ValveSoftware / halflife

Half-Life 1 engine based games
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Cheat works via console command (online multiplayer) #1262

Closed NightMare- closed 11 years ago

NightMare- commented 11 years ago

PC Specs: Processor: AMD Phenom II x6 1100T Black Edition Motherboard: Gigabyte 990-FXA-UD3 Graphics Card: Gigabyte Radeon HD 7770 OC Ram: 8gb DDR3

I play HLDM/AG and here are the issues:

1.) fps_override 1 - Allows players to set fps above 100. This command is great for clients to achieve smoother image quality, however, it speeds up the game resulting in "speedhack". (ex. values of 125, 250, etc...)

2.) auto bunnyhop - Since the removal of special alias, some players and admins found a way to get around this by replacing ".dll's". They replace the current one with the old one. Even though there is server command to allow this or not, this is not enough. If the game would simply fail to launch with such modified .dll's (authentication required) then this may help solve this problem. Each and every steam user should use the original .dll.

In conclusion, these two issues are very important. Why should a player be able to run, jump, spawn, and shoot faster with some command? Why should admins decide to allow modified .dll's? Skill wants a voice too.

Below I have attached some links. I'm showing this so you know exactly where I am coming from. I train very hard the right way and it's very discouraging to know players can do such things. I'm playing without scripts (not even bunnyhop script), default sprites/models/sound, and using 100 fps in 1920 x 1080 resolution. Nobody else plays this way, unfortunately. This game doesn't need scripts.

Gameplay montage: http://steamcommunity.com/sharedfiles/filedetails/?id=163384234

The full demo: http://steamcommunity.com/sharedfiles/filedetails/?id=160777329

LevShisterov commented 11 years ago

Nobody else plays this way, unfortunately.

So, you are the one from thousands who like to play uncomfortable. Why should we force others too?

NightMare- commented 11 years ago

Honestly, I'm comfortable but that's not the point. Clients should render the same.

NightMare- commented 11 years ago

I need an answer from VALVe. Is it acceptable for me to use "fps_override 1" with fps_max greater than 100, if I render faster than clients with "fps_override 0" with fps_max limit of 100 (for multiplayer)? Also, is it acceptable for me to replace client.dll with older version to allow automatic bunnyhop in steam servers?

alfred-valve commented 11 years ago

fps_override should obey sv_cheats, I'll fix that.

Rolling back the client.dll isn't appropriate and could get you banned from servers, people expect that everyone is playing the same game.

NightMare- commented 11 years ago

Wow, thanks Alfred! Your amazing man!

TheFalcon commented 11 years ago

So instead of fixing the speed of the high fps, you are going to forbid high fps... That doesn't sound alright. A lot of players use 120 or 125 fps because on 60 Hz LCD monitors 100 fps results in horizontal lines appearing on the screen, making a very choppy experience.

xPaw commented 11 years ago

Rolling back the client.dll isn't appropriate and could get you banned from servers, people expect that everyone is playing the same game.

Except people will keep rolling back until you change the protocol version and/or break something.

ghost commented 11 years ago

Better fix the speed advantage that high fps gives to you than forbid it. Playing with 100 fps on 60 Hz monitor as TheFalcon said really sucks while 125 fps is perfectly smooth. People will keep rolling back the version because things have been taken from their favorite game like bunnyhop (special command), things that made them love this game in the first place.

scien7isT commented 11 years ago

btw. i'm as well for block autobunny, ppl need to get skill, and should practice this as well, cause how far goes this? so i could simply use an "Auto aimbot" too.. same way, cheat is cheat, to move smoothed required alot of skill, which some ppl just doesn't have.

forcing 100fps is mb needed, but not really essential, i can reg perfect 125fps Players if they are using highrates:

rate above 25000 updaterate 100 cmdrate 100

cmdbackup 0-8 maximal

and yes, ofc force the original *.dll make sense, valve updated as well the netcode, so why some dudes want to keep that old one? with that update we can use rate "100000" what just run so smoothed.

vamppa commented 11 years ago

Hello Alfred,

An admin from the Elite Half-Life League speaking here, if that counts for anything. I like the idea of fps_override needing to obey sv_cheats. leaving it up to the server to allow these kind of bugs or not. However in our small community it will result in either of two things. 1) Having more servers that enable sv_cheats with the other abilities that come with it. 2) Losing players .

