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 Nouveau Zeroping Newnet Beta 0.5 Enhanced/Modified netcode 
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Inscription: 01 Oct 2008, 01:14
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Nouveau message Nouveau Zeroping Newnet Beta 0.5 Enhanced/Modified netcode
Newnet Release (Enhanced/Modified netcode for UT99)par " TimTim "
Ça ne fonctionne pas comme un zeroping mais c'est une modification du netcode
La réalisation de ce mod pourrait combler l'écart de ping entre les continents.Vous devriez etre aussi à l'aise sur un server us ou autre que dans votre pays ; on parle même de ping de 300 et plus ramenés au non lag



Citation:
This code has been made public as complaints have risen as to the path it has taken. In an effort to increase compatibility and public favor it has been leaked for further enhancement/modification. Please note that completion of this mod could bridge the ping gap between multiple continents and communities, and could completely relaunch UT99. There have been mixed reviews/feedback on the mod. Feel free to try and visit to pug.


http://www.globalunreal.com/forums/view ... ?f=4&t=309

Code:
*** DONE ***
- All hitscan weapons (including pulse secondary) register as if zero ping, serverside
- Dynamic hitsounds like UT2004's UTComp
- Translocator doesn't switch to previous weapon when triggering both fire/altfire
- ThrowWeapon throws weapon when moving forward
- ThrowWeapon velocity can be set by the server admin
- Hitscan (shock beams, sniper, etc.) pass through ducked player's heads instead of stopping midair
- Warmup mode fixed to match actual gameplay physics (jump height, self damage, momentum, etc.) and removed annoying "You are ready!" text
- Projectiles hopefully match the server better (less duds)
- You keep half your enforcer/mini ammo if you toss enforcer while you have mini and vice versa
- If you have duel enforcers, you can toss one (with 30 ammo) and keep the other instead of having to toss both (which actually used to result in one of the duel enforcers disappearing)
- Minigun originally did random damage, from 9 to 15 per hit; people complained so it was reduced to 9 damage per hit
- Translocator feels like 0 ping
- Type "hitsounds 0" to turn hitsounds off or "hitsounds 1" to turn them on
- People were complaining about their weapon firing after switching weapons because they were sometimes not letting go of their fire button before switching, so a delay was incorporated into the weapon switch sequence that will temporarily disable firing when switching weapons; the default is 200 milliseconds but players can set their own delay by typing "switchdelay 300" or whatever in console
- Projectiles and shock combos improved
- Checking for shots fired on the client between ticks on the server has been removed for minigun and sniper so that they register "normally"
- For quick testing, the headshot box size can be changed by an admin in-game; current default is 100%
- Comboing other person's shock ball works as if 0 ping
- InstaGib altfire fixed
- Piston fixed
- Hidden weapon after feigning death fixed
- Fixed shots not registering after first shot when holding down fire
- Added team hitsounds; type "teamhitsounds 0" or "teamhitsounds 1" in console to turn them off or on
- Should now be able to hear hitsounds from across the map or in a different zone
- Fixed spectator hitsounds to match the hitsounds of whoever spec is viewing
- Position/direction of shots fired now match exactly what the shooter saw except when going up lifts (need newnet lifts)
- Dodging of all straight-flying projectiles is now much more accurate
- Fixed telefragging when dodging into each other
- No more crashing when recording demos
- Hitboxes seem to be more accurate
- Even smoother movement for players with 150+ ping
- Jump pads that feel like zero ping
- Fixed telepunts
- Fixed the real/fake translocator positions/velocities so they always match regardless of how/who shot it
- Fixed a serious bug where firing shock primary too soon after firing shock secondary was causing the shock primary to never fire on the server!! This is the likely culprit for 99.99% of the combo registration issues!
- Fixed the lag associated with boosting oneself
- Spawning issues fixed
- Reduced the lag associated with getting knocked around by shock beams, rockets, etc.
- Fixed piston launching?
- Fixed FWS so that the actual switching is delayed rather than the firing; can also now see the pending weapon glow in the hud
- Fixed SwitchWeapon and SwitchToBestWeapon binds
- Fixed clientside weapon sometimes switching twice with high ping
- Made it incredibly easy to make complex arena-style gametypes like telegib
- Players now have a few hitsounds to choose from by entering hitsounds # or teamhitsounds # into their console where # is an integer, 0 to 3
- Admins can set specific delays for weapon switching in-game using the following commands (numbers are default ms): mutate fwsdelay 300
- Fixed major bug with rockets where on the server it was shooting in the direction you were aiming when you started loading, but on your screen it shot like you expected; this was likely the cause of all the rocket duds
- Fixed biorifle not shooting sometimes (I think?); the issue was also most likely the reason for bio duds
- Fixed weapon switching so that players get a fast weapon switch but the sound, animation, and hud (glow) work as they would expect
- Translocator can now be the first weapon when spawning; just put it above enforcer in weapons list
- Fixed weapons sometimes firing immediately after spawning
- Mini's gotten pretty useless again so the damage per bullet has been bumped up from 9 to 10
- Added the FireSwitchDelay parameter to the weapon switch sequence so that there will be a slight, exact delay prior to the actual switch when firing a weapon right before switching
- Fixed not being able to switch to a weapon immediately after touching it
- Fixed not being able to fire or switch weapon immediately after spawning
