However, this feature cannot make it in if it isn't tested, andas Torr Samaho has stated- if it isn't tested soon, it will not make it in at all until a future release.
We're looking for competitive players, who are willing to gather at a set date to test a build with this new unlagged netcode, and see if it's good enough for prime-time. Suggestions for dates and times are welcome.
If someone can compile a build from this branch, feel free to do so, and post your link. I'll update this post, and include a mirror of it. https://bitbucket.org/crimsondusk/zandr ... c_unlagged
Build Downloads:
Windows x86 (Zandronum 2.0-alpha-150118-1152) (Official)
Windows x86 (Zandronum1.4-alpha-r150113-1948) (OLD)
Crash or Missing DLL Error? Get this: libeay32.dll
Wish to simulate high ping? Get Gamer's Proxy: http://sourceforge.net/projects/gamersproxy/
Make sure to disable auto-testing in your server browser! (IDE/Doomseeker)
Please disable "Clientside Puffs" for all testing! They are not accurate yet!
Code: Select all
CHAT HN. 'Kurt: do you see my soulsphere
CHAT [SM]Striker: yes
CHAT [SM]Striker: and keep in mind it'll trail behind people a bit
CHAT HN. 'Kurt: ok look
CHAT HN. 'Kurt: yeah
CHAT HN. 'Kurt: i tested with 2 clients
CHAT HN. 'Kurt: hm
CHAT [SM]Striker: of course, the hitbox will technically be exactly where the player is
CHAT HN. 'Kurt: maybe
CHAT HN. 'Kurt: can you do some straight line
CHAT HN. 'Kurt: i'll try to hit the sphere
CHAT [SM]Striker: aim for me, not the sphere
CHAT HN. 'Kurt: ok
CHAT [SM]Striker: the sphere will be behind by a bit
CHAT [SM]Striker: because it'll still lag behind
CHAT HN. 'Kurt: it's too behind
CHAT [SM]Striker: what you should watch for
CHAT [SM]Striker: that's natural
CHAT [SM]Striker: because we're seeing it later
CHAT HN. 'Kurt: due to ping right
CHAT [SM]Striker: yes, that's where the hitbox was last frame, not where it's at now.
CHAT [SM]Striker: what you should look out for
CHAT HN. 'Kurt: ok good to know
CHAT HN. 'Kurt: i thought so
CHAT [SM]Striker: is whether or not the sphere jumps ahead or to random places it shouldn't.
CHAT HN. 'Kurt: can you do some jump
CHAT [SM]Striker: or, if it suddenly reverts to a really far off old position
CHAT HN. 'Kurt: ah yes
CHAT [SM]Striker: in other words
CHAT [SM]Striker: just make sure it follows the player consistently
CHAT [SM]Striker: if it's chasing after me properly, without jumps, it's good.
[SM]Striker has taken the Red flag.
CHAT HN. 'Kurt: if it doesn't follow the player, does that mean the player has packet loss?
CHAT [SM]Striker: it could either mean that, an incorrect reconcilliation, or something else
CHAT HN. 'Kurt: can you do somùe straight move
CHAT HN. 'Kurt: lets go outside
CHAT HN. 'Kurt: yeah youre right
[SM]Striker was tickled by HN. 'Kurt's pea shooter.
CHAT [SM]Striker: yeah, always aim for the player, not the sphere
CHAT [SM]Striker: it just visualizes how the system is doing it's work, but we see it late.
CHAT [SM]Striker: one thing we need to test
CHAT [SM]Striker: is the chaingun
CHAT HN. 'Kurt: oh yeah
CHAT [SM]Striker: not for what you may think though
Five minutes remain!
CHAT [SM]Striker: when ping-based unlagged was being worked on years ago
CHAT [SM]Striker: there was an issue where the chaingun and minigun could cause unlagged positioning errors
CHAT [SM]Striker: that was supposedly fixed
CHAT [SM]Striker: but, it may be good to check if it's cropped up again
CHAT [SM]Striker: move in a line
CHAT [SM]Striker: i am not gonna try to hit you, but to see if the sphere is going nuts
CHAT HN. 'Kurt: oh ok
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