Barotrauma

Barotrauma

NetworkTweaks
67 Comments
Black Lenin 24 May @ 2:06am 
Is there any way to increase the connection timeout?
Froget 19 May @ 1:18pm 
мод не работает с нашими модами просто выкидывало на лобби серверов
Losright 26 Apr @ 4:36pm 
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 3 Feb @ 8:48pm 
THANK YOU
Boluga 31 Jan @ 5:36am 
Does this mod still work for the latest update?
Белочка 26 Dec, 2024 @ 12:39am 
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 25 Dec, 2024 @ 1:32am 
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 21 Dec, 2024 @ 10:53am 
*joining the crowd waiting for answer about status after Winter Update's network changes*
Fancy_Force 16 Dec, 2024 @ 8:00pm 
How does it affect the game after Winter Update?
Kookoorooza 15 Dec, 2024 @ 3:17am 
same question
Белочка 12 Dec, 2024 @ 4:25am 
Is it okay to use with new Winter update?
Farbott 11 Dec, 2024 @ 12:55pm 
finally... looks like its part of vanilla gaem
KameRUN 8 Dec, 2024 @ 3:20pm 
Somehow it breaks hit registration for me.
Bulka 30 Nov, 2024 @ 6:04am 
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 28 Nov, 2024 @ 8:58am 
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 18 Nov, 2024 @ 1:42pm 
-
Vitaminka715 16 Nov, 2024 @ 12:14pm 
+
TanJM 7 Nov, 2024 @ 3:11am 
best multiplayer mod for real
heheboi 5 Nov, 2024 @ 3:08am 
Misinformation below
Beangodhiann 5 Nov, 2024 @ 1:40am 
Causes more problems than it fixes
Attle 23 Oct, 2024 @ 3:31pm 
would this mod have any effect of where ppl keep getting disconnected between rounds or just for during them?
heheboi 22 Oct, 2024 @ 11:11am 
@ete2, the fuck ya talking about? This is great mod.
etet2 22 Oct, 2024 @ 10:17am 
this is just terrible. why?
[ALPHA ZERO] Darkstone606 25 Sep, 2024 @ 7:13am 
yo evil if this reach you in time does this mod help me play multiplayer smoothly?
Evil Factory  [author] 21 Sep, 2024 @ 7:43pm 
it depends on your internet really, if your internet already struggles, then don't
froggx 21 Sep, 2024 @ 1:43pm 
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 18 Sep, 2024 @ 9:27am 
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.
Egor4kOwO 18 Sep, 2024 @ 7:15am 
@MercenaryGrok #FixTF2, both, both is good!
Mabean 17 Sep, 2024 @ 1:31am 
you save my multi savefile thousand Psilotoads. Thank you!:Sadclot:
Slaughterhouse Joe 15 Sep, 2024 @ 9:50am 
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 15 Sep, 2024 @ 9:36am 
Learn to read descriptions.
MercenaryGrok 15 Sep, 2024 @ 9:21am 
Client sided? or server sided?
Evil Factory  [author] 15 Sep, 2024 @ 8:44am 
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<†>™ 14 Sep, 2024 @ 9:54pm 
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<†>™ 14 Sep, 2024 @ 9:54pm 
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 14 Sep, 2024 @ 8:14pm 
Oh I just noticed this is an Evil Factory mod that's sweet
Evil Factory  [author] 14 Sep, 2024 @ 4:24pm 
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 14 Sep, 2024 @ 9:32am 
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!!! 14 Sep, 2024 @ 7:08am 
i love you
Ӆᶓᵮᶏᶉᶖơцʂ~}God{~ 13 Sep, 2024 @ 2:35pm 
Fantastic update works with my server thank you for working on this project
Gonenoculer5 13 Sep, 2024 @ 12:42pm 
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  [author] 13 Sep, 2024 @ 12:27pm 
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 13 Sep, 2024 @ 11:13am 
Is there any chance we could get a quick and dirty configuration menu to edit the values?
Evil Factory  [author] 13 Sep, 2024 @ 8:41am 
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 13 Sep, 2024 @ 12:21am 
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 12 Sep, 2024 @ 11:01am 
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  [author] 12 Sep, 2024 @ 10:59am 
these two mods work on completely different things
froggx 12 Sep, 2024 @ 10:50am 
how does this play with your "performance fix" mod?
Evil Factory  [author] 12 Sep, 2024 @ 5:22am 
Load order in 99% of lua mods doesnt matter
Ghost 12 Sep, 2024 @ 4:58am 
I can put this mod everywhere i want in modlist? I mean there is no difference where i place the mod (top/center/bottom)?