Fri Apr 15, 2016 10:43 pm
<Jun1oR> for example the other day, b007y was kneeling in a doorway not moving at all and I fired alomst 10 shots into his back and he just turned around and killed me with ease. Server reported he had 127hp remaining
<Jun1oR> its easy for players to pull head shots and kill frag quickly when their not taking damage
<Jun1oR> so in 1vs1 situations it may appear to a player that he is hitting the enemy but its not registering and allowing the opponent to return fire without being hit
<Jun1oR> unlag also seems to favor high pingers, low to normal pings shouldn't be pentalized for the high pingers
<Jun1oR> for example, continuing to take damage seconds after you are no longer in the line of fire
<Jun1oR> I also think it might cause delayed registration as well
<Jun1oR> last example, you appear not to take damage at first and then all of a sudden take damage at once
<Jun1oR> appearing to the player that he was killed with only 1 or 2 shots
Fri Apr 15, 2016 10:48 pm
Unlagged 2.01 really is an attempt at making Internet play as smooth as possible, and it generally succeeds. I am aware that not everyone (including mod authors) agrees with full lag compensation for instant-hit weapons, and that's fine.
Fri Apr 15, 2016 11:17 pm
Fri Apr 15, 2016 11:20 pm
Jun1oR wrote:This is not about high pingers. This is about unlag not correctly registering damage for whatever reason it may be.
Read this...
http://forums.fortress-forever.com/show ... 929&page=3
Unlagged is one of the better lag comp systems but my only point was it has it's flaws and could be better
Where server side lag comp tends to break down is when player latencies and update rates are inconsistent (ping jumping). Like you said the server tries to "rewind" the game state by whatever the player's latency is from the mouse click to the server message (ping + interp + whatever other internal latencies). The latency is where the guess work is. If everyone's ping was perfectly stable all the time this system would be perfect
Q3 client command timestamps are synchronized to the server. Furthermore, they contain sufficient information for the server to tell how far the client had interpolated between two gamestate snapshots, regardless of the client's cl_timenudge value. If I recall correctly, these timestamps have 1 ms resolution. Unlagged's implementation actually copies the client-side interpolation code exactly so that the server can figure out just what the client saw when it generated the command. This approach is not affected by ping fluctuation. The only condition is that client ping stay within the bounds of history kept by the server (like 500 ms or 1 s or whatever). Client ping is free to vary under that limit without damaging Unlagged's fidelity
Fri Apr 15, 2016 11:21 pm
MAN-AT-ARMS wrote:Yes I know what version is in there and it works. In RTCW not all weapons are unlagged.
I'm thinking you don't understand how it's done server side. I think you may be confusing spread to be honest.
The only part I'm not sure is coded in there is the ability to disable unlag on a per player basis because I haven't seen the game code for shrub. There is no shrub client..it's just the vanilla cgame.
Fri Apr 15, 2016 11:23 pm
Fri Apr 15, 2016 11:26 pm
nosy wrote:Jun1oR wrote:This is not about high pingers. This is about unlag not correctly registering damage for whatever reason it may be.
Read this...
http://forums.fortress-forever.com/show ... 929&page=3
I read it, but I don't see how it supports your argument. The conclusion at then end from the main detractor was:Unlagged is one of the better lag comp systems but my only point was it has it's flaws and could be better
Some things I found interesting:Where server side lag comp tends to break down is when player latencies and update rates are inconsistent (ping jumping). Like you said the server tries to "rewind" the game state by whatever the player's latency is from the mouse click to the server message (ping + interp + whatever other internal latencies). The latency is where the guess work is. If everyone's ping was perfectly stable all the time this system would be perfectQ3 client command timestamps are synchronized to the server. Furthermore, they contain sufficient information for the server to tell how far the client had interpolated between two gamestate snapshots, regardless of the client's cl_timenudge value. If I recall correctly, these timestamps have 1 ms resolution. Unlagged's implementation actually copies the client-side interpolation code exactly so that the server can figure out just what the client saw when it generated the command. This approach is not affected by ping fluctuation. The only condition is that client ping stay within the bounds of history kept by the server (like 500 ms or 1 s or whatever). Client ping is free to vary under that limit without damaging Unlagged's fidelity
Fri Apr 15, 2016 11:34 pm
Fri Apr 15, 2016 11:46 pm
Fri Apr 15, 2016 11:52 pm
nosy wrote:The competitive quake community has always had a stigma about lag compensation in all its forms, they seem to disagree with it in principle. As for RTCW, it was never part of the comp scene here because it was not implemented into OSP (the only decent mod for comp). Lag compensation is the standard in ET comp
Additionally, the default/OSP antilag is utter rubbish. On the occasions I've played high ping OSP I've found it far easier to land hits with it turned off, at least then I have a general idea of where I need to shoot
Also I think you got your wires crossed on its intended weapon type, lag compensation is specifically intended for hitscan weapons. It's buggy as hell with projectiles
Fri Apr 15, 2016 11:54 pm
MAN-AT-ARMS wrote:It's based on 1.0, which is what it was in August 2003.
I don't think there were significant changes to the backward reconciliation between 1.0 and 2.0.x but I'd have to look at it closer.
The RTCW antilag was/is bugged which is why almost noone used it. The problems were somewhat fixed in ET.
I don't have the most evil of Internet connections, but it really is sporadic sometimes. It's not unusual for my ping to fluctuate between 100 and 150, which does terrible things to my rail aim.
Unlagged 1.0 was an attempt to fix that, using a server-side technique called “backward reconciliation.” Except for a bug in the interpolation code, it worked fairly well.
Sat Apr 16, 2016 12:28 am
Jun1oR wrote:from the author himself "I am aware that not everyone (including mod authors) agrees with full lag compensation for instant-hit weapons"
Unlagged 2.01 really is an attempt at making Internet play as smooth as possible, and it generally succeeds. I am aware that not everyone (including mod authors) agrees with full lag compensation for instant-hit weapons, and that's fine. You'll definitely want the rest of it even if you don't implement that part. Playing an Unlagged mod without full lag compensation and cl_timenudge at -30 feels almost like playing with 80ms shaved off of your ping.
Sat Apr 16, 2016 12:33 am
Sat Apr 16, 2016 12:59 am
Sat Apr 16, 2016 1:02 am
MAN-AT-ARMS wrote:Frankly, I'm somewhat agnostic to the setting since I have a ping lower than 50ish.
It was enabled in the first place for the sake of the 100+ pingers.
It never really took me more than a few minutes to adapt to it (if you can even call it that).
If most players want it disabled, I don't have an issue with turning it off.
As mentioned there is no client side prediction like in Q3 so it's not an exact parallel and does not behave the same.
Stable ping / fps always was more of an important factor to me.