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Englisch Lag Compensation Tibia

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alt Lag Compensation Tibia

Jarates
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Hey guys
How to add lag compensation into tibia?
There is alot of lag in tibia
Please help thanks!

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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
1× editiert, zuletzt 27.08.13 16:46:29

alt Re: Lag Compensation Tibia

FlooD
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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

alt Re: Lag Compensation Tibia

Jarates
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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?

alt Re: Lag Compensation Tibia

FlooD
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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

alt Re: Lag Compensation Tibia

Jarates
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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.

alt Re: Lag Compensation Tibia

gotya2
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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.

alt Re: Lag Compensation Tibia

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

alt Re: Lag Compensation Tibia

FlooD
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if they don't move then having lc for npc's isn't a big deal

user gotya2 hat geschrieben
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.
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