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sticking to walls [message #349319] Thu, 04 September 2008 14:42 Go to next message
DrasticDR is currently offline  DrasticDR
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please tell me this shit is getting fixed
Re: sticking to walls [message #349322 is a reply to message #349319] Thu, 04 September 2008 15:05 Go to previous messageGo to next message
Craziac is currently offline  Craziac
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If you mean the lagging you get as you slide along a wall, I believe it is fixed.

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Re: sticking to walls [message #349326 is a reply to message #349319] Thu, 04 September 2008 15:23 Go to previous messageGo to next message
nope.avi is currently offline  nope.avi
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When I installed scripts 3.4.4 it stopped for me.

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Re: sticking to walls [message #349330 is a reply to message #349319] Thu, 04 September 2008 16:22 Go to previous messageGo to next message
Lone0001 is currently offline  Lone0001
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When I installed Scripts 3.4.4 the amount I got stuck somewhere with a tank(because of lag pulling me back) increased...

Re: sticking to walls [message #349348 is a reply to message #349330] Thu, 04 September 2008 18:17 Go to previous messageGo to next message
nopol10 is currently offline  nopol10
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I still lag when jumping along the wall with 3.4.4

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Re: sticking to walls [message #349350 is a reply to message #349319] Thu, 04 September 2008 18:40 Go to previous messageGo to next message
Jamie or NuneGa is currently offline  Jamie or NuneGa
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I still get wall lag with 3.4

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Re: sticking to walls [message #349352 is a reply to message #349350] Thu, 04 September 2008 18:48 Go to previous messageGo to next message
_SSnipe_ is currently offline  _SSnipe_
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Nune wrote on Thu, 04 September 2008 18:40

I still get wall lag with 3.4

dont think they can fix it since its part of the net code
Re: sticking to walls [message #349364 is a reply to message #349319] Thu, 04 September 2008 21:02 Go to previous messageGo to next message
Canadacdn is currently offline  Canadacdn
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PLECOS MASTER
If by "sticking to walls" you mean the problem of actually getting stuck in walls, the answer is they probably can't fix it. Ren's engine uses the shit-tacular worldbox system for collision detection which does not work very well with angled walls or pretty much anything that doesn't look like a square.

[Updated on: Thu, 04 September 2008 21:03]

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Re: sticking to walls [message #349365 is a reply to message #349319] Thu, 04 September 2008 21:27 Go to previous messageGo to next message
liquidv2 is currently offline  liquidv2
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well then the answer is someone needs to do some remodeling and make square infantry

liquidv2
Re: sticking to walls [message #349373 is a reply to message #349319] Thu, 04 September 2008 23:25 Go to previous messageGo to next message
Goztow is currently offline  Goztow
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The sticking to the wall caused by a code problem has been solved a long time ago. BI released its fix for that and it was then imported in scripts.

The getting stuck to walls because of lag can never be solved. Ren's netcode is just horrible.

Getting the "tank bug", where your tank seems to lag forward, which gets solved when you go out of it and back in, will be solved in TT.


You can find me in The KOSs2 (TK2) discord while I'm playing. Feel free to come and say hi! TK2 discord
Re: sticking to walls [message #349387 is a reply to message #349319] Fri, 05 September 2008 00:51 Go to previous messageGo to next message
StealthEye is currently offline  StealthEye
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Quote:

When I installed Scripts 3.4.4 the amount I got stuck somewhere with a tank(because of lag pulling me back) increased...
If I understand you well, that is a serverside effect and therefore not related to the version of scripts.dll you are using (if anything, it's the version the server is using).

For the ones of you still getting wall lag: Make sure you play on a server that has the fix. It only works if both the server and the client have the fix installed (ie. have a recent enough version of scripts.dll).


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Re: sticking to walls [message #349437 is a reply to message #349319] Fri, 05 September 2008 09:28 Go to previous messageGo to next message
Lone0001 is currently offline  Lone0001
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This has happened to me on every server though...

Re: sticking to walls [message #349438 is a reply to message #349373] Fri, 05 September 2008 10:01 Go to previous messageGo to next message
s0meSkunk is currently offline  s0meSkunk
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Goztow wrote on Fri, 05 September 2008 02:25

Ren's netcode is just horrible.


Someone shoot this guy please.

Renegade's net code is better than any other FPS I've played online.

Doom³ zDaemon, Gears of War, Fear, Unreal Tournament, and Halo PC was just the worst out of all of them.

How can someone say Ren's netcode is horrible when there's no shot lag, no leading, no trigger lag, no host advantage? (with exception to people putting up their scope, cause it makes the host see them as walking)


"Sexy Kick!!!"

[Updated on: Fri, 05 September 2008 10:31]

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Re: sticking to walls [message #349439 is a reply to message #349319] Fri, 05 September 2008 10:04 Go to previous messageGo to next message
Goztow is currently offline  Goztow
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Are we playing the same game?

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Re: sticking to walls [message #349443 is a reply to message #349439] Fri, 05 September 2008 10:36 Go to previous messageGo to next message
s0meSkunk is currently offline  s0meSkunk
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So...you have shot lag somehow???????
You have to lead shots with your sniper rifle???

Cause in those games I mentioned, you have to lead every shot with every weapon.

Even the sniper rifle, which is supposed to be an instant shot kind of weapon.
In those games I mentioned, host has no lag, no need to lead shots.

Halo PC, you don't even know where your enemies are.
You see where they were, and you have to shoot where they are, and lead the shot on top of that.

So you have to hit some invisible target, and lead your shot to hit that invisible target.

