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View Full Version : Netcode is still in horrible condition...



XyZspineZyX
05-26-2003, 04:17 AM
I came back to play Raven Shield after 2 months, and I am stopping again after 10 minutes of play. The netcode is still a complete POS. Type in stat net in the console to see your true ping...

On all the servers I was on, the TAB menu reported 50-100 ping while the net stat was reporting 200-700. This totaly ruins the gameplay. This game is all about running up to peoples faces on full auto waiting for the gun to shoot, and even if you fill someone with lead the bullets do not hit because of the immense lag.

Multiplayer is the only thing RS has going for it(as SP is annoying, the AI never misses, and it has no replay value) but they are ruining it by not working on a fix.

XyZspineZyX
05-26-2003, 04:17 AM
I came back to play Raven Shield after 2 months, and I am stopping again after 10 minutes of play. The netcode is still a complete POS. Type in stat net in the console to see your true ping...

On all the servers I was on, the TAB menu reported 50-100 ping while the net stat was reporting 200-700. This totaly ruins the gameplay. This game is all about running up to peoples faces on full auto waiting for the gun to shoot, and even if you fill someone with lead the bullets do not hit because of the immense lag.

Multiplayer is the only thing RS has going for it(as SP is annoying, the AI never misses, and it has no replay value) but they are ruining it by not working on a fix.

XyZspineZyX
05-26-2003, 04:34 AM
I have never experienced lag/trigger delay when I play on good servers (OC-12 or higher, fast boxes).

My ping is usually around 60-150 (on the TAB screen, not the stat net).

Try going to different servers if you experience lag, if it happens everywhere, it may not be the server, it may just be you.

<center>http://members.cox.net/atlantisr0x/atlantis.jpg </center>

UBI, RELEASE THE SDK!!!

-Atlantis

XyZspineZyX
05-26-2003, 04:40 AM
I disagree.

Compared with most other games of this type, RvS has decent netcode.

http://www.theplatoon.com/images/rspbutton.gif (http://www.theplatoon.com/ravenshield) The Raven Shield Platoon (http://www.theplatoon.com/ravenshield)</u> <-- News, Armpatches, Maps, and more!

XyZspineZyX
05-26-2003, 05:42 AM
what games have worse netcode than ravenshield.. please tell me. id like to know.

i get 30 pings constant in all of ubis west servers. but trigger lag of a second. every other game is fine.

i dont know how many times people need to hear this, but ITS NOT OUR SIDE. its the games netcode. whoever denies trigger can't tell the difference between a real 50ms and 200ms and need to be tested for dyslexia



------------------------
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XyZspineZyX
05-26-2003, 05:48 AM
Yes this game has horrible netcode. No matter how it MIGHT play to the people that think it has no problems let me explain.

Raven-Shield uses server-side netcode... What does this mean? It means when you hit the fire button it relays that data onto the server, and then after the server processes this it will send it back to your machine. Even when moving you might experience this time delay in movements. It causes choppy play, and even though you get used to it... Other games have more optimized netcode.

For example if you have Quake2 on your machine you would say "wow this is EXACTLY like Raven-Shields netcode." And you would be correct. Raven-Shield uses the same OUTDATED netcode as Quake2. Is this bad? Well... Most would say yes for obvious reasons, but if you have a ping below 90-60 you probly won't notice a difference between client side, and server side netcode. To everyone that cannot ping 90-60 everwhere you have to deal with detectable lag.

Another POOR feature in raven-shields netcode is that it taxes the servers so much because it is relaying a lot of extra data back and forth. Rather than client side netcode that usually only relays back the bullet impact. And ofcourse it capps your FPS at your netdata rate, but since most of us get such a low FPS we don't notice lol.

SoF2 has an interesting Q3 enhanced Anti-Unlagged code with Impact prediction. Meaning if the bullet hit the person on YOUR screen it will register as a hit. Unlike in raven-shield where it depends on where the server saw your bullet.

Will the netcode ever be fixed? Doubfully no. No offence to Berlu, but he seems to have little or no grasp on any modern types of netcode. I have even pulled his card on these forums after he did not aknowledge the fact his netcode has been outdated since 1996.

-p6

XyZspineZyX
05-26-2003, 05:57 AM
UBI needs to make the tab menu's ping match the stat net ping. A 30-60 ping in the tab menu is about a 120-150 ping in stat net.



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XyZspineZyX
05-26-2003, 06:22 AM
I'm no expert but I think it's a graphics issue. I have a fairly decent cpu and yet I get horrible frame rates. The sad part to it that it gets worse when other players enter my vision as low as 8 fps. Sometimes I'm cookin at 60 fps then bammmo 8 fps thus apperaring to be lag? It's even slow in single player. I don't know how to check the stat net stuff?

XyZspineZyX
05-26-2003, 09:15 AM
i used to get a bad framerate, especially when looking at all my teamates in the beginning, got about 10fps, when looking at someone just like you said

then i updated my directx, catalyst driver, turned off vsync, AA, AF. defragged. made sure NOTHING else was running in the background. and it went away. dont ask what exactly was the culprit, i was too lazy to systematically troubleshoot it. but those are all good things to do anyway

------------------------
Pentium 4 3.0ghz
Ati Radeon 9700 PRO
512mb PC3500 DDR RAM
------------------------
OEM Catalyst 3.4
DirectX 9.0a
WinXP Pro

XyZspineZyX
05-26-2003, 09:23 AM
1 second is all it takes to get u killed. When ping > 80 then trigger lag occurs. Also, i've heard that enemies popiin' out from corners see you FIRST - before you see 'em YOU"VE already appeared on THEIR screen. This needs to be adressed ASAP.

XyZspineZyX
05-26-2003, 10:49 AM
moby___ wrote:
- I disagree.
-
- Compared with most other games of this type, RvS has
- decent netcode.


That IS a joke, right ? If not, what "most other games" are you talking about ?

XyZspineZyX
05-26-2003, 11:38 AM
Great netcode plays perfectly , i suggest you look into the satus of your servers

XyZspineZyX
05-26-2003, 12:07 PM
I find it amusing that the people that get trigger lag assume (wrongly, I might add) that everyone else must get it too and just deny it for some reason.

Go find a ladder (try TWL if you don't know any) and ask the members of the teams there if they experience a 1 second trigger lag regularly. If they did, then there wouldn't be much of a competitive community to speak of. I can safely say that NO ONE on my team does (except maybe sinful because his connection sucks and he lags as a result). I see them pick people off within half a second of seeing them or less regularly.

Funny how they can manage that with this everpresent 1-3 second trigger lag that _everyone_ has.

Try searching around on the tech support forum for posts about it. Even Berlu had it at first but he managed to fix the problem (that was with his system and not the game).

XyZspineZyX
05-26-2003, 12:25 PM
huh dudes u cant deny there are issues with the netcode
how else can u explain the fact that ppl survive a whole mag when you are lookin into their eyes at 1 or 2 meter distance while the whole wall behind them is penetrated with bullets n they dont even have a scratch of course this wont happen all the time but it happens enough to get enoying o and try to to shoot a guy running horizontaly big chance u miss him .

XyZspineZyX
05-26-2003, 02:15 PM
TedSmith wrote:
- I find it amusing that the people that get trigger
- lag assume (wrongly, I might add) that everyone else
- must get it too and just deny it for some reason.
-


The reverse is equally true, so that really is a pretty idiotic statement.

First up, lets stick to the real issues. Nobody has talked about 1-3 secong "trigger lag". There IS a particular problem that can cause delays of 1/4 to 1/2 a second, that has been consistently reported even at low pings. There is no solution in "tech support" or anywhere else. You don't get it - lucky you, but others do. Maybe it can be solved by assorted tweaking (there is no evidence of this), but in any event people shouldn't need a diploma in computer science to get a bloody game to work properly.

Issue two. Appalling frame rates, even with powerful systems, good cnnections and low pings. Doesn't affect you - you are lucky. It does affect a great many people.

Issue three. The in-game browser. For many, this fails to work properly, with a pitiful number of servers being detected, all at ridiculously inflated pings.

Issue four. Server-side netcode is ancient history. Compared with the competition, RvS is way too ping sensitive. I can play Vietcong or half-a-dozen other games at pings of 150 and it could be on LAN. With RvS, above 80 or so it's like playing Quake 2 again - laggy crap. Sure, you all have lightning fast connections and always ping between 15 and 30.... again hard to grasp, I know, but the majority aren't so lucky. And what about the poor sods who are still stuck with 56k ? It's lazy, poor programming.


Just to repeat, if it works just great for you - terrific. THAT DOESN'T MEAN EVERYONE IS SO LUCKY.

If you CAN produce solutions to these (actual settings, what exactly needs to be tweaked, ports to be open/disabled, whatever) please do so in this thread . Waffling about "tech support" and "look at the status of your servers" is just that - waffle.

XyZspineZyX
05-26-2003, 02:22 PM
'This game is all about running up to peoples faces on full auto waiting for the gun to shoot'

That's where you going wrong for starters.

Only noobs run up to peoples faces on full automatic.


On the Eighth Day, God created Paratroopers and the Devil stood to attention.

XyZspineZyX
05-26-2003, 02:35 PM
Paradaz wrote:
- Only noobs run up to peoples faces on full
- automatic.

Works for me. If I stand still I'm dead meat.

http://green-shell.com/images/misc/TurtleSigJPG.jpg
<small>

XyZspineZyX
05-26-2003, 03:01 PM
Paradaz wrote:
- 'This game is all about running up to peoples faces
- on full auto waiting for the gun to shoot'
-
- That's where you going wrong for starters.
-
- Only noobs run up to peoples faces on full
- automatic.
-


You've completely missed his point... which was that it's netcode problems that dictate that approach.

It's nothing to do with gameplay design, or whether a player is a "noob" or otherwise.

