|
NAGN
|
 |
« 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)
|
|
|
|
|
Logged
|
  [im
|
|
|
|
CandleJack
|
 |
« Reply #1 on: November 01, 2010, 05:49:08 pm » |
|
 Use less smart
|
|
|
|
|
Logged
|
I'm gonna need more rope...  Shamefully Stolen
|
|
|
|
NAGN
|
 |
« 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
|
|
|
|
|
Logged
|
  [im
|
|
|
|
CandleJack
|
 |
« 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?
|
|
|
|
|
Logged
|
I'm gonna need more rope...  Shamefully Stolen
|
|
|
|
NAGN
|
 |
« 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)
|
|
|
|
|
Logged
|
  [im
|
|
|
|
CandleJack
|
 |
« 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
|
I'm gonna need more rope...  Shamefully Stolen
|
|
|
YEAH
Newbie
Offline
Posts: 34
OMNOMNOM
|
 |
« Reply #6 on: January 08, 2011, 04:50:35 am » |
|
It happens to me almost every time  so this is a good idea  !
|
|
|
|
|
Logged
|
|
|
|
|
Phantom Brave
|
 |
« Reply #7 on: January 08, 2011, 06:37:46 am » |
|
Nagn is asking for the keybyte to be timestamped.
|
|
|
|
|
Logged
|
 Linkin Park lyrics here
|
|
|
|
Phantom Brave
|
 |
« Reply #8 on: January 08, 2011, 08:26:56 am » |
|
Yeah, I realize that, and that the request was utter pointless shit.
|
|
|
|
|
Logged
|
 Linkin Park lyrics here
|
|
|
|
NAGN
|
 |
« 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
|
|
|
|
|
Logged
|
  [im
|
|
|
|
NAGN
|
 |
« Reply #10 on: January 09, 2011, 04:32:40 pm » |
|
Or we could just not care since projectiles will be synced at some point  what who in their right mind would do that
|
|
|
|
|
Logged
|
  [im
|
|
|
Yuko
Ace Asstorney
Haxxy Collaborator
Offline
Posts: 3895
What a hot oblivion!
|
 |
« Reply #11 on: January 09, 2011, 04:33:55 pm » |
|
Less invisible bitch-ass rockets? Automatic 
|
|
|
|
|
Logged
|
|
|
|
|
NAGN
|
 |
« 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
|
|
|
|
|
Logged
|
  [im
|
|
|
[BBY] Anonymous[GGI]
Fool
Offline
Posts: 920
MY NAME'S ELMER, DAMN IT.
|
 |
« Reply #13 on: January 09, 2011, 05:04:25 pm » |
|
Less invisible bitch-ass rockets? Automatic 
|
|
|
|
|
Logged
|
|
|
|
|
Psychopath
|
 |
« 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
|
|
|
|
|
Logged
|
(8:01:46 PM) Psychopath: I'm just wondering what the next hot thing to fall on my lap will be (8:01:57 PM) Lynn1: a girl maybe? (8:02:01 PM) Psychopath: 
|
|
|
|