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| ATTN: DarkCarnivour https://www.runestorm.com/forums/viewtopic.php?f=71&t=3292 |
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| Author: | Spiced Hammer [ Wed May 10, 2006 10:53 am ] |
| Post subject: | ATTN: DarkCarnivour |
I don't see a private message button so I public message instead. Something you posted earlier about implementing projectiles I just had to respond to. What if they didn't die when they hit a wall? Say instead they stop and stay in play for long enough for the server to take notice? An added bonus would be they could spawn dripping blood effects when appropriate like lots of people want.
Carnivour: Quote: Having delayed bulelts would mean making them projectiles (like rockets or most UT things)... This would be realistic and was our initial implementation, BUT we had some big bad bugs. 1: Projectiles are slow when you have so many, 2the bad one) Fast projectiles have a problem where they don't spawn on clients if they hit a wall and died on the server to quickly! (test this out with even the UT guns... On a client, stand against a wall and fire the link projectiles at it... You'll see...)
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| Author: | ShadowBlade [ Wed May 10, 2006 11:03 am ] |
| Post subject: | ATTN: DarkCarnivour |
the problem is this.. when firing a projectile, the server gets the info and if the projectile hits a wall before getting back to the client, then the poor client doesnt get anything:( if they didnt die when hitting a wall.. that would make it slow!! all these un-dead projectiles sitting around thinking.. |
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| Author: | Spiced Hammer [ Wed May 10, 2006 11:13 am ] |
| Post subject: | ATTN: DarkCarnivour |
They would, of course, have a timeout- they don't need to exist for very long to be noticed. Yeah, it would still eat up bandwidth and CPU time though but I'm still thinking about it. Real projectiles would totally rock, so I'm not giving up hope very easily. Maybe handle bullets and their hit detection client-side, then submit it to the server for review after the fact to make cheating harder? Eh, that's kinda ugly... I read somewhere that the UT minigun does a mixture of tracing and spawning missiles. Is that true? If it is, then there must be a way to make projectiles work on a network because Epic would never allow something that awful! Dammit, I wish I could use UED and have some kinda chance in hell to see something useful... |
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| Author: | Bjossi [ Wed May 10, 2006 2:34 pm ] |
| Post subject: | ATTN: DarkCarnivour |
It seems that Minigun is hitscan but it also spawns tracers that aren't, I think that is what you are talking about. But your idea sounds like it could be very heavy on the computer, and judging from the thread in General, only my computer and Redshift's stand a chance to handle it. :S |
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| Author: | ShadowBlade [ Fri May 12, 2006 8:05 am ] |
| Post subject: | ATTN: DarkCarnivour |
dont count on Epic not doing stuff crap!! their engine is really cool to work on.. but some of their code!!:angry: aaargh.. its a maze of mess sometimes.. we spend lots of our time, trying to find a way round some horrible hard-code they put in |
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| Author: | Bjossi [ Fri May 12, 2006 2:07 pm ] |
| Post subject: | ATTN: DarkCarnivour |
Nothing is perfect. ry:
Let's hope UEngine 3.0 is easier to navigate around. |
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| Author: | Spiced Hammer [ Sun May 14, 2006 8:26 am ] |
| Post subject: | ATTN: DarkCarnivour |
The base code you have to build upon has to make sense, too. Quote: its a maze of mess sometimes.. we spend lots of our time, trying to find a way round some horrible hard-code they put in
Fortunately, most running U3 will have the CPU power to spare for computing assloads of projectiles. Net bandwidth will be the main problem; I still find it hard to believe that people are actually playing games on dialup. If you've got the quid to put together a machine that can run games, not having DSL or cable seems weird. :blink: It's excusable for people out in the suburbs where high-speed just isn't available, but surely they're a minority... |
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| Author: | ShadowBlade [ Sun May 14, 2006 10:28 am ] |
| Post subject: | ATTN: DarkCarnivour |
theres really not much worth doing bullets as projectiles.. i mean.. its slower, and buggy.. i'll get DC to respond here (hes busy) |
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| Author: | DarkCarnivour [ Sun May 14, 2006 10:56 am ] |
| Post subject: | ATTN: DarkCarnivour |
We'd have to investigate this further, but there are some certainties. Projectile bullets will be much slower(performace wise), they will be tricky to do and the bugs could be difficult to get rid of. AND of course lots of people won't like it, so we'd need a server side option and both methods would have to be implemented. The UT2004 minigun does not use projectiles at all! It uses plain old hitscan trace lines. The traceRs are just effects added 'after the fact'. About spare CPU power with U3 capable machines. Just remember that most of that power will be taken already by the extra stuff U3 will have! Plus the problem is more bandwidth than CPU. There are more bulelts spewed out by BW weapons than projectiles by UT guns... |
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| Author: | Spiced Hammer [ Sun May 14, 2006 11:53 am ] |
| Post subject: | ATTN: DarkCarnivour |
Hey, if he's busy toiling on awesome stuff for us, he isn't obligated to reply. I never thought about people not liking such a change, though... I think of myself as optimistic, but having both methods be compatible doesn't sound plausible to me.
Ah, thanks for clearing that up. Now I wanna try the mini at long range... Yeah. Like I said earlier, net bandwidth seems to be the limiting reagent. What I meant about U3-capable rigs being able to handle it is that the computations would be less of a deal than they are now. |
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