IronHorseDeveloper, QA Manager, Technical Support & contributorJoin Date: 2010-05-08Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
Sure it would.. You'd end up with disagreements between server and clients which at best leads to delays and hit reg issues and at worst leads to invincible structures. (we've actually seen this before)
Sure it would.. You'd end up with disagreements between server and clients which at best leads to delays and hit reg issues and at worst leads to invincible structures. (we've actually seen this before)
Failing to execute a solution doesn't mean it's not doable. Or that there's no alternative.
IronHorseDeveloper, QA Manager, Technical Support & contributorJoin Date: 2010-05-08Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
edited December 2013
And theory crafting vague solutions when you don't understand what is going on or how the engine /game operates is really not worth discussing further..
Now if you have an actual practical and specific solution regarding lua or C programming I'm sure the devs are all ears. ;-)
Otherwise you are just saying "fix it" to a problem with no obvious solution
And theory crafting vague solutions when you don't understand what is going on or how the engine /game operates is really not worth discussing further..
Now if you have an actual practical and specific solution regarding lua or C programming I'm sure the devs are all ears. ;-)
I'm not theory crafting. I solve this kind of problems in the industry. I don't know how the engine operates. Nor do i care. If spark makes it hard it's failure by design. Idem quod if lua comes anywhere near the netcode.
Others solved this ages ago. That's all i'm pointing out. I'm trying being constructive here, pointing you can sync things differently depending on their nature. Hell the low priority list could even be dynamic (player proximity, last time hurt, ...).
Acknowledging an issue is the first step tho. You should try.
I don't really see why that would be such a bad thing. Anyone in quake will tell you that playing over 30 ping is unplayable due to the delay on shots. So you play on local servers with low ping and have a good experience with no corner deaths.
i don't get 30ms Ping on any server i can join... so i guess i'm screwed in your situation... thanks for the consideration
Sure it would.. You'd end up with disagreements between server and clients which at best leads to delays and hit reg issues and at worst leads to invincible structures. (we've actually seen this before)
Failing to execute a solution doesn't mean it's not doable. Or that there's no alternative.
that exactly what it means. and you're playing the alternative.
Sure it would.. You'd end up with disagreements between server and clients which at best leads to delays and hit reg issues and at worst leads to invincible structures. (we've actually seen this before)
Failing to execute a solution doesn't mean it's not doable. Or that there's no alternative.
that exactly what it means. and you're playing the alternative.
The oh-so-funny thing is that the very problem he mentions is BECAUSE the hitreg is not serverside. Otherwise no indestructible struct. no problem.
And theory crafting vague solutions when you don't understand what is going on or how the engine /game operates is really not worth discussing further..
Now if you have an actual practical and specific solution regarding lua or C programming I'm sure the devs are all ears. ;-)
Otherwise you are just saying "fix it" to a problem with no obvious solution
Wait...the devs DONT have a "Fix it" button they are just refusing to press!? All this time I thought their small indie company just did not have the manpower to spare to have someone push it, what with all the free updates and fixes and all.
Comments
And i highly doubt gameplay would suffer if a significant subset of these was synced less often!
That would prolly be a good start indeed.
I got the irony. Now go in game and start counting. hm???
Failing to execute a solution doesn't mean it's not doable. Or that there's no alternative.
Now if you have an actual practical and specific solution regarding lua or C programming I'm sure the devs are all ears. ;-)
Otherwise you are just saying "fix it" to a problem with no obvious solution
I'm not theory crafting. I solve this kind of problems in the industry. I don't know how the engine operates. Nor do i care. If spark makes it hard it's failure by design. Idem quod if lua comes anywhere near the netcode.
Others solved this ages ago. That's all i'm pointing out. I'm trying being constructive here, pointing you can sync things differently depending on their nature. Hell the low priority list could even be dynamic (player proximity, last time hurt, ...).
Acknowledging an issue is the first step tho. You should try.
edit: typo
i don't get 30ms Ping on any server i can join... so i guess i'm screwed in your situation... thanks for the consideration
All the game's Lua code is open for you to analyze and optimize if your able to, so give it a shot
The oh-so-funny thing is that the very problem he mentions is BECAUSE the hitreg is not serverside. Otherwise no indestructible struct. no problem.
So no. We are not playing the alternative.
My mistake then, sorry.
You mean the netcode is in the lua code?
120 was no hyperbole: http://www.esreality.com/post/527047/n-a/
cpma GGL world class players, didn't manage to find the working demo but check comment #8.
It's possible
Wait...the devs DONT have a "Fix it" button they are just refusing to press!? All this time I thought their small indie company just did not have the manpower to spare to have someone push it, what with all the free updates and fixes and all.