How about letting fps_override obey sv_pure ? If such an server cvar does not exist yet please think about creating it. One could add "_special" to obey sv_pure as well or other functions. such as mp_consistency.

ps. What Soaric mentioned would be ideal ofcourse for fps issues but I understand if this costs too much work. Im sure our community would pay 5e per player easily for such an fps fix though. It means that much to us.

Greetz vamp,

NightMare- commented 11 years ago

It would be awesome to use "fps_override" in multiplayer without the bugs. I use a BENQXL2420T 24" LED @ 120hz and Half-Life looks beautifully smooth with 125 fps. I used the ASUS VE248H 24" LED @ 60hz prior to my current one. The image quality is substantially better with 125 fps as opposed to 100 fps @ 60hz. I want the best for the Half-Life community!

shoober420 commented 11 years ago

When your refresh rate matches or is higher then your FPS, the game will be more smooth. This is because refresh rate is how many frames your monitor can show per second. Say for example, you use 60Hz, and use 125 FPS. You are still seeing only 60 FPS since your refresh rate doesn't match your FPS. I remember I set my FPS to 160 and refresh rate to 160 to test out the new fps_override command, and it was smoother, but there were many glitches.

Setting the FPS to be capped at 100 again will not stop people from playing, since until this year, people have been playing with 100FPS (hopefully) for over a decade of CS1.6's existence. If someone is going to stop playing because they cap the FPS back to 100, that would be ridiculous. No one would quit playing for such an absurd reason. I'm totally for capping the FPS back to 100 (or at least making it only accessible with sv_cheats 1). 100FPS is more then enough. If you want CS to be smoother, buy a CRT and use 160Hz.

Certain commands that allow bunny hopping and other malicious exploits should be blocked for sure. There should also be a .dll check on clients so that they are not using old or modified .dlls. This just opens the door for hacks and other exploits. The server or Steam itself should check the users .dlls. Not only .dlls, I say it should check ALL the files. It should make sure there are no additional files that would be suspicious. There should be a server option (if not one already) to allow custom player models and skins. I have heard of certain hacks that take advantage of this. I know ESEA doesn't allow custom models and skins, so maybe you should make it a server option on Steam servers also for additional security. CS1.6 and the whole Half-Life franchise of games are so popular (for good reason), so they are a number 1 target for hacks. They are in high demand for these games. Something must be done. ESEA does a good job at preventing cheats, so should Steam.

TheFalcon commented 11 years ago

"If you want CS to be smoother, buy a CRT and use 160Hz." Do you realize how absurd this statement is? Of course if you make people play on a tearing screen they'll eventually stop playing or lose their eyes. It's 2013, a game that's been working so far shouldn't be capped to a rate where it's unplayable for common configurations (most widescreen LCDs are 60 Hz). And the world doesn't spin around the fact you've heard of fps_max a year ago - I've been playing on 120 fps for over 6 years (and 120 fps is actually slower than 100 fps, but it's smooth).

This is an example of screen tearing - https://www.youtube.com/watch?v=ElE_8OY91FA - take attention to when the camera is turning, or there are sudden moves. In HL these lines appear basically every time when you move the mouse. It's affecting a lot for a fast paced game like Half-Life.

On the note about the .dlls, I agree completely - but they should be forced when the build is stable enough for that (or there should be a server command). Too many bugs have occurred...

jjleebs commented 11 years ago

Ideally this should be a separate option from sv_cheats for the sake of servers/mods that aren't effected or can tolerate the side effects of playing at a higher fps.

If I recall the physics were fixed for movement at higher fps in one of the beta builds. So what's left? Higher fire rate with mp5? Is a .05 shot/s increase to the fire rate worth ruining the game feel on modern LCD's?