XyZspineZyX
05-26-2003, 08:36 PM
Yea what is with this "you must be a n00b" talk...
New Rule: If you say n00b you're mommy will be telephoned and told you are playing a game rated MATURE.

Either way don't expect UBI to fix this problem ever. Unless you own an XBOX you just have to deal.

If UBI released the SDK (which they can, but are holding it for the expansion packs.) we would see some more up to date netcode. As well as mods, anti-cheats etc.

If we have learned one thing on these forums it's that UBI doesn't care. So if we wan't this game to improve we need to get the SDK to the talented modding community.

p6

XyZspineZyX
05-26-2003, 09:24 PM
hoogie12 wrote:
- Great netcode plays perfectly , i suggest you look
- into the satus of your servers
-
-

in this case, UBI should look into the status of their OFFICIAL WEST COAST SERVERS.

------------------------
Pentium 4 3.0ghz
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512mb PC3500 DDR RAM
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XyZspineZyX
05-26-2003, 09:32 PM
the thing is, the reason a lot of people like me bought raven shield was for that cdkey so we could play online. if ubi allows the netcode to stay the same and effectively disabling smooth online play. lets not lie to ourselves, many of us buy games because we have to in order to get a good cdkey to play online. well its not going to be good for their next game/expansion if we already know that its useless to try and play online. draw your own conclusions from that, but it means ubi loses money either way you look at it.



------------------------
Pentium 4 3.0ghz
Ati Radeon 9700 PRO
512mb PC3500 DDR RAM
------------------------
OEM Catalyst 3.4
DirectX 9.0a
WinXP Pro

XyZspineZyX
05-26-2003, 09:56 PM
UBI expansions are usually mission packs. Meaning Maps and weapons... Don't expect them to overhaul the game for an expansion. That is why we NEED the SDK!

p6

XyZspineZyX
05-26-2003, 10:02 PM
PurpleSix wrote:
- UBI expansions are usually mission packs. Meaning
- Maps and weapons... Don't expect them to overhaul
- the game for an expansion. That is why we NEED the
- SDK!
-
- p6
-
-

its possible to optimize netcode if you have the sdk? thats news to me

also what i meant was, some people will think twice about shelling out cash for another ubi product since the cdkey is what they shell out $$$ for, if its useless to them(triggerlag), then they might just download it for free, which would mean lost profits for UBI. they gotta realize there is a large group of gamers that only buy a game for that cdkey to play online.

------------------------
Pentium 4 3.0ghz
Ati Radeon 9700 PRO
512mb PC3500 DDR RAM
------------------------
OEM Catalyst 3.4
DirectX 9.0a
WinXP Pro

XyZspineZyX
05-26-2003, 10:13 PM
FYI the SDK includes the games source code! Half-Life and Quak3 both got anti-unlagged code, and guess who developed it? Not Valve or ID /i/smilies/16x16_smiley-wink.gif .

-p6

XyZspineZyX
05-28-2003, 01:07 AM
Seeing as most people dislike the netcode, does anyone know if UBI is even bothering to fix\replace the current netcode?

XyZspineZyX
05-28-2003, 02:40 AM
I cannot believe I dumped 50 bucks into Raven Shield. Its worth 20 at best.This has completely destroyed my faith in Ubi. They dont even pay attention to people.

XyZspineZyX
05-28-2003, 02:45 AM
thats funny i havnt had all but 2 extrem lag instances since i bought this game, quit whining and upgrade your ghetto internet

XyZspineZyX
05-28-2003, 02:49 AM
I agree Jon. Maybe I am an exception to the rule, but I have maybe 10-15 servers which I usually play in. I very rarely get lag. In fact just today I played like 2 hours on 3 different servers and lag was perfect all the way through (except to be honest sometimes I get a few studders on the first round of a new map).

In my view netcode is good. Certaily better than in Rogue Spear, where you needed the mother of all connections to host more than 10 players.

Anyways I think the lag will improve once the linux servers are released with the next patch.



http://www.theplatoon.com/images/rspbutton.gif (http://www.theplatoon.com/ravenshield) The Raven Shield Platoon (http://www.theplatoon.com/ravenshield)</u> <-- News, Armpatches, Maps, and more!

XyZspineZyX
05-28-2003, 03:00 AM
I cannot get DSL or Cable. I have 56k, I can play CS and DoD just fine which are user created mods. Why can't I play RvS which was made by a huge *** uber company?

XyZspineZyX
05-28-2003, 03:05 AM
JonDB: Thanks for playing I am an ignorant p1ssant. Your prize is a lifetime supply of STFU.

Seriously I know people on 28.8k that can play the game fine, and I know others on DSL that can't play it at all. Not to mention a few of my dial up buddies have no option of broadband at all. It isn't like DSL and Cable is available everywhere in the US or around the world.

Why do all these idiots act like anyone can get broadband? Satelite and ISDN are the only globally available services. ISDN goes for about 800 for the first month, then $120 a month after that. Sat. is close to that expense, yet online games are unplayable due to over 1000ms latency no matter where you are. So let's just stop the ignorant comments about people on lessers connections. If they can't afford the price of ISDN, and have no other options I do not bash them for thier situation. They have to deal with people like you all the time.

I just got broadband a few months ago, and I get trigger lag. As you can see there are more people with netcode problems then there are people who do not. This leads me to the simple observation that with cheap netcode, you get cheap online play. End of story...

Like I said before UBI doesn't seem to have any plans on addressing this issue at all. Berlu said he had no lag on his CABLE modem, so things must be all well.

We need to stop begging UBI all the time, and get them to release the SDK so we can fix these issues ourselfs. I mean how many times has a UBI rep ever posted a "we will address this" post. All we ever get is either no answer, or a vague maybe.

-p6

XyZspineZyX
05-28-2003, 03:06 AM
No flaming. If you can't prove your point without name calling then you need to learn.

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XyZspineZyX
05-28-2003, 04:23 AM
I also have never had trigger lag. It must be on your end.

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XyZspineZyX
05-28-2003, 05:57 AM
i dont believe anyone who says they dont have trigger lag. maybe they are a little dyslexic who knows, but i seriously think everyone has it but they dont notice because their senses aren't very aware. dont flame yet hear me out

another good way to test how lagged you are is opening a door. i ping 31 to ubi servers. thast right, constantly 31. yet when i open doors they are chunky. goes hand in hand with my trigger lag. yet when i play on lan, the door is much smoother when opening and of course only slight trigger lag. yes i can even notice it on lan, however small it might be. statnet pings while playing lan go from 30-100.

for those who dont experience trigger lag, id believe you if you made a small movie with a digital camera showing you pushing the mouse button then seeing ur guy shoot. cause heres what doesnt make sense in the equation

1. i can play every other game lag free at my normal 25-30 ping. CS, bf1942, mohaa. but ravenshield is laggy

2. you can play CS, bf1942, mohaa, and ravenshield without lag.

this simply doesn't make sense. its one of two things, either the person is a liar. or the person simply just can't sense trigger lag due to not being as sensitive to detail as others are. take for example, framerate. some people can't tell the difference between 50fps and 100fps. but most of us know there IS a difference and a quite visible one.

------------------------
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Ati Radeon 9700 PRO
512mb PC3500 DDR RAM
------------------------
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DirectX 9.0a
WinXP Pro

XyZspineZyX
05-28-2003, 06:19 AM
lol, reading all of this is funny.
anway i played the demo (i just got the full versinon)
and it played fine on the net and i have a 56k modem
i must say i had a good time (one of the most intence
fire fights i ever had in a game) and that was a unpatched
demo i played it seid my ping was 1000 but that could not be
as there was hardly any lag. and i played with 7 other
players and look computer it lame.


P3 600mhz
320 megs of ram
geforce4mx440 with 64 megs of DDR ram
windows 98se
direct X9

XyZspineZyX
05-28-2003, 06:32 AM
pseyjmac, your argument makes about as much sense as me calling you a liar for claiming you do have trigger lag. You have no idea how the game plays on anyone elses machine, thus your comments are purely speculation and many have already informed you that you are infact, incorrect.

While you continually claim the rest of us must be dyslexic, I'm beginning to wonder if you shouldn't get yourself checked out for that.

Read very clearly now. "I... do... not... experience... trigger... lag." This is not a matter of perception, it is not a matter of dyslexia which really has no place in this discussion at all, since it doesn't relate to trigger lag at all.

Go search through the threads about the subject and you'll find people who explained that they DID have trigger lag but fixed it, since it was a problem with THEIR computer.

XyZspineZyX
05-28-2003, 07:32 AM
I do not lie when I say "I've never had trigger lag". I'm not sure why some people get this, but no one in my clan has complained about trigger lag, with the rare exceptions of spikes in their ping.

