- Sep 29, 2000
- 70,150
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Some years ago lucas arts came out with a game called Outlaws. This game was revolutionary in my mind because it was the first multiplayer game that you could enjoy over a dialup connection with decently high pings. Unlike all/most of the games before it (and so many since) if you fired on somebody on your screen it hit them. There was lag of course and sometimes you'd shoot somebody and their body would fall a half second later, but the game trusted the client and so even with high pings you were able to have a decent game.
Half-life when it started out used what most games have used in the past or still do which forces you to predict where a target will be. If your ping is 300 ms you have to fire at where you think the person will be in 300 ms. Pull the trigger and you get 300 ms lag. This sucks major ass. In time half life updated to their super netcode and it followed the same system as outlaws. Jedi Knight II has the same and I guess a bunch of other FPS games do now.
This is why I was shocked at how crappy the Q3 netcode was. You can streamline and minimize packetsize and frequency all you like but unless you trust the client for targeting your netcode sucks!
Yes I had to rant. Has carmack mentinoed anything for the next doom?
Half-life when it started out used what most games have used in the past or still do which forces you to predict where a target will be. If your ping is 300 ms you have to fire at where you think the person will be in 300 ms. Pull the trigger and you get 300 ms lag. This sucks major ass. In time half life updated to their super netcode and it followed the same system as outlaws. Jedi Knight II has the same and I guess a bunch of other FPS games do now.
This is why I was shocked at how crappy the Q3 netcode was. You can streamline and minimize packetsize and frequency all you like but unless you trust the client for targeting your netcode sucks!
Yes I had to rant. Has carmack mentinoed anything for the next doom?