Please implement sv_fpsmax or something to let server owners control what they want the max fps to be until the side effect issues are worked out.

ghost commented 11 years ago

This seems like the type of thing that should be policed by communities, not by the game itself. I come from the Science & Industry community. We're pretty casual - we all follow AG/Quake/etc, but most of us would prefer to have the FPS we expect on our monitors, and we don't care if someone is getting a tiny advantage out of it.

It's not even clear that there is any real advantage to be gained - I don't see any analysis or data above...just someone saying 'it results in a speedhack'. I would hope that people posting on github can put in the effort to act like scientists/engineers instead of just pushing a personal agenda..

I don't want to be forced to run the game at 100FPS on my 144Hz monitor, because it will be crappy. It's as simple as that.

Please keep in mind that more games use Half-Life than AG.

NightMare- commented 11 years ago

This graph was made to show how "fps_override" affects rate of fire with 9mmar. I did not make this. Hopefully this data helps.

time_of_shooting_full_mp5_clip

LevShisterov commented 11 years ago

I did it, so let me to put small comment: The graph shows that really correct shooting time happen only on 50, 200 and 250 fps. Cos if you will look in the code, you will see there that delay between each shot is set to 0.1 sec. So the total should be 4.9 sec for 50 ammo.

ghost commented 11 years ago

Is there an explanation of the graph written somewhere? The axes aren't labelled, "fixed" isn't fixed and I can't read the title...

Not trying to be a jerk, but I can't get anything out of it like this. I think the x-axis is the client framerate and the y-axis is the time to fire one mp5 bullet (in units of..?). How did you measure the data?

LevShisterov commented 11 years ago

X is FPS on the client. Y is time to shoot out whole (50) MP5 clip. Measured from firing first bullet to last, on server side. "Time" is the graph of HL, "Fixed" is the time of HL code, where next shooting time calculation was fixed. More time on "Fixed" graph for 72 FPS is from "physics" fps bug (cms.usec rounding bug that is fixed in steam now).

shoober420 commented 11 years ago

@TheFalcon

You obviously have never played above 100Hz, or else you would know that there is no screen tearing at all if you play with high refresh rates. When your refresh rate is higher then your FPS, there will be no screen tearing, which is why I recommend 160Hz or 120Hz in the first place.

If you play with 60/75Hz, there is LOTS of screen tearing if FPS exceeds those refresh rates. No matter how high you set your FPS, if you use low refresh rates like 60 or 75Hz, you will have screen tearing. So setting your FPS higher then 100+ will not eliminate screen tearing if you use 60/75Hz. This is why most players recommend using 100Hz+ for your refresh rate. High refresh rates eliminate screen tearing, not high FPS values. This is common knowledge, so you obviously have no idea what your talking about.

Just because you use 100+ FPS in other games, doesn't mean that its better, or is even necessary for Goldsrc games. Goldsrc is optimized for 100FPS. Anything more or less will result is bad gameplay, from stuttering movement, to bad recoil, invisible nades, faster movement, missing sounds, etc. I played with 155FPS one day, and I would fire my gun, and it would make no sound when I shot. There are just numerous glitches when you play with above 100+ FPS.

I've been playing since 1.0, you obviously haven't since you don't know what truly causes screen tearing. I have been making scripts for a long, long time kid. Please stop from posting ignorant statements. You might make someone believe your lies.

TheFalcon commented 11 years ago

Nope, I don't have tearing on high FPS with 60 Hz. And yes, I dumped CRT monitors long time ago, and I know they don't have such issues due to their high Hz. I've never said otherwise. And don't try to turn this into a discussion why people should buy a new monitor, when there's a software fix for the issue.

shoober420 commented 11 years ago

You're lieing. There is massive screen tear when using 60Hz, let alone even 75Hz. This is why most pros use 100Hz+ and buy LCD"s with 120Hz, to eliminate this tearing.

