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View Poll Results: Method? | |||
Actual source interpolation, fakelag, etc, stuff | 11 | 73.33% | |
Client side | 4 | 26.67% | |
Other, specify. | 0 | 0% | |
Voters: 15. You may not vote on this poll |
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12-30-2006, 04:31 PM | #1 | |
Join Date: Feb 2006
Location: Spain
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Source Multiplayer Networking
READ THIS FIRST:
http://developer.valvesoftware.com/w...yer_Networking Quote:
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12-30-2006, 04:44 PM | #2 |
Join Date: May 2005
Location: Somewere in Nevada
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I'm no programmer, so I can't say....
However, client side wouldn't be a good idea, it would be hackers galore, imho. Last edited by o_sizeablessonic; 12-30-2006 at 11:59 PM. |
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12-30-2006, 04:52 PM | #3 |
Join Date: Jun 2005
Location: Carlisle, UK
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Client side hit detection is bad.
Very bad. You get false positives all the time, DoDS now uses server side hit detection iirc, so if you see blood you hit them. Initially it didn't iirc. |
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12-30-2006, 04:59 PM | #4 |
Join Date: Dec 2004
Location: Manchester, Uk
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The hitboxes on DOD:S are good, miles better than CS.
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12-30-2006, 06:41 PM | #5 | |
Fortress Forever Staff
Join Date: Dec 2004
Location: Cape Town, SA
Posts Rated Helpful 8 Times
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Quote:
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12-30-2006, 06:53 PM | #6 |
Join Date: Feb 2005
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Yea it fine - not perfect but good enough.
In an ideal world it would be client side but thats never going to happen although eventually when the average net speed improves perhaps valve will change the interpolation code. |
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12-30-2006, 09:19 PM | #7 |
Join Date: Feb 2006
Location: Spain
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I love the way it works in TFC, but I don't know how it works, nor if it can be moved to the source engine. Is this possible? If yes, why did VALVe set up this messy system in source if it worked fine in tfc?
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12-30-2006, 09:46 PM | #8 |
Fortress Forever Staff
Join Date: Dec 2004
Location: Cape Town, SA
Posts Rated Helpful 8 Times
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What I mean is - this outlines pretty much the same way it already works in the HL engine and its mods (the Lag_Compensation link at the bottom of the page points to the document that was written about the HL netcode, so you can compare both)
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12-30-2006, 10:23 PM | #9 | |
Join Date: Dec 2006
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Quote:
I'm always for unlagged, anyway, even if it's worse than HL1's. Screw predicting hitscan weapons. |
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12-30-2006, 11:52 PM | #10 |
Join Date: Dec 2006
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Source netcode makes baby Jesus cry when it comes to hit detection.
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12-31-2006, 12:36 AM | #11 |
Join Date: Apr 2005
Location: London
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If you do hit detection on the client side, what happens when two clients disagree?
It's basically a fundamental distributed systems problem, in which you will never achieve 100% accurate global agreement. |
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12-31-2006, 02:28 AM | #12 |
Join Date: Jun 2006
Location: NY
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Client side hit detection is worse, but now that I think of it will prob be how some of the newer FPS based/FPS Engine MMO's will be done. Cant see then using serverside, so much to track, and latency is gonna be an issue (central servers, instead of connecting to whatever local ones are near you)
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01-02-2007, 08:10 PM | #13 |
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
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FPSs and MMOs already have enough problems with cheating as it is. Combine them and then make it easier to cheat, and you're just asking for trouble.
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