Carmack & QuakeCon99
The client constantly reports to the server what it has done, so that the server can move the player around in the same way the client sees it happen. Since the you don't always get a constant stream of packets in an internet game, the client also reports the current milliseconds since it last sent a packet (AHHhh..). What timescale was doing was allowing players to change the % of the ms being sent back to the server. Basically the client was saying "oh no I didn't move 2 feet in 50 ms, I moved 2 feet in FIVE ms!", causing the client to zip around the map.
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anyone else get the feeling Carmack is never going to fix that player collision code? Holy shit does that stuff suck.