Commit graph

17 commits

Author SHA1 Message Date
5cdd600612 Resized MAX_CMD_BUFFER 2024-09-04 00:09:57 +02:00
f696159421 Improved lag compensation for entities 2024-09-03 23:07:40 +02:00
ad3b1ca178 Added the old clock correction, new one caused flickering 2024-08-27 17:12:39 +02:00
4cf14a0939 Disabled clock correction, not stable enough 2024-08-24 14:20:42 +02:00
69312da01b Fixed few stuff & now server bullet impacts are events
- Fixed some game events not being sent to clients
- Use event instead of descriptor for sending it to client
- Moved server bullets to events
- Re-trained zstd data
- Corrected some stuff on clock correction
2024-07-26 05:34:50 +02:00
a3b6b94959 Fixed last few stuff with clock correction 2024-07-23 05:05:24 +02:00
6691968046 Added enhanced cl_clock_correction & misc
- Added vprof
- Fixed few issues again with cl_showhitboxes
- Fixed some shader compilation
- Fixed few issues with bitbuf
2024-07-23 03:05:29 +02:00
4067d7cfe6 Added zstd training set 2024-07-18 21:15:37 +02:00
e360866bf5 Added a better way to debug hitboxes & new waf script 2024-07-15 06:52:33 +02:00
cfa5b12eea Fixed local player interpolation and added debug_screenshot_bullet_position
This check permits to fix interpolation problems on the
local player that valve has been (fucking finally)
caring about on counter-strike 2.

To recall the original issue, the
problem that Valve cared about is that interpolation
had some problems with interpolating the local
player because the screen would never in the first
place match the tick "screen", because interpolation
amount could never reach 0.0 or 1.0

Valve solution was to introduce bugs with lag
compensating the local player and made the game worse,
introducing a new way for cheaters to cheat even more
on their games.
I'm joking, but you can clearly see the outcome anyway.

My solution is to simply set interpolation amount
to 0.0 when a tick arrives.

So when we shoot, we get the frame we shot with an
interpolation amount at 0.0, perfectly aligned to user
commands which is ideal for us.

It might look a bit more unsmooth with lower fps
but with high enough fps, the issue goes away anyway.
It's not very noticeable which is very nice for us.
No need to lag compensate the local player anymore !
2024-07-14 00:54:57 +02:00
nillerusr
deb6ed0975 engine: add -nobackgroundlevel command-line argument 2023-02-20 20:07:23 +03:00
nillerusr
1cc7b4900f engine: fix audio language setting 2022-09-10 03:30:28 +03:00
nillerusr
78145e4bba fix address sanitizer issues #2 2022-05-01 20:08:32 +03:00
nillerusr
660a8391ee fix address sanitizer issues 2022-04-25 17:21:00 +03:00
nillerusr
7a626082b1 cl_main: set language according to LANG variable 2022-02-06 03:48:40 +03:00
q4a
97001f7bde add Command line param "language" 2021-05-30 18:04:37 +03:00
FluorescentCIAAfricanAmerican
3bf9df6b27 1 2020-04-22 12:56:21 -04:00