Ok, time for me to address a few items that players have noticed and give some background info on them and what a player can do to change the behavior or possibly what the dev-team needs to do to help mitigate it in the future...<br /><br />[quote author=Sabertooth]been seeing a delay in shots from this so called unlagged which i assume is to accommodate for higher ping players yet seeing it when no high ping players are playing[/quote]<br /><br />This can happen when [i]sv_ticbuffer[/i] is enabled on the server and a player has a brief spike in their latency (often happens on wifi).&nbsp; [i]sv_ticbuffer[/i] will hold input commands from players in a buffer and use one each tic.&nbsp; This does a great job of preventing other players from skipping around on your screen.&nbsp; The negative is when you&#039;re the one that would normally be skipping since it means your input commands get delayed and you don&#039;t fire as quickly as you&#039;re used to.<br /><br />What you can do: the buffer is cleared every time you die so the delay is only temporary.&nbsp; The server also allows you to catch up to normal latency if you stand still (yeah... not too likely) or if you are out of the view of any players for a couple seconds.<br /><br />What we can do: I can reduce the maximum buffer size, which means you would have less total delay even if you do have a big latency spike.&nbsp; The negative of this is that players with bad connections may skip more.&nbsp; This is something that has to be fine-tuned with play-testing.<br /><br /><br />[quote author=dew]the ingame wad downloading easily surpasses zdaemon&#039;s radar and skulltag&#039;s medals for the worst feature ever[/quote]<br /><br />Heh, That&#039;s a kick in the dick!&nbsp; In-game downloading speeds are limited by [i]sv_maxrate[/i] on the server and [i]rate[/i] on the client.&nbsp; This is typically 200kbps by default but can be increased.&nbsp; I&#039;d encourage server admins that have a lot of bandiwidth to increase [i]sv_maxrate[/i] and [i]sv_waddownloadcap[/i] to 600 or higher.&nbsp; If you do have a good connection, increase [i]rate[/i] on your client to 600 or higher too.<br /><br />We will be taking a serious look at http downloading for the 0.6.x/0.7 series of releases to help download speeds as well as looking at adding support for ZIP archives.<br /><br /><br />[quote author=dew]they NEED feedback from intensive testing and they won&#039;t get it unless we use oda intensively.[/quote]<br /><br />VERY TRUE.<br /><br /><br />[quote author=ItalianStallion]Also I noticed the close quarters shots, no I don&#039;t mean short range, I mean legitimately face to face shots are kind of funky[/quote]<br /><br />Your client processes your input commands and moves your player on its own (called prediction) and then corrects your position if it gets a message from the server sometime later disagreeing about your position.&nbsp; When you bump into another player, these disagreements (or mis-predictions) occur and it essentially means that the server thinks you&#039;re in a different position than your screen shows.&nbsp; Instead of instantly jerking you to the correct position, Odamex 0.6 gradually moves you to the correct position over a few tics, which is less jarring visually.&nbsp; The negative of this is that your screen briefly does not show you at an accurate position.<br /><br />What you can do:&nbsp; Setting [i]cl_prednudge[/i] to 1.0 will instantly jerk you to the correct position, giving you the most accurate position possible, at the expense of some disorientation if you&#039;re not expecting it.<br /><br />[quote author=ItalianStallion]Also the renderer, jittering textures, and [lindefs?] getting all distorted when standing on them.[/quote]<br /><br />Fixing that will be a big project for us but it&#039;s something I would like to tackle in the near future.&nbsp; The problems are due to the inaccurate methods that Doom (and ZDoom up to 1.22) use to calculate fractional numbers.&nbsp; Randy improved it some in ZDoom 1.23 but we cannot directly use that code as it&#039;s not GPL compatible.<br /><br /><br />