English Lag Compensation Tibia

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27.08.13 04:30:34 pm
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Jarates
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Hey guys
How to add lag compensation into tibia?
There is alot of lag in tibia
Please help thanks!

Code:
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-----------------------------------------------
---Lua Lag Compensation version 2.2 by FlooD---
-----------------------------------------------
--[[       latest version always at
raw.github.com/FloooD/C_lag_comp/master/llc.lua
---------------------------------------------]]

math.randomseed(os.time())

ping = {}
mode = {{}, {}, {}}
buf = {{}, {}}
disabled = {}
no_lc={}
for _, v in ipairs({0, 47, 48, 49, 51, 52, 72, 73, 75, 76, 77, 86, 87, 88, 89, 253, 254, 255}) do
     disabled[v] = true
end

armor = {}
for i, v in ipairs({25, 50, 75, 50, 95}) do
     armor[200 + i] = 1 - (v / 100)
end

function lc_reset(id)
     mode[1][id] = 0
     mode[2][id] = 0
     mode[3][id] = 0
     buf[1][id] = {}
     buf[2][id] = {}
     ping[id] = nil
end
addhook("die", "lc_reset")

function lc_clear(id)
     lc_reset(id)
     no_lc[id] = false
end

for i = 1, 32 do
     lc_clear(i)
end
addhook("leave", "lc_clear")

function updateping(id)
     local actualping = player(id, "ping")
     if not actualping then return end
     local lastping = ping[id]
     if not lastping then lastping = 0 end
     if actualping - lastping <= 30 or lastping == 0 then
          ping[id] = actualping
     else
          ping[id] = 0.7 * lastping + 0.3 * actualping
     end
end
addhook("spawn", "updateping")

function lc_second()
     for i in pairs(ping) do
          updateping(i)
     end
end
addhook("second", "lc_second")

MAX_FRAMES = 15
function updatebuf()
     for i in pairs(ping) do
          for j = MAX_FRAMES, 1, -1 do
               buf[1][i][j], buf[2][i][j] = buf[1][i][j-1], buf[2][i][j-1]
          end
          buf[1][i][0], buf[2][i][0] = player(i, "x"), player(i, "y")
     end
end
addhook("always", "updatebuf")

addhook("hit", "lc_hit", 1000)
function lc_hit(v, id, wpn)
     return (disabled[wpn] or id == 0 or no_lc[id]) and 0 or 1
end

addhook("attack", "lc_attack")
function lc_attack(id)
     local wpn = player(id, "weapon")     
     if disabled[wpn] or no_lc[id] then return end
     local rot = player(id, "rot")
     local dmg = itemtype(wpn, "dmg") * game("mp_damagefactor")
     if (wpn == 2 and mode[1][id] == 1) or (wpn == 39 and mode[2][id] == 1) then
          dmg = math.floor(dmg * 0.64 + 0.5)
          simulate_attack(id, wpn, dmg, rot - 6 + 12 * math.random())
          simulate_attack(id, wpn, dmg, rot + 6 + 8 * math.random())
          simulate_attack(id, wpn, dmg, rot - 6 - 8 * math.random())
          return
     elseif wpn == 10 or wpn == 11 then
          for i = 1, 5 do
               simulate_attack(id, wpn, dmg, rot - 20 + 40 * math.random())
          end
          return
     end
     if mode[3][id] == 1 then
          dmg = itemtype(wpn, "dmg_z1") * game("mp_damagefactor")
     elseif mode[3][id] == 2 then
          dmg = itemtype(wpn, "dmg_z2") * game("mp_damagefactor")
     end
     rot = rot + itemtype(wpn, "dispersion") * (2 * math.random() - 1)
     simulate_attack(id, wpn, dmg, rot)
end

addhook("attack2", "lc_attack2")
function lc_attack2(id, m)
     local wpn = player(id, "weapon")
     if wpn == 50 or wpn == 69 then
          if no_lc[id] then return end
          simulate_attack(id, wpn, itemtype(wpn, "dmg_z1") * game("mp_damagefactor"))
     elseif wpn == 2 then
          mode[1][id] = m
     elseif wpn == 39 then
          mode[2][id] = m
     elseif wpn ~= 32 and wpn >= 31 and wpn <= 37 then
          mode[3][id] = m
     end     
end

addhook("reload", "unzoom")
addhook("select", "unzoom")
function unzoom(id)
     mode[3][id] = 0
end

