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Overdue Additions Update

Hello all,

Today’s update contains many long-overdue items of interest – bringing new maps into the server, addressing some years-long performance problems and bad GUIs, and updating the hit registration code. Things that needed to be added have been added and those that needed to be removed have been removed. Also, additional measures have been taken to reduce the hipfire meta. Everyone’s happy, right?

NEW MAPS

Villa by MontanaMob

A King of the Hill map set in an Italian vineyard, featuring a tight, symmetrical layout focusing combat to the hill area. This custom layout has been extensively playtested and iterated upon.

Ballistic by pale1 and Hobocat_15

A map set in a missile facility in the mountains. The rocket silo hidden inside the mountain and is sure to be a point of contention, alongside the launch control facility situated just outside. The map is set at night time and available in TDM or in 4-objective Domination at high player counts.

Shipped by CrishTheCreator and MontanaMob

Remake of the Shipped map that was available for a limited time in CS:GO. Both teams aboard a transport ship with a tight layout and intertwined routes and have to control important strategic points on the ship to secure victory. Available in Defusal and TDM.

Resistance by CrishTheCreator

Remake of the Resistance map from Half Life 2: Deathmatch. The map is small and tight overall but has a big open area in the middle where most of the combat will happen. It is available in FFA and TDM.

PLAYLIST UPDATES

Today’s playlist changes contain both a healthy amount of additions and player-requested removals to freshen up the game!

  • Added Villa, Resistance, Shipped, and Ballistic
  • Added limited-time Fast Movement King of the Hill mode
    • Retrain your muscle memory after the ping compensation update by practicing against faster-moving targets!
  • Added the Jungle map to Mine-Spades
  • Removed Skeld, Checkpoint, and Predicament
  • Removed Hunters mode
  • Removed limited-time Easter mode

WEAPON DESCRIPTIONS

Short descriptions have been added to all weapons! Each weapon in /gun and /inv will now show a short description to help you choose the right weapon.

NEW WEAPON GUI

Clicking your weapon in /gun or /inventory will now display a new weapon GUI. This will now show up when both left clicking and right clicking the weapon.

It has the following options:

  • Equip the weapon in Mob-Arena and PVP
    • Unlike the previous weapon equip GUI, these buttons now glow if the weapon is already equipped
    • The PVP buttons are also grayed out if you are a new player who hasn’t unlocked PVP yet
  • Change weapon modifications
  • View weapon stats
  • “Cosmetics” button reserved for a future update (currently just says “coming soon”)

PING COMPENSATION

The hit registration system now includes ping compensation. Regardless of your ping, you should no longer have to lead targets to hit them (except for projectile travel time). Aim directly at your target to hit them at close range!

The ping compensation system helps players of different pings have a more level playing field against each other. It is limited to 175 ms of ping compensation to avoid getting killed behind cover against extremely high ping players. In addition, it provides smooth interpolation to enemy hitboxes over time, meaning that whether a hit registers on a moving target is less impacted by game tick timings on the server side.

Additionally, being able to aim directly at your target to hit them significantly improves combat up close. It encourages aiming down sights to take advantage of the improved hit registration accuracy, and removes some incentive from hipfiring (the faster movement speed helped dodge bullets, as enemies had to aim in front of you to hit you).

This ping compensation system could cause lag, especially in large MobArena lobbies due to the inherent performance-heavy nature of tracking past positions of all entities. A lot of effort has been put into making this system as lag-free as possible but I can’t 100% guarantee that there won’t be a noticeable performance impact. If there are any problems I will try to fix them promptly.

PERFORMANCE

  • Weapon stat retrieval now uses StampedLock with optimistic read for synchronization instead of ReentrantReadWriteLock to further improve performance
  • Cached weapon modifications data to speed up retrieving the stats of a modified weapon
  • Rewrote a significant portion of the weapon firing code, since it was very old and required a cleanup
    • The most important performance benefit is that firing a gun no longer creates an Egg projectile entity and then promptly removes it
    • Also, the projectile creation code is now async resulting in less TPS impact

OTHER IMPROVEMENTS

  • The crosshair/spread indicator on shotguns now properly visually reflects the slight decrease in spread pattern size when aiming down sights
  • The Weapon Modification GUI has been improved
    • Added a warning that reminds you that if a secondary’s price exceeds $800, you will no longer be able to buy it in Competitive during the first round
    • The warning when a primary weapon price is greater than $5000 will no longer display if the base weapon’s price is already greater than $5000
    • Added button click sounds to the modification GUI
    • If a modification is already equipped, its icon will now say “Click to unequip!” instead of “Click to equip!”
  • The projectile system has been improved in tandem with the addition of ping compensations
    • The distance a projectile travels in its first tick is now dependent on the time delay between the server receiving your mouse click and beginning to simulate the projectile
      • This means that bullet travel time is no longer slightly and inconsistently exaggerated as it was before
    • Possibly reduced the latency of bullet creation after shooting
      • Previously, there was possibly an unnecessary 50ms delay between weapon firing and beginning to simulate the projectile, which has now been removed/fixed
  • Added a head hitbox to Shulkers

BUG FIXES

  • The Ithaca 37 now properly has the 16 Gauge caliber instead of 12 Gauge
    • This results in a slight block penetration reduction, but no changes to damage or armor penetration
  • Fixed a bug where the 5.45x39mm cartridge showed an empty damage bar instead of 2 bars as intended
  • Fixed a bug where grenades in Mob-Arena incorrectly showed the “SEMI” fire mode when they should not have a fire mode displayed
  • (Actually) fixed a major bug where bullets and grenades occasionally failed to collide with blocks
    • This fix may create some weird grenade bouncing artifacts (for now)

 

Hotfix 4/16/21:

  • PVP game timer changes:
    • Domination max score outside Mine-Spades increased from 300 to 400. Max score in Mine-Spades reduced from 750 to 600
    • Mine-Spades no longer extends game timer in TDM
  • Added Villa to Elimination Mode
  • Fixed Shipped Competitive game unintentionally being a scenario mode and had no guns in the shop
  • Ping compensation is now properly functional on players, not just mobs
  • Fixed some map exploits on Mineshaft Mob-Arena
  • The Ride TNT skill in Endless is now limited to difficulty 30 (max TNT power of 10; for reference 6 is a charged creeper). It is still very powerful but not as unfair

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