- Weapon switches are now 99% ideal as far as I can tell: 1) independent of ping 2) consistent across the board and 3) you can "cancel" a pending weapon switch by re-choosing your current weapon (with no added delay), which should work for the most part with any combination of getweapon, switchweapon, switchtobestweapon, and/or next/prevweapon
- Fixed the immediate firing and direction of weapons when holding down fire as weapons are switched
- Fixed the number of rockets firing on the client sometimes not matching the number of rockets firing on the server
- Fixed the 99.9% of the movement jittering when client/server are resyncing once and for all
- Added messages for any time you're getting packet loss; "HidePL" in console to toggle the messages
- Serverside default hitsound setting; search for DefaultHitSound in ut.ini; it should work for players who are using the current version for the first time
- Portals now feel like zero ping and the direction players face when coming out of portals is now "correct" (as most map makers intend); right now VisibleTeleporters (the portals on Terra, Gothic, DiamondSword, etc.) take a few seconds to get replicated to each client and the method in doing so is really inefficient but it will do for now
- Fixed switching to another weapon (e.g., from enforcer to translocator) immediately after you spawn (for real though lol)
- Translocator should be fixed; it should no longer (or at least very rarely) get out of sync with the server; telefragging should feel like it does in practice mode; and killing translocators should always work
- Hopefully fixed projectile (rockets, etc.) hit registration once and for all; had to disable a few things in the past few versions to isolate the crashing but they are now re-enabled with slightly different hit registration algorithms
- Added MaxPktLPS (packets lost per second) to hopefully smooth out the warping of players with < 1% loss
- Added the HUD weapon glow for players that have high detail turned off
- Maybe fixed weapon switching issues once and for all? The remaining issue seems to be a result of the inventory refreshing when picking up a new weapon, which for some reason empties it for a split second, long enough for a weapon switch to fail if attempted during this short time.
- Changed where shock beams explode if a high pinger hits someone going around a corner so it doesn't look like they're shooting through the wall
- Removed odd jumping when spawning
- Spent a few hours trying to fix demos; server demos don't crash the server but of course 1st person view doesn't work right (it's always been like this apparently); and client demos for whatever reason the client's fake (newnet) projectiles/shots won't fire in the right direction, regardless of the fact that demo playback does in fact have the proper view rotation data; after trying everything I could think of to fix either client/server demos, it looks like the best (ironically the easiest) solution is to rewrite most (or maybe even all) of the demo system; Epic did a TERRIBLE job with this; I don't know what they were thinking but the demo system is apparently still really bad in UT3+
- Fixed invisible body blocking when someone is dead but not yet spawned and their corpse now no longer has to go into the floor
- Removed gibs/flying body parts on the server; but now they need to be re-added for specs; and special stuff like heads flying off when headshotted need to be removed from server, but this should be enough right now to test whether or not this fixes the remaining bounced shots
- Fixed shooting 2+ guns at once
- Fixed DOM control points in warmup
- Sniper headshots verified to be working correctly (someone requested that this be looked into)
- Fixed minigun accuracy when holding fire then altfire
- Prolonged the amount of time the movement netcode is reverted to default for players experiencing packet loss
- Raised the minimum packets lost per second (before reverting to default movement) from 8 to 50
- Added a minimum positional error to maybe reduce server load?
- Not really part of this mod lol but I fixed the gun pointing down on spawn in LMS; also fixed warmup in LMS
- Fixed (or at least improved) force fire for shockrifle
- Pulse beam seemed to be overpowered so its damage has been reduced slightly
- Fixed the clock when going into overtime or joining a server late (inefficient replication but it'll work for now)
- Suiciding now explodes the body (derka derka!)
- Enabled gibs from spectator's POV (what a hack lol)
- Fixed trying to throw a weapon you can't throw
- Rewrote entire projectile hit registration system
- Added a hack/workaround to hopefully avoid the bug in the engine that causes servers to crash when teleporting too often


*** TODO ***
- Armor, weaps, sprees and announcer from spectator's POV
- Quicker HUD updates
- Custom death messages
- Colored messages/names
- Option to make player names not show up with crosshair
- Allow players to choose team/enemy player models/colors
- Custom crosshairs for each weapon
- HUD editing
- Fire/AltFire swap
- Pure's bDoEndShot
- Pure's demorec command
- Silent piston
- Better spawning algo (option for server admins)
- Crosshair not perfectly in line with where shots actually fire (although they line up perfectly when ducking... weird Epic, weird)?
- Weapon sometimes becomes invisible for tosser when thrown
- Should be able to catch thrown weapons midair
- Better stats system
- Make NewNet togglable
- Make lifts feel like zero ping without having to recompile every map (tough! but I think it's doable)
- Better dodging compensation for curving projectiles (grenades, goo, and flak secondary)
- Dodge bug seems to be really rare with newnet's movement, but it might be worth looking into
- Make all new options available in one neat little package/menu like UT2004's UTComp
- Clock sometimes not showing up on map restarts
- Fucking demos
- Feign death collisionheight
- Hammer AltFire (deflection)
- Newnet redeemer lol
- More chars!




