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Thread: SAPP

  1. #511
    Junior Member
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    Re: SAPP

    Ah sorry I think I misunderstood what the clead command does! I thought it was the amount that the hitboxes are moved "back in time" at the server, but I guess it is kind of the opposite.

    So if I set clead to 0, does that mean I shouldn't have to lead? If this is the case, then I guess what I wanted was to be able to set clead to a negative value (but still fairly close to 0). *But*, I should test it again now that I (think I) understand it. Thanks again.

    Edit:
    Scratch that! I guess what I would like is for clead (or some other command) to be what I said first: the amount the hitboxes are "moved back in time" for this particular player at the server.

    Thus, it is not affected by the player's ping at all, which is the entire reason I wanted this feature -- I wish to override the server's calculated value with a constant value that I (the player) believe is correct (within reason, of course). Thanks again.

    Edit2: I just played on server "©". With nolead enabled, around 40 ping and without issuing /clead, I was having to consistently lead by a constant amount. Again, this was confirmed using my client-side tool. Hence my request for wanting to override the hitbox adjustment amount with a constant value that I can set. I do not believe it is possible for the server to calculate the correct value. This might be because the correct value is based on the one-way latency from the client to the server, which cannot be calculated from the ping (which I believe is the round-trip time), as the different directions may not have the same latency. Or it may be something else entirely. Either way, overriding it with a constant value ensures the best possible experience for those willing to adjust it. Thanks again.
    Last edited by PaulusT; September 19th, 2013 at 11:17 AM.

  2. #512
    Senior Member sanni's Avatar
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    Re: SAPP

    I got a small question too.

    On some servers like "©" my ping in game is jumping from 18/19 to 27/28 and back and forth.
    - Does this affect nolead calculations in any way?
    - And why isn't it just settling for 24ms instead of the constant jumping?
    (My actual ping is 18ms +-2ms jitter, on "RWG Scrimworld" it stays constant at 24, but on "©" it skips the 24ms step)

    Also some suggestions:
    - usually the first thing I do when I enter a server is to check if the opponent has Scrim Mode enabled and what version SAPP is. So /info and /about. Wouldn't it be better to display the version of SAPP with /info too? Then you would have all revelant information like maxplayers, scrim mode and sapp version on one sceen.
    - could you add the custom_sleep value to the /info screen?
    - if a player was banned kicked etc it should say the admins player name that did the banning/kicking.

  3. #513
    suum cuique sehe's Avatar
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    Re: SAPP

    PaulusT: If you want to try custom lead, go to a server with 400 ms ping not 40 lol. It works perfectly, if you set /clead 66 you will have to lead like you had 66 ms ping, if you set it to 200 you will have to lead like 200 ms. It's nothing special changed in the no-lead code, just it sets the hitbox to [ping-clead] instead of only [ping] back.

    sanni: It's not a big problem as long as it's not jumping on a "33 ms edge" (like 24-46, 54-70 etc.), otherwise no-lead can miss +- 33 ms.
    Also, there are already too much info in that command, some more lines wouldn't fit into the original chat.

    Make proper, reliable players as admin, not pathetic idiots like Gaymaster or the moron Storm. But yeah, guess I can add this as a feature.
    Oh btw. this reminds me that ridicilus story when I entered to your "©" server and in 10 seconds Storm banned me for no reason then in 2min he crashed/ddos the server and then said to everyone it was me. xD I should laugh at this tho it's rather just sad lol.

  4. #514

    Re: SAPP

    namehack download prob bro here

  5. #515
    suum cuique sehe's Avatar
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    Re: SAPP

    Oh thx, I forgot the "/downloads/" path from the link, it's fixed now.

    Anyways, atm. I'm working on a basic client side anticheat that would work with SAPP, and ßéta testers are wanted in three category:
    Generic Player: For reporting bugs and crashes.
    Cheater: You have to try as much as cheat you know, and report me if you could use any, even just partly.
    Cracker: You have to try bypass the anticheat and make a working cheat. If you succeed (you won't) you have to give me the details how you managed it.
    Please contact me on Xfire (lgbalazs) or here in a PM if you're interested.

  6. #516

    Re: SAPP

    I was able to finally figure out how to get custom maps to work on the Halo PC server.
    However, I cannot get any EVENTS to work on the Halo PC server. Am I to assume that events do not work on Halo PC, but only on Halo Custom Edition? I tried every which way, but they are not working at all. Commands work fine, init stuff works fine. Events do not work at all, no matter what. Nothing happens.

    Also, here you can read what I wrote about how to set up a server with custom map files:

    http://unsc.galaxyverge.com/viewtopic.php?f=13&t=34
    As you can read, the two files you must modify when adding a new map are the SAPP's init.txt file, by adding a map_load statement, and the mapcycle.txt and/or mapvotes.txt files by adding the map name.

    WAIT!!!! I GOT IT TO WORK!!! I had to change the events.txt file's format to "Unicode (UTF-8, with BOM)" and using Unix (LF) line format. I'm using that also with commands.txt and the other files now.

    FINALLY!!! I'M SO HAPPY!!!

