This is what I hate about the UT2k4 Engine

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endorphin

FNG / Fresh Meat
Mar 5, 2006
349
0
0
It's not the network lag causing that delay. Some servers that you play on with up to 160 ping can be similar to the sub 60 ping servers in the sense that you don't lead your shot and everything feels normal.

Other times you can be in a server with 100 or so ping and it takes a second for your bullet to leave the gun. I noticed this when shooting in a standing position over a sandbag and then crouching, where the bullet leaves after you crouch and hits the sandbag. That was on a server with 110 ping.

So it must be the server CPU lag (or tickrate or packetloss) that puts everything in queue rather than network lag (ping). Some servers can't handle 32 players but are set up that way nonetheless.
 

sandorski

FNG / Fresh Meat
Nov 16, 2006
253
0
0
coquitlam, bc, canada
It's not the network lag causing that delay. Some servers that you play on with up to 160 ping can be similar to the sub 60 ping servers in the sense that you don't lead your shot and everything feels normal.

Other times you can be in a server with 100 or so ping and it takes a second for your bullet to leave the gun. I noticed this when shooting in a standing position over a sandbag and then crouching, where the bullet leaves after you crouch and hits the sandbag. That was on a server with 110 ping.

So it must be the server CPU lag (or tickrate or packetloss) that puts everything in queue rather than network lag (ping). Some servers can't handle 32 players but are set up that way nonetheless.

Good point.
 

Bong

FNG / Fresh Meat
Dec 11, 2006
122
0
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Ontario
I would agree with it possibly being server cpu load.
Some admins are cracheads in other games as well.
I never play on server above 80ms of ping. And I never noticed having to lead either in my 4 days of playing. So it would prolly be the server. And above 100ms what game doesn't act "weird" as in having to lead or lag, depending on the engine setup. Try playing CS 1.6 with a 160 ping...

I dont like the ut2004 engine much either but its mainly how it handles graphics. But compared to the hitdetection engine of BF2, or BF2142 this engine is GOD. I never haven't had a BS moment in it yet, but I have one every time I play BF2. (BS moment as nothing hits, or registers)
 
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Bong

FNG / Fresh Meat
Dec 11, 2006
122
0
0
36
Ontario
Yea, This is why in some games the server browser also shows the server cpu load. It worked well for some games.
 

Ironcheese

FNG / Fresh Meat
Jun 29, 2006
74
0
0
Germany, Hamburg
...weird...

i dont have any bullet lag at all. I hit most the times without leading the target. (Okay, when the enemy is VERY far away, so far that they just appeare as some grey pixel moving, i have to lead the target including a little higher to correct the ballistic curve)

I usually have a ping of 50-80 (depends on if i'm on skype or not) and my internet connection isn't that big. DSL 2000 with "Fastpath".
And i have usually 30-80 fps (depends on the map and situation. e.g. on Koenigsplatz with arty i have 15fps -.- ) but even then, i see a target, aim and shot and most of the times i hit ^^
I should mention that i just play on European servers.

Sure: when the target is far away if have to aim a bit in front of the target but i consider this as:the time i need to react and the time the bullet needs to travel in addition to the time my computer needs to communicate with the server.

I really like the shooting in RO ;)

PS: sorry for my english....
 
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PermenentMarker

FNG / Fresh Meat
Mar 20, 2006
1,448
222
0
Montreal Quebec
www.coolit-online.com
Ping has nothing or little to do with it...

I sometime go oversea to play on servers with a map I crave...
I rarely do this... but I like going over to Europea to play some RO and listen to all the Funky accents :D :p

Anyways... sometimes I can go to servers and have a ping around 160...
STILL VERY PLAYABLE !!!


I am pretty sure some people run a 32 player server with the bare minimum.

Also, I think that Tank maps /CA Maps might be a bit more demanding on the server...

So infintry only 32 players is SOSO... some minor spikes
CA 32 players... notice weird things ?


As far as Saying "I Hate the UT 2.5 Engin"
I think its a fantastic engin... I also think the UT 2.5 engin is FAR better then the betafield2 engin...

If I would hate the UT2.5 engin I would use the argument
"Because Tanks are unable to go thru a tree of fence ?"

But even at that, I respect it for its pros and for the great game that got spawned on it.
 

Dcode

FNG / Fresh Meat
Nov 21, 2005
1,336
70
0
Sheffield, UK
Thing is, there IS no "bullet lag" offline. That's the thing about it

Sorry if I sound a little stubborn, but it's true for me

I know what u mean, It was the same with UT99 & Q3, Half Lifes net code is different however (after the 4th or 5th patch). Back in the old days in games like Quakeworld, if you had a ping of 200, you hit fire, your gun would fire 0.2 seconds later. UT & Q3 are the same except your gun fires insantly but the projectile does not hit the wall untill 0.2 seconds later. This system works the same in RO too (obviously) but there is also built in 'bullet time' to simulate how fast a real bullet would take to reach its target, as other members have already mentioned.