That's bad net code.

Renegade has insanely good net code.


"Sexy Kick!!!"
Re: sticking to walls [message #349471 is a reply to message #349319] Fri, 05 September 2008 14:48 Go to previous messageGo to next message
Jamie or NuneGa is currently offline  Jamie or NuneGa
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how long have you been playing renegade?

I get trigger lag most days, there is definatly host advantage although due to the variety of players it varies.


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Re: sticking to walls [message #349475 is a reply to message #349319] Fri, 05 September 2008 15:14 Go to previous messageGo to next message
StealthEye is currently offline  StealthEye
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Renegade has insanely bad netcode. The reason why it works a bit is because they trust the client way too much. The reason you can actually hit things on renegade is because the client tells the server what damage it's doing. Cheaters love that. Ever noticed you can be shot "through" the rock even after standing behind a rock for a few minutes? That's because of renegade's netcode. Ever seen how sometimes splash damage does not seem to occur where you shoot? Blame renegade's netcode. Ever noticed how other players can apparently damage you even if they are missing completely? I've lagged a circle around the AGT once, yep. Renegade netcode at its finest.
I know the exact reason why each of these effects occur, yet it's very hard to fix. I can't say it's the worst netcode ever; good netcode is rather hard to write and there's always something that is disappointing about a certain implementation, but Renegade's is most certainly not the best I've seen. Far from that.


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Re: sticking to walls [message #349509 is a reply to message #349475] Fri, 05 September 2008 20:34 Go to previous messageGo to next message
s0meSkunk is currently offline  s0meSkunk
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I'd rather have lag that gives me graphical inaccuracies (shows me the enemy is missing) than have lag make me miss.

There's no trigger lag.
There is the graphical lag you mentioned.


"Sexy Kick!!!"
Re: sticking to walls [message #349510 is a reply to message #349319] Fri, 05 September 2008 21:00 Go to previous messageGo to next message
GEORGE ZIMMER is currently offline  GEORGE ZIMMER
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STICKING IN WALLS WAS INTENDED
KEEP IT THAT WAY


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Re: sticking to walls [message #349565 is a reply to message #349438] Sat, 06 September 2008 12:42 Go to previous messageGo to next message
nikki6ixx is currently offline  nikki6ixx
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s0meSkunk wrote on Fri, 05 September 2008 12:01


Renegade's net code is better than any other FPS I've played online.


That's some evil skunk you're smoking, bud. Mr. Green


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Re: sticking to walls [message #349569 is a reply to message #349509] Sat, 06 September 2008 12:52 Go to previous messageGo to next message
sadukar09 is currently offline  sadukar09
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s0meSkunk wrote on Fri, 05 September 2008 22:34

I'd rather have lag that gives me graphical inaccuracies (shows me the enemy is missing) than have lag make me miss.

There's no trigger lag.
There is the graphical lag you mentioned.

I don't know if you are stupid, or horribly misinformed about Renegade.


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Re: sticking to walls [message #349685 is a reply to message #349569] Sun, 07 September 2008 03:31 Go to previous messageGo to next message
EvilWhiteDragon is currently offline  EvilWhiteDragon
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The Renegadenetcode is build so that it would be playable even with shitloads of lag. To be able to properly play with high ping, you need the client to tell the server what it hit, and how much damage it did.
While in theory it is nice that the client can tell this, in practise it also throws the door wide open to cheaters. We are looking for ways to lessen the things the client determines, and increase the things the server determines. By doing so, a lot of cheats would directly become unusable.

Unfortunately, this discribed wall hugging can't be one of them without rewriting the entire netcode, as now the movement is "evened out" thanks to lag reduction. Meaning that the server never get's told that you moved back and fort from behind the way and back.


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Re: sticking to walls [message #349686 is a reply to message #349443] Sun, 07 September 2008 03:35 Go to previous messageGo to next message
Herr Surth is currently offline  Herr Surth
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s0meSkunk wrote on Fri, 05 September 2008 12:36



Renegade has insanely good net code.

I rest my case.
Re: sticking to walls [message #349817 is a reply to message #349685] Sun, 07 September 2008 19:07 Go to previous messageGo to next message
s0meSkunk is currently offline  s0meSkunk
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EvilWhiteDragon wrote on Sun, 07 September 2008 06:31

The Renegadenetcode is build so that it would be playable even with shitloads of lag. To be able to properly play with high ping, you need the client to tell the server what it hit, and how much damage it did.
While in theory it is nice that the client can tell this, in practise it also throws the door wide open to cheaters. We are looking for ways to lessen the things the client determines, and increase the things the server determines. By doing so, a lot of cheats would directly become unusable.



That sounds nice and all, but would it mean that you're going to change the netcode so trigger lag, bullet lag, etc. is increased or even introduced to the game????

I've been playing the game since 2002, and I play a fairly balanced mix of inf only, snipe only, CTF, and AOW...and the only times I notice lag is when the server teleports me to where it thinks I am, or when look like they're shooting what they're not.
That's not a big deal to me, and I don't know why it would ever be a big deal to anyone else.


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Re: sticking to walls [message #349842 is a reply to message #349319] Sun, 07 September 2008 23:42 Go to previous messageGo to previous message
Goztow is currently offline  Goztow
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If anything, TT will reduce lag. They're implementing several fixes to do this. But the insanely bad netcode Ren has makes it impossible to really remove lag without access to the source code.

You can find me in The KOSs2 (TK2) discord while I'm playing. Feel free to come and say hi! TK2 discord
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