What happened to OC? - CLOSED Carnage?!

Devieth

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Everything posted by Devieth

  1. First off you should move back tap handling right to OnDamageApplication since a backtap is going to be a one hit kill no matter what and this way is way more accurate. Backtap_msg = "has backtapped" function OnDamageApplication(PlayerIndex, Causer, MetaID, Damage, HitString, Backtap) if Causer then if Backtap then say_all(get_var(Causer, "$name") .. " " .. Backtap_msg .. " " .. get_var(PlayerIndex, "$name")) end end end
  2. Ahhh crap. Maybe I uploaded the wrong script? Cause this is not a fun issue, that I have had in a couple re-writes ago where I just forgot to add stuff. Sorry for the late response. You can catch me on Discord pretty much every day at https://discord.gg/Mxmuxgm only server I have notifications enabled in for a reason. I'll look at the version on pastebin and see if the bug is present in the current version of if you somehow got a version that I quickly edited out. Edit: Tested the script just now and its functioning as intended with only 2 players. Re-download the script and configure the script to your liking. Also make sure you don't have any commands that kill players before, after, or during the map reset. If you still have issues please contact me on Discord.
  3. Holy crap, I didn't realize it made that big of a difference. I remember enabling it on my crappy laptop (in AMD drivers) and it didn't have the greatest GPU so it killed frame-rate so I never bothered afterwords.
  4. So I been playing around with stuff inside of Halo and finally found what I was looking for, a way to sync velocities of other players without needing a client/server side plugin. Now some of this can cause minor annoyances to players with good/low ping, which are not lag or warp. More of the fact that is exaggerates issues already in Halo (Ex: The grenade animation desync.) Another issue is this is updating those positions every tick and since Halo runs at 30 tick, so the first person positional updates are still jittery. Players with high ping (150+), we reach a whole different story since Halo's netcode transfer's player data over UDP ports, meaning a player with high ping can get packets from the server in the wrong order more often, causing micro-stuttering (warps) with their own positions and others. Edit: cheat_super_jump was used only to show the impact of this change since it can clearly show the impact. Also, working on seeing if adjusting more settings can remove some of the issues this causes.
  5. Yes only have to make the server send all data at 30 ticks but.. There are some things I have found that are server side and client side and haven't got time to test them and see if they have an impact on the bugs this does cause. That's why I haven't made a script that does this automaticly yet. Cause the sound errors are audible to other players, which could give away player positions when it shouldn't.
  6. All part of the stock netcode. Its more of making the game true 30 tick (to the server and back to the client.) Normally the client updates to the server with all the required data at 30 tick and the server is sending back a mix of 30, 2, or 1 tick. Most of the information was only being sent back at 2 or 1 tick which is why warping would be so bad. The one thing that was 30 tick back to the client was what prevented it from being completely unplayable. Sadly using this settings cause desync in other areas (footstep sounds and nade throw animations are the worst offenders.)
  7. If you want to prevent this crash you can go into the projectile tags and shorten its life-span. This (in theory) should de-spawn objects once they reach the end of their life-span. This will hopefully prevent those objects from crashing the clients for having to many of that object on still "alive" on the map.
  8. Its in parts of Halo's netcode. Most of it was set to save bandwidth because when HaloPC was released it was made so people with dial-up could play. The downfall was it broke multiple things (plasma weapons with stun got affected the worst.) Also it didn't really save that much bandwidth. Packet rate is still tiny compared to most modern games now days anyway and since I'm using using things already built into Halo there isn't a whole lot I can do.
  9. I have only one ISP choice and it delivers DSL. I literally have 2 phone lines just go get 15 down 1.5 up. Also you could ask AT&T for a business line which would cost you $100(ish) a month on the slowest package. Edit: For me, Each phone line cost $30 to have and then the 50$ service on top of that so yeah....
