Gametic Unlagged Testing (Current Build: Zandronum 2.0-alpha-150118-1152)

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RE: Gametic Unlagged Testing (Windows Build Available)

#42

Post by TheCitrusKiwi » Mon Jan 12, 2015 8:56 pm

i don't think we have any testing session planned for now but wouldn't it be better if we wait for "the client -> server packets" fix ?

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RE: Gametic Unlagged Testing (Windows Build Available)

#43

Post by Kara Kurt » Mon Jan 12, 2015 9:00 pm

DevilHunter wrote: Ok, so yea.. After a little mishap, here you are Zan1.4-alpha-r150112-1948
Aight thanks.

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RE: Gametic Unlagged Testing (Windows Build Available)

#44

Post by Uwe L. Bendoverson » Mon Jan 12, 2015 9:09 pm

First post updated with the new build. Servers updated too.
Last edited by Uwe L. Bendoverson on Mon Jan 12, 2015 9:09 pm, edited 1 time in total.

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RE: Gametic Unlagged Testing (Current Build: Zandronum1.4-alpha-r150112-1948)

#45

Post by Bloax » Tue Jan 13, 2015 1:57 am

I'll definitely jump on tomorrow (or technically later today??), this thread reads as very promising.
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RE: Gametic Unlagged Testing (Current Build: Zandronum1.4-alpha-r150112-1948)

#46

Post by Medicris » Tue Jan 13, 2015 2:55 am

Torr Samaho wrote: Can you elaborate the details of the testing session? I.e. number of players, play time, game modes, weapons used, etc. Where there any complaints by any of the testers? Are you sure that the code is not overcompensating? For instance, for the SSG there is a delay that shouldn't be removed by unlagged.
Spent time with all weapons besides BFG and plasma, all responded well. Did not notice any complaints. Can't say for certain about overcompensating delay, but it didn't seem apparent.
Torr Samaho wrote:
Medicris wrote: On another note I'd go as far to say as Striker's damage numbers should be an included toggleable feature in future builds
Are you talking about striker_showdamage_v3.pk3? If it works fine as mod, why don't keep it as mod?
Yeah. No particular reason other than simple convenience and availability, and I figure it would be useful to newer players learning the ropes in PVP. Not a big deal.

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RE: Gametic Unlagged Testing (Current Build: Zandronum1.4-alpha-r150112-1948)

#47

Post by Ænima » Tue Jan 13, 2015 3:31 am

Medicris wrote:
Torr Samaho wrote:
Medicris wrote: On another note I'd go as far to say as Striker's damage numbers should be an included toggleable feature in future builds
Are you talking about striker_showdamage_v3.pk3? If it works fine as mod, why don't keep it as mod?
Yeah. No particular reason other than simple convenience and availability, and I figure it would be useful to newer players learning the ropes in PVP. Not a big deal.
It might make a cool addition to the FloatyIcon code, if it were included.


It's probably just easier to keep it as a mod though.
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RE: Gametic Unlagged Testing (Current Build: Zandronum1.4-alpha-r150112-1948)

#48

Post by Kara Kurt » Tue Jan 13, 2015 3:42 am

Medicris wrote:
On another note I'd go as far to say as Striker's damage numbers should be an included toggleable feature in future builds simply for the competitive applications and things like duel spectating.
---
Ænima wrote:
Torr Samaho wrote:
Are you talking about striker_showdamage_v3.pk3? If it works fine as mod, why don't keep it as mod?
It might make a cool addition to the FloatyIcon code, if it were included.


It's probably just easier to keep it as a mod though.
Actually having it as a feature would be cool because it will be a wad less to load in servers and therefore less resource to use.

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RE: Gametic Unlagged Testing (Current Build: Zandronum1.4-alpha-r150112-1948)

#49

Post by Torr Samaho » Tue Jan 13, 2015 8:37 pm

Torr Samaho wrote: There may be another small problem with packets in the wrong order (this part affects only the client -> server packets), but I don't have time to take care of this today. If you do more testing in the mean time, please use the latest version of the gametic_unlagged bookmark, which I updated today.
The other small issue should also be fixed now. The gametic_unlagged bookmark updated accordingly. Happy testing :).

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RE: Gametic Unlagged Testing (Current Build: Zandronum1.4-alpha-r150112-1948)

#50

Post by DevilHunter » Tue Jan 13, 2015 10:50 pm

Posted Build upon request Zandronum1.4-alpha-r150113-1948.7z

EDIT: sorry, uploaded wrong build. Redownload if you downloaded a few mins ago.
Last edited by DevilHunter on Tue Jan 13, 2015 11:21 pm, edited 1 time in total.

