Old Netcode vs NewNet

Gaming and Community discourse.

Old Netcode vs NewNet

Postby TimTim » Tue Jun 18, 2013 1:27 pm

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  • Aim ahead of the target depending on ping
  • Aim directly at target regardless of ping
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  • Delayed projection
  • Delayed translocation
  • Screen tearing when taking damage mid air
  • Target disappears at a distance
  • Pressing fire and altfire at the same time changes weapon to the previous weapon
  • Unable to use translocator as default weapon upon spawning
  • Instant projection
  • Instant translocation
  • No screen tearing when taking damage mid air
  • Target remains visible at all times
  • Pressing fire and altfire at the same time does not revert to previous weapon
  • Spawn with translocator as default weapon by putting it above enforcer in weapon priorities
  • Aim directly at target to boost it both midair and on the ground
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  • 54 damage
  • Screen tearing when piston jumping
  • 54 damage
  • No screen tearing when piston jumping
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  • 25 damage per hit
  • 21 damage per hit
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  • 25 damage per hit
  • When throwing one to a teammate, you lose both and all ammo
  • 21 damage per hit
  • When throwing one to a teammate, you keep one and half ammo
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  • Doesn't always register
  • Always registers
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  • 60 damage per primary hit
  • 50 ammo max
  • Starts with 20 ammo
  • 10 shock cores per ammo pickup
  • Combos deplete 2 extra ammo
  • Aim ahead of the shock ball to combo
  • Shock balls don't always cancel out other projectiles
  • Screen tearing when boosting
  • 51 damage per primary hit
  • 40 ammo max
  • Starts with 16 ammo
  • 8 shock cores per ammo pickup
  • Combos deplete 1 extra ammo
  • Aim directly at the shock ball to combo
  • Shock balls always cancel out other projectiles
  • No screen tearing when boosting
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  • Primary doesn't always register
  • Wiggling the shaft does no extra damage
  • Primary always registers
  • Shaft does slightly less damage but wiggling it does extra damage (reminiscent of UT before UTPure)
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  • Direct hits don't always register
  • Direct hits always register
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  • 13 to 21 (random) damage per hit for both primary and secondary
  • Inconsistent hit registration depending on the server
  • Only 1 in every 4 bullets visible
  • 10 damage per primary hit
  • 15 per secondary hit
  • Consistent hit registration regardless of server
  • Every bullet visible
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  • Direct hits don't always register
  • Direct hits always register
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  • 150 damage per headshot
  • 67 damage per body shot
  • Aiming right below the neck is a headshot
  • 50 ammo max
  • 10 bullets per ammo pickup
  • 580 milliseconds between shots
  • 135 damage per headshot
  • 60 damage per body shot
  • Aiming right below the neck is not a headshot
  • 40 ammo max
  • 8 bullets per ammo pickup
  • 690 milliseconds between shots
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  • Delayed teleportation
  • Screen tearing/warping when passing through
  • Direction is backwards through certain portals
  • Instant teleportation
  • No screen tearing/warping when passing through
  • Direction is correct when passing through any portal
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  • Screen tearing/warping when lift jumping
  • No screen tearing/warping when lift jumping
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  • Delayed boost
  • Screen tearing/warping when using them
  • Instant boost
  • No screen tearing/warping when using them
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  • Screen tearing/warping depending on ping and tickrate
  • High pingers are at a great disadvantage when dodging projectiles
  • Dodge bugs (unable to dodge again until jumping)
  • No screen tearing/warping regardless of ping and tickrate
  • High pingers can more accurately dodge projectiles
  • Always able to dodge
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  • Hitsounds are backwards
  • No sprees or headshot messages
  • Hitsounds and sprees/headshots are from the perspective of whoever you're spectating
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  • No self-damage
  • Reduced jumping height
  • Boost momentum is doubled
  • Large message across screen after entering/exiting water
  • Gameplay feels exactly like it will in the match about to take place
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  • Works differently depending on ping, tickrate, gametype, server configuration (UTPure 7E versus 7G)
  • Same speed regardless of ping and server configuration
  • Switching to and from hitscan weapons is slightly slower than switching to and from projectile weapons
  • Switching to and from translocator is slower than every other weapon
  • Pending weapon glow always visible
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  • Cannot move forward while throwing weapon or you'll pick it up immediately
  • Easily exploitable for instant weapon switching
  • You can move forward and throw your weapon at the same time
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  • Sometimes missing
  • Always visible
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  • Block shots and movement (especially noticeable on ramps)
  • No longer block shots and movement
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Re: Old Netcode vs GlobalUnreal

