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State of the animation fix

Open ghost opened this issue 2 years ago • 12 comments

@notgoodusename Hello, I just wanted to know what is the current state of the animation fix, I think this is one of the most important feature and should be prioritized.

  • What have to be done / implemented.
  • What remains to be fixed.
  • Enumerates the actual issues.

Also I would like to know the commands/functions to help to debug the animation fix, I really would focus on it.

ghost avatar Jun 28 '22 17:06 ghost

The current localplayer animfix is finished and when it comes to other players, much is needed to be done

notgoodusename avatar Jun 28 '22 17:06 notgoodusename

@notgoodusename Hello, I just wanted to know what is the current state of the animation fix, I think this is one of the most important feature and should be prioritized.

  • What have to be done / implemented.
  • What remains to be fixed.
  • Enumerates the actual issues.

Also I would like to know the commands/functions to help to debug the animation fix, I really would focus on it.

Are you hinting towards the esp? If you are, i totally agree. The esp severly needs a fix to make it where its not so bipolar and you can at least somewhat consistently see people.

Navoichyk avatar Jul 01 '22 12:07 Navoichyk

No, the ESP is a whole different issue, I was just talking about the animation fix (syncing up the client animations to the server).

ghost avatar Jul 01 '22 13:07 ghost

No, the ESP is a whole different issue, I was just talking about the animation fix (syncing up the client animations to the server).

Ah, i gotcha. Yeah well the ESP is a huge issue in my opinion. It really sets the whole cheat back a lot. Also if you look closely into it, it seems that 'desync' is your real and your 'real' is your desync. its very messed up.

Navoichyk avatar Jul 01 '22 14:07 Navoichyk

@notgoodusename After taking a quick look at invalidateBoneCache, I think it is not complete.

edit: Nevermind, it is correct.

ghost avatar Jul 01 '22 14:07 ghost

@notgoodusename I think after taking a look at invalidateBoneCache, it is not complete.

Ah, well im beginner in cpp and barely know anything so im not even gonna try lol. I've already tried in the past and all i end up is confused

Navoichyk avatar Jul 01 '22 14:07 Navoichyk

Ah, well im beginner in cpp and barely know anything so im not even gonna try lol. I've already tried in the past and all i end up is confused

The ESP is correct, desync chams shows what other people see not what the server sees, what you see as your "real" is close to what the server sees

notgoodusename avatar Jul 01 '22 15:07 notgoodusename

@notgoodusename It is still correct to call localPlayer->drawServerHitboxes(); at the end of Animations::renderStart (to test the localplayer animation fix)?

ghost avatar Jul 01 '22 15:07 ghost

@notgoodusename It is still correct to call localPlayer->drawServerHitboxes(); at the end of Animations::renderStart (to test the localplayer animation fix)?

nope, most of the memory patterns are outdated

notgoodusename avatar Jul 02 '22 09:07 notgoodusename

Currently bugged as of #366.

I will close/update, if this ever get fixed.

ghost avatar Oct 07 '22 17:10 ghost

@notgoodusename last issue mentionned in #366 is fixed, thank you.

I'm still pretty sure the animation fix can be further improved.

Are you sure about this being accurate: https://github.com/notgoodusename/OsirisAndExtra/blob/2f882b0d6b2dfcc2a9f97141a6c102f0186cd432/Osiris/Hacks/Animations.cpp#L195

ghost avatar Nov 14 '22 18:11 ghost

that's just a check to make desync chams not overlap

notgoodusename avatar Nov 14 '22 18:11 notgoodusename