Old Netcode vs NewNet

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Old Netcode vs NewNet

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

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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

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Re: Old Netcode vs GlobalUnreal

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

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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

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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

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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

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Re: Old Netcode vs GlobalUnreal

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

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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

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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

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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

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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

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