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Thread: HaloCE - OpenSauce - V3.1 Released

  1. #141

    Re: HaloCE - OpenSauce - V3 Released

    I get update notifiactions as they are released, and nope.
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  2. #142
    Senior Member sanni's Avatar
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    Re: HaloCE - OpenSauce - V3 Released

    Not really OS related but maybe I can ask it here since there is no other place in my known universe where I could expect an answer anyway xd:

    There is one thing I noticed over and over in Halo CE multiplayer.
    You throw a plasma nade and it gets stuck to the head of an enemy. It stays there for 1-3 seconds (so quite long) and then it resyncs to the place where it would have been if it didn't hit the enemy at all in the first place.
    This happens even if both players have 33ms ping.

    Now my question is, is there a variable in the haloceded.exe that tells the server to do a "complete resync of all player and nade positions" every 1-2 seconds and if yes why couldn't one not hex edit this variable to lets say 10ms?
    To me as a total nub this actually seems logical.
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  3. #143
    Kid in the Hall Kornman00's Avatar
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    Re: HaloCE - OpenSauce - V3 Released

    I would need to see a video of this happening from the view of a player hosting a game, and the view of a client in the game, as I can't ever recall seeing this as described, nor have I heard of anyone else remarking at this behavior.
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  4. #144

    Re: HaloCE - OpenSauce - V3 Released

    Quote Originally Posted by Kornman00 View Post
    I would need to see a video of this happening from the view of a player hosting a game, and the view of a client in the game, as I can't ever recall seeing this as described, nor have I heard of anyone else remarking at this behavior.
    It's very easy to replicate and happens to me all the time as well, it happens when the nade "sticks" on your side but then the server updates the positions of everything and places the nade somewhere else.

    Just join a multiplayer game and start throwing plasma nades at a bunch of moving players.

    I always just tacked it up to the good old Halo netcode.
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  5. #145
    Kid in the Hall Kornman00's Avatar
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    Re: HaloCE - OpenSauce - V3 Released

    What about from the view of the player hosting a game? I want to make sure this is actually the server's doing in tandum with a client's faulty prediction.

    Clients try to predict player positions, which are updated every 30 game ticks IIRC, but obviously they can't predict player actions. However, I don't recall how often items or projectiles are updated (as they don't use the same update system as players or vehicles)
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  6. #146

    Re: HaloCE - OpenSauce - V3 Released

    I only ever notice it on dedicated servers myself, because who plays on client-hosted servers? I'm trying to think back to when I hosted client-games and I don't recall ever seeing this happen there.
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  7. #147

    Re: HaloCE - OpenSauce - V3 Released

    Is there any way to make player positions update faster than every 30 ticks korn? I'd be happy to change it if you know the addresses I need to modify. Would it cause any issues?
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  8. #148
    Senior Member =sw=warlord's Avatar
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    Re: HaloCE - OpenSauce - V3 Released

    Wouldn't increasing the refresh rate, you know, cause more lag due to more data being sent and received?
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  9. #149

    Re: HaloCE - OpenSauce - V3 Released

    Quote Originally Posted by =sw=warlord View Post
    Wouldn't increasing the refresh rate, you know, cause more lag due to more data being sent and received?
    Yeah, I actually found the values you need to change and it only seems to increase the jitteryness of the game. If you're updating player/vehicle positions faster, then every small motion you make is accounted for. This causes vehicles/players to skip around alot more than usual.
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  10. #150
    Kid in the Hall Kornman00's Avatar
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    Re: HaloCE - OpenSauce - V3 Released

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