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Article #64Re: Quake 2 and modem support comments.
From: t... Tim Smith
Date: Sat, 05 Jul 1997 00:00
Date: Sat, 05 Jul 1997 00:00
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Ismail Saeed <isa...@erols.com> wrote: >> They could fix the lag problem by introducing an artificial 100 ms lag >> for the player playing on the server. ... >People have asked about things like that..... and it adds too much >overhead or something I recall people asking about this sort of thing for internet play, but the main problem seemed to be preventing cheating--someone could artificially lag themselves so as to get the server to artifically lag the other players, and then strategically have their own lag happen to go away at critical moments. Also, there is a lot of variability in internet play, and so it's not clear how effective it would be even if there was no cheating problem. Two player modem games should be different. First, the lag should be much more consistent, and so it should be relatively easy to figure out how lag to apply on the server. Second, cheating is much easier to avoid (don't play with people you don't trust) and detect. It's possible the code is organized in such a way that there is no good way to delay an internal packet for 100 ms. Assuming the server and local client are not in different threads, adding 100 ms of lag to the local client might add 100 ms to the remote client, too, which would not help much (it would help a little, 200 ms vs. 100 ms is better than 100 ms vs. 0 ms). --Tim Smith
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From: t...@halcyon.com (Tim Smith) Subject: Re: Quake 2 and modem support comments. Date: 1997/07/05 Message-ID: <5plemi$qio$1@halcyon.com> X-Deja-AN: 254778230 References: <01bc7b99$5af74ae0$5cd2b4cf@qb-pers> <33b7fe39.12616943@news.demon.co.uk> <5pi7po$qik$1@halcyon.com> <33BD7823.E80F38A1@erols.com> Organization: Northwest Nexus Inc. Newsgroups: rec.games.computer.quake.misc,alt.games.quake2,rec.games.computer.quake.playing MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 7bit