Developers of SA:MP, do you use lagcomp, and why?
#1

Just curious since it's a subject that comes up a lot within our own community.

It's been half a year since 0.3z was released. Many gamemodes have evolved to utilise this new functionality; many have avoided it and stuck with the old anim-based aim system. If you did move to lagcomp, what was your reasoning, and is there anything interesting that you use it for within your script? If you didn't, why not?
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#2

Moved to it.
Provides a realistic shooting environment.
The new system allows to calculate headshots, torso and other parts of the body.
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#3

https://sampwiki.blast.hk/wiki/Lag_Compensation
http://forum.littlewhiteys.co.uk/ind...?topic=18989.0
I found this topics! Lagcomp provides good aim for shooting skills(best lead-shoot).correct me someone if I'm wrong!
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#4

Scripters =/= Developers...
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#5

We do, (Jernejl, myself - same server) and have done since it's introduction. Not sure about the rest of the guys but I suspect they all do. Why wouldn't you?
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#6

Quote:
Originally Posted by Sew_Sumi
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Scripters =/= Developers...
WTF are you saying

Every scripter is contributing to develop SA-MP
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#7

Quote:
Originally Posted by Si|ent
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Why wouldn't you?
Originally, it became much easier to spoof weapon shots and generated a new genre of cheats targeting this functionality. Obviously, scripts caught up with this, but I believe that this caused some mistrust to linger. Of course, there's no denying that the system isn't foolproof. There's no easy way to detect if, say, someone is sending bullet data saying that they're shooting someone that they have a blocked line of sight to, or someone's aim is artificially enhanced, which is easier now than in times past.

However, the main opposition we saw was from players who just couldn't quite acclimatise to the fact that hitting targets was simply easier. After nine years or so, even though SA:MP's old mechanics were bizarre and downright nonsensical, some players were still reluctant to let them go. In the eternal words of Adam Jensen, if you want to make enemies, try to change something.

Also, there are undeniably still quirks. Shotgun behaviour, for instance, is about as reliable as an oath sworn by OJ.
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#8

Quote:
Originally Posted by Sasino97
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WTF are you saying

Every scripter is contributing to develop SA-MP
Nope, you're mistaken as all heck...


Devs may be Scripters, Scripters aren't necessarily Devs.


It's like saying that you drive, so therefore you are a tester for the car manufacturer... It doesn't work like that.
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#9

Quote:
Originally Posted by renegade334
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There's no easy way to detect if, say, someone is sending bullet data saying that they're shooting someone that they have a blocked line of sight to,
I believe most would be using the popular one which can be stopped using this
http://forum.sa-mp.com/showpost.php?...25&postcount=6

Quote:
Originally Posted by renegade334
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or someone's aim is artificially enhanced, which is easier now than in times past.
you can run checks if someone is having a higher than normal accuracy, like if someone is spraying with tecs and hit x bullets in a row, seeing how crazy the spread of the tecs are you wouldn't expect more then 3 bullets to hit in a row

Quote:
Originally Posted by renegade334
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Shotgun behaviour, for instance, is about as reliable as an oath sworn by OJ.
shotguns have always been like that, it's nothing new
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#10

Personally, I finally turned lag compensation on (about a week ago). The reason I left it off for such a long time was in fact due to aimbots, amplifiers, etc. The aimbots were the hardest thing to combat (especially if there weren't any admins online). Aimbots are more likely to be detected now (just get their hit ratio and compare it to a value set in the script, if an admin is online, it will send them an AC warning, if there isn't one, it goes by a variable based system, 5 warnings = Kick, the variable starts over again (the good aimbots barely miss a single shot)). Sure there are expert shooters, but even those experts can't hit the amount defined in the script. As for the amplifier I tested, when used, the player gets kicked from the server for going above the ackslimit set in place. As for the damage mods (as I don't know why people would use them with lagcomp considering they're very noticeable), I use OnPlayerTakeDamage and OnPlayerGiveDamage to detect that, if the amount of damage given doesn't match the amount of damage taken, the AC will send a message to the online admins and add a variable to the playerid, 5 warnings = Kick. I also use SetPlayerChatBubble above the damaged player's head under OnPlayerTakeDamage for players to detect damage mods.
But long story short, it's not as bad as I thought it would be.
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