SetPlayerFPSLimit & GetPlayerFPS
#1

Hi.

This topic has been discussed many times but we didn't get a concrete reply from the Devs.
It's a fact that players with different FPS get more desynced from each other rather than with same FPS.

For example: if someone is playing with 20-25 FPS he will be less hittable than the one with 48 fps. There are also problems with weapon sync in what touches to FPS, and that can't be solved by SA-MP at all. Like player1 with 20 fps won't see all the shots that player2 is doing with c-bug.
This didn't use to happen on 0.2X and older versions that often because the major of people would play with 25 fps Frame Limiter ON.
Many players have crap computers and many have good ones, and others just like to abuse lag by doing /fpslimit 20 to get a better advantage over the one with a good PC. This is very unfair in many cases, mostly in DM servers.

So as a work-around I'm suggesting a SetPlayerFPSLimit(playerid, limit);
There is no way we can script that on pawno by secondary methods, only via Plugins, and this function would be really appreciated and useful, specially by the DM servers since it was requested a couple times. This would end with any fps abusers for good. Also it would easily determine the performance of each one's PC so we could see whos abusing and whos not + players would get better synced with each other in case their PC is good to obey to the FPS imposed on SetPlayerFPSLimit by the script.

When you do /fpslimit value voluntarily, it saves on a .txt file on SAMP folder. So use that file to GetPlayerFPSLimit too, so if the value is different from the server, SetPlayerFPSLimit will act.
The reason why I don't suggest SetPlayerFPS is because it may cause any problems on weaker PCs, because it will keep forcing the function until the PC gets the desired FPS, and that could end bad really.
So with SetPlayerFPSLimit, it would simply force the limit where the PC can get his FPS to, without forcing any hardware.

About GetPlayerFPS.
I know theres a way to get the player FPS with the drunk level, but a native of GetPlayerFPS would be much better, because it's more reliable and doesn't need too much code on the GM/FS just to get 2 numbers pasted on the screen.

With these 2 functions it would be a lot easier to create a more accurate FPS-kicker (it's already possible but it's so resource-wasting compared with what is possible to do but we lack the natives) and if the server owners want to, restrict the Minimum or Maximum FPS allowed in a server so that the trash computers or abusers wouldn't have advantage over the good computers and those who actually play fair according to their PC.

I'd like to see some support from other people if they like and want this to be implemented soon.


Kind Regards,
Diablosrouge
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#2

This is a very good suggestion, has also been suggested many times as you said. Here's a little video showing how the sync in .3c sucks ( Not sure if this applies to this topic, but thought i should add it here )
[ame]http://www.youtube.com/watch?v=YacOQdWvv3c[/ame]

So that is what you actually see the sync between two players. That's very irritating in the DM community.
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#3

Quote:
Originally Posted by [L3th4l]
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This is a very good suggestion, has also been suggested many times as you said. Here's a little video showing how the sync in .3c sucks ( Not sure if this applies to this topic, but thought i should add it here )
http://www.youtube.com/watch?v=YacOQdWvv3c

So that is what you actually see the sync between two players. That's very irritating in the DM community.
Did you record that? Whoever did that is a fucking retard. Why the fuck would you keep releasing the aim key all the time? Do it like that in real life and see what happens....
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#4

Quote:
Originally Posted by [L3th4l]
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This is a very good suggestion, has also been suggested many times as you said. Here's a little video showing how the sync in .3c sucks ( Not sure if this applies to this topic, but thought i should add it here )
http://www.youtube.com/watch?v=YacOQdWvv3c

So that is what you actually see the sync between two players. That's very irritating in the DM community.
First of all, he's using mods, so you can't base that on reality.
Second, where the bullet hit's on your screen has nothing to do with SA:MP.
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#5

Quote:
Originally Posted by Mike Garber
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Did you record that? Whoever did that is a fucking retard. Why the fuck would you keep releasing the aim key all the time? Do it like that in real life and see what happens....
Dude, we are talking about DM not your GF copied RP

@ Others, just try joining some HEAVY DM server, see how laggers vs non laggers are fighting all the time.
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#6

Quote:
Originally Posted by WackoX
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First of all, he's using mods, so you can't base that on reality.
Second, where the bullet hit's on your screen has nothing to do with SA:MP.
i'm sorry but you're an absolute fuckin moron, I recorded that video and its only texture mods i can do the same thing without mods

Quote:
Originally Posted by WackoX
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Second, where the bullet hit's on your screen has nothing to do with SA:MP.
worked fine in 2x as far as i was concerned, so...

and even in 0.3a it seems to "hit where you aim",

[ame]http://www.youtube.com/watch?v=BE_wQLyx04I[/ame]

^ here is a result from the same script in 0.3a. it has some other problems that 0.3c doesn't have, however, it seems to not have any false reloading problems.

this is reported THROUGHOUT the DM community, how can you still argue with it, with mods without mods localhost not localhost it doesn't MATTER, that video was recorded with all rates at 1 on localhost, when the script is finished ill post it and you can try it.
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#7

Quote:
Originally Posted by WackoX
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First of all, he's using mods, so you can't base that on reality.
Second, where the bullet hit's on your screen has nothing to do with SA:MP.
What about this one? Do you see any mods?
[ame]http://www.youtube.com/watch?v=NcypBhbihlw[/ame]
We are talking about the reloading bug that appeared on 0.3c, not where the bullet hits or used to hit.

Quote:
Originally Posted by Calg00ne
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It's not FPS which causes the primary problem, it's ping.
Wrong.

It's the FPS that causes the major desync among players.
Sometimes low FPSers don't see bullets that 48fpsers are shooting no matter what ping they have.
Even if you have 1ms ping but have 20 fps the problem will still exist.
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#8

Quote:
Originally Posted by Diablosrouge
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What about this one? Do you see any mods?
http://www.youtube.com/watch?v=NcypBhbihlw
We are talking about the reloading bug that appeared on 0.3c, not where the bullet hits or used to hit.


Wrong.

It's the FPS that causes the major desync among players.
Sometimes low FPSers don't see bullets that 48fpsers are shooting. (Example of c-bug)
How can you exactly consider C-Bugging? It's just a bug that's remained in SA/SA-MP, the dev(s) shouldn't bother trying to improve sync for it.
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#9

Quote:
Originally Posted by [L3th4l]
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Dude, we are talking about DM not your GF copied RP

@ Others, just try joining some HEAVY DM server, see how laggers vs non laggers are fighting all the time.
Haha GF copy xD That's what you want to believe, isn't It?
And no matter what, doing it like that is a fucking retarted way of shooting, no matter if it's in a game or in real life.
Doing that all over again will only give you advantage for trying to abuse bugs, and cause desync.

You don't understand that you're causing it to desync, not SA:MP itself.
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#10

Quote:
Originally Posted by Calg00ne
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How can you exactly consider C-Bugging? It's just a bug that's remained in SA/SA-MP, the dev(s) shouldn't bother trying to improve sync for it.
Your completly wrong. C-bug is in San Andreas. I can cbug on PS2 and I doubt you can fix sync for it. Also many other players enjoy this advantage.

I support the GetPlayerFps native. Nice idea, I been wondering how to script something like that.
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