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?
October 24th, 2011, 05:44 PM
jcap
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?
October 24th, 2011, 05:57 PM
Vicky
Re: Anti-latency (server-side hit detection / correction)
It did do something, reset some counters or something.. The Korn knows.
October 25th, 2011, 02:02 AM
Kornman00
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).
October 25th, 2011, 06:43 AM
{XG}Gijs007
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
October 25th, 2011, 08:35 AM
Shock120
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?
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
October 25th, 2011, 10:04 AM
{XG}Gijs007
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.
May 9th, 2012, 09:54 PM
t3h m00kz
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.
May 9th, 2012, 11:44 PM
Pooky
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.
May 10th, 2012, 12:18 AM
Donut
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.
May 10th, 2012, 05:35 AM
rossmum
Re: Anti-latency (server-side hit detection / correction)
fwiw clientside hit det is what you're looking for, as demonstrated by mekhazzio's mutator for red orchestra 2. serverside is the reason for the lead
May 10th, 2012, 07:00 AM
JackalStomper
Re: Anti-latency (server-side hit detection / correction)
halo without leading is a very boring game. Suddenly everyone can just bombard people across maps with the pistol. The leading probably added to halo's lifespan for better players imo.
May 10th, 2012, 12:22 PM
Rentafence
Re: Anti-latency (server-side hit detection / correction)
leading is gay and you all know it
May 10th, 2012, 02:29 PM
Tnnaas
Re: Anti-latency (server-side hit detection / correction)
Leading is what separated the men from the boys.
But, yeah, it should probably be removed. It gets weird if I can aim way left of a target with a shotgun and still kill him when we are five feet apart.
May 10th, 2012, 05:51 PM
Ryx
Re: Anti-latency (server-side hit detection / correction)
As much as I despise leading and the "mastering" of it being called "skill", it feels so normal and this far into the game's life it would give some players an unfair advantage, and just wouldn't feel like halo pc.
tbh even if this is released I wouldn't use it, I'm just so used to leading and this is only a quickfix anyways.
May 10th, 2012, 06:39 PM
Pooky
Re: Anti-latency (server-side hit detection / correction)
Quote:
Originally Posted by rossmum
fwiw clientside hit det is what you're looking for, as demonstrated by mekhazzio's mutator for red orchestra 2. serverside is the reason for the lead
In any game with server side hit detection there's going to be some degree of leading involved, especially as you get into higher pings. It could be reduced greatly from what we see in Halo though.
There are netcode solutions can eliminate leading entirely, but these come with their own problems. Clientside hit detection is extremely exploitable, people can for instance create lag-scripts which make them almost impossible for other players to hit. You could also do something like Quake 3 insta-unlagged, which stores the previous positions of players for a few ticks, kind of like a ghost trail. That tends to result in a lot of getting shot when you already ran behind a corner though.
Overall I think leading is the fairest solution for all players. It just requires a little more skill and a better understanding of the game. I'd rather have something that's consistent and reliable than a system where you can get shot clean through walls (Halo 3).
May 10th, 2012, 07:33 PM
t3h m00kz
Re: Anti-latency (server-side hit detection / correction)
Quote:
Originally Posted by Pooky
Overall I think leading is the fairest solution for all players.
lol host advantage vs massive pings
May 10th, 2012, 07:43 PM
Donut
Re: Anti-latency (server-side hit detection / correction)
dont dedicated servers eliminate that problem?
May 10th, 2012, 07:43 PM
Pooky
Re: Anti-latency (server-side hit detection / correction)
Quote:
Originally Posted by t3h m00kz
lol host advantage vs massive pings
If you have massive ping you're going to have a bad experience no matter what kind of netcode it is. And there's no host advantage on a dedicated server. I'd rather a system where you can compensate manually than one where people get shot through walls all the time.