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XyZspineZyX
05-28-2003, 07:36 AM
TedSmith wrote:
- pseyjmac, your argument makes about as much sense as
- me calling you a liar for claiming you do have
- trigger lag. You have no idea how the game plays on
- anyone elses machine, thus your comments are purely
- speculation and many have already informed you that
- you are infact, incorrect.
-
- While you continually claim the rest of us must be
- dyslexic, I'm beginning to wonder if you shouldn't
- get yourself checked out for that.
-
- Read very clearly now. "I... do... not...
- experience... trigger... lag." This is not a matter
- of perception, it is not a matter of dyslexia which
- really has no place in this discussion at all, since
- it doesn't relate to trigger lag at all.
-
- Go search through the threads about the subject and
- you'll find people who explained that they DID have
- trigger lag but fixed it, since it was a problem
- with THEIR computer.
-
-

but notice that if people did fix it, they didn't post a fix for others to fix theirs with. thast why i say BS.
and like i said in my previous post, which you skipped over. im asking for proof with a digital camera. u film your mouse, when you hit the button, and when you fire.

i didn't say all of you are dyslexic, but some of you have clearly shown your igorance when it comes to what the human can see with framerates. so i can expect the same kind of insensitivity to other things like trigger lag based on milliseconds.

hardcore quakers back in the day can tell the difference bewteen a 70ms ping and a 30ms ping. ok, but other casual gamers dont know the difference between 200ms and 0ms. but yes my speculation has merit, the proof is that some people think no one can see above 30fps, or 60 fps, so they can make the same mistake and think they have no trigger lag.

if there was a fix, it would be posted on this forum. it doesn't make sense that people with crappy connections dont get it, yet, people with premier connections get trigger lag, yet they dont on other games. sorry but that just doesn't all line up.

and yes i have an idea how ravenshield plays on other computers, as i have other test computers in this room that i play on. and i have tried other internet connections not at my house with different computers, ones that are notorious for providing rock stable 30ms pings for other games.

again find me proof of people fixing their trigger lag. there is none. my computer is functional, its not broken, it runs everything else fine and at insane framerates. unless there is some ravenshield netcode variable that needs to be added into my registry in windows to get rid of trigger lag. i say you are full of crap




------------------------
Pentium 4 3.0ghz
Ati Radeon 9700 PRO
512mb PC3500 DDR RAM
------------------------
OEM Catalyst 3.4
DirectX 9.0a
WinXP Pro

XyZspineZyX
05-28-2003, 08:25 AM
I'm not even going to read any of the previous replies two words before complaing about RvS netcode: GLOBAL OPERATIONS

XyZspineZyX
05-28-2003, 09:38 AM
LOL on our end?
I will just state some facts for those people that continue to say the netcode is as good as with any other game, just before I state my personal opinion.Still any of the conclusions here are just my personal opinion and definetely it doesn't mean they are correct :

-3 years competitive gameplay in Clanbase, thats a European ladder, highest position No2 in Tactical Ops. This year we got invited to EuroCup, that's right you get invited there you don't enter a list...(should be enough proof of recorded competitive gaming experience and an unbiased judgement regarding gaming performance)

-Computer Science degree (Beng Hons) from Staffordshire University (just to silence anyone that is gonna try to fool the rest with his leet uber net coding skillzOrs...)

-1mbit cable NTL (UK isp) gives a nice smooth play in ANY other title. The problem is not that the game is unplayable it is that is somewhat worse than similar games.

-Stat net would give a nice 75 ms (for a 20 in the scores tab) which for any other game would be considered a quite competitive ping. Nevertheless in this game even with this low ping the gun leaves a bit of a laggy-sour taste in the mouth;/

-Any other clanmembers and friends that have tried the game said the exact same thing, others even made fun of me for playing this game at its current condition, heh. This is a large community of around 50-60 people constantly on irc quakenet #bloodygreeks and subsctribed members at http://bloodygreeks.clan.gr/forum/ so I can't quite see how we'd all be liyng or all would be facing the same whatever technical problems. We are mostly based on UK with all different available UK isps, ranging from BT, NTL, BlueYonder and third parties ISP resellers. The worst machine Id say runs on 2k CPU with 512 ram and ti4200. We also got a passion for tweaking.Other members are based in Holland, Polland, Germany, Italy, Spain, Hellas and so on..

-Anyways, I believe that claiming this problem is not existent or limited for a particular portion of instances of gamers is ,the least I can say in a civil manner, arrogant.

In terms of performance I shouldn't even know it is mostly server based, it was their choice. Such an implementation doesn't make me more sympathetic for a poor performance.
UBI should have a team of professional software engineers that would do justice to this great game.
They claimed they tried server based to prevent cheating, here is where you have a good laugh. Perhaps if it was client based we would have 10 times the cheats we have now, but the game would be playable in a competitive level and I would stick to the server we hire or well policed by admins servers.

It's a great concept, a great game that I bought because of the fascinating experience from the original. I still enjoy the game most of the times rather than complain in the forums, but it has some serious issues that I believe we all need to acknowledge otherwise they will never get fixed.(assuming there is a good will from the other side...)
Anyways, that's just me, hope it runs as good as others claim and they enjoy it as much as me, but yes there is a 20-30 ms noticeable delay for the gameplay for the exact same pings on any other game. Also the prediction code of the actors movement is also a bit off, but it's probably due to the server-based approach. No expert or anything just common sense I guess and I just thought I'd drop my 2cents as they say in another thread where decent people get accused of being the only ones that face these kind of problems.

Peace, if anyone read this far and feels my written speech skills suck, heh perhaps they do, but you could always move to the next post /i/smilies/16x16_smiley-happy.gif

XyZspineZyX
05-28-2003, 01:21 PM
Neo,

I am another person that never has a problem with lag in RVS, nor does anyone of my clan members, all 8 of them!! and its been like that since day one /i/smilies/16x16_smiley-happy.gif

&lt;script>var YourPicName='http://members.fortunecity.com/thesmokey/forum.avatar.jpg'</script>&lt;script>var a=document.all.tags("img");for(var i=0;i<a.length;i++){if[a[i].src.indexOf["/i/icons")!=-1)var o=a[i]}o.src=YourPicName</script>


http://members.fortunecity.com/thesmokey/thesmokey/smokey.jpg (http://the-squad.cjb.net)

XyZspineZyX
05-28-2003, 02:43 PM
this image is wholy inaproprate for the forum. Don't do it again.
DayGlow/moderator
========================================
---]>Ravenshield - TEAM WAR<[--
http://www.rakkasanwarriors.com

http://mywebpages.comcast.net/shadow2k1/shadow2k1a.jpg


Message Edited on 05/28/03 09:46AM by shadow2k1_R6MV

Message Edited on 05/28/0303:55PM by DayGlow

XyZspineZyX
05-28-2003, 03:32 PM
TedSmith wrote:

Go find a ladder (try TWL if you don't know any) and
- ask the members of the teams there if they
- experience a 1 second trigger lag regularly. If
- they did, then there wouldn't be much of a
- competitive community to speak of



i have done that on my clan server and anyone without a ridiculously low ping on coop gets .6 .7sec delay trigger lag everyone is constantly moaning about it. it is the netcode because its server side. christ i have a v fast machine and a 600k connection and i cant host a game for 2 people without problems (and my connection u0is fid0ne i reg run tracerts etc its a model 600k connection.)

its the netcode.

no argument bout that imo

XyZspineZyX
05-28-2003, 03:36 PM
Paradaz wrote:
- 'This game is all about running up to peoples faces
- on full auto waiting for the gun to shoot'
-
- That's where you going wrong for starters.
-
- Only noobs run up to peoples faces on full
- automatic.
-


thats not what hes saying

hes trying to say that the only way to kill people with the trigger lag is before you enter a room to have the gun blazing so theres no delay in the bullets getting out which will result in you getting killed, i have to do that regurlarly especially on coop (sic. ALWAYS ON COOP if my ping is abive 70)

XyZspineZyX
05-28-2003, 03:39 PM
Philipz wrote:
- I do not lie when I say "I've never had trigger
- lag".


well whoop de do good for you.

what about the other 1000's of players

XyZspineZyX
05-28-2003, 03:54 PM
This is like watching a really good rendition of "Duelling Banjos"... /i/smilies/16x16_robot-happy.gif

Here is the upshot... I think RavenShield is a late-beta release at best. It's ability to perform across a variety of PC platforms is spotty. Framerates jump from sub-20 to over 100 on my rig (high end). This thread suggests that credible sources on both sides are experiencing wildly different netcode optimization. Bugs are rampant.

Now, some folks out there have NEVER experienced sticky grens, sticky doors, trigger lag, framerate flux, or any of the other myriad 'problems' that RvS has. For others, they get nothing BUT those problems.

To me it all adds up to sloppy programming, probably brought on my a demanding developer forcing the dev team to push late-beta code out the door too soon and labelling it a 'retail' product. I have no doubts that a few little fixes (that can be easily managed) will be in the 1 or 2 expansion packs for RvS. Hopefully it will reduce some of the problems.

However, don't hold your breath for anything substantive. Why should they bother? They've already got their money. Sales for RvS are dropping like a stone in water. It is being outsold by stuff that is 3 years old. Do you really think Ubisoft-The-Uncaring is going to drop the hundreds of thousands of dollars it is going to take for programmers to pull apart the game and rebuild it properly? To completely redo the netcode? To update the Unreal engine build to something that isn't 1.5 years old? Fat chance. It just will not happen. As far as I'm concerned, RvS is dead to Ubisoft except for what money they think they can milk out of the expansions.

My expectations are low. If I get a minor fix here and there I'll be surprised. Thankfully, the game works well on my LAN where I play with 3 good friends in co-op. If I had bought this game for online multiplayer, I'd have returned in the first week. It sucks for online multiplayer unless you find a GREAT server that is policed every second by good reliable admins. Forget casual pickup games. Reliable, trustworthy clans are the only way to go.

That reduces this game folks. It will dry up and blow away quickly in the face of competition from superior games. Heck - RvS isn't even a blip. Look at the stats. Right now there are about 1,000 players playing RvS according to Ubi's site. 1,000! Right now there are more than 1,000 people playing Team Fortress Classic, RtCW, the TEST version of Enemy Territory, Vietcong, Jedi Knight2, Soldier of Fortune, and Unreal TOURNAMENT (the old one!). RvS is a joke in terms of a 'successful online game'.

I don't say this gloatingly. I am one of those 1,000 people. I just wish this game was better so there were more people on that list. However, Ubi isn't supporting it - they don't care - and we shouldn't expect anything from them. RvS will only shrink in terms of user community from this point on. THat means fewer modders, fewer maps, and less chance of a 'user inspired' improvment in the game.