Postby TimTim » Tue Jun 18, 2013 1:28 pm

Huge thanks goes to the amazing Chica for preparing the images and design!!!! :D
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Re: Old Netcode vs GlobalUnreal

Postby RickJames » Tue Jun 18, 2013 1:53 pm

- I'd like to try a version of nn with the normal ammo penalty for combos with shock. I think reducing it to one was a silly idea. I think the idea was to "encourage people to combo more" or something, but all it really does is give more ammo to primary with after comboing. I find myself needing shock ammo a lot less than in reg in newnet, and that's a bad thing. shock and shock ammo should be valuable pickups to defend in tdm/1v1 on most maps.

- I like having no self damage in warmup- Let's you rocket jump and piston around a lot to practice hitting combos and stuff.

- Last nn version I played, lifts and portals were buggy. Those are the most common complaints I get from euro tdmers who try it. I think you're aware of that already though.

- I've been told that setting pistons, launches with different weapons, and those kinds of things still don't work correctly in nn? I'm not sure about this.

- Blowing up dead bodies is a habit of many people in 1v1 because it makes it easy to spot people feigning death. Not exactly sure how the dead body visibility thing works in newnet, and this is no big deal, but I figured I'd mention it.

Just my suggestions.
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Re: Old Netcode vs GlobalUnreal

Postby InfamousRaider » Tue Jun 18, 2013 2:29 pm

R1cKJam3s wrote:- I'd like to try a version of nn with the normal ammo penalty for combos with shock. I think reducing it to one was a silly idea. I think the idea was to "encourage people to combo more" or something, but all it really does is give more ammo to primary with after comboing. I find myself needing shock ammo a lot less than in reg in newnet, and that's a bad thing. shock and shock ammo should be valuable pickups to defend in tdm/1v1 on most maps.

I disagree with this 100%. As it stands in reg weapons shock ammo is extremely scarce. On top of that new net reduce the max ammo and the ammo per pack in an attempt to balance the shock primary. However, this also impacts the balance of combos so reduction in combo ammo penalty is to keep combos are their current balance.
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Re: Old Netcode vs GlobalUnreal

Postby TimTim » Tue Jun 18, 2013 3:05 pm

InfamousRaider wrote:
R1cKJam3s wrote:- I'd like to try a version of nn with the normal ammo penalty for combos with shock. I think reducing it to one was a silly idea. I think the idea was to "encourage people to combo more" or something, but all it really does is give more ammo to primary with after comboing. I find myself needing shock ammo a lot less than in reg in newnet, and that's a bad thing. shock and shock ammo should be valuable pickups to defend in tdm/1v1 on most maps.

I disagree with this 100%. As it stands in reg weapons shock ammo is extremely scarce. On top of that new net reduce the max ammo and the ammo per pack in an attempt to balance the shock primary. However, this also impacts the balance of combos so reduction in combo ammo penalty is to keep combos are their current balance.

Correct. You get about the same number of combos with GU's shock rifle (reduced ammo + reduced penalty) as you would with the old shock rifle. And as IR said, it reduces whoring of shock primary.

R1cKJam3s wrote:- I like having no self damage in warmup- Let's you rocket jump and piston around a lot to practice hitting combos and stuff.

For me, the incongruity between the old style of warmup and the actual gameplay hurts more than it helps. Perfect practice makes perfect.

R1cKJam3s wrote:- Last nn version I played, lifts and portals were buggy. Those are the most common complaints I get from euro tdmers who try it. I think you're aware of that already though.

