They talk about network code… cheating… maps… etc. etc.
http://www.gamearena.com.au/news/read/3641727?sssdmh=dm16.199231
Sorry already been posted in the sticky^^^
They talk about network code… cheating… maps… etc. etc.
http://www.gamearena.com.au/news/read/3641727?sssdmh=dm16.199231
Sorry already been posted in the sticky^^^
Yeah, and it’s not that new - I’m sure I’ve read it before 
Friday 26 May 2006, 4:14pm, Posted by trog
(the interview)
23 Comments
Comment by Crash Friday 12 May 2006, 9:54am
(comments here)
:???: :???: :???:
[ninja edit]
AHA!
They have updated it yesterday with part 2 of the interview.
if you have the minimum recommended network bandwith and latency, then your gameplay experience should be the same as everyone elses.
Huh? Minimum recommended latency? :moo:
With anti-lag code in Wolfenstein: Enemy Territory, we solved the problem of a sniper shooting at somebody and them dissapearing behind a wall and the server deciding they’re behind a wall by the time your packet gets there, so we stepped back in frames to test that. As I understand, we don’t have to do that in Quake Wars. If you shoot at somebody and they’re in your crosshair and it’s a hitscan weapon, it’s a hit.
Client-side hit detection?
Everything in the trailer is actual game footage, it’s just network demos of people running around fighting, there’s nothing pre-rendered and no test animations. It’s obviously been sequenced by a trailer company but the source is all gameplay. The version of the map shown is actually a month old now, the one on the show floor is already far more detailed than this.
