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  #16  
Old 03-18-2005, 01:01 AM
Curt1zzle Curt1zzle is offline
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Quote:
Originally Posted by Kaimetsu
1) Velox already claimed to have completed the task. I think it is safe to assume that he knows what it was.
2) Why are you make arguments about the comparative lag if you do not even know what the term means?
1 • Other than Velox...I forgot to add his name to the "oh so priveleged" list.

2 • A mentally retarded chimp could make the same argument. Scripting knowledge isn't required to notice a difference in lag...
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  #17  
Old 03-18-2005, 01:14 AM
Velox Cruentus Velox Cruentus is offline
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Quote:
Originally Posted by Kaimetsu
What exactly does "clientside shooting" mean?
Hit Detection. Means that the players recieve the hits, compared to otherwise, where the hit detection was serverside. ... And filing "offical complaints" ain't fun Kaimetsu!... No more hugs, aye? If that's your desire... *runs off saddened by the rejection of Kaimetsu*

Quote:
Originally Posted by Gman4pwnu
//#CLIENTSIDE
if (actionprojectile){
setplayerprop #c, omgbbq i can hack this npc;
}
I know. However, I will be installing a two-way hit detection. Both clientside and serverside.
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  #18  
Old 03-18-2005, 01:51 AM
Kaimetsu Kaimetsu is offline
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Quote:
Originally Posted by Curt1zzle
A mentally retarded chimp could make the same argument. Scripting knowledge isn't required to notice a difference in lag...
Yeah, but you need to know what has actually changed, else you can't possibly attribute it to anything.

Besides all that, you place far too much faith in your perceptions.

Quote:
Originally Posted by Velox Cruentus
Hit Detection. Means that the players recieve the hits, compared to otherwise, where the hit detection was serverside
How the heck is that a good thing? Does security mean nothing to you?

Quote:
I will be installing a two-way hit detection. Both clientside and serverside.
Sounds awful.
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  #19  
Old 03-18-2005, 02:25 AM
Velox Cruentus Velox Cruentus is offline
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Aye... Can't get everyone pleased.

I didn't declare it good or bad.

Indeed.
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  #20  
Old 03-18-2005, 05:12 AM
YenroY777 YenroY777 is offline
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=) yay Old Era is coming back =D ^.^ thx to every 1
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  #21  
Old 03-18-2005, 10:00 AM
XGoLink XGoLink is offline
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Quote:
Originally Posted by YenroY777
=D ^.^ thx to every 1
We can see you play Era...
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  #22  
Old 03-18-2005, 05:23 PM
vahn32 vahn32 is offline
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Quote:
Originally Posted by YenroY777
=) yay Old Era is coming back =D ^.^ thx to every 1
No. Wrong.
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  #23  
Old 03-19-2005, 03:36 AM
llanafreak44 llanafreak44 is offline
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Velox ure kool. I just dont like the Clientside thing there is now. Its too hard to not get killed. You get hit everytime, not good. =( it also sees to cause a glitch that gets you from 50 hp directly to 36
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  #24  
Old 03-19-2005, 09:35 AM
Snakeandy7 Snakeandy7 is offline
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Possibly you were shot twice, instead of once. And you didn't realise.
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  #25  
Old 03-20-2005, 03:26 AM
llanafreak44 llanafreak44 is offline
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maybe...
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  #26  
Old 03-20-2005, 05:13 AM
smurfmidgetninja smurfmidgetninja is offline
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Quote:
Originally Posted by Kaimetsu
...
How the heck is that a good thing? Does security mean nothing to you?...
It was clientside with Chrisz and stuff but then there was God Mod and Ammo Editing with Artmoney so Jenn changed it to a serverside detection thing and all the whiney little PKers complained so they changed it back to clientside....Stupid PKers.....they should go play UN
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  #27  
Old 03-20-2005, 05:33 AM
vahn32 vahn32 is offline
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Quote:
Originally Posted by smurfmidgetninja
It was clientside with Chrisz and stuff but then there was God Mod and Ammo Editing with Artmoney so Jenn changed it to a serverside detection thing and all the whiney little PKers complained so they changed it back to clientside....Stupid PKers.....they should go play UN
What I don't understand is how a Tribes 2 server can handle 64 people shooting at the same time, but a GServer can't handle 30 people shooting at the same time and not handle the projectile collisions correctly.
My guess is that they didn't code something right (Either Stefan's or Jenn's fault, can't tell until you look at their code) or the time it takes to send packets between France and wherever the client's computer is.
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  #28  
Old 03-20-2005, 06:01 AM
Rick Rick is offline
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Quote:
Originally Posted by vahn32
What I don't understand is how a Tribes 2 server can handle 64 people shooting at the same time, but a GServer can't handle 30 people shooting at the same time and not handle the projectile collisions correctly.
My guess is that they didn't code something right (Either Stefan's or Jenn's fault, can't tell until you look at their code) or the time it takes to send packets between France and wherever the client's computer is.
Graal's networ protocol is inefficient vs Tribes2's network protocol.

Tribes2 was designed around people shooting at each other, Graal was not.
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  #29  
Old 03-20-2005, 06:12 AM
Obvious Obvious is offline
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Quote:
Originally Posted by llanafreak44
Velox ure kool. I just dont like the Clientside thing there is now. Its too hard to not get killed. You get hit everytime, not good. =( it also sees to cause a glitch that gets you from 50 hp directly to 36
See.
Maybe, when there was serverside scripts. You acually seemed good at PKing, but now you relize with the correct PKing system. You are just like the rest. ]:
This really shows who is the best. 8]
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  #30  
Old 03-20-2005, 06:14 AM
Kaimetsu Kaimetsu is offline
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Quote:
Originally Posted by Obvious
Maybe, when there was serverside scripts. You acually seemed good at PKing, but now you relize with the correct PKing system. You are just like the rest. ]:
This really shows who is the best. 8]
By allowing cheating? By subjectifying the whole system so that lagging players actually have an advantage? Do not be ridiculous. You have no idea what you're talking about.
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