Open DJPlaya opened 4 years ago
Can confirm it's related to Anti-Wall. Ran a test with everything disabled except the anti-wall module. Gave myself a ping of over 50 with fakelag and players would pop in on my screen. Does not happen when the client's ping is lower. This was on CS:GO. Is there a value in the eyetest.sp that can be changed to modify how far/behind someone needs to be for the client to be visible?
Can confirm it's related to Anti-Wall. Ran a test with everything disabled except the anti-wall module. Gave myself a ping of over 50 with fakelag and players would pop in on my screen. Does not happen when the client's ping is lower. This was on CS:GO. Is there a value in the eyetest.sp that can be changed to modify how far/behind someone needs to be for the client to be visible?
Indeed there is an Value for that, please check out the 'Action-System' Nightly Branch, ive already added an possible Hotfix for this Issue there.
Can confirm it's related to Anti-Wall. Ran a test with everything disabled except the anti-wall module. Gave myself a ping of over 50 with fakelag and players would pop in on my screen. Does not happen when the client's ping is lower. This was on CS:GO. Is there a value in the eyetest.sp that can be changed to modify how far/behind someone needs to be for the client to be visible?
Indeed there is an Value for that, please check out the 'Action-System' Nightly Branch, ive already added an possible Hotfix for this Issue there.
Looks like there is somewhat of an improvement but still getting some pop in when over 50 ping. What values in particular can be modified in the eyetest.sp
? Is it POINT_ALMOST_VISIBLE 0.75
values or in the vectors?
Can confirm it's related to Anti-Wall. Ran a test with everything disabled except the anti-wall module. Gave myself a ping of over 50 with fakelag and players would pop in on my screen. Does not happen when the client's ping is lower. This was on CS:GO. Is there a value in the eyetest.sp that can be changed to modify how far/behind someone needs to be for the client to be visible?
Indeed there is an Value for that, please check out the 'Action-System' Nightly Branch, ive already added an possible Hotfix for this Issue there.
Looks like there is somewhat of an improvement but still getting some pop in when over 50 ping. What values in particular can be modified in the
eyetest.sp
? Is itPOINT_ALMOST_VISIBLE 0.75
values or in the vectors?
This define is a good start, i personally edited line 264 to raise the movement precalculation. I havent looked that deep into the Anti-Wallhack System since i am working on an bigger Project which will make this module useless for most common Games.
Sometimes, the Client is appearing too late. It seems that the Client itself exists, but isent visible. It looks like the Client does teleport when a specific Angle is hit. This should be related to the Anti-Wallhack Module, i am 99% sure.
These Ray-Tracing Check is mostly obsolete anyway, i will rewrite this System as next big Task once the Action System is fully tested.