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Author Topic: Gang Garrison 2.3.3: The lagless* update (*not actually lagless)  (Read 11971 times)

Super Sgt. Brown

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Re: Gang Garrison 2.3.3: The lagless* update (*not actually lagless)
« Reply #30 on: June 30, 2011, 03:19:30 pm »

Well, considering Payload was based of the Escort Mode in TFC, we could just add that. It's well done in Gang Garrison Classic, so why not in vanilla?

This is just a mindless suggestion btw. Feel free to bash it.
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Super Sgt. Brown

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Re: Gang Garrison 2.3.3: The lagless* update (*not actually lagless)
« Reply #31 on: June 30, 2011, 03:32:48 pm »

Ok, not WELL done. It has problems here and there, but that's mostly due to lack of testing, really.

If we bring the mode into the GG2 table, the problems can be easily solved, because quite honestly the problems all involve around the civilian's health, so yeah.
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Derpduck

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Re: Gang Garrison 2.3.3: The lagless* update (*not actually lagless)
« Reply #32 on: June 30, 2011, 03:43:07 pm »

I lag so much more on this version

MedO

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Re: Gang Garrison 2.3.3: The lagless* update (*not actually lagless)
« Reply #33 on: June 30, 2011, 04:16:50 pm »

Ok, to everyone who thinks the new version lags more: Start up the old one (you can download it from here) and try comparing it to the new one on the same server.
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Roxon

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Re: Gang Garrison 2.3.3: The lagless* update (*not actually lagless)
« Reply #34 on: June 30, 2011, 04:57:34 pm »

On the payload topic - I don't see how it would be hard to implement. The maps would have to balance short and longs lines of sight as well as cover.

Unsung Hero

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Re: Gang Garrison 2.3.3: The lagless* update (*not actually lagless)
« Reply #35 on: June 30, 2011, 07:08:47 pm »

And maybe little bunkers to hide from spamming snipers/rocketmen/heavies.
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Re: Gang Garrison 2.3.3: The lagless* update (*not actually lagless)
« Reply #36 on: June 30, 2011, 07:20:25 pm »

And maybe little bunkers to hide from spamming snipers/rocketmen/heavies.

Yeah, that's a good idea.

Vein

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Re: Gang Garrison 2.3.3: The lagless* update (*not actually lagless)
« Reply #37 on: June 30, 2011, 08:53:14 pm »

Any further discussion on Payload maps should probably go into a Feature Request thread.
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Meower

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Re: Gang Garrison 2.3.3: The lagless* update (*not actually lagless)
« Reply #38 on: July 01, 2011, 02:46:11 pm »

Guys, you already have enough ways to kill each others.
Payload is for the cool kids.
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Derpduck

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Re: Gang Garrison 2.3.3: The lagless* update (*not actually lagless)
« Reply #39 on: July 02, 2011, 04:36:06 am »

I seem to lag about the same on the new version although i do get more tiny lag spikes on the old one so i guess that this is better

USB

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Re: Gang Garrison 2.3.3: The lagless* update (*not actually lagless)
« Reply #40 on: July 02, 2011, 10:05:46 am »

I get weird periods of lag on this version where it seems like maybe a couple uploaded packets got missed. Everyone else is running around normally while I'm stuck against a wall. Other people go to me and press :z8: anyone know why this is happening?
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Phantom Brave

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Re: Gang Garrison 2.3.3: The lagless* update (*not actually lagless)
« Reply #41 on: July 02, 2011, 10:21:14 am »

That's called a problem with your computer.
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USB

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Re: Gang Garrison 2.3.3: The lagless* update (*not actually lagless)
« Reply #42 on: July 02, 2011, 10:33:19 am »

No, it never happened before the update.
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Phantom Brave

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Re: Gang Garrison 2.3.3: The lagless* update (*not actually lagless)
« Reply #43 on: July 02, 2011, 10:51:51 am »

So it's a coincidence. I know for a fact that the changes in this update can't possibly cause what you described.
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MedO

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Re: Gang Garrison 2.3.3: The lagless* update (*not actually lagless)
« Reply #44 on: July 02, 2011, 11:05:25 am »

I get weird periods of lag on this version where it seems like maybe a couple uploaded packets got missed. Everyone else is running around normally while I'm stuck against a wall. Other people go to me and press :z8: anyone know why this is happening?
This sounds like packet loss on the path from you to the server. Make sure there is no big upload happening on your internet connection. It could also be random congestion at your ISP or in the general path through the 'net.
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Quote from: Alfred North Whitehead
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Quote from: John Carmack
[...] if you have a large enough codebase, any class of error that is syntactically legal probably exists there.
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