Frankie V, on 20 January 2018 - 08:31 PM, said:
A bit of interesting info though is Urban Terror 4.X is still and will always be a mod of a game called Quake 3 and based on the terms and conditions of the EULA UrT HAS to be backwards compatible under idtech3 as to the selection of the game engine and the supplied game code.
What this means is the end user is not required to use the engine that FS provides and only does so as a means of convenience as to ease of installation and the end user does not have to run around looking for a preferred engine. If one wants to try a different engine then they are free to do so but FS has a responsibility to ensure a level playing field so playing around with netcode is a rather touchy area.
The requirement of the two raises an interesting question in that FS is at the very least responsible for fixing critical bugs as far as the game code goes but as far as the engine goes how far should FS go as far as official bug fixes and patch work?
Top of the list is to patch exploits and bottom of the list is updates that would be assumed to be an improvement and so called improvements like netcode is on the bottom of the list as the one time such an "improvement" was made the result was a disaster.
The main issue was not so much a client problem as it was a server issue of individuals running a server on a home brew server of less than ideal specifications and worst running on a single box that they do their day to day work on.
A good example as to proving this issue is Barbie use to run a temp server on his home box and ever time he would compile some code work the average ping of 250 would jump to 999.
Soooo
The main issue is not one of a bonked netcode but one of stability of the specification of an unknown server.
the improvement was real and tangible it was not disastrous its just that 80 fracking percent of the player base has the equivalent of 2003 DSL with god knows what routing and trying to play on servers 2000 miles from there region, anybody that was playing and had decent locations left could't tolerate the laggotry bs any longer
and Quake 3 really doesn't care what it runs on so long as its got access to a cpu core and a gig of ram the big thing is routing and connection quality low disk io helps,ssds are always good noisy boxes with lots of other process's can cause hitching in extreme cases but thats rare on modern minimal linux install, I know 5 dollar a month vps that will run a 16 slot server without a issue and they are as far down the ladder as you are gonna go short of spinning up a box in your basement (which is perfectly ok if you got a good fiber connection)
I do not know where you are pulling this line about people running servers on there home machines (I can't think of one active server thats hosted in such a manner) its a terrible idea but IS NOT the issue the issue is you can't have it both ways you can't have a good experience for people with craptacular connections and keep it fair for the people that don't objectively the people that don't loose 25% of there packets should not be getting the short end this goes for both idtech 3 and Unreal engine 4, you need a example go play fortnight epics own inhouse game on there engine and its tolerance for crap connections is non existent
I am not even going to touch the whole licensing can of worms,BUT
furthermore this patch is backwards compatible with generic quake 3,so is keeping the cvar unlocked and while I agree this particular fix is not ready to go live the
sv_fps was fine it should have never have been reverted, it should have been up to the server admin to decide what experience they wanted , no other mod meddles in that aspect so hard FS seems to having a pension for thinking they know whats best and history have proven time and time again you get it wrong more then you get it right
its been explained why the engine behaves the way it does it does not tolerate packet loss at any speed. THE ONLY CHANGE FOR THE PLAYER AT 20 Vs 60 snaps was that instend of everybody else suffering though YOUR poor connection YOU where made to suffer, new that was going to happen before it ever went live the faster you run it the more it shifts the `blame` on the client because the client is as fault and unable to keep up and keep the server informed
you got the negative reaction because tons of people got a reality check, nothing was broken it did exactly what it was supposed todo, other Q3 games run the same config Call of duty the biggest fps franchise on the planet up to a few versions ago ran idtech 3 at 120 snaps and lets totally ignore that every other ioquake3 game has ZERO issue running at whatever sv_fps it dam well pleases and you get the same side effect on ANY of those games when clients can't keep up you get jitter and super grainy feeling movement because the server is having to extrapolate because the client isn't feeding it what it needs
ill admit I have a bit of a bone to pick with you. you come in here talking like some kind of expert on it.thats how you sound but you don't you haven't dug though the bowls of this engine all you know is what you are told, you aren't a programer amature or otherwise
idtech3 its old its quirky its frankly a pain in the ass most days. but the netcode its KISS incarnate it does what its told however fast its told todo it it does it well when the clients are not connecting from cambodia to east coast us
all I am saying is let the players decide what experience they want, you said you where done with q3-urt fine so be it be done with it let the players and the people that keep haunting you for 15 years take care of it we got dis its ez gg if I want to have a 5v5 with my friends at 120 snaps then I should be-able todo so without needing to write convoluted client hacks or send people pk3s with the needed fixes by all means focus 100% on UT5 have at it I have no interest in playing urt under the unreal engine, neither does anybody I know
This post has been edited by Makeurtgreatagain: 21 January 2018 - 03:48 AM