View Full Version : multiplayer question
25th Feb 2001, 06:16 PM
I'm on a t3 connection but some UT mods are so laggy in general i don't even bother with them even with a ping under 100ms. Just wondering if since you are spending so much time developing the multiplayer code if it will be better for playing over the internet than some other mods turned out. I'm not a big fan of half-life but thats one thing they seem to have. I can play multiplayer without it affecting the game much. I hate playing like UT when your ping is over 100 and the weapons fire delayed and u can't hit crap unless u can predict where they will be 2 seconds from when u fire.
25th Feb 2001, 06:28 PM
I think its safe to say that if they spent so much time on the net code it will be good.
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27th Feb 2001, 03:39 PM
Well, no offense ment to anyone, but the team are amatuers, and they probably won't have the skill to make the online code *AS* good as you thought it would be, maybe, in a later version it would get better. It will be better than 2.75, I predict, but not THE best.
27th Feb 2001, 05:08 PM
Define 'Amateur'. As in the opposite of professional? Just because they dont work for Epic, it doesnt mean that they dont know the Unreal Engine :D
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28th Feb 2001, 07:08 PM
'Amateurs' who work in a 'Proffesional' manner I would put it.
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1st Mar 2001, 11:41 PM
Um.... hmmm..... sorry guys, the netcode is built into UT, not the mod. So the team has nothing to do with it.
What will affect your net play are effects generated by the mod itself, like explosions, animations, etc. If the client and server need to send to much info back and forth regarding such artifacts, it can bog connections down. The key thing here is that the SERVER ADMIN needs to modify settings to take this into account. In order for you to play the most realistic game offline, you need everything running at full tilt- for online games, the game needs to be tweaked by the settings the mod provides by the server admin.
For instance, I most likely will NOT have explosive ammo or decorations on on my servers because that can be a cause of network overload and packetloss for low bandwidth clients, and a source of a maxed CPU causing slow network response for high bandwidth clients.
Anything that multiple clients can see at once, generated by the game, including each other, decals, etc, suck down CPU and pipe. Now picture magnifying that into a large area, such as with an explosion. WOOF!
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