May 10th, 2012, 07:55 PM
t3h m00kz
Re: Anti-latency (server-side hit detection / correction)
when there's a significant difference in gameplay between someone with 60 ping and someone with 130 ping and there's a huge advantage with lower ping, then yeah I'd say it's definitely the most fair and balanced netcode out there too!
all those netcodes that try to eliminate all host advantage in matchmaking in games these days to make it fair for both hosts and clients? pshhh fuck those. those aren't as fair and balanced as having to lead anywhere between two to ten feet in front of somebody based on a coin-toss ping that fluctuates from server to server. who cares if a 30 pinger around the same skill range can get perfect headshots on you 90% of the time before you even turn a corner and win 90 percent of pistol fights because strafers and dancers are easier to deal with??
but in all honesty you know what's the most fair?
client-side.
too bad the argument against that is "homg hackerzz" when any game on the planet can be tampered with to allow for an unfair advantage. add votekicking, punkbuster and some decent administration and that shit's done and dealt with.
in fact halo hacks are some of the hardest to detect since it's all based on what the server says! players could be using super hella 3rd person fov wirefarme wallhack sightjack aimbot extreme and you'd never be able to find out! unless you hack right back and sightjack them!
also
Quote:
Originally Posted by Pooky
I'd rather have something that's consistent and reliable than a system where you can get shot clean through walls (Halo 3).
yeah uh you can't fucking get "shot through walls." have you ever killed somebody by firing at a wall they're trying to run behind?
what's happening is the other player is shooting at you on their end before you take cover, and the game tries to compensate for inevitable network lag and portray the bullet hitting you in the head (which will often be a different angle than where they actually fired), which can sometimes redirect it into a wall.
a fix for that would be to have you teleport back to the place you got killed on the other player's screen, but then that'd be something else to complain about instead! "DUDE WTF I teleported that's bs I was behind that wall!!" or to have the bullet not redirect at all, Quake 3 style, which would have people going "WHAT THE FUCK that didn't even hit me!!!" when they look at saved films
but you want to know what it all boils down to that makes their system extremely fair and balanced? the fact that they shot you and they killed you, which is consistent (mostly, excluding a few oddities) between hosts and clients. smack halo 1's system into the ridiculously competitive world of ranked Halo 3 and people would be complaining about hosts not having to lead at all while clients have varying distances to shoot based on whatever their ping is, which would be a huge discrepancy between host and client gameplay, as well as even between clients with varying connections!
I guess people just need more of an understanding of the game, what it's trying to accomplish and how it works to realize it's not the developer's fault that there's inevitable latency oddities. all these people who complain about getting shot behind walls and getting killed by "bullshit" don't take the time to try to analyze and realize why it's happening. they just want to complain for the sake of complaining about their first-world, eight-hours-worth-of-minimum-wage-priced AAA multi-billion dollar game franchises, because 'MERICA
May 10th, 2012, 08:59 PM
n00b1n8R
Re: Anti-latency (server-side hit detection / correction)
Quote:
Originally Posted by Pooky
If you have massive ping you're going to have a bad experience no matter what kind of netcode it is.
Play TF2 with 300 ping, then play Halo with 300 ping, then tell me that there's no difference.
(TF2 is playable, Halo is a joke)
May 10th, 2012, 09:09 PM
t3h m00kz
Re: Anti-latency (server-side hit detection / correction)
Quote:
Originally Posted by n00b1n8R
Play TF2 with 300 ping, then play Halo with 300 ping, then tell me that there's no difference.
(TF2 is playable, Halo is a joke)
dude shut up it's fair and balanced gosh
May 10th, 2012, 09:47 PM
Pooky
Re: Anti-latency (server-side hit detection / correction)
Quote:
Originally Posted by t3h m00kz
:words:
I'm not going to bother reading all that, but you do realize that (and I said this in my first post) you can have server sided hit detection while having dramatically less lead than Halo does (like virtually none if you have a good ping)?
Quote:
Originally Posted by n00b1n8R
Play TF2 with 300 ping, then play Halo with 300 ping, then tell me that there's no difference.
(TF2 is playable, Halo is a joke)
I never said there's no difference. I said it's going to suck no matter what kind of netcode there is.
May 10th, 2012, 09:49 PM
t3h m00kz
Re: Anti-latency (server-side hit detection / correction)
guess I didnt bother reading that!!!
yeah no shit I read it is that a joke?
May 10th, 2012, 09:53 PM
Pooky
Re: Anti-latency (server-side hit detection / correction)
I have a hard time giving a shit about anything that's posted with 2 or more exclamation points attached to it. It's not impossible to get your point across without sounding like an arrogant, confrontational douchebag.
