Like the last developer log I wrote, this will be centred around the netcode used in CSProMod. I have recently implemented predicted deaths (or attacks). This is essentially your client predicting how your victim will act when you shoot them. For example, say you had 100ms ping, and you headshot an enemy with your deagle. In CSP1.08 or below, you would have to wait 100ms for the server to acknowledge you did in fact headshot the player, and tell you they are now dying (play headshot animation, draw blood, etc.) However, we can already safely predict that the server will tell us all this, so why wait?
Prediction plays a key role in any multiplayer Source Engine game, and many other AAA multiplayer titles (Call of Duty, Battlefield, etc.) Without it, shooting, moving, or any actions you did (jump, crouch, etc.) would all be delayed by your ping. This is not a good experience. The Valve Developer Wiki defines prediction to be:
CSProMod not feeling "smooth" or "delayed" has been a common complaint by members of our community. In fact, the delay experienced in CSProMod is evident in all Source games, although to a lesser extent.[...]the notion of the client predicting the effects of the local player's actions without waiting for the server to confirm them.
All shots you fire at players are now completely predicted. This means that blood spurts instantaneously, blood splatters are immediately painted, flinch animations played: all the good stuff. We can also accurately predict when you have killed a player. For example, shooting an enemy with an AWP is guaranteed to be a death if you hit their upper body. Therefore we now start playing death animations, and fall to ragdoll when appropriate. I am proud to say this is the first Source engine game or mod that has prediction to such a great extent. (Note: this is not restricted to AWP, all attacks are predicted)
Playing CSP with any ping will now feel a lot more "instant". I have been testing with pings of 400ms, and only slight jarring is evident when attacking players (which I am working on). This should help make CSP playable at much greater latency. In other news, delayed jumping and crouching has also been fixed. I hope you enjoyed this developer log, and thanks for reading!