[Fixed] Rail lag.

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.DoK. Crazy
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lilcrazy.style's picture
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Re: Rail lag.

I know what Fala means about dejavu, cuz i have it too ( asking myself why the f#?! i can spect myself if i'm killing).

Seems like the server is drawing a "fake" scene for you/me, especially while full bfgs rails and shotguns hits the enemy that miss me many times( bad aim moment happens ); i made some tests and when it happens i open my eyes and switch+shot sequentially and calmly, then i escape to another room ( shocked ) and i try again one other attack.

I've noticed in last weeks that when i respawn on map (clicking ofc) in reality i'm already spawned since some second, but i don't understand the cause.. i see players moving ready to spawnkill me (after 2^n clicks).

Anyway, dunno if Karol uses cg_railtrailtime 1000 or more, (personally i use 0 cuz the rail distract me cuz it isn't aligned)but the thing happens the same, also with xp_delagweapon 15-0.

With this sad stuff, i thought i was the only favourite victim Big grin, now i'm not alone; and most part of you guys have lower pings, imagine guys with 100ms 112ms and so on, with that 3%loss that is always present like a best friend = ) , how many badwords fly.

Anyway ... for everything else there is \quit.

edit: 1 last thing: don't use demos they doesn't show so much. Use a Camera and record.

Edit2: sorry , at begin I skipped a particular, it was meaning why i can spect myself in a "freefly mode" if i'm killing\playing yet.

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tyfon's picture
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Re: Rail lag.

I'm surprised it's taken this long for people to notice, we've been stuck for 2 years with this mod now. Stuff like this was pointed out in 2009 with the standard response being 1. placebo 2. propaganda 3. has been-whine.

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mow Q [EN]
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Re: Rail lag.

Where is the problem seeing urself hitting the enemy but in reality u get killed? This has been always in any unlagged mod. And since the animations are created on clientside it is no wonder that it can still happen u see the animation without killing the enemy.

Maybe one of the devs can explain the unlagged thing in relation with the animations better. For highpingers this problem appears stronger for highpingers, but it isn't actually a problem. Turning off unlagged would mean, the highpingers would hit nothing anymore but they would have tons of railthroughs since they never heared about for-aiming (dunno if this is the right term).

UNLAGGED (c&p from somewhere else):

Is this ZeroPing?
No, ZeroPing (ZP) is a different approach. It performs all hit detection on the client and only reports back the result to the server, which only applies damage and scores points.

The server has almost no way to validate the data it receives from the client, so ZP weakens the idea of an authoritive server and even makes cheating easier because the client could just send a fake hit detection result.

How does Unlagged Instagib work?
With this mutator the server keeps track of recent player movement. Before actually performing hit detection, it checks the client's current ping and basically "goes back in time", restoring the player locations as the client saw them when pressing the fire button. Then hit detection is performed as usual, but based on the unlagged opponent locations.

Doesn't that mean I could get hit even though I already hid behind a corner?
Yes it does, but the same goes for your shots at your opponents.

Doesn't that give high-ping players an unfair advantage?
Not really. They still have to deal with their high ping. Aiming might be easier for them than without the unlagging, but their shot still takes longer to reach the server. In the mean time, a low ping player could fire a shot that kills them or their target, which causes the server to discard the high ping player's shot.

rUnThEoN?!
Skullheadq3's picture
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Re: Rail lag.

mow, you are describing the wrong thing Winking btw, the correct term is pre-Aim.

hurrenson: "This idiot is apparently not familiar with a rail/sniper style."

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brb24hours's picture
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Re: Rail lag.

Quote:
How does Unlagged Instagib work?

With this mutator the server keeps track of recent player movement. Before actually performing hit detection, it checks the client's current ping and basically "goes back in time", restoring the player locations as the client saw them when pressing the fire button...

Just small correction. Client sends its local time along with every action command, and server uses that time to realize the history. Ping is not used for unlagged purposes.

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Gohan's picture
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Re: Rail lag.

It is annoying cuz you think u hit the enemy but in reality u didnt, and u die. This is the problem.

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mow Q [EN]
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Re: Rail lag.

bigger than the problem if u turn of unlagged and u drop in acc heavily?

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Gohan's picture
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Re: Rail lag.

I am not saying to not using unlagged, but if its possible to repair it.

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tyfon's picture
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Re: Rail lag.
mow Q [EN] wrote:

bigger than the problem if u turn of unlagged and u drop in acc heavily?

How many complaints did you see about this during 1.03? Let it go, the mod is seriously bugged.

animalchik
fala.q3's picture
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Re: Rail lag.

it does not mean it couldn't be fixed

those is called hit-scan and if comes to the situation when both players register a hit but the information didn't reached server yet to determinate who was first is fully normal for me there going to be some "pass trough"

BUT i completely do no understand when i do fire 3-5 times to a laggy opponent where i hit every singe shot and the hit is not counted... there is nothing to compare because he haven't hit me at all and every of my hits should be counted since the hit should be registered locally and delivered to the server SO why it does fail?

that makes the game seriously unpleasant if u do have to match up with someone who have lag

it also have no clue why for someone with higher ping the hit scan area seems to be bigger like for those who have low pings, seems the prediction draw far to much

u probably experienced a situation when someone lagged out and changed in air, u tried to hit him but every rail passed trough... it has completely no logic...

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