May 10th, 2012, 09:55 PM
t3h m00kz
Re: Anti-latency (server-side hit detection / correction)
well a wall of well-thought out text in an attempt to make valid points sure doesn't seem to work... since it's not worth reading :downs:
May 10th, 2012, 09:57 PM
Pooky
Re: Anti-latency (server-side hit detection / correction)
Quote:
Originally Posted by t3h m00kz
well a wall of well-thought out text in an attempt to make valid points sure doesn't seem to work... :downs:
Quote:
Originally Posted by Pooky
without sounding like an arrogant, confrontational douchebag.
??? :downs:
EDIT: I edited out your edit.
May 10th, 2012, 10:01 PM
t3h m00kz
Re: Anti-latency (server-side hit detection / correction)
Yeah, I mean it is pretty hard to make valid points without sounding like a hipster tool with a serious case of internet hurt and first world problems.
I mean, you'd know first hand right? :realsmug:
May 10th, 2012, 10:03 PM
Pooky
Re: Anti-latency (server-side hit detection / correction)
Quote:
Originally Posted by Pooky
It's not impossible
=
Quote:
Originally Posted by t3h m00kz
it is pretty hard
Yeah, makes sense.
May 10th, 2012, 10:06 PM
t3h m00kz
Re: Anti-latency (server-side hit detection / correction)
Quote:
Originally Posted by t3h m00kz
it is pretty hard
LMAO
May 10th, 2012, 10:10 PM
Pooky
Re: Anti-latency (server-side hit detection / correction)
Quote:
Originally Posted by t3h m00kz
LMAO
???
May 10th, 2012, 11:46 PM
n00b1n8R
Re: Anti-latency (server-side hit detection / correction)
Quote:
Originally Posted by Pooky
I never said there's no difference. I said it's going to suck no matter what kind of netcode there is.
If you're not somebody who's spent their life being spoiled by a first-world connection, it's really not that bad at all.
May 11th, 2012, 12:16 AM
Pooky
Re: Anti-latency (server-side hit detection / correction)
Quote:
Originally Posted by n00b1n8R
If you're not somebody who's spent their life being spoiled by a first-world connection, it's really not that bad at all.
So Australia doesn't count as first world?
I'm really not sure what the example of Team Fortress 2 is supposed to prove anyway. TF2 uses a mix of client sided and server sided hit detection depending on what weapons you're using.
Quote:
Projectile weapons, such as the Rocket Launcher, produce moving objects with positioning and effects determined by the server's game state, which can make them less reliable for players with high latency.
Quote:
Hitscan weapons produce instant hit-or-miss attacks instead of projectiles. Melee weapons and bullet/pellet-producing weapons are generally hitscan. Hitscan weapons determine collision based on the game state of the attacker (as opposed to projectiles, which use the server's game state), which can produce somewhat disjointed hit detection ("I already got behind cover; how did that hit me?").
If you're not having too much trouble using projectile weapons with high latency, that's because all server sided hit detection isn't as slow as Halo's. You know, like I said in the first place.
May 11th, 2012, 08:15 AM
t3h m00kz
Re: Anti-latency (server-side hit detection / correction)
Quote:
Originally Posted by Pooky
I'm really not sure what the example of Team Fortress 2 is supposed to prove anyway
I dunno, maybe to counteract the fact you said any netcode is going to suck, and that it's far less painful to play Halo, who's hit detection (leading) you dub as "the most fair and balanced" despite the obvious advantages of having a lower ping, which you'll never have in austrailia?
and I'm pretty sure n00b is smart enough and has been around the block enough times to not need to be lectured on how TF2's hit detection works!!
but I mean hey if you truely believe that a fluxy, flawed hit detection system is absolutely the most fair and balanced ever, you can go back into Reach and scream "YOU'RE NOT COOL" over the mike at the top of your lungs in pure rage to all the kids running pinging you with DMRs again, because the netcode is obviously catering to casuals and obviously not trying to do people a favor and close the gap between people with different connections
n00b, reach's hit detection is a gift from god, you'd love it :smith:
May 11th, 2012, 08:41 AM
FreedomFighter7
Re: Anti-latency (server-side hit detection / correction)
I believe T3h Mookz was being sarcastic when he said halo was fair and balanced!
May 11th, 2012, 12:01 PM
Cortexian
Re: Anti-latency (server-side hit detection / correction)
Australia has great Intranet what are you talking about.
