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- 11/8/2003 4:25:25 AM   
WWIIOwheelz

 

Posts: 17
Joined: 11/8/2003
From: Pittsburgh, PA
Status: offline
LOL! I knew it was you!

Yeah, I flip when things are FUBAR, but I make valid points & always try to discuss them rationally. Unless they ignore me. *tic* :p

Anyway, oh man.... SO much has changed. They added attrition, depot spawning, and again, the OpenGL effects are incredible. They also revisited the sound, and MAN, when you hear the whistles of bombs coming in now, it'll make your heart skip a beat.

The collision detection was worked on also, as well as the prediction code. They are soon going to be adding more infantry emotes, like pointing. We can salute now! It's just immersive as all-hell. We're working in enormous attacks now, and it's just a world of difference from what it was.

Believe it or not, I actually learned how to fly. :) It's not uncommon at all for me to be flying in formation with 5 - 10 other guys, and when I see a 109 now, I'm drooling like a Pavlovian pooch instead of saying "Oh no!"

It's hella fun when it's on it's game.

Good to see ya, bro! I remembered your name in the standard 3RTR purple. :p

(in reply to Agua)
Post #: 1
- 11/13/2003 1:50:33 PM   
Egbert

 

Posts: 5
Joined: 11/8/2003
From: Los Angeles
Status: offline
[QUOTE=Agua]
The problem with the prediction model was pretty bad for inf play as well. Ya know: where it is actually an advantage to be running around rather than stationary in a defensive position because the moving player is not really (or only coincidentally) where you perceive him to be displayed on the screen. Accordingly, you *think* you've fired about 2-3 shots into him only to be killed while he appears to be standing still in front of you or suddenly warps past you to some other location.
[/QUOTE]

The advantage to moving is that it is more difficult to hit a moving target than a stationary one. In the game all damage is calculated on the attackers computer and transmitted to the game servers to be sent to the targets computer. This means that you shoot where you see the target player and your computer calculates the damage based on what it sees.

What CRS has done is increase the rate that movement messages are transmitted from one player to another. This has smoothed out movement. Any game that transmits packets through the internet will not be as smooth as a single player game.

Other feedback features added are a visable twitch when someone has been damaged and more visable impact of bullets. These two features make it easier to see where your bullets actually went.

(in reply to Agua)
Post #: 2
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