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PostPosted: Wed Jun 23, 2010 11:25 pm 
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Master
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ye the new hitbox system will fix quite a few hit registration problems, tho theres still the ping difference(delay in general) which will always cause certain problems :P

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Last edited by SnaKeS3K on Thu Jun 24, 2010 4:05 am, edited 1 time in total.

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 Post subject:
PostPosted: Thu Jun 24, 2010 2:49 am 
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Technically the ping can be equal to all players. With the command cl_packetdelay "X" will increase your ping to naturally delay ur packets as if you had higher ping. If that command would be enabled on a server without cheats being enabled then ping wouldn't be an issue unless people lower it during gameplay :P


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PostPosted: Thu Jun 24, 2010 4:02 am 
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i admit i probably didnt use the right words in my previous post but still..
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it doesnt work that way... it'd be worse actually... why not all play on a server located on the south pole... lol. try to think about how the data between client/server/other client is transferred, you should be able to see that ur idea isnt the greatest ;)

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 Post subject:
PostPosted: Thu Jun 24, 2010 4:35 am 
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Actually i know perfectly well how packets are transferred from client to hops to server. Delaying the lower pings transfer will make them there at same time, but i guess the problem would be the server transferring back to the client :P


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PostPosted: Thu Jun 24, 2010 4:53 am 
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ye kinda, you gotta see the whole data flow from one player to another and not only to a server. the ultimate goal is to reduce the total latency of both players as far as possible. by artificially increasing the lower latency you create a higher total which isnt better at all. the netcode in these older games isnt the best anyway + the (often) fluctuating latency of the individual players makes it imo impossible to get a good lag compensation :/ . we should play (tce)cqb the way as it was intended to be played... on a lan :lol: so pack ur stuff and gogoggo (i heard diane will be paying for everything and woo will help out with a large supply of baguettes ^^)

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PostPosted: Thu Jun 24, 2010 8:57 am 
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Sharp Shooter
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best thing is to forbid the user to change any networksetting, and let the server decide what ping the player has(eg. client sends a packet with the gametime, server recieves it, checks it with his time and voila, a latency).


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PostPosted: Thu Jun 24, 2010 10:20 am 
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Timenudge was another way to compensate lag but this cvar isnt allowed in most of the servers ...

In any case if a TCE lan is going to happen the french connection can supply lsd sandwiches if you want ;) (you guys couldnt handle full lsd baguettes since it makes you see through walls but in inverted view :shock: )

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 Post subject:
PostPosted: Thu Jun 24, 2010 12:54 pm 
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Quote:
best thing is to forbid the user to change any networksetting, and let the server decide what ping the player has(eg. client sends a packet with the gametime, server receives it, checks it with his time and voila, a latency).

except for the custom networksettings part, thats how tce (quake/et engine) works. it uses interpolation to determine where to display players/objects and thus also predicting player,... movement. but forcing 1 specific setting for everyone would be unfair to some people depending on their location/internet connection/pc. if u have no chance of modifieng the settings ur stuck with settings not suited for you. having the chance to choose your own settings, you can improve the packettransfer and reduce lag (not talking about lower ping, as higher is better as long as more packets are send to get better updates). so unless the game/server could indentify each clients connection/pc.. properly and also adjust settings accordingly, having forced settings would be a bad idea imo^^.

timenudge is a pretty controversial cvar :P imo in the past(talking about isdn and really bad inet quality times) it was useful to get better predictions and more accurate world updates, but nowadays this cvar is being abused to gain advantages (its still kinda buggy and can cause jerky movement/warp and is often used in scripts if its not restricted)

i dont think there is any good way to fix lag in tce with this engine. the best we can do is use proper connection settings, if everyone uses better settings, the overall crying about people being unkillable blablabla would be less^^

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 Post subject: Communication
PostPosted: Thu Jun 24, 2010 2:05 pm 
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Sharp Shooter
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Coroner has stated (under news) that the game will render a separate head-movement of the player that uses free-view in third person. It supports quick gesture based communication between team members in close range by nodding the head and other cool stuff.

What do you guys think about supporting this by altering other forms of talks even more? Team and global text messages could be accompanied by a short radio noise after sending it. By that I mean a short audio signal that is only hearable in a certain radius (like footsteps). By offering a slightly different sound for both teams (to illustrate two teams with different technologies) you could actually find out who is waiting behind "that door" in front of you etc.
On the other hand we often kill teammates by accident and therefore such a system could reduce such incidents.

