TwentySeven has explained all this in various posts on the forum. A search might find some of them. One thing to watch for is server overload seen as yellow triangles in the upper part of the lagometer/netgraph. Watch for your green section to be smooth and adjust ut_timenudge +10 for every pixel the green is off by up to 50. Ut_timenudge only affects the client. There is a bug in Q3's clock that requires the server be rebooted every few days. Running high fps causes packet loss and lag but gamers insist on 200 fps. It is much better to lock max fps on 76. The hit detection (not the net code) is completely new due to the new models. The hit mesh matches the model's animations, too. There is so much more to this subject so search for TwentySeven's posts on it.
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Hit Detection Explained
#57
Posted 17 August 2006 - 06:49 AM
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Quote
My credentials?
None, I'm a noob
None, I'm a noob
LOL... been so long since I've seen you, people might actually believe that. For those that don't know, Mobab is one of those players I quietly cursed as a hacker whenever he owned my ass on a server.
BTW, I think there are some significant problems with the hit detection, whether simply internet related or multiple programmers modifying it and something getting lost in the translation... I'm glad to hear it's apparently been rewritten and hope it makes the game feel right.
I've been cursing at some people, myself lately.
I'll try bladekiller's guide. It's weird that you start to figure out who you're shooting at just by the way you are hitting/not hitting the guy. you don't even have to look at the name.
#59
Posted 18 August 2006 - 06:16 AM
I think hit detection, as it stands, is fine. I've had instances where I empty a whole PSG clip into a guys head at 75 meters and nothing. But I wasn't looking at my net connection so I can't just blame the hit code for it. Like it urks me when someone yells "camper!" or "lag!". Why should I care if your lagging?
But all this 3.8 talk has my clan and I back into the game. Can't wait to play it.
But all this 3.8 talk has my clan and I back into the game. Can't wait to play it.
#60
Posted 18 August 2006 - 09:41 AM
I've been hassling with hit detection problems for a long time. In LANs I have no problems. But on the Internet, don't laugh, the lower my ping (20-50) the worse the hit detection gets (I have a near perfect lagometer). When I play overseas (ping around 120-160)
I can hit so much better (even with SR8). I used to play with a fps fixed at 125 and it was impossible for me to play. Now set to
85 fps which is better but still have the above described problems. Go figure...
I can hit so much better (even with SR8). I used to play with a fps fixed at 125 and it was impossible for me to play. Now set to
85 fps which is better but still have the above described problems. Go figure...
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#61
Posted 18 August 2006 - 12:00 PM
Quote
I've been hassling with hit detection problems for a long time. In LANs I have no problems. But on the Internet, don't laugh, the lower my ping (20-50) the worse the hit detection gets (I have a near perfect lagometer). When I play overseas (ping around 120-160)
I can hit so much better (even with SR8). I used to play with a fps fixed at 125 and it was impossible for me to play. Now set to
85 fps which is better but still have the above described problems. Go figure...
I can hit so much better (even with SR8). I used to play with a fps fixed at 125 and it was impossible for me to play. Now set to
85 fps which is better but still have the above described problems. Go figure...
yea, that's one of the few things I noticed too. sometimes on 200-250 pings hitting is easier than on 100s or bit less. on up to 20-30 though no prob, even though that's rare to me. can't be certain though, it may happened by chance or some weird phychology was in effect
ps. hello there Mr Carmack, love your game engines
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