TheFalcon commented 11 years ago

At least you are confirming there's a problem. Anyway this problem doesn't occur when the FPS is higher. A lot of people use higher just for this sole purpose.

shoober420 commented 11 years ago

Screen tearing does indeed occur when you use low refresh rates. You have it backwards. Pros use high REFRESH RATES to eliminate screen tearing, not high FPS. Setting your FPS higher when using low refresh rates will actually result in more screen tearing since more frames are being drawn that the monitor can't keep up with (which is why the tear occurs in the first place). 60Hz = 60 FPS. When you try and render more frames then your monitor can draw, you will get tearing. This is common knowledge.

TheFalcon commented 11 years ago

I'm not here to develop theories, I'm stating what works in practice. Most widescreen LCD monitors don't support over 60/75 Hz.

shoober420 commented 11 years ago

You must be trolling. Everyone knows that only high end LCD's support above 60/75Hz. The standard refresh rate for most LCD's are 60/75Hz. Only high end gaming LCD's go above 60/75Hz. Most gaming LCD's are 120Hz, and the standard LCD's far outweigh the gaming ones. Pros use gaming LCD's that support 120Hz for smooth motion and to eliminate screen tearing. Using 60/75Hz will always result in screen tearing if you go above 60/75 FPS. This is also common knowledge.

The only reason you may not experience screen tearing is because you use VSync, and judging by your ignorance, I will assume this is the case. Only noobs use VSync.

crustypig commented 11 years ago

shooter420, why are you trying to convince somebody they're wrong ? when they are simply explaining the symptoms they are witnessing?

I used to use a 60hz monitor, then 75hz and now i use 120hz.

I never noticed screen tearing until i got my 120hz monitor. I was testing different frequencies and at 100hz at 100fps i got screen tearing. it seems when my monitor hz is sync'd to my ingame fps i get tears. even at 120hz (120fps) - which is why i now use 125fps because it is smooth.

as you can see, your theory isn't correct, there are lots of differences in monitors which can cause screen tearing, which is why players don't want fps capped.

shoober420 commented 11 years ago

@crustypig

Your refresh rate must be set at least 5 Hz higher then your FPS to eliminate screen tearing. If you use 100Hz and 100FPS, you will still get screen tearing. Why you would use 100Hz when your monitor supports 120Hz is beyond me. With 100FPS and 120Hz you will get no screen tearing. Just as long as your refresh rate is 5Hz higher then your actual FPS you won't experience screen tear. Only noobs use 60Hz. Increasing your FPS above your refresh rate will NOT reduce screen tear, only increase it more. This is not a theory, this is a fact.

LevShisterov commented 11 years ago

Actually screen tearing is always present, the question is if it on screen or off screen, because screen tearing is a line when frame changes. For VSync ON this happen when "scan line" is off screen. For fps equal refresh rate there is a chance that screen tearing will be placed off screen too, but because of freq fluctuations it will appear on screen at some time and will be slow migrating or rarely randomly jumping. When fps differs from refresh rate screen tearing is happen at different places, i.e. migrating on the screen. Migration speed is higher when difference between fps and refresh rate is higher. Migration direction (to top or to bottom) depends on difference sign. Double frequencies (like 60 fps on 120Hz or 120 fps on 60Hz) will have same effect as on equal frequencies (60fps on 60Hz). When fps is far from refresh rate screen tearing migration speed is very high, so it looks like it is appearing on random places thus generating effect that it is absent. So there is no actual difference if you will play on 125 fps on 120Hz or 115 fps on 120Hz, just screen tearing will change its migration direction.

shoober420 commented 11 years ago

@LevShisterov

Well, if screen tearing is off screen, I wouldn't consider it present. Equal FPS+Refresh Rate still produces screen tear (on-screen), so using 60FPS and 120Hz will not have the same effect at all (since a 60FPS+120Hz setup would not produce screen tearing and a 120FPS+60Hz/60FPS+60Hz setup will produce screen tear). As long as your refresh rate is 5Hz higher then the FPS, you won't experience screen tear. Sure, it may happen off-screen, but if it does that it might as well not be happening at all.