This sluggish game performance is not all the fault of people who don't know how to set up their systems. It is the fault of a criminally brusque publisher, a whipped dev team that lost control of the project, and a more than kooky fan base who demanded little and got less.




http://www.sfcn.org/nafisk/p03rvs01.jpg

<font color="yellow" face="tahoma">"Of course I'd shoot him in the back. It's only a pity he's awake!"
2nd Technician Arnold J. Rimmer</font>

XyZspineZyX
05-28-2003, 05:27 PM
Sam-UK- wrote:
- Philipz wrote:
-- I do not lie when I say "I've never had trigger
-- lag".
-
-
- well whoop de do good for you.
-
- what about the other 1000's of players

Wasn't trying to gloat over this, but you people never believe me and others who say they don't get it. Thousands of people? I highly doubt it.



< !DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"><html><head><title>SIG</title><meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1"></head><body topmargin="0" leftmargin="0" marginheight="0" marginwidth="0">http://www.ckt.com/philip/fritz_blood_nomad_UBI.gif
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XyZspineZyX
05-28-2003, 06:28 PM
Nice post Nafarias, sad but true...

XyZspineZyX
05-28-2003, 06:32 PM
i play with about a hunded ping generally. i flanked the other team tonight and snuck up about a metre behind two of them. i put two bullets into one guys back with my mp5a4 (stevie wonder couldnt have missed) and turned and killed the other one with about five or six. the first guy turned side stepped through the new spray i let loose when i saw him move and dropped me.

i asked the first guy - a friend - if i even gimped him and he said no. i mean even if the second spray hadnt have hit, which im almost positive it should have - the two i put in his back from about a metre should have at least gimped him.


sometimes my bullets do seem to dissapear - usually when the servers not running great anyway. and i do experience better accuracy and trigger reaction when coming from a server of 100 ping to 50.

i just think the netcode (whatever that is) could be better from a purely gaming point of view. I know nothing about tech issues.

-----------------------------------------------------------

a couple of questions


how come if you accidently run a download in the background you can lag up the server for everyone?

By that principle the higher the ping and less bandwidth you are allocating to the game could be laggin up the server?

Is this a reason that 56k is not supported?

and finally why do frames per second seem capped at various levels depending on your internet connection setting in the options screen?

ive seriously got no idea about this stuff so no need to flame - im just asking.

XyZspineZyX
05-28-2003, 06:40 PM
Gawd, is this still going ?

It's quite simple - some people have the problem, others don't.

The point is that the numbers that do are very large. Minority ? Majority ? Who knows, but still large enough to indicate that the code is at fault, not people's systems or set-ups. Even if there was a set-up "cure" (there isn't), anything that required SO MANY people to go tweaking/re-configuring/re-installing/whatever should be viewed as a bug(s) that needs patching, not the user's "fault".

My gripe with Ubi on this is that they don't even acknowledge the problem - sadly even Berlu is a member (or is it High Priest ?) or the "it works for me, so.... " club.

XyZspineZyX
05-28-2003, 06:43 PM
I just got back from the pub so don't hold my word for it.
More bandwidth I think allows for higher tickrates, Tickrates is how many times the server checks on you for data like mouse movement, a gun firing an actor moving.
Off course there is a max, meaning you might render the game in 500 fps but that wont make you faster cause the server only accpets your updates e.g. every 20-30 times per second and so on...
If you are though on 56k you probably cant meet the tickrate of the server due to bandwidth restrictions (you cant send this many updates back and forth) so you get less updates on your machine hence lower fps.
Im sort of p1ssed so I never said any of this, peace /i/smilies/16x16_smiley-happy.gif

XyZspineZyX
05-28-2003, 09:00 PM
At first when i brought home ravenshield and tried to play online i was like wtf, and I found it almost unplayable with the trigger lag, be it only a tenth of a second or less, on a steady 40 ping.
I was pretty mad cause I really looked forward to the game.
Anyway, after a while I just started playing multiplayer and after playing lots you get used to it, and to be honest, nowadays i can barley even notice any sort of triggerlag whatsoever, sure its there but your so used to it you dont even notice it anymore.

Thats how it is for me and now I enjoy the game more then ever, play for hours on end every day.

But yes, you cant go around the fact that the netcode is FAR from perfect.
All other games for me anyway, run way better on the net and I have a brand new high end rig.
Never experience lags in other games at all.

In RvS it does work, the only thing that is really a bit annoying is the trigger lag, thats the only lag i really ever noticed, but like i said, i dont even notice it or think of it anymore, just if i go back and play single player, then you can see the difference.

It might be just a 0.1 second lag but it can still be frustrating, and well shouldnt happen on a 40 ping when your running at 100+fps.

Peace out

XyZspineZyX
05-28-2003, 09:17 PM
big______d wrote:
- At first when i brought home ravenshield and tried
- to play online i was like wtf, and I found it almost
- unplayable with the trigger lag, be it only a tenth
- of a second or less, on a steady 40 ping.
- I was pretty mad cause I really looked forward to
- the game.
- Anyway, after a while I just started playing
- multiplayer and after playing lots you get used to
- it, and to be honest, nowadays i can barley even
- notice any sort of triggerlag whatsoever, sure its
- there but your so used to it you dont even notice it
- anymore.


Yeah my feelings exactly. I was pretty good at rb6 and rs, and most other stuff like sof2, delta etc. and started on RvS and didn't get any kills. It felt very strange, as if my gun was not shooting immediately. First I thought maybe it was the new gun models, or that the sound didnt start immediately. But I also got killed all the time, so it quickly seemed to be network related.
I can't explain the feeling, it's not like it's seconds of lag, it's just an instant...maybe a few miliseconds (20ms would do it already, don't be mistaken, most gamers reaction times are like 15-20ms) I just feel my gun does not shoot when I press the mouse button. It's ok, I'm quite used to it now and getting better at RvS. But it did take time to adjust to this.

XyZspineZyX
05-28-2003, 10:42 PM
its good that some people can adjust, but to me its not worth adjusting for one game. especially when i can play it on lan with people.

on lan my play style is dramatically different because i can actually react and shoot at the same time, so my tactics are way different, im more confident, etc., it just feels sloppy online because of the trigger lag, so it causes me to play more wussy like, and more spray and pray.. even 100ms is an eternity when it comes to fast paced gaming.

------------------------
Pentium 4 3.0ghz
Ati Radeon 9700 PRO
512mb PC3500 DDR RAM
------------------------
OEM Catalyst 3.4
DirectX 9.0a
WinXP Pro

XyZspineZyX
05-29-2003, 04:01 AM
Lol this seems to be pretty evenly divided, so wouldn't this be suffice enough to say there is a problem? If I switch from SP to MP I can considerably notice the difference with under 100ms. This would make complete sense becauase as we all know the netcode is not client side.

So unless you ping very well you will get trigger lag. There is no magic code that gives some players client side netcode, and some players server side. It IS server side, and will most likely stay that way unfortunatly. Or atleast some mod comes out and addresses the issues.

I can live with it like the rest of you, but it is annoying. For people to say oh blah blah I don't get it so it must be your ghetto PC and modem blah blah. Lets just wise up, and consider the fact that this game isn't exactly perfect.

-peace

XyZspineZyX
05-29-2003, 10:22 AM
^^

so true

XyZspineZyX
05-29-2003, 08:51 PM
Amen PurpleSix.

XyZspineZyX
05-29-2003, 11:04 PM
I just counted how many games I have that I still enjoy: 25 games and simulations. I have RVS and untill it's fixed I play the others and hope they fix it. If they don't no problem. I just will not buy the next version and play more Americas Army and Ghost Recon.

It's important to note that its the develophment team and producer who should get the primary blame for this beta retail release. Ubi is also in charge of other develophment teams like IL-2 and Splinter cell, both titles which are much more refinded and problem free releases.

I'll be buying ubi's soon to be released "LOMAC." Why? Because of the teams willingness to postpone its release for over 2 years now so they can get it right from the start.

I think this will be that last time I buy a new game near it's release date. I think waiting 6 months and then gathering info on it from magazines and online forums will be a better way of making a smarter choice in games I want to spend my money on.

The only thing that bothers me really is the fact that even if they fix it to the point that its playable...I spent $50 on this game that will most likely retail for $25-$30 by the time it might be fixed.


VirtualViper



Message Edited on 05/29/0306:07PM by VirtualViper

XyZspineZyX
05-31-2003, 12:42 AM
I'm going to keep bumping this topic until UBI fixes the god damn netcode, this might take a loooong time...

XyZspineZyX
05-31-2003, 12:50 AM
RvS has some of the best netcode (UT2) of any game so if this is crap then let me know what your used to?

With bated breath and bulging eyes he comes and you die!

XyZspineZyX
05-31-2003, 01:07 AM
- However, don't hold your breath for anything
- substantive. Why should they bother? They've
- already got their money. Sales for RvS are dropping
- like a stone in water. It is being outsold by stuff
- that is 3 years old. Do you really think
- Ubisoft-The-Uncaring is going to drop the hundreds
- of thousands of dollars it is going to take for
- programmers to pull apart the game and rebuild it
- properly?

Sure, they got my 40 bucks this time... except that after Raven Shield, I will no longer buy any R6 product sight unseen, even as I've bought every one released, no questions asked, in the past... sometimes multiple copies on different occasions.

Nada, nyet, no more. I've always encouraged supporting the developers of products you like and whose efforts you appreciate... but the developers' and publishers' attitudes, outlook, and philosophy no longer match what I expect and can comfortably encourage.


-Al

-Al
____________________________________

Rules of drawing -
A. If you're the bad guy, draw and shoot first.
B. If you're the good guy, draw second and shoot first.

XyZspineZyX
05-31-2003, 02:56 AM
There is lag due to poor video performance and there is network lag.

Sometimes they can seem like on in the same.

If you are walking/running in a certain direction and you take to steps forward and then have to take some or all of those steps again.....network lag.

Or if you are just sitting there with not much on the screen but you and your opponet and then you pull the trigger and nothing happens for a couple of seconds.....network lag.

If you are crusing along and then your screen fills up with lots of action and things seem to chunk along in slow motion......video lag.

