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Cheat works via console command (online multiplayer) #1262

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NightMare- opened this issue Jul 29, 2013 · 73 comments
Closed

Cheat works via console command (online multiplayer) #1262

NightMare- opened this issue Jul 29, 2013 · 73 comments

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@NightMare-
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PC Specs:
Processor: AMD Phenom II x6 1100T Black Edition
Motherboard: Gigabyte 990-FXA-UD3
Graphics Card: Gigabyte Radeon HD 7770 OC
Ram: 8gb DDR3

I play HLDM/AG and here are the issues:

1.) fps_override 1 - Allows players to set fps above 100. This command is great for clients to achieve smoother image quality, however, it speeds up the game resulting in "speedhack". (ex. values of 125, 250, etc...)

2.) auto bunnyhop - Since the removal of special alias, some players and admins found a way to get around this by replacing ".dll's". They replace the current one with the old one. Even though there is server command to allow this or not, this is not enough. If the game would simply fail to launch with such modified .dll's (authentication required) then this may help solve this problem. Each and every steam user should use the original .dll.

In conclusion, these two issues are very important. Why should a player be able to run, jump, spawn, and shoot faster with some command? Why should admins decide to allow modified .dll's? Skill wants a voice too.

Below I have attached some links. I'm showing this so you know exactly where I am coming from. I train very hard the right way and it's very discouraging to know players can do such things. I'm playing without scripts (not even bunnyhop script), default sprites/models/sound, and using 100 fps in 1920 x 1080 resolution. Nobody else plays this way, unfortunately. This game doesn't need scripts.

Gameplay montage:
http://steamcommunity.com/sharedfiles/filedetails/?id=163384234

The full demo:
http://steamcommunity.com/sharedfiles/filedetails/?id=160777329

@LevShisterov
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Nobody else plays this way, unfortunately.

So, you are the one from thousands who like to play uncomfortable. Why should we force others too?

@NightMare-
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Honestly, I'm comfortable but that's not the point. Clients should render the same.

@NightMare-
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I need an answer from VALVe. Is it acceptable for me to use "fps_override 1" with fps_max greater than 100, if I render faster than clients with "fps_override 0" with fps_max limit of 100 (for multiplayer)? Also, is it acceptable for me to replace client.dll with older version to allow automatic bunnyhop in steam servers?

@alfred-valve
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fps_override should obey sv_cheats, I'll fix that.

Rolling back the client.dll isn't appropriate and could get you banned from servers, people expect that everyone is playing the same game.

@ghost ghost assigned alfred-valve Jul 30, 2013
@NightMare-
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Wow, thanks Alfred! Your amazing man!

@TheFalcon
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So instead of fixing the speed of the high fps, you are going to forbid high fps...
That doesn't sound alright.
A lot of players use 120 or 125 fps because on 60 Hz LCD monitors 100 fps results in horizontal lines appearing on the screen, making a very choppy experience.

@xPaw
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xPaw commented Jul 30, 2013

Rolling back the client.dll isn't appropriate and could get you banned from servers, people expect that everyone is playing the same game.

Except people will keep rolling back until you change the protocol version and/or break something.

@ghost
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ghost commented Jul 30, 2013

Better fix the speed advantage that high fps gives to you than forbid it. Playing with 100 fps on 60 Hz monitor as TheFalcon said really sucks while 125 fps is perfectly smooth.
People will keep rolling back the version because things have been taken from their favorite game like bunnyhop (special command), things that made them love this game in the first place.

@scien7isT
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btw. i'm as well for block autobunny, ppl need to get skill, and should practice this as well, cause how far goes this? so i could simply use an "Auto aimbot" too..
same way, cheat is cheat, to move smoothed required alot of skill, which some ppl just doesn't have.

forcing 100fps is mb needed, but not really essential, i can reg perfect 125fps Players if they are using highrates:

rate above 25000
updaterate 100
cmdrate 100

cmdbackup 0-8 maximal

and yes, ofc force the original *.dll make sense, valve updated as well the netcode, so why some dudes want to keep that old one? with that update we can use rate "100000" what just run so smoothed.

@vamppa
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vamppa commented Jul 31, 2013

Hello Alfred,

An admin from the Elite Half-Life League speaking here, if that counts for anything.
I like the idea of fps_override needing to obey sv_cheats.
leaving it up to the server to allow these kind of bugs or not.
However in our small community it will result in either of two things.

