Why don't you run the hit detection/movement simulation with two NPCs while simultaneously using the same input with the default system and see if they go out of sync at any point? That'd be really cool to check out and it would give you definitive results.
Also the video was simply the first video which showed up in the search results.
An incredibly laggy player will have messed up HD, but that wasn't the case while I was sparring on Classic now was it? Of all players you had to post Blobz aswell, I think at one point his UN ping reported over 5000ms? I'm comparing the HD from my perspective between UN, iClassic, and Classic where only Classic has funky hits land while the other two don't for me.
An incredibly laggy player will have messed up HD, but that wasn't the case while I was sparring on Classic now was it? Of all players you had to post Blobz aswell, I think at one point his UN ping reported over 5000ms? I'm comparing the HD from my perspective between UN, iClassic, and Classic where only Classic has funky hits land while the other two don't for me.
You stated that these delayed hits do not happen on other servers in response to Maximus's post concerning laggers, therefore you shouldn't be surprised when I show an example of it happening as a result of a lagger.
As for the validity of your claim that it's a common occurrence on Classic, me being a European hosting the spar tournaments I'd have been seeing your opponents get hurt at a similar interval. I didn't see them being hit from miles away from you, with the exception of one person who actually did have a high ping and was running at you like a headless chicken, so no surprise there.
Thor, it's almost sounding as if you're being reluctant and totally ignoring our concerns. From your perspective (serverside) the spar system might be flawless, but we are just trying to point out that there is a difference sparring between your server and others. UN might have a shitty system in place, but regardless everyone enjoys sparring on that server because of the way it is.
I'm not saying that your system is faulty and there is errors with it, I'm just trying to state that it's different from any other server and most players don't care for it. And again, no one knows WHY it's different, it just is.. I would love to log on Classic and be able to spar normally without having to figure out a entirely new technique because of the hit detection.
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" It's been swell, but the swelling's gone down. "
Thor, it's almost sounding as if you're being reluctant and totally ignoring our concerns.
What, by replying with highly detailed explanations and even going through the effort of making a video to prove a point?
Quote:
Originally Posted by Imperialistic
From your perspective (serverside)
If you believe I'm implying that this has anything to do with serverside, you are either terribly mistaken or have not been reading my posts properly.
I've been talking about a clientside sword detection mechanism the entire time, whereas the serverside system was the one in place pre-wipe, and was quite rightly scrapped.
Quote:
Originally Posted by Imperialistic
I'm not saying that your system is faulty and there is errors with it, I'm just trying to state that it's different from any other server and most players don't care for it. And again, no one knows WHY it's different, it just is.. I would love to log on Classic and be able to spar normally without having to figure out a entirely new technique because of the hit detection.
Once again, the only alleged symptom thus far is an entirely normal behaviour with the default hit detection, and can easily be explained by the recent server lag problems. There is nothing script wise which can account for a higher delay between 2 players, and there is no excessive data synchronisation which could be impeding it.
One other video I'd like to show is regarding how high a difference it makes when 2 Europeans use UDP against eachother, compared to normal TCP:
While I do pull off several delayed hits in the first segment, this is against another European, inwhich we both have a ping averaging around 200, so it's a behaviour I had expected.
With peer-to-peer UDP enabled however, there is a highly reduced delay between us, as not only is UDP faster, but data isn't having to travel all the way to the USA and back to Europe again. Because of this, the hits were nearer to real time.
dude just do what i said they you can diagnose a shitload of problems u scrub
Also, are you doing the sword checks by gani or are you using some other mechanism like triggering the server to trigger other clients to place hitboxes?
Also, are you doing the sword checks by gani or are you using some other mechanism like triggering the server to trigger other clients to place hitboxes?
The checks are scanning other players gani on your client, there are no hitbox triggers involved at all.
The checks are scanning other players gani on your client
sounds like the problem to me
Both examples you showed in the video TCP/UDP both seem to be off.
I can only recommend you spar on other servers to visualize the difference yourself.
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" It's been swell, but the swelling's gone down. "
*Stefan: the old sword hit detection is on clientside
*Stefan: its checking the sprite of the other player and then is hitting yourself
*Stefan: the game is checking if otherplayer.sprite in |9,13|
So there is no reason to believe that would be the problem. Sprites were the predecessor to ganis.
Quote:
Originally Posted by Imperialistic
Both examples you showed in the video TCP/UDP both seem to be off.
So in what way are they off?
Quote:
Originally Posted by Imperialistic
I can only recommend you spar on other servers to visualize the difference yourself.
>
Quote:
Originally Posted by ffcmike
I've seen videos of spars on UN and iPhone, tested default early in Classic's development as well as pre-wipe, opened up Dev Polo plus an arena (using default) on one occasion where most of the servers were down, and even sparred against a crowd of people on that place which is considered a taboo
i gave you the solution to stop these people from moaning
so do it
or at the very least
give me a reason why you wont
unless ur scared
It's a good idea and all, the problem is default cannot be used on Classic as a result of a special server option used by GK and Zone which only Stefan can set, and un-setting it wouldn't be wise. So I'll have to port some systems over to somewhere else, I'll give it a go some time.
It's a good idea and all, the problem is default cannot be used on Classic as a result of a special server option used by GK and Zone which only Stefan can set, and un-setting it wouldn't be wise. So I'll have to port some systems over to somewhere else, I'll give it a go some time.