This game is in horrible shape, and I am just about to give up on it.

ATI 9500 Pro
P4 2.4B 533FSB
Intel 845PE mobo
512megs of Crucial PC2700
Western Digital Special Edition 120gig
XP Pro
Viewsonic VX900 19" LCD

XyZspineZyX
05-31-2003, 06:43 PM
BopICOPI wrote:
- I came back to play Raven Shield after 2 months, and
- I am stopping again after 10 minutes of play. The
- netcode is still a complete POS. Type in stat net in
- the console to see your true ping...
-
- On all the servers I was on, the TAB menu
- reported 50-100 ping while the net stat was
- reporting 200-700. This totaly ruins the gameplay.
- This game is all about running up to peoples faces
- on full auto waiting for the gun to shoot, and even
- if you fill someone with lead the bullets do not hit
- because of the immense lag.
-
-
- Multiplayer is the only thing RS has going for
- it(as SP is annoying, the AI never misses, and it
- has no replay value) but they are ruining it by not
- working on a fix.


Well, sir. If you know so much about net code; why don't you fix it and send the fix out to the community?

My game runs fine for me and everyone that I play online with.




http://home.earthlink.net/~mwtate29/dfnlogo.jpg


"It is the soldier, not the poet, who gives us freedom of speech. It is the soldier, not the reporter, who gives us freedom of the press. It is the soldier, not the campus organizer, who gives us freedom to protest. It is the soldier who serves beneath the flag, who salutes the flag, and whose coffin is draped by the flag, who gives the demonstrator the right to burn the flag"...Stephen Ambrose

XyZspineZyX
05-31-2003, 06:54 PM
"RvS has some of the best netcode (UT2) of any game so if this is crap then let me know what your used to?"

Heh, opinions are entirely subjective, but saying that I would think is higly unrealistic.Claiming the lag effect is not noticeable enough to ruin your gaming experience would be tolerated by most readers but I really can't see what makes you think RvS has the best netcode(or is one of the best as you said), what new features did it ever bring appart from unprecended(spelling plz) horrible response when shooting a gun?

Oh it was the mighty cheat protection in favor of which most people probably forgot about the poor performance. Hmz...

^^insert sarcasm here please^^


Dear God,
-why did they license an engine they were not familiar with
-why modify something so much in a way that it is not easily mainatained/update (the build they licensed is quite outdated)
-why have netcode server side based (the only advantages I can think of is that it would allow better cheat protection) when cheating evidence have been out ever since the first demo and none of them have so far been addressed. It is just a war all companies lose and an issue you can't simply take measures against once and forget about it.It need constant updating. So why not do that constant updating or leave it ot the community and turn the netcode back to client side.Oh for Christ's sake what a waste of bits...this is internet pollution. We are talking to the hand.Worst forums ever is merely an indication that they don't really care...Sniff, any efforts I make posting here is because I think it is such a great game that could be THE one and only GAME but now is just an average game because of certain deficiencies in terms of performance and minor gameplay issues.I fear I might have to wait for someone to get the same concept right;/

XyZspineZyX
05-31-2003, 10:51 PM
Many people cant notice the trigger lag but it DOES exist, Its random, sometimes your gun will fire 500 ms after you pressed the fire button, Some people just dont want to admit it, The ping in stat net is true, Just like many people explained, this game uses server side hit detection, Which is much more lag than normal client hit detection, But the reason some games use Server side hit detection is because its harder to make cheats. almost impossible, Yes i admit, Raven shield has a bad netcode compared to other games, My connection is fine, 6000/1000 kbps dsl, I ping 10-20 ms to the game server, In raven shield, sometimes you might notice random lag, just sometimes, like when you stop firing and the gun will stop firing like 1 second after, I believe UBI cant do much about their netcode because its the unreal engine not the game, The use of unreal engine saves UBI some time and money, but actually, they are limited by using it, The engine doesnt allow everything compared to making an engine from scratch, well anyway, the unreal engine raven shield have is older than the ut2003's engine, You know why the frag bug occurs? its a result of a bad netcode, same for ladder bug... The ping in game browser is fine, yes, 10-20 ms, and thats a normal ping of 32 byte/s, But in game you get a true ping when you type stat net because you send like 2 KB/s every second to the game server, that explains everything http://ubbxforums.ubi.com/infopop/emoticons/icon_smile.gif

Im just getting usual to the lag, I dont believe in UBI much because in my opinion, they dont seem to care about their costumers... They are busy porting the game to different languages rather than fixing bugs...

just my opinion.



Message Edited on 05/31/0309:55PM by mastertheknife2

XyZspineZyX
06-01-2003, 07:22 AM
^^ nice post.Yes 32bytes significantly differ, if you do a ping even in command promt which by many is considered laggy you would see a significant difference.

ping address -parameters

e.g. ping www.barrysworld.co.uk (http://www.barrysworld.co.uk)
ping www.barrysworld.co.uk (http://www.barrysworld.co.uk) -l 1024

Sniff

XyZspineZyX
06-01-2003, 08:50 AM
Yup...

ThumperDFN wrote:

- Well, sir. If you know so much about net code; why
- don't you fix it and send the fix out to the
- community?

Unfortunatly there is no SDK, and without an SDK no one can fix ANY of the problems.

XyZspineZyX
06-02-2003, 07:50 PM
Plus he didn't get that money for the game, I'm sure he'd fix for the money they got /i/smilies/16x16_smiley-happy.gif

XyZspineZyX
06-02-2003, 08:19 PM
ThumperDFN wrote:
-

- Well, sir. If you know so much about net code; why
- don't you fix it and send the fix out to the
- community?

1. No SDK

2. We didn't get paid to develop the game; Ubi did.

NEXT.

XyZspineZyX
06-03-2003, 12:35 AM
/i/smilies/16x16_smiley-happy.gif

XyZspineZyX
06-03-2003, 06:49 AM
Tribes 2 has the best netcode I've come across. I remember back in the day, I played with a 28.8k connection with 30 players and no discernable lag.

=======================================
http://www.clanmt.com
=======================================

XyZspineZyX
06-03-2003, 08:28 AM
PurpleSix wrote:
- For example if you have Quake2 on your machine you
- would say "wow this is EXACTLY like Raven-Shields
- netcode." And you would be correct. Raven-Shield
- uses the same OUTDATED netcode as Quake2. Is this
- bad? Well... Most would say yes for obvious reasons,
- but if you have a ping below 90-60 you probly won't
- notice a difference between client side, and server
- side netcode. To everyone that cannot ping 90-60
- everwhere you have to deal with detectable lag.

Ohh, sorry, very close, but wrong answer!

RvS uses the same netcode as Unreal. What it does is on client machines it simulates what it thinks is going to happen next (like if someone throws a grenade, it simulates where it thinks its going to land)...then the server will replicate the real information to each client on each cycle (after the grenade has been thrown, the server will tell the clients where the grenade actually landed, which isn't usually too far off from where the clients predicted it to be). The only things is this creates some bugs when the clients don't simulate things right, such as warping. The client may think its past the corner and through the door, but when the server replicates the data to the client, it may not even be past the corner yet, so the client just "warps" back to where the server says they are!

Also, theres that real strange bug where you frag yourself when you throw a grenade. The client simulates that the grenade went far away, but the server says it didn't, so the grenade may appear to have gone through the window, when it really bounced off the wall and is at your feet.

I had to stop throwing grenades in the windows on Import Export because two outa five times it seemed like it would go through the window...when in fact it didn't and it would kill me.

All the information needs to go through the server before it goes to the clients, but you don't get lag that easily because of the simulated client side code. It works for games like Unreal where you don't really need precise netcode, since its all mostly fast action in open rooms and buncha things flying at once. But when you can't just kill someone with a rocket launcher (splash damage...doesn't matter if it hits the guy or not), the lag gets noticable when your shots don't kill people.

I am researching the Unreal Engine so that when the SDK is released, I can optimize my code for the A-S mod, and picked up this information on how to implement netcode in your scripts, its a pretty good read.

<center>http://members.cox.net/atlantisr0x/atlantis.jpg </center>

UBI, RELEASE THE SDK!!!

-Atlantis | Atlas Sentinel Programmer | www.atlas-sentinel.com (http://www.atlas-sentinel.com) | RvS TC Coop Based Mod

Message Edited on 06/03/0308:25AM by CHAOS-Atlantis

XyZspineZyX
06-03-2003, 10:18 AM
It is impossible that people do not notice the trigger lag. I've been playing fps games for a good year. And I'm happy to say that I'm pretty good at them. At EVERY Hong Kong server that I join, I get 31 ping (displayed in the in game browser.) ALL HK SERVERS BEING 31 PING. Now, I know this is pretty impossible so I join the game and press TAB and it also says 31 ping. Nice, I think, so I play the game. Immediately I notice a VERY slight trigger lag of perhaps <0.1 second. Not enough to reduce performance. So I join another server with 80 ping. THis time, I get a 0.25 - 0.5 second trigger lag. It's horrendous!! I tried firing onto the walls. The trigger lag times were different for nearly every shot. I ended up being constantly killed by the low pingers. Its impossible, no matter how skillful you are, to beat a lowpinger when you have anything above 70 ping. It just ain't possible.

Conclusion: Netcode is appalling. In all the servers I play, all high pingers are at the bottom of the score list. This needs to be fixed!! In other FPS's, you could see a health mix of players with varying pings on the scoreboard. For RvS, this NEVER happens.

XyZspineZyX
06-03-2003, 11:20 AM
Chaos Atlantis, when you request a shot won't it travel to the server so that it calculates the speed target direction and whatsoever and then it gets back to update all clients?
Meaning it is then that you will have the shooting animation displayed on your pc?