  1. Having more servers that enable sv_cheats with the other abilities that come with it.
  2. Losing players .

How about letting fps_override obey sv_pure ?
If such an server cvar does not exist yet please think about creating it.
One could add "_special" to obey sv_pure as well or other functions.
such as mp_consistency.

ps. What Soaric mentioned would be ideal ofcourse for fps issues but I understand if this costs too much work.
Im sure our community would pay 5e per player easily for such an fps fix though.
It means that much to us.

Greetz vamp,

@NightMare-
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It would be awesome to use "fps_override" in multiplayer without the bugs. I use a BENQXL2420T 24" LED @ 120hz and Half-Life looks beautifully smooth with 125 fps. I used the ASUS VE248H 24" LED @ 60hz prior to my current one. The image quality is substantially better with 125 fps as opposed to 100 fps @ 60hz. I want the best for the Half-Life community!

@shoober420
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shoober420 commented Aug 2, 2013

When your refresh rate matches or is higher then your FPS, the game will be more smooth. This is because refresh rate is how many frames your monitor can show per second. Say for example, you use 60Hz, and use 125 FPS. You are still seeing only 60 FPS since your refresh rate doesn't match your FPS. I remember I set my FPS to 160 and refresh rate to 160 to test out the new fps_override command, and it was smoother, but there were many glitches.

Setting the FPS to be capped at 100 again will not stop people from playing, since until this year, people have been playing with 100FPS (hopefully) for over a decade of CS1.6's existence. If someone is going to stop playing because they cap the FPS back to 100, that would be ridiculous. No one would quit playing for such an absurd reason. I'm totally for capping the FPS back to 100 (or at least making it only accessible with sv_cheats 1). 100FPS is more then enough. If you want CS to be smoother, buy a CRT and use 160Hz.

Certain commands that allow bunny hopping and other malicious exploits should be blocked for sure. There should also be a .dll check on clients so that they are not using old or modified .dlls. This just opens the door for hacks and other exploits. The server or Steam itself should check the users .dlls. Not only .dlls, I say it should check ALL the files. It should make sure there are no additional files that would be suspicious. There should be a server option (if not one already) to allow custom player models and skins. I have heard of certain hacks that take advantage of this. I know ESEA doesn't allow custom models and skins, so maybe you should make it a server option on Steam servers also for additional security. CS1.6 and the whole Half-Life franchise of games are so popular (for good reason), so they are a number 1 target for hacks. They are in high demand for these games. Something must be done. ESEA does a good job at preventing cheats, so should Steam.

@TheFalcon
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"If you want CS to be smoother, buy a CRT and use 160Hz."
Do you realize how absurd this statement is?
Of course if you make people play on a tearing screen they'll eventually stop playing or lose their eyes. It's 2013, a game that's been working so far shouldn't be capped to a rate where it's unplayable for common configurations (most widescreen LCDs are 60 Hz).
And the world doesn't spin around the fact you've heard of fps_max a year ago - I've been playing on 120 fps for over 6 years (and 120 fps is actually slower than 100 fps, but it's smooth).

This is an example of screen tearing - https://www.youtube.com/watch?v=ElE_8OY91FA - take attention to when the camera is turning, or there are sudden moves.
In HL these lines appear basically every time when you move the mouse. It's affecting a lot for a fast paced game like Half-Life.

On the note about the .dlls, I agree completely - but they should be forced when the build is stable enough for that (or there should be a server command). Too many bugs have occurred...

@jjleebs
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jjleebs commented Aug 3, 2013

Ideally this should be a separate option from sv_cheats for the sake of servers/mods that aren't effected or can tolerate the side effects of playing at a higher fps.

If I recall the physics were fixed for movement at higher fps in one of the beta builds. So what's left? Higher fire rate with mp5? Is a .05 shot/s increase to the fire rate worth ruining the game feel on modern LCD's?

Please implement sv_fpsmax or something to let server owners control what they want the max fps to be until the side effect issues are worked out.

@ghost
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ghost commented Aug 3, 2013

This seems like the type of thing that should be policed by communities, not by the game itself.
I come from the Science & Industry community. We're pretty casual - we all follow AG/Quake/etc, but most of us would prefer to have the FPS we expect on our monitors, and we don't care if someone is getting a tiny advantage out of it.

It's not even clear that there is any real advantage to be gained - I don't see any analysis or data above...just someone saying 'it results in a speedhack'. I would hope that people posting on github can put in the effort to act like scientists/engineers instead of just pushing a personal agenda..

I don't want to be forced to run the game at 100FPS on my 144Hz monitor, because it will be crappy. It's as simple as that.

Please keep in mind that more games use Half-Life than AG.