If your pinging around 40 - 60 you shouldnt real notice the net codes bullet lag anyway.
 

extremepilot

FNG / Fresh Meat
Nov 10, 2006
46
0
0
PermenentMarker, I didn't say I hate the 2.5 engine. Altough I understood very little from your post, I have to say that the given sitatuation... lag, bug or glitch, whatever you want to call it, occurrs anywhere, no matter the latency, no matter the location. Given your response I'd say you should probably review the things already stated in the topic.

Also... I played on a server that did not have this problem as far as I noticed. It was the 1.SS Leibstandarte server, had a great time playing on it, especially since it has great, mature players that respected everyone and appeared to have no lag. Unfortunately, it's almost always empty.
 

Warlord

FNG / Fresh Meat
May 30, 2006
208
6
0
Look up...see the lens glint?
It's not the network lag causing that delay. Some servers that you play on with up to 160 ping can be similar to the sub 60 ping servers in the sense that you don't lead your shot and everything feels normal.

Other times you can be in a server with 100 or so ping and it takes a second for your bullet to leave the gun. I noticed this when shooting in a standing position over a sandbag and then crouching, where the bullet leaves after you crouch and hits the sandbag. That was on a server with 110 ping.

So it must be the server CPU lag (or tickrate or packetloss) that puts everything in queue rather than network lag (ping). Some servers can't handle 32 players but are set up that way nonetheless.
Very good point.
 

KrazyKraut

FNG / Fresh Meat
Nov 22, 2005
1,848
69
0
Beer capital of the world
I agree with the original poster it's annoying.


What makes things even worse is the seperate "hit effect handling" RO has: Like when lag is high, the puffs don't appear where the shots went. Really irritating. You don't really know if it's your shots missing the spot or just the hit effect.
 

PermenentMarker

FNG / Fresh Meat
Mar 20, 2006
1,448
222
0
Montreal Quebec
www.coolit-online.com
PermenentMarker, I didn't say I hate the 2.5 engine. Altough I understood very little from your post, I have to say that the given sitatuation... lag, bug or glitch, whatever you want to call it, occurrs anywhere, no matter the latency, no matter the location. Given your response I'd say you should probably review the things already stated in the topic.

Also... I played on a server that did not have this problem as far as I noticed. It was the 1.SS Leibstandarte server, had a great time playing on it, especially since it has great, mature players that respected everyone and appeared to have no lag. Unfortunately, it's almost always empty.

I apologize, sometimes I blaber about with too much pointless details in my post... (I might have been high writting that post)

My main point was that I never really experienced any problem with having to lead people before shooting... if anything I LOVE the feel of it.

I come from Multiple years of CS and then BF2... I was just saying that the general feel of RO is FAR superior to those games when it comes to the Weapon Shooting.

And considering the thread title... I would rather "hate"(I know you dont) the engin for having tanks that cant go thru a small sad little wood fence then "bullet lag"

The only lag I felt when it came from shooting a gun in RO was on a full server of 32 players in a CA map.
I am guessing the server was getting more load then it could handle.
 

Ender

FNG / Fresh Meat
Jan 30, 2006
442
64
0
Illinois
I think this has something to do with wireless connectivity... honestly...
And just wait untill I get my Fraps working... then you'll se exactly what I'm talking about.

WTF! are you playing on wireless? If so get a wired connection, you will see 90% of your problems go away.

I played RO on a wireless connection once and you are getting all the things that happened to me. Also on my old computer RO just ran so much slower. I am willing to bet that if you had a good wired connection a good computer and didnt join a server that already has a high ping you would be fine.
 

S.O.P

FNG / Fresh Meat
Sep 27, 2006
37
0
0
Brisbane, Australia
As was stated before, you have to trade-off. Leading or aimbots. :D

BF1942/DC had a lead based on ping, not ballistics and it seperated the men from the boys.
 

Bong

FNG / Fresh Meat
Dec 11, 2006
122
0
0
36
Ontario
Yea definetly. I like the ut engines ping compensation. Now comparing that to the BF1942 ping compensation... Did it have any to begin with?? lol
 

S.O.P

FNG / Fresh Meat
Sep 27, 2006
37
0
0
Brisbane, Australia
The fact that it is based on ping negates that very statement.
No it doesn't. Your ping was higher, you lead more. Your ping was lower, you lead less. A player with a higher ping could still just be as effective as a player with a lower ping (Im talking ping of 15 vs ping of 70).

Its all about getting a feel for the game, which therein seperates players of skill and experience.