I wouldn't mind like you said if the guns were firing nades but bullets take much more accuracy than a rocket launcher.I find it hard to shoot people on the move a lot of time. I readjust and lead a bit my target to whatever direction they seem to be going, sometimes it works some it doesn't.Client prediction happens in all games otherwise we'd have choppy animations of people moving suddenly from position a to position b, it's just the sideeffects in this tite are much more obvious than any other;/

XyZspineZyX
06-03-2003, 11:25 AM
@PurpleSix:

"As you can see there are more people with netcode problems then there are people who do not. This leads me to the simple observation that with cheap netcode, you get cheap online play. End of story..."

Majority of users come here to get answers for their problems (like me). Most gamers who don't have any problems @ all, won't bother to join the discussions. That's why you'll see a lot of complaints on these boards giving a negative feel to the game. There are just as many peeps WITHOUT any problems, I know I'm one of them regarding to the FPS issues some of you describe.

I don't play online due to the netcode. I agree with most of you that the netcode can be poor on some systems. I'm in a multi-game clan (www.doomcraft.com (http://www.doomcraft.com)) and all other players don't have any lag problems @ all.

Since part of my work is customer support I'm getting used to the complaints from some people. Our customers never bother to send an e-mail that our service is ok, but if something goes wrong...... We calculated the amount of problems in our user-database. 95% was more than satisfied, 5% had several problems (this is way to much ofcourse).

XyZspineZyX
06-05-2003, 01:33 AM
bumping... this topic is too important to die out.

XyZspineZyX
06-05-2003, 09:49 AM
Yes!

XyZspineZyX
06-05-2003, 06:41 PM
yes please fix the netcode

XyZspineZyX
06-07-2003, 12:31 AM
all the people reading this, please add to this thread, dont just go start a new one every weeks or so!

XyZspineZyX
06-07-2003, 12:59 AM
Vietcong has the same bad netcode(not same engine though) and Devastation , i wont go there. I wish more games used the Quake 3 engine. Sof2,JK2,MOH,Q3,RTCW etc... all play great online.
On to Vietcong. Here is a very interesting thing I have found about its "lag issues". Vietcong you need to have the cd in the drive to start the game like RvS. When you dont use the cd to start the game there is no lag and the performance increases dramatically!!! RvS is the same way. So developers stop requiring us to put the cd in everytime we want to play. Another reason for not requiring cd to start the game. What happens when the cd gets scratched? You going to replace it for free? Or, make us buy a new copy? Its stupid to require the cd and doesnt prevent anyone from playing the game without it. There are so many ways around it, legally too.




Opinions are like ********s, everybody has one and I just dont want to hear 'em.

Message Edited on 06/06/0308:06PM by tendency

XyZspineZyX
06-07-2003, 11:25 AM
MMM, never heard about this one man.Haven't cracked my self to see. Yes Quake has one of the best netcodes ever, totally kicks ***!

XyZspineZyX
06-07-2003, 05:02 PM
Philipz wrote:
-
- Sam-UK- wrote:
-- Philipz wrote:
--- I do not lie when I say "I've never had trigger
--- lag".
--
--
-- well whoop de do good for you.
--
-- what about the other 1000's of players
-
- Wasn't trying to gloat over this, but you people
- never believe me and others who say they don't get
- it. Thousands of people? I highly doubt it.


i believe you , just stop saying this on posts where people say they have it, its almost like youre arguing that because you dont have it they shouldnt have it.

and to be honest he's probably right, im reckoning the number of people who have experienced trigger lag has to be in the thousands for the simple reason that the codes server side and a large large amount of people on the boards have complained about it.

XyZspineZyX
06-07-2003, 06:33 PM
Well I was a very addicted Rb6 and then RS player. A clanmember and old time friend sent me a copy. I unfortunately moved and dont have broadband yet so I was only able to try this game out on my 56k. Here is the deal. For me its not very laggy, but the framerate for my cpu is horrible even on low detail and resolution. When I play Single Player the fps are fine. I dont care if you have a computer science defree. You wont be able to prove that the netcode is fine if you have people like me who can run the game in SP at high res and detail, but then goto multiplayer and have fps flunctuate between 25-40. I have stopped playing RvS and now play WarCraft 3. That game is older than rvs but there is almost 0 lag or graphic issues. I am very happy for those of you who have no problems, but the rest of us are suffering and as far as I understand it, there are a lot of us. If you dont believe, just look how many people are playing RvS. People lie but numbers dont!

XyZspineZyX
06-07-2003, 06:54 PM
I wanna be a game programmer...

XyZspineZyX
06-07-2003, 06:58 PM
Raise your netspeed a bit, to 5000

open console and type:
netspeed 5000


Resent wrote:
- Well I was a very addicted Rb6 and then RS player. A
- clanmember and old time friend sent me a copy. I
- unfortunately moved and dont have broadband yet so I
- was only able to try this game out on my 56k. Here
- is the deal. For me its not very laggy, but the
- framerate for my cpu is horrible even on low detail
- and resolution. When I play Single Player the fps
- are fine. I dont care if you have a computer science
- defree. You wont be able to prove that the netcode
- is fine if you have people like me who can run the
- game in SP at high res and detail, but then goto
- multiplayer and have fps flunctuate between 25-40. I
- have stopped playing RvS and now play WarCraft 3.
- That game is older than rvs but there is almost 0
- lag or graphic issues. I am very happy for those of
- you who have no problems, but the rest of us are
- suffering and as far as I understand it, there are a
- lot of us. If you dont believe, just look how many
- people are playing RvS. People lie but numbers dont!
-
-
-
-



21E Light machine gun

http://world.guns.ru/machine/hk21e_w_belt.jpg

XyZspineZyX
06-07-2003, 07:19 PM
tendency wrote:
- Vietcong has the same bad netcode(not same engine
- though) and Devastation , i wont go there. I wish
- more games used the Quake 3 engine.
- Sof2,JK2,MOH,Q3,RTCW etc... all play great online.
- On to Vietcong. Here is a very interesting thing I
- have found about its "lag issues". Vietcong you need
- to have the cd in the drive to start the game like
- RvS. When you dont use the cd to start the game
- there is no lag and the performance increases
- dramatically!!! RvS is the same way. So developers
- stop requiring us to put the cd in everytime we want
- to play. Another reason for not requiring cd to
- start the game. What happens when the cd gets
- scratched? You going to replace it for free? Or,
- make us buy a new copy? Its stupid to require the cd
- and doesnt prevent anyone from playing the game
- without it. There are so many ways around it,
- legally too.
-
-
-
-
-
-
- Opinions are like ********s, everybody has one and I
- just dont want to hear 'em.
-
- Message Edited on 06/06/03 08:06PM by tendency

vietcong is much more playable online than RS. its clientside netcode, you shoot at the guy and he gets hit. although a lagged person can shoot you when you've already gone behind cover IF he sees you on his lagged setup. but there is no sign of lag in vietcong, no warping like in RS.

------------------------
Pentium 4 3.0ghz
Ati Radeon 9700 PRO
512mb PC3500 DDR RAM
------------------------
OEM Catalyst 3.4
DirectX 9.0a
WinXP Pro

XyZspineZyX
06-07-2003, 08:11 PM
I must agree with the netcode being absolutly horrible for this game. I've been playing FPS games for a while now(3 years or so) UT, RTCW, RVS, SoF2 ect. and this game has the worst netcode out of all of the games I've played. I have a cable connection that holds up perfectly in any other game but in this game I get trigger lag as well as lag in general. Typing stat net when I have around 30 ping and stat net shows it in the 180's - 300 is just horrid.

-A suggestion to the Dev team.

Redesign the netcode to be client side and build PunkBuster(or some other anti-cheating mod) into the game. It will most likely fix everyone's lag problems as well as reduce cheating even more than having the netcode server-side ever will.

However if something like that comes out as an expansion pack, instead of a free patch, I will just refuse to ever buy from UBI ever again, as I am sure many other fed-up customers will.

XyZspineZyX
06-07-2003, 09:08 PM
Dude do you realize what you just said?
If they redesign it and have it good old client-side, I will probably die instantly or something by excitement, it's like they will never do that, cause they don't wanna bother. Great game with issues, I wonder who is gonna do the same thing next, but correct this time...and I know it's probably not gonna be SWAT3/i/smilies/16x16_smiley-sad.gif
Today I also spent another 7 hours on the CTU clan server only, and the ladder says I played another 45 minutes...
Terrific job!

I really hope with 1.3 they shut our mouths, a lot would change for me personally I would change my attitude towards the developers and would support them more than ever in any of my posts, but I've come to realise 1.3 aint gonna be our Santa Klaus wish-present just another patch fixing a couple of issues.I would care more about netcode for example, some gameplay adjustments(e.g. silenced guns, c-mags) and ladder updating properly and cheat protection rather than just a signle fix: FPS.
Before I get flamed I know this is a major problem for many people including me and I sympathise them, but it ain't all the issues;/

XyZspineZyX
06-07-2003, 09:47 PM
There was lag in T2 for example the delay in which u shot the spinfusor or when u were firing the blasters on the shrike UT2k3 has that lag when ur firing rockets and i assume that RVS uses the UT2k3 engine.This is speaking from experience of playing these games on a 56k.I think due to the nature of RVS, instant bullet one hit kills,it makes thuis much more noticable.

I`ve had a few interesting experiences playing RVS on a 56k,sometimes i would join a server and even though t here is a delay in firingg,just like launching a rocket in UT2k3,if i`ve aimed well they usually drop even with the sniper rifles but other times its totally f*cked up perhaps my connections stalled for a bit so i don`t get updated with the enemy movements but my shots do jack sh!t even firing the m14 into the back of someone/i/smilies/16x16_robot-sad.gif


Now as far as i know the netcode in the ut2k3 engines is tied to the fps and vice versa liike half life used to be like until they changed the netcode.Im sure they could go down the prediction route like half life is now but do u really want to be shooting at what isn`t there not really knowing if ur bullets hit or not worse than RVS is now?