@NightMare-
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This graph was made to show how "fps_override" affects rate of fire with 9mmar. I did not make this. Hopefully this data helps.

time_of_shooting_full_mp5_clip

@LevShisterov
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I did it, so let me to put small comment: The graph shows that really correct shooting time happen only on 50, 200 and 250 fps. Cos if you will look in the code, you will see there that delay between each shot is set to 0.1 sec. So the total should be 4.9 sec for 50 ammo.

@ghost
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ghost commented Aug 5, 2013

Is there an explanation of the graph written somewhere? The axes aren't labelled, "fixed" isn't fixed and I can't read the title...

Not trying to be a jerk, but I can't get anything out of it like this. I think the x-axis is the client framerate and the y-axis is the time to fire one mp5 bullet (in units of..?). How did you measure the data?

@LevShisterov
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X is FPS on the client. Y is time to shoot out whole (50) MP5 clip. Measured from firing first bullet to last, on server side.
"Time" is the graph of HL, "Fixed" is the time of HL code, where next shooting time calculation was fixed. More time on "Fixed" graph for 72 FPS is from "physics" fps bug (cms.usec rounding bug that is fixed in steam now).

@shoober420
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shoober420 commented Aug 7, 2013

@TheFalcon

You obviously have never played above 100Hz, or else you would know that there is no screen tearing at all if you play with high refresh rates. When your refresh rate is higher then your FPS, there will be no screen tearing, which is why I recommend 160Hz or 120Hz in the first place.

If you play with 60/75Hz, there is LOTS of screen tearing if FPS exceeds those refresh rates. No matter how high you set your FPS, if you use low refresh rates like 60 or 75Hz, you will have screen tearing. So setting your FPS higher then 100+ will not eliminate screen tearing if you use 60/75Hz. This is why most players recommend using 100Hz+ for your refresh rate. High refresh rates eliminate screen tearing, not high FPS values. This is common knowledge, so you obviously have no idea what your talking about.

Just because you use 100+ FPS in other games, doesn't mean that its better, or is even necessary for Goldsrc games. Goldsrc is optimized for 100FPS. Anything more or less will result is bad gameplay, from stuttering movement, to bad recoil, invisible nades, faster movement, missing sounds, etc. I played with 155FPS one day, and I would fire my gun, and it would make no sound when I shot. There are just numerous glitches when you play with above 100+ FPS.

I've been playing since 1.0, you obviously haven't since you don't know what truly causes screen tearing. I have been making scripts for a long, long time kid. Please stop from posting ignorant statements. You might make someone believe your lies.

@TheFalcon
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Nope, I don't have tearing on high FPS with 60 Hz.
And yes, I dumped CRT monitors long time ago, and I know they don't have such issues due to their high Hz. I've never said otherwise.
And don't try to turn this into a discussion why people should buy a new monitor, when there's a software fix for the issue.

@shoober420
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You're lieing. There is massive screen tear when using 60Hz, let alone even 75Hz. This is why most pros use 100Hz+ and buy LCD"s with 120Hz, to eliminate this tearing.

@TheFalcon
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At least you are confirming there's a problem. Anyway this problem doesn't occur when the FPS is higher. A lot of people use higher just for this sole purpose.

@shoober420
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Screen tearing does indeed occur when you use low refresh rates. You have it backwards. Pros use high REFRESH RATES to eliminate screen tearing, not high FPS. Setting your FPS higher when using low refresh rates will actually result in more screen tearing since more frames are being drawn that the monitor can't keep up with (which is why the tear occurs in the first place). 60Hz = 60 FPS. When you try and render more frames then your monitor can draw, you will get tearing. This is common knowledge.

@TheFalcon
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I'm not here to develop theories, I'm stating what works in practice.
Most widescreen LCD monitors don't support over 60/75 Hz.

@shoober420
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You must be trolling. Everyone knows that only high end LCD's support above 60/75Hz. The standard refresh rate for most LCD's are 60/75Hz. Only high end gaming LCD's go above 60/75Hz. Most gaming LCD's are 120Hz, and the standard LCD's far outweigh the gaming ones. Pros use gaming LCD's that support 120Hz for smooth motion and to eliminate screen tearing. Using 60/75Hz will always result in screen tearing if you go above 60/75 FPS. This is also common knowledge.

The only reason you may not experience screen tearing is because you use VSync, and judging by your ignorance, I will assume this is the case. Only noobs use VSync.

@crustypig
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shooter420, why are you trying to convince somebody they're wrong ? when they are simply explaining the symptoms they are witnessing?

I used to use a 60hz monitor, then 75hz and now i use 120hz.

