by AnArKiSt » Wed Oct 07, 2009 3:18 am
I'm not sure how antilag works in Nexuiz, but it usually works like this:
A player points a nex at another player and presses the fire button.
The shooter's client sends a packet to the server which contains an instruction to fire the weapon. However, the packet requires time to reach the server; and during that time, the player being shot at could have moved out of the way, making the shot miss when the packet arrives, when it would have hit if there was less lag.
Antilag remembers players' positions for a short time even after they move, and uses a mathematical formula to predict the time when the "fire weapon" packet was sent. The server compares the predicted time that the packet was sent with the times and player positions it recorded previously to determine if the nex shot hit.
If the shooter's crosshair was on the victim at the time the "fire" packet was sent, then the victim should be shot even if the victim moved out of the shot's path before the packet was received.
Antilag is not perfect, but it has really improved for Nexuiz 2.5.2.
My will be done.