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Author Topic: Burst firing  (Read 1414 times)
NAGN
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Yeah so now I have an idea


« on: November 01, 2010, 05:21:11 pm »

Make it so that with classes which have burst fire weapons that they shoot when the server sends the message when they shoot, instead of just syncing the keypresses

this technically saves more bandwidth/ reduces the lag we have with rockets

the problem is that assuming the client doesn't have a perfect framerate, though the server shows that they're shooting rockets, the client still thinks they're out of ammo, so it's fired slightly late at a slightly different angle at the next frame, which is why we get invisible rockets.

This will alleviate it, as well as some potential decync with the engie and scoot (less noticeable)
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« Reply #1 on: November 01, 2010, 05:49:08 pm »

 Drolling

Use less smart
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NAGN
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Yeah so now I have an idea


« Reply #2 on: November 01, 2010, 05:50:45 pm »

ok ok ok

game syncs holding down m1

if your cumput0r is sh*tty then invisible rockets everywhere

if gaem snyc shoot rocket

everything's all better
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« Reply #3 on: November 01, 2010, 05:56:04 pm »

ok ok ok

game syncs holding down m1

if your cumput0r is sh*tty then invisible rockets everywhere

if gaem snyc shoot rocket

everything's all better
So you want the game to shoot whether it fires or not instead of tracking keypresses right?

That seems easy to implement and would be very important to the community, do you have any coding to show us how this can be done?

Oh and question, if you're rocketman, wouldn't this cause you to look like you're shooting double rockets if the server is laggy?
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NAGN
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Yeah so now I have an idea


« Reply #4 on: November 01, 2010, 05:58:29 pm »

ok ok ok

game syncs holding down m1

if your cumput0r is sh*tty then invisible rockets everywhere

if gaem snyc shoot rocket

everything's all better
So you want the game to shoot whether it fires or not instead of tracking keypresses right?

That seems easy to implement and would be very important to the community, do you have any coding to show us how this can be done?

Oh and question, if you're rocketman, wouldn't this cause you to look like you're shooting double rockets if the server is laggy?
well uh no because it'll only be sent one frame

it would be identicle to teh way it is now, except instead of the server copying all the keybytes and sending it to all the clients, it'd just deducuce whether or not the player can or can not fire or not and send that to the clients in a seperate message (WEAPON_SHOOT? idk)
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« Reply #5 on: November 01, 2010, 06:04:13 pm »

ok ok ok

game syncs holding down m1

if your cumput0r is sh*tty then invisible rockets everywhere

if gaem snyc shoot rocket

everything's all better
So you want the game to shoot whether it fires or not instead of tracking keypresses right?

That seems easy to implement and would be very important to the community, do you have any coding to show us how this can be done?

Oh and question, if you're rocketman, wouldn't this cause you to look like you're shooting double rockets if the server is laggy?
well uh no because it'll only be sent one frame

it would be identicle to teh way it is now, except instead of the server copying all the keybytes and sending it to all the clients, it'd just deducuce whether or not the player can or can not fire or not and send that to the clients in a seperate message (WEAPON_SHOOT? idk)
This is a very nice idea, it would really help the lag issue with invisible rockets.
« Last Edit: November 01, 2010, 09:52:37 pm by Techno Viking » Logged

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« Reply #6 on: January 08, 2011, 04:50:35 am »

It happens to me almost every time  D8 so this is a good idea  8D !
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Phantom Brave
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Another one --


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« Reply #7 on: January 08, 2011, 06:37:46 am »

Nagn is asking for the keybyte to be timestamped.
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Phantom Brave
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Another one --


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« Reply #8 on: January 08, 2011, 08:26:56 am »

Yeah, I realize that, and that the request was utter pointless shit.
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NAGN
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Yeah so now I have an idea


« Reply #9 on: January 08, 2011, 12:46:25 pm »

no I was asking for a specifc byte so that when someone fires, it bypasses all ammo so that it fires no matter what


If a client happens to be behind in keeping track of the ammo counter, then what happens is that rockets appear delayed as the client thinks there's not enough ammo
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Yeah so now I have an idea


« Reply #10 on: January 09, 2011, 04:32:40 pm »

Or we could just not care since projectiles will be synced at some point Drolling
what

who in their right mind would do that
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What a hot oblivion!


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« Reply #11 on: January 09, 2011, 04:33:55 pm »

Less invisible bitch-ass rockets?
Automatic  trophy c1
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NAGN
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Yeah so now I have an idea


« Reply #12 on: January 09, 2011, 04:38:46 pm »

it is already synced

just that syncing it every frame is one more byte to waste up bandwidth
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MY NAME'S ELMER, DAMN IT.


« Reply #13 on: January 09, 2011, 05:04:25 pm »

Less invisible bitch-ass rockets?
Automatic  trophy c1

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Psychopath
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Stop telling me to do things


« Reply #14 on: January 09, 2011, 05:14:16 pm »

it is already synced

just that syncing it every frame is one more byte to waste up bandwidth
Not yet it's not.

And I actually didn't require any additional bytes to sync :v
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