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English LUA Lag Compensation

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old Re: LUA Lag Compensation

united
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It's not about "laggers and non-laggers", it's about the ping. I for example are from south America and I can now aim normally in Fl@me and Die Kebabse servers, just like if i had a low ping which i don't; all thanks to this awsome lag compensation script. It's not perfect but it can still be used for some tournament for example.

old Re: LUA Lag Compensation

FlooD
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Wriggle has written
Fuck

Lag compensation Allows the Game to be playable for both Laggers and nonlaggers in the sense that You do NOT Miss your target when on your monitor you "See" that you hit the target

Lag compensation removes that and Makes sure that What you see is what happens , hit that guy over there? he's hit , Blew someone with a Nade? he's hit

If you ain't got any lag compensation and play with a Lagger , make sure that the bullet you hit him with Hits the lagger on His "Screen" , otherwise it would just look rediculous

If you can't understand what i said , let me say it simpler : If you hit your target , but your Target doesn't see you hit him on his screen , The damage doesn't register


@first paragraph: partially correct. you would be correct if cs2d sampled for latency with infinite frequency, but since cs2d does so at 0.5hz, which is much lower than the frequency of a lagger's latency, a lot of information is lost. therefore LAGGERS CANNOT EXPECT TO CONSISTENTLY HIT ENEMIES BY AIMING ON THE HEAD.
@second paragraph: no. lag compensation TRIES to make that the case, but it cant do it perfectly (again, unless cs2d has infinite sampling frequency for latency). a system that does "if you see it hit then it really hit" is the system in cs2d0104 where the hit calculations were calculated by the client. lag compensation ESTIMATES what the client saw when firing. btw, if you spend 2 seconds looking at the file, you would see that HE's and explosions in general are processed without any compensation.
@third/fourth: hits are calculated ON THE SERVER, not the target's computer; therefore it does not matter what the target sees on his screen. the enemy could have cut his internet cable right before you even fired a single bullet, but you would still kill him because according to the server, the target is still alive, just "afk."

read this please: http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking#Lag_compensation

old Re: LUA Lag Compensation

Yamaxanadu
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FlooD has written
Wriggle has written
Fuck

Lag compensation Allows the Game to be playable for both Laggers and nonlaggers in the sense that You do NOT Miss your target when on your monitor you "See" that you hit the target

Lag compensation removes that and Makes sure that What you see is what happens , hit that guy over there? he's hit , Blew someone with a Nade? he's hit

If you ain't got any lag compensation and play with a Lagger , make sure that the bullet you hit him with Hits the lagger on His "Screen" , otherwise it would just look rediculous

If you can't understand what i said , let me say it simpler : If you hit your target , but your Target doesn't see you hit him on his screen , The damage doesn't register


@first paragraph: partially correct. you would be correct if cs2d sampled for latency with infinite frequency, but since cs2d does so at 0.5hz, which is much lower than the frequency of a lagger's latency, a lot of information is lost. therefore LAGGERS CANNOT EXPECT TO CONSISTENTLY HIT ENEMIES BY AIMING ON THE HEAD.
@second paragraph: no. lag compensation TRIES to make that the case, but it cant do it perfectly (again, unless cs2d has infinite sampling frequency for latency). a system that does "if you see it hit then it really hit" is the system in cs2d0104 where the hit calculations were calculated by the client. lag compensation ESTIMATES what the client saw when firing. btw, if you spend 2 seconds looking at the file, you would see that HE's and explosions in general are processed without any compensation.
@third/fourth: hits are calculated ON THE SERVER, not the target's computer; therefore it does not matter what the target sees on his screen. the enemy could have cut his internet cable right before you even fired a single bullet, but you would still kill him because according to the server, the target is still alive, just "afk."

read this please: http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking#Lag_compensation


What the Hell

First , Learn some english so that i don't have to Get my eyes Tired from Staring at your Post trying to figure out what the hell you are saying

Second , HITS ARE OBVIOUSLY CALCULATED ON THE SERVER , It's just that , if that guy you hit happens to be lagging and is acturally two feet back from where you see he was , It's a miss

Third , the Source engine and The Engine CS2D used is different , Now please Find me a lag compensation topic on CS2D's Offical Website

Doesn't anyone do anything about these idiots that Are basically at every single damn corner you turn?

old Re: LUA Lag Compensation

united
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Like you? Nah.

---

His English is good and undesrtandable so you've got no point there.
There's obviously no topic about lag compensation on CS2D's official website cause it doesn't have it so why would there be? You're just speaking nonsense.

---

Keep it up FlooD, you're doing a great job

old Re: LUA Lag Compensation

FlooD
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sigh... troll

the reason i posted this in a thread rather than in the file archive is that i thought there would be more suggestions by people who actually understand how the script works.

let's see what this thread has been about:
-LUA vs Lua vs lua
-spyware's rant about "numbers" whatever the fuck that means
-hackers
-"laggers"

with a total of 3-4 meaningful posts from jermuk and united.

i'll just post and update it in the file archive, seeing that this thread is going nowhere.

if anyone has something to contribute, post it @ my thread in cs2d.nl

@DC/one of mods: please lock thread
edited 1×, last 03.12.10 03:22:38 am
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