10-26-2016, 04:26 AM
@Evil_EdwardO
"If this was true, then why don't I have the same problems with servers in the USA."
It's simple, Host-Server is located in Europe, probably in Germany (correct me if I'm wrong). Like you said it's opposite site of the globe.
"I also use plenty of smoke grenades on the other COD servers and not a problem."
Yep, a few smokes doesn't make that much lags, but on RotU almost every single toxic zombie is creating a smoke, so basically it much more than a few of it. Another thing is that RotU has a lot of stuff to display for us - players. Did you ever saw that yellow text about reaching limit of objects (1021 - not sure now) on RotU and when it shows up? From my experience - more objects means more scripts, which means more lags.
"Also, I think I know how to lead a target since I hunt and shoot pistol competitively. Got this guy running at 200 yards in 20 mile per hour winds:"
Nice one, but Real ballistic vs Game ballistic? Like I said, id Tech 3 engine (also known as Quake III engine) isn't powerful and has a lot of limits. One of those limits is a simple ballistics - bullets go straight and weather conditions do not affect the flight path of the projectile - only lags may do that. It's quite different - also, 'cause (again like I said) Bots are laggy as hell (mainly 'cause of scripts, which makes most of lags - they need a time to think, to move, to react, to think again) and the game doesn't have any "anti-lag" or "hit-target assistance". Basically you can hit Bots only when they are on the move. Trust me, but I have also sometimes problems to hit them, but I know the reason (lagged bots/laggy multiplayer).
https://en.wikipedia.org/wiki/Id_Tech
You should check this for some info - just check the date and "what's new?".
In such old games everything was new, fresh and not everything works fine. Sometimes some weird things can happen and it may be impossible to explain it. Well, "it's only a thing - it can broke".
I'm quite close to this thread - basically a few years I've been helping in creating and fixing some Grand Theft Auto: San Andreas Multiplayer (SA-MP) servers with over 10-50k lines of codes, based on RenderWare engine, which as multiplayer this game engine works much more weird than id Tech 3.
"This is true, but like I said most people aren't interested in a simulator type game."
You're pretty wrong mate. A lot of people like to play some kind of simulators - games like H1Z1, Minecraft, SA-MP (Role Play/Real Life servers, which are only alive there), Battlefield, Farm Simulators or few racing games are good examples. It's like a music - some people like to listen Electro, some like to listen Rock or Metal. We all like different things and stuffs in life and most of game producers know that and don't give a damn at the same time. Did you ever saw how many simulators has been ever created? Basic point of my idea is to make this game more dynamic and intense. Of course not everyone may like those changes, but I'm a type of guy, who wants a direct and good reasons "why I'm yes/no for that". Also remember that we're talking about a half-dead game, there isn't many players left here and I know that every change can make it worse, but also no progress is another nail in the coffin - and that's what most game producers/developers and server owners don't see. Again I'll talk about SA-MP - no progress with this multiplayers almost killed this game, only fans and people, who doesn't want to lose their progress in-game are still playing it.
"would like to see this server last a few more years since I do enjoy playing with most of you!"
I know your point and I agree - that's why people needs to start talking and be active here on forum.
No comments = no opinions = no ideas = no progress = another nail in the coffin
"If this was true, then why don't I have the same problems with servers in the USA."
It's simple, Host-Server is located in Europe, probably in Germany (correct me if I'm wrong). Like you said it's opposite site of the globe.
"I also use plenty of smoke grenades on the other COD servers and not a problem."
Yep, a few smokes doesn't make that much lags, but on RotU almost every single toxic zombie is creating a smoke, so basically it much more than a few of it. Another thing is that RotU has a lot of stuff to display for us - players. Did you ever saw that yellow text about reaching limit of objects (1021 - not sure now) on RotU and when it shows up? From my experience - more objects means more scripts, which means more lags.
"Also, I think I know how to lead a target since I hunt and shoot pistol competitively. Got this guy running at 200 yards in 20 mile per hour winds:"
Nice one, but Real ballistic vs Game ballistic? Like I said, id Tech 3 engine (also known as Quake III engine) isn't powerful and has a lot of limits. One of those limits is a simple ballistics - bullets go straight and weather conditions do not affect the flight path of the projectile - only lags may do that. It's quite different - also, 'cause (again like I said) Bots are laggy as hell (mainly 'cause of scripts, which makes most of lags - they need a time to think, to move, to react, to think again) and the game doesn't have any "anti-lag" or "hit-target assistance". Basically you can hit Bots only when they are on the move. Trust me, but I have also sometimes problems to hit them, but I know the reason (lagged bots/laggy multiplayer).
https://en.wikipedia.org/wiki/Id_Tech
You should check this for some info - just check the date and "what's new?".
In such old games everything was new, fresh and not everything works fine. Sometimes some weird things can happen and it may be impossible to explain it. Well, "it's only a thing - it can broke".
I'm quite close to this thread - basically a few years I've been helping in creating and fixing some Grand Theft Auto: San Andreas Multiplayer (SA-MP) servers with over 10-50k lines of codes, based on RenderWare engine, which as multiplayer this game engine works much more weird than id Tech 3.
"This is true, but like I said most people aren't interested in a simulator type game."
You're pretty wrong mate. A lot of people like to play some kind of simulators - games like H1Z1, Minecraft, SA-MP (Role Play/Real Life servers, which are only alive there), Battlefield, Farm Simulators or few racing games are good examples. It's like a music - some people like to listen Electro, some like to listen Rock or Metal. We all like different things and stuffs in life and most of game producers know that and don't give a damn at the same time. Did you ever saw how many simulators has been ever created? Basic point of my idea is to make this game more dynamic and intense. Of course not everyone may like those changes, but I'm a type of guy, who wants a direct and good reasons "why I'm yes/no for that". Also remember that we're talking about a half-dead game, there isn't many players left here and I know that every change can make it worse, but also no progress is another nail in the coffin - and that's what most game producers/developers and server owners don't see. Again I'll talk about SA-MP - no progress with this multiplayers almost killed this game, only fans and people, who doesn't want to lose their progress in-game are still playing it.
"would like to see this server last a few more years since I do enjoy playing with most of you!"
I know your point and I agree - that's why people needs to start talking and be active here on forum.
No comments = no opinions = no ideas = no progress = another nail in the coffin
|EC-506|4thS|1Lt.Randal
I've stood in the dark,
been waiting all this time...
While we damn the dead,
I'm trying to survive!
I'm not ready to die!
I've stood in the dark,
been waiting all this time...
While we damn the dead,
I'm trying to survive!
I'm not ready to die!