- last post: 01.01.0001 12:00 AM PDT
Heyyo,
Hahahaha, lol, you don't aim at the head, you have to 'predict' where the guy's head's gonna be once the server receives the info packet that you shot your gun, so that's 1 point where he's wrong. He's thinking of a game with better netcode...
The netcode for Halo is focused more on SERVER side. It doesn't tuly use info from the clients. It recieves the infromation in packets, so packets on the server act like this: what direction he was last moving in, and the direction he was last facing, and was he shooting. The only time it truly depends on the player for anything is when on foot and running around, but it wasn't done quite right, which's why people with high pings tend to warp around, cause then it goes by "where he was last moving to and from where".
THIS, is why the netcode for Halo SUCKS soo bad when you have higher pings. Cause all your packets get sent late, or fail to make it eh? Same goes for receiving the packets. The worst example is the warthog. Notice how it keeps warping, especially when you crash? They did a bad job of trying to sync the physics on this thing. It tries to do it by: "what roation was it doing, and from where" but they forgot to calculate stuff like the SPEED. Which's why sometimes when you jump off stuff, it doesn't work for you and you warp everywhere, cause the server tries to sync you with what it believes is happening, but your computer says "ok, from there he's falling, but what speed?" so you fall super fast on your screen, and the server tries to put you back on track, but fails due to the lack of the information of speed of rotation and speed of falling...
So some points he's right, but he's thinking the netcode's more client based... which it is not. HL1 and the Source Engine has more client-based netcode, same goes for UT2k4, so if he was talking aboot those games he'd be right.
Another game with more server-based netcode is Far Cry.. and we all know how innaccurate that one is... the new patch makes it better, but my god, the Far Cry multiplayer beta was more stable... lmao...
[Edited on 1/6/2005 10:29:48 AM]