  10. This script can be used to replace SAPP's logging system: Features: - Creates a new file with the current days (os.date("%Y-%m-%d_"))..environment.."Log.txt" (Ex: 10-26-2016_ChatLog.txt) - Saves the files into the servers profilepath.."\logs\" (Ex: C:\HaloServer\MyHaloServer\logs\) - Each environment has its own log file (join/lead, chat, and commands.) - Tracks joining and quitting. (All saved to the date..JoinLog.txt) timestamp New001 has joined the server. IP: 192.168.1.130 Hash: t07a1y4r3alh45h timestamp New001 has left the server. - Tracks chat. timestamp New001: Im saying words! timestamp New002: Im saying words as well! - Tracks commands. timestamp Admin: false Name: New001 Command: /info IP: 192.168.1.130 Hash: t07a1y4r3alh45h timestamp Admin: true Name: New002 Command: /kill *new001 IP: 192.168.1.130 Hash: 4n07h3r6ealh45h I did not include hashes/ip addresses with the chat log because those can be found in the JoinLog (and I presume people cant change their names while in a server.) Yes I know this makes more work for the person looking through these but ctrl+f is a thing and the file looked super messy with it included. NOTE: Only works in HaloCE at the moment. (p.s. Its because I don't know how to get sigs.) Logging script: Pastebin - Log
  11. Okay, I can verify the script is causing your server to crash. But this is only thanks to a bug that was introduced in SAPP 9.8.1. You NEED to make sure you have a map load before SAPP loads in your primary init.txt, if you do not it when of the SAPP commands that i have the script run will cause the server to crash. I had a fix to this but then servers crash on Linux for no reason at all and I didn't want that. 1. Make sure at least one map is using Halo's default mapcycle before you have SAPP's over-ride it. sv_mapcycle_timeout 15 sv_mapcycle_add "bloodgulch" "Infection" sv_mapcycle_begin 2. Make sure the gametype is in your servers savegames folder. 3. Make sure the gametype is spelled correctly in your init.txt. 4. Make sure that the map name is spelled correctly & that you do indeed have that map. In the case the issue is none of the above then... 1. Remove "lua_load [name you gave the zombies script]" from SAPP's init. 2. Add "event_start 'lua_load [name you gave the zombies script]' into SAPP's events. This will cause you to get a lot of errors in your logs saying "Failed to load [name you gave the zombies script]." but don't worry that's only because after the first time it cannot load the script again.
  12. Edit: I got it to detect if one player is aiming at another... Now my problem is getting it not think a player is aiming at themselves when they move forward or backward. Here is what I have: local standing_height = 0.64 local crouch_height = 0.35 function OnTick() for i = 1,16 do if player_present(i) and player_alive(i) then -- Avilible to aim at things? local m_object = getdynamicplayer(i) local x , y, z = read_float(m_object + 0x230), read_float(m_object + 0x234), read_float(m_object + 0x238) -- Player camera local hit, vic = Intersect(m_object, i, x, y, z) if hit then if vic then rprint(i, getname(i).. " is aiming at " .. getname(vic)) end end end end end function Intersect(m_object, PlayerIndex, vx, vy, vz) local hit, vic = false, nil local crouch_state = read_float(m_object + 0x50C) local x, y, z = read_vector3d(m_object + 0x5c) -- Player Location if (crouch_state == 0) then -- We need to adjust for crouching and standing heights. z = z + standing_height else z = z + (crouch_height * crouch_state) end local hit, cx, cy, cz, ObjectID = intersect(x, y, z, vx*1000, vy*1000, vz*1000) -- Run it. for i = 1,16 do if player_present(i) and player_alive(i) and i ~= PlayerIndex then -- Can they be aimed at? if get_object_memory(ObjectID) == getdynamicplayer(i) then -- Are we aiming at a player? hit = true vic = i end end end return hit, vic end
  13. Updated: Whole new script since I once again... Accidentally deleted the old one.
  14. Probably because people bitch so much when your ping is good and think that advantage doesn't go both ways when it does. Cause if they have high ping and they peak out they had the advantage for about 100~ ms and same for when he is walking to cover since the person with high ping can still see them and shoot them because of the way Sehe's lag compensation works. Doesn't stop idiots for blaming ping though if your better then them, and when you go to a server were they have high ping and they don't, then they just claim you cheat. Edit: Also if your the admin of the server and you modify the ping reporting you will break the way Sehe's lag compensation works since it gets player's ping from the same address.
