unlag(shrub) vs antilag(osp/default)?

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Preferred Server Settings?

Unlag disabled, g_antilag enabled
19
48%
Unlag enabled, g_antilag disabled
20
50%
Unlag disabled, g_antilag disabled
1
3%
 
Total votes : 40
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Re: unlag(shrub) vs antilag(osp/default)?

Postby Glitch » Wed Apr 20, 2016 9:22 am

So many cry babies lmao. :violin:

Unlag should stay off, it has leveled the playing field for a bunch of people. People i thought were ass actually have a half way decent shot now. It's a nice change, and those who are looked at as the best on the server are now equal to others..

Either way I don't care, the best will be best with it on or off in my opinion. Just saying it's nice when everyone has a fair chance.. even the worst players on the server are doing better now.

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Re: unlag(shrub) vs antilag(osp/default)?

Postby MAN-AT-ARMS » Wed Apr 20, 2016 12:32 pm

Maybe I'll try adding 50-60ms of latency to sub 100 ping players so we have an even playing field.

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Re: unlag(shrub) vs antilag(osp/default)?

Postby Tragic » Wed Apr 20, 2016 1:50 pm

Glitch wrote:So many cry babies lmao. :violin:

Unlag should stay off, it has leveled the playing field for a bunch of people. People i thought were ass actually have a half way decent shot now. It's a nice change, and those who are looked at as the best on the server are now equal to others..

Either way I don't care, the best will be best with it on or off in my opinion. Just saying it's nice when everyone has a fair chance.. even the worst players on the server are doing better now.

Couldn't have said it better.

I don't care for either or as well. I was only giving my 2 cents on what I've noticed "during" the times I've played. Whether it was unlag off, and anti-lag on, I have no idea. I've played since Sunday so whatever was enabled then I had a chance to try.

& since I tried it with whatever setting is currently on. I have to say it's much better. But hey, what do I know. I will continue to play regardless of whatever setting you all choose but, as of right now. I find it better.

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Re: unlag(shrub) vs antilag(osp/default)?

Postby pixi » Wed Apr 20, 2016 3:00 pm

If it's turned back on and my shot goes back to what it was before this weekend, I'm going to be beyond frustrated. For once, I'm not being shot through doors and walls and I'm not backraging a 100+ pinger and then having them turn around and suddenly I'm dead, despite having back raged them DIRECTLY 10+ times...and seeing that they still have 80++ hp. It's ridiculous. And I never realized just how bad it was until suddenly I could kill nearly everyone I couldn't before, or at least feel a level playing field where I could bring HP down to 10 or so and it feeling fair. My HS accuracy has improved drastically in the past four days, which can't be a coincidence. You know? I dunno. It's actually fun to play now.

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Re: unlag(shrub) vs antilag(osp/default)?

Postby pingrage » Wed Apr 20, 2016 5:23 pm

pixi wrote:If it's turned back on and my shot goes back to what it was before this weekend, I'm going to be beyond frustrated. For once, I'm not being shot through doors and walls and I'm not backraging a 100+ pinger and then having them turn around and suddenly I'm dead, despite having back raged them DIRECTLY 10+ times...and seeing that they still have 80++ hp. It's ridiculous. And I never realized just how bad it was until suddenly I could kill nearly everyone I couldn't before, or at least feel a level playing field where I could bring HP down to 10 or so and it feeling fair. My HS accuracy has improved drastically in the past four days, which can't be a coincidence. You know? I dunno. It's actually fun to play now.


This about everyone's game play not just individuals.

Glitches post about cry babies well that doesn't assist as both parties on either side of the agreement can be casted into that boat.

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Re: unlag(shrub) vs antilag(osp/default)?

Postby Arachnyd_ » Wed Apr 20, 2016 5:52 pm

Why is MAA so opposed to g_antilag?

