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Re: Shootmania Storm 1.0 RC1 !!!

Posted: 09 Apr 2013, 17:58
by mistertl
:yes: :clap: Great job Nadeo :thx:

Re: Shootmania Storm 1.0 RC1 !!!

Posted: 09 Apr 2013, 17:59
by Fix
you mean "before" instead of after ?

Re: Shootmania Storm 1.0 RC1 !!!

Posted: 09 Apr 2013, 18:06
by Mandark
You guys are finally coming at the goal! I am so excited to see this new update :clap: :yes:

Question: The release of Shootmania:Storm, does it mean the end of updates, or just the beginning?

Re: Shootmania Storm 1.0 RC1 !!!

Posted: 09 Apr 2013, 18:07
by Hylis
sadzealot wrote:(How can you be so great at english when talking and so hard to understand when writing? ;) )
I am not great when talking either :roflol:

There is a lot of complicated topics, a lot of things to write (fingers burnign today ^^) etc.

netcode is also often a little complicated to discuss, but I will try to explain it again (not necessarly more simply ^_^)

Before, when a rocket touched on the client side simulation, but not on the server side, the rocket was not recreated, as it should be, on the client side. So, the player was not having the visual feedback that the rocket missed the target complety. The +1 can only be trigerred by the server, so he knew that he missed by not seeing the +1, but he was lacking the continuity of the rocket behind to feel 'reassured' that he really did. It was only visual, but annoying, of course.

Re: Shootmania Storm 1.0 RC1 !!!

Posted: 09 Apr 2013, 18:09
by Hylis
CrAzYdriv3r wrote:You guys are finally coming at the goal! I am so excited to see this new update :clap: :yes:

Question: The release of Shootmania:Storm, does it mean the end of updates, or just the beginning?
It mainly means end of the making, beginning of the support. Support is the key for online games, but when you also have to make your plateform (Maniaplanet) and your new genre (FPS with Shootmania), it is more difficult to have time to do.

We hope to take some months to support more and I hope it will work.

:yes: WhootMania :yes:

Re: Shootmania Storm 1.0 RC1 !!!

Posted: 09 Apr 2013, 18:10
by Ozon
Thank you so much for the fun alpha and the free beta! Can't thank you enough for this game! :yes:

Re: Shootmania Storm 1.0 RC1 !!!

Posted: 09 Apr 2013, 18:13
by Mandark
killaprodtm wrote:Thank you so much for the fun alpha and the free beta! Can't thank you enough for this game! :yes:
Agree! This is probably NADEO's most successful game, they should be proud of what they did :thx:

Re: Shootmania Storm 1.0 RC1 !!!

Posted: 09 Apr 2013, 18:14
by Omnixor
should be the best update yet. "apply to all titles" and old cam2 are the best things for me ^^

Re: Shootmania Storm 1.0 RC1 !!!

Posted: 09 Apr 2013, 18:14
by MuNgLo
Hylis wrote:Before, when a rocket touched on the client side simulation, but not on the server side, the rocket was not recreated, as it should be, on the client side. So, the player was not having the visual feedback that the rocket missed the target complety. The +1 can only be trigerred by the server, so he knew that he missed by not seeing the +1, but he was lacking the continuity of the rocket behind to feel 'reassured' that he really did. It was only visual, but annoying, of course.
The problem is that a fluffy was still a hit clientside. If you (as I understand it) let the rocket continue on clientside you will have the old fluffy rockets just be rockets that go through opponents instead. That's just as bad or maybe even worse.
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 !!!

Posted: 09 Apr 2013, 18:14
by sadzealot
Hylis wrote:
sadzealot wrote:(How can you be so great at english when talking and so hard to understand when writing? ;) )
I am not great when talking either :roflol:
Well, I saw the interview and I think your english was good there sooo... :)
Hylis wrote:Before, when a rocket touched on the client side simulation, but not on the server side, the rocket was not recreated, as it should be, on the client side. So, the player was not having the visual feedback that the rocket missed the target complety. The +1 can only be trigerred by the server, so he knew that he missed by not seeing the +1, but he was lacking the continuity of the rocket behind to feel 'reassured' that he really did. It was only visual, but annoying, of course.
Ok, so what you're saying is that now, on the client side, the rocket will not hit and just disappear, but rather go straight through and continue on? Because without a tweak of the netcode the player model will still be in a diferent place on the clientside compared to serverside, resulting in rockets going straight through players and continuing on.

So the end result is still the same (as munglo said, a sync issue between client and server), but the only difference is that now we see the rocket continue on?