Accepted Please fix the hit registration issue(s).

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Pingu

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Mirroring my Discord post in the suggestions channel so people might see/interact with this.

Normally, I play this game with some variety of sniper and a deagle; however, the current state of the server simply makes that not feasible. This hitreg issue is well beyond the normal poor Gmod TTT low tick rate issues. I cannot play with a gun that shoots as slow as a sniper under the pretense that there is a 50% (or what even feels like greater than 50% sometimes) chance that my bullet is ignored entirely by the server. I'm honestly somewhat surprised I don't see more complaints about this issue. I'm not sure what one does to screw up the registration this badly. Someone mentioned an animations addon, but to be frank, I have no clue. I'm led to believe this claim as multiple shots clearly on the head registered as body shots in the deagle clip. I'm not sure what one would do to fix this, but I can tell you it feels horrible as a player. If you need someone to edit hitboxes, I can do that, but the models you are using should absolutely not be having these issues, as they are from the base game and come with well-designed hitboxes. I should also mention that I am in NA East and regularly have 30-odd ping, this is not a latency issue.

Original Discord Post with Videos
 
+1 it makes scout deagle extremely unfun to use, idk what happened but the day they switched servers / hosts or whatever my ping dropped from 90 ms to 50, hitreg was good everything was nice but then after a server crash i have 80 ms again on netgraph and everyone on the server is complaining about hitreg again. The only people who think the bad hitreg is a myth are the people who dont use snipers or pistol often and dont notice when it happens or people who dont hit any shots to begin with
 
It's worth noting the @Pierogi did respond to the Discord suggestion mentioning some potential fixes and in progress stuff.

Screenshot from 2025-08-10 06-20-01.png

I made a few changes to the server config today that seem to be helping with network performance a bit.
  • fps_max was capped at 150 for some reason, so I went ahead and removed the cap which should allow the server to process events a bit faster.
  • Adjusted some other network convars that should improve network bandwidth (e.g. enabling some obscure parallelization features).
I ran a lua profiler for both clientside and serverside and I've been hunting down leads on things that might be contributing to performance issues. So far, it's yielded a few findings:
  • It looks like the anticrash plugin might be degrading performance (e.g. dropping net commands if a player sends more than 5 in one second, which to me seems excessive), so I'm looking into disabling that section or at least figuring out a better way of doing what it's trying to achieve.
  • The anticrash plugin is also doing an expensive compilation of data on the server for some graphs which no one uses, so that can probably just be disabled.
  • On the clientside, there's a lot of room for optimization on the TTT HUD and voice boxes in particular.
We'll be addressing those findings over the next few days, which will hopefully help improve things further.
 
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