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Fruits of Chat

by Steve Gibson, Nov 09, 1999 1:00am PST
Related Topics – Games: PC, CliffyB

Gargy went through an awful lot of work to put together this edited chat log from the loonygames opening party that went down last night. Quite a few developers made a showing and a number of interesting gaming nuggets came up. Q&A with Romero on Daikatana, CliffyB on UT, and Jake Simpson on ST: Voyager to name a few. Here's a bit:

On Quake3: <Zoid> I don't believe there will be new models in the demo. Still Sarge and Visor. I do believe we are adding one map, however. <Steed> just finished the cinematics for the game <Steed> skeletal animation has been dropped On Unreal Tournament <CliffyB> The UT art is done baby. <Diehard> What's left to do before UT is going out the door? <CliffyB> Not a lot. Final tweaks.




Comments

111 Threads | 111 Comments

  • #97
    Bullet, reloads and all game specific client stuff is done by the server to prevent clientside cheating. If the reload timer and stuff like that was handled on the clientend, there would tons of \"trainers\" out days after the game is released.
    This is how it really goes

    Q1&Q2:

    client shot...lag wait...server acked anim/sound/shot/reload timer starts...client shot

    Q3:

    client shot/anim/sound...lag wait... server acked/shot/reload timer...client shot

    The client side weapon prediction in Quake3 is only there to give newbies the impression that lag isnt really there. And that their shots fire right away, even though nothing really happens until your action reaches the server. It just seems like lying and hiding the lag to me, and thats why i dont agree with it. Its fine for other stuff, (though most people didnt like the predicted item pickups either), but for something as important as firing your weapon in an FPS, i think it should be as true as possible.

    Actually, in Q1 and Q2, there was no such thing as reload timers.
    It was linked to the weapon animation frames for timing. The weapon_fire() func was called when the weapon animation was on the designated firing frames.









  • Once again , from q3feeback auto-replier ( I hope they tell the truth there and can really improve it ) :
    The game uses very advanced client side prediction that masks almost all lag
    issues. When you experience a \"stall\" after firing this is normal because
    gunfire is not predicted. We are working hard to improve this as much as
    possible.


    One of the main things we\'re looking at in the test is improving and fixing
    the client based predictive coding. Once we\'ve got that airtight we\'ll be
    working a lot more on getting the network data compressed.
    \"
























  • #76, i was actually just asking a question...which you answered, so thanks...personally i dont care about pl either way...

    as for your other point about being able to judge lag in q1/q2 by the time it takes from the time you click your mouse button to the time you see your shot fire...good point...but, what about the railgun which has a long reload time...say you hit the button before it reloads and then you wait a bit for your shot to register but it never does...then you realize that you didnt wait long enough for the rg to reload...the way it is know you know if/when your click goes thru instantly...


  • Is it just me or is cliffyb a complete dork. Everyone is talking frankly about games and what not and then there cliffy:

    <CliffyB> Diehard: The UT art is done baby.
    <CliffyB> Diehard/Shine: But we\'re looking for dope artists anyways. Send resumes/portfolio links to: recruiting@epicgames.com
    <CliffyB> Diehard/Shine: Not a lot. Final tweaks.


    Uh is he rehearsing for a talk radio gig or what? He\'s trying so hard to be hip that it just sounds creepy and disturbing...LOL

    I have more respect for Romero after reading how all his criticism is his own fault. Sounds like he\'s busting his ass now though.


  • re: #54
    With skeletal animation, you wouln\'t be able to see the Orbb tap its fingers on the ground while he is idle. Now that would suck. I\'m glad that skeletal animation is out. The models can breathe and stuff now.

    i think you got the wrong idea about skeletal animation.
    you can have orb tapping its fingers, hell you could even get
    the exact same thing you see in character studio if done right.
    i\'m thinking carmack went back on the skeletal idea cuz of development
    time and pehaps the speed/complexity hit was more than gain in memory savings.

    i hope for next project the spend some time researching that, and
    give us some ik-no-feet sliding-skeletal-animation-bouncy-breats lovin\'
    if not, i\'d love to do it for them =)

  • #64
    Player names are NOT sent just one time.
    Try an experiment, go to a server where your ping is > 300ms. Once you are in the game, press tab to see the scoreboard. You\'ll see the headings and all which are drawn clientside (though they werent in Q1 and Q2). But you wont see ping/names/scores or even the number of the players until the server sends you the info.

    If you think that drawing PL on the scoreboard when its eats up bandwidth, then i have no idea what you think about the player ID and the attacker icon on the topright hand side everytime you are shot at.
    That info is sent by the server everytime while you are actually playing the game, as opposed to just looking at the scoreboard.

    You might have other reasons why you don\'t want Packetloss to make in the game, but arguing that it eats up bandwidth is plain stupid.

    as for this

    \"if they delay the animation like they do the shot then everything is consistent, but everything is lagged giving you no idea how lagged you are...make sense? \"

    You mean that all the people who play Q1 and Q2 dont have any idea how lagged they are ? Umm, okay, I guess everyone in the world is too retarded to notice the time it takes for your weapon to fire after youve pressed the fire button. That gives you a better idea of how lagged you are IMHO, because there is no client side effect lying to you that the weapon has already fired, when in fact, it hasn\'t.