May 11th, 2012, 02:24 PM
t3h m00kz
Re: Anti-latency (server-side hit detection / correction)
as a Canadian I'm sure you know all about austrailias wonderful network connection to US servers
May 11th, 2012, 06:15 PM
Pooky
Re: Anti-latency (server-side hit detection / correction)
Quote:
Originally Posted by t3h m00kz
I dunno, maybe to counteract the fact you said any netcode is going to suck, and that it's far less painful to play Halo, who's hit detection (leading) you dub as "the most fair and balanced" despite the obvious advantages of having a lower ping, which you'll never have in austrailia?
I didn't say Halo's, specifically, is. I said server-side in general is. It's a matter of whether you prefer having to lead all your actions, or getting shot through walls because you hadn't moved yet on a high pinger's screen. Or rather, whether having high ping ruins the experience for just you, or for everybody else.
As for Halo, the clientside prediction makes things look jankier than they actually are. Leading your actions is still a straightforward process on high pings, you just have to sort of ignore what your client is showing you and go by what you know is actually happening on the server.
May 11th, 2012, 06:33 PM
n00b1n8R
Re: Anti-latency (server-side hit detection / correction)
Quote:
Originally Posted by Pooky
So Australia doesn't count as first world?
I'm really not sure what the example of Team Fortress 2 is supposed to prove anyway. TF2 uses a mix of client sided and server sided hit detection depending on what weapons you're using.
Not when my "broadband" connection is run through copper wires which have been in the ground for the better part of a century. Australia's internet is literally 3rd world. (The government is currently trying to roll out a national fibre-optic network but they'll prob lose the next election and the opposition has promised to tear the whole thing up!)
May 11th, 2012, 11:02 PM
Pooky
Re: Anti-latency (server-side hit detection / correction)
Quote:
Originally Posted by n00b1n8R
Not when my "broadband" connection is run through copper wires which have been in the ground for the better part of a century. Australia's internet is literally 3rd world. (The government is currently trying to roll out a national fibre-optic network but they'll prob lose the next election and the opposition has promised to tear the whole thing up!)
Well that sucks, but surely there are Aussie TF2 servers you can play on rather than connecting to American ones. I mean, I know there were on Halo :S
May 12th, 2012, 05:42 AM
n00b1n8R
Re: Anti-latency (server-side hit detection / correction)
Quote:
Originally Posted by Pooky
Well that sucks, but surely there are Aussie TF2 servers you can play on rather than connecting to American ones. I mean, I know there were on Halo :S
There are heaps of TF2 servers (I only mention playing on US ones because I used to do it with you all the time in 08/09) but there have never been (up-to-date-version) CE servers as long as I've played CE (Cyberslam for a few hours every Friday and Sunday doesn't count). Anything to reduce the bullshit lag I have to deal with would be seriously welcomed and honestly I'd probably pick CE up as my primary game again (if I found servers with decent map rotations :lol:)
May 12th, 2012, 06:20 AM
Pooky
Re: Anti-latency (server-side hit detection / correction)
All I'm saying is, reducing the lag doesn't have to mean switching to client-side hit detection. Serverside can be made to be far better than what Halo uses. I believe the reason Halo's is so slow is because Gearbox was forced to make it 56k compatible.
May 12th, 2012, 08:46 AM
n00b1n8R
Re: Anti-latency (server-side hit detection / correction)
I honestly prefer getting shot through walls over not running people over and them being fine half a second later.
May 12th, 2012, 09:23 AM
JackalStomper
Re: Anti-latency (server-side hit detection / correction)
what if you start getting run over through walls?
by the guy with a 56k connection and bragging about it
May 12th, 2012, 12:23 PM
t3h m00kz
Re: Anti-latency (server-side hit detection / correction)
This hack wouldn't have players getting shot behind walls.. it tries to move enemy players to where you need to shoot!
That shouldn't even be an argument against it!
May 12th, 2012, 03:39 PM
Rentafence
Re: Anti-latency (server-side hit detection / correction)
Quote:
Originally Posted by t3h m00kz
This hack wouldn't have players getting shot behind walls.. it tries to move enemy players to where you need to shoot!
That shouldn't even be an argument against it!
Same
May 12th, 2012, 06:23 PM
Pooky
Re: Anti-latency (server-side hit detection / correction)
Quote:
Originally Posted by t3h m00kz
This hack wouldn't have players getting shot behind walls.. it tries to move enemy players to where you need to shoot!
That shouldn't even be an argument against it!
Nobody ever said that. I was arguing against client-side hit detection.
