NS2 Netcode
douchebagatron
Custom member title Join Date: 2003-12-20 Member: 24581Members, Constellation, Reinforced - Shadow
<div class="IPBDescription">info?</div>Last we heard anything mentioned about the netcode for ns2 was when Max said that it hadn't been done yet a long time ago. I'm very interested in the netcode, I'm actually doing my masters thesis on data distribution over the internet and find a lot of interesting things such as the shortcomings of TCP and things of the sort. I'm curious as to what methods you are using and any testing that you've done on it and how it performs.
Comments
and with that... i'm going to go work on my Networking homework...
<img src="http://www.wallpaperbase.com/wallpapers/movie/matrix/matrix_5.jpg" border="0" class="linked-image" />
In Max we trust!
Take this all with a grain of salt.
and with that... i'm going to go work on my Networking homework...<!--QuoteEnd--></div><!--QuoteEEnd-->
I don't think we have anything to worry about, our money is in great hands. I don't know if I'm alone with these thoughts, but I think Max knows what he is doing.
Some months back the twitter feed told us they were trying some opensource netcodes- one was an acronym I had never heard of, the other I can't remember(!) but the 3rd was the Tribes one. Never played Tribes online but I do question if netcode designed for large, open maps with 64 player slugfests would be suitable for a small-scale corridor shooter.
Still, Flayra said changing the netcode was a relatively simple task so I'm hoping if their chosen netcode bombs out (the competitive community will kick up a huge stink if it does) then we can whine at Max persuading him to try Q3. I think most competitive players would make it their preferance.
There were some really good papers on line about all the optimizations they did for it.
For those of you who are unfamiliar with Tribe, it was a massive game (on the scale of bf2), able to support 64+ players with no lag
u mean around a corner :D yeah I hate it so much...
Some months back the twitter feed told us they were trying some opensource netcodes- one was an acronym I had never heard of, the other I can't remember(!) but the 3rd was the Tribes one. Never played Tribes online but I do question if netcode designed for large, open maps with 64 player slugfests would be suitable for a small-scale corridor shooter.<!--QuoteEnd--></div><!--QuoteEEnd-->
Who cares one wit about high latency players?
That is taking the netcode the exact OPPOSITE way it should be going. Less prediction, more accuracy is the ONLY fair way to do it.
Take this all with a grain of salt.<!--QuoteEnd--></div><!--QuoteEEnd-->
UT3 has horrid prediction code, making any lag beyond around 100ms ping nearly impossible to hit/register properly at decent ranges. Thank goodness neither of those came up as Max's idea of awesome netcode.
Also, beware of randomly slapping engine code around. If you do stupid stuff, it doesn't matter how good the engine's netcode is. See early Empires builds where turrets caused major lag since they updated their angles every frame. Very, very stupid.
lol wtf?
like in game or rl???!?
cuz net goin on nsum1 in rl i kidna werid.. but inthe game itkidna makes sence wonce u think bout it.
like u shot web on slkuk and they dont come eat you nymore that would be awesome.
Lol same here
loved that game till I got hl and halo.
could have been a great game if only ppl used teamwork
middle schoolers killed that...
loved that game till I got hl and halo.
could have been a great game if only ppl used teamwork
middle schoolers killed that...<!--QuoteEnd--></div><!--QuoteEEnd-->
haha, yeah its our fault :P I got really big into the arena style maps though, dueling was great fun and there was just something about getting that midair disk kill that was so viscerally satisfying.
I couldn't favour more the "less prediction, more accuracy" perspective in things after all the pain Source has caused to me.
Our netcode is written from scratch. I originally integrated RakNet and OpenTNL (the Tribes networking library), but I had problems with them and didn't like the idea of using those black boxes for something as critical as the networking. My implementation borrows ideas from Quake 3 and Half Life, though for the things you guys are discussing it's more like HL than Q3A.
Our netcode is written from scratch. I originally integrated RakNet and OpenTNL (the Tribes networking library), but I had problems with them and didn't like the idea of using those black boxes for something as critical as the networking. My implementation borrows ideas from Quake 3 and Half Life, though for the things you guys are discussing it's more like HL than Q3A.<!--QuoteEnd--></div><!--QuoteEEnd-->
<b>Woohoo!</b> Definitely one of my primary wonders about this game answered perfectly. I never was the most fond of Source's netcode. Smart choices there Max, smart choices...
There are a lot of games that have done something similar, but I think Quake is the best example of a really tight feedback loop. In TF2, the Sniper's Huntsmann makes a "shtickk" noise when it hits a guy (even if the guy is across the map) which I think is one of the reasons I like using it so much. In Mario Kart 64, the same thing happened when another person ran over your banana or got hit by any other item of yours. You would hear them go "aieee" or whatever.
Both Mario Kart and TF2 are on a different scale though, as the sound in Quake goes off like 40 times a second. With MK and TF2 it is intended more to be a notification of what is happening offscreen (hence the lower frequency), while in Quake it is intended to create the feedback loop.