Barotrauma 潜渊症

Barotrauma 潜渊症

NetworkTweaks
67 条留言
Black Lenin 5 月 24 日 上午 2:06 
Is there any way to increase the connection timeout?
Froget 5 月 19 日 下午 1:18 
мод не работает с нашими модами просто выкидывало на лобби серверов
Losright 4 月 26 日 下午 4:36 
I'm not sure if it works properly, but no strange malfunctions occurred when it was added to the collection. I think it's still usable
nnxv3m 2 月 3 日 下午 8:48 
THANK YOU
Boluga 1 月 31 日 上午 5:36 
Does this mod still work for the latest update?
Белочка 2024 年 12 月 26 日 上午 12:39 
Tested it with and without and pumps works the same 4-5% way. I'm curious why. But can say for sure it's not related to this mod.
Kookoorooza 2024 年 12 月 25 日 上午 1:32 
Sup, this mode is messing with ballast pumps, they work all the time going from 0 to 4% rapidly. It probably didnt do anything serious, but it makes really annoying endless pump sounds.
1. Host a campaign lobby with vanilla humpback (0% pumps activity)
2. Quit and turn on this mod. Host a campaign lobby with vanilla humpback and now even while docked pumps goes crazy (4-5%) and never stops.
Can you please fix it somehow? At least on stations?
Garother 2024 年 12 月 21 日 上午 10:53 
*joining the crowd waiting for answer about status after Winter Update's network changes*
Fancy_Force 2024 年 12 月 16 日 下午 8:00 
How does it affect the game after Winter Update?
Kookoorooza 2024 年 12 月 15 日 上午 3:17 
same question
Белочка 2024 年 12 月 12 日 上午 4:25 
Is it okay to use with new Winter update?
Farbott 2024 年 12 月 11 日 下午 12:55 
finally... looks like its part of vanilla gaem
KameRUN 2024 年 12 月 8 日 下午 3:20 
Somehow it breaks hit registration for me.
Bulka 2024 年 11 月 30 日 上午 6:04 
AMAZING MOD , THANKS FOR MAKING IT , REALLY. It helps my friends with low end PCs not disconect when 50 mods are enabled on hellish endgame biomes
Cultist ⁧⁧ ඞ 2024 年 11 月 28 日 上午 8:58 
To be 100% here
Server-Side means that the users playing in it won't have to download anything yes-yes?
流箱星灯 2024 年 11 月 18 日 下午 1:42 
-
Vitaminka715 2024 年 11 月 16 日 下午 12:14 
+
TanJM 2024 年 11 月 7 日 上午 3:11 
best multiplayer mod for real
heheboi 2024 年 11 月 5 日 上午 3:08 
Misinformation below
Beangodhiann 2024 年 11 月 5 日 上午 1:40 
Causes more problems than it fixes
Attle 2024 年 10 月 23 日 下午 3:31 
would this mod have any effect of where ppl keep getting disconnected between rounds or just for during them?
heheboi 2024 年 10 月 22 日 上午 11:11 
@ete2, the fuck ya talking about? This is great mod.
etet2 2024 年 10 月 22 日 上午 10:17 
this is just terrible. why?
[ALPHA ZERO] Darkstone606 2024 年 9 月 25 日 上午 7:13 
yo evil if this reach you in time does this mod help me play multiplayer smoothly?
Evil Factory  [作者] 2024 年 9 月 21 日 下午 7:43 
it depends on your internet really, if your internet already struggles, then don't
froggx 2024 年 9 月 21 日 下午 1:43 
could changing the tick rate have negative performance implications, specifically when shit gets crazy? is it even worth messing with if we aren't doing PvP (aside from the occasional asshole crewmate that needs to be tossed in the ballast handcuffed, but i think PvP refers specifically to sub vs sub in baro)?
Cyprian#0130 2024 年 9 月 18 日 上午 9:27 
Hi Evil!

We tested your Network Tweaks in our campaign with 20 people. It helped with the internet connection. People were kicked less often and we didn't hit our heads on doors as often.

The only problem is that on weaker PCs it makes things much worse. We had to change the host to someone with a better setup.

Good job. Artificer, my beloved.
Sainti4 2024 年 9 月 18 日 上午 7:15 
@MercenaryGrok #FixTF2, both, both is good!
Mabean 2024 年 9 月 17 日 上午 1:31 
you save my multi savefile thousand Psilotoads. Thank you!:Sadclot:
Slaughterhouse Joe 2024 年 9 月 15 日 上午 9:50 
I added this into a late game campaign at a station and for whatever reason it made everyone unable to walk at all and then when we tried to leave I was ragdolled on the floor, everybody else was invisible, and the camera was moving around like i was spectating the round
heheboi 2024 年 9 月 15 日 上午 9:36 
Learn to read descriptions.
MercenaryGrok 2024 年 9 月 15 日 上午 9:21 
Client sided? or server sided?
Evil Factory  [作者] 2024 年 9 月 15 日 上午 8:44 
in my experience movement rubberbanding doesn't happen much, even with 300 ping
when rubberbanding happens its mostly due to the server host internet connection being too unstable (packet loss, throttling, etc) or their PC just not having enough processing power to run the server at all
what actually causes rubberbanding the most for me is not actually directly related to the movement itself, but all other factors that affect your character: afflictions, moloch ramming into the sub, flowing water, creatures attacking you, etc
one thing that would be interesting tho is the possibility of client-authoritative hit register, while it would likely end up with cheaters abusing it a lot, maybe could have use in non public servers
<†>Baigle1<†>™ 2024 年 9 月 14 日 下午 9:54 
If there is a way to reduce the failure in synchronization between host and client, to help fix the constant crashing to server-list or main menu or locking up the Barotrauma.exe, that would also be worthwhile, perhaps by reducing the memory size and complexity of elements like item lists, value components (200 by default, doesn't need to be for any kind of precision. I choose <=24), or mission systems.

