Hay The Sheep. LOL
Sorry for the late response and all thought I'm not an expert on net code I've talked to people who are a lot more smarter than I am in this area and the most consistent response is....
Shit Happens
So it's not hard to agree as to theory what might had happen the reality is that what actually happened is generally not seen as cause and effect as to what is considered "bad hits". There is no real definitive explanation as to what bad hits are beyond the generalization that it's a problem with the game that does not take into consideration of network play over the internet which "ALL Games" suffer from.
Just Google "bad hits in Fortnite" and the same issues in a 20 year old game are still current with the most current and cutting edge engine not because they can't get the net code right but more along the lines that has not fundamentally changed since forever as biased towards the needs and demands of on-line game play.
So as to what happens during actual game play loads on can be right or completely wrong as to what they "see" as to a result that already happened.
To help with understanding whats going on here is some simple math as to whats important.
Ping/2
That's the time frame of the round trip ping of how long it takes for the client to send a game packet to the "server" and what is returned to the client is the result as determined by the server as to what has "actually" happened. I call it the magic bullet effect as in if the player dives for cover but still gets shot in the had is because of the return delay from the server to update the clients.
Told to me as theory it's like the player is always playing in the past so at a ping of 48 you will never know what happened for another 24 ms.
That being said to become a better player there are lots of posting, called blogs these days, that explain in human terminology on what happens when you pull the trigger and improving is more of a case of increased your reaction time, as in drag racing rather than on-line FPS games as the pros know that their window of opportunity is ping/2 ;)
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Urt comeback ?
#22
Posted 18 May 2020 - 06:21 AM
OK so I figure I would do a bit of a look around for that doc on netcode basics but I found something better as to the common problems that "ALL" Internet base games face using visual aids.
This is the basics of server authorized net play.
This is the same server authorize set up that UrT 4.x uses but recorded at 250 FPS, twice the typical game play of 4.X, that clearly shows the issue of latency that can be masked creating the placebo effect or the impression that a given weapon is the cause for unique errors relating to that choice.
As referenced to that other topic on bad hits one needs to understand how data is propagated and hits evaluated of occurring and we have preformed many tests to ensure that no mater the latency and as to serve side authorization the server will ignore any packet arriving after a decision has been made.
UE4 is different in that a lot of the game play is based on client side authorization in an attempt to equalize the "to server" delay. Will this switch lead to a better experience? Only time will tell under practical game play and is more about what players are not saying as to the "bad hits" issue but the issue of hits not being evaluated was fixed as compare to the "known" issues in 4.1.
If your interested in how the net magic trick works check out his other video's
https://www.youtube....pvmm0-stL-pNFrw
The more you know how the machine works the more you can take advantage over something that the other players might not know. :D
This is the basics of server authorized net play.
This is the same server authorize set up that UrT 4.x uses but recorded at 250 FPS, twice the typical game play of 4.X, that clearly shows the issue of latency that can be masked creating the placebo effect or the impression that a given weapon is the cause for unique errors relating to that choice.
As referenced to that other topic on bad hits one needs to understand how data is propagated and hits evaluated of occurring and we have preformed many tests to ensure that no mater the latency and as to serve side authorization the server will ignore any packet arriving after a decision has been made.
UE4 is different in that a lot of the game play is based on client side authorization in an attempt to equalize the "to server" delay. Will this switch lead to a better experience? Only time will tell under practical game play and is more about what players are not saying as to the "bad hits" issue but the issue of hits not being evaluated was fixed as compare to the "known" issues in 4.1.
If your interested in how the net magic trick works check out his other video's
https://www.youtube....pvmm0-stL-pNFrw
The more you know how the machine works the more you can take advantage over something that the other players might not know. :D
doing "stuff" with dead things.
#23
Posted 26 July 2020 - 06:59 AM
m4nkeym0nkey, on 04 February 2020 - 09:18 PM, said:
I've been playing for years - 2.x and onwards. My skills have decreased over the years, but it doesn't matter really. If you like playing - just play :D I started on Chello and Aardvark servers in the day :)
There are servers out there that aren't all that with ratios etc - Monkey's Playground for one
I am running a lot of the old maps. I even converted some to play with the newest version. The only map I do not have in the cycle is Uptown (gasp! I know). At some point I will sort the bots on that map. They spawn inside and don't move from there. But I have Casa, Sliema, Turnpike, Docks etc.
Just go and play - don't worry about skill set etc - just have fun :) It's what it is all about anyway.
M
There are servers out there that aren't all that with ratios etc - Monkey's Playground for one
I am running a lot of the old maps. I even converted some to play with the newest version. The only map I do not have in the cycle is Uptown (gasp! I know). At some point I will sort the bots on that map. They spawn inside and don't move from there. But I have Casa, Sliema, Turnpike, Docks etc.
Just go and play - don't worry about skill set etc - just have fun :) It's what it is all about anyway.
M
Hi MM,
Lily did a fix for the bot issue in Uptown, you can get it here:
http://utfclan.net/m...wn_lilymod1.pk3
I asked their permission to use it and the said fine because it was not a Lily original
--G
#24
Posted 26 July 2020 - 04:25 PM
ge0rdie, on 26 July 2020 - 06:59 AM, said:
Hi MM,
Lily did a fix for the bot issue in Uptown, you can get it here:
http://utfclan.net/m...wn_lilymod1.pk3
I asked their permission to use it and the said fine because it was not a Lily original
--G
Lily did a fix for the bot issue in Uptown, you can get it here:
http://utfclan.net/m...wn_lilymod1.pk3
I asked their permission to use it and the said fine because it was not a Lily original
--G
Thanks for that :) I have actually fixed Uptown and it is now in my cycle lol.
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