Need help testing mod on my server
.ADHd
Join Date: 2012-02-18 Member: 146565Members
<div class="IPBDescription">It fixes firedelay on most weapons in the game.</div><!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo-->Please read the update at the bottom of the page.<!--sizec--></span><!--/sizec-->
Mod testing has been cancelled.
Mod testing has been cancelled.
Comments
Also its not really a delay you could see it as rate of fire setting(which are now mostly in the animation graphs anyways), i dont think it would be fun to have insane rates of fire on everything :>
Dunno why we have this in the lua, maybe its an additional way to finetune it besides the animation? Dunno. (so if the timing is shorter than the animation it doesnt do anything, but if it is longer it would? or something like that - too lazy to test this.)
Either on the trans server or any other
I have 99-100fps pretty much the whole time
I think its tied to FPS could be wrong
so you actually are firing on the same frame you click now.
Any delay perceived is from other factors (fps / tick rate)
That 200 ms delay you are referring to is interpolation (150 ms) + latency which has to do with synchronizing the world between all clients for moving objects. (not client things like blood effects, red cross hair, or firing the weapon)
And that balance lua file is referencing rate of fire
so you actually are firing on the same frame you click now.
Any delay perceived is from other factors (fps / tick rate)
That 200 ms delay you are referring to is interpolation (150 ms) + latency which has to do with synchronizing the world between all clients for moving objects. (not client things like blood effects, red cross hair, or firing the weapon)
And that balance lua file is referencing rate of fire<!--QuoteEnd--></div><!--QuoteEEnd-->
I remember that build Iron. I was really happy reading the patch notes but when I got ingame my shotgun still had a delay. I am aware of the interp on the client (Though I heard it was closer to 250ms), but this issue I am having isn't explicitly related I don't believe.
The problem that people are having is that they are clicking and the input isn't sent to the game engine fast enough, creating input lag. I am not 100% certain of this but it would appear to be the case if there is in fact no firedelay programmed into the weapons. I am sure this is a known issue and will be fixed when performance increases.
I was stupid enough to think UWE actually put delays on all the weapons for balance... which kind of blew my mind to be honest. Shows how ignorant I am of LUA, but at least I am learning a little now.
Friends of mine with 4.5ghz processors are getting firedelay on their shotguns as well, so I think this is a global problem that is not isolated to slower CPU's.
I want to clarify here that it's not the interpolation that is causing the delay. I can 100% confirm that, because like you said interpolation only effects how the server and client predict things and doesn't effect things explicitly for your client (Bullet sparks, hit markers, etc). The problem is that people are clicking mouse1 and 200ms or so later they are seeing their client actually fire the shot. This isn't related to hitreg or interp. Often times you'll get hit markers and blood effects before a death is registered with the server. What I am describing is how when you press mouse1 your weapon fails to fire for a certain amount of time. Correct me if I am wrong but I don't believe that is related to interp.
990x core i7 @ 4.4ghz on water
sli GTX590s overclocked on water as well
24gb ram @ 1600mhz stock timings
SSD drive
Not normal TBH
I have seen FPS dips into the teens before but only for a half a second or less