AntiLag.. Yes or No ??


(Cain) #21

So I guess the jury is still out, eh??

— Cain


(bogs) #22

Are they really? I thought all projectiles had velocity.


(shao) #23

bullets are infact instant in most quake3 powered games (including the machine gun in quake3 itself), this is how in the original rtcw, as well as ET you can snipe, even with a pistol or MG. you only ever see bullet tracers when the shot misses, and you’ll notice that you’ll see the impact of the bullet before the tracer actually hits the target.

correct me if i’m wrong, but, AL will ‘cache’ 500ms of the players activity, and compare it based on the current latency of the players to see if it actually connects with what they were looking at at the time of the shot… hence removing the need to lead your shot on moving players. Usually the people that don’t like AL are the people that have learnt to effectively lead their shots and tweak their time nudge and are having problems readjusting to AL servers. :wink:


(Cain) #24

Does AL require more server CPU to implement ???


(shao) #25

according to bani, author of the great bani mod, it doesn’t take much server resources, so i assume it takes even less client side.


(digibob) #26

AL does not affect client cpu usage at all.


(Cain) #27

Cain, i think spawn times are too fast on your server. Just my opinion

Thanks for the feedback. What is the default respawn time ?? What are some times other servers are running ??

Thanks djbob, I was wondering about AL CPU, I appreciate you clearing that up for me…

– Cain