Example: footsteps are coming from a spot near you! What are you doing? Instead of looking through your the sights of your weapon immediately you could simply write anything like "hello" and the short signal noise of your radio plays (that is only hearable around that place --- locally). If the other player responds and the radio plays the same sound as yours you can be sure that it is a teammate! If it's an enemy it might also be kind of funny in some ways… :D

By altering the voice chat in a similar way, it would be possible to actually guess where that yelling player is located on the map.

Writing and using voice-chat could be deadly in certain areas and players would have to use the “nod-feature” to survive and stay undetected. Fast, silent and non-verbal communication sounds totally cool and adds to the immersive experience without altering for example the movement-speed of the gameplay (which is quite polarizing in the community anyways).

The maps would have to be designed to allow such tactical commands in a reasonable form, I guess.

I hope I put my point across. Would such a thing be worth the amount of time needed to implement it?


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 Post subject:
PostPosted: Thu Jun 24, 2010 2:10 pm 
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Sharp Shooter
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I would like to see a BF2 like 'Enemy spotted', so you can see the enemy on the radar if a teammate has shouted that. (and a questionmark if the teammate hasn't spotted anyone)


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 Post subject:
PostPosted: Thu Jun 24, 2010 4:25 pm 
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its a good idea in theory, but realistically pubplayers wont notice it and clanplayers wont need it (teamspeak anyone)

looks pretty tho



also @nyc_paramedic - the longterm playerbase is ALWAYS competitive you boob


also re perks - im with snake on serverside restrictions, or a default "set" (for example in cod4, i have a feeling it is stopping power ONLY (so no steady aim, deep impact etc))


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 Post subject:
PostPosted: Thu Jun 24, 2010 5:26 pm 
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Marksman
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I want a G3 in CQB
Look at this weapons (idea for CQB)


http://www.modernwarfare247.com/weapons

<img style="visibility:hidden;width:0px;height:0px;" border=0 width=0 height=0 src="http://counters.gigya.com/wildfire/IMP/CXNID=2000002.0NXC/bT*xJmx*PTEyNzc*MDAzODA3MDMmcHQ9MTI3NzQwMDM4MjUxNSZwPTgzOTcyMSZkPSZnPTEmbz**ZDAxZGM*MTdhYzM*ODEyOWJm/NjA3YTUwZWY4ZjRkZSZvZj*w.gif" /><embed width='468' height='60' type='application/x-shockwave-flash' id='myDynamicContent' name='myDynamicContent' src='http://www.abracadaban.com/swf/468x60.swf' flashvars='banner_url=http://www.abracadaban.com/getparametersforflash-4449.html&save_mode=true&userId=4852' wmode='opaque' allowscriptaccess='always'></embed>


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 Post subject:
PostPosted: Thu Jun 24, 2010 5:30 pm 
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dunno if the radio noise can be realized that easily, but if possible i'd also like to see an improved radar. for example when using the team(voice)chat your teammate should pop up on the radar showing his position(and not only in the teamchat location thing). if ur getting eye contact with a teammate/enemy the position should be shown as well (for enemy maybe only like 5 secs until you get another visual). blue for specops, red for terrors (green/yellow for the obj) that'd be awesome... but i gotta stop dreaming now^^

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 Post subject: He would not know a boob if it jumped out of a brassiere.
PostPosted: Thu Jun 24, 2010 5:34 pm 
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Marksman
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HoboCoP wrote:
its a good idea in theory, but realistically pubplayers wont notice it and clanplayers wont need it (teamspeak anyone)


Agreed. There's enough fancy finger work going on as it is; 'tis easier to speak into a microphone. Also, more code means more bugs.


HoboCoP wrote:
also @nyc_paramedic - the longterm playerbase is ALWAYS competitive you boob


Except, "longterm playerbase" has got nothing to do with what I and the OP were talking about. And, no, the long term player base is not "ALWAYS" competitive. There are large groups of people who play FPS's long term that never compete; I was part of one. It's kinda like saying if you've played Solitaire for 12 years you "ALWAYS" compete.

HoboCoP wrote:
also re perks - im with snake on serverside restrictions, or a default "set" (for example in cod4, i have a feeling it is stopping power ONLY (so no steady aim, deep impact etc))


I agree here as well.


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 Post subject:
PostPosted: Thu Jun 24, 2010 6:46 pm 
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Sharp Shooter
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Joined: Fri Apr 15, 2005 11:10 am
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Yeah, it might not be worth the trouble including it...
Maybe a simpler approach would work better (besides the Teamspeak option):

# Everytime a player presses the use-key, an icon with included direction-indicator (ET like) pops up on the radar (for a few seconds).

That way you could warn people before entering a busy hotspot and reduce friendly-fire. Sometimes you end up in a tight spot and by pressing the use-key you could show teammates real quick which direction is covered by you.

Tweaking the radar would be awesome!

I stop dreaming now :D


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