For direct access use https://forums.oldunreal.com
It's been quite a while since oldunreal had an overhaul, but we are moving to another server which require some updates and changes. The biggest change is the migration of our old reliable YaBB forum to phpBB. This system expects you to login with your username and old password known from YaBB.
If you experience any problems there is also the usual "password forgotten" function. Don't forget to clear your browser cache!
If you have any further concerns feel free to contact me: Smirftsch@oldunreal.com

U1 netcode vs UT netcode

Unreal Unreal and more Unreal
Post Reply
sopa_de_letras

U1 netcode vs UT netcode

Post by sopa_de_letras »

In UT I can play with pings of 150ms without noticing players teleporting, myself walking one step forward and then teleporting one step backward or seeing projectiles doing that. I can only notice that when pings are over 200ms, and specially when over 250ms.

However in U1 I'm unable to play with pings of 150ms up to somewhere around 180ms. I feel the same that I feel when I play UT with pings of 300ms, meaning players walk forward skipping some frames, as if they were walking one step and then teleporting one or two further. The same happens with projectiles, I don't see a rocket smoothly flying from A to B, I see it skipping some frames. The worst thing is death, whenever a player kills me, I see him shooting at me 1s before, then 1s later I see the blood spilling and body exploding. And then I see myself running with a gun for a sec, exactly what I was doing before dieing.
fxsr789

Re: U1 netcode vs UT netcode

Post by fxsr789 »

UT has a horrible screw up where if you use the original Unreal 1 weapons in netplay, you cant fire or switch or anything, for some odd reason.

I thought Leo said UT99 has alot of other glitch's somewhere... I think he was talking about "Old Skool Amp'd" though...

But yeah I used to play deathmatch a few times in UT99 I never noticed warping players that much, then again, what about the "Zero ping" mutator?

- Fenix
User avatar
[]KAOS[]Casey
OldUnreal Member
Posts: 4497
Joined: Sun Aug 07, 2011 4:22 am
Location: over there

Re: U1 netcode vs UT netcode

Post by []KAOS[]Casey »

is your netspeed identical in both games?
fxsr789

Re: U1 netcode vs UT netcode

Post by fxsr789 »

Has anyone noticed that UT3's maxtickrate is like, 35 or something? Wth...

I forgot what UT99's maxtickrate is set on by default.

- Fenix
User avatar
Leo T_C_K
OldUnreal Member
Posts: 3852
Joined: Sat Aug 27, 2005 6:24 pm

Re: U1 netcode vs UT netcode

Post by Leo T_C_K »

I was not talking about oldskool glitches, but many glithces in oldskool are caused by same problem as well.

The problem with UT is that just too many things are simulated, that means it can cause other problems, during a testing of UTCP3 with Lightning Hunter we've found several glitches in UT netcode.

Not to mention the biggest UT annoying bug (by some persons at USP it is called a myth, but it isn't once I showed many people it and seriously some of these people at USP mostly test things in netplay in listen server, so you can not wonder why they don't know about these glitches) that pawns can see and shoot through movers, yes they can and you can also hurt them via movers too with splash damage.
fxsr789

Re: U1 netcode vs UT netcode

Post by fxsr789 »

Yeah all that simulated B.S. really messes up gameplay badly. But didn't you manage to fix most of those glitches with a few modifications Leo?

- Fenix
sopa_de_letras

Re: U1 netcode vs UT netcode

Post by sopa_de_letras »

Hm, no package compression? Seems that I download all files form U1 servers uncompressed, which takes looooonnnngggeeeeerrrr to download :(

I think all that simulated functions were meant to 33.6K to 56K dial up users.
User avatar
.:..:
OldUnreal Member
Posts: 1637
Joined: Tue Aug 16, 2005 4:35 am

Re: U1 netcode vs UT netcode

Post by .:..: »

Not to mention the biggest UT annoying bug (by some persons at USP it is called a myth, but it isn't once I showed many people it and seriously some of these people at USP mostly test things in netplay in listen server, so you can not wonder why they don't know about these glitches) that pawns can see and shoot through movers, yes they can and you can also hurt them via movers too with splash damage.
I can hardly belive thats a "bug", I think it has more releated to preformace improvements maybe?
In any case, it seams as Epic put some flag or something to false on movers so they dont belong to "World Geometry", which means all traces that does only hit world geometry dosent hit movers (including pawn sight traces and "FastTrace"). At least in UT2004 theres a UScript boolean for world geometry:

Code: Select all

var                              bool      bWorldGeometry;            // Collision and Physics treats this actor as world geometry
However, the intresting thing in unreal 1 is: if you make a summonable mover (one with cylinder collision), it will block damage radius and monster's sight.
1823223D2A33224B0 wrote:...and now im stuck trying to fix everything you broke for the next 227 release xD :P
(ಠ_ಠ)
User avatar
Leo T_C_K
OldUnreal Member
Posts: 3852
Joined: Sat Aug 27, 2005 6:24 pm

Re: U1 netcode vs UT netcode

Post by Leo T_C_K »

Yeah all that simulated B.S. really messes up gameplay badly. But didn't you manage to fix most of those glitches with a few modifications Leo?

- Fenix
Yes some bugs can be fixed in a way, but not all unless it is everything changed from scratch in a form of patch.
User avatar
GreatEmerald
OldUnreal Member
Posts: 5347
Joined: Mon May 21, 2007 2:30 pm

Re: U1 netcode vs UT netcode

Post by GreatEmerald »

That's interesting Dots, that would actually explain why movers in Unreal Editor 1.0 are displayed in the framewire state (in later editors too but you can select Show Polygons). And it shows that pawns can see you then.
But how come some movers are see-through for pawns and some are not, as we could see in the Mothership Lab level (the IceSkaarj followed you everywhere there was the mover between it and the player and other pawns didn't)?
fxsr789

Re: U1 netcode vs UT netcode

Post by fxsr789 »

I'm quite sure that IceSkaarj had some script or trigger to make it look aggressive like that, it even tries to mêlée you through that field.

I think it's funny to watch that thing try to attack practically everything that cross's it's prison cell.




- Fenix
sopa_de_letras

Re: U1 netcode vs UT netcode

Post by sopa_de_letras »

I see a rocket like this in U1 227:

1 frame ~|=>
2 frames ~|=>
3 frames ~|=>
4 frames ~|=>
so on

In UT it's like this:

~|=>
~|=>
~|=>
~|=>
~|=>

so on
User avatar
[]KAOS[]Casey
OldUnreal Member
Posts: 4497
Joined: Sun Aug 07, 2011 4:22 am
Location: over there

Re: U1 netcode vs UT netcode

Post by []KAOS[]Casey »

looks like a low netspeed and tickrate :P
User avatar
GreatEmerald
OldUnreal Member
Posts: 5347
Joined: Mon May 21, 2007 2:30 pm

Re: U1 netcode vs UT netcode

Post by GreatEmerald »

Or maybe it's only the rocket, U1 eightballs are very small with somewhat smoke while UT's rockets are nicely big and have realistic smoke.
Joking :)
sopa_de_letras

Re: U1 netcode vs UT netcode

Post by sopa_de_letras »

http://wiki.unrealadmin.org/Tweaking_your_server_ini_(UT)

ClientMaxRate seems to have done it.
Post Reply

Return to “Unreal General Forum”