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Woz 1st MRB

Retired 1st MRB
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Posts posted by Woz 1st MRB

  1. looking for updates into this issue.

    I was speaking to P. Thompson on this issue on tuesday before BCT. She said I should get in contact with you since it was getting technical. I have meant to get on and help you guys with this issue, but my internet has been down since 12:57 AM Wednesday, and a technician is not coming out to my apartment until Mid-day Sunday to inspect the line.

    If you want to tinker though, the problem most likely has to do with graphical performance, and not network performance (This was discerned from the fact that the stuttering occurs on "Create A Server" as well). The laptop she is playing on does not have a dedicated graphics card, and only has integrated graphics. This means that all logic and rendering will happen on the CPU, instead of being split to CPU / GPU. Fortunately, DOD:S is old enough that we should be able to get this running just fine without dedicated graphics.

    First, ensure that the power settings are set to "Maximum Performance" so that the computer is not trying to limit itself. (I know it sounds obvious, but I've been caught by this setting on my laptop before)

    Below are some pictures of the video settings screens with certain settings highlighted

    • Basic Settings

      X0MrvqV.png

    • Advanced Settings

      fWNsiYs.png

    Green: Low impact settings

    Yellow: Medium impact settings

    Red: High impact settings

    Blue: Settings that should be disabled to increase visibility of other players.

    Fuscia: Settings that may increase performance, or may hinder it. It varies by system.

    I would bring all settings (except for resolution) as low as possible, and then verify that the stuttering disappears.

    Then, start turning up settings until the stutter returns. Turn up low impact settings first, then medium impact, then pick and choose which high impact ones you want to try to turn up based on preference.

    After you have reached a point where turning on one setting makes the stutter return, but having it off makes it stable, play with the settings that are colored fuscia to see if they help you or not. To see if a setting has a negative effect, test them individually by turning just one on from a previously stable setting. To test if they have a positive effect, do the same thing, but from a previously stuttering setting.

    I wish I could hop on vent and in game and help you test this sooner, but unfortunately Comcast is not being the best of ISPs this week.

    Let me know if any of that helps. If the absolute lowest settings do not help alleviate the stuttering, I will do some more research to see if there is a deeper problem, but I am confident that this is the cause of the problem.

    Could be this Windows 8.1 with Bing 64-bit (6.3, Build 9600) (9600.winblue_r3.140827-1500) I have always been tolled that to run a 64-bit windows you need 8Gb of ram.

    But might be wrong on this one.

    You only had it flip-flopped. You need 64 bit windows to handle over 4GB of RAM.

  2. To capture the Steam ID's and status of people quickly I wrote this script. There are some scripts that will take a screenshot but this actually saves the information to a text file under "C:\Program Files (x86)\Steam\steamapps\common\Day of Defeat Source\dod". I based this off of other scripts that I saw, but this does not require the developer console to open up and close, and it clears out the previous console data before taking the dump. If you do want to have all console data just take out the "clear" command.

    //Quick status dump
    alias "conlog" "clear; wait 10; status; wait 100; condump"
    bind "KEY THAT YOU WANT TO BIND" "conlog"

    Do the 1st MRB Servers have the wait command enabled?

  3. Just a few questions:

    • Do you have any anti-virus software running while you play? If so, try disabling it during gameplay and see what happens.
    • Does changing any of the graphics options eliminate or reduce the frequency of this issue (multi-core rendering can sometimes be finicky too)
    • Are all settings for the game default? Are there any custom models / sounds / a custom HUD?
    • Lastly, could you post a dxdiag here? I can try to look through it and see if there is anything fishy.

    How to obtain your DxDiag file:

    1. From the desktop click: Start > Run (or windows key + r).
    2. In the blank text field of the window that appears type “dxdiag” without the quotes. Press run or hit enter.
    3. Another window should appear titled DirectX Diagnostic Tool. Near the bottom of the window click on “Save All Information…” A popup should appear with a progress bar, this may take a few minutes.
    4. After it completes a dialog should appear asking you where to save the file, I would recommend saving it to your desktop (automatically selected) with the default name and file type.
    5. Open the file on your desktop (or wherever you saved it) and select all (ctrl + a) and copy (ctrl + c).
    6. Paste the information in the
    7.  tags as it can be quite heavy. That is it.
  4. Don't know if it's true or not but I've heard lerp doesn't just make you more accurate to hitting enemy's. it also makes their shots more accurate on you as well... any truth to this?

