Author Topic: NET lag solved  (Read 245 times)

Offline dedalos

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NET lag solved
« on: August 16, 2004, 10:50:20 AM »
OK, its just an idea so please don't hurt me. :D

There seem to be a lot of "problems" blamed on net lag and the differences in the connection speed between two guys.  I think this could take care of some.

What if HT desides on a default lag/delay for everyone.  Then, as people log in to the HT server, the server pings the client and finds out what the ping times are.  Based on the ping time, the server adjusts the induced delay for that connection so that the sum of the real and the induced lag equals the default.  During the time a client is logged in, the HT server pings it periodicaly and adjusts the induced lag.  That should bring a big percentage of connections to a level playing field, and only the ones with really big ping times will have the so called "advantage" of lag.

:cool:
Quote from: 2bighorn on December 15, 2010 at 03:46:18 PM
Dedalos pretty much ruined DA.

Offline Mugzeee

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NET lag solved
« Reply #1 on: August 16, 2004, 11:02:07 AM »
"That should bring a big percentage of connections to a level playing field, and only the ones with really big ping times will have the so called "advantage" of lag. "
I think you are going to be told that this is already the case.

Offline BigR

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NET lag solved
« Reply #2 on: August 16, 2004, 11:06:22 AM »
I really dont see too many warps. At least I dont see enough to consider it a real problem. Whenever I see someone warping really bad I just fly away from them because I know when i get behind them they are just gonna warp 5k away or vanish. But like I said, I rarely see that kind of stuff.

-BigR

Offline Overlag

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NET lag solved
« Reply #3 on: August 16, 2004, 12:05:09 PM »
the halflife engine team did this

made me quit cs and all halflife based mods........
Adam Webb - 71st (Eagle) Squadron RAF Wing B
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