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  #1  
Old 03-20-2005, 05:22 PM
Obvious Obvious is offline
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Quote:
Originally Posted by Kaimetsu
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.
I am talking in PKing. Guy.
Come play era and see the difference.
YOU ACUALLY GET HIT
before you didnt. =/
Please play era or learn something before you talk. ]:
It makes a big difference.
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  #2  
Old 03-21-2005, 01:46 AM
Kaimetsu Kaimetsu is offline
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Quote:
Originally Posted by Obvious
Come play era and see the difference
I don't need to; I actually understand the issue.

This whole thing isn't relative to any particular system. Serverside hit detection is fairer, even if you dislike one particular implementation.
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  #3  
Old 03-21-2005, 03:15 AM
Soul-Blade Soul-Blade is offline
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Gahahhahahahahahahahaa!

That is the funny of the month for me. You people seriously made hit detection client side? Are you insane?

If you want to reduce lag, don't think so directly into the issue. A game is an illusion - so think deeper. Create the illusion of no lag, regardless the fact that there is always lag. By making things so critical to the gameplay clientside (hit detection) you open yourself for exploit. And if hit detection is clientside...I would imagine health control is also clientside. That is insane.

This is what you would do if you're intelligent. You would make hit detection purely serverside. You would implement some clientside systems to give the illusion of no lag. For instance, a clientside hit detection check for the sole purpose to respond faster then the server, like a client variable which adjusts the images for health. It wouldn't actually change the real health, it would just be an illusion. Or, when the client detects a hit and the server detects a miss, you could implement something that says "dodge" or something of that nature to give it a less buggy feel and make everything appear as though it is meant to be. These are just off the top of my head - the point is making hit detection clientside is madness and it should be changed immediatly.
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Old 03-21-2005, 03:44 AM
Rick Rick is offline
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Quote:
Originally Posted by Soul-Blade
Gahahhahahahahahahahaa!

That is the funny of the month for me. You people seriously made hit detection client side? Are you insane?

If you want to reduce lag, don't think so directly into the issue. A game is an illusion - so think deeper. Create the illusion of no lag, regardless the fact that there is always lag. By making things so critical to the gameplay clientside (hit detection) you open yourself for exploit. And if hit detection is clientside...I would imagine health control is also clientside. That is insane.

This is what you would do if you're intelligent. You would make hit detection purely serverside. You would implement some clientside systems to give the illusion of no lag. For instance, a clientside hit detection check for the sole purpose to respond faster then the server, like a client variable which adjusts the images for health. It wouldn't actually change the real health, it would just be an illusion. Or, when the client detects a hit and the server detects a miss, you could implement something that says "dodge" or something of that nature to give it a less buggy feel and make everything appear as though it is meant to be. These are just off the top of my head - the point is making hit detection clientside is madness and it should be changed immediatly.
Summing all of that in three words.

Use clientside prediction.
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  #5  
Old 03-21-2005, 11:19 AM
WanDaMan WanDaMan is offline
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Quote:
Originally Posted by Soul-Blade
Gahahhahahahahahahahaa!

That is the funny of the month for me. You people seriously made hit detection client side? Are you insane?

If you want to reduce lag, don't think so directly into the issue. A game is an illusion - so think deeper. Create the illusion of no lag, regardless the fact that there is always lag. By making things so critical to the gameplay clientside (hit detection) you open yourself for exploit. And if hit detection is clientside...I would imagine health control is also clientside. That is insane.

This is what you would do if you're intelligent. You would make hit detection purely serverside. You would implement some clientside systems to give the illusion of no lag. For instance, a clientside hit detection check for the sole purpose to respond faster then the server, like a client variable which adjusts the images for health. It wouldn't actually change the real health, it would just be an illusion. Or, when the client detects a hit and the server detects a miss, you could implement something that says "dodge" or something of that nature to give it a less buggy feel and make everything appear as though it is meant to be. These are just off the top of my head - the point is making hit detection clientside is madness and it should be changed immediatly.
How come you didn't use that on Shifting Ages? dawg that was laggier than Era.
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  #6  
Old 03-22-2005, 07:35 AM
Soul-Blade Soul-Blade is offline
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Quote:
Originally Posted by WanDaMan
How come you didn't use that on Shifting Ages? dawg that was laggier than Era.

The issue was not anything related to scripting and making the scripting better (though if I took more time I likely could have reduced some lag). It was the fact my images were far too big. It was like having a 3d model in game - only the 3d model was pre-rendered in a sprite sheet. Graal can't handle images that big effectively (Well, Gv3 can handle them fine...that being said, you may see the space ships again. Just not on my PW ;-).

Also, reason number 2 I didn't implement a system like that is it really was not needed. It was a different type of gameplay. When you fired a weapon, it was near certain you would hit your enemy. It was meant for making the stronger player win. Of course, it was possible to try and dodge things..but when you've got missiles like homing missiles and magnetic bombs like SA had, you're going to get hit. Being able to dodge bullets is just insane, and that isn't what I was going for...the game was designed for serverside lag is what I am saying. Just not clientside lag...and that is the kind of lag it caused.

Quote:
Originally Posted by Stefan
The reason for the temporary clientside hit detection was that there is a bug right now that optimizes npcs so that they are not visible to serverside. That often removes 90% of the npcs so that the scripts and the npcserver in general runs much faster. The problem with that is that the npcs are not blocking anymore, and projectiles on serverside are flying through them, while they are blocked on clientside. So you might be hurt without seeing any projectile. That problem can be quite annoying if projectiles fly long ways, you can reduce the range by changing the shoot-parameters though. It is planned that the problem with those non-blocking npcs will be fixed soon.
Hmm...that is a terrible error. Getting hit through a wall, though, is not as bad as client hit detection. A better fix would be to reduce the range of weapons to 10-20 tiles or so, and still allow it to go through NPCs on serverside. Just my opinion...don't play the game either way so I don't know how annoying the bug is.
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