[Fixed] knockback warp
When u do bfg u get the "warp" according to mircwars report:
Some more movement related complaining, bfg jumps give you a choppy feel (disorienting you). Like fps lag. Short demo to demonstrate what I mean. On the second jump it's more visible.
This happens on both 1.03 and 1.04, however there is difference how its displayed for the other players;
1.03 demo - plus cfg 1.03.
1.04 demo
- plus cfg 1.04 (This is regardless of cfg - plusN, plusC, plus or whatever.)
It warps more on the later, making it hard to nail fast movers.
Hoping for some feedback Cheers /L.
nothing? overall movement feeling is seriously odd even on the plus cfg by beast.
If you don't see this as any problem or as too much of a hassle to adress, then please let us know so we can prioritize.
Sorry, I know this is old but does someone still have the demos?
Sorry, I know this is old but does someone still have the demos?
My demo (chopchop): http://www.speedyshare.com/files/27350627/demo0014.dm_68
Compare it with 1.03 (and re my post about movement aswell, and PlusN grenade settings...):
http://www.speedyshare.com/files/27350692/demo0051.dm_68
Beast did some fix for this, it's not as noticeable from your own POV anymore but it's certainly there at higher speeds. And more so than in 1.03.
This prediction bug is the cost of unlagged self-knockback I think. It looks like in 1.03 knockback was confirmed by server (delays happened more often) while now it's client side only. Other players (and server) are updated too late and for them enemy's position is skipping lots of frames.
Generally 2.0 works like negative timenudge to me - faster response but more prediction errors.
Ps. Couple of times I saw a laggy player making bfg slide being drawn on the other side of the wall that should stop him (for a split of a second).
Well, I watched the demos, both with /timescale 0.1
and can't see any frame skipping.
Can you explain in more detail what exactly you mean? Is it "being stuck in corners/jitter around" for a while? If so, this is the default behavior of the pmove code to slide around edges and has not been touched in any Excessive Plus versions.
I guess this could be "fixed" but the result would break most, if not all BFG moves, as you would slide off into a different direction while keeping most of your velocity. Might also create new moves that where not possible before.
The result for older/other/baseq3 clients would be far more annoying as the code is shared by both the server and the client and the client will still stuck in the corner while the server would force the "corrected" direction/velocity.
Hi, you can try the same bfg move on dm2 at localhost. The effect is much more pronounced in 2,0 than in 1.03. Fast bfg moves cause chopping/tearing like effect on your screen. Not only the "shaking" as you hit the corner on shorter jumps.
As for the complaint Laktos had, you will have to ask someone who downloaded his demo to upload it. He must've renamed it before uploading as I couldn't find it. The issue was that others were "lagging" (jittering/chopping) when bfg sliding, this was more or less fixed in some version by Beast. There is still some very odd thing about the animation though (i.e. shows up from the middle of nowhere).
EDIT: See this and the comments on last pages aswell, sorry if it's not too much help.
http://www.excessiveplus.net/forums/thread/closed-1-04-whine?page=3#comment-264211
The fix is currently being testet by a few people.