puzlThe Old FirmJoin Date: 2003-02-26Member: 14029Retired Developer, NS1 Playtester, Forum Moderators, Constellation
Again Max nails a topic in a single post! Exactly what I wanted to hear. Being shot around corners is a necessary evil in a system that allows players to play intuitively.
As long as there are a couple of variables to allow players to tweak the degree of prediction and compensation then it'll be perfectly fine, though I would caution against too man variables also.
There certainly shouldn't be any variables to modify prediction or lag compensation (there are non in half-life anymore). There doesn't even need to be client side variables for update rates, interpolation, or extrapolation (which are in half-life).
I imagine the networking will be rooted in the <b>core game engine</b> and the <b>FPS engine</b>. However, the use of network variables and client side prediction will need to be abstracted in LUA to allow custom player control, movement, weapons, etc...
I will be disappointed if network variables are completely transparent at the LUA level.<!--QuoteEnd--></div><!--QuoteEEnd--> Yup. That's pretty much the breakdown I am expecting.
Comments
As long as there are a couple of variables to allow players to tweak the degree of prediction and compensation then it'll be perfectly fine, though I would caution against too man variables also.
There doesn't even need to be client side variables for update rates, interpolation, or extrapolation (which are in half-life).
2) <b>FPS engine</b> C/C++
3) <b>game mod</b> LUA
I imagine the networking will be rooted in the <b>core game engine</b> and the <b>FPS engine</b>. However, the use of network variables and client side prediction will need to be abstracted in LUA to allow custom player control, movement, weapons, etc...
I will be disappointed if network variables are completely transparent at the LUA level.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yup. That's pretty much the breakdown I am expecting.