addhook("drop", "lc_drop")
function lc_drop(id, iid, wpn)
     mode[3][id] = 0
     if wpn == 2 then
          mode[1][id] = 0
     elseif wpn == 39 then
          mode[2][id] = 0
     end
end

addhook("collect", "lc_collect")
function lc_collect(id, iid, wpn, ain, a, m)
     if wpn == 2 then
          mode[1][id] = m
     elseif wpn == 39 then
          mode[2][id] = m
     end
end

function simulate_attack(id, wpn, dmg, rot)
     if not wpn then wpn = player(id, "weapon") end
     if not dmg then dmg = itemtype(wpn, "dmg") * game("mp_damagefactor") end
     if not rot then rot = player(id, "rot") end
     local range = itemtype(wpn, "range")
     local start_x = player(id, "x")
     local start_y = player(id, "y")
     local end_x = (3 * range) * math.sin(math.rad(rot))
     local end_y = -(3 * range) * math.cos(math.rad(rot))
     local tile_x = math.floor(start_x / 32)
     local tile_y = math.floor(start_y / 32)
     local inc_x, inc_y
     if rot < 0 then
          inc_x = -1
     elseif rot > 0 and rot ~= 180 then
          inc_x = 1
     end
     if math.abs(rot) > 90 then
          inc_y = 1
     elseif math.abs(rot) < 90 then
          inc_y = -1
     end
     while not tile(tile_x, tile_y, "wall") do
          local temp_x, temp_y = tile_x, tile_y
          if inc_x and intersect(end_x, end_y, topixel(temp_x + inc_x) - start_x, topixel(temp_y) - start_y, 16) then
               tile_x = temp_x + inc_x
          end
          if inc_y and intersect(end_x, end_y, topixel(temp_x) - start_x, topixel(temp_y + inc_y) - start_y, 16) then
               tile_y = temp_y + inc_y
          end
          if tile_x == temp_x and tile_y == temp_y then
               break
          end
     end
     if tile(tile_x, tile_y, "wall") then
          end_x, end_y = intersect(end_x, end_y, topixel(tile_x) - start_x, topixel(tile_y) - start_y, 16)
     end
     local frames = math.floor(0.5 + ping[id] / 20)
     if frames > MAX_FRAMES then frames = MAX_FRAMES end
     local victims = {}
     if game("sv_friendlyfire") == "0" and game("sv_gamemode") ~= "1" then
          for i in pairs(ping) do
               if player(i, "team") ~= player(id, "team") then
                    victims[i] = true
               end
          end
     else
          for i in pairs(ping) do
               victims[i] = true
          end
          victims[id] = nil
     end
     for i in pairs(victims) do
          if intersect(end_x, end_y, buf[1][i][frames] - start_x, buf[2][i][frames] - start_y, 12) then
               parse("sv_sound2 "..id.." player/hit"..math.ceil(3 * math.random())..".wav")
               parse("sv_sound2 "..i.." player/hit"..math.ceil(3 * math.random())..".wav")
               local newhealth
               local newarmor = player(i, "armor")
               if newarmor <= 200 then
                    newarmor = newarmor - dmg
                    if newarmor < 0 then
                         newarmor = 0
                    end
                    newhealth = player(i, "health") - (dmg - math.floor(game("mp_kevlar") * (player(i, "armor") - newarmor)))
                    parse("setarmor "..i.." "..newarmor)
               else
                    newhealth = player(i, "health") - math.floor((dmg * (armor[newarmor] or 1)))
               end
               if newhealth > 0 then
                    parse("sethealth "..i.." "..newhealth)
               else
                    parse("customkill "..id.." \""..itemtype(wpn, "name").."\" "..i)
               end
          end
     end
end

function topixel(tile)
     return (tile * 32) + 16
end

function intersect(ex, ey, bx, by, bl)
     if not (bx and by) then return end
     local cx, cy = (math.abs(bx) <= bl), (math.abs(by) <= bl)
     if cx and cy then
          if math.abs(ex - bx) <= bl and math.abs(ey - by) <= bl then
               return ex, ey
          end
          bl = -bl
     end
     local ox = (ex >= 0) and bx - bl or bx + bl
     local oy = (ey >= 0) and by - bl or by + bl
     local flip
     if (ex == 0 or (cx ~= cy or ((math.abs(ey * ox) >= math.abs(ex * oy)) == (bl < 0)))) and ((not cy) or cx) then
          if ey == 0 then return end
          ex, ey, bx, by, ox, oy = ey, ex, by, bx, oy, ox
          flip = true
     end
     if (ox * ex) >= 0 and math.abs(ox) <= math.abs(ex) then
          oy = ox * ey / ex
          if math.abs(oy - by) <= math.abs(bl) then
               if flip then return oy, ox end
               return ox, oy
          end
     end
end

