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Re: Netcode is a joke

Posted: 13 Jan 2014, 11:48
by Loone
plopp wrote:Sorry to re-open this thread, but I made this amazing hit :D (30ping, 50snap)

http://i.imgur.com/6a84buF.jpg
my eyes... this can't be true :shock:

Re: Netcode is a joke

Posted: 13 Jan 2014, 20:32
by Wabbitface
plopp wrote:Sorry to re-open this thread, but I made this amazing hit :D (30ping, 50snap)

http://i.imgur.com/6a84buF.jpg

I'm going to have to keep reminding people that this if this screenshot is taken from the client-side reply, what you see here is usually what you might see in spectator. A server-side replay will be much more accurate to what happened ingame, something that me and a couple friends are working on implementing to provide players in a new server controller.

From my experience I found that client-side replays are not exactly the same as how the game played out in my eyes, but I do admit that shot looks unreal but could you take another from when the shot is taken place as the laser hangs for a little while making the player look further away if moving fast.

Edit: Fixed up to explain my meaning better

Re: Netcode is a joke

Posted: 13 Jan 2014, 21:25
by plopp
Wabbitface wrote:I'm going to have to keep reminding people that this if this screenshot is taken from the client-side reply, what you see here is usually what you might see in spectator. Exact play will only be watchable with server-side replays, something that me and a couple friends are working on implementing in a new server controller.
This is actually true. When I watched the serverside replay it was a spot on hit, but that's not what I saw when I played. Must've been a massive lagspike at the moment of the kill or something.

Re: Netcode is a joke

Posted: 14 Jan 2014, 06:43
by sadzealot
Wabbitface wrote:
plopp wrote:Sorry to re-open this thread, but I made this amazing hit :D (30ping, 50snap)

http://i.imgur.com/6a84buF.jpg

I'm going to have to keep reminding people that this if this screenshot is taken from the client-side reply, what you see here is usually what you might see in spectator. Exact play will only be watchable with server-side replays, something that me and a couple friends are working on implementing to provide players in a new server controller.
No, if this is a clientside replay then it saves what the CLIENT (read: player) experiences. And this is why the netcode of Shootmania has been so heavily criticized, it's because there is a huge discrepancy between what is going on in the socalled "serverside reality" and what you see on your own client.

You remember the whole "fluffy rockets" debacle? Hylis and Nadeos fix wasn't to fix the underlying issue which is syncronization-problems between client and server, but rather to make the animation of the rockets pass through (I suspect to better hide that this was happening, becuase they haven't done the same with laser. You still see lasers hit players and stop. Reason it's not been fixed? Not as obvious as rockets if you ask me).

So to say that shit is "spot on in the server" means NOTHING if what you experience on your own client is miles away from what is going on in the server.

Add the fact that someone else can be lagging/spiking for a millisecond and that will create huge spikes on your side as well and the entirty becomes one massive joke that should've been addressed early on in alpha. Buyt Hylis knows best, that's why SM is such a huge success with less active players than during open beta.

Re: Netcode is a joke

Posted: 14 Jan 2014, 10:53
by viperozza
Wabbitface wrote:
plopp wrote:Sorry to re-open this thread, but I made this amazing hit :D (30ping, 50snap)

http://i.imgur.com/6a84buF.jpg
*

Yes, but please don't forget that we use to play ("used"in my case :twisted:) from home, not from where the server is located.

sadzealot wrote:/cut

+10000^n