I've replied one thread and posted in support, but I'll say it here too. I crash every map with anti-lag mutator on. I really only play 2.FJg server. Well, I did, can't anymore as long as it's running. Never crashed before the mutator.
Windows 7 Home Premium 64-bit
AMD Phenom(tm) II X4 945 Processor (4 CPUs), ~3.0GHz
4GB
ATI Radeon HD 4800 Series
From what I saw, it was working great & I was having an even better time than I already was. Unfortunately, it bends me over repeatedly by crashing. Might be able to get away with 1 round of the map before the game commits suicide.
I thought I read that the crash is something on TWI's part? If so, (and not to speak ill of them) God only knows when this will be fixed. Unless the server turns it off until it's fixed, I can't play this game. Single player is boring and no other servers keep my attention.
You mean server or client crashes?We have yet to crash with AB off.
I'm becoming more and more convinced that everyone will crash with it, eventually, it's just measured in hours for many. The game has a memory clean-up bug, and I go through, over a long enough time, a fairly decent amount of memory, as each bullet you fire (or tracer you see) keeps track of its path and apparently fails to properly clean itself up when it disappears from the game world. Those people with higher graphics settings or lower amounts of RAM run into it faster than others, as they have less open memory to work with.Does anyone know if that 40-1 server is using the advanced ballistics that are optional with that mutator? Because if it's on then it may be the cause of your crashings. It does to me but never crash when the ab is off.
You mean server or client crashes?
Sry... posted this in other discussion thread about "antilag"
Isnt "clientside hit detection" the reason I own a PC.
I thought this was reason I didnt play and "AAA" console port for years?
Why would any PC gamer want this?
Its VERY annoying dying 2 seconds behind cover.... VERY
Can someone pls explain?
I don 't see what the big deal about dying behind cover. It's not like the person who shot you got an unfair advantage. You were shot on your way to cover but it took 2 seconds to register so you should be dead anyway. And I'd rather have dying behind cover than missing shots because of lag when it should've killed your target. And I haven't even died behind cover yet. The compensation is very good. You should give it a try before complaining about it.Sry... posted this in other discussion thread about "antilag"
Isnt "clientside hit detection" the reason I own a PC.
I thought this was reason I didnt play and "AAA" console port for years?
Why would any PC gamer want this?
Its VERY annoying dying 2 seconds behind cover.... VERY
Can someone pls explain?
Quick & dirty:I was actually quite surprised at the amount of leading I had to do at 200 m at a sprinting target: +- 1,5 m leading. Is that as expected? (can't be arsed to calculate bullets flight formula now)
Sry... posted this in other discussion thread about "antilag"
Isnt "clientside hit detection" the reason I own a PC.
I thought this was reason I didnt play and "AAA" console port for years?
Why would any PC gamer want this?
Its VERY annoying dying 2 seconds behind cover.... VERY
Can someone pls explain?
I don't know what exactly is wrong with client-side hit detection if it works without a problem. The "dying behind cover" thing is something I have yet to experience using the mutator and it seems to be the only "problem" that the mutator could (but doesn't) have. The only chance of "dying 2 seconds cover" is being killed by a guy with a ping of 2000ms. Being killed behind cover by someone with a ping of anything less than 500ms is barely noticeable, so only on very exceptional cases you could die behind cover.+1
I'm glad I'm not the only one
PC gamers in 2012 asking for clientside hit detection. Goodbye PC gaming, was nice knowing you. There will be a campaign for listen servers next.
...and really, who expects something as staple as an array to not work properly![]()