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Thread: Anti-latency (server-side hit detection / correction)

  1. #61
    [HIV] Lobo El Lobo's Avatar
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    Re: Anti-latency (server-side hit detection / correction)

    Love the leading.

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  2. #62

    Re: Anti-latency (server-side hit detection / correction)

    Quote Originally Posted by n00b1n8R View Post
    Yeah nah, go play quake live and delete that post.
    This. Hell, go play instagib on any non Unlagged server.
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  3. #63

    Re: Anti-latency (server-side hit detection / correction)

    I've never had to lead in Quake Live instagib.

    Unreal on the other hand,
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  4. #64

    Re: Anti-latency (server-side hit detection / correction)

    Quote Originally Posted by Pooky View Post
    I agree that leading adds more to the game that it takes away, but I think it should be more consistent for all players. That said, I gotta point out that leading is not at all unique to Halo. Lots of other games have it, including all games based on the Quake 3 engine (though usually not as bad as Halo).
    Quote Originally Posted by Pooky View Post
    This. Hell, go play instagib on any non Unlagged server.
    Quote Originally Posted by t3h m00kz View Post
    I've never had to lead in Quake Live instagib.

    Unreal on the other hand,
    GG no read. Unlagged is automatically applied to Quake Live iirc, which makes the leading quite a bit less prominent than in vanilla but it's still there. Best noticed on really high pings.

    The solution Unlagged can provide

    Unlagged is a server-side technique. A normal server only stores the current positions of all players. So the server forget where the enemy was when you shot at him.

    In Unlagged the positions of all players are stored over a short period of time on the server.

    When the server now receives your packet with the information that you shot at your enemy it can calculate, based on the knowlege about your ping, the position of your enemy back to the position where he stands when you fired at him. It can now see that you really hit him at the time when you pressed the fire-button and can give the enemy the damage he would get when you played with ping 0.

    Is Unlagged the right solution?

    The biggest problem nowadays is the ping that often does not allow fair games. Unlagged is a really good solution for people with low and high ping (altough it cannot compensate extremly high pings). But the player with the better ping will still have slightly better chances in a fight, because the packet that he wants to attack reaches the server earlier than the one from the high ping player.

    Unlagged cannot reduce the real ping to 0 and it will never be possible to really simulate a ping 0, but it is the way to go. It allows games between people with different pings and the game will be fair enough because everyone has the chance to hit where he actually fired.

    With Unlagged you have a chance to win against an equally skilled player. You won't lose only because it's to hard to hit your enemy.
    http://unlagged.com/
    Last edited by Pooky; October 3rd, 2011 at 10:32 PM.
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  5. #65

    Re: Anti-latency (server-side hit detection / correction)

    gg no read, more like gg I've never played vanilla Q3, and I've heard Live is a copy/paste and therefore it's easy to make assumptions.
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  6. #66

    Re: Anti-latency (server-side hit detection / correction)

    It's pretty similar, but I wouldn't call it a copy paste. There are a lot of assorted small changes. But that's beside the point. The fact is that as long as there's ping, there's always going to be some degree of leading on any game that uses server-side hit detection like Halo.
    Last edited by Pooky; October 3rd, 2011 at 11:00 PM.
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  7. #67

    Re: Anti-latency (server-side hit detection / correction)

    Quote Originally Posted by t3h m00kz View Post
    >people shouldn't be allowed to play what they want to play if they suck at it!!!

    I totally agree bro. Let's build up concentration camps and keep these fuckers out of the game.
    lol

    Quote Originally Posted by Donut View Post

    by the way, how do you think most people figured out you have to lead shots? it never even occurred to me until somebody told me.
    then you're dumb.
    shots aren't hitting? welp find out where the sweet spot is and learn 2 play

    the game is built the way it is. i mean modding the game is cool and all but i have no mods or anything when i'm playing and its still fun as fuck after all these years
    easiest fucking game too.



    e: LOVE THE LOBO
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  8. #68
    Tick Gate 2014 Donut's Avatar
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    Re: Anti-latency (server-side hit detection / correction)

    Quote Originally Posted by TPBlinD View Post
    then you're dumb.
    shots aren't hitting? welp find out where the sweet spot is and learn 2 play
    i typed up a paragraph response with some points outlined, stared at it for a few minutes, then i deleted it when realized nothing is going to change your mind when youre sporting an attitude like "all bad people gtfo".
    E: also done crapping up this thread.
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  9. #69
    +rep to cure coronavirus n00b1n8R's Avatar
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    Re: Anti-latency (server-side hit detection / correction)

    I'd just like to add that I quoted the wrong post and I've never had to consciously lead in quake live.
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  10. #70

    Re: Anti-latency (server-side hit detection / correction)

    damn it noobinator!!
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