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General Thread

by Aardappel on 01/05/2002 01:55, 15499 messages, last message: 12/08/2021 21:22, 8825847 views, last view: 12/09/2021 01:15

for questions, announcements etc.

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#2525: ratting maps mpsp2 and king

by Sauce on 03/30/2004 01:48

for the sp map nice job. I noticed the use of af textures and you pulle dit off. Pretty easy sp map if i do say so myself. Which is ok on account of we want noobs to be able to play. Nice job on the transition inbetween the mecha theme to the egyptian desert. Now this king map? Most definently a noob map because it stunk. But thats ok we learn from our mistakes. it's, Simple there is no detail and the textures you have are so blanned and plain thats a yuck, thumbs down. Better luck next time:P



PS: keep the maps rollin

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#2526: A few questions...

by Pxtl on 03/30/2004 02:27

about the netcode, I'm curious how the rockets are handled, since they're unique among the weapons. Is only the firing information sent? Or is the detonation location sent separately? That is, if I shoot and hit someone, does a third observer see the shoot and hit? Or does the rocket whizz by the target player, who spontaneously dies as if he were hit, while the firer sees himself righteously pegging the target.

Another question is about positional inerpolation - does the netcode estimate the player position at all? Or is it entirely verbatim "He is at position X, Y, draw him there".

One last thing: currently, the only actual animation is run. No jump, no death, weaponswitch, no anything. Aard mentioned adding the death anim. Will other anims be added too?

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#2527: ..

by staffy02 on 03/30/2004 08:35

Better luck next time:P

i don't think there will be :)

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#2528: ..

by staffy02 on 03/30/2004 09:01

....a next time

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#2529: ..

by staffy02 on 03/30/2004 09:24

sorry. just ignore me.

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#2530: Re: A few questions...

by D.plomat on 03/30/2004 11:11, refers to #2526

I think it's handled by the client who shoots, for the other players they only receive the information "x players shoots to (x,y,z) coordinate" and they renders the rocket, but all the damage is handled by the firing one.

I'll test with a machine that has the gluUnproject bug to see what other clients see... probably they'll see the rocket exploding on the firing player.

Verbatim position: Yes. this explains what happens when players are on differents versions of maps/forgot to do a getmap.

All this also explains why we have so cool networking game, even at bad ping/bandwidth :)

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#2531: bsa pulls a show trial against crytek

by hungerburg on 03/30/2004 12:38

isnt that at the place where aard works?

http://www.heise.de/newsticker/meldung/46094

the stunt reads like "guilty until proven innocent" to me.

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#2532: Re: ratting maps mpsp2 and king

by makkE on 03/30/2004 15:55, refers to #2525

hmm..do you think thatīs the way to encourage new mappers? to say a map "stinks" is definately not nice. Look, you have scared him off. I think we should be giving constructive critisism here. BTW, your map "^_^" is too small and itīs got some homs and strange scaling.."better luck next time"

@staffy : just ignore that, map on!

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#2533: Re: bsa pulls a show trial against crytek

by dcp on 03/30/2004 18:34, refers to #2531

"guilty until proven innocent"

lol, didn't you know that this is (and ever was) the principle of justice in our country?

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#2534: D.plomat

by Pxtl on 03/30/2004 22:01

Funny, I'd have thought if the only rocket info was firing position then the other players would see the rocket fly away while the firing person sees the rocket explode in front of his face.

Basically, I'm curious for this reason - if I develop a super-slow rocket, and a player wanders into said rocket, will all the other players see said super-slow rocket still puttering through the air, while I spontaneously explode? Or do they see it blow up in my face, thus explaining my abrupt demise?

And as for the verbatim position - I ask because I'm considering coding a playerwatching system, but binding a camera to a player that moves in skips and hops instead of continuous motion would be tricky. Is his position extrapolated at all from his velocity? I notice that airborne players seen on the wrong map skip vertically, suggesting that at least falling acceleration is extrapolated.

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#2535: Perhaps a bit slow on this but...

by SirLiveAlot. on 03/30/2004 22:49

I had a good look at staffy02 and I thought it was a good area style map for a newer mapper. I know my first maps sucked way more than his. Anways to make the rocket not float remove the slope under it (g)and make it even with the slopped land as you can get. Then just adjust the land next to the rocket to slope towards that small hole and it will look fine. I hope that made sense. Also for the next map you make I suggest working on the lighting some. Make the rooms you want to have light in have a window or skylight or something for the source of the light. Just a couple of thoughts

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#2536: OT: bsa...

by hungerburg on 03/30/2004 22:50, refers to #2533

actually I was outraged - but thats what one gets from reading the press. possibly I also wanted to get some first hand report, though, I should not insist on that.

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#2537: Re: ratting maps mpsp2 and king

by MitaMan on 03/31/2004 00:31, refers to #2525

From MitaMan, thanks for the kind words for the mpsp2 map I made. It's my 2nd map, a 3rd is on the way. I'm glad someone played it.

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#2538: Next Update

by Whiz_Kid on 03/31/2004 04:18

I was just wondering when the next update will be.

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#2539: Re: Next Update

by dcp on 03/31/2004 08:57, refers to #2538

it comes when it's ready... ;-)

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#2540: Re: A few questions...

by Aardappel on 03/31/2004 09:29, refers to #2526

rockets send only their spawn point through the network, each individual client then does the tracing/rendering from their on. Only on the originating client is any collision done, on the others its a purely graphical feature.

client positions are extrapolated using physics for all positions in between network updates.

Dunno why I never put the jump anim in... could give it a go.

I used to work at Crytek... but not anymore.

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#2541: ..

by staffy02 on 03/31/2004 10:35

Internal Server Error
The server encountered an internal error or misconfiguration and was unable to complete your request.

Please contact the server administrator, [no address given] and inform them of the time the error occurred, and anything you might have done that may have caused the error.

More information about this error may be available in the server error log.

Apache/1.3.19 Server at wouter.fov120.com Port 80

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#2542: thanks, Aard.

by Pxtl on 03/31/2004 10:44

Very informative post. I figured the rockets worked like that, having been harmlessly hit square in the fact by rockets. I think I might try to alter that, having the rocket explosion and rocket projectile handled as separate objects for other (non-self) players, so that the firer sends both the fire event and the collide event over the server. While the rocket would still whizz through the target player, at least the observer would see the explosion in the right place.

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#2543: fact=face

by Pxtl on 03/31/2004 10:45

nt

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#2544: Re: thanks, Aard.

by Drakker_ on 03/31/2004 18:53, refers to #2542

I like this idea.

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