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i heard that only 80% of it actually is useful and from real sources (the 20% is made up and fake)
(p.s:if you wonder where i got the darn info i watched kurgezte??something something (title: having "AI SLOP" word in it) the link: https://www.reddit.com/r/mealtimevideos/comments/1o0jp7e/ai_slop_is_killing_our_channel_1213/ )
It is my prerogative to work on(or not work on) the code in this addon at any given time. If someone wants to make a superior version of this addon I am not adverse to that (I would like a better version).
In terms of the phys_timescale: It does not slowdown NPCs, grenade detonation timers, and perhaps other things I'm not aware of. This means it might be less helpful in getting frames in NPC heavy battles. (though I don't fully understand the relationship between host_timescale and NPC processing) . All that being said, I think its a good idea to add an option for the addon to use phys_timescale as there are benefits to it. If/when I get around to this for this addon, is up to me. Someone may beat me to it(or not).
I will leave your comment up.
For others:
As of now I am still unsure of a method to gain all the benefits of host_timescale while also not slowing down sounds.
just reupload the mod but better with phys_timescale, he doesnt even own the code.
util.AddNetworkString( "ClientIdealTimescale" )
net.Receive("ClientIdealTimescale",function(len,ply)
if len == 0 or !IsValid(ply) then return end
local ClientIdealTimescale = 1
ClientIdealTimescale = net.ReadDouble()
if ClientIdealTimescale > 1 then
ClientIdealTimescale = 1
elseif ClientIdealTimescale <= 0 then
ClientIdealTimescale = 1
end
ply.ClientIdealTimescale = ClientIdealTimescale
end)
hook.Add("Tick","ServerDecidedTimescale", function()
local ClientsSummedIdealTimescale = 0
local players = 0
for key, ply in pairs(player.GetAll()) do
if !ply.ClientIdealTimescale then return end
ClientsSummedIdealTimescale = ClientsSummedIdealTimescale + ply.ClientIdealTimescale
players = players + 1
end
local wantedts = math.min(ClientsSummedIdealTimescale / players,1)
local thetimescale = game.GetTimeScale()
if wantedts < thetimescale then
game.SetTimeScale(thetimescale - 0.02)
end
if wantedts > thetimescale then
game.SetTimeScale(thetimescale + 0.001)
end
-- game.SetTimeScale(wantedts)
-- print(ClientsSummedIdealTimescale / players)
-- print(game.GetTimeScale())
end)
hook.Add("Tick","timescalestuff",function()
-- if math.Round(RealTime() % 5) != 0 then return end
local wantedfps = GetConVar('fps_max'):GetInt() or 30
local fps = (1 / RealFrameTime())
local IdealTimescale = (math.Clamp((fps / wantedfps),0,1))
if IdealTimescale < wantedfps then
net.Start("ClientIdealTimescale",true)
net.WriteDouble(IdealTimescale)
net.SendToServer()
end
-- print(IdealTimescale)
end)
end
for key, ply in pairs(player.GetAll()) do
if !ply.ClientIdealTimescale then return end
ClientsSummedIdealTimescale = ClientsSummedIdealTimescale + ply.ClientIdealTimescale
players = players + 1
end
local wantedts = math.min(ClientsSummedIdealTimescale / players,1)
if wantedts < thetimescale then
game.SetTimeScale(thetimescale - 0.02)
end
if wantedts > thetimescale then
game.SetTimeScale(thetimescale + 0.001)
end