Bullet Prediction
Moderator: Moderators
Bullet Prediction
Well, i don't know shit (can i say shit?) about coding, but if someone developed an bullet prediction code for quake2 i would pay him 5 € or maybe 10
This would improve the competition between let's say PT clans and the nordic one's, and we could have Europe vs. USA matchs, or even against South America or Australia!
I suppose it would be difficult but the community would be very pleased about it.
Sorry for my english mistakes
This would improve the competition between let's say PT clans and the nordic one's, and we could have Europe vs. USA matchs, or even against South America or Australia!
I suppose it would be difficult but the community would be very pleased about it.
Sorry for my english mistakes
The subject of bullet prediction was debated heavily on the RQ3 forums a long time ago I remember..
The pros are kinda obvious; more even play - even for the high-pingers.
The cons; Consider the case where you (the low-ping guy) have just ducked down from the top of the cliff2-hill, and you still manage to catch a bullet from that pesky m4, eventhough you, on _your_ screen wasn't in the line of sight of the other player. But due to the fact that he's a high-pinger, he saw you as being above the hill, and then the bullet prediction made him able to hit you - eventhough he shouldn't have been...
This was as far as I recall the reason why they never got around to implement it in RQ3, and it's reason enough to convince me that it shouldn't be implemented in AQ2...
The pros are kinda obvious; more even play - even for the high-pingers.
The cons; Consider the case where you (the low-ping guy) have just ducked down from the top of the cliff2-hill, and you still manage to catch a bullet from that pesky m4, eventhough you, on _your_ screen wasn't in the line of sight of the other player. But due to the fact that he's a high-pinger, he saw you as being above the hill, and then the bullet prediction made him able to hit you - eventhough he shouldn't have been...
This was as far as I recall the reason why they never got around to implement it in RQ3, and it's reason enough to convince me that it shouldn't be implemented in AQ2...
we have to life with the ping problems in this game.
the bullet prediciont ll not make the game more popular.
aq2 is old and i dont believe that many guys are going to start aq2 only because of bullet predection.
before they begin aq2 they ll try some new games like call of duty or medal of honor
be glad that so many people still play this game, with or without bullet prediction
the bullet prediciont ll not make the game more popular.
aq2 is old and i dont believe that many guys are going to start aq2 only because of bullet predection.
before they begin aq2 they ll try some new games like call of duty or medal of honor
be glad that so many people still play this game, with or without bullet prediction
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It's an old idea that has been crawling over different scenes.. and was always scrapped for having even more problems than living with the high-ping before.
But... there have been different approaches to counter high-pings.
Real static routing over proxies helped me alot to play on some norwegian server with ping 50 instead of 120..
The "120" in ping calculated by the ISPs interconnections and bad routing. So.. basically, with static routing, you connect to a proxy (a server) that is near to you, and that server connects you to the real gameserver. Thus you "manually" route your game-packets.
People have been able to play in the USA with lower pings than usual making worldwide challenges possible.
But hey, Qizmo for Quake2 won't ever be created? Or is there some coder that wants to face this challenge? At least it would be a real solution for europe.
(PS: Qizmo was such a proxy to route Quakeworld packets)
But... there have been different approaches to counter high-pings.
Real static routing over proxies helped me alot to play on some norwegian server with ping 50 instead of 120..
The "120" in ping calculated by the ISPs interconnections and bad routing. So.. basically, with static routing, you connect to a proxy (a server) that is near to you, and that server connects you to the real gameserver. Thus you "manually" route your game-packets.
People have been able to play in the USA with lower pings than usual making worldwide challenges possible.
But hey, Qizmo for Quake2 won't ever be created? Or is there some coder that wants to face this challenge? At least it would be a real solution for europe.
(PS: Qizmo was such a proxy to route Quakeworld packets)
Owner of http://aq2maps.quadaver.org
Not part of #aq2admins for a reason.
Not part of #aq2admins for a reason.