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Old 05-03-2006, 06:50 PM
jake13jake jake13jake is offline
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Quote:
Originally Posted by James205
The new system really is buggy and should be removed/ACTUALLY IMPROVED. I don't know how to explain what I experience because it seems to be different for me everytime. Randomly I will die and get hit just by walking and to make it stop I have to reconnect so I don't die. Then I have this weird thing where I can't hit people and when I do it's in totally random spots. The person will die when he is running away. I don't care whatever reason you give but the default system/storms system was more stable than this piece of crap. Just quit messing with it guys
I've experienced and witnessed many more problems with C2S lag than S2C lag (I'd expect you to be experiencing the C2S lag). In essence, my hit detection sucks when using the campus wireless, but it's great when plugged into the wall.

The only time I've seen problems on the server with damage was when I made the MoD fort have an infinite cap of hits for recapturing it, and that was with storm's damage system (there were a lot of players swinging at that flag at the time).

I believe mine would probably lag less because it only has to use triggeraction once, when a weapon is used, and then place a DB NPC, or even multiple DB NPCs. The npc.scheduleEvent and npc.trigger really make it a lot easier for the damage NPCs to be played with (like if you knew when a baddy NPC would move over a certain area, you could place a damage NPC there beforehand and then trigger it at the expected time for the baddy NPC to arrive there).

Also, the use of the playertouchsme event handler was removed for any non-permanent damage NPC, so right now we can't use the time variable, but it's structured for immediate implementation once we finally can. That should make the hit detection feel a lot less laggy, unless it's the client itself that's having trouble sending packets to the server.
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