To clear things up about damage registration
Disregard if you already know this, I'd assume most people do. However, I do see a lot of people discussing about damage registration not being "fixed". Hopefully, this will clear the air a little bit. For reference, my brother is a computer tech manager at the Univ. of Georgia helpdesk, so he has helped explain to me some of the things I will explain.
Every Crossfire version is coded on the same netcode, I believe it is called Litech. Litech is not the best choice, but it's what we have to deal with. Yes, we can all say fix the net code. That would indeed be the best way to fix it, as it would alone improve packet loss, lag spikes, loss & choke, animation event, graphical events, accurate rendering, and hit detection. But I doubt that is going to happen anytime in the near future.
So, back to our version of Crossfire. The only other aspect that damage registration is linked to is the latency between its players. In simple terms, damage registration can be directly linked to the ping difference between all the users. The easier solution to improving damage registration would be to place ping restrictions and/or ping tables (for an in-game user preference and selection). The ONLY reason that the other Crossfire versions seem to have better registration is because all the players are pretty even in ping. So, with that being said, if the Developers provide us a way to select ping ranges in-game, where we could all play with semi-equal ping players, the damage registration would instantly improve.
tl;dr - All CF versions are coded in the same net code. Damage registration therefore is the same in all versions. However, the bad registration in our version can be directly related to the large difference in player's pings. If all pings were relatively equal or close to each other, registration would be improved instantly. Other version of CF simply appear to be better, but only because its players are all relatively similar in ping difference.
Every Crossfire version is coded on the same netcode, I believe it is called Litech. Litech is not the best choice, but it's what we have to deal with. Yes, we can all say fix the net code. That would indeed be the best way to fix it, as it would alone improve packet loss, lag spikes, loss & choke, animation event, graphical events, accurate rendering, and hit detection. But I doubt that is going to happen anytime in the near future.
So, back to our version of Crossfire. The only other aspect that damage registration is linked to is the latency between its players. In simple terms, damage registration can be directly linked to the ping difference between all the users. The easier solution to improving damage registration would be to place ping restrictions and/or ping tables (for an in-game user preference and selection). The ONLY reason that the other Crossfire versions seem to have better registration is because all the players are pretty even in ping. So, with that being said, if the Developers provide us a way to select ping ranges in-game, where we could all play with semi-equal ping players, the damage registration would instantly improve.
tl;dr - All CF versions are coded in the same net code. Damage registration therefore is the same in all versions. However, the bad registration in our version can be directly related to the large difference in player's pings. If all pings were relatively equal or close to each other, registration would be improved instantly. Other version of CF simply appear to be better, but only because its players are all relatively similar in ping difference.
Comments
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THANK YOU. And thank you for posting a thread with some information that shows you know what your talking about.
Now, I'd like to point out that people have been calling this out to Z8 for ages...the ping difference between players in CF is ridiculous...I hate seeing 5 people lined up with 10-50 ping and the rest of the players having fricking 170-200+ ping and them complaining about us "ping hacking"...w.e the hell that is.
I've played games where players on the other side of the planet have close to near the same ping as me, just because they used a better netcode...(example: Cube 2 Engine/ Sauerbraten FPS) -
Not to mention we have too many internet service options to choose from here in the states: Comcast, DSL, Dial-up... etc etc. That is a good thing to some extent, but for gaming it isn't. Most countries like China, Korea, Japan, etc. only have one internet service option, or rather only one internet service provider, to choose from so everyone is using the same provider and therefore the only variation of ping is based on how far from the server they are.
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Ni_Restrict wrote: »This makes complete sence. BUt, for competitive play, like leagues etc. You wouldn't be able to choose a ping option. And that's where registry matters even more. ( no offence pubbers )
That's where a better netcode would come into play. Also, I do not know if this is 100% accurate, so do not quote me on it. I have heard through various people that CF Korea is in fact on a different engine/netcode. If that is true, maybe they actually are trying to work the problem. Unfortunately, who knows when that engine/netcode would make it here to this version. Maybe 1 or 2 years? Maybe never? Hard to tell. -
the tl;dr was tl;dr
jk jk
Good points well proven throughout your statement and the new players probably didn't know this. I didn't know which coding it was made with but I know it was badly coded. Though most foreigners etc and noobs will probably never read this. -
why dont we take an example from cf jp and block everyones ip outside of uk and na from registering
oh i remember, z8 wants more MUNIES!
