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  #31  
Old 03-20-2005, 04:46 PM
Crono Crono is offline
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aussie friendly?
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  #32  
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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  #33  
Old 03-20-2005, 05:24 PM
Sum41Freeeeek Sum41Freeeeek 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
Idiot of the month.

There is someone who didnt start Era till New Era released.
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omg just go to your room and draw a pony then

**** the chicken wings!
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  #34  
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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  #35  
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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  #36  
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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  #37  
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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  #38  
Old 03-21-2005, 12:37 PM
Crono Crono is offline
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WTF IS AUSSIE FRIENDLY?

heh...
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  #39  
Old 03-21-2005, 12:45 PM
Snakeandy7 Snakeandy7 is offline
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In other words, we didn't have any ETs/GPs/FAQs during there time period. We now do =].
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  #40  
Old 03-22-2005, 01:50 AM
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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.
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  #41  
Old 03-22-2005, 02:00 AM
Gambet Gambet is offline
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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.

Is that not due to improper scripting?
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  #42  
Old 03-22-2005, 02:03 AM
Kaimetsu Kaimetsu is offline
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Quote:
Originally Posted by Gambet
Is that not due to improper scripting?
...no. It's due to the server being unaware of objects, and thus letting projectiles pass straight through them.
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  #43  
Old 03-22-2005, 02:06 AM
Gambet Gambet is offline
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Quote:
Originally Posted by Kaimetsu
...no. It's due to the server being unaware of objects, and thus letting projectiles pass straight through them.
I thought the server read everything as objects with GS2, or is that only the player?
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  #44  
Old 03-22-2005, 02:14 AM
Kaimetsu Kaimetsu is offline
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Quote:
Originally Posted by Gambet
I thought the server read everything as objects with GS2
That doesn't mean what you think it means.

Honestly, I'm not even sure what you think it means.

This isn't a new GScript vs old GScript issue. It's not even related to scripting. From what has been said here, it seems that the GServer simply doesn't know about some types (probably those without scripts) of blocking clientside NPCs. Other than for blocking reasons, it doesn't need to know about them. So if we stop treating them as NPCs then we can reduce some of the strain on the server, right? No need to trigger them in response to events, no need to involve them when iterating through NPCs, etc.

The only problem is that the server isn't considering them when determining the flight of projectiles; the objects are there, and the client knows about them, but the server just seems a big ol' empty space. Hence, bullets are (from the perspective of the server) travelling through what the players perceive as walls.
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  #45  
Old 03-22-2005, 02:16 AM
Gambet Gambet is offline
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Quote:
Originally Posted by Kaimetsu
That doesn't mean what you think it means.

Honestly, I'm not even sure what you think it means.

This isn't a new GScript vs old GScript issue. It's not even related to scripting. From what has been said here, it seems that the GServer simply doesn't know about some types (probably those without scripts) of blocking clientside NPCs. Other than for blocking reasons, it doesn't need to know about them. So if we stop treating them as NPCs then we can reduce some of the strain on the server, right? No need to trigger them in response to events, no need to involve them when iterating through NPCs, etc.

The only problem is that the server isn't considering them when determining the flight of projectiles; the objects are there, and the client knows about them, but the server just seems a big ol' empty space. Hence, bullets are (from the perspective of the server) travelling through what the players perceive as walls.

Ah, well, thats a pretty big problem for a server like Era.
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