I probably should have put up 3.0 servers, so part of this is on me. Torr isn't wrong though - organizing testing is like pulling teeth.
I've always considered netcode problems to be insidious. I'm inherently mistrustful of netcode problem reports because so much of it is based on perception and there are so many variables at play that it's hard to pinpoint actual systemic problems versus unavoidable mispredictions due to the realities of networking. Not that I'm trying to put the people who report problems down, but I hope people realize that getting netcode right is
incredibly difficult - doubly so since Doom is pretty much one gigantic "worst case scenario" of netcode wrapped into one - triply so since this port is programmed by hobbyists in their spare time.
That said, Shooter's video seems problematic. Considering the angle of the shot and where the player was previously, that sets off alarm bells in my head.
It doesn't sound like the actual netcode changed a whole bunch between 2.1.2 and 3.0, just the underlying version of ZDoom, and I'm having a hard time trying to figure out what ZDoom could have possibly changed to have an effect on client/server play, especially since the parent port has no concept of client/server itself. Heck, it might not even be the netcode itself per se - maybe there's more traffic going back and forth, and that might be causing knock-on side effects in terms of delays and packetloss.
It would really help if Zandronum gave the player more data to work with, kind of like a netgraph from Half Life 2 or Quake 3. I know there is one already, but it's so unknown that I bet most of the people in this thread don't realize it even exists. I don't even remember the command to enable it, or remember what it contains. At the very least, it should have something that measures the incoming and outgoing bandwidth, number of packets dropped, and
how many tics behind the server the player is.
Theshooter7 wrote: ↑Sun Oct 22, 2017 10:25 pm
Watching the spectator perspective of someone with high ping (like 110+) is truly a delight as you'll often see them shoot at thin air and people who were behind them or off to the side or something will take damage/die.
Keep in mind that spectating someone is a completely misleading way to judge unlagged. In spectator mode, you are watching the game from the point of view of the server, which is backwards-reconciling players in order to judge hits and misses, so things are going to look out of whack. If you could actually spectate what the server is ACTUALLY doing behind the scenes, you'd see players jump backwards in time every time somebody fired a shot.
The only POV you can trust is your own (or somebody's demo recording of their own POV).