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RE: Gametic Unlagged Testing (Current Build: Zandronum1.4-alpha-r150112-1948)

#51

Post by ibm5155 » Tue Jan 13, 2015 11:08 pm

OFF:dafuk is aenima doing here, I thinked he rq from it... anyway
ON:I'm ready to test it on my windows 98 :D (and 8.1 ofc, plus xp if I still have his vm)

EDIT: zandronum no longer works on my windows 98 :( (no more 3dfx logo when start it ;--; )

EDIT2:actually, zandronum may work, but libeay32.dll doesn't want to run under 98 :(

EDIT3: replaced Libeay32 with an older version, now I get a missing MSVCR71.dll >.>

EDIT4: holly work, found msvcr and it worked \o/... Now I'm waiting for a proper glide driver :)

EDIT5:I can only see 3dfx logo and a black screen in opengl :(
Well, I may deal with the good and old software render then

FINAL EDIT: it worked in gl with 1fps, and, hmm, 39fps at software render O_o (common voodoo 3 3000, I know u can do better than that)
Last edited by ibm5155 on Tue Jan 13, 2015 11:44 pm, edited 1 time in total.
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RE: Gametic Unlagged Testing (Current Build: Zandronum1.4-alpha-r150112-1948)

#52

Post by Kara Kurt » Tue Jan 13, 2015 11:13 pm

ibm5155 wrote: ON:I'm ready to test it on my windows 98 :D (and 8.1 ofc, plus xp if I still have his vm)
But you should really be there then and show up when we need people for testing!

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RE: Gametic Unlagged Testing (Current Build: Zandronum1.4-alpha-r150112-1948)

#53

Post by ibm5155 » Tue Jan 13, 2015 11:14 pm

Now at 21:13 (from 17:00 to 23:00) I could test it :D, if not , job time :(
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RE: Gametic Unlagged Testing (Current Build: Zandronum1.4-alpha-r150112-1948)

#54

Post by Kara Kurt » Tue Jan 13, 2015 11:20 pm

Hm, where are you from? If you wish to test CTF, I think it won't happen, or if so, very late...

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RE: Gametic Unlagged Testing (Current Build: Zandronum1.4-alpha-r150112-1948)

#55

Post by ibm5155 » Tue Jan 13, 2015 11:21 pm

I'm from Brazil, It may be GMT -3 or +3. heh, that's the problem living far away from servers :S
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RE: Gametic Unlagged Testing (Current Build: Zandronum1.4-alpha-r150113-1948)

#56

Post by Uwe L. Bendoverson » Tue Jan 13, 2015 11:38 pm

My servers have been updated.

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RE: Gametic Unlagged Testing (Current Build: Zandronum1.4-alpha-r150113-1948)

#57

Post by Kara Kurt » Tue Jan 13, 2015 11:40 pm

Thanks.
ibm5155 wrote: I'm from Brazil, It may be GMT -3 or +3. heh, that's the problem living far away from servers :S
Ah, knew it!

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RE: Gametic Unlagged Testing (Current Build: Zandronum1.4-alpha-r150113-1948)

#58

Post by ibm5155 » Tue Jan 13, 2015 11:49 pm

ehm, I got a fatal error and I saved the crash report, would this help with something? (it was took on the windows 98 xD)...
Idk why this render is so heavy for voodoo 3, maybe because in gl mode, gzdoom/zan use alot more cpu than in software mode and then my gpu cant deal with it ? :S (specs: pentium mmx 233MHz, 128mb ram and a voodoo 3 3000)...

Well, since I crashed the older machine I'm gonna test zandronum on a real hardware :cool:
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RE: Gametic Unlagged Testing (Current Build: Zandronum1.4-alpha-r150113-1948)

#59

Post by Kara Kurt » Wed Jan 14, 2015 4:20 am

phpBB [video]
The [video] tag is deprecated, please use the [media] tag
Please take a look.

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RE: Gametic Unlagged Testing (Current Build: Zandronum1.4-alpha-r150113-1948)

#60

Post by Torr Samaho » Wed Jan 14, 2015 7:14 am

Thanks for the detailed video!

Some questions / suggestions:
  • Do you have "cl_clientsidepuffs 1"? If so, please turn if off. As long as it's on, you can't trust puffs as hit indicator.
  • To understand how the server is repositioning the players for the reconciliation, you can set "sv_unlagged_debugactors 1". For this you also need to define UnlaggedDebugActor in DECORATE, which is used as actor to visualizes the reconciled positions.
  • Can you double check whether the original testing version from Sunday behaved any differently?

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