if you come onto our server and type into console > mutate iptocountry
LOL, in MVX !ipc does the same thing
A story about UT Netcode.
LOL regarding the 'bullet' trains....
UT sends the train at the speed of the players ping.
When we code, we code for players with a ping of 100, so people with less, it's a bonus and player with more well it gets tough.
For people with pings around 50 then the train may look like a bullet train but a ping of say 200, I don't care what a boffin you are, you cannot get more that 5 trains per second down to the player, it's just not possible.
In our case, let's say 100 maps = 1000 characters which is 1 complete train, then there is all the ut game play stuff, so if you send more stuff, then something must suffer, it just stands to reason.
In your case you are being fooled with that Newnet you are running because all that guy has done is copy the UT2003 netcode which was a total failure and the reason UT2003 died a sudden death.
I wrote all the netcode for TeamOrbit and their NeoCairo 5.2 which was the most popular mod ever produced for UT99.
A little while later, EpicGames produced UT2004 with a game called Onslaught.
If you look at Onslaught and you look at it's netcode, then you look at NeoCairo 5.2 and look at it's netcode.... well I rest my case.
The UT2003 netcode was copied from Quake4 which was also a disaster.
Basically the UT99 netcode was similar to the Quacke3 netcode and worked well but it could quite easily be hacked with aimbots etc.
They tried to fix this in UT2003, which they did but the game play was a disaster and people started going over to Quake3 and some back to UT99.
UT2004 had the old netcode back but again allowed hackers in.
The differences is that UT99 and UT2004 all the gameplay happens on the server with 'trains' continuously sent to the player of where he is and what he can see, these trains just consisted of commands because it uses the clientside graphics, sounds and everything so the trains are relatively small.
The concept was similar to that of html and viewing websites.
In UT2003, the gameplay happened at the client, and the server used to try and co-ordinate the game between all the players.
The problem came in the more players that joined, the the game became laggy, regardless of their pings simply because the trains become overloaded and mods and other important stuff could not get through.
It was a good concept, but it was a disaster and Epicgames realized this and did something about it by a quick release of UT2004 which actually was released in October 2003.
Quake4 how ever tried fixing things with patches, but it just died along the wayside and UT2004 won the day