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lagcompensator's Introduction

LagCompensator

Lag compensation "rewinds" enemies so that you don't have to aim ahead of them to get a hit. The higher your ping, the more noticeable this will be.

Type '.lagc' in console for help.

Demonstration video:
Demo Video

This works only for weapons that shoot bullets or beams. Projectiles and melee weapons are not compensated. Projectiles and melee attacks don't have client-side prediction anyway (there's a delay between clicking and the gun firing, which is equal to your ping).

Custom weapons are also not lag compensated by default. I added support for a few maps (pizza_ya_san1-2, alienshooter_demo, rust), but every custom weapon will need special logic added to this plugin in order to be compensated.

Installation

  1. Download and extract to svencoop_addon
  2. Add this to default_plugins.txt:
	"plugin"
	{
		"name" "LagCompensator"
		"script" "LagCompensator/LagCompensator"
	}

Lag compensation is enabled for everyone by default.

Server impact

  • 1 sprite and 1 sound is precached for the MLG hit comfirmation effect (.lagc x).
  • Potentially heavy CPU usage when lots of players (20-30) are shooting at the same time in a map with lots of monsters (200+).
    • Type .lagc perf to see how much work the plugin is doing. If the info text is colored red and player pings are rising, try temporarily disabling the plugin with .lagc pause/resume.

lagcompensator's People

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lagcompensator's Issues

random misses and platforms

Shots that obviously landed are not always detected as hits. Especially true for players. Also compensation is broken when standing on a moving platform. This seems to be a game bug too since it happens even with 0 ping and the plugin disabled. Shots are too far ahead in time, so the attacker should be rewound too.

ex_interp also affects pvp compensation but not to a huge degree. The bigger problem is hits just not registering some times, despite a traceline proving that the shot was right on target.

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