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Author Topic: [Client-side] Delta time  (Read 18773 times)

Phantom Brave

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Re: [Client-side] Delta time
« Reply #30 on: October 17, 2017, 07:14:50 pm »

>-Sniper can't move right while scoping (while unscoped the movement is still strange though)

works here

- what framerate are you getting?
- are you using the latest version, that I posted before asking people to look for bugs?

>-In the class selection screen the spy animation is really fast

lol someone forgot to delta time that
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Pasiv01

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Re: [Client-side] Delta time
« Reply #31 on: October 17, 2017, 11:10:47 pm »

The auto gun bullets have disappeared.

I'm using the version from the front page.
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bullets (obviously)

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Re: [Client-side] Delta time
« Reply #32 on: October 17, 2017, 11:20:32 pm »

I'm using the version from the front page.

lmfao u fuged up
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Pasiv01

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Re: [Client-side] Delta time
« Reply #33 on: October 17, 2017, 11:34:36 pm »

I'm using the version from the front page.

lmfao u fuged up

Fuck. I should be using the version on the second page, shouldn't I?
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Phantom Brave

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Re: [Client-side] Delta time
« Reply #34 on: October 18, 2017, 03:41:10 am »

Has it already been mentioned that the tracer following a sniper shot does not appear while the .dll and .gml are active?

You cannot see where your shooting.
Particles need to be set to at least "alternative" for the sniper shot to last for more than a single game logic frame.
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PrOF

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Re: [Client-side] Delta time
« Reply #35 on: October 18, 2017, 08:08:08 am »

My bad for the sniper movement, also the tracer works for me (alternative particles)
Also I have to double check but the Firebug's flames seem to disappear later than usual
Edit: also the background changes faster than normal (fade out). Tested with my RandomBackgrounds plugin
« Last Edit: October 18, 2017, 08:14:47 am by PrOF »
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bullets (obviously)

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Re: [Client-side] Delta time
« Reply #36 on: October 18, 2017, 09:57:46 am »

Things I've noticed from hosting that probably still carry over to client, just very subtle

pyro flames and afterburn do far more damage than usual
sniper charges faster
rockets occasionally do 54 dmg instead of 55

physics is off enough to desync a client running on the same machine as host but that's on 30/60fps too.
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Phantom Brave

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Re: [Client-side] Delta time
« Reply #37 on: October 18, 2017, 11:39:50 am »

>pyro flames and afterburn do far more damage than usual

found it: dealDamage(lastDamageDealer, id, burnIntensity / 30);

also burnIntensity seems to not respect delta time properly either

if (alarm[0] == -1 && burnIntensity > 0) burnIntensity -= intensityDecay;

but that would have the opposite effect, making afterburn end faster

>sniper charges faster

gif or it didn't happen, the code is very straightforward, literally "charge += const * delta" but with different variable names

it's theoretically possible that it's rendering wrong but it's definitely not charging wrong

>rockets occasionally do 54 dmg instead of 55

if this is happening it has nothing to do with the delta time plugin, it would happen in vanilla gg2 too

>physics is off enough to desync a client running on the same machine as host but that's on 30/60fps too.

this happens to me even if I'm running 30/30, I would not trust "running on the same machine" as a baseline for desync

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Phantom Brave

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Re: [Client-side] Delta time
« Reply #38 on: October 24, 2017, 04:28:24 am »

attempt to fix afterburn
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Phantom Brave

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Re: [Client-side] Delta time
« Reply #39 on: October 24, 2017, 04:36:02 am »

experimental, not in the OP: send input events as a client every frame, not 30 times per second. (server still syncs them 30 times per second, but this cuts inherent networking induced input lag, ignoring actual network latency, in half if you have an infinitely high framerate.)
« Last Edit: October 24, 2017, 04:36:19 am by Phantom Brave »
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Pasiv01

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Re: [Client-side] Delta time
« Reply #40 on: October 24, 2017, 07:52:42 am »

The deltatime.gml messes up platforms!!!!!!!!!!!!!!!!!!!!!!!!!!!!

The platforms on my truefort map wouldn't work.

I removed Lorgans Portal plugin.

I also removed the .gml accidentally because I removed everything from the plugins folder.

Platforms worked again

I then downloaded the new .gml you just loaded up.

All of a sudden, platforms are broken again.

Tested it on a pug, same thing happened.

WHOOP! YES I FOUND A BUG!
« Last Edit: October 24, 2017, 07:57:32 am by Pasiv01 »
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Phantom Brave

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Re: [Client-side] Delta time
« Reply #41 on: October 25, 2017, 06:09:58 am »

Yeah dropdown platforms are basically a nightmare.
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Fuzion

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Re: [Client-side] Delta time
« Reply #42 on: October 25, 2017, 08:15:21 am »

What does this do?
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Phantom Brave

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Re: [Client-side] Delta time
« Reply #43 on: October 25, 2017, 10:16:58 am »

it makes the game run at a variable framerate, allowing for higher framerates and preventing desync caused by performance drops
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Phantom Brave

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Re: [Client-side] Delta time
« Reply #44 on: October 25, 2017, 10:18:07 am »

so moving platforms are broken on vanilla 60fps too
« Last Edit: October 25, 2017, 10:18:24 am by Phantom Brave »
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