Hitbox detection on bf2/pr servers?

General discussion of the Project Reality: BF2 modification.
Rico11b
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Post by Rico11b »

'[R-DEV wrote:eggman']Thanks for the research!

We'll try the disableclientside stuff during v0.6 development and see how it goes.

You got it man! No problem. It was my pleasure. I just hope it works out. I'm mostly continuing to post this stuff now so admins can test it out. You know the more minds tackling a problem the better. Maybe a solution can be found before v0.6. That way it's one less thing for you Devs have to worry about. Not to imply that you are worrying now :) Oh, I'll just shutup now :) lol.

Later
R
Jaymz
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Post by Jaymz »

The only thing I didn't do was actually stop and start the server in BF2CC, I hit the restart button which essentially is the same thing. I double checked on everything else, usersettings.con has the line added and is set to readonly.


edit: I have since stopped and started the server in BF2CC. We'll see how it goes.
"Clear the battlefield and let me see, All the profit from our victory." - Greg Lake
Rico11b
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Joined: 2006-05-23 20:36

Post by Rico11b »

WNxJaymz wrote:The only thing I didn't do was actually stop and start the server in BF2CC, I hit the restart button which essentially is the same thing. I double checked on everything else, usersettings.con has the line added and is set to readonly.


edit: I have since stopped and started the server in BF2CC. We'll see how it goes.
That gentlemen got back to me on this and we have been emailing all morning. I posted what he emailed me this morning. Did you get a chance to look at it? I think the usersettings.con file needs to have all the normal stuff in it and then add the line to it. Not just a blank usersettings.con with that one line in it. That's my guess anyway. I asked about client side settings when using this. Here is what his reply was.
redilS wrote: You just have to modify the servers' usersettings.con file - no changes needed on clientside ('GSUseClientSidePrediction' will only work on serverside anway, so does any other 'GSxxx' setting). Changes on clientside don't matter at all. Leave them, or revert back to default just as you want.


Greetings,
redilS
I just had a few questions pop into my head. If the hitboxes are lagging behind the player models. And cheaters are using aimbots. What are they aimboting onto? The hitboxes or the player model? If aimbot programs are locking onto hitboxes then surely there must be a way to find or show the hitboxes on screen. If however they are locking onto the head of the player models then that would explain the videos I see on you tube of aimbotters having to fire serveral rounds to get a kill. Hitbox lag is screwing them out of a one shot kill. In that case I love hitbox lag :) Not really, cheaters still suck!

I myself have never used any aimbot programs or anything like that so I wouldn't know, but I did stay in a Holiday Inn Express last night.

Later
R
Last edited by Rico11b on 2007-03-07 20:10, edited 1 time in total.
Rico11b
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Post by Rico11b »

Now a question for the Devs really. Is there a way to BIND the hitboxes to the player model? That way they won't lag behind the player. Also is there some sort of acceleration settings for the hitboxes. Maybe the hitboxes could be set up to accelerate and catch up to the player model once it has moved, and the player is still in motion, as opposed to waiting until the player stops to catch up.

This issue with the hitboxes lagging the player model seems every similar to something else. A mouse trailer. You know what I'm referring to right? when you turn on the feature of mouse trailers. So your mouse pointer looks like The Flash when you move it across the screen of your desktop. When you stop the mouse the trailers catch up and seem to go back inside or behind the mouse pointer.
Cyber-Couch
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Post by Cyber-Couch »

This is all so confusing to me, I want to fix my hitregister, is it serverside or clientside fix?
Katarn
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Post by Katarn »

serverside
vfn4i83
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Post by vfn4i83 »

HitBox are exclusive a serverside creation, if its wrong is server problem. It take the average ping in the server and create the hitbox, if that is disable a erroneous gameplay wil take place, like people dying from nowhere.

Anyone remember of OFP in the first days?, will be the same, only being worst for those with higher ping(And I saying difference of 30ms or less).

____

BTW, I tested this modification to txt, and give nothig but a CTD during a gunfire, had to test diferent parameters and came close to default.
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Rico11b
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Post by Rico11b »

vfn4i83 wrote:HitBox are exclusive a serverside creation, if its wrong is server problem. It take the average ping in the server and create the hitbox, if that is disable a erroneous gameplay wil take place, like people dying from nowhere.

Anyone remember of OFP in the first days?, will be the same, only being worst for those with higher ping(And I saying difference of 30ms or less).

____

BTW, I tested this modification to txt, and give nothig but a CTD during a gunfire, had to test diferent parameters and came close to default.

A CTD is something that I have not heard of with any of these tweaks to the usersettings.con file. I've checked several forums and no one has reported anything negative while adjusting settings in the usersettings.con file. People say it either worked for them or it didn't work at all, but never anything negative like a CTD. I'm not sure what's going on with your box. I'm not sure how modding the usersettings.con file can cause a CTD. You got me there.

Later
R
Rico11b
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Post by Rico11b »

I noticed that another thread has been closed, "Why are fake ABR servers the latest fad for Project Reality?". It reminded me of a question or two I have.