Now that everyone is getting used to the "feel" of proper RTCW without hit registration skewing from Unlag, we might want to test g_antilag a couple days. It wasn't popular back in the day when first introduced because it also introduced issues, but it *may* be a good compromise between Unlag and vanilla netcode. The one day we played with it I noticed an improvement from the regular Unlag Shrub.

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Re: unlag(shrub) vs antilag(osp/default)?

Postby pingrage » Wed Apr 20, 2016 10:42 pm

pingrage wrote:"Cvars:
g_unlag default: 0 turn on/off lag compensation

Commands (client-side):
unlag

When g_unlag is on (1), lag compensation is enabled. The server will keep a
record of the past half-second of player positions. When a player shoots,
the server "rewinds" players to the position the shooter most likely saw them
at based on their ping, and the server calculates hits based on those rewound
positions. This virtually eliminates the effects of lag, allowing players
with pings below 500 ms to not need to lead their shots.

When g_unlag is on, players can turn off lag compensation calculations for
their shots using the /unlag command. /unlag 0 will turn off lag compensation,
while /unlag 1 will re-enable it if they had previously turned it off. Players
may also use /unlag to check the status of their lag compensation.

The unlag code was written by Neil Toronto and adapted for use in RTCW."

http://bisclavret.eu/readme.txt


I just want to point this out to those who oppose unlag. By default when g_unlag is on server side the PLAYER has the ability to turn off the setting.

Eg when you connect to the server unlag is on, if you type in console /unlag 0 it turns it off.

Now reading the quote above Neil states the user can turn OFF and by doing so turns off the lag compensation calculations meaning if you shoot at someone on your screen you will hit them. But if you have unlag on the server will calculate it differently and your shots will probably miss.

HENCE why there is the option to enable or disable unlag compensation calculations by individual players.

Correct me if I am wrong but that should solve the issue.

*Drops Mic Walks Out*
Last edited by pingrage on Thu Apr 21, 2016 2:47 am, edited 2 times in total.

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Re: unlag(shrub) vs antilag(osp/default)?

Postby Jun1oR » Wed Apr 20, 2016 10:45 pm

pingrage wrote:
Cvars:
g_unlag default: 0 turn on/off lag compensation

Commands (client-side):
unlag

When g_unlag is on (1), lag compensation is enabled. The server will keep a
record of the past half-second of player positions. When a player shoots,
the server "rewinds" players to the position the shooter most likely saw them
at based on their ping, and the server calculates hits based on those rewound
positions. This virtually eliminates the effects of lag, allowing players
with pings below 500 ms to not need to lead their shots.

When g_unlag is on, players can turn off lag compensation calculations for
their shots using the /unlag command. /unlag 0 will turn off lag compensation,
while /unlag 1 will re-enable it if they had previously turned it off. Players
may also use /unlag to check the status of their lag compensation.

The unlag code was written by Neil Toronto and adapted for use in RTCW."

http://bisclavret.eu/readme.txt


I just want to point this out to those who oppose unlag. By default when g_unlag is on server side the PLAYER has the ability to turn off the setting.

Eg when you connect to the server unlag is on, if you type in console /unlag 0 it turns it off.

Now reading the quote above Neil states the user can turn OFF and by doing so turns off the lag compensation calculations meaning if you shoot at someone on your screen you will hit them. But if you have unlag on the server will calculate it differently and your shots will probably miss.

HENCE why there is the option to enable or disable unlag compensation calculations by individual players.

Correct me if I am wrong but that should solve the issue.

*Drops Mic Walks Out*


/unlag 0 doesn't work

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Re: unlag(shrub) vs antilag(osp/default)?

Postby pingrage » Wed Apr 20, 2016 10:51 pm

I've tested it on a server where unlag was on and I did /unlag 0 and it was like I was playing on a server without unlag.

If you re-enable unlag on ECGN I'll demo both occasions and submit the proof.

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Re: unlag(shrub) vs antilag(osp/default)?

Postby Jun1oR » Wed Apr 20, 2016 10:59 pm

pingrage wrote:I've tested it on a server where unlag was on and I did /unlag 0 and it was like I was playing on a server without unlag.