I remember back when I first started playing PC games when I was a kid back in early 2000 when Quake 3 came out, I had no idea about refresh rate. I used 60Hz all the time. I didn't know any better. The Quake 3 engine supports FPS above 100. Even though my FPS was well over 120, I would still get screen tear when I played Quake 3 with 60Hz. Not until I increased my refresh rate above my FPS, did it go away.

I came to the conclusion that screen tear occurs when your monitor can't keep up with the FPS being thrown at it. So for example, if I have my monitor set to 60Hz, it can only display a maximum of 60FPS. When a game is generating more then 60FPS on a 60Hz display, the monitor can't keep up with those FPS, and starts tearing. Too many frames are being generated for the monitor to keep up with, so it starts to tear. Each frame is fighting for the slot, but the monitor can't display them all, so it tears. Its a very simple concept.

But, when you set your refresh rate to 120Hz for example, your monitor can now display 100FPS correctly. The monitor can now display 100FPS with no problems. No frame is fighting to be shown, since all of them can be displayed (and then some).

LevShisterov commented 11 years ago

so using 60FPS and 120Hz will not have the same effect at all

This is wrong conclusion. 120 divide by 60 equals exactly 2, which means that screen tearing will happen at same location on screen and will be clearly visible. So I just run game on 60fps@120Hz and I clearly see screen tearing.

As long as your refresh rate is 5Hz higher then the FPS, you won't experience screen tear. Sure, it may happen off-screen

No, if fps isn't divided without a remainder by refresh rate (or inversely if refresh rate is higher), then screen tearing can't happen at same location, it will migrate.

Each frame is fighting for the slot, but the monitor can't display them all, so it tears. Its a very simple concept.

Simple, but not full, so it is wrong a bit. Hope you will take some info from here, for example: http://en.wikipedia.org/wiki/Screen_tearing.

shoober420 commented 11 years ago

So I just run game on 60fps@120Hz and I clearly see screen tearing.

You will definitely not get screen tearing if you use 60FPS+120Hz. That is the most ignorant statement ever. You obviously have no idea what your talking about or have a monitor that supports 120Hz to test it yourself (or just trolling). If you set your monitor to 120Hz, that means it can display 120 FPS. Meaning, it would have no problem drawing 60 FPS and would have no instance of the frames fighting for a frame since an additional 60 could be drawn. You claiming that a 60FPS+120Hz will generate screen tear shows how little you know about what your talking about.

screen tearing can't happen at same location, it will migrate.

If the screen tearing migrates, then it is indeed happening off-screen, since its "migrating" off-screen.

Simple, but not full, so it is wrong a bit. Hope you will take some info from here, for example: http://en.wikipedia.org/wiki/Screen_tearing

Wikipedia claims (even though I already know all this) that "Screen tearing is a visual artifact in video display where a display device shows information from two or more frames in a single draw". You know how this happens? When your refresh rate is set to low. As long as your refresh rate is higher then the FPS, you won't ever have two or more frames in a single draw, since increasing the refresh rate will allow more frames to be drawn. Its very simple. So as long as your refresh rate is 5Hz above your FPS, no frames will ever collide with each other in a single frame since all of them can be drawn.

Refresh rate 101.

You sir, are the one who needs to not only read up on these things, but test them yourself.

LevShisterov commented 11 years ago

You can believe or not I am sure tested all I wrote. I have XL2401T monitor which I run at 120Hz. Sure I tested 60fps@120Hz and I clearly see screen tearing. About thought that if frames are less then refresh rate imagine this: 90fps@120Hz - this means that when video card rendered 3 frames, monitor will draw 4 screen frames. 3_1/90=4_1/120. So, how it happens:

So, on two screen frames you don't have screen tearing, on others two there is screen tearing. Here, I even wrote a pic for you: http://postimg.org/image/k657i71gl/ I think I said enough already. If you still don't understand something or don't believe, search for info on the internet.

vamppa commented 11 years ago

shoober420 leave the discussion alone. I've heard enough about this. it is obvious your information is not fully correct. not sure when you played hl1 for the last time or tested this stuff out. but you are going along with holding f00t to ground about one thing you experienced in q3 engine and drawn your conclusion from? anyone stating otherwise is ignorant, trolling or not correct? come on man that is not the way to discuss.