Quote:
Originally Posted by t3h m00kz
but in all honesty you know what's the most fair?
client-side.
Quote:
Originally Posted by n00b1n8R
I honestly prefer getting shot through walls over not running people over and them being fine half a second later.
You have to lead them with your vehicle. Leading doesn't just apply to bullets, it applies to ALL actions. That's what I meant by understanding the game better.
Also, if you had a high ping you wouldn't be getting shot after you ran behind cover, other people would. You'd be getting shot before ever running out from a corner, because the low pinger's clientside prediction caused him to see you a split second before you actually crossed it. Somebody, I think it was actually Randy Pitchford, made a post about this on the Gearbox forums a while back.
Really though, if you want to experience good serverside hit detection, go play Quake 3 for a while. You don't ever hear people complaining about the netcode on that game. That's because the lead times are miniscule, even on high pings. Playing Quake 3 with 200 ping is like playing Halo with 60.
May 12th, 2012, 06:38 PM
t3h m00kz
Re: Anti-latency (server-side hit detection / correction)
Quote:
Originally Posted by Pooky
Nobody ever said that.
Quote:
Originally Posted by JackalStomper
what if you start getting run over through walls?
by the guy with a 56k connection and bragging about it
IMPLICATIONS ♬
May 12th, 2012, 06:42 PM
Pooky
Re: Anti-latency (server-side hit detection / correction)
Yeah, that's something that could happen with client-side hit detection. Not with a hack that predicts player movements.
May 12th, 2012, 08:13 PM
t3h m00kz
Re: Anti-latency (server-side hit detection / correction)
uh, yeah. That's exactly what I just said.
Quote:
Originally Posted by t3h m00kz
This hack wouldn't have players getting shot behind walls.. it tries to move enemy players to where you need to shoot!
also,
Quote:
Originally Posted by Pooky
You have to lead them with your vehicle. Leading doesn't just apply to bullets, it applies to ALL actions. That's what I meant by understanding the game better.
which is a gigantic discrepancy between players with different connections. people shouldn't have to learn how to do this in a fair and balanced netcode (which you find a netcode requiring leading to be) there would be as little discrepancy as possible. I guarantee it was not in gearbox's intention to have the hit detection work as shittily as it does, and they didn't go "Wow this takes so much skill, let's keep it in!" rather, it was an unfortunate side-effect of their decision to adjust the netcode to make more accessible to people with bad connections... Which is hilariously ironic.
this hack that you feel won't fix a game breaking issue removes a gigantic discrepancy between people with good and shitty connections -- having to adjust aim due to a shitty netcode. Go up against someone with equal skill on their host and the advantage is blatantly obvious, the ability for hosts to get perfect headshots and out-fighting short-strafers with ease, and this hack removes that advantage entirely, putting everybody on mostly the same page.
May 13th, 2012, 01:43 AM
Pooky
Re: Anti-latency (server-side hit detection / correction)
...
I didn't say Halo's netcode specifically is the best it possibly could be and anything else is shit. I said I'd prefer a server-side hit detection model over client-side because of the obvious disadvantages of a client-side model. I said that because you said this
Quote:
Originally Posted by t3h m00kz
but in all honesty you know what's the most fair?
client-side.
Furthermore, as I've stated repeatedly, there are other games out there using server-side hit detection which is far superior to Halo's and require almost no leading unless your ping is extremely high. Therefore, if one was to try and improve Halo's hit detection, I think it would be best to keep it server-side.
Host advantage is completely irrelevant on a dedicated server, so I have no idea why you keep coming back to that. Some people might have lower ping than others, but nobody's going to have 0.
Now do I think Halo's current netcode is completely perfect? No. But I'd hardly call it broken either. None of us here would have played it for years on end if it was.
May 13th, 2012, 02:23 AM
t3h m00kz
Re: Anti-latency (server-side hit detection / correction)
Quote:
Originally Posted by Pooky
...
I didn't say Halo's netcode specifically is the best it possibly could be and anything else is shit.
uhm... I didn't say you did!!
Please tell me where in this post I said you specifically said Halo's netcode. I specifically said you said a netcode that requires leading, which just happens to be the kind of netcode Halo uses!
Quote:
I said I'd prefer a server-side hit detection model over client-side because of the obvious disadvantages of a client-side model.
