ensiform Posted July 22, 2005 Author Posted July 22, 2005 Originally posted by Wudan From what I understand of 'unlag' is that it only affects hit-trace weapons, whick JK2 or JKA does not have, cept for perhaps the disruptor. What benefits are you hoping to reap here? unlagged does do some missile stuff also. and it fixes lag stuff. (ie: q3 has a built in ping of 50ms; not sure what jka's is) Here's the Unlagged FAQ: http://www.planetquake.com/alternatefire/unlagged_faq.html
razorace Posted July 22, 2005 Posted July 22, 2005 JKA has the same 50 ms built in lag due to the server fps.
ensiform Posted August 13, 2005 Author Posted August 13, 2005 we almost got it working. i still need to finish up cg_unlagged.c though for the jka hitscan weapons (disruptor/conc alt)
Tinny Posted August 15, 2005 Posted August 15, 2005 Do you find an improvement on how it handles player movement and stuff in low pings?
ensiform Posted August 15, 2005 Author Posted August 15, 2005 hmm? higher pinged players should be improved...
ensiform Posted August 17, 2005 Author Posted August 17, 2005 http://www.planetquake.com/alternatefire/unlagged_faq.html heh does this answer any of your questions?
Tinny Posted August 18, 2005 Posted August 18, 2005 Um, i was wondering how it worked with high pings when implemented in the JA code, do you feel like 80 ms worth of ping were shaved off like the author says it does in quake 3?
Tido Posted June 26, 2007 Posted June 26, 2007 I'm curious if this can really work for JKA. Both for guns and sabers. Has anyone tested? Is there a proof of concept anywhere?
Tinny Posted June 27, 2007 Posted June 27, 2007 I'm curious if this can really work for JKA. Both for guns and sabers. Has anyone tested? Is there a proof of concept anywhere? I'm not sure its going to improve sabers so much as it does instant weapons like the tenloss and concussion rifle and predictable missiles like all the non homing ones.
ensiform Posted June 28, 2007 Author Posted June 28, 2007 I've actually moved away from implementing the original Unlagged and moved towards more of an Enemy Territory approach with Antilag with some aspects of Unlagged attached. As well as the now released ETPro mod's "antiwarp" code. Basically I've left this: "True Ping" "Skip Correction" "cg_optimizedPrediction" What's different: Skip Correction Code Functions follow a different naming scheme and such. Tweaked some items stored with position. Most of the debugging stuff is gone not able to be active by default. Removed all of the rest of the cgame unlagged code except the bounding boxes though I don't think they are even correct. Technically everyone should be using capsules for player tracing anyway... Antiwarp The missile code tweaks on server are gone Box: Rectangle Capsule: Basically a cylinder with a hemisphere stuck to each end of it. G2: Special code but I dunno that I really like it all that much being that we don't get a whole lot of control over it.
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