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Old 03-07-2011, 06:26 AM
Inverness Inverness is offline
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The only way UDP can not "work for most people anymore" is if it is badly coded. This is ridiculous.

Not using UDP for things like player movement is terrible and simply asking for trouble.

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Originally Posted by ffcmike View Post
I fully understand how the removal of UDP would ease the streamlining of the client, I even see a scripting benefit it would provide such as with more accurately appearing damage involving triggers, where the use of UDP might make it appear inaccurate.
No. UDP is an optional unreliable but fast protocol. There is no need to use it for things like triggers which need to be reliale. You seem to be implying that people would have to choose between UDP or TCP, which is not the case.

Player movement is something that needs to happen using UDP.

Also, there are awesome libraries like RakNet that provide reliable and optionally ordered UDP.
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Old 03-07-2011, 06:35 AM
ffcmike ffcmike is offline
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Quote:
Originally Posted by Inverness View Post
The only way UDP can not "work for most people anymore" is if it is badly coded. This is ridiculous.

Not using UDP for things like player movement is terrible and simply asking for trouble.


No. UDP is an optional unreliable but fast protocol. There is no need to use it for things like triggers which need to be reliale. You seem to be implying that people would have to choose between UDP or TCP, which is not the case.
.
I don't think you understand where I'm coming from, when you're scripting a form of damage there's a very narrow range of mechanisms that support UDP, the way the Default aswell as Classic's custom HD works is to scan other players gani's to see if it is an attack and then process the appropriate hitboxes, UDP is obviously fine with this as it is sending players coordinates and gani data, another method which also works via UDP is a direct triggeraction on a coordinate that can be received by other players within a weapon.

When it comes to triggering to the server and handling damage from there UDP can often cause confusion, as the coordinate you may see a player on your own client may vary highly from the coordinate you'd receive from the server, which is ofcourse handling the damage.
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