Marine movements and netcode - Why do marines jump like Shaq?
EzRemake
Join Date: 2012-11-20 Member: 172532Members
Pretty straightforwards question I suppose. Looking at a battle between skulks and marines looks... Silly.. With the marines jumping circles around the Skulks. Between that and the 3s interp delays from this ancient netcode, the gameplay feels a lot more floaty than I remember it previously.
In the view of the aliens, you have to deal with Shaq marines, while also getting delay killed around corners, before even seeing the marine etc.
In the view of marines, you have to deal with things biting you from 5 meters away, and hits not seeming to register.
It's not a case of one side being stronger than the other, it's the base game play mechanics that feel... de-synchronized at best.
Now that we have moved to 64 bit, are there any chances of being able to improve the netcode?
In the view of the aliens, you have to deal with Shaq marines, while also getting delay killed around corners, before even seeing the marine etc.
In the view of marines, you have to deal with things biting you from 5 meters away, and hits not seeming to register.
It's not a case of one side being stronger than the other, it's the base game play mechanics that feel... de-synchronized at best.
Now that we have moved to 64 bit, are there any chances of being able to improve the netcode?
Comments
I must have missed something...
We've upgraded our version of LuaJIT, but 64-bit is still in the works.
Would 64-bit have an impact on the netcode even if it was the case?
if we ever get 64bit, the most obvious improvement will be more skins/models/props.
also, whats wrong with the netcode? imo its better than that of CS:GO... not perfect, but still more than adequate. just because its "old" doesnt mean its flawed
agree on the no magic wand though. still it'll prbly be able to fix some issues, not havin nuff memory for more textures for example.
Magpies.
It could also lead to slightly better performance, as it means it no longer has to go through the emulation layer.
ffs. thats what i wrote first, then edited to 2.... and thats how i usually fail my exams xD
In that case, how bout imma give you two cookies and I'll keep the ^32 okidoki?
Marines jumped even higher in NS and it was never a problem. In NS2 marines tuck their legs up extremely quickly, and their upper body does not move downwards in response as it should. Effectively the center of mass does not move in a smooth parabola, but "skips" upward. As a result they just vanish out of your field of view unless you're looking upward in anticipation of this.
Widescreen monitors are really shortscreen monitors. You might think that theoretically if you just made the monitor wider, it wouldn't affect vertical field of view at all and you'd just gain some horizontal field of view, but that's not the case; people don't use monitors that way. There is an ideal viewing distance at any FOV up to <180 degrees where there is no "fisheye" distortion. E.g. for a 50 cm wide monitor and 110 degree horizontal field of view, this is 25/tan(55 deg) = 17.5 cm.
People don't sit that close to monitors, and as a result you get "fish eye" distortion. This type of distortion pinches toghether the center of the screen, so that what you are really wanting to look at occupies fewer pixels, and the less important stuff at the edges of the screen is stretched out and occupies far more pixels. Even if you could sit that close without eye strain or convergence issues (you have two eyes and they can't both be at the center in front of the screen); you effectively get a lower resolution where it matters at high fields of view. You can't really increase the horizontal field of view as you'd like and end up with slightly more horizontal field of view and slightly less vertical.
When people get a wider monitor and important HUD elements are still placed at the corners of the screen they tend to put it further away so they can still see HUD elements without having too look over as far (the resolution of the human eye is ~60 pixels per degree at the fovea and drastically drops to only a few pixels per degree further out). When you do that, your horizontal field of view does not increase much at all, but the vertical field of view drops significantly.
(I strongly recommend trying games that will allow it in portrait mode; it is a very interesting experience. 9:16 aspect ratio feels more immersive; you almost expect to see your own feet and chest ingame. I'm pretty sure CS:Go and TF2 supports it).
Always wondered why marines vanish after I kill them, like obiwan and vader. Thanks for explaining. Do they jump so they can go to heaven?
in the meantime go here