Dr. Sean
Newbie
Posts: 4
Registered: 08-11 |
alterworldruler said:
Question to Ralphis, will unlagged make coop sessions better for likes of Deus Vult II?
A quick run down of what the Unlagged feature actually does:
When a player fires a hitscan weapon (SSG, chaingun, etc), the server moves all enemy players in the world to their previous position X milliseconds ago, where X is the latency between the player and the server. The server then performs the calculations to see which enemies the player damaged, and then moves everything back to its correct position. So the goal is to eliminate a player's need to aim in front of a moving enemy player when using hitscan weapons on a laggy connection.
To answer your question, the Odamex Unlagged code does not move monsters to their previous position when a lagging player fires a hitscan weapon. A quick glance at the Skulltag forum shows that it was considered during the development of their unlagged code but was decided against (at least at the time) due to memory usage. Making the Unlagged code work smoothly in Odamex Deathmatch was our first priority but since it is still considered experimental, we will definitely look into extending the code to work with monsters as well. However, tests of server performance on wads like Deus Vult II would likely dictate our final decision on supporting monsters with our code. If it brings the server to a grinding halt, well, it probably wouldn't be worth it...
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