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Old 07-12-2005, 05:03 PM   #1
ensiform
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Unlagged

Seeing as the last thread about lag and unlagged mod stuff was removed when the database got reverted to an old one, i might as well start another thread.

I have started porting unlagged into RS and so far im done with server-side except stuff in g_weapons and i need to do client side stuff which im about to do now and the weapons im gonna hold off till i figure out what the differences really are that i will need to use.


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Old 07-12-2005, 06:47 PM   #2
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Let us know how it turns out. I'm not sure how much it would help with almost all of the weapons being missile based.


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Old 07-12-2005, 06:47 PM   #3
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http://img350.echo.cx/img350/6830/20...711ctf42mh.jpg
http://img350.imageshack.us/img350/8...148ctf45ex.jpg


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Old 07-12-2005, 06:51 PM   #4
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i got something weird though... the altfire is acting like normal fire for the thermal detonators and they dont bounce.

and i also get a random crash it seems also. so when i get these issues figured out i will let ya know, other than that, most of the normal unlagged functions seem to work, true ping, the lagometer always shows if cg_lagometer is set to 1.


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Old 07-12-2005, 10:48 PM   #5
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What's the cube around Dooku for? Bounding Box representation?


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Old 07-13-2005, 05:42 PM   #6
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yes. cg_drawBBox 1.


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Old 07-13-2005, 05:59 PM   #7
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Oh, the cg version. I only ever use the server side ones.


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Old 07-13-2005, 06:32 PM   #8
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heh yes unlagged is a client optional mod.. not required but it is a good thing to have when unlagged... cg_drawBBox is a cheat btw.

oh and i think i found what was causing the bug, im thinking the game doesnt like someone using those bit thingies on jka's weapons since its split into 4 sections like jka is.

Edit: yes the crash now appears fixed, i had forgot a few com_bit<clear|check|set> things in the weapon code and they were causing it and i guess i didnt let those parts run long enough for them to be affected. but i still gotta figure out wtf is up with the thermal detonators... :X


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Old 07-13-2005, 10:00 PM   #9
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Maybe the EV_BOUNC_MISSILE isn't working properly? Did you try alt fire of golan to see if those bounc ok? Really glad to see you working on this bro, I was planning to work on this later this summer.


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Old 07-14-2005, 12:44 PM   #10
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golan altFire works just fine...


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Old 07-14-2005, 05:05 PM   #11
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I'm a bit confused about this problem with the Thermals. You say the altfire isn't bouncing, but alt fire is not supposed to bounce. Do you mean that they just stick where they land until the timer runs down?
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Old 07-14-2005, 05:51 PM   #12
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normal does not bounce either, and altfire just acts like it is normal fire does (not detonate immediately)


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Old 07-15-2005, 04:20 PM   #13
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for u who dont get what i mean...

http://home.ripway.com/2005-1/240065...6-05-50-81.mpg


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Old 07-15-2005, 07:40 PM   #14
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BTW, you can normally get better recording performance out of fraps if you record a demo using the internal demo recorder and then using fraqs on the demo.


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Old 07-15-2005, 10:21 PM   #15
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i hate using /record and i cba to use avidemo.


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Old 07-16-2005, 12:09 PM   #16
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*shrug* well, right now your videos are pretty jerky.


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Old 07-17-2005, 01:07 AM   #17
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ugh... it appears a dropped saber is somehow affected too.. they bounce but the height increases after every bounce...


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Old 07-17-2005, 12:28 PM   #18
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that's not so good. Are you maybe not restoring the trBase after doing the unlag move?


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Old 07-17-2005, 04:21 PM   #19
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not sure... where would that be ?


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Old 07-17-2005, 05:11 PM   #20
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Well, I assume that Unlagging is using the physics system to "roll back" the gameworld.

The ->s.pos (for position) & ->s.apos (for angles) stores all the data used for that updating. If Unlag alters this state and doesn't restore it, the objects will all be out of sync. In your case, it means that the missile objects a desynced just enough that they don't bounce.

*just a guess*


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Old 07-19-2005, 07:34 PM   #21
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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?


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Old 07-19-2005, 08:19 PM   #22
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And concussion rifle . On top of the insta hit weapons, it also helps the client side interplorate (or was it exterplorate ) better so that the client sees things much more smoothly even with some lag.


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Old 07-19-2005, 10:09 PM   #23
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It'd be 'interpolate' - basically ... smooth things out.


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Old 07-20-2005, 07:42 PM   #24
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anyone fix this? or do i actually have to go pownage on this
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Old 07-20-2005, 10:07 PM   #25
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Hey Stubert, how come the compiler optimization is kept under wraps?


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Old 07-21-2005, 09:01 PM   #26
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Quote:
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/alternate...agged_faq.html


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Old 07-21-2005, 09:28 PM   #27
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JKA has the same 50 ms built in lag due to the server fps.


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Old 08-09-2005, 11:07 AM   #28
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god damn this is confusing =x
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Old 08-13-2005, 01:56 AM   #29
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we almost got it working.

i still need to finish up cg_unlagged.c though for the jka hitscan weapons (disruptor/conc alt)


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Old 08-15-2005, 02:02 PM   #30
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Do you find an improvement on how it handles player movement and stuff in low pings?


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Old 08-15-2005, 02:37 PM   #31
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hmm?

higher pinged players should be improved...


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Old 08-16-2005, 07:20 PM   #32
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My bad, that's what i meant.


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Old 08-16-2005, 10:40 PM   #33
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heh does this answer any of your questions?


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Old 08-17-2005, 09:25 PM   #34
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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?


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Old 08-21-2005, 04:05 AM   #35
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haven't had a real server test yet
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Old 09-05-2005, 03:36 AM   #36
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i got this working btw
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Old 09-05-2005, 05:50 AM   #37
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Good. Good.


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Old 06-26-2007, 10:06 AM   #38
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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?
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Old 06-26-2007, 01:34 PM   #39
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I think Ensi put this into this mod. Ensi?


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Old 06-27-2007, 01:20 PM   #40
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Quote:
Originally Posted by Tido
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.


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