over 3 years ago - /u/RavenCurrent - Direct link

Netcode

  • Fixed an issue in the projectile netcode granting excessive advantage to high ping players.
  • Fixed an issue causing some players to intermittently disappear caused by a recent fix.
  • The lag between the visual position of the players and their logical positions has been further slightly reduced. This should result in increased synchronicity between the players' positions and their projectiles, slightly lower knockback reaction time and fewer instances of shot-while-in-cover. Further decreases to this delay are still planned.
  • Players who are lagging will now automatically have their netcode degraded to lose the ability to backwards-reconciliate hitscan and projectile fire, resulting in fewer suddenly-advanced projectiles and fewer instances of shot-while-in-cover incidents due to lag on the attacker's end.
  • Players who are suffering from severe lag will not be able to move. The thresholds that we have set for this condition and the item above are tentative and will be tweaked according to feedback.

Performance

  • A RAM memory leak that would potentially leak hundreds of MB in a very long session has been fixed.

HUD

  • There is a new HUD element called Lag Indicator which is a warning that you are currently lagging and that you are subject to the penalizations outlined in the netcode items above.
  • Fixed an issue with the Frag Notice HUD element displaying incorrect messages if the Hide assists option was toggled on.

Interface

  • In Settings-Controls there's now an option to rebind the Ready key.

Customization

  • Some new avatars from the Twitch drops avatar campaign have been added for streamers and their viewers.
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over 3 years ago - /u/GDFireFrog - Direct link

Originally posted by raysmuckles82

Down voted for pointing out that the new patch broke the game for me. What a great community.

I'm in Australia, on the other side of the country from the servers. We have trash broadband infrastructure here so no doubt there is packet loss and other issues along the way. Oh well, I'm out, game is nearly dead here anyway.

Before you give up, there are plenty of things we can do to make this better. You are probably just getting very intense isolated spikes periodically. Not enough to make you think you are lagging or annoy your opponents but enough to trigger the detection. If you don't mind DM'ing me on Discord I'm happy to take a look at your transit and see if it's possible to safely filter out your particular phenomena. We can always roll out something experimental in your region's servers, too, if we come up with something that doesn't feel completely safe. But in general let me be clear that we are not happy with how the feature works currently, and we will be prioritizing this because we really dislike regressions.

(For the record we really do care about all regions, and in fact allowing SEA and Oceania people to play with each other is one of the reasons why I'm trying really hard to make this work with a rather high amount of reconciliation.)

over 3 years ago - /u/GDFireFrog - Direct link

Originally posted by AbjectSubstance

it seems like he's the 20%er who does the 80% of the workm (zipf)

(Don't like to comment on this sort of thing but I know the kind of thing you are talking about, and although I've been in that situation, that's truly not the case in this team. Specifically two other guys who are shy and don't like to be named work with me every single day, very long hours, even though I've told them repeatedly that I can manage some days by myself.)

over 3 years ago - /u/GDFireFrog - Direct link

Originally posted by sl4m_os

Hahaha yeah nice netcode tweaks, now I am freezed 50 percent of time and just can't move, not even run. Nice tweaks, thumbs up!

https://www.twitch.tv/videos/774921923

Sorry about that, we are adding a lagometer today and that will allow you to see the peaks that were causing the issue (hopefully with the latest threshold increase you are not getting frozen anymore anyway). Nonetheless, the threshold was already set quite high and I'm guessing you, like may others, have pretty substantial hiccups in your connection for you to be freezing that much, even with the old threshold. I was testing the game yesterday with a few people who were having freezes and they were quite warpy and just they didn't realize it. But this is on us for not adding the lagometer with data that people can see for themselves before introducing this option.

But if your opponents still were still finding you playable, it wasn't our intention to address your level of warping in this way. The freezing should just be for half-dead connections, there's an intermediary level of warping between the point that we remove reconciliation and the point where we freeze people that will be addressed by future improvements.

We actually did test this quite a bit. I think one issue is that we relied a lot on synthetic lag conditions for testing which is not ideal, and although we tried to account for this by giving some arbitrary room for error, we underestimated. Another issue is that we are all in continental Western Europe with pretty good connections, so this kind of thing never came up. This was pretty dumb in retrospect because it's not like we are not familiar with common conditions in locations like USA, Australia, Eastern Europe, etc. It's something that comes up frequently and that we design specifically for.

Hopefully it isn't freezing for you anymore, though, if it happens again check the lagometer (coming soon) and if you still think we are being unreasonable you are welcome to DM me in Discord and we can a) jump into a game and see how you look to others and b) try to help you with the lag if it's some routing issue, we have very helpful hosting providers that are always happy to look into routing issues of specific users and make calls if necessary.

over 3 years ago - /u/GDFireFrog - Direct link

Originally posted by TheCatfishManatee

The lowest ping I get is 50ms but most often I'm playing on 90 to 120 ms servers and I always get the lag indicator for 4-5 seconds only after spawning. In Aim Arena it basically turns a single death into an automatic round loss because for the first 5 seconds of the 2nd life I can't hit shit. Is there anything that can be done about this?

Are you in a very low spec PC that struggles seriously when spawning? We have some optimizations for that coming soon that may make that go away if that's the case. For now I have added a grace period of 2 seconds to the start of each life, that should get you over the bump and not enter the 5-second recovery wait period. I've also added the same at the start of every round and game just in case.

I've pushed this to servers, the fix should be available for new games in 10 minutes.

over 3 years ago - /u/GDFireFrog - Direct link

Originally posted by sl4m_os

The freezing should just be for half-dead connections

Nice to hear that! That's right! It should be only for some like 200+ pings and guys who just moves alltime teleporting. My gameplay almost came to normal but freezes still present. If you increase threshold a little bit more it would be ideal I think.

But still should be some interpolation command to make warping players be smoother for opponents, idk... like ex_interp, cl_interp or like that ;)

If you are still getting some freezes you must be incredibly laggy. We'll increase the threshold again when we've had the change to normalize extreme warping and test it for a while, but for now it's probably already too generous. But also: do you know why your connection to our servers is so bad? If you DM me I can tell you how to do a trace to the servers you are playing in and we may a routing issue that we can fix.