No you didn't say sever-side detection is the best. You specifically said leading is the most fair. Which is a type of sever-side, but you didn't say server-side in general.
Halo 3 uses a pseudo-client-side (I've tested this), which is still server-side. You notice how sometimes shots that land don't hit? Yeah, that's not client-side detection!
Quote:
Furthermore, as I've stated repeatedly, there are other games out there using server-side hit detection which is far superior to Halo's and require almost no leading unless your ping is extremely high.
So why do you hate Halo 3's so much, considering it's server-side?
Quote:
Therefore, if one was to try and improve Halo's hit detection, I think it would be best to keep it server-side.
Host advantage is completely irrelevant on a dedicated server, so I have no idea why you keep coming back to that. Some people might have lower ping than others, but nobody's going to have 0.
People with a shit connection will still have a disadvantage, and I've stressed this. It's not specific to host/client, it's foolish to think that. n00b can't have a serious game in a modacity server because of the shit ping!
Quote:
Now do I think Halo's current netcode is completely perfect? No. But I'd hardly call it broken either.
That I and many others will have to disagree with! The discrepancy between varying connections is absolutely ridiculous.
The results of a game between two hardcore players, a 300 pinger and a 60 pinger doesn't mean shit, because one has an obvious advantage.
but.. of course, I've heard you say "OH HOST DOESNT MEAN SHIT, I HATE WHEN PEOPLE COMPLAIN ABOUT HOST ADVANTAGE" in the past, so I wouldn't be surprised in the slightest if you still have that absurd mindset. Do you still feel this way?
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None of us here would have played it for years on end if it was.
Halo is full of so many people who don't know what the fuck they're doing it's easy to jump in and get 3 consecutive running riots. The franchise is so mainstream the game's always got bad players for vets to destroy with absolute ease.
Vets jump in because they can dominate and have the advantage of knowing how to deal with the game's flaws.
May 13th, 2012, 02:51 AM
Pooky
Re: Anti-latency (server-side hit detection / correction)
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Originally Posted by t3h m00kz
No you didn't say sever-side detection is the best. You specifically said leading is the most fair. Which is a type of sever-side, but you didn't say server-side in general.
I've never seen a server-side hit detection that doesn't require leading, if only in the most miniscule sense.
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Originally Posted by t3h m00kz
Halo 3 uses a pseudo-client-side (I've tested this), which is still server-side. You notice how sometimes shots that land don't hit? Yeah, that's not client-side detection!
I bet those shots would hit if you lead them.
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Originally Posted by t3h m00kz
So why do you hate Halo 3's so much, considering it's server-side?
I don't hate Halo 3's. Halo 1's just seems to provide more consistency. I've seen some really bonkers stuff happen on Halo 3 online, where Halo 1's leading system is at least predictable.
I don't have anything against you. I just said that I don't think Halo was broken in the first place. We could be having a civil discussion about it, but for some reason you decided to take offense and start posting with lots of exclamation marks !!
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Originally Posted by t3h m00kz
People with a shit connection will still have a disadvantage, and I've stressed this. It's not specific to host/client, it's foolish to think that.
Right, but the disadvantage would be severely reduced if you were playing on a game where the actual leading required is far less (see: Quake 3). Honestly, I think just increasing the data rate from server to players would do a lot to alleviate the problem, but I don't know how possible it would be to do something like that with Halo.
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Originally Posted by t3h m00kz
That I and many others will have to disagree with! The discrepancy between varying connections is absolutely ridiculous.
Of course it is. But the nice thing about a leading system is that it's possible to compensate for high pings without getting some of the annoying inconsistencies you get with other models. Sure it won't ever be 100% effective, but I'd rather that than the aforementioned wall-shots. If you want to be seriously competitive, play on a low ping server :\
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Originally Posted by t3h m00kz
but.. of course, I've heard you say "OH HOST DOESNT MEAN SHIT, I HATE WHEN PEOPLE COMPLAIN ABOUT HOST ADVANTAGE" in the past, so I wouldn't be surprised in the slightest if you still have that absurd mindset. Do you still feel this way?
You'll have to quote me on that, because I don't remember ever saying that. If I did, it must have been way back in the Halo Trial days when I was a complete noob and hosting listen servers.
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Originally Posted by t3h m00kz
Halo is full of so many people who don't know what the fuck they're doing it's easy to jump in and get 3 consecutive running riots. The franchise is so mainstream the game's always got bad players for vets to destroy with absolute ease.
