Quakelive Netcode

by neg @ 6:14pm 3rd July 2009

Original Thread Here

Older Quote From SnycError

Originally Posted by SyncError

Fixing this problem in Q3/QL would require a total removal of all existing models and redoing models so that their animations weren't as exaggerated. Unfortunately this would also give a much different feel to the game. The players could not look like they jump as high as they do (cause right now the models look like they jump higher than the box actually leaves the ground), so all players would 'look' more grounded. Player models could not lean (or lean as much) as they do now.. which would make for some very dry visuals.

Newer Quote From SyncError

Originally Posted by SyncError

We believe it's a clientside extrapolation error, not an issue with the unlagged code. The extrapolation code predicts player position and draws it ahead, where your client thinks the player should be prior to receiving that information from the server. Commonly known in Q3 circles as 'xerp'. We've been monitoring the issue for some time now and recently have been digging into the code to determine the extent of the problem. Takes time, but we hope to address it soon.

Soon™ isnt Soon™ Enough

  • rkng

    6:35pm 3rd Jul 2009

    Interesting :O

  • illicit

    6:49pm 3rd Jul 2009

    Um as the second video shows, the netcode is fine. The demo's are just fucked up.

    QQ more for your shit aim! :D

    But sometimes it is behind especially if something is moving fast. Pretty sure that issue occured in RA3 too.

    • OP neg

      7:02pm 3rd Jul 2009

      other way around

      first time he uses lg = live on a server, second time he uses it is in a demo

  • haymo

    7:18pm 3rd Jul 2009

    so... the one in server he aims at him, and hits him? What? That video showed the netcode being good >_>

    Anyway neg you're making a lot of noise about this when no one else is ...

    • OP neg

      7:47pm 3rd Jul 2009

      the video shows two things, one where does it in a live server

      the next footage of wher ehe has his crosshair on him IS FROM A DEMO HE TOOK FROM THE VERY SAME THING

      showing him online aiming behind him and hitting, then in the demo it shows his crosshair being over him

      make enough sense now?

      alot of noise when no one else is, that 12page thread on qlive forums isnt the first one.. the first one got to 30 pages then got locked

      • zpnq

        8:36pm 3rd Jul 2009

        the second one being played is recorded live through something like fraps, so it shows what actualy is happening as you play. Watch from 1 min 30, if you think im wrong.
        You have it backwards.

        • OP neg

          8:58pm 3rd Jul 2009

          obv i confused the shit in that then, point still stands though.. i mean you can go look through youtube theres fifty fucking billion videos of it being fucked

          • Raaagh

            2:58pm 4th Jul 2009

            Peeps like to complain when it comes to online games. There is an element of opaqueness about hitboxes - u cant see them - u encounter them under fire

            So people are free to extrapolate and hypothesise to their hearts content.

            Personally I'm sure the peeps at id are looking into it, and Im satisfied with that.

  • xok

    7:20pm 3rd Jul 2009

    I think there are a few problems with netcode in QL but then again, there's nothing out of the ordinary, compared to other online games.

    In my opinion, the biggest problem is not having a viable brightskin model to use that fits the hitbox perfectly. Tankjr is a bit... large Keel is decent Crash is just too small If we could have a large, green box as a model, with loud sounds, my life would be complete.

    • Raaagh

      2:53pm 4th Jul 2009

      interesting/haha

      hm Fuck QL, Im going back to space invaders! hitboxes roxored my soxors ;)

  • wch

    7:33pm 3rd Jul 2009

    Compared to CPMA, you really do see a lot of dodgy shit.

  • crus

    7:48pm 3rd Jul 2009

    its fair lul

  • Raaagh

    2:52pm 4th Jul 2009

    I can tbe fucked reading comments - In Q2, halflife the models "lean out" of the hitbox which could also be another complication. SyncError has mentioned as well. Possibly more recently than those quotes u included?

    Back in the day when I was doing modding for half-life....I think...or maybe it was when I was skinning for CS1.6 I remember you could see the models had been made to an anchor point at their feet - but when they tipped, the hitbox didnt tip with them - hence they moved out a little bit.

    Its been many years sine I observed this - maybe grab milkshape and extract the QL models and have a look. Can you even do that?

    • Crib

      3:31pm 4th Jul 2009

      yes.

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