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Savage: XR is a new patch for Savage, created by the Newerth.com staff. The XR1.1 Client is out now! Download it now!
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Latest Member: TesterMr
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 1 
 on: Today at 10:32:43 am 
Started by Bullet - Last post by Hakugei
1. Server is authorative
1. How is conflicts managed regarding life/death ?  If client A says I'm hitting Client B Now, and Client B is saying "This guy is not even close to hitting me",  what determines who is right?

The server determines. It's also not client A nor client B that "say" such things to begin with.

 2 
 on: Today at 04:55:31 am 
Started by Bullet - Last post by Bullet
Hi. Recently i've been reading alot about network architechture in multiplayer games.

Im curious about how Savage handles this. I have a theory how it's done, but im not sure.

What I think happends:

1. Server is authorative, meaning it calculates position and rotation of players
2. Each client gets a copy of the game state from the server, and in reality, is in practice only playing against server-managed enemies.
3. When considering latency, each client use prediction to emulate the game while not receiving updates from the server. This means high-pingers will have a harder time overall.
4. When recieving state updates from the server, the current client state is either discarded or kept, depending on if the prediction it applied is correct or not.
5. The server keeps a buffer for earlier states, and the update state it sends out allways have a timestamp.

So, questions:
1. How is conflicts managed regarding life/death ?  If client A says I'm hitting Client B Now, and Client B is saying "This guy is not even close to hitting me",  what determines who is right?


Ps. Great source of reading ( like really easely udnerstandable!) :
https://www.cakesolutions.net/teamblogs/how-does-multiplayer-game-sync-their-state-part-1

 3 
 on: Yesterday at 06:55:09 pm 
Started by Django - Last post by Daemon
You can always use the classical mist walls.

 4 
 on: Yesterday at 01:19:59 pm 
Started by Django - Last post by Nanaa
Yeah, that's the best way. Thanks.

Passable blocker walls will be on my wishlist though if I ever create more maps. Those current blocker walls also interfere with commander's camera raising it high up when colliding against them.

 5 
 on: April 22, 2018, 07:37:58 pm 
Started by Mohican - Last post by Hakugei
Well, if they're exploding, I'd say the script is working. :p
But projectiles do work differently than other actually killable objects, hence the likely issue of them not disappearing.

The real question is, has this script ever fully worked? Rolleyes


 6 
 on: April 22, 2018, 07:18:11 pm 
Started by Mohican - Last post by Nanaa
Quote
Catapult/mortar/launcher trigger:

Trigger flags: objProjectile, onInside
script:
Code:
@activate
!die target

Tried this one but got a never ending explosion spectacle... and rip ears  Grin

I guess it's obsolete code nowadays or I'm doing something wrong. Used aabox trigger for this.

 7 
 on: April 22, 2018, 07:04:13 pm 
Started by Django - Last post by Daemon
Hey, are there any projectile blocker walls which are invisible but passable to go through? I tried prevent cata exploits with "blocker_long"-walls but the downside is that any spectatator flying above the map can't pass through these.

Or what's the usual solution to prevent cata exploits over mountain? Some trigger to kill cata projectiles at certain height?

Make blockers low enough not to bug specs too much but high enough to block exploits. It's a common use and it's not like specs gonna mind if exploiting is fixed this way.

 8 
 on: April 22, 2018, 03:06:11 pm 
Started by Django - Last post by Nanaa
Hey, are there any projectile blocker walls which are invisible but passable to go through? I tried prevent cata exploits with "blocker_long"-walls but the downside is that any spectatator flying above the map can't pass through these.

Or what's the usual solution to prevent cata exploits over mountain? Some trigger to kill cata projectiles at certain height?

 9 
 on: April 20, 2018, 04:11:19 pm 
Started by Django - Last post by Nanaa
Hmm, I used Ane's template "new64" and it's supposed to have similar kind of painting already done in one shadowy corner. It is supposed prevent layer 3 dissappering after saving and loading map. Seems to work in that regard since layer 3 isn't missing after loading.

Meanwhile, I figured out a quick fix atleast. After deforming terrain, I just do a random action and press "undo" and layers 2 & 3 become visible again.

 10 
 on: April 20, 2018, 03:50:21 pm 
Started by Django - Last post by Daemon
There is something about it in Ane's guide or that resource compilation thread. I don't recall exactly how it's done but you need to have each texture you're using painted somewhere like in an unused corner, on the layer 1 or 2, especially if you intend to use it on layer 3.

http://www.newerth.com/smf/index.php/topic,237.msg186496.html#msg186496

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