Re: Anti-latency (server-side hit detection / correction)
I remember years ago playing on a dedicated server running EPG & Kornman's Delagonator.
There were only 2 of us playing at that time and it was a blast, almost every sniper shot hit the mark.
I didn't see it mentioned in the thread, how does its method of operation differ from any other described here?
Re: Anti-latency (server-side hit detection / correction)
I'm not even sure if the delagonator did anything....
Kornman, did it really work, or was it mostly placebo?
Re: Anti-latency (server-side hit detection / correction)
It did do something, reset some counters or something.. The Korn knows.
Re: Anti-latency (server-side hit detection / correction)
Increased the player message update rates. Some of the message update times vary, but one of them (I think maybe it was related to vehicle position updates) was set to every 30 ticks, which should translate into either every second or twice a second. So I would tweak that to update more often.
I put the code for Delaginator plus a few other tweaks into OS...don't think it's own by default though.
IIRC (thinking back to the EPG days, not sure about today), there were some issues with stability or something (I forget if we were running rec0's app at the time). Not sure if this was explicitly due to the update increases or not. I think I set most of the configurable update times to be 10 ticks (so a message every 10 game ticks).
Re: Anti-latency (server-side hit detection / correction)
Quote:
Originally Posted by
Kornman00
Increased the player message update rates. Some of the message update times vary, but one of them (I think maybe it was related to vehicle position updates) was set to every 30 ticks, which should translate into either every second or twice a second. So I would tweak that to update more often.
I put the code for Delaginator plus a few other tweaks into OS...don't think it's own by default though.
IIRC (thinking back to the EPG days, not sure about today), there were some issues with stability or something (I forget if we were running rec0's app at the time). Not sure if this was explicitly due to the update increases or not. I think I set most of the configurable update times to be 10 ticks (so a message every 10 game ticks).
I've seen a program called halocelagtweak.exe it patches your haloceded.exe, it did seem to work(no lead) but caused for some red x's every now and then and sometimes people would lose their "network connection".
I tested it on my own servers, but because of the issues I decided to go back to the normal exe.
I believe it was based on delaginator? sehe had a look at the exe's a few days ago, but he didn't really understand what it did except for modifying a few bits in the haloceded.exe.
I couldn't find the original patcher's thread any more , but if anyone wants to have a look at it you can get it from my website: http://www.xgclan.com/HCELagTweak.exe
Re: Anti-latency (server-side hit detection / correction)
If you're gonna be increasing the update rate of the game/server, I wonder if implementing this tweak would help?
Quote:
Network Throttling Index (from speedguide.net)
By default, Windows Vista/7 implements a network throttling mechanism to restrict the processing of non-multimedia network traffic to 10 packets per millisecond (a bit over 100 Mbits/second). The idea behind such throttling is that processing of network packets can be a resource-intensive task, and it may need to be throttled to give prioritized CPU access to multimedia programs. In some cases, such as Gigabit networks and some online games, for example, it may be benefitial to turn off such throttling all together.
HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Multimedia\SystemProfile
NetworkThrottlingIndex=ffffffff (DWORD, default: 10 hex, recommended: 10 hex for media sharing, ffffffff for gaming and max throughput, valid range: 1 through 70 decimal or ffffffff to completely disable throttling)
It is only recommended to change this setting in saturated Gigabit LAN environments, where you do not want to give priority to multimedia playback. Reportedly, disabling throttling by using ffffffff can also help reduce ping spikes in some online games.
Notes: Setting is available in Windows 7, Vista (SP1), 2008 Server. Default value is 10 under Windows 7, similar behavior if the setting is not present in the Registry.
Games that may be affected by this throttling: Source Engine games (TF2, Left 4 Dead, CS:S), HoN, CoD, Overlord series.
Reference:
MSKB 948066
Re: Anti-latency (server-side hit detection / correction)
Quote:
Originally Posted by
Shock120
If you're gonna be increasing the update rate of the game/server, I wonder if implementing this tweak would help?
That tweak only helps with high amounts of bandwidth, halo packets are usually small.
Beside I think this tweak only applies to tcp traffic not to udp traffic which halo uses. -correct me if im wrong.
Anyway I've enabled this tweak on my servers for quite some time now and it doesn't seem to affect anything.
Re: Anti-latency (server-side hit detection / correction)
Shameless fucking bump.
I really, really am hoping this sees a release. If it does, you sir, will have fixed Halo.
Re: Anti-latency (server-side hit detection / correction)
Fixed Halo? Leading is something I think most of us would have rather not had, but I'd hardly call it a game-breaking issue.
Re: Anti-latency (server-side hit detection / correction)
would be cool to see no leading, but i kinda feel like the leading in halo actually added to the gameplay. thats just me though. i dont even play anymore.