bani masterbate yourself insthead modify et pro

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Dersaidin
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Post by Dersaidin »

I praise etpro hit detection as the best ever.

/me praises
sponge
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Post by sponge »

ET needs more lens flares.
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Fusen
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Post by Fusen »

ET needs more cowbell
Not all things are true :(
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antman
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Post by antman »

Fusen wrote:ET needs more cowbell
indeed, I have a fever and the only prescription is to have more cowbell :wink:
Prometheus swept down from the heavens bringing the gift of fire.
Wrong move.

antman's etpro stuff
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WeblionX
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Post by WeblionX »

Got any old idtech3 tutorials you made or saved? Send them my way.
MorsTua
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Post by MorsTua »

i still see alot of people bothering for the antilag ...
and this is a fact not a personal opinion
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zinx
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Post by zinx »

MorsTua wrote:i still see alot of people bothering for the antilag ...
and this is a fact not a personal opinion
I suspect what you may be seeing is people with unstable connections complaining about the antiwarp, but I don't even see much of that here. Maybe it's just your little clique that cares.
Zinx Verituse http://zinx.xmms.org/
Xeon_vl
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Post by Xeon_vl »

There's a lot of whine about the net settings, like cl_maxpackets < 100 making you 'warp' and 'unhittable', mostly because you will just create yourself a better ping. And i believe there have been a lot of topics/journals/news topics/articles/collumns on any site/forum about it so far.
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ouroboro
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Post by ouroboro »

But do you have any evidence that the increased ping you see at higher packet values is real? I've heard that it is most likely not an accurate representation.

As long as a player sends >=20 packets they should be perfectly smooth and hittable, because the server only updates player positions 20 times per second anyway. When they don't, b_antiwarp will help keep things smooth.

P.S. ETPro needs "realping"!
Please direct all gameplay-changing feature requests here.
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deej
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Post by deej »

ouroboro wrote:P.S. ETPro needs "realping"!
ETTV already has that - but it's not quite correct all the time.
Our servers now run on 64 bit steroids. Point your ET to:
- Forgotten Ground StopWatch Server with occasional wolfrof 1
- Fraggle Rock ETPub Server - Mix up ET/UT & Duke Nukem
Xeon_vl
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Post by Xeon_vl »

ouroboro wrote:But do you have any evidence that the increased ping you see at higher packet values is real? I've heard that it is most likely not an accurate representation.

As long as a player sends >=20 packets they should be perfectly smooth and hittable, because the server only updates player positions 20 times per second anyway. When they don't, b_antiwarp will help keep things smooth.

P.S. ETPro needs "realping"!
well on whatever which server i go , even if its etmain/etpub/etpro/whatever else, a higher maxpackets makes my ping move a bit up. It can be like + 10 ping on good servers, to extremely +50 (mostly when ping is already just high when i connect). For others i notice the same. When hole server lags completely i sometimes ask to go a bit less packets, and it generally improves the situation.
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zinx
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Post by zinx »

Xeon_vl wrote:well on whatever which server i go , even if its etmain/etpub/etpro/whatever else, a higher maxpackets makes my ping move a bit up. It can be like + 10 ping on good servers, to extremely +50 (mostly when ping is already just high when i connect). For others i notice the same. When hole server lags completely i sometimes ask to go a bit less packets, and it generally improves the situation.
cl_maxpackets controls the maximum amount of packets the clients send the server, so if there are enough players sending flooding the server with full 100fps worth of packets (maxpackets 100, with a framerate >= 100), this isn't surprising.

Ping increase may be a side-effect of how the ping is calculated though - if you send later in the server frame, you get "higher" ping, even if you sent packets earlier that frame too. If you're sending more packets, you're likely to hit closer to the end of the frame.
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MorsTua
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Post by MorsTua »

about the evidences the answer is yes, i have evidences about what i say.

try yourself and see what happens when u put snaps 20 and 40

with 20 ping and lag >
with 40 ping and lag <


cl_maxpackets <100 = more lag
rate <18000 = more lag

and if u think that they dont make any difference,well from my 6 years in wolf and 2 in et, i can say you are wrong or just a noob.
------------

Anothe thing, etpro hitboxes SUCK! and THIS DEMO made yesterday night, proof it..

And now, try to deny what i said.
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wipeout
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Post by wipeout »

MorsTua wrote:try yourself and see what happens when u put snaps 20 and 40

with 20 ping and lag >
with 40 ping and lag <
With sv_fps 20 the server will send 20 snapshots in either case.
MorsTua wrote:cl_maxpackets <100 = more lag
rate <18000 = more lag
cl_maxpackets is fps dependent. So saying "<100 = more lag" is a pretty stupid statement as you don't know how many packets someone really sends.
With the server creating 20 snapshots/s, 20+ packet/s by the client should be perfectly fine.
Too low rate will only make "your world" lag.


When will he be reunited with his long lost brother LilleBror? :roll:
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deej
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Post by deej »

MorsTua wrote:and if u think that they dont make any difference,well from my 6 years in wolf and 2 in et, i can say you are wrong or just a noob.
------------

Anothe thing, etpro hitboxes SUCK! and THIS DEMO made yesterday night, proof it..

And now, try to deny what i said.
I deny what you say with my 6 years in Wolf and 3 years in ET.
Our servers now run on 64 bit steroids. Point your ET to:
- Forgotten Ground StopWatch Server with occasional wolfrof 1
- Fraggle Rock ETPub Server - Mix up ET/UT & Duke Nukem
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