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Old 06-17-2006, 02:20 AM
jake13jake jake13jake is offline
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Join Date: Dec 2002
Location: Northwest Vermont
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Quote:
Originally Posted by Skyld
Your system may be a cosmetic fix, but it seems overkill to do it once for you and then again for everyone else.

Lag is unavoidable. It'll look weird if one person is working on things they are seeing from the clientside before everyone else can even see it.
Yes, I just now implemented a change for the damage system on Classic to give an illusion of less lag. There's a possible bug with it that I'll need to talk to stefan about. It warps the player back to the position the player was detected serverside at the time of being damaged. This caused the default camera to jump slightly in most cases, but I worked around that by adding temporary focus disorientation after getting hit. For a player in a lag spike, it could be like some kind of nightmare. For a player with regular lag, they will probably notice every once in a while, but for the most part it won't be too noticable.

The only difference in a serverside damage system and a clientside damage system should be on how the player receives the damage. The lag when sending exists with a clientside system also, and you can't really do anything about it (exists in any online game). The goal with this tweak is to give the illusion that the receiving end lag doesn't exist quite as much. That way it seems more like a clientside damage system, even if it means having to force the player into a disorientation mode if they're using the default camera.
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