Re: [BlackIntel] Wall lag fix v2 and turret fix SERVER AND CLIENT! [message #215791 is a reply to message #215715] |
Mon, 28 August 2006 12:02 |
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EvilWhiteDragon
Messages: 3751 Registered: October 2005 Location: The Netherlands
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General (3 Stars) |
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Well, if you try to slide near some walls, the client would think you got stuck in the wall, and on the server you would keep sliding, giving a laggy experience. It is not technically lag.
In city for example, try to walk on the outside of the weapons factory alongst the wall near the pavement, the one where you can access a PT through the wall. (Sorry, I don't know how to describe this more clear, but I hope you get what I mean. Otherwise try all walls ) Especially try to jump while sliding alongst it, that might make it more clear. If it is on your own server, set the net_update_rate low as that will show it even better
REF PP
WF BAR
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AGT
Maybe that makes it somewhat more clear... The wall marked with *** will lag, there are a lot of other walls which do the same, but this is one I know as I tested it a lot there
[edit]
trooprm02, it will only affect the bandwith usage of the players. The information is still sent but the client simply ignores it. The unfixed clients will therefore still have the wall lag though.
[edit2]
This was StealthEye posting, don't log in from my pc again EvilWhiteDragon!
[edit3]
A note to the mod teams which showed interest for this fix before: The new fix is only made for compatability reasons with older versions. The other (older) version uses less bandwith, so if you were planning on integrating these fixes, use the older version. Ask for details if interested, I'll be happy to answer any questions regarding implementing this in the mods (regarding other things too, btw ).
BlackIntel admin/founder/PR dude (not a coder)
Please visit http://www.blackintel.org/
V, V for Vendetta | People should not be afraid of their governments.
Governments should be afraid of their people.
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[Updated on: Mon, 28 August 2006 12:11] Report message to a moderator
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