Tremulous Forum
General => Feedback => Topic started by: theRifle on April 22, 2007, 12:29:49 pm
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For next version of trem: Did anyone consider to get rid of those players lagging around with more than 200 or sometimes even 500 Ping? (Sure, the admin can configure the server for low pings only, but this solves not the whole problem).
200 Ping is equal to: Playerposition is updated max. 5 times a second and what u see in tremulous is a slideshow (even if u play at 90 FPS, the human or dretch in Tremulous "moves" like in a slideshow and is far away from what I would call a "smooth motion")!
It would be rather cool, if the client/server interpolates the clientmoves - and use this Information for check, if someone was hit.
Technically explanation: Every client sees every player only in smooth motion - if a client provides information not fast enough (ping to low) last direction and angle is used to calculate the position of the player, even for hitcalculations - this should be rather simple (*). The server then sends an updatePosition-Information to the lagger, if position had to be adjusted).
This would move the problem to the correct side: namely to those people who join a server where they have 200+ ping. Okay - people which connect to servers and have over 200 Ping will hate this, but this will force them to go to servers with lower ping!
(*) Use last 3 positions, calculate a spline, velocity and acceleration is also known -> new Position of player can be calculated easily. Only a bit complexer are moves cause of Lucijump (or Grenade).
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This is almost impossible because of the way Quake3 is designed. There would be no way of knowing which way the player moves next because the game server would have to look into the future to correct the lag.
Warping(and idiotic players) is just something we'll have to deal with.
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Actually, tjw's antilag does this to a degree, almost eliminating warping.
It also tends to give benefit-of-the-doubt when calculating collisions based on incomplete data.
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Tjw has made unlagged and anti-warp
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yep but the unlagged sucks u move, avoid a shot then get killed and warp backwards in time cause of lag
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Actually, g_unlagged is for hit detection only so it does nothing to smooth out player movement.
I have done some work on skip correction here:
https://bugzilla.icculus.org/show_bug.cgi?id=2948
However, this implementation is buggy and it may not even be the best method to go about this.
Note that if you see everyone skipping, then no server change can help you because it's a problem with your incoming connection. Make sure you turn up the /rate setting in your client (the 1.1.0 default was 5000). You probably want to set this to 25000 unless you have dialup or ISDN internet service.
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Unlagged is far away from finished and causes more trouble than fixes, use real servers near to you instead
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Unlagged is far away from finished and causes more trouble than fixes, use real servers near to you instead
but i like saws with 4x their normal range
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Or being able to hit a marauder that vacated the spot you shot at 5 minutes ago.
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Or shooting at a random and getting 4 md kills.
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/*disclaimer
idk anything about anti-warping
*/
Would a slightly simple way of doing this be to make the person sit in the same spot when the lag up (like normal) but then when all the info rushes to the server, instead of being used at once, make it play at normal speed (or a little faster so if they sit in a corner or something theyll eventually catch up if they dont lag up again.) It would severely hurt the warper, but they should be encouraged to fix their ping, play somewhere else, or deal with it. Then, when the person dies, while theyre in that second or two after you die but cant spawn, it fastforwards to the present if need be.
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only hitscan weapons are available on quake3 servers running unlagged mod
as far as I know
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only hitscan weapons are available on quake3 servers running unlagged mod
as far as I know
All weapons are available however, only hitscan weapons move all the players back to the time when the shot was taken for hitscan.
Another idea:
http://www.quakesrc.org/forums/viewtopic.php?t=7546
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Unlagged should be illegal.
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Thank you for a useful contribution black.
Unlagged effects everyone on the server. It shouldn't be made illegal - it should be improved so I can play :cry:
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Maybe add an option like g_nounlagged that clients can set in their userinfo, that makes the server not unlagged them.
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Maybe add an option like g_nounlagged that clients can set in their userinfo, that makes the server not unlagged them.
Second worse idea ever!
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What's the worst ever?
And why is it *that* bad?
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Well, excuse me but I must ask a question first.
Do you want to disable unlagged on your shots, or disable unlagged on the shots made against you? First case can already be done with the current client side unnlagged settings IIRC.
Second case is bad bad bad. Players in a game won't know if they must aim square on their opponent or if they must laglead because the correct way to do it would depend on your settings! Besides, all the really low ping players who don't benefit much from unlagged could disable it and then they would once again gain a bullet avoidance advantage against the other players which is exactly what unlagged was made to prevent. ie, it would completly defeat the purpose of unlagged.
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It should be unlagged for all, or nothing for everyone. It would be unfair to turn it off for certain players.