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zG|REY305

Shot registration

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Hello, can anyone tell me why my server is having bad registration when shooting at a player? Like in other servers I have played I have exactly same ping but my shots hit way more then in my server. Also other players have been complaining about this. Is there a way to fix this?

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@T-Max well our hardware isn’t overloaded so definitely not that. We do have a tone of scripts. By any chance it’s it something in the mod.ff building? Like a file about bullet registration?

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could be a solutuion switching to a client-side registration? (g_antilag)

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Fastfiles are just a storage to get stuff loaded into RAM faster than reading files one by one from drive.

Lower script usage or optimize Callback_PlayerDamage. Or get extremely fast CPU so it could handle scripts faster.

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Everything seems kinda innocent. Well, I'll use "distanceSquared" instead of "distance" whenever possible, sMeansOfDeath is not flag and contains only one MOD at a time so issubstr you can change to "==". Also, there is no "finishPlayerDamageWrapper" source code.

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Maybe rewrite Callback_PlayerDamage in lua?
leiizko claims that the functions on the lua work 10 times faster.

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@leiizko @T-Max you completely confused me guys!

I used the latest build with github for several weeks and it did not work.

Maybe I misunderstood something. What exactly is the reason for poor hitreg and what can be done about it?

After all, there is the same problem with servers on version 1.0, 1.2 and 1.7 (without additional scripts). And it started a few years ago, and before that, everything was okay.

 

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Build 987 fixed the hit registration issue for our servers.

 

The box uses Win Server 2012 r2, and with the prior build, it was very inconsistent.

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