I never noticed screen tearing until i got my 120hz monitor. I was testing different frequencies and at 100hz at 100fps i got screen tearing. it seems when my monitor hz is sync'd to my ingame fps i get tears. even at 120hz (120fps) - which is why i now use 125fps because it is smooth.

as you can see, your theory isn't correct, there are lots of differences in monitors which can cause screen tearing, which is why players don't want fps capped.

@shoober420
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@crustypig

Your refresh rate must be set at least 5 Hz higher then your FPS to eliminate screen tearing. If you use 100Hz and 100FPS, you will still get screen tearing. Why you would use 100Hz when your monitor supports 120Hz is beyond me. With 100FPS and 120Hz you will get no screen tearing. Just as long as your refresh rate is 5Hz higher then your actual FPS you won't experience screen tear. Only noobs use 60Hz. Increasing your FPS above your refresh rate will NOT reduce screen tear, only increase it more. This is not a theory, this is a fact.

@LevShisterov
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Actually screen tearing is always present, the question is if it on screen or off screen, because screen tearing is a line when frame changes. For VSync ON this happen when "scan line" is off screen. For fps equal refresh rate there is a chance that screen tearing will be placed off screen too, but because of freq fluctuations it will appear on screen at some time and will be slow migrating or rarely randomly jumping. When fps differs from refresh rate screen tearing is happen at different places, i.e. migrating on the screen. Migration speed is higher when difference between fps and refresh rate is higher. Migration direction (to top or to bottom) depends on difference sign. Double frequencies (like 60 fps on 120Hz or 120 fps on 60Hz) will have same effect as on equal frequencies (60fps on 60Hz). When fps is far from refresh rate screen tearing migration speed is very high, so it looks like it is appearing on random places thus generating effect that it is absent.
So there is no actual difference if you will play on 125 fps on 120Hz or 115 fps on 120Hz, just screen tearing will change its migration direction.

@vamppa
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vamppa commented Aug 16, 2013

d0h thanks alfred.
was going an bit overboard.
can someone delete the comment from "YOURGETTINGPUMPEDOUT" ?

@shoober420
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If you divide the 120 by 2, you get 40. You take that 40 and square it to get 160 (40+40+40+40=160). Then, you try setting your fps value at 200, while using a 120hz monitor and you should get 80 extra hidden FPS. Then, add on 4 more fps and take that 84 fps calculation and divide it by 4, times that by 2 and your answer is: 42

You have to be trolling. Remember, Hertz = FPS. So if you use 120Hz, your monitor can display a maximum of 120FPS. Anything more will have no benefit. You will just be exhausting your video card to render more frames then your display can draw. Let alone, all the bugs and glitches that running Goldsrc games with 100+ FPS causes. If you want to use over 100+ FPS so bad, just go play a Source engine game.

btw, making the override_1 (fps values over 100) linked to sv_cheats 1 would be a grave mistake. For a player running on a 60hz monitor, reducing a fast-pace fps game to 100 is a death sentence.

No it wouldn't. Since the monitor is set to 60Hz, he wouldn't benefit from any FPS increase, since his monitor would only be able to display 60 frames. 60Hz = 60FPS. HL1 is fast paced enough when using 100FPS. All the players prior to the February update where not complaining that the game was too slow. Using values higher then 100+ will make your character run a tad bit faster, but this could be considered speed hacking.

There are just way too many glitches when using over 100+ FPS in Goldsrc games because the engine wasn't designed with it in mind. It creates glitches that people can exploit. I would even consider it hacking. If you run and shoot faster then other players, it sounds like speed hacking to me.

Alfred, I assume you know the right thing to do here. Goldsrc just wasn't designed for using 100+ FPS. You should make it so that only sv_cheats can allow the fps_override command to be used. It creates unfair glitches and numerous bugs that people can exploit. There are already enough cheaters who play Goldsrc games, don't open the door for them to exploit even more.

@TheFalcon
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Servers can limit fps via plugins. There's no need to remove something that has been there for 10 years and works fine for people. Removing it has more downsides than keeping it unfixed.

@LevShisterov
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What is should be fixed are things that changes when fps differs.

@r3n4m3
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r3n4m3 commented Aug 16, 2013

shoober420, u aren't right, all LevShisterov information is correct, u should read more, before write... watch this video http://yadi.sk/d/9C9vmG9q7yyHq

our world is not static and in the near future we will see displays which will handle more than 250 and 500 Hz, or even 1000 Hz. Proceeding from the aforesaid: the more fps, the better.

Here's what should be done
FPS-independent physics, complies with physics that calculated for 100 frames per second (shooting, movement, etc.) #403
The number of gaming world FPS should be greater than number of FPS which displayed at the client display ValveSoftware/steam-for-linux#1679

PS: LevShisterov add any ur contact details (e-mail, icq, jabber, etc.) to ur profile, or write it to my e-mail, thanks.

