Weapon damage - delay

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int*icenine
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Re: Weapon damage - delay

I always had times with bad pings, like a month maybe two or maybe just a bad ping day, and I remember being kind of able playing with 300 ping and do well.Now, it's kind of impossible, I've had bad pings this last month and I can't evoid being hit by rockets bfgs and even rails, when I get behind a wall.You know this already, I just say it cause it feels like pinger anonymous meeting, and it truely makes me feel better you're all out there , reading and understanding my problem Sad........

bah :]

oh and skull, you once told me to try weapon delag 0, means you see when your weapon really fires on server right? so it's just to make us see why we dont hit? if so, is there like a "character" delag, so we'll see when we're actually moving right/left and stuff?

second edit -
I noticed something, lets say i connect with 300-400 ping, the monitor on the right can jump up to 800 900 when I'm in close quarters, and when I get back to open place it gets back to 3-400. it doesn't mean my ping actually gets high up to 800-900 right? it doesn't really feel like it either, but is it possible that when it happens, my character starts warping and stuff like that? even though I have 0-3% packetloss?

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.DoK. Crazy
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Re: Weapon damage - delay
int*icenine wrote:

if so, is there like a "character" delag, so we'll see when we're actually moving right/left and stuff?

Exactly! we can't see if we're already @ left position or @ right! that's why happens to be killed in places that we left seconds ago. It's like example, move from RA (overkill) to MH by first door @ left, i see myself @MH but i die @ RA :\ it seems a rewind scene : )

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Re: Weapon damage - delay

Today i had a rocket fakefrag, hit enemy animation, explosion animation, nothing...I'm playing fw and i can't have fun. Somebody have some news about fixing these bugged weapons? Especially for movements

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epsiplayer
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Re: Weapon damage - delay

a dev should look into this but i dont know what can be done rly .. Worried

if you would have a demo or something i think it would help.
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Re: Weapon damage - delay

try disable unlagged projectiles as i wrote above and check (only server admin can do that)

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Re: Weapon damage - delay

Testing:
xp_unlagged 0 : who has lag can't hit, lg is a little problem, normal ping feels like gum physics, sometimes hit, sometimes thru.

xp_unlagged 204 ( <- if i've understood ): seems to work good, but need more ppl opinions before say all right.
EDIT: with 204 weapons miss a bit less, but they are often blocked (press fire and nothing happens, need to switch , during it we probably die). add: + problem in jumping

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Re: Weapon damage - delay
.DoK. Crazy wrote:

with 204 weapons miss a bit less, but they are often blocked (press fire and nothing happens, need to switch , during it we probably die

these blocks are definitely not because of xp_unlagged = 204 (because irrelevant), but might be some ping-dependant effect, like you shoot and wait your ping while server creates a missile for your shot. No reason for the server to not make a shot if you press fire, have ammo and weapon is ready.

Being a highpinger you will definitely have a problem with jumping because the knockback is delayed (and can not be undelayed even with unlagged)

SHUDDER
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Re: Weapon damage - delay
D e c e m b e r wrote:

Being a highpinger you will definitely have a problem with jumping because the knockback is delayed (and can not be undelayed even with unlagged)

Isn't unlagged knockback (wich is nice thing to have) affecting the way it is shown for other players?
For example: High pinger makes BFG slide and shots rail afterwards - for him timing is normal (unlagged) but for another client its longer time in corner (waiting for knockback) and rail shot right after slide in very short time, isn't it?

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Re: Weapon damage - delay

Mm-mh, ok. But move left and right yes and shot that is the most important thing no?Moves and shots aren't related then?
If i'm not clear: i want mean, if i move, the move is playied by server, but for the shots no ( as it's an asyncronous thing respect moves)

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Re: Weapon damage - delay
SHUDDER wrote:

Isn't unlagged knockback (wich is nice thing to have) affecting the way it is shown for other players?
For example: High pinger makes BFG slide and shots rail afterwards - for him timing is normal (unlagged) but for another client its longer time in corner (waiting for knockback) and rail shot right after slide in very short time, isn't it?

There are no unlagged knockbacks in the game. Knockbacks of any sort are always delayed by ping. In your example a highpinger may see its unlagged rail before being knocked back with bfg. But that means only that the rail trail is drawn instantly, but actual hits and knocks are done in the time order you fired them.

.DoK. Crazy wrote:
Moves and shots aren't related then?
If i'm not clear: i want mean, if i move, the move is playied by server, but for the shots no ( as it's an asyncronous thing respect moves)

Moves are predicted locally (on the player's side) while shots are not. That means that moves and shots live in the different times: you move in your local time (and thus you get an immediate response for pressing keys) and you shoot in the server time, so there is a latency while the button event comes to server and the response comes back.