Vets jump in because they can dominate and have the advantage of knowing how to deal with the game's flaws.
Sure, but you could say that about almost any game. I'm not against a hack of this kind being released. In fact, I was supporting it back when it was first announced and you were against it. So I'm really not sure where you're coming from here. I just don't think Halo's netcode is totally broken. Gearbox had mandates that they were required to do, and 56k support was one of them. What came out of it had to be the best solution they could come up with at the time.
May 13th, 2012, 04:02 AM
t3h m00kz
Re: Anti-latency (server-side hit detection / correction)
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Originally Posted by Pooky
I've never seen a server-side hit detection that doesn't require leading, if only in the most minisculesense.
Half life 1 deathmatch actually required reverse-leading.
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I bet those shots would hit if you lead them.
Halo 2? Yes. Halo 3? Nope. Shots landing on a player standing still. How would you lead that? Halo 3 had some of the best server-side hit detection I've seen. Oddities include shots not registering, a shot that doesn't land on the player's screen registering on the server, and shots not landing if killed before they have a chance to register (the latter fixed in reach)
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I don't hate Halo 3's. Halo 1's just seems to provide more consistency. I've seen some really bonkers stuff happen on Halo 3 online, where Halo 1's leading system is at least predictable.
Maybe it's just me, but I tend to have a very good understanding of Halo 3's system. Shots redirect, players get shot behind walls because of projectile redirection, bullets may not hit on a the player's screen if the spread on the server says it hits. There are a couple of oddities I have absolutely no explanation for.
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I don't have anything against you. I just said that I don't think Halo was broken in the first place. We could be having a civil discussion about it, but for some reason you decided to take offense and start posting with lots of exclamation marks !!
I've found sarcasm to be an extremely effective way of making points. Perhaps I use it a bit too often, but hey it's effective in most cases!
either way, I offer an apology if I started sounding like a cock nubbling jizz guzzler.
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Right, but the disadvantage would be severely reduced if you were playing on a game where the actual leading required is far less (see: Quake 3). Honestly, I think just increasing the data rate from server to players would do a lot to alleviate the problem, but I don't know how possible it would be to do something like that with Halo
I don't know shit about Quake 3 other than the fact that in Quake Live, if I shoot someone, it hits. If that's server-side detection, it's very well done and more games need to use that system. I don't see why Halo couldn't have a similar system, the current system feels very slapped-in.
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Of course it is. But the nice thing about a leading system is that it's possible to compensate for high pings without getting some of the annoying inconsistencies you get with other models. Sure it won't ever be 100% effective, but I'd rather that than the aforementioned wall-shots. If you want to be seriously competitive, play on a low ping server :\
I consider it a case of pick your poison. Shot behind walls, leading, all that BS. Personally, I prefer the sauerbrauten model of detection. I suggest checking it out, I have zero complaints about the netcode. It's simple, understandable and from what I've seen, extremely fair for all players.
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You'll have to quote me on that, because I don't remember ever saying that. If I did, it must have been way back in the Halo Trial days when I was a complete noob and hosting listen servers.
yeah it was a bit of a while back
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Sure, but you could say that about almost any game.
With trueskill in place, one can't jump into a game of Halo 3 or Reach and expect to dominate everything in sight, the game is designed in such a way to match people with similar skills and stats, removing skill gap so everybody has a chance of having a good time.
I'd PREFER a custom games browser, but that's a fucking pipe dream at this point.
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I'm not against a hack of this kind being released. In fact, I was supporting it back when it was first announced and you were against it. So I'm really not sure where you're coming from here.
I believe my argument was there would be an unfair advantage between people who use it and people who don't. However I feel like if this hack were released, people would catch on and start using it regularly.. this hack is something special, and I've honestly been hoping to see something like this for a long, long time.
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I just don't think Halo's netcode is totally broken. Gearbox had mandates that they were required to do, and 56k support was one of them. What came out of it had to be the best solution they could come up with at the time.
It's far less broken than Halo Xbox's netcode, for sure, and in many ways far less fluxy than Halo 2's which got super fucked up at ranges past red reticule (Having to lead shots across coagulation with a hitscan BR). Still, it's far from perfect and could have been improved. As I've said, fair netcodes eliminate discrepancies between connections, and the requirement of leading is a blatant one.