@jeremymerriam
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Lev, I have been trying to get a hold of you for quite awhile via steam, icq, and on the RHLL forum that wont work for me. I wanted to speak to you regarding a mod project for HL1 regarding a couple questions beyond just this FPS discussion. I can be reached at thepipalatree@gmail.com.

Thanks!

@f4k3
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f4k3 commented Aug 16, 2013

fps_override isn't needed at all, just fix fps dependet physics bugs and uncap fps_max.
to fix fps dependet aspects just add new cvar that control it like in quakeworld clients cl_physfps and use it instead of fps_max.
you can add server variable like sv_phystickrate or sv_physfps to control it on server.
or you can cap it at 100.
In result we will have predictable behavior, no matter how much fps is set.

goldsrc is a modified qw engine, in qw engine that issue is fixed due to gpl release. In forks created by enthusiasts.
Ridiculous that valve didn't fix that, while in similar circumstancies it has fixed by enthusiasts long time ago.

@execut4ble
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NOT IMPORTANT, SKIP THIS PART

Pros have been playing HL1 since the days of WON, when there was no way to increase your FPS over 100.

Since Steam, in Half-Life 1 you were ALWAYS able to raise your fps above 100, just by entering "developer 1" and then "fps_max" commands.

If you need to use more then 100FPS to bhop, you need to work on raising your skills, not your FPS.

All Half-Life 1 speedrunners out there, even quadrazid or Spider-Waffle use 250fps to Bunnyhop. You can't argue about their skills, as they're clearly better than you'll ever be and they know the engine inside out.

You have no idea what your talking about. You're just a kid. I bet you don't even have 100 hours of HL1 gameplay. Please remove yourself from the discussion. Using 100+ FPS will not make you a better player, and if your display is unsmooth even if you use 100FPS, you need a new monitor. Its broken. Its garbage.

Dude, what the hell is your problem? All he did is expressed his opinion nicely. You have no idea how much I want to punch you in the face right now for insulting him.
Also, I can guarantee he plays HL1 10 times better than you, he has more than 100hrs of HL1 gameplay and he has even got a few segments on the new 20 minute HL1 speedrun that's coming out. Get out of the HL1 scene as you clearly don't know how much this whole thing means to us, PLEASE.

IMPORTANT PART

In my opinion, you should leave the FPS raising alone and just somehow fix the bugs that they create.
I wrote an article about all of the bugs that you can get by changing your fps.
http://wiki.sourceruns.org/wiki/FPS_Effects

Also, bring back _special for us speedrunners ^^

@shoober420
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our world is not static and in the near future we will see displays which will handle more than 250 and 500 Hz, or even 1000 Hz. Proceeding from the aforesaid: the more fps, the better.

This is fine for games that are designed for 100+ FPS. Goldsrc and the Quake 1 engine isn't designed for 100+ FPS, which is why it glitches out when you use developer 1 or fps_override. So more FPS isn't always better.

just fix fps dependet physics bugs and uncap fps_max.

I agree that this should be done. But, until these FPS dependent bugs are fixed, developer and fps_override should be controlled via sv_cheats.

Since Steam, in Half-Life 1 you were ALWAYS able to raise your fps above 100, just by entering "developer 1" and then "fps_max" commands.

Doing this still creates the same bugs that using fps_override causes (actually, even more). Playing with developer 1 is a bad idea, even worse of an idea then to use fps_override. If you re-read what I said, I said in the days of "WON". Back then, you couldn't have more then 100FPS, even if you set developer to 1.

All Half-Life 1 speedrunners out there, even quadrazid or Spider-Waffle use 250fps to Bunnyhop. You can't argue about their skills, as they're clearly better than you'll ever be and they know the engine inside out.

It does increase your momentum a little bit but this could be considered speed hacking. Using developer 1 can even slow you down. If someone needs to increase there FPS higher then 100 to Bhop better then they are not legit. A legit player Bhops at 100FPS.

You have no idea how much I want to punch you in the face right now for insulting him.

Don't internet tough guy me kid. You mad bro?

Also, I can guarantee he plays HL1 10 times better than you, he has more than 100hrs of HL1 gameplay and he has even got a few segments on the new 20 minute HL1 speedrun that's coming out.

