MajorMullet
Senior member
- Jul 29, 2004
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Originally posted by: SwiftWind
Need to start maintaining a list of alternative games to play instead of BF2142. I'm a big CS:S fan, my friends recommend DoD:Source. What do you recommend?
P.S.
UT2k7 ships on 1/1/07
...They will never access files not directly related to the game and no personal data is collected (cookies, account login details, gameplay behavior, surfing history, or otherwise). The advertisement function only runs while BF2142 is running.
This is what got me:A unique ID number is assigned the first time a player joins an online game, which is then stored locally on the PC and not linked to any personal details. The in-game advertisement gathers what DICE refers to as ?impression data,? such as location of the billboard in the game or duration of advertisement impression. It allows the program to calculate how many people have seen the ad but not who has seen it.
Then why not even put ads in the game? If they didn't want to disturb the gamers gaming experience, why even put it in there for a chance of attention? That is BS. That's exactly what they're wanting to do: disturb the gaming the buyer will be doing and hope that what ever disturbs it will yield a purchase somewhere else. This is one of the main reasons why I myself am boycotting this game.All of this serves to clarify what exactly this ?spyware? accomplishes, but will it appease the player population, or will people still see this as an invasion of their privacy? As far as game immersion goes, according to Dice, the ads are consciously placed so as not to disturb the player?s overall gaming experience.
They "fit?" How do the ads from a current time period fit in a setting of the future?Ads fit the unique environment of each level in the game. At this time, DICE was unable to comment on the implementation of Chevrolet Battle Walkers or Coca Cola Sentry Guns.
Originally posted by: xtabi
No online game has better net code than ID Games.
Originally posted by: xtabi
I have played BF since BF42, Desart Combat, Vietnam, BF2, BF2 SF, BF2 AF. However, I started play FPS games back when Duke Nukem came out. And Quake World and then moved on to QII, Q3A.
No online game has better net code than ID Games. I love BF2 but the netcode is such crap that, until the resove the problems with it (not tomention all of the other bugs), will I buy another BF game.
With that said you can add me to the list. I refuse to buy a crappy game.
And with Quake Wars coming out soon I would much rather wait on it.
Originally posted by: BD2003
Originally posted by: xtabi
I have played BF since BF42, Desart Combat, Vietnam, BF2, BF2 SF, BF2 AF. However, I started play FPS games back when Duke Nukem came out. And Quake World and then moved on to QII, Q3A.
No online game has better net code than ID Games. I love BF2 but the netcode is such crap that, until the resove the problems with it (not tomention all of the other bugs), will I buy another BF game.
With that said you can add me to the list. I refuse to buy a crappy game.
And with Quake Wars coming out soon I would much rather wait on it.
id's netcode is very good, but my vote goes to valve's in the end.
I've been playing games since forever, and netcode in FPS games seems to come in three variations.
1) You click the button, and your weapon does appear to fire for a split second due to the lag. The way Unreal has done it. Its not a bad way...you can easily compensate for the lag cause its obvious how much youre lagging. If you've got a fast enough connection, it's barely noticible, unless youre sniping.
2) You click, your weapon fires immediately, and the shot goes out immediately. Unless you are lagging very bad, >100ms, it feels like playing on a LAN. How valve has been doing it ever since CS, and I dont think anyone would say CS had bad netcode. Call of duty works the same way as well.
3) You click the button, the weapon appears to fire immediately, but the shot doesn't go out until a split second later. The way quake and BF2 handles it. The difference between the two is hard to explain, but quake's has always felt more reliable and snappy, and you or anyone else never seem to jump around. Most quake weapons are also projectile weapons. But this is by far the worst way to deal with it, especially with hitscan weapons like guns. You cannot easily compensate for your lag. You'll swear youre sniping someone, but they're not getting tagged cause they've already moved - you think you fired...but you didnt. You can unload a whole clip in someones face, and if they have a lower ping than you, they could still easily kill you.
BF is the only game I've ever played where I'll get lag from just walking around, no matter how long my ping. It just jitters around. I've fallen off of staircases because of it. God forbid you get into a moving vehicle with someone who doesn't have a <10ms ping...it's all over the place.
Originally posted by: xtabi
Originally posted by: BD2003
Originally posted by: xtabi
I have played BF since BF42, Desart Combat, Vietnam, BF2, BF2 SF, BF2 AF. However, I started play FPS games back when Duke Nukem came out. And Quake World and then moved on to QII, Q3A.
No online game has better net code than ID Games. I love BF2 but the netcode is such crap that, until the resove the problems with it (not tomention all of the other bugs), will I buy another BF game.
With that said you can add me to the list. I refuse to buy a crappy game.
And with Quake Wars coming out soon I would much rather wait on it.
id's netcode is very good, but my vote goes to valve's in the end.