    Wait, now I have a question: how do you get map voting to work? It seems to only choose a random map. How do I get the voting list to show up so players can vote on the next map?
    Last edited by liquidspark; October 22nd, 2013 at 06:14 PM. Reason: got events to work

  7. #517
    Junior Member
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    Oct 2013
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    Re: SAPP

    hello,

    I noticed that when I change a players speed it slowly degenerates back to 1.0

    (example) set players X speed to 1.4, a few seconds later 1.39...1.38.... after about 120 seconds the players speed stops at the normal 1.0

    I cannont find the reason for this , i think that it could be a sapp problem.


     

    Could any of these be possible with sapp? ive played in servers with these mods although clients need to have the modified map, client/serverside stuff

    Using the default Halo Ce maps everyone has-

    -Client use of the control key makes the player invisible while the key is held.

    -Sniper riffles that shoot tank shells, other weapons/vehicles that shot various combonations of projectiles.

    -Warthogs that have 2x top speed and 10x acceleration

    Anytime I modify the bloodgulch map for Halo CE with HHT, HMT, exct... I change them with Halo Map Version Converter and make my modifacations. With the changes made I put the server up but others cant join unless they have the exact map with my modifacations.

    ive played in servers where the client can has the unmoded bloodgulch and the 3 things i listed above work for them. Could anyone explain how? Or what programs are used?


     

    Possible idea? Conquest GameType

    A Slayer game where the game starts FFA or with 4 teams, example - red, blue, white, black or every slayer person has there color as there own team. When you kill a player that player joins your team, and color. The game ends when all players are on the same team, in a match of conquest.

    needed stuff be like

    Multiple players allowed as the same color at once

    A way to stop players from killing gained teamates in a betray

    No team switching or leaving the game and coming back to TS

    4 team colors example, teams have differnt starting weapons, or advantages like camo, speed, hp, ammo and stuff


    ~That be sweet, Thx for the readnig, hope the speed glitch is fixed soon and that some of the ideas are possible
    Last edited by derpderp; October 23rd, 2013 at 01:03 AM.

  8. #518
    suum cuique sehe's Avatar
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    Re: SAPP

    I noticed that when I change a players speed it slowly degenerates back to 1.0
    (example) set players X speed to 1.4, a few seconds later 1.39...1.38.... after about 120 seconds the players speed stops at the normal 1.0
    I cannont find the reason for this , i think that it could be a sapp problem.
    Me either, it's some Halo bug feature.

    Using the default Halo Ce maps everyone has-
    -Client use of the control key makes the player invisible while the key is held.
    -Sniper riffles that shoot tank shells, other weapons/vehicles that shot various combonations of projectiles.
    -Warthogs that have 2x top speed and 10x acceleration
    For the control key stuff they using some Phasor script, as for the others they are modded maps. First you have to load the server then replace the maps for Halo CE. But if you use the strings.dll which is included in the archive, then it should cache the checksum of the maps. Delete the cache.hac from the Halo CE folder, put back the original maps, start haloceded and wait till it loads. Then you can put modded maps but the original checksum will be loaded from this file, thus the clients will be able to join.
    Btw. If the warthog stuff is modified in the server side only, aren't the clients simply lag in hogs?

    Possible idea? Conquest GameType
    Cool but no atm, tho 4 team game was already requested, but it's not this simple to make. Also cuz the scoreboard is client-sided.

  9. #519
    Junior Member
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    Oct 2013
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    2

    Re: SAPP

    Hii,

    When warthog speed/acceleration are modified the clients do experience lag while driving. If you set values very high and tap w and s to move backwards and forwards you can control it a lot better. Wheelies, stopies and tight donuts (or just haul ass across the map). If u set the hogs reverse speed to a controllable level you can adjust yourself on a hill to get big air.

     

    I have explored the speed degeneration issue-

    Its a problem with slayer/team slayer games, under edit game types -> game options -> slayer -> "Kill penalty"

    if set off/no- a players speed will degenerate -0.01 every 3 seconds (If set above 1.0)

    If a players speed is 0 or negative there is no change to speed in such intervals

     

    If turned yes/on -> a player speed will stay at the set value until they get a kill, the killers speed will decrease whilst the killed players speed will increase.

     

     

    ---Easy solutions---

    Have a CTF gametype with disable_object "weapons\flag\flag" in your init (LOL)

    or have event_alive $team:blue 's $n 1.6' or

    event_alive $team:red 's $n 1.6' or

    event_alive 's $n 1.6' in your events

     

    I first noticed this speed degeneration problem in my friends DangerCanyon ZOMBIES server. The humans would camp on the portal side of the bridges and as a zombie it was often quite a walk to get to the humans. By the time I did I was going 1.2-1.4 instead of 1.6. The event_alive for blueteams speed seems to work well, although in a full server its a lot commands, changing often 10+ players speed every second they are alive.


    Any spoilers to what your working on? #keep up the good work ^^

  10. #520

    Re: SAPP

    Feature Suggestion:

    Remote console. Remote meaning not in the server or at the console. Using a third party software client. Example: Qtracker client http://QTracker.com
    Personal note: I really do enjoy this client.

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