I have 2150+ hours of CS1.6. Don't even talk to me about hours kid. For a legit speedrun, you need to use 100FPS. You can't use developer 1 for a speedrun. That's not even legit. If you need to use more then 100FPS to speedrun and bhop better you just need to work on your skills. Allowing 100+ FPS creates more problems then it solves. I think its more important for players to all shoot the same speed and have no glitches, then to have slightly higher movement speed (which could be considered speed hacking). Get legit. Speedrun like a man and use 100FPS.

Using 250FPS in the Goldsrc engine instead of 100FPS, is like someone running Super Mario World at 150FPS instead of the default 60FPS, just so Mario can run and jump faster. Its not a legit way to do a speedrun.

Alfred, please, lock developer and fps_override to sv_cheats. If someone wants to speedrun with higher then 100+FPS, then fine. Just make it so they have to use sv_cheats 1. Since speedrunning is single-player anyway, this shouldn't be a problem. I just wouldn't consider that speedrunner legit.

@jjleebs
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jjleebs commented Aug 17, 2013

This is fine for games that are designed for 100+ FPS. Goldsrc and the Quake 1 engine isn't designed for 100+ FPS, which is why it glitches out when you use developer 1 or fps_override.

Actually Quake 1 was patched to separate FPS and Physics into different cvars:

cl_independentphysics 1
cl_physfps 77

See: http://ezquake.sourceforge.net/docs/?independent-physics

After separating FPS and physics it's entirely up to the player to set their frame rate to whatever they desire with zero effect on the engine.

Point being, if the game engine that Half-Life was built upon can manage separating the two, then surely it's worth investigating a similar solution.

@shoober420
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Actually Quake 1 was patched to separate FPS and Physics
See: http://ezquake.sourceforge.net/docs/?independent-physics

This isn't a "patch". Its a source port. EZQuake is a source port of the original Quake 1 engine. The original Quake 1 engine (which Goldsrc is based on) does not seperate FPS and physics.

I agree that FPS dependent physics should be fixed, but until then, developer 1 and fps_override 1 should be locked via sv_cheats 1.

@jeremymerriam
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shoober,

you really seem to have a bad case of the "know-it-all" syndrome. You have been wrong about important things and that is something HOPEFULLY Valve just ignore just about everything you have said thus far. Maybe before you continue to comment, you check out the mod we have been talking about (adrenaline gamer), because it IS NOT counterstrike, which involves very little real actually mouse movement compared to the mod we play. Most of the contributors of this thread have a great degree of experience regarding the issue on hand because YOU HAVE NOT PLAY THIS MOD and we have played counterstrike. dealing with FPS, its really apples to oranges to how much a difference 125 makes over the 100 fps counterpart.

CS involves very small precise mouse movements most of the time. Our mod requires very large 180 degree mouse movements at incredibly high speeds (1000-1600 speeds), while trying to visualize the target and make a hit.

Until you FIRST-HAND experience our situation, all you are doing is trolling and getting on people's nerves. I guess it must be nice to have Momma Valve and Papa Valve keep deleting most people's responses voiced to you. Hopefully you actually receive email updates so you can clearly see how all other people see how unproductive and dim you are. I don't think you could survive a forum where there isn't censorship.

Bring your know-it-all behavior to another thread.

My voice is for 125 not being linked to sv_cheats 1!

@shoober420
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you really seem to have a bad case of the "know-it-all" syndrome.

I don't know everything, just whatever I decide to talk about is something I'm very educated on. Like if you started talking to me about Football, I would not even talk to you. So no, I don't consider myself a know-it-all. But, if you see me talking about something, you better hope you are educated, because I sure do know a thing or two about the things I do decide to discuss.

You have been wrong about important things

Like what?

you check out the mod we have been talking about (adrenaline gamer)

This looks like HL1 DM to me, nothing special.

because it IS NOT counterstrike, which involves very little real actually mouse movement compared to the mod we play.

This is the most ignorant thing I've ever read. Any FPS requires precise mouse movements. No FPS requires more precision then another. All FPS need precise mouse movements.

Most of the contributors of this thread have a great degree of experience regarding the issue on hand because YOU HAVE NOT PLAY THIS MOD

Just because I haven't played this mod, doesn't mean what I say is inaccurate. Everything I've said makes complete sense and are facts.

Until you FIRST-HAND experience our situation, all you are doing is trolling and getting on people's nerves.

Your game is no different then Quake. I've played all of them. HL1DM and Quake are very similar. In fact, all DM games have very similar gameplay. I would crush you on Quake 2/3 rail server, something that requires very, very high mouse speed movements and precision. Your mod isn't special.

I guess it must be nice to have Momma Valve and Papa Valve keep deleting most people's responses voiced to you. Hopefully you actually receive email updates so you can clearly see how all other people see how unproductive and dim you are. I don't think you could survive a forum where there isn't censorship.