Seems (to me) that all this STAT tracking stuff eats up server resources and network resources. If all the efforts by the server were directed to other chores instead of tracking stupid stats, wouldn't that make for a smoother game and less lag? I mean if EA/DICE put as much effort into polishing and fixing game issue (like HITBOXES), as they did in tracking stats we would have a much finer game. Right? Seems to me the stats are alway right, and never missing a beat, but your in game experience is chocked full of unusual happenings that never seem quite right. Crazy things like popping some guy in the head twice only to have him turn around and own you! You know stuff like that. Is this thing on? Am I making any sense here? Sorry for ranting. Now back to the subject of hitboxes and hit detection :)
Last edited by Rico11b on 2007-03-09 01:57, edited 1 time in total.
eggman
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Post by eggman »

mod'ing the usersettings.con on a dedicated server with just the one clientsideprediction line didn't cause a CTD on my personal dedicated server. there should be no way for it to cause a CTD if the edit is done on a dedicated box.
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TJ72
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Post by TJ72 »

Discovered this clientside myself recently.
Changing the GSInterpolationTime & GSDefaultLatencyCompensation 0.100000 - to lower values definately makes a difference ( or zero)

Has been on tweakguides for a while.
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vfn4i83
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Post by vfn4i83 »

rico11b wrote:A CTD is something that I have not heard of with any of these tweaks to the usersettings.con file. I've checked several forums and no one has reported anything negative while adjusting settings in the usersettings.con file. People say it either worked for them or it didn't work at all, but never anything negative like a CTD. I'm not sure what's going on with your box. I'm not sure how modding the usersettings.con file can cause a CTD. You got me there.

Later
R

I see that lines of code a little tweak as a bottleneck, a controlled one, but sometimes it gives a cough up. But with u wide that passage your PC will have a major problem with more information at wrong time, in low end PCs this is a major problem, in the way that information is handled and discarted. Its one explanation for my CTD, but how knows.
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Rico11b
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Post by Rico11b »

TJ72 wrote:Discovered this clientside myself recently.
Changing the GSInterpolationTime & GSDefaultLatencyCompensation 0.100000 - to lower values definately makes a difference ( or zero)

Has been on tweakguides for a while.
Yes it has been on tweakguides for a long time now. But the line that is supposed to disable client side prediction has not been posted anywhere before. According to some, those tweaks you mentioned have little effect because the server doesn't do what the client side is telling it to. I've heard that in this game (BF2 & it's mods) the prediction happens on the client side instead of the server side to reduce the load to the server. I guess they did that is so the server could have more resources to track stats and other worthless ****. I'm guessing mind you. "SUPPOSEDLY" if you disable the client side predictions successfully you force the server to do all the predictions itself, thus reducing or eliminating hit prediction lag or lagging hit boxes. Which would be really nice. Of course that could cause a server to slow to a crawl, but we won't know that til we try it right. We may find that it is too much for the server to bare, since it's soooo busy with more important tasks like tracking these all important stats! There was sarcasm in that last sentence :)

If I misspelled something I apologize, typing is not my first language :)

Later
R
Rico11b
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Post by Rico11b »

Bump!

Anyone had any luck trying this out yet?
Krawkfaagel
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Post by Krawkfaagel »

I cant really see how it would be better if the server ran the predictions instead. It will still be a prediction and most likely be using the same math.
Hit-boxes and hit-registration is always done serverside in bf2.

The tweaks to client-side-prediction makes it closer to the real position of hitboxes and thus less buggy/laggy feel.

I have been running with tweaked settings now for a couple of months with positive results. Much less empty-an-entire-mag-into enemy-he-turns-and pops-one-in-my-head incidents.
Rico11b
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Post by Rico11b »

Krawkfaagel wrote:I cant really see how it would be better if the server ran the predictions instead. It will still be a prediction and most likely be using the same math.
Hit-boxes and hit-registration is always done serverside in bf2.

The tweaks to client-side-prediction makes it closer to the real position of hitboxes and thus less buggy/laggy feel.

I have been running with tweaked settings now for a couple of months with positive results. Much less empty-an-entire-mag-into enemy-he-turns-and pops-one-in-my-head incidents.
I've modded all those settings on my client side as well. It was a mixed bag of results for me. Sometimes it "seemed" to help, but at other times it didn't. I think it's more subjective. I've tried using lots of different numbers on those settings. Still I get mixed results. If I ONLY played on one server, and one server only, then maybe I could get it to be more predictable. But I play around on lots of servers so I don't think there is one magic setting that would work on all servers. And according to everything I've found so far, prediction has been pushed back to the cleintside so the server doesn't have to deal with it. I know most games have the server doing all the prediction work, but what I've found so far shows BF2 clientside doing most if not all of the prediction work. Kinda seems that the cleintside makes the prediction and serverside then argues the point with the cleint until the clientside gives up. Seems dumb to me too, but I wouldn't put anything past EA/DICE. I wish I could learn more about it, but I just can't seem to find anything on the net concerning hitboxes and prediction with BF2. There's lots of stuff for CC and other games but not much for BF2 at the moment. At least not that I have been able to find anyway. Although I could be completely wrong. But please don't flame me if I am wrong cause then I'll just be a butthead about it :) Hehehe....

Later
R
Krawkfaagel
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Post by Krawkfaagel »

Ok, I might be on thin ice here but isnt hit-detection done without prediction and rather in server-realtime? Makes no sense for the server to predict anything when it has no lag to itself.
The server is running the game in the correct time. Clients are lagging behind and needs to be corrected/predicted.

The settings tweaking works fine if you have somewhat stabile ping on servers. I usually hava a 15-30ms so I have adjusted it to that. (0.05, 75, 50 seems to do the trick.)
causticbeat
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Post by causticbeat »

jaymz is like the hit detection sherrif 'round these parts of town
General_J0k3r
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Post by General_J0k3r »

is it true that bf2 optimizes prediction for a preset ping level? i read that at one place (don't remember where) but it doesn't really make sense to me. predicting based on avg ping or something would make more sense imho.
Cyber-Couch
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Post by Cyber-Couch »

Where can I get the client-side hitbox fix?
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