• Why do people hate serversided spread so much?
    11 replies, posted
So for some reason I've never really understood why people hate when you calculate the spread on the server and not on the client, personally, I do it for every weapon base I work with because I don't want the spread to be predictable by the client, while it doesn't really completely eliminate cheating, it does help. You have to think of it from the perspective that it's possible every client might be cheating in one way or another, and this helps eliminate the possibility of someone using NoSpread with their aimbot, this means that you won't get 1 tapped by that AK from across the map...or...it's unlikely, at least. I understand that the clientside decals on where the spread hits isn't where the spread is actually hitting, but come on, lets actually stop and think here. It's not like you as a person can predict where the spread will go anyway unless it's something like a shotgun, in which case, they usually have a pattern, which will not be affected by serversided spread because you still have to take into account that spread goes where you're aiming, not just randomly. So Facepunch, why do YOU hate serversided spread so much? Please don't beat me up actual SWEP creators, because I don't know much about SWEPs. I'm sorry if this makes you cringe or feel upset :<
because I like to see where my bullets land, see sweps spread I didn't even know you could do this without breaking prediction
because no one likes a serverside spread butter on a clientside sandwhich puns aside I dont hate serversided spread that much they both have it's own uses like you said the decails if you predict it on the client will land where theyre supposed to be, while serverside will make it harder for the client to predict
[QUOTE=nettsam;46682336]because I like to see where my bullets land, see sweps spread I didn't even know you could do this without breaking prediction[/QUOTE] I've never noticed it breaking prediction, maybe I'm not supposed to touch SWEPs at all :v: But to what you said, as I said before, most weapons in GMod don't even seem to have a spread pattern based on recoil or what have you, but more so just seem to spread all over the place randomly.
[QUOTE=Reyjr43;46682348]I've never noticed it breaking prediction, maybe I'm not supposed to touch SWEPs at all :v: But to what you said, as I said before, most weapons in GMod don't even seem to have a spread pattern based on recoil or what have you, but more so just seem to spread all over the place randomly.[/QUOTE] I mean like how far spread the spread is think difference between m249 and a tmp
[QUOTE=nettsam;46682364]I mean like how far spread the spread is think difference between m249 and a tmp[/QUOTE] Well, you wouldn't serverside the spread THAT much, there would still be spread on the client and server with just slightly different algorithms so that it's not as easy to predict on the client, your bullets should still remotely hit close to that of your actual spread area, I didn't clarify that you'd have algorithms on both server and client, one is just slightly manipulated...oops...
Lag compensation is bad as it is, there's no need to create more false positives on hit detection by showing the player that he didn't hit something on the client but he did on the server ( and viceversa ) If you can avoid it by calculating the spread exactly between the client and server then do it.
[QUOTE=Jvs;46682388]Lag compensation is bad as it is, there's no need to create more false positives on hit detection by showing the player that he didn't hit something on the client but he did on the server ( and viceversa )[/QUOTE] Last time I actually tried to check if there was lag compensation on this game, my results turned up that there was ABSOLUTELY none. Probably a fault on my side, though.
[QUOTE=Reyjr43;46682393]Last time I actually tried to check if there was lag compensation on this game, my results turned up that there was ABSOLUTELY none. Probably a fault on my side, though.[/QUOTE] Not predicting your weapons correctly also make it seem like lag compensation doesn't exist, the only issue with lag compensation ATM is that some player angles don't get restored properly, but for the rest it's ok. Also the server tick needs to be high enough ( 66 ticks at least ) so lag compensation can save more frames and give more accurate results.
[QUOTE=Jvs;46682398]Not predicting your weapons correctly also make it seem like lag compensation doesn't exist, the only issue with lag compensation ATM is that some player angles don't get restored properly, but for the rest it's fine. Also the server tick needs to be high enough ( 66 ticks at least ) so lag compensation can save more frames and give more accurate results.[/QUOTE] I wasn't predicting with weapons, it was more just a touchy feely type of thing using NPCs (which I now know because of what you said! Are not lag compensated!) as for 66 tick, I don't run any servers with less than 66 tick because hit reg is god awful as it is with 64 tick on CS:GO, I usually can't play at 33 tick (or god forbid...even lower...)
NPCs and other entities can be lag compensated too as of a recent update by setting [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/Entity/SetLagCompensated]Entity:SetLagCompensated[/url] to true when they spawn. So in the end there's not gonna be any difference than shooting a player or an npc with a weapon.
[QUOTE=Jvs;46682423]NPCs and other entities can be lag compensated too as of a recent update by setting [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/Entity/SetLagCompensated]Entity:SetLagCompensated[/url] to true when they spawn. So in the end there's not gonna be any difference than shooting a player or an npc with a weapon.[/QUOTE] Oh god, oh god, oh god, I'm actually insanely happy that this now exists, despite probably never using it I will now be able to see that Lag Compensation does exist in GMod. Today is a good day.
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