Make sure to bring lots of med packs, our 64 player beach server is intense!
Fri Jul 10, 2009 5:17 am
g-1 wrote:did any other settings change when "resetting" the server back to the previous non-antilag settings? I played earlier tonight and found bullet registration to be way off (i'm a west-coaster, 100-120 pinger)...thought it may have just been me at first until other regs from the left coast came on and said the same thing. I tried adjusting my timenudge to -10 but didnt seem to help.
nope, it's simply antilag off that's doing that. you are in the same boat as me. i experimented with different timenudge values as well and they did nothing for me except make everyone warp on my screen.
Fri Jul 10, 2009 6:40 am
The settings were fine all along and I've simply been demonstrating that over the last few days. I used those settings so the game would be at least playable to people wherever they were, trying to keep the game alive as long as possible. Your alternative? Well, there is NONE, unless you want to move to another game.
It's simply ridiculous for players with 150+ pings to think their shots are going to be completely accurate, unlagged or not. Is unlagged perfect? No, but it would be a lot worse having it off. If it balances out the play by ANY amount, then it is worth it. Right? Instead, these whiny players decide to blame timenudge, 333fps, etc...never once thinking it has anything to do with their ping. It's simply an embarrassing argument. Show me one FPS that plays optimally at high pings.
So please refrain from posting here, mailing me, or private messaging me crying that this setting should be this or that setting shoud be that. If the settings are so terrible, start your own server and you use whatever settings you want.
End of discussion. Settings are back to the way they were.
Fri Jul 10, 2009 6:44 am
Primarily I blame my lack of talent. The ping is jst the backup scapegoat
Fri Jul 10, 2009 6:57 am
liquidswords wrote:nope, it's simply antilag off that's doing that. you are in the same boat as me. i experimented with different timenudge values as well and they did nothing for me except make everyone warp on my screen.
Maybe a weird night (the server crashed once during this) but it felt waaay off even compared to ecgn before the antilag was turned on. This is what led to my previous question.
I actually didnt notice a huge difference between the old server settings and the one with anti-lag on. I think it was a bit smoother for me, but nothing blatantly obvious. But last night was very obvious that something had changed.
Fri Jul 10, 2009 6:57 am
i agree with MAA's post. i never had a problem with the settings the way they were. the only thing i would change is fps locked at 125 due to compelling evidence that 333 fps is buggy, but overall it was never a big issue for me.
"Is unlagged perfect? No, but it would be a lot worse having it off." I completely agree.
Fri Jul 10, 2009 6:59 am
g-1 wrote:Maybe a weird night (the server crashed once during this) but it felt waaay off even compared to ecgn before the antilag was turned on. This is what led to my previous question.
I actually didnt notice a huge difference between the old server settings and the one with anti-lag on. I think it was a bit smoother for me, but nothing blatantly obvious. But last night was very obvious that something had changed.
i see...i don't think i played on ecgn before anti-lag.
Fri Jul 10, 2009 7:01 am
g-1 wrote:But last night was very obvious that something had changed.
liquidsword: He was referring to having unlagged turned off, which was the case yesterday.
Fri Jul 10, 2009 7:08 am
MAN-AT-ARMS wrote:liquidsword: He was referring to having unlagged turned off, which was the case yesterday.
fuck now i'm confused...i was under the impression that there was no anti-lag on the server until a few weeks ago, then it was turned on, and then turned off again yesterday. if i am wrong in this understanding it would make alot of sense actually.
Fri Jul 10, 2009 8:59 am
Unlagged has been turned on for many years. It was turned off yesterday.
Fri Jul 10, 2009 11:21 am
Arachnyd wrote:Guys, registration is as its supposed to be now. The "drop in accuracy" is just how the game is supposed to be. Antilag fucks up registration royally and artificially jacks up accuracy.
You might notice that while its slightly harder to spray and pray, actual hits count for a hell of a lot more. This is how the game is meant to be played, not the bizarre version that antilag creates.
My only question then: Why if I aim for the body, all the shots do not register. I am aiming completely on the body and I'll only hit 1 in 3 shots. Whats the point of shooting, if two thirds of the shots will not register but you see it with your own eyes - that the cross-hair is on the opponent. I played single player for the hell of it, and saw this was not an issue. I'm just curious to why this would happen, is it because ping has final decision? Or is that just how the game is built?
Fri Jul 10, 2009 1:03 pm
Would someone be so kind as to tell me why r_texturemode is restricted. I'm fairly blind so GL_NEAREST helps me see my crosshair better.
Fri Jul 10, 2009 1:13 pm
weezy wrote:My only question then: Why if I aim for the body, all the shots do not register. I am aiming completely on the body and I'll only hit 1 in 3 shots. Whats the point of shooting, if two thirds of the shots will not register but you see it with your own eyes - that the cross-hair is on the opponent. I played single player for the hell of it, and saw this was not an issue. I'm just curious to why this would happen, is it because ping has final decision? Or is that just how the game is built?
What you've described is actually what happens with antilag on for me. As I mentioned before, I demoed myself playing and watched in in super slow motion using OSP's demo player, and I could see shot I landed that were not counting. I also noticed that a lot of shots that were pretty far off
were counting, almost as if the hitboxes were significantly wider.
Most of you only play on ECGN with shrub, but I went to a great deal of trouble to set up a way for people to play OSP as well. A couple times of week we get some pickup games going in irc, and the difference between the two mods in like night and day. Everyone's average accuracy in OSP is like 29-35%, and thats how it was back when OSP was huge. It is significantly harder to hit people who are moving, but when you do it is much more effective. In shrub it is the exact opposite. I get pretty frustrated when I hit someone like 15 times and hear the hitsounds ringing but they don't die. And when I look at my stats and see that I've got a 43% accuracy I laugh my ass off, because nobody ever shot that good consistently even in the highest levels of competition.
Fri Jul 10, 2009 1:18 pm
but at the same time arach the reason no one shot that high in comp is b/c everyone else was a good shot - its hard to shoot someone while getting shot at. On ecgn most people are horrible shots so it makes it a lot easier for you to shoot at a higher acc
Fri Jul 10, 2009 5:48 pm
I've played OSP and found it easier to aim. My acc goes down but at least the shots will register. I never had this problem when I played on the 1.3 (RIP) version of shrub.
Are there any other servers avaliable in 1.4 or in all of rtcw? Not really so we mainly play ECGN cuz we like the game. Also HS do less damage, there is helmet protection, medics heal, and the floor is made of healthpacks, probably why we shoot 15 times and they don't die. If the hitsound sounds that means it registered...I just don't understand: me obviously shooting at the guy and the shots not registering.
Now that I think about it, it may be the fov that appears to throw the hitboxes out of wack...
Fri Jul 10, 2009 11:52 pm
liquidswords wrote:the only thing i would change is fps locked at 125 due to compelling evidence that 333 fps is buggy
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