addhook("serveraction", "lc_serveraction")
function lc_serveraction(id, action)
     if action == 1 then
          msg2(id, "Lua Lag Compensation 2.2")
          msg2(id, "Your current ping: "..player(id, "ping"))
          msg2(id, "Currently LC is "..(no_lc[id] and "off" or "on").." for yourself.")
     elseif action == 2 then
          no_lc[id] = not no_lc[id]
          msg2(id, "LC toggled "..(no_lc[id] and "off" or "on").." for yourself.")
          msg2(id, "Press the same button to toggle again.")
     end
end
edited 1×, last 27.08.13 04:46:29 pm
27.08.13 04:39:38 pm
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Me Gusta
User
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why you don't post the code in forum here?
27.08.13 04:45:39 pm
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Jarates
User
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Ok I post code here
√ DONE
27.08.13 06:38:31 pm
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lucaSWAT
User
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My tibia private yet with this lag, more and a good attempt and a start already.
IMG:http://steamsignature.com/status/default/76561198053665521.png
IMG:http://steamsignature.com/AddFriend.png
27.08.13 07:06:41 pm
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FlooD
GAME BANNED
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i dont understand what's going on, but if anything it's probably the tibia lua that's at fault

and this is why we need native lag comp
:(){ :|:& };: http://github.com/floood
27.08.13 09:20:41 pm
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Jarates
User
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Yes indeed we need lag compensation. But adding the lua in autorun is just not how to fix it it just creates bugs and hook conflicts and I dont know how to implement this in my tibia please help?
27.08.13 10:13:31 pm
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Tobey
User
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user FlooD has written:
and this is why we need native lag comp


Requested since 2010™
signature too huge
27.08.13 10:21:59 pm
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Jeferes
User
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very lag the tibia
edited 1×, last 27.08.13 11:58:13 pm
27.08.13 10:34:52 pm
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Jarates
User
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Yes tibia is lagg and needs lag compensation you will see it works 100% if added
28.08.13 12:03:57 am
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FlooD
GAME BANNED
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wtf? do you guys even know what you're talking about?

lag compensation targets latency, not the lag induced by poorly written scripts
:(){ :|:& };: http://github.com/floood
28.08.13 04:17:19 am
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PyKemis
User
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You're going to need to run Tibia on a strong non-listen server.

What LC does is something similar to Rewind Time, this is not related to heavy lua processing on the server.
28.08.13 07:15:36 am
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Jarates
User
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Omg no! I tested it when I was in my server (tibia+LC) with my australian friend and he has ping +360 he told me the lag compensation reduces his lag when he wants to kill monsters.
28.08.13 10:28:37 am
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gotya2
GAME BANNED
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Lag compensation is used in order to have more accurate hit detection between players, not between players and custom tibia npc (monsters).
It would be best to find a dedicated tibia server with a low latency. Or you have to change the hit detection for custom npcs the same way as flood's lag compensation works, buffering old positions and rewinding time, adjusting game state, based on latency.

Note that lag compensation is also not the "perfect" solution, it only works accurately as long as the ping of players is constant. Furthermore, the latency of players is updated too infrequently to be accurate and useful for lag compensation when the latency isn' t stable and spiking.
28.08.13 11:04:58 am
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Jarates
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But when he shoot he has lag but when LC is used he has no more spikes. i even asked more players and says the same thing
28.08.13 08:09:31 pm
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FlooD
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lol
and that is what we call the placebo effect



do NPCs move?
:(){ :|:& };: http://github.com/floood
28.08.13 08:11:14 pm
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Jarates
User
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NPC doesn't move maybe monsters
28.08.13 08:15:18 pm
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FlooD
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if they don't move then having lc for npc's isn't a big deal

user gotya2 has written:
Note that lag compensation is also not the "perfect" solution, it only works accurately as long as the ping of players is constant. Furthermore, the latency of players is updated too infrequently to be accurate and useful for lag compensation when the latency isn' t stable and spiking.

yes.
though one perfect way is if the attack packet of the client has timestamps.
:(){ :|:& };: http://github.com/floood
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