Confusion powered by AntiLag™ (or the new netcode?)

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Confusion powered by AntiLag™ (or the new netcode?)

Postby Urmel » Sun Jun 17, 2007 5:11 pm

I noticed that with the current update I have some trouble, especially when playing myself with a ping around 30 or less and my opponents with 70 - 100. I get hit by Mortar grenades I don't see, I see Nexgun beams after I got killed by them, and in dogfights I lose track of my enemies. And it seems to me that my enemies sometimes are not exactly where I see them. Either my aiming skills got extremely bad, or something else has gone wrong.

Do any others experience similar problems?
uncomfortable
random
mean
embarrassing
limited
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Postby tChr » Sun Jun 17, 2007 5:14 pm

ogyes..

especcially the aiming. mine is gth
the spice extend life!
the spice expand conciousness!
the spice is vital to space travel!
sooooo.. tell me what you want, waht you really-really want
I will proceed directly to the intravenous injection of hard drugs, please.
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Postby Altobe » Sun Jun 17, 2007 6:45 pm

I too have all of the problems that you described. Alos when a player is in my field of view and starts to move out of sight, instead of smoothly moving away they just sort of disappear. This is only the side to side movement or what I would call my peripheral vision
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Postby divVerent » Sun Jun 17, 2007 10:57 pm

Urmel's problem is caused by players sometimes shown at an outdated position - 2.3 now enforces the bandwidth limit set by rate and sv_maxrate, due to a bug, this limiting wasn't enforced in previous versions. This now causes choppy movement when before the limit was exceeded. By default it's 10k per player both on client and server, so increasing it locally won't help, however, the RBI servers run at sv_maxrate 25000, so you can try up to "rate 25000" and check if it gets better by that.

Altobe's problem is probably caused by lag, zigzag movement by Altobe and the wallhack prevention - the wallhack prevention basically causes stuff the player can't see not to be sent to the client, however, the client has another camera position that the player thinks due to client-side movement (cl_movement). The problem is reduced by checking two player locations - the one on the server, and the one after a ping time * velocity (that is, the right one if the player would move in a straight line). But when moving in an unpredictable way - and good players do that - the trick won't help and it is just as bad as when only using the current position. As a workaround, if your ping is low, try "cl_movement 0".
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Postby WH173Ru5Tty » Mon Jun 18, 2007 3:41 am

So, they even messed up the netcode from before? Crappy netcode pisses me off more than anything.
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Postby TVR » Mon Jun 18, 2007 5:34 am

This isn't caused by crappy netcode, I would actually label this as an improvement [considering how it benefits the high pingers...];
The only changes were increasing prediction to deal with packet loss, high ping, and other connection issues;
this has a side effect when combined with cl_movement, when the client updates with the server, it changes the location to match with the client,
this coupled with the current server prediction causes players to jump from the server predicted location, to the actual location on the client IIRC.
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Postby GreEn`mArine » Mon Jun 18, 2007 5:37 am

ban mike pls kthxbye
IRC quote:
[kojn] I've been coming a bit more recently
[kojn] she took it the dirty way
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Postby wanderer » Mon Jun 18, 2007 7:30 am

Hi,

Since 2.3 I sometimes experience a lag problem I havent had before. I can play game after game perfectly with a lot of players on the same server and then suddenly mid game everybody on the server experiences extreme lag, This continues to the end of the game and then when the next game starts everything is fine again. Two things are new for me:

All the players experience this lag
It lasts the whole game and only that game
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Postby Altobe » Mon Jun 18, 2007 8:30 am

Well I guess that's the end of this thread! :P
Edit, Sorry I got you confused with nightmare :oops:
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Postby esteel » Thu Jun 21, 2007 2:18 pm

Well in the current development version we have raised the rate limit.. we really think that this causes all the problems. Till we provide a new version server admins should raise sv_maxrate to 20000 and players should raise rate to 20000 too. The server has the most control in this, the client can just limit it further (in case he has a slow connection) so we really need to change both for this to work.

Maybe the players with problems can tell us which servers they mostly use so we can ask the admins to raise sv_maxrate so you can test this..

BTW the [RBI] and Greens .de servers have a raised rate limit already..
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