+1
z8's attitude is to make money and not to create a game that would fking bring better players and make it more competitive.
Cf is well known as a game full of hkers,laggers and fking noobs.
w/e. -
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you also have to take the speed of the internet into consideration. If one person has 256 kb/s internet speed and the other has 25 MB/s internet speed, the difference in ping would be quiet big. My friend lives in my neighborhood and he has 70 ping while i have 12 ping.Not to mention we have too many internet service options to choose from here in the states: Comcast, DSL, Dial-up... etc etc. That is a good thing to some extent, but for gaming it isn't. Most countries like China, Korea, Japan, etc. only have one internet service option, or rather only one internet service provider, to choose from so everyone is using the same provider and therefore the only variation of ping is based on how far from the server they are. -
+1
z8's attitude is to make money and not to create a game that would fking bring better players and make it more competitive.
Cf is well known as a game full of hkers,laggers and fking noobs.
w/e.
I don't mean to sound rude. But you are misinformed in your statements. G4 Box licenses and publishes the game to NA/UK. Z8 Games is simply the internet portal through which the CF community interacts. Z8 Games has nothing to do with the actual coding/development of the game.
http://www.smilegate.com - They do. They're the developers. Don't place blame where it isn't deserved.
Now that is cleared up, back on topic
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You are misinformed. The game engine doesn't contain all the code. If that were the case, first of all, you wouldn't have a game, and second, all games running on the engine would be the same.
This game's developers have modified the engine and changed a lot more of its code than a few of the other games that run it: Quake, SA, SF, etc. Similiarities, such as unstable rendering, exists in many of these games.
Without opening (read: wanting to open) the .Rez files, you can't say for sure, but the netcode has to have been modified. Why? Because the Lithtech engine has had incredible problems with any multiplayer part of the game.
Next, the engine isn't drastically changed from version-to-version, but the simple fact is that there are slight changes. Simple things from one object like weapon damages, to a ones involving more objects like weapon damage through another object. Next, since the Chinese version is (no exaggeration) around 20x more active and popular than ours, they need to have a quality product. This means, tweaks, balances and fixes. You can extrapolate and hypothetically go over any aspect of the game with those thoughts in mind.
Because the patch is nearly done and I really don't care to much what you people want to believe I will sum this up in what I think is core problems with reg.
-Old engine that has had unstable model renderings and Internet support.
-Changes to the code that wasn't fully tested or was applied to this game on purpose
-The servers the game runs on and its connection
-The routing tables (remember the problem sweeden and some Euro's had with the UK server)
-The servers settings.
-The amount of people playing from regions they aren't supposed to be.
Patch done, take that with a grain of salt, but you cannot deny the majority of it. Also, coming from a person with 13 ping, playing against other low ping and med ping players and being killed the same way a high pinger does has left a biased opinion that the game itself is bad. -
Lithtech Jupiter extended...
or Lithtech EX for short
Forums detects dirty intentions from Kahlann
edit:
http://forum.z8games.com/archive/index.php?t-46588.html
Link to previous thread hitting on similar issues, amusing read I guess?
Kahlann had a post some where that was pretty good about lag peaking.
http://forum.z8games.com/showpost.php?p=562968&postcount=2
Not the one I had in mind but it is similar, although less dense. -
Lithtech Jupiter extended...
or Lithtech EX for short
Forums detects dirty intentions from Kahlann
edit:
http://forum.z8games.com/archive/index.php?t-46588.html
Link to previous thread hitting on similar issues, amusing read I guess?
Kahlann had a post some where that was pretty good about lag peaking.
http://forum.z8games.com/showpost.php?p=562968&postcount=2
Not the one I had in mind but it is similar, although less dense.
^_^
This is why I started playing CSS and BFBC2 again.
Also, anything I say has dirty intentions... especially that last sentence. -
ThatRandomGu wrote: »and i doubt those lazy ass dev's know about this
They probably do, however its not really a pressing issue for them.
The underlying issue is simply that Cross Fire was coded in such a way that it was playable in situations in which the majority of the connected users would be under 50ish? ping. Or of course in many situations less.

I rest my case!
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