After saying all this, it is a shame that all of this hasn't been fixed in the base in the 5.5+ years its been out or in development. Many indie-type games wait until their 10th anniversary to do any major fixes, and the community *never* usually is able to make a fixed title in a modern engine and format, so we're most likely very much stuck with what we have, so if we can fix it to make it better and more enjoyable, it would benefit the community and its evolution and understanding.
<†>Baigle1<†>™ 2024 年 9 月 14 日 下午 9:54 
Anyway to have client-authoritative movement by default to reduce severe rubberbanding when a client or host is on the other side of the planet with an ADSL or 4/5/6G hotspot connection?

Difficulty with interaction and movement through doors, being teleported onto a different floor and sometimes outside the sub in some situations is more common than it should be, and there are public examples of server validation to make sure a player isn't teleporting within or beyond a max movement-radius circle after the facts transpire, though this is one of the simpler and less effective checks. Other clients can additionally be tasked with these checks, not just the host, to relieve burden and provide consensus, but this is unnecessary for this game.
Bloxn 2024 年 9 月 14 日 下午 8:14 
Oh I just noticed this is an Evil Factory mod that's sweet
Evil Factory  [作者] 2024 年 9 月 14 日 下午 4:24 
it doesnt fix hit reg, but fixes health sync, which at least should make you instantly aware that your shot didn't register instead of taking up to 2 seconds to get corrected
Хрюпенс 2024 年 9 月 14 日 上午 9:32 
will this mod fix the damage registration on npc's/monsters? cause when me and my friends were playing our campaign most of the damage went through like a second later and sometimes might not even go through
CAW CAAAW!!! 2024 年 9 月 14 日 上午 7:08 
i love you
Ӆᶓᵮᶏᶉᶖơцʂ~}God{~ 2024 年 9 月 13 日 下午 2:35 
Fantastic update works with my server thank you for working on this project
Gonenoculer5 2024 年 9 月 13 日 下午 12:42 
Awesome, I'll give it a go. If there would be a way to make them persistent that'd be great, but hopefully this works as a temp fix. Have a friend with terrible hardware who's otherwise able to play the game fine; just that the server times him out before he can join the game instance.
Evil Factory  [作者] 2024 年 9 月 13 日 下午 12:27 
you can change the values via the lua command, they don't save between sessions tho

just type "lua " in the console, followed by any of these:

NetConfig.MaxHealthUpdateInterval = 0
NetConfig.LowPrioCharacterPositionUpdateInterval = 0
NetConfig.MaxEventPacketsPerUpdate = 8
NetConfig.RoundStartSyncDuration = 120
NetConfig.EventRemovalTime = 30
NetConfig.OldReceivedEventKickTime = 30
NetConfig.OldEventKickTime = 50
NetConfig.SparseHullUpdateInterval = 0.5
NetConfig.HullUpdateInterval = 0.1
Gonenoculer5 2024 年 9 月 13 日 上午 11:13 
Is there any chance we could get a quick and dirty configuration menu to edit the values?
Evil Factory  [作者] 2024 年 9 月 13 日 上午 8:41 
maybe, depends on which type of timeout it is
if its the standard one caused by not receiving any packages from the server for x seconds then no
Gonenoculer5 2024 年 9 月 13 日 上午 12:21 
Does this solve the issue of lower end PC's timing out when connecting to modded servers; due to dropping sync by way of timeout? If so thats awesome, thank you.
froggx 2024 年 9 月 12 日 上午 11:01 
thanks for quick reply, that's what it looked like but figured it was more accurate to double check by asking than thinking about it (since i'm unfamiliar with baro's underlying systems and all).
Evil Factory  [作者] 2024 年 9 月 12 日 上午 10:59 
these two mods work on completely different things
froggx 2024 年 9 月 12 日 上午 10:50 
how does this play with your "performance fix" mod?
Evil Factory  [作者] 2024 年 9 月 12 日 上午 5:22 
Load order in 99% of lua mods doesnt matter
Ghost 2024 年 9 月 12 日 上午 4:58 
I can put this mod everywhere i want in modlist? I mean there is no difference where i place the mod (top/center/bottom)?