The only message that I have seen that was deleted was from TheFalcon, and he was talking about CRT monitors, and how they give off radiation. Big deal. CRT's are superior to LCD in everyway. They have more color and lower latency. He knows nothing about CRT and it shows. This is why graphic designers still prefer CRT displays. The admins most likely deleted his comment, because of how ignorant the comments were.

Bring your know-it-all behavior to another thread.

I'm not a know-it-all. You are just intimidated and threatened by how well I can hold up the argument with facts. Let's look at the HL1 player base...not too many people. Let's look at the CS1.6 player base...you get my picture. I doubt Valve will cater to your needs, especially when what your asking for will bring glitches to all Goldsrc games.

The only way I support allowing 100+ FPS is if they make the physics independent from FPS, which would not allow you to bhop faster and exploit the game engine, which is what you want. All physics will be the same, regardless of FPS. I support this. The only way I would increase my FPS above 100 is if they make the physics independent from the FPS. That will be one serious update.

So there are two ways of fixing these exploits and glitches:

  1. Block use of developer 1 and fps_override via sv_cheats
  2. Make FPS independent from physics

I'm all in favor for option 2, since it would not allow you to exploit the game by moving faster, and allow you to have FPS higher then 100+ with no glitches. But, until Valve patches the Goldsrc engine to make FPS independent from physics (if they even do this), developer 1 and fps_override should be locked via sv_cheats 1 so no one can exploit the game engine. Trust me, I play most other games with 100+ FPS, just not Goldsrc games because it is too buggy.

On top of that, using developer 1 is illegal in ESEA and most other leagues and tournaments. GEE, I WONDER WHY?

@NightMare-
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Enforcing degraded image quality would contradict the purpose of recent updates. The only real solution is to fix the problem, not cover it up.

@crustypig
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as far as i'm aware, cs1.6 for the most part is capped at 100fps (at least for league play) and i understand the reasons behind this, in a slow-paced fps game, having consistent weapon fire rates is the most important control measurement regarding gameplay.

long before the recent valve updates players were aware of the exploits and bugs caused by fps and in hldm/ag, leagues decided to cap fps at 125fps, as a large proportion of players use 125fps.

however, the reasoning behind allowing 125fps is NOT centered around the exploitation of faster movement speeds, or the small increase in weapon rate of fire (which accounts to being 0.0575/s faster than at 100fps).

125fps was decided as a compromise - it balanced smoother motion image qualit with a weapon fire rate difference (which is not as noticeable as say, 250fps) and also some other bugs which occur at high-fps (such as ghost models left behind #352).

contrary to shoober420's information, higher frame rates actually produce smoother motion quality, for example at 250fps+ there are even less jitters when moving at high speed than at 125fps. this is perhaps not immediately noticeable, but when moving at high speed (speeds of up to 2000units/s) in conjunction with fast mouse-movement, frame rate jitters caused by lower fps are accentuated and result in unsmooth image quality.

i can't speak for cs, but hldm/ag would benefit greatly if bugs caused by fps could be fixed. as far as i'm aware movement speed has been made independent and is no longer an issue (correct me if i'm wrong) but weapon fire rates are still fps-dependent. if the bugs could be fixed it would allow players to use as high a frame rate as possible resulting in the best quality motion image.

and we wouldn't be here listening to countless arguments on the issue, arguments which have been ongoing for years, since the discovery of these fps-exploits.

ideally implementing the idea outlined by f4k3

fps_override isn't needed at all, just fix fps dependet physics bugs and uncap fps_max. to fix fps dependet aspects just add new cvar that control it like in quakeworld clients cl_physfps and use it instead of fps_max. you can add server variable like sv_phystickrate or sv_physfps to control it on server. or you can cap it at 100. In result we will have predictable behavior, no matter how much fps is set.

@vamppa
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vamppa commented Aug 17, 2013

Alfred incase you are interested in the fps matter for hl1dm/AG players.
pretty much from all the posts crustypig described it most accurate (one post above).
forgive me for not entering the discussion in more depth.
Im full about the subject.
we talked about it for some years in our community.
where I created an server side fps cap for our league.
with the required testing.
I'm sure you can imagen.

fixing the fps bugs is something us hldm fans have been longing for.
and are grateful for the movement fixes if I may speak on all players.
this will be my last post about the matter.
if further fps fixing can not be realized.
the other suggested idea (sv_pure concept or something) would be nice.
think that is clear by now.

greetings :)
vamp

@execut4ble
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http://wiki.sourceruns.org/wiki/FPS_Effects (linking this one more time) - basically a list of all glitches caused by FPS changing. If you could fix them without forcing fps on clients, it'd be really great!

