which antilag is "better"
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which antilag is "better"
hi
i would like to know where the diffrence is between ETPro Antilag and the new ETMain Antilag that comes with the new Patch.
Thanks,
drago
i would like to know where the diffrence is between ETPro Antilag and the new ETMain Antilag that comes with the new Patch.
Thanks,
drago
- Ragnar_40k
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ETpro anti lag is better than ETmain (and no antilag).
You can search the forums or check the readme's somewhere, but im summary...
ETpro antilag:
-Antilags 800ms of time
-Antilags the delay inherent in the engine.. (avoids the infamouse 50ms delay from q3 engine games..)
-Antilags all instant hit weapons..
-Antilags headshots
-Doesnt use dodgy code to avoid people being hit around corners.
Etmain antilag:
-Basically does the opposite of the above.., so its really dodgy
-Only antilags 10 frames or something..
I cant see why you wouldnt use ETpro anti lag, since even if you have a stable connection it anti lags the natural 50ms delay...
You can search the forums or check the readme's somewhere, but im summary...
ETpro antilag:
-Antilags 800ms of time
-Antilags the delay inherent in the engine.. (avoids the infamouse 50ms delay from q3 engine games..)
-Antilags all instant hit weapons..
-Antilags headshots
-Doesnt use dodgy code to avoid people being hit around corners.
Etmain antilag:
-Basically does the opposite of the above.., so its really dodgy
-Only antilags 10 frames or something..
I cant see why you wouldnt use ETpro anti lag, since even if you have a stable connection it anti lags the natural 50ms delay...
- GOD*Whiplash
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if you want detail on the two antilags, search here and splashdamage forums, both have been covered in reasonable-enough depth by the etpro devs.
the patch hasnt really changed anything on the topic, bar fixing some bugs with etmain's antilag - most notably headshots. The methods to "antilag" are still basically the same as they were and are still significantly different to each other.
the patch hasnt really changed anything on the topic, bar fixing some bugs with etmain's antilag - most notably headshots. The methods to "antilag" are still basically the same as they were and are still significantly different to each other.
"Fixed Antilag (it was dependent on client fps, and headshots weren't delagged)."
Making it not dependant on client FPS implies using unlagged 2 (etpro) style antilag. Headshots not being delagged simply isn't true. Even the original etmain antilag delagged headshots, as much as it delagged anything, (this was a case of one bug cancelling out another, but that is beside the point). Assuming the etpro devs are not insane, they simply scrapped etmain antilag and used the unlagged 2 style.
In any case, all this speculation is rather pointless, as long as it works. In my experience, it works quite well.
What the update doesn't do is b_realhead.
send lawyers, guns and money