Netcode

crakinshotcrakinshot Join Date: 2010-07-06 Member: 72271Members
<div class="IPBDescription">Seriously Hack away at it.</div>Hack at the net-code until your paws bleed. Apart from the obvious that it makes people's experience of the game more enjoyable, it will effect new maps.

For example, if you can add on sparse network traffic, so you only get delta changes, and then every 1 or 2 seconds you get a full sync for an object (but not all objects at the same time). And such that you don't get much about players not within your general region so long as they are not within your frustum. With something like this you could have 64+ players... but then you need to make the maps able to handle the various player sizes. i.e, dynamic map changes... so corridors open up to reveal new areas of the map, while other corridors close down.

Look at COD4... it's netcode was outstanding and you could have 48 to 64 players on those maps. Only downside was the maps were too small. Saying that very large maps suck for small numbers of people.

So I just hope you consider this early on, because it would effect map design.

Comments

  • spidermonkeyspidermonkey @ Join Date: 2003-09-13 Member: 20810Members
    As much as I agree that net code is an important aspect, NS with 64 players just sounds horrible. It would totally dilute the strategic and team work elements of the game.
  • Shoot_meShoot_me Join Date: 2002-11-15 Member: 8696Members
    edited July 2010
    Hmmm.... any player that joins after the 15th or 32nd player (depending on how big the map is or how many is too many players) could spawn in as an unarmed screaming in panic red-shirt..erm.. I mean civilian. =p

    Marines don't want to shoot them, aliens love the extra snack!! WIN WIN!
  • AfanAfan Join Date: 2010-07-28 Member: 73276Members
    How would more people ruin the strategy? If its because one commander can't command that many people I believe they said they will have multiple commanders per side.
  • crakinshotcrakinshot Join Date: 2010-07-06 Member: 72271Members
    edited July 2010
    Well it could lead to multiple commanders and multiple infantry groups. So basically have one long map... marines on the far left. another group of marines on the far right and the only way to each other is through the middle where the Aliens are. It would help ensure the marines couldn't rush on mass in one area, but allow multiple commanders with there own areas.

    In any-case, netcode and the method used (whether its delta updates or lockstep) will impact the game to the point of impacting level design, so its doubly important that the engine coders focus on it intensely.
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    Are you sure it's not gameplay elements influence how good the netcode has to be to support those mechanics?

    Because that's how I see it.
  • shad3rshad3r Join Date: 2010-07-28 Member: 73273Members
    edited July 2010
    I will eat my keyboard if NS2 netcode doesn't use delta compression. It's a standard network gaming feature for FPS games introduced back in in Quake 1.

    It does currently seem to have issues with sending un-needed data, but I doubt it's a lack of delta compression.

    As had been said 1.9e24358 times... we're playing an alpha, focus is on finding bugs and getting things to work at all, then later you get to making things work well.

    Now as to speculating about netcode ... as NS2 doesn't use PVS, they're probably using something really simple like a bounding box to filter what entities clients get updates on.
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    Considering the engine is doing massive graphic culling already, I imagine they use a similar system to keep the game state up-to-date.

    The difficult thing though will be to also track enough information of the entire map so that your map stays updated. I know League of Legends doesn't give you the entire game state to the client, just what you can see, so their map is sent as a separate piece of information and is not generated on the client side.
  • MaxMax Technical Director, Unknown Worlds Entertainment Join Date: 2002-03-15 Member: 318Super Administrators, Retired Developer, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, Subnautica Developer, Pistachionauts, Future Perfect Developer
    The networking code already does all of this stuff. It has some bugs in it that are really degrading the quality, but we should have those straightened out before too long.
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