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Hit Detection Explained Rate Topic: -----

#86 User is offline   Hybridesque (old) Icon

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Posted 23 August 2006 - 11:33 AM

Time for the glue factory, the dead horse has been beaten enough.

#87 User is offline   mitsubishi Icon

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Posted 23 August 2006 - 11:37 AM

hobbes pointed it out in reply #3 and most of the discussion from then isn't about 'autos being projectiles'.

I see no reason stopping the discussion.

even though it'll stop itself..

#88 User is offline   Woekele Icon

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Posted 23 August 2006 - 11:54 AM

Is it locked?

#89 User is offline   Frea]{ (old) Icon

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Posted 23 August 2006 - 11:55 AM

hmm no

#90 User is offline   Naked Assassin (old) Icon

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Posted 24 August 2006 - 05:04 PM

Quote

The point was unhit exists and you cant justify it with 'msn/irc usage'. Anyway 4k/s of IRC traffic on a 80k+ ADSL do not affect ping of bandwidth in a relevant way. For msn it's a bit different, more traffic, more CPU usage etc etc can surely make you loose hits but there are some demos around of top clans players firing 30 lr300 bullets and getting 0 hits during CWs and I dont think they were downloading pictures of their girlfriend via MSN :)


LIES LIES AND MORE LIES... no top clan player has a girlfriend!!!!!

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#91 User is offline   Dahood (old) Icon

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Posted 25 August 2006 - 10:25 AM

Mmmm, let me say, how old is now 3.7 ? As far as I remember, 2 years now, so starting from this point which is, I guess, the latest version/patch of ARIES, what did we have at this time in terms of server side and client side processors ? What were at this time, the average bandwith of all online players ?
As I remember, I had a G4/400+ATI rage 128+RTC when I started Urt, 1.28 precisely, later on, with the same machine, I got my first DSL connec just when 2.3 got released ( :-D ), today I got that dualie (see my sig), I have now more than 8 times the power I had years ago .
On the same engine (Q3 from 1999), still are problems with hitcode in 3.8, even with global power and bandwith raising .
So you're telling me that today, with all those dualcores, quad cores running around, a server side processor couldn't handle more than in 3.8 years ago (and today) ? Is that The Excuse for the hitcode ? The power of the machines  not able to manage bullets during so long time ?

You all know Moore's law, so that kind of explanation could not live very long .

#92 User is offline   Hybridesque (old) Icon

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Posted 25 August 2006 - 10:46 AM

How much of that power/resources is sucked up by other applications?

#93 User is offline   Dahood (old) Icon

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Posted 25 August 2006 - 01:35 PM

I can understand what do you mean hybridesque, again I'm on a mac so maybe that progress is not the same on a PC, but in my opinion, win and mac os are going the same, progress wise . So talking about me, I have not so much more processes running background, compared to some years ago, especially comparing OS9 vs OSX . I guess modern systems loads more processor, but it is quite a ridiculous amount, especially speaking about nix systems .

To be clearer, I think the case of Q3/URT is quite a very good exemple to see technical progress, as, expcept Urt code, the engine did not change .
So comparing the game versions is very easy, and comparing the progress, differences are much more "flagrant" (can't translate) .
That's why I'm wondering, IF the power consuming of rendering each bullets was so hard at this time, 2004, and now we have, let's say doubled the general power of the machines, is it not a good reason to try it now ? If not, I would say it is not a question of power, or I might forget something .

#94 User is offline   heptadragon (old) Icon

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Posted 25 August 2006 - 04:41 PM

It could be that as technology has progressed so much it's actually outstripping the Q3 engine.  I'm just guessing here, of course, but I've actually had more problems since getting my new computer than when I had my Barton 3200+ with 1GB of value RAM.  (I now have an AMD X2 3800+ OCed to 2.6Ghz with 2GB of high-performance RAM)  I actually had to install Q3 on a friend's computer and copy it to my computer over a LAN because the Q3 setup refused to install on my XP x64 PC.  I have also had numerous freezing/crashing issues when using the latest AMD processor driver and dual-core optimizer.  (I later discovered I could run the ioQuake installer, though I ran into similar problems with the driver and optimizer so I switched back to regular Q3.)  I don't know if this is indicative of possible problems with the hit detection, but it certainly illustrates that the new, powerful technology isn't always fully compatible with older software.

#95 User is offline   Dahood (old) Icon

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Posted 26 August 2006 - 04:46 PM

I think so, not knowing really how it works on PCs, that it is , more an application problem, 32vs64bit compatibility . There it is a special case heptadragon . I don't know enough your systems, can't tell more. Maybe there no Q3 engine for 64bits proc and compatibility mode doesn't work properly .

Lets say generally I'm talking about same platforms, the actual standard, x86/32bits comps . In this case which covers most of all comps in the world, general power has increased a lot, client and server side .

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