I've been playing games since forever, and netcode in FPS games seems to come in three variations.
1) You click the button, and your weapon does appear to fire for a split second due to the lag. The way Unreal has done it. Its not a bad way...you can easily compensate for the lag cause its obvious how much youre lagging. If you've got a fast enough connection, it's barely noticible, unless youre sniping.
2) You click, your weapon fires immediately, and the shot goes out immediately. Unless you are lagging very bad, >100ms, it feels like playing on a LAN. How valve has been doing it ever since CS, and I dont think anyone would say CS had bad netcode. Call of duty works the same way as well.
3) You click the button, the weapon appears to fire immediately, but the shot doesn't go out until a split second later. The way quake and BF2 handles it. The difference between the two is hard to explain, but quake's has always felt more reliable and snappy, and you or anyone else never seem to jump around. Most quake weapons are also projectile weapons. But this is by far the worst way to deal with it, especially with hitscan weapons like guns. You cannot easily compensate for your lag. You'll swear youre sniping someone, but they're not getting tagged cause they've already moved - you think you fired...but you didnt. You can unload a whole clip in someones face, and if they have a lower ping than you, they could still easily kill you.
BF is the only game I've ever played where I'll get lag from just walking around, no matter how long my ping. It just jitters around. I've fallen off of staircases because of it. God forbid you get into a moving vehicle with someone who doesn't have a <10ms ping...it's all over the place.
I think you must have your games mixed up because no one who has ever played a Quake game on-line, that I can recall, has ever complained about anything dealing with the netcode. You can pull up review after review and you would be hard pressed to find anything other than them stating it is the level at which all online games should be measured for the way ID (Carmack) wrote the netcode.
CS is good, but very clumsy feeling compaired to QIII. Just jumping on boxes is not even the same smooth feeling.
Originally posted by: BD2003
Originally posted by: xtabi
Originally posted by: BD2003
Originally posted by: xtabi
I have played BF since BF42, Desart Combat, Vietnam, BF2, BF2 SF, BF2 AF. However, I started play FPS games back when Duke Nukem came out. And Quake World and then moved on to QII, Q3A.
No online game has better net code than ID Games. I love BF2 but the netcode is such crap that, until the resove the problems with it (not tomention all of the other bugs), will I buy another BF game.
With that said you can add me to the list. I refuse to buy a crappy game.
And with Quake Wars coming out soon I would much rather wait on it.
id's netcode is very good, but my vote goes to valve's in the end.
I've been playing games since forever, and netcode in FPS games seems to come in three variations.
1) You click the button, and your weapon does appear to fire for a split second due to the lag. The way Unreal has done it. Its not a bad way...you can easily compensate for the lag cause its obvious how much youre lagging. If you've got a fast enough connection, it's barely noticible, unless youre sniping.
2) You click, your weapon fires immediately, and the shot goes out immediately. Unless you are lagging very bad, >100ms, it feels like playing on a LAN. How valve has been doing it ever since CS, and I dont think anyone would say CS had bad netcode. Call of duty works the same way as well.
3) You click the button, the weapon appears to fire immediately, but the shot doesn't go out until a split second later. The way quake and BF2 handles it. The difference between the two is hard to explain, but quake's has always felt more reliable and snappy, and you or anyone else never seem to jump around. Most quake weapons are also projectile weapons. But this is by far the worst way to deal with it, especially with hitscan weapons like guns. You cannot easily compensate for your lag. You'll swear youre sniping someone, but they're not getting tagged cause they've already moved - you think you fired...but you didnt. You can unload a whole clip in someones face, and if they have a lower ping than you, they could still easily kill you.
BF is the only game I've ever played where I'll get lag from just walking around, no matter how long my ping. It just jitters around. I've fallen off of staircases because of it. God forbid you get into a moving vehicle with someone who doesn't have a <10ms ping...it's all over the place.
I think you must have your games mixed up because no one who has ever played a Quake game on-line, that I can recall, has ever complained about anything dealing with the netcode. You can pull up review after review and you would be hard pressed to find anything other than them stating it is the level at which all online games should be measured for the way ID (Carmack) wrote the netcode.
CS is good, but very clumsy feeling compaired to QIII. Just jumping on boxes is not even the same smooth feeling.
I'm far from complaining about Q3's netcode. I think it's excellent, and a standard by which others should be judged. The prediction and movement is 100%. The disconnect between your weapon firing and the shot going out is rarely a problem for id games, because they are either projectiles (rockets, nails, lightning) that you can clearly see. Although it has changed over time, because IIRC, quake 2 and 1 were more similar to UT - you click, it fires later. It is taking your lag into account, and making no exceptions for HPBs. It's fair because everyone is playing by the same rules, for better or for worse.
