Author Topic: Railgun differences...  (Read 6179 times)

Offline quadz

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Re: Railgun differences...
« Reply #15 on: November 09, 2007, 07:20:52 PM »
The railgun in quake2 always tends to spike the netgraph when you fire it. Obviously it doesn't cause as much of a spike on todays systems, however on older machines running software mode, every single rail shot would create a single red spike. This would be extremely noticable on rail matches.

Strange... 'Been playing since '97 (pentium II, software mode) ... but I don't recall packetloss being associated with rail shots in particular.

Can you point to any reason in the code that would support this rail/packetloss hypothesis?
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Offline reaper

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Re: Railgun differences...
« Reply #16 on: November 10, 2007, 04:22:10 PM »
I don't know the q2 logic, but I remember sometimes when I would shot the railgun my netgraph would spike slighty. well..actually I only remember seeing this once, but it was everytime I shot the railgun.  I know I am not getting spikes now.

for one, i'm not sure what the netgraph really means. I assume red means the client expected a packet, but never recieved it, somehow logic in q2 must determine this, because the underlying protocol is udp which is stateless - it has no idea if a packet is lost.

my system is a piece of shit, sometimes q2 and windows won't interoperate properly, and things will freeze, and my network connections will drop, and I have seen a railgun shot spike my netgraph, I never checked what happened with another weapon. 

I never have that problem now, and the from the little I tried I can't reproduce it.
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