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Thread: warp factor = ridiculous

  1. #11
    Senior Member megaman3 is on a distinguished road
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    Put timenudge and autotimenudge on 0. I think both are cg_ or cl_ , and both are directly tied to warping.
    com_maxfps 125
    snaps 40
    cl_maxpackets 125 (or 120, the max.).

    Don't use wifi, do not upload or download stuff while playing.

    Quote Originally Posted by BIMNUTZ View Post
    I've said this before, the Devs should post the names of players banned for cheating(if any actually have) to help the community verify whether there suspicions were true or false.
    The banned users list is on ESR. Can find it on google in 2 seconds.
    Quote Originally Posted by Lolzy View Post
    Real, true CA is a game of chess

  2. #12
    Senior Member Lorfa is a jewel in the rough Lorfa is a jewel in the rough Lorfa is a jewel in the rough Lorfa's Avatar
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    Quote Originally Posted by BIMNUTZ View Post
    That reminds me, can anyone post actual proof that QL now has an anti cheat in place? Some verifiable source to corroborate what has bean claimed?
    I can, but posting the link here would be against the rules.

    Either ask me on irc (name Lorfa , channel #/| on quakenet) or e-mail me.

  3. #13
    Senior Member Lorfa is a jewel in the rough Lorfa is a jewel in the rough Lorfa is a jewel in the rough Lorfa's Avatar
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    Quote Originally Posted by megaman3 View Post
    Put timenudge and autotimenudge on 0. I think both are cg_ or cl_ , and both are directly tied to warping.
    com_maxfps 125
    snaps 40
    cl_maxpackets 125 (or 120, the max.).
    Just some pedantic notes:

    snaps doesn't exist (unless created by seta, then it would be ineffectual anyways), it is automatically set to the server fps in QL, which is 40.

    cl_maxpackets 125 is the max, 120 is identical to 125 as it must be an integer of 1000/x, it always rounds up, so 112 will be 125, but 109 will be 111. Maxfps works the same way.

  4. #14
    *ARMED
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    no offence but,

    maybe this is the wrong thread for splitting hairs,

    please back to topic

    thanks
    Last edited by ARMED; 01-04-2013 at 12:30 AM. Reason: spell

  5. #15
    Junior Member h4t3 is on a distinguished road h4t3's Avatar
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    someone with UPC Fiber Power (Austria) who has no warp after a new docsis 3.0 modem?
    can only play with not so much warp from before 16:00 and after 22:00

    clan m8 suggested downgrade from 100Mbit to 35 or 50

    € even on youtube i loose my connection 3-4 times in a 720 or 1080 HD video 3-4 times in a e.g 10min video ...

    €speedtest dont help identify warp (only DL and UL)but is it correct that high jitter is warp`? e.g try pingtest.net

  6. #16
    Senior Member Lam has a spectacular aura about Lam has a spectacular aura about Lam has a spectacular aura about Lam's Avatar
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    Quote Originally Posted by megaman3 View Post
    you are the only person in the world that experiences it
    Are you sure? Public servers in Europe are filled with warpers, mostly but not only the lower tiers. We even get warpers in pickups.

    That's because QL's netcode is designed to let warpers play as normal as only possible, while punishing everyone else on the server. It's a feature.
    Quote Originally Posted by h4t3 View Post
    is it correct that high jitter is warp`?
    Yes. And packet loss is more warp.

  7. #17
    Senior Member muckyman will become famous soon enough muckyman will become famous soon enough muckyman's Avatar
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    Quote Originally Posted by Lam View Post

    That's because QL's netcode is designed to let warpers play as normal as only possible, while punishing everyone else on the server. It's a feature.

    .
    I don`t think we can blame the netcode for the cheap Wifi laptops most warpers use.
    Quote Originally Posted by Stanton Friedman
    All flying saucers are UFO`s not all UFO`s are flying saucers.

  8. #18
    Senior Member Lam has a spectacular aura about Lam has a spectacular aura about Lam has a spectacular aura about Lam's Avatar
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    Quote Originally Posted by muckyman View Post
    I don`t think we can blame the netcode for the cheap Wifi laptops most warpers use.:cool:
    Whatever connection anyone has, that doesn't mean his model has to teleport around the map.