CS fails a little bit when interacting with other players. In a sense, it's taking a shortcut. It's basically saying regardless of your connection, if you aim at someone and fire, you should hit them....up to a point. And because of that shortcut, things get a little weird every now and then. You'll have backed off behind a wall, but you might still die a split second later. Collisions between players and the environment get a little weird. Its fair because everyone is essentially on the same playing field, sometimes you benefit, sometimes you dont.
Both are more than playable, and with broadband, it's a non issue. But when not even a 25 ping can get you smooth play, as in 2142, you know there's a SERIOUS problem.
Originally posted by: BD2003
Originally posted by: xtabi
I have played BF since BF42, Desart Combat, Vietnam, BF2, BF2 SF, BF2 AF. However, I started play FPS games back when Duke Nukem came out. And Quake World and then moved on to QII, Q3A.
No online game has better net code than ID Games. I love BF2 but the netcode is such crap that, until the resove the problems with it (not tomention all of the other bugs), will I buy another BF game.
With that said you can add me to the list. I refuse to buy a crappy game.
And with Quake Wars coming out soon I would much rather wait on it.
id's netcode is very good, but my vote goes to valve's in the end.
I've been playing games since forever, and netcode in FPS games seems to come in three variations.
1) You click the button, and your weapon does appear to fire for a split second due to the lag. The way Unreal has done it. Its not a bad way...you can easily compensate for the lag cause its obvious how much youre lagging. If you've got a fast enough connection, it's barely noticible, unless youre sniping.
2) You click, your weapon fires immediately, and the shot goes out immediately. Unless you are lagging very bad, >100ms, it feels like playing on a LAN. How valve has been doing it ever since CS, and I dont think anyone would say CS had bad netcode. Call of duty works the same way as well.
3) You click the button, the weapon appears to fire immediately, but the shot doesn't go out until a split second later. The way quake and BF2 handles it. The difference between the two is hard to explain, but quake's has always felt more reliable and snappy, and you or anyone else never seem to jump around. Most quake weapons are also projectile weapons. But this is by far the worst way to deal with it, especially with hitscan weapons like guns. You cannot easily compensate for your lag. You'll swear youre sniping someone, but they're not getting tagged cause they've already moved - you think you fired...but you didnt. You can unload a whole clip in someones face, and if they have a lower ping than you, they could still easily kill you.
BF is the only game I've ever played where I'll get lag from just walking around, no matter how long my ping. It just jitters around. I've fallen off of staircases because of it. God forbid you get into a moving vehicle with someone who doesn't have a <10ms ping...it's all over the place.
mmm, couple things:
First, Valves Half-Life and CS netcode was written by idSoftware. It is taken from Quake 1 (not q2 as some often think because hl came out after q2).
Given that, I question your other observations regarding #2 and #3 you mentioned.
If someone uses netcode that allows you to fire immediately under lag then they are doing client-side hit calculations. This will always be fast no matter what the latency, however idSoftware (and most everyone I thought) never use this because it allows cheating..easily!
Let's say a player shoots at a target at client time 10.5. The firing information is packed into a user command and sent to the server. While the packet is on its way through the network, the server continues to simulate the world, and the target might have moved to a different position. The user commands arrives at server time 10.6 and the server wouldn't detect the hit, even though the player has aimed exactly at the target. This error is corrected by the server-side lag compensation (sv_unlag 1)
The lag compensation system keeps a history of all recent player positions for a time span of about one second (can be changed with sv_maxunlag). If a user command is executed, the server estimates at what time the command was created. This command execution time is calculated as followed:
Command Execution Time = Current Server Time - Client Latency - Client View Interpolation
Then the server moves all other players back to where they were at the command execution time. The user command is executed and the hit is detected correctly.
The question arises, why is hit detection so complicated on the server? Doing the back tracking of player positions and dealing with precision errors while hit detection could be done client-side way easier and with pixel precision. The client would just tell the server with a "hit" message what player has been hit and where. We can't allow that simply because a game server can't trust the clients on such important decisions. Even if the client is "clean" and protected by VAC (Valve-Anti-Cheat), the packets could be still modified on a 3rd machine while routed to the game server. These "cheat proxies" could inject "hit" messages into the network packet without being detected by VAC (a "man-in-the-middle" attack).
Network latencies and lag compensation can creates paradoxes that seem illogical compared to the real world. For example, you can be hit by an attacker you can't even see anymore because you already took cover. What happened is that the server moved your player hitboxes back in time, where you were still exposed to your attacker. This inconsistency problem can't be solved in general because of the relative slow packet speeds
Originally posted by: Capt Caveman
G4's take on the ads - The Loop
Originally posted by: Capt Caveman
G4's take on the ads - The Loop