by scorch- » Mon Jul 18, 2011 9:34 am
motive wrote:scorch- wrote:blech wrote:As someone who never really played quake and has no idea about the differences between all the different competitive mods, I really enjoyed watching Get Quaked 3.
Part 1:
http://www.youtube.com/watch?v=RxVmWaprNDY
Part 2:
http://www.youtube.com/watch?v=r3xIglL3P_M
PS: Are all the guns supposed to have a really long delay between clicking the mouse and bullets coming out? I quit playing QuakeLive after a day or two because it drove me absolutely nuts.
no? did you have high ping? i think the quake animation system runs your weapon animation client-side, but the projectile animation comes after the client hears back from the server that the projectile was fired, so it looks funky if you have high ping. The game is designed to be played with <15 ping, and functions reasonably well up to about 50 ping. Anything above that and things get funky because of the way netcode works.
i dunno how the vanilla netcode is but high-ping cpma is pretty viable thanks to netcode updates like interpolation. i know q3 lacked that kind of lag compensation which valve would later add to goldsrc but idk wat
iirc id brought arqon on board to incorporate some of the changes into ql i dunno what became of that
the netcode is alright in quakelive even playing with 90 ping, but the game is designed to be played with LAN ping. with 90 ping, LG is impossible and rockets are difficult against an equally skilled player who knows how to abuse a ping advantage. it just doesn't matter how good the netcode is when latency is involved. in order for the game to operate in real-time, high ping is going to make the game do funky things.
in online games, your opponent exists in an indeterminate state for the entirety of the session. only after your opponent's information is recorded and passed along by the server is his state determined for your client, and then only for a time in the past which grows further away from the present as the combined pings rise. there is no way for netcode to change this reality. netcode tries to apply what it knows now to the game state that is determined at some time point in the past so that players can feel like their actions in the present correctly modify the game environment, even if the response to their actions occurs in the future instead of instantly.
[quote="motive"][quote="scorch-"][quote="blech"]As someone who never really played quake and has no idea about the differences between all the different competitive mods, I really enjoyed watching Get Quaked 3.
Part 1:
http://www.youtube.com/watch?v=RxVmWaprNDY
Part 2:
http://www.youtube.com/watch?v=r3xIglL3P_M
PS: Are all the guns supposed to have a really long delay between clicking the mouse and bullets coming out? I quit playing QuakeLive after a day or two because it drove me absolutely nuts.[/quote]
no? did you have high ping? i think the quake animation system runs your weapon animation client-side, but the projectile animation comes after the client hears back from the server that the projectile was fired, so it looks funky if you have high ping. The game is designed to be played with <15 ping, and functions reasonably well up to about 50 ping. Anything above that and things get funky because of the way netcode works.[/quote]
i dunno how the vanilla netcode is but high-ping cpma is pretty viable thanks to netcode updates like interpolation. i know q3 lacked that kind of lag compensation which valve would later add to goldsrc but idk wat
iirc id brought arqon on board to incorporate some of the changes into ql i dunno what became of that[/quote]
the netcode is alright in quakelive even playing with 90 ping, but the game is designed to be played with LAN ping. with 90 ping, LG is impossible and rockets are difficult against an equally skilled player who knows how to abuse a ping advantage. it just doesn't matter how good the netcode is when latency is involved. in order for the game to operate in real-time, high ping is going to make the game do funky things.
in online games, your opponent exists in an indeterminate state for the entirety of the session. only after your opponent's information is recorded and passed along by the server is his state determined for your client, and then only for a time in the past which grows further away from the present as the combined pings rise. there is no way for netcode to change this reality. netcode tries to apply what it knows now to the game state that is determined at some time point in the past so that players can feel like their actions in the present correctly modify the game environment, even if the response to their actions occurs in the future instead of instantly.