Re: Shootmania Storm 1.0 RC1 !!!
Posted: 09 Apr 2013, 17:58



I am not great when talking eithersadzealot wrote:(How can you be so great at english when talking and so hard to understand when writing?)
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.CrAzYdriv3r wrote:You guys are finally coming at the goal! I am so excited to see this new update![]()
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Question: The release of Shootmania:Storm, does it mean the end of updates, or just the beginning?
Agree! This is probably NADEO's most successful game, they should be proud of what they didkillaprodtm wrote:Thank you so much for the fun alpha and the free beta! Can't thank you enough for this game!
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.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.
Well, I saw the interview and I think your english was good there sooo...Hylis wrote:I am not great when talking eithersadzealot wrote:(How can you be so great at english when talking and so hard to understand when writing?)
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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.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.