Netcode

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BlackShark
Posts: 237
Joined: 11 Aug 2010, 02:27

Re: Netcode

Post by BlackShark »

I remember playing the game Shattered Horizon, by Futuremark.
At first the gun hit detection was managed locally and was a hitscan type of weapon, as a result, if you had your crosshair on your enemy and pressed the fire button, you had a hit, 100% of the time. game. The feel was incredibly tight because you felt that what happened on screen was the actual situation : I ABSOLUTELY LOVED that. I played their game every day.

I never saw any cheating. I do not know whether it was because the game wasn't very popular of if somehow Futuremark managed to protect their game.

Then they made changes, introduced many weapons with different characteristics and even added time-of-flight, bullet inertia but most importantly they changed the server/client mechanics and made it all server side. The result was catastrophic : you couldn't be sure of where you were shooting, you constantly felt there were random elements in the game. It was very very frustrating. I quit playing the game soon after.

Dealing with net lag is difficult, but in the case of railguns : there is a solution that bypasses the lag issue
Hylis
Nadeo
Nadeo
Posts: 3933
Joined: 14 Jun 2010, 11:58

Re: Netcode

Post by Hylis »

Good testimony here, because I doubt you think they are destroying their game on purpose Blackshark. I doubt you believe they are so bad since they made a game you played everyday ^_^ But bad decisions happens as well, off course and many players are right to dislike them. I can not say if they are right or wrong, but it looked like Source and Doom 3 are two contraversial netcode for other examples as the example you gave. But it also shows that it is complexe and important.
Akbalder
Posts: 1059
Joined: 15 Jun 2010, 11:00
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Re: Netcode

Post by Akbalder »

BlackShark wrote:Then they made changes, introduced many weapons with different characteristics and even added time-of-flight, bullet inertia but most importantly they changed the server/client mechanics and made it all server side. The result was catastrophic : you couldn't be sure of where you were shooting, you constantly felt there were random elements in the game. It was very very frustrating. I quit playing the game soon after.
The update that killed the game... :cry: :cry:
longas
Posts: 5
Joined: 11 Jun 2012, 17:28

Re: Netcode

Post by longas »

Nice to see that you read the feedback Hylis. If it helps, it was a lot better in alpha2 so I guess you changed something when the beta started. Also now I have a doubt about this "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.", does that mean that if 1 guy is lagging or has bad inet the other players in the serv are going to have a high snapshot?
DasOnLY
Posts: 7
Joined: 06 Jul 2012, 16:01

Re: Netcode

Post by DasOnLY »

BlackShark wrote:I remember playing the game Shattered Horizon, by Futuremark.
At first the gun hit detection was managed locally and was a hitscan type of weapon, as a result, if you had your crosshair on your enemy and pressed the fire button, you had a hit, 100% of the time. game. The feel was incredibly tight because you felt that what happened on screen was the actual situation : I ABSOLUTELY LOVED that. I played their game every day.
I know an other game that uses clitenside hitdetection and it works quite fine. It is called "Cube2: Sauerbraten" and is mostly played in instamodes (insta-DM/CTF/TeamDM). Its much faster than SM but old. But there are some issues with that netcode like being shot around a corner or being killed by an already dead player due to high ping. Additionally if somebody loses connection for a few seconds they are immoral for that time but they can't kill. That can be very frustrating too. Although it is open source and there is no protection, there is nearly no cheating, but thats a matter of the community.

Nevertheless i think that clientside hitscan or interpolation is the best solution, at least for instant hit weapons like the railgun.
Since i have a low ping i dont know :roflol: : Are the projectiles of the melee- and tunnelweapon interpolated at the moment?
Hylis
Nadeo
Nadeo
Posts: 3933
Joined: 14 Jun 2010, 11:58

Re: Netcode

Post by Hylis »

Longas, no, the function is more sophisticated

We are pretty close of alpha 2 code now (alpha 3 was different) But there may be a difference based on who are the players, where they are coming from, who is running the server, where etc.

Can you tell me more the situations that generates this issue according to you?

I mean: are player doing spam strafe a the moment, are they running fast, are they falling?

is there some moments when you think it happens more than others?
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Reactions
Posts: 23
Joined: 31 May 2012, 16:31

Re: Netcode

Post by Reactions »

The issue happens often for me when players move fast in one direction, might be getting speed from a jump or just moving fast in general, the rail often disappears when it looks like it is a hit. It's extremely annoying.
Username in-game: Reacto
#H2k-Gaming - www.h2k-gaming.eu
Frippi
Posts: 5
Joined: 19 Sep 2011, 09:03

Re: Netcode

Post by Frippi »

I notice that the AlphaServer running more stable than the betaserver. In the Alpha, I had no problems, but in the beta on every server. Pingjumps from 40 up to 300 or higher :/
Hylis
Nadeo
Nadeo
Posts: 3933
Joined: 14 Jun 2010, 11:58

Re: Netcode

Post by Hylis »

Reactions wrote:The issue happens often for me when players move fast in one direction, might be getting speed from a jump or just moving fast in general, the rail often disappears when it looks like it is a hit. It's extremely annoying.
If others can say when it happens, it would be really useful. If you have replay, off course, it is top.
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ArNoz31
Posts: 48
Joined: 18 Jun 2010, 12:28

Re: Netcode

Post by ArNoz31 »

Hylis wrote:
Reactions wrote:The issue happens often for me when players move fast in one direction, might be getting speed from a jump or just moving fast in general, the rail often disappears when it looks like it is a hit. It's extremely annoying.
If others can say when it happens, it would be really useful. If you have replay, off course, it is top.
You should also note your ping when it happen. I believe that if you're >70ms, it's kind of normal to have those issues.
Just my 2 cents ;)
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