Halflife: Question: Firing rate does not depend on client or server framerate?

Created on 1 Jul 2019  路  4Comments  路  Source: ValveSoftware/halflife

Can you provide more info about this change, what does it depend on?

_Improved firing behavior in Counter-Strike, Counter-Strike:Condition Zero and Half-Life Deathmatch, it is no longer dependant on client or server frame rate. This change needs both your client and server updates to see the improvements._

https://steamcommunity.com/games/10/announcements/detail/1802838328069953132

Most helpful comment

This is the code in question that was added:
https://github.com/ValveSoftware/halflife/blob/c7240b965743a53a29491dd49320c88eecf6257b/dlls/weapons.cpp#L1192-L1221

For an example, compare:
https://github.com/SamVanheer/Half-Life-Tools-Backup/blob/074c4325c78773610d64871803abdf73c5376936/src/dlls/mp5.cpp#L188

With:
https://github.com/ValveSoftware/halflife/blob/c7240b965743a53a29491dd49320c88eecf6257b/dlls/mp5.cpp#L188

It accounts for the time between the next allowed shot and the next time the player's input can be processed. Previously due to frame rate limits the actual next shot time would vary and the creep time would accumulate, resulting in a slowing fire rate.

The issue that addressed this, along with the fix can be found here:
https://github.com/ValveSoftware/halflife/issues/802

It's worth noting that the change was reverted for CS 1.6. I checked the code and CZ also had the change reverted.

All 4 comments

This is the code in question that was added:
https://github.com/ValveSoftware/halflife/blob/c7240b965743a53a29491dd49320c88eecf6257b/dlls/weapons.cpp#L1192-L1221

For an example, compare:
https://github.com/SamVanheer/Half-Life-Tools-Backup/blob/074c4325c78773610d64871803abdf73c5376936/src/dlls/mp5.cpp#L188

With:
https://github.com/ValveSoftware/halflife/blob/c7240b965743a53a29491dd49320c88eecf6257b/dlls/mp5.cpp#L188

It accounts for the time between the next allowed shot and the next time the player's input can be processed. Previously due to frame rate limits the actual next shot time would vary and the creep time would accumulate, resulting in a slowing fire rate.

The issue that addressed this, along with the fix can be found here:
https://github.com/ValveSoftware/halflife/issues/802

It's worth noting that the change was reverted for CS 1.6. I checked the code and CZ also had the change reverted.

Thanks

Does the recoil also works upon server or client side's fps?

Server FPS.

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