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Re: my last tweet: PvP backstabs specifically XD
That's why i was talking about defender checks.

Damn FROM just fucking hates backstabs, they're been effectively removed from Elden Ring completely. :V
Defender side range and angle checks. Sad.

Trying to keep an up-to-date list of Elden Ring NT bugs here: reddit.com/r/Eldenring/comment
Hope FROM can see em, not sure where else to put it.

Btw, if you've been wondering what's happening with my mod: i'm still trying to iron out the last bug in the anti-ban code. Each ban takes 2 weeks to trigger 😭, and it's being very evasive about if it even does it.

Some really fucking amazing work in this mod, and i'm not just saying that cause i helped make it :)
Seriously, Inferno has done some incredibly impressive shit, and this mod is fantastic.
---
RT @Inferbro
NEW VIDEO -> youtu.be/qRBTMhG2_00
twitter.com/Inferbro/status/14

And i can't even test it myself, i have to ask others who actually crash to see if certain changes stop the crashes or not. Of course, it's not reliably reproducible either.

man, hunting down crashes in my mod is a fucking roller coaster. Nope, it's not in the super janky and over engineered hotswapping system i had to develop from scratch that uses FROM debug code. Apparently it's in the 20 line basic feature???
Maybe?????

i'm going to have to fix that i think, especially if i want rollback to work

Looks like Amir figured out the whole double-dip iframes thing before i did, back in 2020! youtube.com/watch?v=uPd9zpoi6e
Good to be validated, at least.

Finished adding a Red Eye Orb that allows invading all areas (basically WexDust), and incorporated the halberd running attack fixes into legacy mode.

The mod now uses the newest steam messaging API! Finally got everything fully working and cross compatible.

(all this is backwards compatible btw, which is a pain let me tell you)

I'll be curious by how much the new steam networking api reduces latency. It uses the steam relay system to route packets better (partner.steamgames.com/doc/api), but in reality not sure how many ms that'll shave off.

once that's done the rollback netcode will have better tools to support it. Just about done with those 2 rn!

Current work has been rewriting the player connection handshake to use a different method that doesn't expose your IP, following up with replacing the steam networking with a newer version that has less latency, more supported tools, and doesn't leak your ip.

Also i finally got my anti-ban code working (probably) 🤞

Learning more about rollback netcode! I've realized that i'm going to have to remove a bunch of packets from the dark souls networking stack in order to get it to work, and have the client do more work on it's end. This network stack is so weird.

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