Backtrack issue
Closed this issue ยท 14 comments
I keep missing last tick alot since the new tickbase update, any ideas that could cause this? ( Prediction [ What i added is backup footsteps idk if that can fuck anything ], resolver, ragebot )
I keep missing last tick alot since the new tickbase update, any ideas that could cause this? ( Prediction [ What i added is backup footsteps idk if that can fuck anything ], resolver, ragebot )
what is backup footsteps?
I keep missing last tick alot since the new tickbase update, any ideas that could cause this? ( Prediction [ What i added is backup footsteps idk if that can fuck anything ], resolver, ragebot )
what is backup footsteps?
idfk but i had it for quite a while in an old project and helped me to hit legs better than without it, maybe some useless stuff not sure
Here is some analysis i did tho :
So in the 2018 csgo source by KittenPopo i found this :
float flTargetTime = TICKS_TO_TIME( cmd->tick_count ) - player->m_fLerpTime;
And here the closest thing related to it is this :
cmd->tickCount = timeToTicks(record.simulationTime + getLerp());
Shouldnt it be - instead of + ?
Dont get me wrong, but this sounded idiotic in my head
I keep missing last tick alot since the new tickbase update, any ideas that could cause this? ( Prediction [ What i added is backup footsteps idk if that can fuck anything ], resolver, ragebot )
what is backup footsteps?
idfk but i had it for quite a while in an old project and helped me to hit legs better than without it, maybe some useless stuff not sure
Here is some analysis i did tho :
So in the 2018 csgo source by KittenPopo i found this :
float flTargetTime = TICKS_TO_TIME( cmd->tick_count ) - player->m_fLerpTime;
And here the closest thing related to it is this :
cmd->tickCount = timeToTicks(record.simulationTime + getLerp());
Shouldnt it be - instead of + ?
Dont get me wrong, but this sounded idiotic in my head
nah, because on server it does tickcount - lerptime, and since cmd->tickcount equals simulationtime + lerptime, it looks more like this (simulationtime+lerptime)-lerptime
I keep missing last tick alot since the new tickbase update, any ideas that could cause this? ( Prediction [ What i added is backup footsteps idk if that can fuck anything ], resolver, ragebot )
what is backup footsteps?
idfk but i had it for quite a while in an old project and helped me to hit legs better than without it, maybe some useless stuff not sure
Here is some analysis i did tho :
So in the 2018 csgo source by KittenPopo i found this :
float flTargetTime = TICKS_TO_TIME( cmd->tick_count ) - player->m_fLerpTime;
And here the closest thing related to it is this :
cmd->tickCount = timeToTicks(record.simulationTime + getLerp());
Shouldnt it be - instead of + ?
Dont get me wrong, but this sounded idiotic in my headnah, because on server it does tickcount - lerptime, and since cmd->tickcount equals simulationtime + lerptime, it looks more like this (simulationtime+lerptime)-lerptime
makes sense, cuz i was reading a server file. Anyways back to the point, from what i saw, i also miss while backtrack is off, and when using backtrack its shooting random stuff, i mightve pasted something incorrectly or its something else fucking it up
makes sense, cuz i was reading a server file. Anyways back to the point, from what i saw, i also miss while backtrack is off, and when using backtrack its shooting random stuff, i mightve pasted something incorrectly or its something else fucking it up
can you post a video of it?
makes sense, cuz i was reading a server file. Anyways back to the point, from what i saw, i also miss while backtrack is off, and when using backtrack its shooting random stuff, i mightve pasted something incorrectly or its something else fucking it up
can you post a video of it?
https://www.youtube.com/live/DFvxIwMst_M?feature=share
^ these are from livestream i made today, if u look closely, most of the misses are missed shot due to invalid backtrack tick [12]
Short note :
After i added the backup footsteps thing my backtrack went from missing 3 4 5 ticks to 6 7 ticks, and also getting backtrack improvements overall. I will test tomorrow with and without the backup footsteps thing and tell you the results
https://www.youtube.com/live/DFvxIwMst_M?feature=share
^ these are from livestream i made today, if u look closely, most of the misses are missed shot due to invalid backtrack tick [12]
Short note :
After i added the backup footsteps thing my backtrack went from missing 3 4 5 ticks to 6 7 ticks, and also getting backtrack improvements overall. I will test tomorrow with and without the backup footsteps thing and tell you the results
try using base Osiris and check if it misses too
https://www.youtube.com/live/DFvxIwMst_M?feature=share
^ these are from livestream i made today, if u look closely, most of the misses are missed shot due to invalid backtrack tick [12]
Short note :
After i added the backup footsteps thing my backtrack went from missing 3 4 5 ticks to 6 7 ticks, and also getting backtrack improvements overall. I will test tomorrow with and without the backup footsteps thing and tell you the resultstry using base Osiris and check if it misses too
should i also test w/my changes or not?
https://www.youtube.com/live/DFvxIwMst_M?feature=share
^ these are from livestream i made today, if u look closely, most of the misses are missed shot due to invalid backtrack tick [12]
Short note :
After i added the backup footsteps thing my backtrack went from missing 3 4 5 ticks to 6 7 ticks, and also getting backtrack improvements overall. I will test tomorrow with and without the backup footsteps thing and tell you the resultstry using base Osiris and check if it misses too
should i also test w/my changes or not?
try it without any changes, but enable resolver to see misses and stuff
https://www.youtube.com/live/DFvxIwMst_M?feature=share
^ these are from livestream i made today, if u look closely, most of the misses are missed shot due to invalid backtrack tick [12]
Short note :
After i added the backup footsteps thing my backtrack went from missing 3 4 5 ticks to 6 7 ticks, and also getting backtrack improvements overall. I will test tomorrow with and without the backup footsteps thing and tell you the resultstry using base Osiris and check if it misses too
should i also test w/my changes or not?
try it without any changes, but enable resolver to see misses and stuff
Results :
Backtrack misses barely happen
Resolver misses ( even tho it doesnt have a resolver )
Crashing on new round
oh prob crashes due to resolver or smh, imma check it later
but yeah, its prob the way u implemented the new code into your project, check backtrack.cpp and animations.cpp
NVM, it wasnt a resolver issue but more like a bomb timer issue
replace the current targetentity with this :
auto targetEntity = (localPlayer || !localPlayer->isAlive()) ? localPlayer->getObserverTarget() : localPlayer.get();
prob new bomb damage code :sad:
prob new bomb damage code :sad:
yes and i fixed it