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Thread: Anti-latency (server-side hit detection / correction)

  1. #21
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    Re: Anti-latency (server-side hit detection / correction)

    I was sort of assuming that we could find a function F that is called to perform a collision test for an object. Intercept calls to F; if the object is owned by some player, modify player positions before calling the original F and then set them back once original F has completed. Thus, there is no need to understand much about the collision system. The challenge is mainly finding F, although this may not be challenging really (for someone who has reverse-engineering experience). The problem is, this assumes that the collision tests simply read and make use of player positions, but there might be a separate pass that computes collision info, which is then used for collision testing. (E.g. I believe collision code in most games partitions the world so that only collisions between objects in the same or neighbouring partitions need to be checked.) Therefore, changing the player positions would not have any effect, as the collision info has already been calculated (or, it may give unexpected results). But this is all just pointless speculation really...
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  2. #22

    Re: Anti-latency (server-side hit detection / correction)

    So, reading this more in-depth, it sounds like you're planning for a server add-on type deal, similar to whatever DG uses for the Zombies server, as opposed to a program running along side the client. I really like this idea, and if it comes through I hope a bunch of servers pick this up. This will have fixed THE PROBLEM with CE, and may provide a more enjoyable experience for new users. The game will feel like it should feel. I just hope this project actually reaches completion, this should have been implemented a long time ago, back in the prime of CE.

    Safe to assume the client-side correction you're showing in that video won't be released, as it would be more of a cheat than anything.

    Also... how well do grenades work? I have to ask, because they lag behind based on ping by default.

    If you need someone to help you test this stuff, let me know. I'm enthusiastic about seeing improved networking in this game.
    Last edited by t3h m00kz; September 30th, 2011 at 04:17 PM.
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  3. #23
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    Re: Anti-latency (server-side hit detection / correction)

    Perhaps instead of only modifying player positions you modify the positions of all moving objects?
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  4. #24
    El Durado :/
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    Re: Anti-latency (server-side hit detection / correction)

    the only problem with grenades is the whole stick issue with plasmas...
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  5. #25

    Re: Anti-latency (server-side hit detection / correction)

    Quote Originally Posted by t3h m00kz View Post
    Also... how well do grenades work? I have to ask, because they lag behind based on ping by default.
    The thing most people don't get is that EVERYTHING is affected by ping. That includes melee, grenade sticks, vehicle splatters, everything. You should be leading every action you do, not just pistol bullets.
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  6. #26
    Kid in the Hall Kornman00's Avatar
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    Re: Anti-latency (server-side hit detection / correction)

    Quote Originally Posted by seanaero View Post
    improved network code (reduces the incidence of player "warping")
    It's still running the same networking layer found in HPC. The only real difference is the introduction of two new message-packets (super_remote_players_action_update and super_ping_update IIRC) and whatever logic that follows for them. However, it is still the same underlying networking code.
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  7. #27

    Re: Anti-latency (server-side hit detection / correction)

    Quote Originally Posted by Pooky View Post
    The thing most people don't get is that EVERYTHING is affected by ping. That includes melee, grenade sticks, vehicle splatters, everything. You should be leading every action you do, not just pistol bullets.
    I know. The difference being you actually SEE the lag with the grenades, not the other attacks, which is why I ask, because there's an inconsistency.
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  8. #28
    El Durado :/
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    Re: Anti-latency (server-side hit detection / correction)

    Quote Originally Posted by Pooky View Post
    The thing most people don't get is that EVERYTHING is affected by ping. That includes melee, grenade sticks, vehicle splatters, everything. You should be leading every action you do, not just pistol bullets.
    he is right, the hardest thing for me to lead are grenade sticks I still can't get that down.
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  9. #29

    Re: Anti-latency (server-side hit detection / correction)

    The amount you would have to lead the grenades wouldn't change if they visually lagged or not. They act just like everything else, save for the visuals.

    In fact, you can trigger visual lag in the other weapons by ticking "Projectile is client-side only" in the weapon tags, which give you a server-side visual of the projectiles, IE you shoot, and the projectiles appear when the server detects them as opposed to instantaneously, similar to Unreal Tournament or Gears of War. The grenades act like this, though there are a few differences in how they act as far as effects go.

    The Snow Grove shotgun has this lag.
    Last edited by t3h m00kz; September 30th, 2011 at 09:40 PM.
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  10. #30
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    Re: Anti-latency (server-side hit detection / correction)

    I may be wrong but doesn't checking "projectile is client-side only" just make it so that only one projectile appears for clients while unchecking it causes 2 projectiles to appear, one being the "client projectile" which is usually drawn and the other being the "actual server projectile"?
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