which antilag is "better"

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Drago
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which antilag is "better"

Post by Drago »

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
DG
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Post by DG »

Etpro antilag is still better.
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Ragnar_40k
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Post by Ragnar_40k »

A fast, reliable connection is the best antilag. 8)
But for all others I think ETPro antilag is more advanced.
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Sif=RoK=
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Post by Sif=RoK= »

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...
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Spoofeh
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Post by Spoofeh »

DG wrote:Etpro antilag is still better.
I'd like to know what parts of the ETPro antilag that wasn't included in the new etmain patch, if any. (I don't see why they would only include some of the fixes.)

Sif=RoK=, there's a new patch out that includes a lot of work done by the etpro team.
>>steven!
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Post by >>steven! »

yes i would like to know the differences.

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Post by GOD*Whiplash »

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DG
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Post by DG »

the impression i get is the patch ironed out some bugs in the etmain antilag, while etpro's antilag is altogether different code, based on an implementation of neil toronto's antilag code. or something.
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jinx
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Post by jinx »

Sif=RoK= wrote:ETpro antilag:
-Antilags headshots
v2.60_Readme wrote:Fixed Antilag (it was dependent on client fps, and headshots weren't delagged).

I think we just need to get some confirmation from someone that knows, not a bunch of opinions :P
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DG
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Post by DG »

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.
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ReyalP
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Post by ReyalP »

:?

"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.

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