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Old Netcode vs NewNet

PostPosted: Tue Jun 18, 2013 1:27 pm
by TimTim

Re: Old Netcode vs GlobalUnreal

PostPosted: Tue Jun 18, 2013 1:28 pm
by TimTim
Huge thanks goes to the amazing Chica for preparing the images and design!!!! :D

Re: Old Netcode vs GlobalUnreal

PostPosted: Tue Jun 18, 2013 1:53 pm
by RickJames
- 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.

Re: Old Netcode vs GlobalUnreal

PostPosted: Tue Jun 18, 2013 2:29 pm
by InfamousRaider

Re: Old Netcode vs GlobalUnreal

PostPosted: Tue Jun 18, 2013 3:05 pm
by TimTim

Re: Old Netcode vs GlobalUnreal

PostPosted: Tue Jun 18, 2013 3:21 pm
by m3ss
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.

Re: Old Netcode vs GlobalUnreal

PostPosted: Tue Jun 18, 2013 4:36 pm
by RickJames

Re: Old Netcode vs GlobalUnreal

PostPosted: Tue Jun 18, 2013 5:06 pm
by Monk
Good post. Apart from I can't read half of the advanced features :p I think using tdwidth=33 causes issues on lower resolutions:

Image

Re: Old Netcode vs GlobalUnreal

PostPosted: Tue Jun 18, 2013 5:25 pm
by ph34r
yay shock arena

Re: Old Netcode vs GlobalUnreal

PostPosted: Tue Jun 18, 2013 5:46 pm
by tonyrayo
thanks for all of the effort TimTim

Re: Old Netcode vs GlobalUnreal

PostPosted: Tue Jun 18, 2013 8:16 pm
by TimTim

Re: Old Netcode vs GlobalUnreal

PostPosted: Wed Jun 19, 2013 2:29 pm
by Monk
True, it works fine on Firefox. Chrome + 1440x900 definitely doesn't work though after plenty of hard refreshes

Re: Old Netcode vs GlobalUnreal

PostPosted: Wed Jun 19, 2013 3:07 pm
by InfamousRaider
Mine wasn't working and a hard refresh fixed it right away.

Re: Old Netcode vs GlobalUnreal

PostPosted: Thu Jun 20, 2013 2:04 pm
by TimTim

Re: Old Netcode vs GlobalUnreal

PostPosted: Thu Jun 20, 2013 4:58 pm
by jay666

Re: Old Netcode vs GlobalUnreal

PostPosted: Thu Jun 20, 2013 11:31 pm
by RickJames
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.

Re: Old Netcode vs GlobalUnreal

PostPosted: Fri Jun 21, 2013 1:45 am
by TimTim

Re: Old Netcode vs GlobalUnreal

PostPosted: Fri Jun 21, 2013 2:09 pm
by Sezco24
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.

Re: Old Netcode vs GlobalUnreal

PostPosted: Tue Jun 25, 2013 2:18 am
by Diff`lx

Re: Old Netcode vs GlobalUnreal

PostPosted: Tue Jun 25, 2013 7:07 pm
by Carras
i'm not sure if i miss House or really like Timtim's sig

Re: Old Netcode vs GlobalUnreal

PostPosted: Wed Aug 07, 2013 5:15 pm
by Dewsick
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.
:>

Re: Old Netcode vs NewNet

PostPosted: Mon Apr 21, 2014 3:17 am
by Deepak O V
I have a doubt. Who created NewNetv0.9 Server for UT99

Re: Old Netcode vs NewNet

PostPosted: Mon Apr 21, 2014 11:07 am
by KillEmAll

Re: Old Netcode vs NewNet

PostPosted: Tue Apr 22, 2014 1:08 am
by InspecktahDeck
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.

Re: Old Netcode vs NewNet

PostPosted: Tue Apr 22, 2014 4:54 am
by TimTim