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  • Spike
    replied
    information about the server's cvars is also missing.
    just one of those three reasons alone is enough for prediction to be unplayable or too unreliable.

    or just pick a server nearer to you.

    Leave a comment:


  • WhiteMagicRaven
    replied
    Spike what it means? it means not possible to make client side prediction?

    Leave a comment:


  • Spike
    replied
    protocol 15 has no input frame acks, nor any way to tell which server tics reused which input frames

    Leave a comment:


  • WhiteMagicRaven
    replied
    Thank you its do want i want for DP, and there is no clients with client side prediction for netQuake? protocol 15? (just regular Quake1).

    Did it possible theoreticaly to implement it? or it affect protocol?

    i playing with ping 80+ even sometimes 200 so it very feels for me.

    like i press forward key and release it after 200miliseconds player do movement, it feels like i drunk there =)

    Leave a comment:


  • R00k
    replied
    In DarkPlaces, cl_movement 1 toggles the client-side prediction code. Though, I think it's only for DP7 and QW protocols; does nothing on a netQuake server.

    I think it was added as people using 20ms ping on a DP server didnt want/need it. I dunno. I play fine on a protocol 15 server at sub 20 ms ping, as long as the ticrate is low enough.

    Leave a comment:


  • Baker
    replied
    DarkPlaces always work fine for me if I use it to connect to a Quakeworld server.

    I never have touched any settings, and don't know what they would be.

    Maybe you should try a different server.

    Leave a comment:


  • WhiteMagicRaven
    replied
    Thank you very much.
    Darkplaces can connect to QW and Q1 servers and both i feels unpredicted, how i can turn it on?
    FTE i used to think it only works with QW but it can connect to Q1 =) nice, QW predicted, Q1 unpredicted.
    Any settings?

    Leave a comment:


  • Baker
    replied
    DarkPlaces and FTE do prediction.

    Quakeworld is explained a bit in this link: Quake Source Code Review

    The Quake and Quakeworld source code are open source. Compare the differences, the differences are concentrated in just a few different files.

    Network code is the Mt. Everest of low-level programming. Few people can do low-level coding, and very few of those can do network code.

    Hope you like sockets, acks, checksumming packets and calculating transit time for the prediction.

    Leave a comment:


  • WhiteMagicRaven
    started a topic Client side prediction

    Client side prediction

    How it works? what the idea?
    i want also back port it from QuakeWorld to Quake1
    or there any Quake1 clients that can do prediction?

    I think its some kind of buffer with size of ping , where we store client commands that sends to server after (ping time) and first element removes from array, shift array and add next client command?
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