For our community It is more important we get some information in regards to the implantation of fps_override. would be great if it can obey some other server cvar (NOT sv_cheats) Rather leave it up to the communities to decide how to best approach this. Unless valve can fix most of the fps bugs that it provides right off the bat (for example fps causing indifferences in fire rate speed) Otherwise fps_override obeying an "sv_pure" concept would be sweet. although that was my own Idea ive not read any other good ones. GuyonthecoucH made an nice simple to the point post about this.

shoober420 commented 11 years ago

but you are going along with holding f00t to ground about one thing you experienced in q3 engine and drawn your conclusion from?

I only mentioned Q3 because its an engine that supports 100+ FPS by default (with no glitches). Why you couldn't come to that conclusion is beyond me.

not sure when you played hl1 for the last time or tested this stuff out.

I have been playing CS since 1.0 (which I have already mentioned earlier), most likely, way longer then you. I have ran Goldsrc games at 120Hz/60FPS just to clarify if I was wrong and I'm not. There was no screen tearing when I used 120Hz and fps_max 60.

Lev, all your math is meaningless. As long as your FPS doesn't go above 115 when you use 120Hz, you will get no screen tearing. I already know how and why screen tearing occurs. Obviously you don't LevShisterov. 120Hz/60FPS results in no screen tearing. I just tested this to make sure. Please check your eyes. 60Hz/60FPS sure did result in screen tears though. If you want use more then 100 FPS in Goldsrc games you are ignorant and don't understand how the Quake 1 engine works. Enjoy your glitches.

TheFalcon commented 11 years ago

Talking to a bot would make more sense, just ignore that guy.

YaLTeR commented 11 years ago

Maybe you don't get screen tearing on, let's say, 100 FPS, but you do get unsmooth gameplay. I'm on a 120 Hz monitor. While watching videos at 60 FPS is completely smooth and all right but playing HL1 on 60, 72, 90, 100 FPS results in a very unsmooth experience. Setting my FPS to 125, 250, 115, 120, etc. above 100, solves the problem. shoober420, CS is a whole different game. It is quite slower than HL1 / AG, for instance.

I vote for sv_pure, or other, different from sv_cheats, FPS control, at least for HLDM and AG servers.

vamppa commented 11 years ago

well thats pretty easy I only played Quake III at LAN parties. HL1 however since the start when the game came out. the same counts for more people posting here.

so lets be adult about it and cut the crap on the "who played longest" silly argument. If you want to stand above me by such things, I recommend we should compare dick sizes next. at least the discussion will be about the actual thing for you. leaving the rest of us with the freedom to discuss on the fps matter.

shoober420 commented 11 years ago

While watching videos at 60 FPS is completely smooth and all right but playing HL1 on 60, 72, 90, 100 FPS results in a very unsmooth experience.

That's because your media player is most likely using VSync. Goldsrc games run perfectly smooth on 100FPS. You need nothing more or less then 100FPS. Just use 100FPS/120Hz. Its what all the pros use.

CS is a whole different game. It is quite slower than HL1 / AG, for instance.

CS and HL are technically the same game, as in, they use the same engine (Goldsrc), which is built upon the Quake 1 engine. Just because they inherit different game play styles, doesn't mean that using different settings would result in different outcomes. The outcome would be the same since they use the same engine.

HL1 however since the start when the game came out. the same counts for more people posting here.

I started HL when it first came out too dude. Even enjoyed lots of time playing TFC, but we are talking about CS here. Though I have a feeling you're lying and don't even know what WON is.

If you want to stand above me by such things, I recommend we should compare dick sizes next.

