Tremulous Forum
Mods => Modding Center => Topic started by: blood2.0 on November 04, 2007, 08:41:33 pm
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just wondering
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Yeah me too
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http://unlagged.com/
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KEYLOGGER NO CLICK
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OMG WTF Y DIDNT I READ YAHOOS POST BEFORE I CLICKED YAROUS
DAMNIT ALL TO HELL HOW DO I RESTART WINDOWS
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/UNBINDALL LOL OMG
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Taken from http://www.ra.is/unlagged/faq.html:
How does Unlagged work?
Common Answer
Everybody knows that when you play online, it takes a bit for your attacks (or any movement, really) to reach the server. The most annoying part about that is that, with a class of weapons called “hitscan” (in Quake 3, the machinegun, shotgun, lightning gun, and railgun), you have to aim ahead of your targets.
Unlagged compensates for that by:
1. Remembering where every player has been, back to about a second ago
2. Doing hit tests against your potential targets based on where you saw them, rather than where they are
If you have a consistent enough connection, the server knows exactly where you saw your target when you pressed the button. That's not too far out: it sent you the information on where to draw them in the first place.
The end result is that you can put your crosshair on your target, fire, and hit.
Technical Answer
Unlagged uses a technique called “backward reconciliation” for hitscan weapons' hit tests. For the duration of a hit test, it moves players to where you saw them when you fired. (It knows because it sent you the player origins in the first place, it saves that information up in a history queue, and your fire command contains a timestamp.) After the hit test, it moves them back.
Moving player entities around like that is perfectly fine, as long as the entities' states are restored exactly, and as long as no code runs which requires players in their correct state while the server is in a backward-reconciled state. Unlagged is very careful about such things, so it doesn't present any problems.
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I think Dustin / Yahoo, n00b pl0x and Yarou are all brothers.
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I think Dustin / Yahoo, n00b pl0x and Yarou are all brothers.
(http://imagecache2.allposters.com/images/pic/CLASS/130-055~The-Marx-Brothers-Posters.jpg)
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I'll give it a try:
Unlagged records everyone's location into a "circular" array once every server frame.
When someone fires an unlagged weapon, it shifts everyone back to about where they were when the attacker shot, examines the shot for hit/miss, and then puts everything back where it was
NOTE:
Part of this I am just guessing at, but I have done some looking through it.
The biggest problem is that it does NOT give the target time to react, as they end up appearing to have died in the past. While it could result in deaths being administered maybe upto a second late, a possible solution would be for it to wait the target's ping before actually inflicting the damage.
Heh.
Mostly copied from a different forum.
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Please start posting in the correct (http://tremulous.net/phpBB2/viewforum.php?f=13) section.