: 30 Dec 2012, 02:34
by ShadowRunner
Please keep reload bug. Beginners don't like nade jumpers or riflers. Also I am wondering if it is better to completely replace miniMTL, since it's unauthorized and also has faults, it disables features such as planting in water, but allows nade jumping.
Give snipers 6 bullets, meh.
I really like the sound of both wepchange speed and firerate speed being controlled tho gg.
Re: FGS non Aug and Phantom.
Posted: 30 Dec 2012, 19:16
by ~Blade~
also, i can get fps that pwns phantoms so if you need a tester..

Re: FGS non Aug and Phantom.
Posted: 30 Dec 2012, 19:26
by chin.democ.
I can represent the other end of the scale....

Re: FGS non Aug and Phantom.
Posted: 30 Dec 2012, 23:27
by ShadowRunner
if only I could aim.
Re: FGS non Aug and Phantom.
Posted: 31 Dec 2012, 01:56
by Cozmo
Assault rifle reload bug fix would make weapon choice very interesting imo, but I'll leave that to mods, I'm wary of touching actual gameplay stuff in fixes. Knives would become even more powerful seeing as you never have to reload them
Update: Mutator now consistently detects people with >100 fps! Now I just need to update it so it detects the other form of abuse to speed things up that Phantom uses and then code the forced spectate.
Re: FGS non Aug and Phantom.
Posted: 31 Dec 2012, 03:48
by ~Blade~
cool we'll need to test though, can't wait.
on another similar note, would it be possible to show players' fps somehow say on the scoreboard?