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Hit registration/Netcode in this build

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  • replied
    I just can't not respond to this...
    Originally posted by pb. View Post

    I've said it so many times before. The "stable" delay with 1990s style netcode is not stable. It changes every time you join a new server. It changes during a match. Most of the non-registered shots are the result of ping spikes/packet loss. You would have missed the shot anyway.
    The "stable" delay with 90s style netcode wasn't stable, it was predictable. Even if the delay changed, you could literally see it happening and adjust for it on the fly. I was able to play with reasonable success on a connection with high pings and consistent packet loss relying entirely on the predictability of the netcode.

    That's always a problem when you start fudging the network conditions internally to the client and server. You lose the predictability entirely. So anything that doesn't act instant is a huge problem.

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  • replied
    Beats starting a new thread, about the same thing. Since it is, still a thing.

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  • replied
    Holy necrobump.

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  • replied
    I wrote a much longer post but this forum also sucks.In short: Problems with netcode, unregistered shots, unreliable movement still persist. Some Server Problems persist since ut2004. UT Servers are mysterious high ressource consuming packetflooding, maybe talk with other developers. This is not optimizationpart these are game breaking bugs.

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  • replied
    It can change during a match, but was (and still is) extremely rare on my ISP. From server to server is expected. Speed of light, and all that.

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  • replied
    Originally posted by Cunni View Post
    Ping compensation should be removed honestly at least during a testing period. We could see what netcode issues remain. I prefer a stable delay rather an unpredictive supposed-to-be ping 0.
    I've said it so many times before. The "stable" delay with 1990s style netcode is not stable. It changes every time you join a new server. It changes during a match. Most of the non-registered shots are the result of ping spikes/packet loss. You would have missed the shot anyway.

    Leave a comment:


  • replied
    Originally posted by jstar81 View Post
    While I understand game is #prealpha I want dev team to put focus to the right things. Currently there are so many glitches happening every day that I need to admit "fun" factor isn't something what I experience.

    Just to give you a couple of examples, and really unfortunate thing is that all these have happened within 24 hours. It's not like rare event and I was lucky to catch them.
    All below videos are slowed down to 20%.

    1) Very often you end up taking damage even though you have translocated away in your screen.
    Here is typical example, first it is how it was on my screen, 0:04 - 0:08 took very long time to register secondary. But 0:09 - horray! I was able to make it. And then instant death. Same video is replayed from server-side recording. Based on server-side recording, I wasn't able to translocate up at all...




    2) Translocator going into oblivion, 0:12.



    3) And one video from recent match which demonstrates how "FUN" the game is at its current state.
    0:08 - 0:26 ALL shock balls bugged, cherry on top was translocator going into oblivion at 0:40. gg.


    I've had all of the issues shown here, along with double rockets and shock cores sometimes, or a shock core firing while I pressed primary, or the link pull occurring without me having pressed the primary button. All that with a ping of 15-20 ms, which is just atrocious... On some hubs it happens more often than on others, and it usually also just depends on the state of the hub. Especially when the hub itself becomes laggy these issues start to become quite frequent (specifically the translocator disk just vanishing is insanely annoying), often disturbing key moments during a CTF game. I don't mind it too much because #pre-alpha, but yeah, can get annoying at times.

    Fortunately it doesn't happen frequent enough to take the fun out of it for me, the vastly overpowered rocket launcher does a good enough job at that during certain matches.

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  • replied
    Ping compensation should be removed honestly at least during a testing period. We could see what netcode issues remain. I prefer a stable delay rather an unpredictive supposed-to-be ping 0.

    Leave a comment:


  • replied
    While I understand game is #prealpha I want dev team to put focus to the right things. Currently there are so many glitches happening every day that I need to admit "fun" factor isn't something what I experience.

    Just to give you a couple of examples, and really unfortunate thing is that all these have happened within 24 hours. It's not like rare event and I was lucky to catch them.
    All below videos are slowed down to 20%.

    1) Very often you end up taking damage even though you have translocated away in your screen.
    Here is typical example, first it is how it was on my screen, 0:04 - 0:08 took very long time to register secondary. But 0:09 - horray! I was able to make it. And then instant death. Same video is replayed from server-side recording. Based on server-side recording, I wasn't able to translocate up at all...




    2) Translocator going into oblivion, 0:12.



    3) And one video from recent match which demonstrates how "FUN" the game is at its current state.
    0:08 - 0:26 ALL shock balls bugged, cherry on top was translocator going into oblivion at 0:40. gg.


    Leave a comment:


  • replied
    I think half the problem might actually be because of some rounding error with the vectors/rotation + replication. When I was working on UT99's NewNet I remember that at one point I had to create a custom data structure to fix the rounding errors with replication to ensure client and server remained as synchronized as possible.

    Leave a comment:


  • replied
    Originally posted by Smurgl View Post
    What's going on here? http://plays.tv/video/57803678b1a95ddbca

    This is the 56k days
    As a 2k4 player, definitely feels like more precision is required on hitscan in ut4.
    [MENTION=261182]Smurgl[/MENTION] Seems like 3 legit misses in ut4 that would have probably registered as hits in 2k4. Can't say why, other than to speculate that it's a netcode/hitbox difference. I've always had more difficulty with hitscan in UT4.

    Anyone else feel the same? Or am i just being a noob =] Maybe this game just requires a different style of aim that I'm still getting accustomed to.

    Leave a comment:


  • replied
    What's going on here? http://plays.tv/video/57803678b1a95ddbca

    This is the 56k days

    Leave a comment:


  • replied
    Originally posted by -AEnubis- View Post
    Figured out my problem. The game freezes for 5 or more seconds every time I pull up a weapon for the first time. Closing the launcher didn't help, heh.
    I had this problem back in 2014, I found that installing the game on an SSD fixed it. I could literally hear my mechanical hard drive spin up to load a new weapon or explosion effect, then afterwards it wasnt a problem.

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  • replied
    Originally posted by InVader View Post
    Well, you can try
    Figured out my problem. The game freezes for 5 or more seconds every time I pull up a weapon for the first time. Closing the launcher didn't help, heh.

    Leave a comment:


  • replied
    Good point, definitely needs to be addressed.

    Leave a comment:

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