notgoodusename / OsirisAndExtra

Other
127 stars 64 forks source link

Backtrack issue #542

Closed JannesBonk closed 1 year ago

JannesBonk commented 1 year ago

I keep missing last tick alot since the new tickbase update, any ideas that could cause this? ( Prediction [ What i added is backup footsteps idk if that can fuck anything ], resolver, ragebot )

notgoodusename commented 1 year ago

I keep missing last tick alot since the new tickbase update, any ideas that could cause this? ( Prediction [ What i added is backup footsteps idk if that can fuck anything ], resolver, ragebot )

what is backup footsteps?

JannesBonk commented 1 year ago

I keep missing last tick alot since the new tickbase update, any ideas that could cause this? ( Prediction [ What i added is backup footsteps idk if that can fuck anything ], resolver, ragebot )

what is backup footsteps?

idfk but i had it for quite a while in an old project and helped me to hit legs better than without it, maybe some useless stuff not sure

Here is some analysis i did tho : So in the 2018 csgo source by KittenPopo i found this : float flTargetTime = TICKS_TO_TIME( cmd->tick_count ) - player->m_fLerpTime; And here the closest thing related to it is this :  cmd->tickCount = timeToTicks(record.simulationTime + getLerp()); Shouldnt it be - instead of + ? Dont get me wrong, but this sounded idiotic in my head

notgoodusename commented 1 year ago

I keep missing last tick alot since the new tickbase update, any ideas that could cause this? ( Prediction [ What i added is backup footsteps idk if that can fuck anything ], resolver, ragebot )

what is backup footsteps?

idfk but i had it for quite a while in an old project and helped me to hit legs better than without it, maybe some useless stuff not sure

Here is some analysis i did tho : So in the 2018 csgo source by KittenPopo i found this : float flTargetTime = TICKS_TO_TIME( cmd->tick_count ) - player->m_fLerpTime; And here the closest thing related to it is this :  cmd->tickCount = timeToTicks(record.simulationTime + getLerp()); Shouldnt it be - instead of + ? Dont get me wrong, but this sounded idiotic in my head

nah, because on server it does tickcount - lerptime, and since cmd->tickcount equals simulationtime + lerptime, it looks more like this (simulationtime+lerptime)-lerptime

JannesBonk commented 1 year ago

I keep missing last tick alot since the new tickbase update, any ideas that could cause this? ( Prediction [ What i added is backup footsteps idk if that can fuck anything ], resolver, ragebot )

what is backup footsteps?

idfk but i had it for quite a while in an old project and helped me to hit legs better than without it, maybe some useless stuff not sure

Here is some analysis i did tho : So in the 2018 csgo source by KittenPopo i found this : float flTargetTime = TICKS_TO_TIME( cmd->tick_count ) - player->m_fLerpTime; And here the closest thing related to it is this :  cmd->tickCount = timeToTicks(record.simulationTime + getLerp()); Shouldnt it be - instead of + ? Dont get me wrong, but this sounded idiotic in my head

nah, because on server it does tickcount - lerptime, and since cmd->tickcount equals simulationtime + lerptime, it looks more like this (simulationtime+lerptime)-lerptime

makes sense, cuz i was reading a server file. Anyways back to the point, from what i saw, i also miss while backtrack is off, and when using backtrack its shooting random stuff, i mightve pasted something incorrectly or its something else fucking it up

notgoodusename commented 1 year ago

makes sense, cuz i was reading a server file. Anyways back to the point, from what i saw, i also miss while backtrack is off, and when using backtrack its shooting random stuff, i mightve pasted something incorrectly or its something else fucking it up

can you post a video of it?

JannesBonk commented 1 year ago

makes sense, cuz i was reading a server file. Anyways back to the point, from what i saw, i also miss while backtrack is off, and when using backtrack its shooting random stuff, i mightve pasted something incorrectly or its something else fucking it up

can you post a video of it?

https://www.youtube.com/live/DFvxIwMst_M?feature=share ^ these are from livestream i made today, if u look closely, most of the misses are missed shot due to invalid backtrack tick [12] Short note : After i added the backup footsteps thing my backtrack went from missing 3 4 5 ticks to 6 7 ticks, and also getting backtrack improvements overall. I will test tomorrow with and without the backup footsteps thing and tell you the results

notgoodusename commented 1 year ago

https://www.youtube.com/live/DFvxIwMst_M?feature=share

^ these are from livestream i made today, if u look closely, most of the misses are missed shot due to invalid backtrack tick [12] Short note : After i added the backup footsteps thing my backtrack went from missing 3 4 5 ticks to 6 7 ticks, and also getting backtrack improvements overall. I will test tomorrow with and without the backup footsteps thing and tell you the results

try using base Osiris and check if it misses too

JannesBonk commented 1 year ago

https://www.youtube.com/live/DFvxIwMst_M?feature=share

^ these are from livestream i made today, if u look closely, most of the misses are missed shot due to invalid backtrack tick [12] Short note : After i added the backup footsteps thing my backtrack went from missing 3 4 5 ticks to 6 7 ticks, and also getting backtrack improvements overall. I will test tomorrow with and without the backup footsteps thing and tell you the results

try using base Osiris and check if it misses too

should i also test w/my changes or not?

notgoodusename commented 1 year ago

https://www.youtube.com/live/DFvxIwMst_M?feature=share

^ these are from livestream i made today, if u look closely, most of the misses are missed shot due to invalid backtrack tick [12] Short note : After i added the backup footsteps thing my backtrack went from missing 3 4 5 ticks to 6 7 ticks, and also getting backtrack improvements overall. I will test tomorrow with and without the backup footsteps thing and tell you the results

try using base Osiris and check if it misses too

should i also test w/my changes or not?

try it without any changes, but enable resolver to see misses and stuff

notgoodusename commented 1 year ago

https://www.youtube.com/live/DFvxIwMst_M?feature=share

^ these are from livestream i made today, if u look closely, most of the misses are missed shot due to invalid backtrack tick [12] Short note : After i added the backup footsteps thing my backtrack went from missing 3 4 5 ticks to 6 7 ticks, and also getting backtrack improvements overall. I will test tomorrow with and without the backup footsteps thing and tell you the results

try using base Osiris and check if it misses too

should i also test w/my changes or not?

try it without any changes, but enable resolver to see misses and stuff

Results : Backtrack misses barely happen Resolver misses ( even tho it doesnt have a resolver ) Crashing on new round

oh prob crashes due to resolver or smh, imma check it later but yeah, its prob the way u implemented the new code into your project, check backtrack.cpp and animations.cpp

JannesBonk commented 1 year ago

NVM, it wasnt a resolver issue but more like a bomb timer issue replace the current targetentity with this : auto targetEntity = (localPlayer || !localPlayer->isAlive()) ? localPlayer->getObserverTarget() : localPlayer.get();

JannesBonk commented 1 year ago

![image]https://deez.host/📸/🐞🏆📰👍🌺

notgoodusename commented 1 year ago

![image]https://deez.host/📸/🐞🏆📰👍🌺

prob new bomb damage code :sad:

JannesBonk commented 1 year ago

![image]https://deez.host/📸/🐞🏆📰👍🌺

prob new bomb damage code :sad:

yes and i fixed it