the tick rate in q2 is 10hz, opposed to q3 being 30hz.. this relates with the delay it takes for inputs to be recognized, and the hert is a measurement of time basically since it equates to seconds^-1 or 1/seconds. So, the shorter one obviously takes longer. this is why you have to lead with rg in q2 a bit even on lan...
...but I imagine they're all UDP which is contained within the IP packet. UDP doesn't guarantee transmissions, it just sends or recieves and the application handles what to do. UDP is used because you want to send and receive the information right away without retransmitting it.I've never really noticed a problem with it unless there's packet loss, and packet loss is the problem. probably a lot of problems went away after people moved of dialup, and switched to r1q2
q2 and qw help you with movement, but not aim, so aim ahead of your target to compensate for delay (q1 even had delay in movement, not sure, never played netquake)quake3 had some cool unlagged code that was much improved by cpma but takes some tweaking to work great, same goes quakelivewhile quakelive is much better than q3 and takes less configuration than cpma, all 3 tend to make you aim BEHIND your target to land shots perfectly (you heard me), i usually use negative time nudge to push it more to even or where im used to aiming in q2 (though not as drastic)...
There's an excellent series of articles delving into DOOM/Q1/Q2/Q3/DOOM3 architectureThe Q2 article doesn't cover netcode in depth:http://fabiensanglard.net/quake2/index.phpHowever, Q1 netcode is similar to Q2 if you're looking for an overview:http://fabiensanglard.net/quakeSource/quakeSourceNetWork.phpQ3 netcode changed quite a bit:http://fabiensanglard.net/quake3/network.php
Quote from: haunted on December 23, 2012, 08:16:20 PMthe tick rate in q2 is 10hz, opposed to q3 being 30hz.. this relates with the delay it takes for inputs to be recognized, and the hert is a measurement of time basically since it equates to seconds^-1 or 1/seconds. So, the shorter one obviously takes longer. this is why you have to lead with rg in q2 a bit even on lan...You said that because of the default "low tickrate" of q2, everything in the q2 ambient takes a a bit delay, then I need always have, for example, to lead my railshots even in lan.The tickrate is not configurable in q2, as in Counter-Strike? You mean q2 will always tickrate 10Hz unalterable. The snapshot is the tickrate of q3, am I right?