  15. Can you make a dedicate.exe mod that allows the servers to broadcast onto both versions of Halo and let both join? Cause that would be cool.
  16. Sapp map_skip is the same as RTV, just different command to activate it in chat ('skip' instead of 'rtv'.)
  17. You can spawn tank shells and only thing you get is the sound + contrail and you just kinda die stupidly by hopping and falling over. This requires you to spawn the tank shell then edit the pitch the second it spawns to that its facing strait down as well.
  18. Updated Zombies version to 4.0 See main post for changes/updates. Please let me know if you find any bugs since I have been quite busy and unable to test full functionality (I know the main system works its just some the extra add-ons that may not.)
  19. I wish this could be part of the game so bad... It looks so damn nice!
  20. So after a crash the server still has to be manually closed in order to restart?
  21. For damaging you could spawn a couple projectiles inside the player (plasma to add stun.) And if MTV wasn't on then another trick would have to be used for the passengers to be able to keep their seats (which I do remember how to do.)
  22. Would have to check if the player was holding action key and they were close enough to an enemy vehicle so that they could enter if there wasn't a driver (which I'm not fully sure how to do.) Back when I played with phasor I did somehow manage to get a player to enter the driver seat that was already occupied but the problem was it would teleport-lag the second person standing in the driver seat where ever the first driver decided to go (second player never got control.) If I remembered how I did that I could just kick the first player out and exit and re-enter the second player (to sync.) For the damage you could just remove the players shields (but no stun since it wouldn't sync properly, at least I think.)
  23. This should quench your needs: scorelog.lua Example Output: ~~~~~~~~~~~~~~~~~~START_SCORE_LOG~~~~~~~~~~~~~~~~~~ Games Played: 1 Map: bloodgulch Mode: CTF Red Team: 0 Blue Team: 0 Player: The Big L IP: 192.168.0.33:20328 Hash: (removed) T: RED K: 0 D: 0 A: 0 Player: Caboose IP: 192.168.0.33:21654 Hash: (removed) T: BLUE K: 0 D: 0 A: 0 ~~~~~~~~~~~~~~~~~~~END_SCORE_LOG~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~SCRIPT_UNLOADED~~~~~~~~~~~~~~~~~~ -- Reload command ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~START_SCORE_LOG~~~~~~~~~~~~~~~~~~ Games Played: 2 Map: bloodgulch Mode: CTF Red Team: 0 Blue Team: 0 Player: Caboose IP: 192.168.0.33:20328 Hash: (removed) T: RED K: 0 D: 0 A: 0 Player: Whisp IP: 192.168.0.33:21654 Hash: (removed) T: BLUE K: 0 D: 0 A: 0 ~~~~~~~~~~~~~~~~~~~END_SCORE_LOG~~~~~~~~~~~~~~~~~~~ Note: "Games Played" is the number of games that have expired in the servers up-time. Edit: Updated (Added players team & when the script is unloaded.) Edit (2): Updated (Added Map and Mode to be logged as well. Also removed some read_ commands that weren't needed.)
  24. To bad I don't know how to force the game to update vehicle's velocities. I wanted to do something that I seen in the past but this isn't quite it, close though, also I'm bored. OLD: Updated: http://198.98.120.174/videos/updated.mp4
  25. Updated it a bit so I don't need to contently apply force to stop the vehicles from getting stuck in stationary position.