    I've covered this a hundred times on this forum: currently we suffer from design decisions which were made for dialup users in the 90s. The code does everything it can to make a warper move normally (on his screen). If his model was moving its own way smoothly without waiting for packets to reach the server, a warper would be unable to perform b2r for example.

    Server code is perfectly capable of making something move smoothly in straight lines, take rockets for example, somehow they don't warp! It's possible to change the code so warpers keep moving smoothly and get constantly corrected on their screens as to their own position. That would of course mean many prediction errors, server corrections (rubber banding) and be generally bad experience for lots of noobs.

    So it's a conscious decision to let them play at others' expense. Company decides it's better to present the product to new customers in better light, and let them face warping accusations much later, from other players :)

    Doesn't mean I agree as a player! :)

    I'd dig an option for spawned servers though, configurable warping protection with 3 settings:
    - (default) no warping protection
    - medium protection (AfterShock style, model doesn't stop in place; moves smooth but then gets corrected, minimal warping in normal movement, bigger on dodging)
    - full protection (complete server-side prediction, big handicap for warpers' movement) - not sure how hard would it be to code it in a way not hitting non-warpy players :)
    But hey, one can dream!
    Last edited by Lam; 01-08-2013 at 01:18 PM.

  9. #19
    Senior Member c3 is on a distinguished road
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    I wouldn't be surprised if most of the 'warping' players are playing under Windows 7. Windows 7 by default is absolutely horrid for gaming, and especially for Quake Live, IMO.

    Windows 7 by default throttles your Internet's bandwidth, has several services which unnecessarily utilizes network bandwidth such as 'Multimedia Class Scheduler,' and many others which indirectly interfere w/ network gaming performance. Everyone should do themselves a favor and optimize their system, tweaks in other words. Windows 7 = Gaming devil.

  10. #20
    Senior Member Sheleft is on a distinguished road
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    Quote Originally Posted by Lam View Post
    Whatever connection anyone has, that doesn't mean his model has to teleport around the map.

    I've covered this a hundred times on this forum: currently we suffer from design decisions which were made for dialup users in the 90s. The code does everything it can to make a warper move normally (on his screen). If his model was moving its own way smoothly without waiting for packets to reach the server, a warper would be unable to perform b2r for example.

    Server code is perfectly capable of making something move smoothly in straight lines, take rockets for example, somehow they don't warp! It's possible to change the code so warpers keep moving smoothly and get constantly corrected on their screens as to their own position. That would of course mean many prediction errors, server corrections (rubber banding) and be generally bad experience for lots of noobs.

    So it's a conscious decision to let them play at others' expense. Company decides it's better to present the product to new customers in better light, and let them face warping accusations much later, from other players

    Doesn't mean I agree as a player!

    I'd dig an option for spawned servers though, configurable warping protection with 3 settings:
    - (default) no warping protection
    - medium protection (AfterShock style, model doesn't stop in place; moves smooth but then gets corrected, minimal warping in normal movement, bigger on dodging)
    - full protection (complete server-side prediction, big handicap for warpers' movement) - not sure how hard would it be to code it in a way not hitting non-warpy players
    But hey, one can dream!
    I recently watched a vid over at gamespot called random encounter where they played some q3 and QL, and one says he played on NA servers from a dial up in Europe and people got mad cause he would win cause people simply couldn't hit him. He warped.
    It was facepalm worthy to think this is an issue 12 years later and with everyone on high speed connections. seems we've gone backward.
    Lam's post makes sense but only if it applied to brand new players with 100+ ping. That should be a rather small segment.
    The amount of people with 20-40 ping and slight warp is growing and there's no reason for them to stop their downloads, streams and anti virus scans cause in essence its actually helping them win.

    Is a slight adjustment to the netcode not possible or more trouble than its worth? something.. anything just to mitigate it a bit. Some sort of indicator would help too, most refuse to believe their inability to die has anything to do with warp and its all uber-leet dodging skills. Put a red dot next to their name so everyone knows they are warping and those able to fix it might just do so.
    QL: Any problem that can be blamed on your system/connection... will be.

    "Yo Soy Fiesta!"-- Gronk

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