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Rapporter et problem med oversettelse
@Zdzichu Damn, you are good! Wow.
?
I can only say that you're entirely right about everything, but SS Classic's netcode is what it is, unfortunately. These fixes only work if you already have low ping to the server (let's say, 60 ms and below) and I don't recommend putting them in all servers, expecially if casual play / fun play is your goal.
Predicting with high ping is also indeed a skill factor, and I know that since I used to play UT2004 with 200+ ms ping in 2004, but it was justified when all players had a relatively high ping at the same time (in 2004-2007 everyone had crappy connections that would ping at least 50 ms in very close servers), so every single player had *almost* the same ping or, at least, similar disadvantages.
When it comes to 2018/2019, you're definitely going to find people with ~20 ms ping with no packet loss and no jitter, so the ping-prediction skill factor doesn't even count anymore since all those people literally play just like if they were hosting.
The mouse jerky movement in 3rd person, from my point of view, looks much more evident when prediction is disabled. When disabling mouse acceleration on both Windows and Sam, it appears to be less annoying even it still exists.
That said, I wish the best for your work in progress!
[QUOTE: Melody]
it can be disabled through a command, but I don't remember which one and I'm too lazy to search for it right now[/quote]
I didn't check the whole ShellSymbols.txt list nor tested anything yet, so I will try to guess:
net_iExactTimer?
[3/3]
This is a very long story in Serious Sam Classic... Anyway, on forums like GameZone24 and SeriousZone (unfortunately disappeared with all its threads) and maybe somewhere else (GameMecca, SeriousSam.su?) , many gamers discussed a lot about the "screen-shaking" issue under 54 ms of ping, especially when "cli_iBufferActions" was set to 1, and it was 2004-2007 era (there were german gamers playing on german servers at that time).
Then, they figured out that, in order to avoid this, a player should have to set "i_BufferActions" to 2, if he/she has got a good connection, and then raising the ping at 80-90 ms.
That you say (ping must be <50 ms) is not wrong, especially for modern FPSs, but it is relative if you consider the skill varies from player to player (I'm sure you know better than me about PointMan winning on SSHD's italian servers with 109 ms). In Sam Classic it's a bit different because of the netcode, though. [2/3]
I would like to wrote this in italian, but... Since the section "Languages" displays "English", I can't. ;P
I have a question about this tutorial:
- At BPS variables (both ser and cli), is that sure client must have same BPS as server?
Let's suppose I have to start a dedicated Coop at Serious diff, only me and my brother (we usually do at Christmas time, no speedrun and FF OFF). If I set a value in Bytes per Second as much as my connection can handle (keeping in mind that I have to set 10% lower than that) for "ser" variable, do I also need to set like that even for the "cli" one? Shouldn't it supposed to be half of maxBPS for me and half for my brother inside our "cli" NetSettings?
Also, the number you show as an example is an odd number. I remember you recommended me to set an even number (see comments section below the SS review by Clow) in order to avoid packet lossing. [1/3]
I will go right ahead and add you...