You can make it even slower than regular adren, sure, go to let's say 0.Going OnlineAs a 4-player co-op game, you'll most often be playing this online. If the duration of the transition was also 10times bigger, I think deathcam wouldn't be that awful and laggy with the current values. With regular adren you have time to see the transition, because values are ok with the duration of the transition, but with deathcam, duration is the same, but values are 10times different, meaning the transition changement will be 10times bigger (not sure I make sense, but like, let's say with adren it increments by 20% every sec, with deathcam the increments would be 200%, because during that second, instead of going from 35%->55% it needs to go from 3.5% -> 55%). The transition from 3.5% game speed to 100% is done so fast you can't even handle it. 0.35 would be far too fast.Ġ.35 is the value for regular adrenaline, the "lag spike" you experience with deathcam (might be wrong, but pretty sure that's the reason) is because the game speed transition is just screwing the engine, as 0.035 so close to 0 (aka game freeze).Ġ.35 = 35% of regular time, but with 0.035, or 3.5% game speed (and transitions being done in what? 1-2sec? maybe 3sec max?), it becomes laggy as heck hence the "oh death cam done now I'm dead". Originally posted by trick-master:4) death cam slow mo from 0.035 to 0.35 (this was most likely just a typo from old AS)The value makes perfect sense when you actually use death cam. Especially in the case from the other thread where times are removed because of it (although I do feel it's removed with good reasons), it should be clearly stated by the devs, and the how is by making it a cheat cvar. As long as it's not a cheat cvar, it means it's allowed, otherwise cam rotation is also a cheat, as it gives a big advantage. Just like with the fov exploit (which now is officially a fixed cheat), the rolls should have a stance on it, and that can only be done by the dev. I think that's exactly why it should be simple for ppl to tell, and the simplest way would be to make them cheat cvar. It's especially confusing and annoying in pvp games where you can often win duels just by having better settings than your enemy. There's so many non-cheat commands that can give you advantage over others. Seriously tho, this is a problem in all source games, especially older ones. cmd/upd rate I think I agree with you, it wouldn't remove server tickrate changes, but at least it would lessen the issue (not sure if 100tickrate server + 60 as cmd/upd rate still make the timor exploit work, but if it prevents it, then I'm hell yeah on making those 2 cvar as cheat as well) I only stated what felt obvious of a change, and I most likely missed more obvious changes, but I feel interp might be too grey to make it cheat cvar by default. Interp I don't know, at the same time it can help with nading, hence giving an advantage, but at the same time, ping/delay/lag/etc., so dunno if it's a good idea to force those settings on clients. That being said, tickrate do allow some exploit (*cough* timor exploit only doable on 100tickrate servers *cough*), so it could be a good idea to have cmd/update rate having a cap (or just cheat cvar and screw it) Not 10000000000% sure on this, so correct me if I'm wrong, but I think putting those rate > server tickrate is the same as putting them as server tickrate value. Interp as far as I am aware makes it stuttery for people to spectate you, and can cause other shennanigans because different positions between player in client/in server (aka, your client doesn't show the prediction of other players cuz of interp 0, hence u will get players teleporting onto you, as long as it happens within 100ms)Ĭmd/update rate as far as I know are mostly dependant on tickrate (if I understand it right, u cant have cmd/update rate > server tickrate), so I would assume those server allowing it are either 100tickrate servers, or this setting is capped at 60 (since default tickrate is 60).
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