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Author Topic: Official PyGG2 Development thread  (Read 142996 times)

Orpheon

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Re: Official PyGG2 Development thread
« Reply #915 on: July 30, 2012, 08:18:05 am »

Every single time you step a projectile, rewind player position by how much the attacker was lagging when they fired the projectile. Alternatively, just by how much they're lagging at the very moment, but that's harder and fininicky because of the second thing. In order to make collision realistic for the person being hit, extrapolate the projectile position on the client side by how much the attacker was lagging. Just store the projectile's "lag" while you sync it.
Hmm...

That still allows teleporting rockets though.
« Last Edit: July 30, 2012, 08:18:32 am by Orpheon »
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Phantom Brave

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Re: Official PyGG2 Development thread
« Reply #916 on: July 30, 2012, 08:37:13 am »

The rockets only "teleport" when they're first fired. To make up for that, check if they can know the projectile exists yet - if they can't, then delay hitreg until they can, lowering how much the projectile is being compensated each step to compensate, until you reach a point where either the projectile hits or misses, or you run out of either players' lag to backtrack the compensation by.

It's not the best way to describe it, but it's the best I can do. I'm about to go to sleep.
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Orpheon

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Re: Official PyGG2 Development thread
« Reply #917 on: July 30, 2012, 01:28:06 pm »

This is going to be a bitch to implement. Good thinking, although I'm not sure how safe that last part is. It's usually not that reliable to start assuming when the client will receive something, especially not with the current event acking system.

Also, in general, anyone who is still coding on something in pygg2 please stop using game.current_state. It's already used FAR too often, and it makes some really annoying and hard to detect bugs.


ITT: (and section)



You, sir, have made my day.
« Last Edit: July 30, 2012, 01:28:22 pm by Orpheon »
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Phantom Brave

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Re: Official PyGG2 Development thread
« Reply #918 on: August 02, 2012, 06:59:59 pm »

If you want a cheaper/easier way to do it you can just spawn projectiles ahead of where they normally spawn (with reverse inheritance to compensate for movement) and do a hitscan between the normal and compensated spawn positions for PB shot compensation.
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notarctic

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Re: Official PyGG2 Development thread
« Reply #919 on: August 20, 2012, 01:36:27 am »

i have no idea how to install this i did everything but i cant understand the pysfml thing somone plz help.
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NAGN

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Re: Official PyGG2 Development thread
« Reply #920 on: August 20, 2012, 01:14:18 pm »

do you have mingw installed?

download this
http://www.sfml-dev.org/download/2.0-rc/SFML-2.0-rc-windows-32-gcc4-sjlj.zip

and copy paste the include, bin, and lib folders iinto C:/MingW32/bin, /lib, etc. etc.

then install  the proper version from here, depending on your version (you should be using 2.7, 32bit python, I think, 64 bit might work now but I haven't checked)
http://www.lfd.uci.edu/~gohlke/pythonlibs/#pysfml

then you should work

alternatively, if you jsut want to test the ropes and see what's up, you can download this

http://www.ganggarrison.com/forums/index.php?topic=29530.msg1103331#msg1103331

and run the client and server batch files
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notarctic

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Re: Official PyGG2 Development thread
« Reply #921 on: August 20, 2012, 02:11:02 pm »

ok now... wheres the servers
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Orpheon

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Re: Official PyGG2 Development thread
« Reply #922 on: August 20, 2012, 02:56:56 pm »

ok now... wheres the servers
No-one is hosting this. Why do that, when damage isn't even implemented?
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notarctic

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Re: Official PyGG2 Development thread
« Reply #923 on: August 20, 2012, 03:12:02 pm »

then what was with the >100 person development server
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Orpheon

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Re: Official PyGG2 Development thread
« Reply #924 on: August 20, 2012, 03:28:34 pm »

then what was with the >100 person development server
A bug/mistake no-one ever cared enough to fix.
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notarctic

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Re: Official PyGG2 Development thread
« Reply #925 on: August 20, 2012, 03:29:29 pm »

then why were there about 80 people in the server leaving al the other servers empy
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Orpheon

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Re: Official PyGG2 Development thread
« Reply #926 on: August 20, 2012, 03:34:50 pm »

then why were there about 80 people in the server leaving al the other servers empy

It is a bug in the player number count sender. There weren't 80 people.
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notarctic

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Re: Official PyGG2 Development thread
« Reply #927 on: August 20, 2012, 03:36:11 pm »

oh
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Re: Official PyGG2 Development thread
« Reply #928 on: August 27, 2012, 01:56:44 am »

A bug you say? :hehe16:
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Phantom Brave

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Re: Official PyGG2 Development thread
« Reply #929 on: August 27, 2012, 02:12:21 am »

ur a bug lll
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