News:

Come Chat with us live! Learn how HERE!

Main Menu

Laggers - or: Why see a slideshow instead of smooth moves?

Started by theRifle, April 22, 2007, 12:29:49 PM

theRifle

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).

Odin

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.

techhead

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.
I'm playing Tremulous on a Mac!
MGDev fan-club member
Techhead||TH
/"/""\"\
\"\""/"/
\\:.V.://
Copy and paste Granger into your signature!


Surge

yep but the unlagged sucks u move, avoid a shot then get killed and warp backwards in time cause of lag
nnamed Player was surged by Surge
Unnamed Player: hey you con't be surged....
Surge:lmfao

tjw

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.

Somethief

Unlagged is far away from finished and causes more trouble than fixes, use real servers near to you instead

n00b pl0x

Quote from: SomethiefUnlagged 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
will sort out my sig, or I will get banned.

HOW DO I SORTED SIG?

Paradox

Or being able to hit a marauder that vacated the spot you shot at 5 minutes ago.

∧OMG ENTROPY∧


n00b pl0x

/*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.
will sort out my sig, or I will get banned.

HOW DO I SORTED SIG?

f0rqu3

only hitscan weapons are available on quake3 servers running unlagged mod
as far as I know

your_mum

Quoteonly 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


Henners

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:
Official Ace Forum Attorney. If your post is stupid I will object...

David

Maybe add an option like g_nounlagged that clients can set in their userinfo, that makes the server not unlagged them.
Any maps not in the MG repo?  Email me or come to irc.freenode.net/#mg.
--
My words are mine and mine alone.  I can't speak for anyone else, and there is no one who can speak for me.  If I ever make a post that gives the opinions or positions of other users or groups, then they will be clearly labeled as such.
I'm disappointed that people's past actions have forced me to state what should be obvious.
I am not a dev.  Nothing I say counts for anything.

Stof

Quote from: DavidMaybe add an option like g_nounlagged that clients can set in their userinfo, that makes the server not unlagged them.
Second worse idea ever!
urphy's rules of combat
8 ) Teamwork is essential; it gives the enemy someone else to shoot at.
18 ) Make it too tough for the enemy to get in and you can't get out.

David

Any maps not in the MG repo?  Email me or come to irc.freenode.net/#mg.
--
My words are mine and mine alone.  I can't speak for anyone else, and there is no one who can speak for me.  If I ever make a post that gives the opinions or positions of other users or groups, then they will be clearly labeled as such.
I'm disappointed that people's past actions have forced me to state what should be obvious.
I am not a dev.  Nothing I say counts for anything.

Stof

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.
urphy's rules of combat
8 ) Teamwork is essential; it gives the enemy someone else to shoot at.
18 ) Make it too tough for the enemy to get in and you can't get out.

sleekslacker

It should be unlagged for all, or nothing for everyone. It would be unfair to turn it off for certain players.
y last name is Jones, the family motto is "Jones' never give up!"

Currently ignoring all of your spams.