If you re-enable unlag on ECGN I'll demo both occasions and submit the proof.


It doesn't fix the issue discused. Console reports that unlag is disabled but it doesn't correct the registration problem. I have already tested this as well.

Maa said he is not even sure that /unlag 0 will actually disabled unlag for the user. I believe he said that shrub unlag is server side only and doesn't have the client side part. /unlag 0 might be in there for future release that never got finished but I would like to actually see if the command noticeably affects you.

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Re: unlag(shrub) vs antilag(osp/default)?

Postby pingrage » Wed Apr 20, 2016 11:43 pm

I don't see how it wouldn't disable it.

Let's take g_shove 1 for example the player can use /+salute to turn it on and /-salute to turn it off.

The command is still server side yet you have the ability client side to turn it off.

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Re: unlag(shrub) vs antilag(osp/default)?

Postby MAN-AT-ARMS » Thu Apr 21, 2016 2:18 am

Please stop misquoting what I said.

The unlag is server-side but that doesn't mean the client command isn't implemented (i.e. /unlag 0). There is a function named Cmd_UnLag in the binary, but without seeing the source I don't know what it does or doesn't do exactly. I never had any reason to doubt that it was implemented since it was mentioned in the documentation.

When I mentioned "client-side" I was referring to the Q3 mod which also includes a client-side game module (cgame) which basically does its own version of timenudge, lag simulation, lagometer changes, etc (and a few other related things). That is the part we don't have in RTCW (being server-side only)

The Q3 version doesn't have a command for players to disable unlag.

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Re: unlag(shrub) vs antilag(osp/default)?

Postby pixi » Thu Apr 21, 2016 5:14 am

Ping, that cannot be true. My console said lag compensation is disabled, but my shots aren't registering. It's as if the server setting overpowers the individual. It doesn't work.

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Re: unlag(shrub) vs antilag(osp/default)?

Postby Jun1oR » Thu Apr 21, 2016 5:58 am

MAN-AT-ARMS wrote:Please stop misquoting what I said.

The unlag is server-side but that doesn't mean the client command isn't implemented (i.e. /unlag 0). There is a function named Cmd_UnLag in the binary, but without seeing the source I don't know what it does or doesn't do exactly. I never had any reason to doubt that it was implemented since it was mentioned in the documentation.

When I mentioned "client-side" I was referring to the Q3 mod which also includes a client-side game module (cgame) which basically does its own version of timenudge, lag simulation, lagometer changes, etc (and a few other related things). That is the part we don't have in RTCW (being server-side only)

The Q3 version doesn't have a command for players to disable unlag.


I don't see how I missed quoted anything you said when that's what you said.

To be honest than maybe you should be answering some of these questions rather than sitting back and reading the thread replies.

People want to know and from what I gathered from our last conversation you don't even believe unlag can cause this despite the multiple players here saying it does.

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Re: unlag(shrub) vs antilag(osp/default)?

Postby pixi » Thu Apr 21, 2016 6:17 am

Jun1oR wrote:
MAN-AT-ARMS wrote:Please stop misquoting what I said.

The unlag is server-side but that doesn't mean the client command isn't implemented (i.e. /unlag 0). There is a function named Cmd_UnLag in the binary, but without seeing the source I don't know what it does or doesn't do exactly. I never had any reason to doubt that it was implemented since it was mentioned in the documentation.

When I mentioned "client-side" I was referring to the Q3 mod which also includes a client-side game module (cgame) which basically does its own version of timenudge, lag simulation, lagometer changes, etc (and a few other related things). That is the part we don't have in RTCW (being server-side only)

The Q3 version doesn't have a command for players to disable unlag.


I don't see how I missed quoted anything you said when that's what you said.

To be honest than maybe you should be answering some of these questions rather than sitting back and reading the thread replies.

People want to know and from what I gathered from our last conversation you don't even believe unlag can cause this despite the multiple players here saying it does.

This.

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