Anti-lag blows


(Phoenix-D) #21

Sort of related- but I can only play on servers with antilag on. I’m on cable and ping in the 40s to servers I join- but if I try to join a server without it, I get kicked

“This server is for low pings only”

What the hell is a low ping? 2? :stuck_out_tongue:


(SCDS_reyalP) #22

Sometimes you get the ‘low pings only’ message when there was a network hiccup right as you tried to connect, and a simple /reconnect will get you in.


(Phoenix-D) #23

Hmm. I’ll have to try that. As it is I just filtered out the servers with it off.


(Snowman) #24

So are things delayed more with anti-lag? Cause I sure as hell never killed people after they had ducked behing a corner in RTCW.(before anti-lag was introduced)

Isn’t the goal of anti-lag to even out the differences between Broadband and 56kers?

Since you’re like the Iraqi information minister for anti-lag can you explain how it works or provide a link.

Not that it matters. I the feel the difference, and whatever it does I don’t like it. It has nothing to do with having to leading, or not leading ppl either.


(SCDS_reyalP) #25

If you had actually read this thread, you might have noticed that someone actually did:
http://www.planetquake.com/alternatefire/unlagged_faq.html

The antilag code in RTCW and ET works on exactly the same concept.

Not that it matters. I the feel the difference, and whatever it does I don’t like it. It has nothing to do with having to leading, or not leading ppl either.

“I’ve already made up my mind, don’t confuse me with the facts”

It is possible that there are bugs in antilag. If you could come up with something more concrete than “it doesn’t feel right” or “it blows” people might listen to you. I’ve seen people be just a certain about the benefits of cvars which didn’t actually do anything at all…

To paraphrase the immortal words of arqon, “the important thing to remember about network code is that someone always gets screwed”


(Snowman) #26

Actually if you had read the thread you would have seen that he said.
“gives a good explanation of the unlagged code, which I believe is
very similar to how anti-lag works in ET”

Don’t really want to read something that MIGHT be what I’m looking for. No reason to be an ass.

This isn’t some obscure Cvar. This is a major element of the game.

I wrote it in the hope that people would try and play the game with it disabled and see if they notice a difference. I’m not interested in convincing you of anything. Hopefully more servers will run with it disabled.


(SCDS_reyalP) #27

They both work in the same way. One of the splashdamage developers has said as much. At the level that FAQ is written, it is just a good an explaination for one as for the other. If you want any more detail, you’ll have to dig into the code (which you can, both the RTCW source with splash’s antilag and the unlagged source are available, and you can diff the RTCW source from before antilag was introduced. If you do this, you will find they are very similar) Hence the :wink: you left out when you quoted Hewsters post.

This isn’t some obscure Cvar. This is a major element of the game.

I wrote it in the hope that people would try and play the game with it disabled and see if they notice a difference. I’m not interested in convincing you of anything. Hopefully more servers will run with it disabled.

shrug I’ve played both. In my experience your ping is good, the difference is very subtle. I would really like to see how many people, given clean low pings, could tell the difference in a blind test.


(Snowman) #28

You asked for a bug. Well I had already given one but I didn’t clarify. It is major proof to me that the anit-lag code doesn’t work or is not working correctly.
Of course this is only proof to me…
When I say I have shot people around corners, I mean I have shot AFTER they have already gone around the corner. not right before they turned a corner. Just by a split second. But a split second is important in FPS’s.

I should have hit air. But they died. I don’t think it’s a hit box bug either.
I haven’t noticed it with anti-lag off.

I’ve played other games with some kind of anti-lag coding. This is the only one that I have disliked.

I’m not one of those people that thinks I should have an advantage because I pay for broadband. I want things to be even. This doesn’t do it in my opinion. I guess you’re right. I’ll never be convinced because of what I have seen. Maybe I’m the information Minister? :eek:

So I’ll just let the thread die. I think time will tell. I would still like to know how many regular RTCW servers run with it on.


(SCDS_reyalP) #29

That is a much more useful comment than ‘it blows’. If you have demos of such a thing, you might be able to identify what happened. It might actually be a bug, in which case, getting it fixed would be much better than just dismissing antilag completely. Or maybe the hitbox being where it where the model appears on your screen, instead of 100ms ahead was enough to leave a corner sticking out.


(bani) #30

thats not a “might”, thats an “IS”. id’s antilag works exactly 100% according to that link.

i should know, im the one who first introduced antilag technology into rtcw :smiley:

anyway if you think you have found a bug, send demos.

fwiw the “bug” you talk about “dying after turning corners” exists in stock non-antilag rtcw as well. its just less likely to happen then because you are less likely to hit your target, period. in stock rtcw your bullets will always lag yourping-milliseconds behind the target, unless you lead them. and thanks to clientside prediction (which always exists, antilag or not), weird “unexplainable” things can always seem to happen in the game. though theyre explainable if you understand how the quake3 engine works. hitboxes can be really suprising in q3.