@shoober420
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125fps was decided as a compromise - it balances better image quality

FPS has nothing to do with image quality. If I took a static wall texture, and looked at it with 100FPS, then 250FPS,. it would look the same. Sure, it makes gameplay smoother, but when your monitor is set to 120Hz, its kind of pointless, since your monitor could only draw 120FPS at 120Hz. You're just exhausting your video card to push out all these frames that you can't even see. I would rather play with no bugs, then have my movements a tad bit smoother.

Seriously, 100FPS is smooth enough. Playing with above 100+ FPS will not make you a better player. When I was testing playing with above 100+FPS, 125FPS was a minimal difference compared to 100FPS. But, when I set ti to 150FPS, you can really feel the difference. It was very smooth. But, you can also really feel the movement bugs to, which I couldn't stand. My dude would jitter at random times, especially when I jumped. If Valve decides to make physics independent from FPS, I will consider going above 100+FPS, but until then, developer and fps_override should be locked down by sv_cheats.

@crustypig
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125fps was decided as a compromise - it balances better image quality corrected to it balances smoother motion image quality (to most it was clear this was what i meant)

I would rather play with no bugs, then have my movements a tad bit smoother.

this is your opinion, which agreeably is shared by some, but the majority within the hldm/ag community spoke years ago on this matter and decided that 125fps was an acceptable cap. obviously an unlimited cap without bugs would be ideal. until then, the harm which would be caused by capping fps is unnecessary this late in the game.

@shoober420
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smoother motion image quality

It wasn't clear that you meant this, let alone this makes very little sense anyway. I have never heard anyone ever say "smoother motion image quality" when they are talking about increasing the smoothness of motion. It hardly makes any sense. Like honestly, who says that. No one does. Most people would think you are trying to justify being incorrect by changing what you previously said into something that is laughably the strangest wording I have ever read for someone trying to say increased smoothness in motion.

until then, the harm which would be caused by capping fps is unnecessary this late in the game.

No harm is done capping the FPS to 100. What does harm the game, is letting it be uncapped to further allow players to exploit the engine.

@TheFalcon
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What the hell dude, we already understood your opinion. You repeated it 20 times. Just stop arguing with everybody.

@Skoddd
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Skoddd commented Aug 20, 2013

please dont make fps_override obey sv_cheats, what about the whole surfing community? (you surf with 125 and 131)

@shoober420
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Just stop arguing with everybody.

Everyone is arguing with me. I'm just defending myself.

what about the whole surfing community?

If Valve decided to make the FPS independent from physics, wouldn't this fix having to use 125 and 131 FPS and you could use 100 to the same effect?

@ghost
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ghost commented Aug 21, 2013

This isn't a "patch". Its a source port. EZQuake is a source port of the original Quake 1 engine. The original Quake 1 engine (which Goldsrc is based on) does not seperate FPS and physics.

Isn't EZQuake a client, not a source port?
You can play in the same quakeworld servers with other clients, but it's up to the server to regulate things..?

This issue is more analogous to changing quakeworld itself (which must have already been done if any of the clients support disconnected clientside FPS and physics).

@shoober420
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Isn't EZQuake a client, not a source port?

EZQuake is a source port of the QuakeWorld client. It is a client, but its a source port of the QuakeWorld client. So its most definitely a source port. QuakeWorld, and all its source ports can be considered clients. Source ports can also be considered "forks". EZQuake is a source port because its based on the original QuakeWorld client. So its a source port and a client, not just a different client.

Having FPS independent from physics is for sure not impossible. There are numerous source ports of the original QuakeWorld client to prove this. Its just will Valve take the time to do this massive update. I say, its totally worth it. It not only fixes the glitches and exploits we all are talking about, it also lets you play with FPS above 100 bug free. So you get the best of both worlds and each side will get what they want.

@alfred-valve
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Re-writing the physics system to be FPS independent is beyond the scope of current updates. Given the communities current use of fps_override I am going to leave it alone for now.

@shoober420
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I re-read this whole thread. Wow, such a heated debate lol. In all honesty, I didn’t mean to be so cruel. I simply didn’t want people to exploit fps_override. I checked out Adrenaline Gamer, and it’s bretty gud. I watched a drag video by Alex, it was sweet.

I watched an awesome speed run by Swedish player Maxam, and he doesn’t use over 100 FPS. It’s a totally legit speed run. Regardless, I think everyone is happy, and servers can limit players FPS settings, which solves the issue for everyone.

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