randomuserhi-GTFOClientSidePrediction icon

GTFOClientSidePrediction

A client side mod that aims to reduce the impact of shit ping.

Last updated 5 days ago
Total downloads 347
Total rating 0 
Categories Client Mods
Dependency string randomuserhi-GTFOClientSidePrediction-0.4.0
Dependants 1 other package depends on this package

This mod requires the following mods to function

BepInEx-BepInExPack_GTFO-3.2.1 icon
BepInEx-BepInExPack_GTFO

BepInEx pack for GTFO. Preconfigured and includes Unity Base DLLs.

Preferred version: 3.2.1

README

NOTE THAT THIS IS EXTREMELY EXPERIMENTAL WITH MANY ISSUES, USE AT YOUR OWN RISK.

This mod does not fix unstable connections, nor does it fix desync issues.

This mod provides clients with a reading of real time ping.

It attempts to mitigate the effect of ping on enemies by predicting where they will be in the future. This is done by taking the current velocity of the enemy and just extending it forwards. Other more sophisticated methods can be explored but im lazy.

  • A side effect of this is that at very high ping (>500ms) enemies will appear to rush at you faster or stop closer to you before attacking.
  • The mismatch in position can be funky when dealing with melee attacks (from giants etc...)
  • There is no prediction on things like animations so you will not see tongue animations early etc... only the position is predicted.

As for client position, it tries to send the host your position in the future as opposed to your current position. This can look kinda funky at high ping (>500ms) so don't be surprised if you get called out for hacking :P.

Just message me if you find any huge issues, this is mostly a test mod so don't expect a quality good solution.

============ Change Log ============

v0.1.0

  • Adjusted distance calculation to use AimTarget
  • Added adjustable ping threshold for when tongue prediction is enabled

v0.0.9

  • Fixed line of sight failing due to not updating target information

v0.0.8

  • Added line of sight check to check predicted tongues

v0.0.7

  • Fixed bug with predicting for enemies that don't have tongues

v0.0.6

  • Fail safe if prediction leads to horribly desynced enemy position

v0.0.5

  • Capped enemy prediction velocity to mitigate dodgy behaviour when bunched up on doors

v0.0.4

  • Fix mod compat with EnemyAnimationFix

v0.0.3

  • Fix glow shader breaking

v0.0.2

  • Attempts to predict tongue windup on enemy approach, on incorrect prediction you will hear and see multiple attack wind ups. There isn't really much I can do about incorrect predictions.
  • Its better to have wrong predictions than no predictions :P

v0.0.1

  • Initial Release