Netcode

Moderator: NADEO

longas
Posts: 5
Joined: 11 Jun 2012, 17:28

Netcode

Post by longas »

I don't know how the netcode works in this game, but something is wrong with it. Basically 25% of the rail shots just go through the enemy, also I've been in the situation (several times) where I hit an enemy with 1 rocket and when it hits the body, it just dissapear doing 0 damage. I know you are working hard but if you want to create a competitive game you need to fix it asap. The game becomes really frustrating when you know that you had the crosshair over the enemy but the shot doesn't reg, even more when the game is all about aim.
Last edited by longas on 08 Jul 2012, 16:18, edited 2 times in total.
tviq
Posts: 2
Joined: 17 Jun 2012, 23:44

Re: Netcode

Post by tviq »

Increase the Send/recv rate plx! so we who dont leave in french ... since most servers are from french wont have over a 100 snapshotdeltatime :(
luxxiz
Posts: 29
Joined: 31 May 2012, 19:36
Location: Skåne, Landskrona

Re: Netcode

Post by luxxiz »

I agree, something must be fixed. In the beta, so many shots have gone through. I wanna recall it wasnt like that in alpha 2.
Group leader: hypnopt
xhine
Posts: 13
Joined: 05 Jul 2012, 10:33

Re: Netcode

Post by xhine »

same here in italy... i mean i can notice very well microlags, no reg and other bad stuff. i know it's a beta , but maybe nadeo should improve more net settings editable by the users, so anyone can make his custom "net cfg" (cl_maxpackets, rate , snaps, cl_packetdup, cg_predictlocalrailshots, timenudge for those who come from quake)
Last edited by xhine on 08 Jul 2012, 16:57, edited 1 time in total.
xymne
Posts: 1
Joined: 07 Jul 2012, 18:53

Re: Netcode

Post by xymne »

Ye the netcode is really bad. For me ( im form italy ) around 35% wont enter, i hope you fix it or we can't play the game like others.
Frantic-nl
Posts: 1
Joined: 02 Jun 2012, 16:42

Re: Netcode

Post by Frantic-nl »

I have to agree with all the above, i've also been seeing rockets hitting (and disappearing in the enemy) but not registrating as a frag. Also the rail seems to "go through" the opponent quite a lot, which makes it frustrating to play this game.
Group leader: hypnopt
Seanza
Posts: 9
Joined: 29 May 2012, 15:04
Location: Greenock, Scotland
Contact:

Re: Netcode

Post by Seanza »

Signed
Adroits owner & lead tournament organiser.
Always on the look out for tournament staff based around the world.

Shootmania Alpha Leader for Crossfire.nu

@Seanza on Twitter
DasOnLY
Posts: 7
Joined: 06 Jul 2012, 16:01

Re: Netcode

Post by DasOnLY »

Agree to everything.
The hitregistration often fails and hits dont hit and misses do hit.
Additionally the playerpositions should be updated more often (at least at close range), because the movement of others looks very angular and unsmooth.
A way to customize the netsetting would be great
User avatar
Reactions
Posts: 23
Joined: 31 May 2012, 16:31

Re: Netcode

Post by Reactions »

Completely agree. Extremely frustrating.
Username in-game: Reacto
#H2k-Gaming - www.h2k-gaming.eu
Hylis
Nadeo
Nadeo
Posts: 3933
Joined: 14 Jun 2010, 11:58

Re: Netcode

Post by Hylis »

There are many things for this
1. netcode choices
2. netcode
3. Servers
4. Servers configuration
5. Players habbit

1. Netcode choices
When many people play together around Europe (the people here) there is ping. And for choices, you either say that the guy who fire is the right one, or the guy that moves, or inbetween. But it is obvious that there is no perfect choice since ping is ping. Some choices are different from games to games and there is not one better solution, it depends of the game speed, weapons, hitboxes, philosophie, cheat possibility or else. The good news is that if you have a difficulty to hit an opponent, it will be the same for you, as an opponent. Off course, I am not randomness, but you also have to keep in mind that ping is random and if players are moving fast, it creates this. We have to find the right balance between the ability to quickly change of direction, for example, and the fact that ping exists. Some will probably chose faster action while others will prefer to reduce the impredictability of the action. This is about choices.

2. Netcode
In itself, I believe the netcode can still be improved. So, it is rather a good news for now. We have some work on our todo list that we think can give good results. Once we do all the improvements we think positive, we will see the result and go back to question 1 if there is still issues.

3. Servers
You are playing with a lot of players from a lot of places. There is not many players at the moment, and while it will increase, the number of good servers will as well. These servers will be closer to your country, or more obvisously in your country, and light speed is measurable from country to country. When good servers are there, I think you will ask you more if question 2 is the most important, even if we will work on it.

4. Servers configuration
This is a tricky one, but we need to see what are the best parameters for it and users also to set them at best. It may also depend of the population of the server for some configuration. Today, our servers, for example, define a snapshot delta time according to people on the server for being fair to as much players as possible. Some servers will configure another way, also because they will know more who are going to come on their servers. There are some tweaks also maybe to come on our side to help this.

5. Players habbits
Depending on the choices made for the gameplay/netcode, the netcode, the servers, the server configuraiton, it can takes time to be used to it. And if, for example, we favor the reality than what the players see on his screen (which is obligatory a false situation since ping exists) then, players will get more and more used to anticipate trajectory, location of other players according to where they should really go. If they want to stop on one spot, the network can not know they will, but you can anticipate it in your head and trigger your rocket in order to arrive on that spot. The network can only anticipate where the guy is going to go on a cinematic computation basis somehow.

People here comes from Spain, Scotland, Sweden, from CoD, Source, TF2, Quake etc.

Ping is different from each country to country and handled in a different way for each game. #1 to #5 are all to be taken into account for this and to improve the global situation, it will require time and experience from everybody: us, hosts and players. And my goal at the end is that you feel confortable like your favorite game, off course.
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