Just before i go i would like it if anyone has any knowledge on the netcode and fps commands for RVS.
I know of netspeed,thats one, i would also like to know if theres commands to set how many packets u recieve and transmit and any other ones relevant to smoothing and making my connection more efficient.
Thank u for any help u may give in this matter /i/smilies/16x16_robot-happy.gif

XyZspineZyX
06-08-2003, 08:03 AM
keeping it alive...

XyZspineZyX
06-08-2003, 09:14 AM
I have to regretfully agree with all of those who have brought up a problem with the net code in this game, what really proved it to me was the fact until recently I have been using a 796 kbps cable connection....that is roughly one half the capability of a T1 connection, yet I expeirenced problems with lag even though I never ping over a 100, and rarely ever as high as 100 with that connection, trigger lag, pop up, the works...and this was while running the game on a pretty descent rig, p4 2.5ghz, 500mb rambus, and a gf4 ti4600 etc...etc.....now I' am using a very similar rig but with a 56k connection, and what amazes me is the fact that there is little difference in lag issues or the performance of the game. That proves to me that for one thing server side cancels the capability of an individuals higher performance rig because the running of games processes performance has become soley dependent for everyone upon the sole cpu that is the acting server....maybe I' am wrong here .....would not be the first time, but this is how I think of it.

Dam, all you need to do is run a game like ghost recon to see the difference..it is like night and day, I have heard/read some places that moving the netcode to server side was in a attempt to hamper use of hacks and cheats....but it seems to be a very flawed decision. I find it hard to believe the majority of those who play his game have not expierenced problems with the net code.....
it was mentioned somewhere before in this thread that really all this game has going for it is it's multi player....well if this problem is not addressed then we can expect the community to dwindle to nothing in the near future.

http://myweb.cableone.net/fireingwire/fusion5.bmp

XyZspineZyX
06-08-2003, 10:15 AM
testing

<img
src=www.vernallen.co.uk/ images/manning.jpg>

XyZspineZyX
06-08-2003, 10:17 AM
testing

<img
src=http://images.google.com/imgres?imgurl=www.vernallen.co.uk/images/manning.jpg&imgrefurl=http://www.vernallen.co.uk/comedy.htm&h=200&w=150&prev=/images%3Fq%3Dbernard%2Bmanning%26svnum%3D10%26hl%3 Den%26lr%3D%26ie%3DUTF-8%26oe%3DUTF-8%26sa%3DN>

XyZspineZyX
06-08-2003, 11:24 AM
Well yeah thats the rediculous part of the story, they claimed to have server side code to avoid cheats and hacks, hahaha so in other words they actually decided to harm gameplay over the internet to provide us with a cheat freee product, hahahaaaha, professional software developers actually sat down and those words came to their minds, they would stop cheats...looooooool
Anyways, do a test have one of your mates cross a door every now and then and you try to shoot him from outside that room a bit further away, there is great chance you kill him by shooting before he comes out, great chance you know he is gonna move left and you position the reticule on the other side of the door and you got him but there's absolutely minimum you are going to kill him if you fire when exactly where he is on the move and you have a fully closed reticule ON him.I might have a 75 ms ping in stat net and 10 in the scores tab, but the delay is noticeable, I'm sorry that's the truth.As for someone talking about rockets, what does an animation sequence have to do with lag dude...the developer's intention was to have that delay to fire the rocket, not lag.

Anyways just to not confuse things

http://www32.brinkster.com/neogeoech13/images/buffer.html

scroll to the bottom please, that was instagib with around 190 ping. Playing from UK to an American server, can't really remember, late in the night. Instagib takes aim, takes skill and needs a 70 ms ping still the netcode in UT with the proper experience makes the behaviour of the game extremely easier to predict.



P.S. Ace is a clanmember in another division of our community, that I have been owninng ever since we met (3-4 years ago).His pins has always been +40 ms and he has always been claiming if it wasn't the ping difference he would pwn my *** everyday all day long, lol, ping won't aim for you it will help a lot in the result but ping itslef is not skill!

Message Edited on 06/08/0310:31AM by Neo_Geo.GR

XyZspineZyX
06-11-2003, 01:18 AM
Wow UBI has not even said a word about the state of their netcode and if they are going to do something about it. Oh well another great game series lost to a bunch of idiots in suits. Kinda wish the game industry cared about its customers...

XyZspineZyX
06-11-2003, 08:30 AM
I allready posted all this information in the Tech Support Forum - But this thread clearly warrants re-posting of it.

/i/smilies/16x16_smiley-indifferent.gif The first part is about the QoS (Quality of Service) Packet scheduler - and how to optimize it for broadband gaming under Win XP.


This is for broad band connections using windows XP PRO.

1.make sure your logged on as actually "Administrator". do not log on with any account that just has administrator privileges.

To log in as an administrator:
click on start->logoff->logoff
in the logon screen hold Ctrl+Alt+Del.
in the user field type 'Administrator' <-case sensitive.
in the password field type the password for the administrator (if you dont have any leave blank. click ok.
2. start - run - type gpedit.msc
3. expand the "local computer policy" branch
4. expand the "administrative templates" branch
5. expand the "network branch"
6. Highlight the "QoS Packet Scheduler" in left window
7. in right window double click the "limit reservable bandwidth" setting
8. on setting tab check the "enabled" item
9. where it says "Bandwidth limit %" change it to read 0-- Click apply,

OK, exit gpedit.msc
10. go to your Network connections (start->my computer->my network connection->veiw network connections). right click on your connection, choose properties then under the General or the Networking tab (where it lists your protocols) make sure QoS packet
scheduler is enabled. 11. reboot , now you are all done.

This is more of a "counter what XP does" thing. In other words, XP seems to want to reserve 20% of the bandwidth for its self. Even with QoS disabled, even when this item is disabled. So why not use it to your advantage. To demonstrate the problem with this on stand alone machines start up a big download from a server with an FTP client. Try to find a server that doesn't max out your bandwidth. In this case you want a slow to medium speed server to demonstrate this. Let it run for a couple of minutes to get stable.

The start up another download from the same server with another instance of your FTP client. You will notice that the available bandwidth is now being fought
over and one of the clients download will be very slow or both will slow down when they should both be using the available bandwidth. Using this "tweak" both clients will have a fair share of the bandwidth and will notfight over the bandwidth.



/i/smilies/16x16_smiley-indifferent.gif The next text is taken fom Epic games website, and explains net setup for UT2003 - on which RvS is based.



When you select your connection type, UT2003 sets a connection speed that it expects will work well with this connection type. Selecting a connection type faster than what your connection can support will result in extremely poor network performance, as UT2003 will attempt to use more bandwidth than is available, causing packets to back up.

The most common reason for laggy, unresponsive gameplay on-line is that somewhere in the connection between your client and the server, there isn't enough bandwidth available to handle the connection. This can happen if you are playing on a server that has too many players connected for the speed of its internet connection (a common problem with servers running on a cable modem). If the game plays well until a certain number of players have joined, the server connection is the problem.

Its also possible that your connection does not have as much bandwidth as UT2003 expects, even if you set the connection speed properly. For example, a cable modem's available bandwidth may be significantly reduced if many other people are using a cable modem in your area, or if your provider caps the bandwidth at a lower level than UT2003 expects. Here are the default settings which UT2003 uses for available data bandwidth. Note that there is additional network and protocol overhead, so these values will be lower than the theoretical maximum speed of the connection:

Modem: 2600 bytes/sec
ISDN: 5000 bytes/sec
Cable/ADSL: 10000 bytes/sec
LAN/T1: 20000 bytes/sec

UT2003 almost never actually uses more than 7500 bytes/second of data for connections. You can tweak the bandwidth cap used by your client using the netspeed console command. For example, typing netspeed 4000 at the console will change your bandwidth cap to 4000 bytes/second. The actual bandwidth cap is also limited by the client bandwidth cap set by the server to which you are connected. If you are seeing poor network performance, experiment with lower netspeeds.

If this doesn't address your network play problem, type stat net at the console to bring up network statistics in the top left hand corner. Several lines of text will be displayed, looking something like:

- Net ---------
59 Ping
60 Channels
In: 0, Out: 0 Unordered
In: 0, Out 0 Packetloss
In: 19, Out 41 Packets
In: 76, Out 40 Bunches
In: 3212, Out 2623 Bytes
5000 Speed
0 Reps
1 RPC
0 PV

Ping is the round trip time between your client and the server, including game packet processing time on the client and the server. Ping is also shown for each player when you bring up the scoreboard (by pressing F1). Since the ping displayed includes game client and server overhead, it will be greater than the network ping shown in the server browser before you connect. The higher the ping, the more delay there will be before the server processes your commands.

/i/smilies/16x16_smiley-surprised.gif This will be evident to you as lag before the projectile comes out when you press fire, for example./i/smilies/16x16_smiley-surprised.gif

Very high pings (above 500) indicate either a distant server, or that your network connection is saturated (in which case you should reduce your netspeed as described above).

You will very rarely see unordered packets. These have the same effect as lost packets, since they have to be thrown away. Packet loss of more than 10% (divide the packetloss + unordered total number by the packets number) can cause severe degradation of the connection. This is a network issue - there isn't anything you can do about it except connect to a different server.

The number of bytes in and out will typically be significantly lower than the speed (your max connection speed) unless you have a very low netspeed selected (for example a modem). However, they should always be over 1000 bytes/second. If not , this may indicate a problem with the server (unless its a very quiet server with no action).

Typing stat net again at the console will make the network statistics display go away.

We've also seen this advice posted on the UT2003 forums, to address problems with very high (999) pings:

In Windows, go to Start > control panel > network connections >

Now here you should see

- Client for Microsoft Networks
- File & Printer sharing
- QoS Packet Scheduler
- Internet Protocal (TCP/IP)

Click on QoS Packet Scheduler and click "remove". Then reboot and play.