Lifts in newnet are less warpy than in reg. Try both with 150 ping and you'll see a huge difference. As for portals, it's taken me about 15 hours and a bunch of silly hacks, but I've finally managed to get portals to work without a single hitch, warp, or screen-tear. You can dodge straight through them to go from one point to another and it feels just like dodging in any other area of the map. I haven't yet uploaded this though as I want to do a couple of other things first.

R1cKJam3s wrote:- I've been told that setting pistons, launches with different weapons, and those kinds of things still don't work correctly in nn? I'm not sure about this.

This works perfectly as well. Sid, iggi, and myself tested all kinds of things for hours to get them just right.

:D
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Re: Old Netcode vs GlobalUnreal

Postby m3ss » Tue Jun 18, 2013 3:21 pm

Very nice, clear, concise summary. Props to Chica for the images too.

While I'm a little skeptical of some of the changes made to the actual game mechanics (weapon dmg, ammo counts, etc.), I'm sure these changes were made due to the effects the new netcode had/has on the overall flow of the game. I haven't played a newnet PUG in several months, so I'm anxious to see how it plays in the latest build. Regardless, thanks for all of the effort TimTim.
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Re: Old Netcode vs GlobalUnreal

Postby RickJames » Tue Jun 18, 2013 4:36 pm

InfamousRaider wrote:
R1cKJam3s wrote:- I'd like to try a version of nn with the normal ammo penalty for combos with shock. I think reducing it to one was a silly idea. I think the idea was to "encourage people to combo more" or something, but all it really does is give more ammo to primary with after comboing. I find myself needing shock ammo a lot less than in reg in newnet, and that's a bad thing. shock and shock ammo should be valuable pickups to defend in tdm/1v1 on most maps.

I disagree with this 100%. As it stands in reg weapons shock ammo is extremely scarce. On top of that new net reduce the max ammo and the ammo per pack in an attempt to balance the shock primary. However, this also impacts the balance of combos so reduction in combo ammo penalty is to keep combos are their current balance.


Ah let me correct my suggestion- I wanted to try the shock with the same starting ammo, ammo limit, etc and no combo penalty (making all the ammo stuff like reg). However, on second thought, maybe the current format is best.

About lifts, they're obviously less warpy with high ping in newnet than with high ping in reg. But I've heard complaints that they're still warpy. Just going by what I've been told, maybe it's working perfectly already.
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Re: Old Netcode vs GlobalUnreal

Postby Monk » Tue Jun 18, 2013 5:06 pm

Good post. Apart from I can't read half of the advanced features :p I think using tdwidth=33 causes issues on lower resolutions:

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Re: Old Netcode vs GlobalUnreal

Postby ph34r » Tue Jun 18, 2013 5:25 pm

yay shock arena
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Re: Old Netcode vs GlobalUnreal

Postby tonyrayo » Tue Jun 18, 2013 5:46 pm

thanks for all of the effort TimTim
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Re: Old Netcode vs GlobalUnreal

Postby TimTim » Tue Jun 18, 2013 8:16 pm

Monk wrote:Good post. Apart from I can't read half of the advanced features :p I think using tdwidth=33 causes issues on lower resolutions:

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What browser? You might have an outdated stylesheet (css). Try doing a hard refresh (CTRL+F5). I updated the css earlier to shrink the forum tables within the post's boundaries. It looks fine for me in both Chrome and Firefox on any resolution or browser size.

On second look, yeah your stylesheet needs to be refreshed. The bullet points should be vertically aligned to the top rather than the middle.

So of course the same goes to everyone else. If the bullet points aren't vertically aligned to the top, do a hard refresh and everything should look better.

:geek:
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Re: Old Netcode vs GlobalUnreal

Postby Monk » Wed Jun 19, 2013 2:29 pm

True, it works fine on Firefox. Chrome + 1440x900 definitely doesn't work though after plenty of hard refreshes
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Re: Old Netcode vs GlobalUnreal

Postby InfamousRaider » Wed Jun 19, 2013 3:07 pm

Mine wasn't working and a hard refresh fixed it right away.
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Re: Old Netcode vs GlobalUnreal

Postby TimTim » Thu Jun 20, 2013 2:04 pm

I updated the translocator comparison with something I forgot to mention.

