that's kinda sexy. being able to toggle it off and on seems like a sweet idea.
Sorry for the lack of replies! I am not very active at the moment as I have other work to do. I still read the thread though.
Thanks so much for support and feedback!
As I have said, I am not extremely active :-( I really want to add support for vehicles next, as it seems like servers will not fill up as well unless they have vehicles.
- I would love to get more servers using this (or something *like* this), but I wanted to get this tested a bit more first (and maybe improve it).
- I didn't realise Halo PC was more popular. I should make it work with all versions I guess. It is open source of course.
- I don't know if this is incompatible with SAPP, but I guess if it is modified to work with all versions, it should work OK.
- I want to improve it. It still does not work with vehicles. I created a "no vehicles, snipers only" gametype for the NoLag server, which may explain why the number of players has dropped.
- I didn't actually realise grenades are not immediately thrown on the client (I usually play on low ping servers!). Can this be fixed? Would this have to be a client-side fix?
- I tried out sehe's SAPP version and it works really well. Of course, I had much better ping so perhaps the general idea of this fix is infeasible if you have e.g. 200+ ping. Either way, even if you do have 200 ping, it is at least *better*. I don't care who implements this fix, as long it gets adoption. And the idea is not original e.g. Valve has used it for years. I *do* like the idea of it being open source though (at least the section that of code that implements the fix or all offsets and the general idea being described in detail), so it can be discussed and improved. On the other hand, there are not that many active developers so perhaps it doesn't really matter.
- I love the idea of each client being able to adjust the latency compensation.
- On the other hand, I wish I knew where the extra latency was coming from. Your "ping" does not seem to reflect the actual delay between a "shot" and the "beep" hit sound. So what is the extra delay? How is ping calculated? Is there a mistake in the implementation? Does it have something to do with "cl_remote_player_action_queue*"? (Changing theses values seems like it can add a huge delay, but only after a lot of actions)
- Does the fix need to interpolate player positions between ticks?
showcase vid, if you want to add something visual to the OP
so far the mod's amazing. This is a SIGNIFICANT fix. I can see this becoming popular if it's marketed well, as it should. this ought to even out the inconsistencies between people with varying connections and pings.
Last edited by t3h m00kz; October 20th, 2012 at 08:16 PM.
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