I wouldn't be so sure of that. You are talking to an Italian. So I would for sure have you beaten in that department too sir.

100FPS is more then enough. If you want smoother gameplay, just increase your Hertz on the monitor (120Hz+). You can also buy a new one (which is the best idea). Make sure it has very low response times (or just be a man and use a CRT). There is no point ironing out all the bugs and glitches when 100FPS is perfectly fine. Even if Alfred did fix them, most would still continue to use 100, since Quake1 and Goldsrc are optimized for 100FPS. Increasing your FPS won't make you a better player, increasing you skills is the only way.

HEY GUYS IM SO PRO I USE 150FPS

YaLTeR commented 11 years ago

Goldsrc games run perfectly smooth on 100FPS. I tested in HL1 and it runs much smoother on 125 FPS. Its what all the pros use. Excuse me, but all pros in HL1 use more than 100 FPS, even if they have a 60 / 75 Hz monitor. we are talking about CS here Except that we are talking about HL1. Most of the people who vote for autobhop and no sv_cheats for fps_override are HL1 / AG players. Increasing your FPS won't make you a better player I agree with that, however if you play with your screen being unsmooth, you become annoyed quickly and can't play at your best. or just be a man and use a CRT Breaking one's eyes does not make them a man. 100FPS is more then enough. Not in HL1. There is no point ironing out all the bugs and glitches I agree with you here, because, honestly, I wouldn't care if someone shoots his MP5 bullets 0.01 second faster than I do. I care even less if for that I get smoother gameplay.

shoober420 commented 11 years ago

I tested in HL1 and it runs much smoother on 125 FPS.

I've ran Goldsrc games in the past at 125FPS and its not that big of a difference then 100FPS. I did notice a difference when I used 150+FPS, but I don't like playing with glitches.

Excuse me, but all pros in HL1 use more than 100 FPS, even if they have a 60 / 75 Hz monitor.

This update to allow FPS over 100+ was just released this year in February. Pros have been playing HL1 since the days of WON, when there was no way to increase your FPS over 100. So a pro would not use over 100 FPS. Using over 100FPS brings numerous glitches in Goldsrc games, and no pro plays with glitches.

Except that we are talking about HL1. Most of the people who vote for autobhop and no sv_cheats for fps_override are HL1 / AG players.

If you need over 100FPS to bhop, then you can't bhop. Yes, using 100+ FPS does increase your characters moving speed, but this is a glitch. Some may even consider it speedhacking. You can bhop in Goldsrc games perfectly fine without the need to raise your FPS over 100+. If you need to use more then 100FPS to bhop, you need to work on raising your skills, not your FPS.

I agree with that, however if you play with your screen being unsmooth, you become annoyed quickly and can't play at your best.

100FPS is more then enough. If you have unsmooth display on 100FPS, you need a new monitor. There must be something wrong with it. Trust me, I like smooth gameplay too, which is why I play with 160Hz. I would use 100+ also, but there are glitches if you do this. And no serious player (or legit player) uses glitches while he plays.

Breaking one's eyes does not make them a man.

You know nothing about CRTs. A CRT display has less screen latency then any LCD on the market, and is why I still use them to this day. If CRTs hurt your eyes, its because you used the default 60Hz. Just because you are too ignorant to increase your refresh rate, doesn't mean CRTs hurt your eyes. Increase your refresh rate and they are even smoother then LCDs and don't hurt your eyes at all. Staring at a blurry LCD hurts my eyes.

Not in HL1.

Yes, in HL1. In all Goldsrc games, 100FPS is more then enough. Remember, this update only came out 6 months ago. All HL1 players prior to this update used 100FPS and were perfectly fine with it. No serious HL1 player would play with glitches which using 100+ FPS creates.

I agree with you here, because, honestly, I wouldn't care if someone shoots his MP5 bullets 0.01 second faster than I do. I care even less if for that I get smoother gameplay.