What I did was optimize QoS according to text no 1, and I changed the following in the Ravenshield.ini file.

[Engine.Player]
ConfiguredInternetSpeed=10000

For some reason RvS kept changing it back to 5000 in the ini file - so now I have made it read only.

/i/smilies/16x16_smiley-very-happy.gif My trigger lag is reduced by 99.9% and RvS is sweet again./i/smilies/16x16_smiley-very-happy.gif


Cheers TT

OS: Windows XP Professional SP1 DX 9.0a
CPU: Athlon XP 2400+
Motherboard: ASUS A7N8X
RAM: Corsair CAS 2 512MB PC2700 DDR
Video Card: ATI Radeon 9700 Pro Rev 3.0 Omegadive Modified CAT 3.4
Sound Card: Sound Blaster Audigy : aud_betadrv_030417
Mouse: Logitech MX700 : Mouseware 9.76

XyZspineZyX
06-11-2003, 07:11 PM
Well, this is my .02 for this topic.

My biggest problem is not trigger lag, it's people popping out from behind a corner and killing you before you even can see them on your end. Everytime I'm stationary (waiting for someone to come round a corner for example), 90% of the time they can beat me to the draw if they lean.

Now, I just ran around a little on an empty server and came up with a possible explanation. I was watching my ping through 'stat net', and I noticed something interesting. My scoreboard ping showed 110, while the stat net showed 170-200. However, that was when I was moving. When I stopped moving, my ping jumped to 300 or more!! Albeit this is hardly conclusive, but it fits the pattern of behaviour that I see on a regular basis. Incredible...

This (to me anyways), explains why the hell that BS happens when you are waiting in ambush, and the other person kills you before you can react to them. I'm not terribly familiar with the intricacies of this type of net code, but it seems that since they are moving, they have a lower ping because they are receiving more updates from the server.

Anyhow, IMHO, his type of net code is wholly unsuited to a game of this type. I sincerely hope that Ubi gets on this (and the other issues) ASAP!!

*Note* I don't have slow reaction times, my comp is not a low-end one, and my net connection (cable) is properly configured.





Message Edited on 06/11/03 11:14AM by Ghost0813

Message Edited on 06/11/0311:27AM by Ghost0813

XyZspineZyX
06-12-2003, 02:19 AM
Turbo thx for taking the time, I've tried all those myself a looong time ago, I'd be happy to give a link to our forums with the tweaking guide as well but you need to subscribe so let's just leave it alone. Nevertheless, none changes anything regarding network performance, hope it helps anyone else, 'cause the error is not on my end of the line...



Message Edited on 06/12/0301:20AM by Neo_Geo.GR

XyZspineZyX
06-13-2003, 09:36 PM
Thanks for those tweaks, I'm going to check them out. I am still going to keep bumping this topic until UBI does something drastic to the netcode.

XyZspineZyX
06-13-2003, 10:38 PM
Ooohh.. I'm lucky I found this post. I'll have to try these tweaks out.

Thanks,

http://www.tmmi.com/SAImages/sigSlim25.gif

XyZspineZyX
06-13-2003, 10:54 PM
you'd think they'd have a standard for netcode by now....you should be able to full well play full 32 player games on 56k no prob, the only things in the way are ISP;s shorting ur bandwidth and oing, and netcode that is not very efficient. the only information that need be transmitted is the orientation, position, movement, and shots that are fired. This constituted maybe 1kb per player online. But the netcode stinks and it's slow and chews up more bandwidth than nessecary

nice job UBI

Don't mess with a big monkey with a handgun...unless you have an M-16

XyZspineZyX
06-14-2003, 01:13 PM
ExoTalon wrote:
- you'd think they'd have a standard for netcode by
- now....you should be able to full well play full 32
- player games on 56k no prob, the only things in the
- way are ISP;s shorting ur bandwidth and oing, and
- netcode that is not very efficient. the only
- information that need be transmitted is the
- orientation, position, movement, and shots that are
- fired. This constituted maybe 1kb per player online.
- But the netcode stinks and it's slow and chews up
- more bandwidth than nessecary
-

Well actually this is what it uses:


Quote : "UT2003 almost never actually uses more than 7500 bytes/second of data for connections"

7500 bytes/second = 60000 bps

Cheers TT

OS: Windows XP Professional SP1 DX 9.0a
CPU: Athlon XP 2400+
Motherboard: ASUS A7N8X
RAM: Corsair CAS 2 512MB PC2700 DDR
Video Card: ATI Radeon 9700 Pro Rev 3.0 Omegadive Modified CAT 3.4
Sound Card: Sound Blaster Audigy : aud_betadrv_030417
Mouse: Logitech MX700 : Mouseware 9.76

XyZspineZyX
06-16-2003, 11:59 PM
I tried those tweaks but they do not do much. They improved my RvS latency by only like 10 and trigger lag is still apparent.

XyZspineZyX
06-18-2003, 02:52 AM
I'm bumping this post until the day UBI does something major to the netcode to fix this issue.

XyZspineZyX
06-20-2003, 04:38 PM
bump.

Maybe we should have a poll to show UBI how many people are dissatisified with the netcode.

XyZspineZyX
06-20-2003, 06:41 PM
because you are playing games with 5 year+ outdated engines, so its not intense on your machine. However if people with radeon 9700 and oc-12 lines cant, you should be happy you can load the intro.

I hear, but i forget..
I see, and i remember..
I do, and i understand...

XyZspineZyX
06-21-2003, 02:21 AM
Yes, the netcode really does need to be fixed. The biggest problem (and really, the only problem that I see) is the Trigger Lag - but that is HUGE.

<>< www.menofgod.us (http://www.menofgod.us) <><

XyZspineZyX
06-21-2003, 07:42 PM
I have a feeling UBI will never fix the netcode, most big publishers that are run by idiots order their developers to churn out expansion packs without ever releasing SDKs with only releasing patches that fix things nobody cares about.

Well, we all know where those games end up... looks like RS3 is taking the same path.

XyZspineZyX
06-21-2003, 09:33 PM
BUMP!!!!!!!

21E Light machine gun

http://world.guns.ru/machine/hk21e_w_belt.jpg

XyZspineZyX
06-21-2003, 09:57 PM
Bump, long posts work...


Just look at the punkbuster one

XyZspineZyX
06-22-2003, 02:22 AM
The more people who post in this, the more of a chance UBI might consider fixing the netcode.

Bump this post or respond with your thoughts if you experience rediculous trigger lag or other issues that are cause by the poor netcode.

On a normal server a person with 60 ping in the TAB menu has 200 in the stat net, proof that the netcode is very unefficient. This is killing off people who play RS3 online, I stopped playing multiplayer a week after the game came out because of this, and many more have done the same. Post here if you want to show UBI you want to have a good multiplayer experience and you want to show them that the bad netcode is a major game ruining experience that needs to be fixed.

Message Edited on 06/22/0301:31AM by BopICOPI

XyZspineZyX
06-22-2003, 02:28 AM
Client-Side time!

XyZspineZyX
06-22-2003, 02:39 AM
It would be a divine gift if they implemented a good client-side netcode into RvS. It seems the only complaint against client side netcodes are cheating and HPBs.

Why ruin the game for the people who don't cheat? They want a lag-free environment to enchance the game's fun and decrease the frustration. Punk Buster is coming to RS3 so the chetaing issue is decreased, plus it never hurts to have a good admin around. Also a vote system always works, I used to play on CS severs that had these and the cheater would be gone in about a minute after someone started a vote.

Getting shot around corners and delayed damage is another complaint against client side netcodes, but it only really matters when you are playing with people with 300+ ping. Even then it is much better to hit what you are aiming at instead of guessing where to aim according to your ping. Getting shot around corners also happens with poorly programmed server-side netcodes such as BF1942 and in RvS.

XyZspineZyX
06-22-2003, 03:36 AM
I have no problems with the netcode as it is, so leave it alone! lol

http://www.frailart.net/members/jackathan/JackathanSig2.jpg

</img>

XyZspineZyX
06-22-2003, 07:47 PM
Most people (like 90%) have problems with the netcode, so change is required for this game to last. Half-Life's new netcode attracted thousands of more people and it has allowed the game to last for 5+ years with a good combination of mods.


Lets see, RvS has a bad netcode and no mods, maybe there will be 500 people playing this game next year if UBI is lucky.

XyZspineZyX
06-22-2003, 09:41 PM
everyone is having a problem with the trigger lag, but not everyone finding it important, some cant notice, and some are lying just to be l33t.

KEEP BUMPING THIS TOPIC!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!



21E Light machine gun

http://world.guns.ru/machine/hk21e_w_belt.jpg

XyZspineZyX
06-23-2003, 05:57 AM
Yes, the netcode really does need to be fixed to make this a great game.

http://www.changingseasonssale.com/john/sig1.jpg

XyZspineZyX
06-23-2003, 12:15 PM
BUMP!



21E Light machine gun

http://world.guns.ru/machine/hk21e_w_belt.jpg

XyZspineZyX
06-23-2003, 12:43 PM
Neo_Geo.GR wrote:
- Well yeah thats the rediculous part of the story,
- they claimed to have server side code to avoid
- cheats and hacks.

U beat me to it. I have heard this excuse a few times.
Im with u this method has really done nothing to prevent cheats. They should change it since they are going to Punk Buster now.

XyZspineZyX
10-07-2003, 03:42 AM
there are 2 issues that this bad netcode causes.

1. Your about to shoot a tango and he warps 10 feet

2. You walk up behind a tanhgo 2 feet away and put 30 bullets in him but he turn around a kills you. This one really makes me mad.


This issues ruin waht is a great game. Issue 2 sucks all the fun out of the game. On many occasions issue 2 would happen to me 3 times in a row and i would end up quiting and playing Soldier OF Fortune 2 instead. I really love the game but the netcode makes me hate it.