Old Netcode:
  • Unable to use translocator as default weapon upon spawning

GlobalUnreal:
  • Spawn with translocator as default weapon by putting it above enforcer in weapon priorities
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Re: Old Netcode vs GlobalUnreal

Postby jay666 » Thu Jun 20, 2013 4:58 pm

TimTim wrote:I updated the translocator comparison with something I forgot to mention.

Old Netcode:
  • Unable to use translocator as default weapon upon spawning

GlobalUnreal:
  • Spawn with translocator as default weapon by putting it above enforcer in weapon priorities


omg u cant do that! its part of the game.
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Re: Old Netcode vs GlobalUnreal

Postby RickJames » Thu Jun 20, 2013 11:31 pm

Being able to spawn with trans out is a significant change. That little bit of time switching to trans has a big impact on ctf (hence why most guys were against having fws for trans). I don't know enough about ctf to say if it's a change for the better or not, but I'd be curious what the opinions of other nwctf players are.
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Re: Old Netcode vs GlobalUnreal

Postby TimTim » Fri Jun 21, 2013 1:45 am

Just in case some of you forgot, any changes I've made are a result of feedback and requests from the community.

[21:06] <+mintek> this version of newnet is amazing though
[21:06] <+mintek> i spawn with trans in my hand
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Re: Old Netcode vs GlobalUnreal

Postby Sezco24 » Fri Jun 21, 2013 2:09 pm

I don't think it's a big deal that you spawn with trans considering normally I just pound my trans bind upon spawn anyways. It saves maybe .00005 seconds which in the grand scheme of things isn't much at all.
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Re: Old Netcode vs GlobalUnreal

Postby Diff`lx » Tue Jun 25, 2013 2:18 am

Pressing fire and altfire at the same time does not revert to previous weapon


Am I the only one who actually used this feature in the first place?
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Re: Old Netcode vs GlobalUnreal

Postby Carras » Tue Jun 25, 2013 7:07 pm

i'm not sure if i miss House or really like Timtim's sig
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Re: Old Netcode vs GlobalUnreal

Postby Dewsick » Wed Aug 07, 2013 5:15 pm

You've come a long way and I think you've developed such a tight knitted community raising the competitiveness of the whole entire game also.
At first I had a few problems with it. It has changed dramatically and I am extremely enjoyed the development as it's gone along.

Good work, looking forward to see what's next for GU + Tim.
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Re: Old Netcode vs NewNet

Postby Deepak O V » Mon Apr 21, 2014 3:17 am

I have a doubt. Who created NewNetv0.9 Server for UT99
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Re: Old Netcode vs NewNet

Postby KillEmAll » Mon Apr 21, 2014 11:07 am

Deepak O V wrote:I have a doubt. Who created NewNetv0.9 Server for UT99



viewtopic.php?f=41&t=2056
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Re: Old Netcode vs NewNet

Postby InspecktahDeck » Tue Apr 22, 2014 1:08 am

Hey, I've heard a lot of talk over this and I was interested to try it out for a server of mine. I hope this isn't the wrong place to ask questions about it, so feel free to move it if it is, and I apologize in advance if so.

I was just wondering two things:

1. Can this be configured to keep the features such as aiming directly at targets regardless of ping, and consistent hit registration, while keeping the old weapon damages and ammo loadouts?

2. Is this only for launching a server from a .bat file, or can this be launched from the in game dedicated server button?

Thanks for reading.
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Re: Old Netcode vs NewNet

Postby TimTim » Tue Apr 22, 2014 4:54 am

InspecktahDeck wrote:1. Can this be configured to keep the features such as aiming directly at targets regardless of ping, and consistent hit registration, while keeping the old weapon damages and ammo loadouts?

Yes, but you'll have to compile a different version. Please give it a different name to avoid mismatches.

InspecktahDeck wrote:2. Is this only for launching a server from a .bat file, or can this be launched from the in game dedicated server button?

The batch files are only there to help. You can use NewNet through the in-game menus but I don't have time to walk you through it. Just use similar concepts outlined by other mods.
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