Yeah this bug is called "playing on the internet with ping". Hard one to fixMuNgLo wrote: Somewhere there must be some sync issue between server and client as I see it and that makes it important to find and fix.
Shootmania Storm 1.0
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Re: Shootmania Storm 1.0 RC1 !!!
Re: Shootmania Storm 1.0 RC1 !!!
Funny how we don't see shots and bullets going through models on clientside in other games with a decent netcode thenTeardrop wrote:Yeah this bug is called "playing on the internet with ping". Hard one to fixMuNgLo wrote: Somewhere there must be some sync issue between server and client as I see it and that makes it important to find and fix.
Re: Shootmania Storm 1.0 RC1 !!!
Considering it did happen in the LAN setup in San Fransisco... well.
Re: Shootmania Storm 1.0 RC1 !!!
"live any minute" for 7 hours... Any new ETA?
eyebo wrote:I know, it's hard to improve on perfection.Ouwe wrote:Canyon was, is and will be the last item I bought from Nadeo.
Re: Shootmania Storm 1.0 RC1 !!!
The simple fact that Teardrop explains, is that the client vision and server reality are different. You are also aware that the guy that you are seeing is not really where you see him, since he is moving, at home, with some ping inbetween. So, if you, the client, decide that you hit him, even if he is somewhere else, it means that he will get an unfair hit. This is why we have a 'single' reality code (more like Quake than CS) that will rely on the server common reality to take decision, instead of taking your ping and compensate on what you see.
The good effect of that, is also that if you know that someone will be somewhere at a given time, you trigger your rocket to meet him there, and that no 'lag' will make your client decide that you missed it or not, if you where right. Of course, you could have been wrong because you saw a flawed information based on your ping difference, but we can continu the whole night to know who is right then. In Shootmania, it is the server.
Keep also in mind that if you missed the guy, it will no go a lot "straight", since the difference of the client and server is mainly a function of the speed, the size of hitbox (reference to the reason why the arms and legs are not taken into account in SM, like Quake btw) and the 'ping' Why '0' ping, it is 'nearly' the same between client and server. It can happen in LAN because of the physical step. But the smaller is the difference, the smaller is the imprecision of the distance. In TM, we have guys that finish races at 1/1000 of a second of difference. You see laser at 1 cm miss at a distance of 40 meters! Try to see 1 cm at 40 meters of distance!
Netcode is more complicated than simply good or bad. It is a set of choices for a set of reasons, including anticheat, antitweaks, competitivness, fairness etc. If a client should hit 100% of what he sees, there is a lot that you are going to lose in the afford mentionned items.
The good effect of that, is also that if you know that someone will be somewhere at a given time, you trigger your rocket to meet him there, and that no 'lag' will make your client decide that you missed it or not, if you where right. Of course, you could have been wrong because you saw a flawed information based on your ping difference, but we can continu the whole night to know who is right then. In Shootmania, it is the server.
Keep also in mind that if you missed the guy, it will no go a lot "straight", since the difference of the client and server is mainly a function of the speed, the size of hitbox (reference to the reason why the arms and legs are not taken into account in SM, like Quake btw) and the 'ping' Why '0' ping, it is 'nearly' the same between client and server. It can happen in LAN because of the physical step. But the smaller is the difference, the smaller is the imprecision of the distance. In TM, we have guys that finish races at 1/1000 of a second of difference. You see laser at 1 cm miss at a distance of 40 meters! Try to see 1 cm at 40 meters of distance!
Netcode is more complicated than simply good or bad. It is a set of choices for a set of reasons, including anticheat, antitweaks, competitivness, fairness etc. If a client should hit 100% of what he sees, there is a lot that you are going to lose in the afford mentionned items.
Re: Shootmania Storm 1.0 RC1 !!!
waiting just a little more for some servers to be live! better to have places to playMPeti wrote:"live any minute" for 7 hours... Any new ETA?
Re: Shootmania Storm 1.0 RC1 !!!
we can download the update at what time?
Re: Shootmania Storm 1.0 RC1 !!!
Still no auto-kick for exceeding ping limit?
Re: Shootmania Storm 1.0 RC1 !!!
This is funny, since we're just waiting for client update to come out before we reboot our servers and they're updated (5 servers located in sweden), and you are waiting for people to update their servers before releasing the update?Hylis wrote:waiting just a little more for some servers to be live! better to have places to playMPeti wrote:"live any minute" for 7 hours... Any new ETA?
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Re: Shootmania Storm 1.0 RC1 !!!
The game will be updated automatically, but Nadeo has to update the servers firstDiesel75 wrote:we can download the update at what time?
Last edited by purification on 09 Apr 2013, 18:55, edited 1 time in total.
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