    Replying to a very old post, but I figured it would be nice to have this info here for anyone to see.

    TL;DR It does not make a big difference in accuracy for you or the other players. It only determines how soon you will see a players actions, which is important when considering reaction times against someone coming from behind cover.

    Interpolation (lerp) is a client side setting. This means that it only affects how the game is rendered to you, and not to anyone else.

    The delay that you are tweaking is the delay between the time you receive a server snapshot and the time that it is rendered to the client. The default of 100ms lerp on a 66 tick server (15ms snapshots) means that even if a packet is lost, there are substantial packets in that 100ms timeframe to keep animation smooth.

    Naturally, this interpolation of motion leads to some minor inconsistencies in movement / animation in terms of congruence to the true server state, and is only made worse when packets are lost. This is where some hit registration errors happen. The rest of the hit registration errors usually come from the server being overloaded, or your connection having too much jitter (the average difference in ping of each packet sent).

    Before I completely answer the question, I want to move on to some clarifications about how networking in this game works.

    I think that the video might create the notion that interpolation (lerp) makes you miss the other player because you are shooting in the wrong spot, but this is a misunderstanding. The client keeps track of the interpolation delay, and communicates this to the server along with its command packets (what keys you've pressed, what mouse movements you've made, etc.). The server then takes this into account when determining hit scans (whether your shot's trajectory intersects another player and where). Because of this delay (which is compounded with latency, more on that later), you end up with those oh-so-frustrating deaths where you are certain that you had already ran behind a wall when they shot you.

    An interpolation of 100ms means that you will see players coming around a corner at least 100ms after they have done so, but on the other hand you will see them duck behind a corner 100ms after they have done so, which can play to your advantage sometimes. Compound this with latency (your ping) and that delay becomes even greater. This is why it seems like people who pop out from behind corners are able to shoot you so fast. Depending on your interpolation settings, they receive a jump on you in a reaction-times race that amounts to nearly a 50% lead! (Average human reaction times are about 200-250ms)

    So, high interpolation will not necessarily make you easier to hit, nor will it necessarily make other targets easier to hit; It will, however, give your opponents an advantage when coming out from cover against you. This reaction time race is the main reason why optimizing interpolation is important.

    I am glad to answer any other questions about networking in this game. Just ask here and I will reply.

  5. Thanks guys! Don't forget to download it and have a look in-game! :)

    Also I forgot to thank Voytek for giving me Half Life 2 and Half Life 2 episode 1.

    These games gave me a lot of new props that I used for this map!

    When I have the money I will buy Garry's mod which will let me download tons of military props, foliage etc!

    Can't wait for that!

    PM me if no-one has sent you GMOD. I have an extra one.

  6. Smart people have already debugged the virus! In case anyone was curious:

    The method form the code is thus..

    Hook into steam,

    steal cookies,

    get auth token,

    get friends list,

    send all items etc as per line + (753:gift;570:rare,legendary,immortal,mythical,arcana,normal,unusual,ancient,too

    l,key;440:unusual,hat,tool,key;730:tool,knife,pistol,smg,shotgun,rifle,sniper rifle,machinegun,sticker,key) ,

    send message to all friends = ("WTF Dude? http://♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥.com/DELETEDFORSAFTEY/")

    Nothing thing else is mentioned in the code... Wanted to check to make sure it never got my password for steam..

    Note* it uses the steamapi to send authenticated requests with the stolen cookies, for the trade transactions*

    Well it steals the cookie which means the attacker can change the password on you in theory.

    It's prudent to deauthorize your SteamGuard computers and change your password as a precaution.

    I was going to ask if someone could pm me the file url (or dropbox the file to me if the site has already been taken down) so that I could run it through IDA, but it looks like someone on the steam forums has already decompiled and analyzed it. I would still be interested in looking at it anyways, so if someone could hook me up with the file, that would be awesome.

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