LordHavoc wrote:I'd like to point out, as a former clan player in Quake, that flick turns require that the other entities are already networked
And that's in a lan environment....
Online, people can turn around 180 degrees in 200ms and still be behind their ping, if their ping is that high.
So as a rule, do not apply FOV culling on the server.
I played during the dialup days and had a couple of unusual binds like the 180 turn one (which people STILL use on DM6 to double teleporter without being vulnerable to attack), so don't get me wrong but 200 ms ping shouldn't be mainstream.
And I'm not sure abnormal accommodations should be made where the balance of scale works like this:
1. Cripple cheaters with radar
2. Or don't cripple cheaters with radar, accommodate the rare dialup or trans-Atlantic guy who more than likely isn't going to be able to hang with the pack. And if it is a team game, you don't want him on your team.
Of course, in live testing of this very much theoretical idea --- provided it worked to everyone's satisfaction which is no sure thing --- (decided to not finish sentence).
(New sentence ...)
I wonder if this could be used somehow to rather effectively detect bots. Hmmm.