Téléchargement

http://unrealtournament.99.free.fr/utfi ... %200.5.zip

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04 Mar 2013, 01:54
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Nouveau message Re: Nouveau Zeroping Newnet Beta 0.5 Enhanced/Modified netcode
Désolé cette beta fonctionnel est maintenant passwordée suite à une réclamation.


Citation:
This was a maliciously leaked release against the authors consent.

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05 Mar 2013, 13:44
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Nouveau message Re: Nouveau Zeroping Newnet Beta 0.5 Enhanced/Modified netcode
Citation:
The final configuration with comparison to reg:
- Enforcer is 21 damage per hit; reg was 25
- Minigun is 10 damage per primary and 15 damage per secondary; reg was random, between 13 and 21
- Pulse secondary is very slightly nerfed
- Shock primary is 51 damage per hit, but unmodified for sDOM; reg was 60
- Sniper is 60 per body shot and 135 per headshot with a slightly slower rate of fire, but (now) unmodified for sniper arena; reg was 67 and 150
- Flak primary shards' damage decreases linearly after traveling for 400ms


Current version as of this post is v0.5x. Updates since last post:

- Maybe fixed seeing double when comboing other ball
- Maybe fixed goo secondary
- Fixed the pre-translocation glow not showing up (where a player was right before translocating)
- Fixed bots firing too fast
- Removed the red/green bs from spec when you press F3 in spec (ShowStats command)
- Fixed picking up guns with no ammo (very rare)
- Fixed not being able to pickup another weapon < 200ms after throwing current one
- Maybe fixed high pingers' shock balls not disappearing when a low pinger's shock ball collides with it
- Added redeemer replacement mutator: IG rifle with 1 ammo that only gets used if you miss
- Trying something different for removing gib collision now which should reduce bandwidth usage and maybe fix green bodies in demos; hopefully this doesn't result in any extra bounced shots or premature projectile explosions
- Fixed the issue with weapons sometimes disappearing from the HUD and sometimes not being able to switch to a weapon as soon as you pick it up (related issues); btw, FUCK YOU EPIC for not allowing replication to be changed in subclasses... if epic allowed this to begin with, I wouldn't have had to resort to ridiculous hacks to make 0 ping weapon switch possible
- Fixed the clock/HUD not appearing when ctf is loaded for the first time; MODOSUtils was overriding the HUD so now Pure's HUD is forced as long as "ctfhud" is in the hud's original hud name


*** TODO ***
- Fix rockets sometimes autofiring right after switching to them (after trying a thousand different things, I'm really not sure what causes this... I need help recognizing some kind of pattern)
- Finish fixing demos
- Fix dodge bug 100%
- Fix autododges
- Recreate/import LeagueAS because too many things are conflicting when separate
- Fix double shock beams (might actually already be fixed with a change made recently?)
- Fix portal direction (when dodging through them, etc.)
- Armor, weaps from spec's pov
- Quicker HUD updates
- Custom death messages
- Colored messages/names
- Option to make player names not show up with crosshair
- Allow players to choose team/enemy player models/colors
- Custom crosshairs for each weapon
- HUD editing
- Fire/AltFire swap
- Automatic demorec at countdown + end demorec on redjack
- Silent piston
- Better spawning algo (option for server admins)
- Crosshair not perfectly in line with where shots actually fire (although they line up perfectly when ducking... weird Epic, weird)?
- Weapon sometimes becomes invisible for tosser when thrown
- Should be able to catch thrown weapons midair
- Better stats system
- Make NewNet togglable
- Make lifts feel like zero ping without having to recompile every map (tough! but I think it's doable)
- Better dodging compensation for curving projectiles (grenades, goo, and flak secondary)
- Make all new options available in one neat little package/menu like UT2004's UTComp
- Feign death collisionheight
- Hammer AltFire (deflection)
- Newnet redeemer lol
- More chars!

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UT99 files
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13 Mai 2013, 07:14
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Nouveau message Re: Nouveau Zeroping Newnet Beta 0.5 Enhanced/Modified netcode
http://www.globalunreal.com/forums/view ... f=4&t=1025

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19 Juin 2013, 07:20
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