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Tactical Ops v1.6

by Steve Gibson, Oct 23, 2000 12:40pm PDT

Just a week and a half after the v1.5 release, TacticalOps for Unreal Tournament has hits v1.6. The latest patch doesnt change a whole lot but is intended to 'perfect' the v1.5 release. It's about 7mb to download and both clients and server operators need to download it. Thanks -Panther-. The obligatory minithumbnail rampage:

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Comments

32 Threads* | 67 Comments




  • The most fucked part of the HL netcode..

    Client side prediction still takes place even though delayed damage messages arrive from the server.

    So what you say? Well its most evident in CS where bullets stop you. You might have rounded a corner to fire and now be strafing back into cover. Your enemy (who is more lagged) than you has fired. You are hit.

    But because your client is predicting what you can do, it assumes you haven't been hit until the server says otherwise. It allows you to strafe around the corner. Then you get hit, and you "teleport" slightly to the side back into the open. Great, i'll just go and hide now.. you begin strafing again.. once more client prediction kicks in and allows you to strafe even though the enemy is still shooting and hitting you.

    What happens is the server is insisting you're stuck motionless in the open and you're a sitting duck (so your enemy gets to shoot you). HOWEVER, your client is predicting that you weren't hit (since it hasn't been notified) and allows you to strafe around the corner. You begin doing this "shudder strafe" where you strafe to safety only to keep getting yanked back into the open and damaged.

    The worst part is, you can't shoot back because you have no direct line of sight to the enemy because your client _predicted_ that this is so. Your enemy which is seeing and shooting at the server's image of you (standing in the open) gets free shots that you cannot answer.

    If you get shot in CS don't bother strafing, it only makes you unable to return fire. And that is why the netcode is gay.

    Thank you.