Go tell that to ESEA and all the other professional leagues. There can be no unfair advantage when playing. Only a noob would glitch a game in such a way to have an advantage over the other player. Bro, go play XBOX. I bet you're not even old enough to buy alcohol. You have no idea what your talking about. You're just a kid. I bet you don't even have 100 hours of HL1 gameplay. Please remove yourself from the discussion. Using 100+ FPS will not make you a better player, and if your display is unsmooth even if you use 100FPS, you need a new monitor. Its broken. Its garbage.

alfred-valve commented 11 years ago

This is a bug reporting forum, we don't need trolling or personal rants, please take this discussion offline unless you have real data to add to this specific issue.

jeremymerriam commented 11 years ago

Sorry Alfred!

What I really meant was:

If you divide the 120 by 2, you get 40. You take that 40 and square it to get 160 (40+40+40+40=160). Then, you try setting your fps value at 200, while using a 120hz monitor and you should get 80 extra hidden FPS. Then, add on 4 more fps and take that 84 fps calculation and divide it by 4, times that by 2 and your answer is: 42

This is why i supported The_falcon's findings. The_falcon is commonly known as bigbird and i apologize for any misfortunes.

jeremymerriam commented 11 years ago

btw, making the override_1 (fps values over 100) linked to sv_cheats 1 would be a grave mistake. For a player running on a 60hz monitor, reducing a fast-pace fps game to 100 is a death sentence. Most mods out there never have updates and will have no way of combating a work-around if you decide to add this change.

r3n4m3 commented 11 years ago

Implement this idea (https://github.com/ValveSoftware/halflife/issues/403) and the problem will disappear.

Honestly, I still do not understand why this issue is not solved in the first priority.

NightMare- commented 11 years ago

http://steamcommunity.com/app/70/discussions/0/864976115144561946/

I hope this helps :D

vamppa commented 11 years ago

d0h thanks alfred. was going an bit overboard. can someone delete the comment from "YOURGETTINGPUMPEDOUT" ?

shoober420 commented 11 years ago

If you divide the 120 by 2, you get 40. You take that 40 and square it to get 160 (40+40+40+40=160). Then, you try setting your fps value at 200, while using a 120hz monitor and you should get 80 extra hidden FPS. Then, add on 4 more fps and take that 84 fps calculation and divide it by 4, times that by 2 and your answer is: 42

You have to be trolling. Remember, Hertz = FPS. So if you use 120Hz, your monitor can display a maximum of 120FPS. Anything more will have no benefit. You will just be exhausting your video card to render more frames then your display can draw. Let alone, all the bugs and glitches that running Goldsrc games with 100+ FPS causes. If you want to use over 100+ FPS so bad, just go play a Source engine game.

btw, making the override_1 (fps values over 100) linked to sv_cheats 1 would be a grave mistake. For a player running on a 60hz monitor, reducing a fast-pace fps game to 100 is a death sentence.

No it wouldn't. Since the monitor is set to 60Hz, he wouldn't benefit from any FPS increase, since his monitor would only be able to display 60 frames. 60Hz = 60FPS. HL1 is fast paced enough when using 100FPS. All the players prior to the February update where not complaining that the game was too slow. Using values higher then 100+ will make your character run a tad bit faster, but this could be considered speed hacking.

There are just way too many glitches when using over 100+ FPS in Goldsrc games because the engine wasn't designed with it in mind. It creates glitches that people can exploit. I would even consider it hacking. If you run and shoot faster then other players, it sounds like speed hacking to me.

Alfred, I assume you know the right thing to do here. Goldsrc just wasn't designed for using 100+ FPS. You should make it so that only sv_cheats can allow the fps_override command to be used. It creates unfair glitches and numerous bugs that people can exploit. There are already enough cheaters who play Goldsrc games, don't open the door for them to exploit even more.

TheFalcon commented 11 years ago

Servers can limit fps via plugins. There's no need to remove something that has been there for 10 years and works fine for people. Removing it has more downsides than keeping it unfixed.

LevShisterov commented 11 years ago

What is should be fixed are things that changes when fps differs.