May 13th, 2012, 11:22 AM
Pooky
Re: Anti-latency (server-side hit detection / correction)
Quote:
Originally Posted by t3h m00kz
Half life 1 deathmatch actually required reverse-leading.
Alright well, you got me there o.O
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Originally Posted by t3h m00kz
Halo 2? Yes. Halo 3? Nope. Shots landing on a player standing still. How would you lead that? Halo 3 had some of the best server-side hit detection I've seen. Oddities include shots not registering, a shot that doesn't land on the player's screen registering on the server, and shots not landing if killed before they have a chance to register (the latter fixed in reach)
That sounds like packet loss to me, but other than that idk.
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Originally Posted by t3h m00kz
I don't know shit about Quake 3 other than the fact that in Quake Live, if I shoot someone, it hits. If that's server-side detection, it's very well done and more games need to use that system. I don't see why Halo couldn't have a similar system, the current system feels very slapped-in.
I'm just kind of making an educated guess here, but I think the deal is that Halo uses some very slow data rates so people with 56k connections would be able to play online.
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Originally Posted by t3h m00kz
With trueskill in place, one can't jump into a game of Halo 3 or Reach and expect to dominate everything in sight, the game is designed in such a way to match people with similar skills and stats, removing skill gap so everybody has a chance of having a good time.
You'd think that, but idk. Last time I played Reach with some friends from work, we got put into a bunch of matches with complete morons and destroyed them. Maybe my rank was really low since before that, all I did for a while on Reach was grief and teamkill.
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Originally Posted by t3h m00kz
Still, it's far from perfect and could have been improved. As I've said, fair netcodes eliminate discrepancies between connections, and the requirement of leading is a blatant one.
It's absolutely not perfect, but I think it's the best solution we could have gotten at the time, given the constraints gearbox was under. I mean, look at H2V if you want to see what an absolutely terrible netcode is like.
May 13th, 2012, 11:46 PM
Sean Aero
Re: Anti-latency (server-side hit detection / correction)
Quote:
Originally Posted by Pooky
You'd think that, but idk. Last time I played Reach with some friends from work, we got put into a bunch of matches with complete morons and destroyed them. Maybe my rank was really low since before that, all I did for a while on Reach was grief and teamkill.
TrueSkill team matchmaking goes a bit further than just looking at your personal "known" TrueSkill it also takes into account all other peoples TrueSkill. For example in team games (Red vs Blue) TrueSkill will add the most certain Level data and the most uncertain level data it has about you as an individiual and sum that level information with those known from your team mates. Then it will do the same for any opposing team and try to match the best possible fit. Meaning if 2 out of 4 players in your team have an highly uncertain skill level, it could very well be that the "match experience" for you as a more "known player to the TrueSkill system" is pretty bad, since there is a chance you get matched up with either noobs, or dominating pros. However, TrueSkill, according to it's math made the right match. Keep in mind if you keep playing with this team for a long time, the match experience should (theoretical) get better. (leading to more draws over time)
As you pointed out different playlist keep track of their own level.
As for this topic, I wouldn't mind having a bit of a fix, I can not compete on any US/EU server playing from China with a not so stable ping ranging from 350 - 500.
While giving me a lower ping certainly brings out a completely different outcome.
May 14th, 2012, 01:31 AM
JackalStomper
Re: Anti-latency (server-side hit detection / correction)
doesn't matter what mods you use to try and fix leading playing well with a 300 ping is asking for a lot
May 15th, 2012, 02:19 AM
Rook
Re: Anti-latency (server-side hit detection / correction)
Quote:
Originally Posted by Sean Aero
As for this topic, I wouldn't mind having a bit of a fix, I can not compete on any US/EU server playing from China with a not so stable ping ranging from 350 - 500.
While giving me a lower ping certainly brings out a completely different outcome.
It would be impossible to make a mod to fix high ping issues. Even in newer games playing over 200 ping become a chore.
May 15th, 2012, 10:59 AM
Sean Aero
Re: Anti-latency (server-side hit detection / correction)
Halo Asia, coming soon....
May 15th, 2012, 10:28 PM
t3h m00kz
Re: Anti-latency (server-side hit detection / correction)
Quote:
Originally Posted by Rook
It would be impossible to make a mod to fix high ping issues. Even in newer games playing over 200 ping become a chore.
There are inevitably going to be issues.
However, the level of playability could very well change.