[BlackIntel] Wall lag fix v2 and turret fix SERVER AND CLIENT! [message #215715] |
Mon, 28 August 2006 07:14 |
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EvilWhiteDragon
Messages: 3751 Registered: October 2005 Location: The Netherlands
Karma: 0
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General (3 Stars) |
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As you might know we made a couple of fixes for both the wall lag and the turret lag. The wall lag fix had a really large downside, as you could only play on servers running the same fix. Now we improved it so that you can use the client with every server you like. Now is the server also available for download, so anyone can now host a server with the Wall lag fix. The server contains also some other mods from us, read the info on our website if you want to know what these are.
Read more about it here.
The turret lag fix is clientside so that will work on every server. Read more about this here.
You can download the files here:
http://blackintel.igotfree.com/index.php?page=downloads
Note: the used bandwidth will increase by this fix. The formula to calculate the increased bandwidth is approx.:
12*nur*playercount^2 for servers
12*nur*playercount for the client
Unless Renegade optimized BW usage then it might be different.
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 07:22] Report message to a moderator
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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
Karma: 0
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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
xxxxxxxxxxxx
xxxxxxxxxxxx
xxxxxxxxxxxx
xxxxxx******
x.....
x.....
x.....
xxxxxx
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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Re: [BlackIntel] Wall lag fix v2 and turret fix SERVER AND CLIENT! [message #215808 is a reply to message #215715] |
Mon, 28 August 2006 13:12 |
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Sir Kane
Messages: 1701 Registered: March 2003 Location: Angerville
Karma: 0
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General (1 Star) |
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EvilWhiteDragon wrote on Mon, 28 August 2006 10:14 |
Note: the used bandwidth will increase by this fix. The formula to calculate the increased bandwidth is approx.:
12*nur*playercount^2 for servers
12*nur*playercount for the client
Unless Renegade optimized BW usage then it might be different.
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Why xor 2?
Also, how the fuck are you getting that equation? It doesn't seem like anything that could be right.
Proud N9500 and proud N6270 user. Creator of the IEE libraries (original bhs.dll) and the RB series software.
[Updated on: Mon, 28 August 2006 13:18] Report message to a moderator
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Re: [BlackIntel] Wall lag fix v2 and turret fix SERVER AND CLIENT! [message #215813 is a reply to message #215807] |
Mon, 28 August 2006 13:29 |
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EvilWhiteDragon
Messages: 3751 Registered: October 2005 Location: The Netherlands
Karma: 0
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General (3 Stars) |
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Renx wrote on Mon, 28 August 2006 22:10 | I doubt anyone in the first page of server will be able to use this. Most of those server, especially the top few, are barely keeping under their bandwidth limits as it is already.
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well a0000000a, a0000000b and a0000000c are using it anyway And they are mostly full. a0000000b (12 players) is hosted by me and has most certainly used no more then 50GB bandwidth so....
@silent kane:
We made it so it sends 12 bytes extra at the end of each update nomather you have the fix or not. So it increases each update with 12 bytes.
@ Crimson:
Only for your n00bstories 48p server or does it include the website etc ?
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 13:31] Report message to a moderator
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Re: [BlackIntel] Wall lag fix v2 and turret fix SERVER AND CLIENT! [message #216123 is a reply to message #215715] |
Tue, 29 August 2006 14:29 |
StealthEye
Messages: 2518 Registered: May 2006 Location: The Netherlands
Karma: 0
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General (2 Stars) |
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You'd need to edit dllmain.cpp, look for and BlackIntel = LoadLibrary("BlackIntel.dll");
LastError = GetLastError();
if (!BlackIntel)
{
FILE *f = fopen("dllload.txt","at");
fprintf(f,"BlackIntel.dll failed to load, error = %d\n",LastError);
fclose(f);
MessageBox(HWND_DESKTOP,"Error","BlackIntel.dll Load Error",MB_OK|MB_ICONEXCLAMATION);
exit(1);
} for the placement of this code, look at the source which is included
Quote: | What "messages" are you talking about anyways?
| I added 12 bytes to the soldier position messages sent by the renegade server to the client. I think it sends "nur" of these messages per second, so it tells every player about every player (including themselves), hence the playercount^2. All combined this would (without potential optimization) give the formula posted in the first post.
BlackIntel admin/founder/coder
Please visit http://www.blackintel.org/
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