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How does bhop plugin work?

Started by jam handy, June 07, 2015, 09:36:13 PM

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jam handy

I was looked at half-life source code. It was cool to see how the physics worked and how they tragically nerfed bhop ten years ago:

https://github.com/ValveSoftware/halflife/blob/master/pm_shared/pm_shared.c#L2442

I recompiled without that and brought back memories of how bhop used to work, which leads me to: why does the bhop feel different on the server? It feels kind of sluggish and sudden there. Is it something to do with it being a server side hack as opposed to client side?

Master

Quote from: jam handy on June 07, 2015, 09:36:13 PM
I was looked at half-life source code. It was cool to see how the physics worked and how they tragically nerfed bhop ten years ago:

https://github.com/ValveSoftware/halflife/blob/master/pm_shared/pm_shared.c#L2442

I recompiled without that and brought back memories of how bhop used to work, which leads me to: why does the bhop feel different on the server? It feels kind of sluggish and sudden there. Is it something to do with it being a server side hack as opposed to client side?
1) I greatly appreciate anyone who takes the time to look at the source-code valve has provided, and I too miss those glory days.
2) You hit the nail right on the head, since the bunnyhop used on our servers is server-side, you will notice some 'delay' or 'teleporting' because of it, rather than removing the cap (which you cant do since its coded into the client and the client applies it for netcode reasons) the server overrides what your client is telling you and you notice this sudden speedboost and you are instantly jumping forward farther than the client predicted you possibly able to.

There was a mod for TF2 that enabled bunnyhop, and it was very smooth, however due to the differences in the engines it was not possible to make it look as smooth :(