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by Aardappel
on 01/05/2002 01:55, 15499 messages, last message: 12/08/2021 21:22, 8826918 views, last view: 12/09/2021 06:32 |
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for questions, announcements etc.
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#2528: .. |
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by staffy02
on 03/30/2004 09:01
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....a next time
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#2529: .. |
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by staffy02
on 03/30/2004 09:24
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sorry. just ignore me.
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#2530: Re: A few questions... |
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by D.plomat
on 03/30/2004 11:11, refers to #2526
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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 |
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by hungerburg
on 03/30/2004 12:38
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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 |
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by makkE
on 03/30/2004 15:55, refers to #2525
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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 |
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by dcp
on 03/30/2004 18:34, refers to #2531
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"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 |
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by Pxtl
on 03/30/2004 22:01
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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... |
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by SirLiveAlot.
on 03/30/2004 22:49
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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... |
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by hungerburg
on 03/30/2004 22:50, refers to #2533
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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 |
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by MitaMan
on 03/31/2004 00:31, refers to #2525
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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 |
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by Whiz_Kid
on 03/31/2004 04:18
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I was just wondering when the next update will be.
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#2539: Re: Next Update |
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by dcp
on 03/31/2004 08:57, refers to #2538
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it comes when it's ready... ;-)
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#2540: Re: A few questions... |
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by Aardappel
on 03/31/2004 09:29, refers to #2526
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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: .. |
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by staffy02
on 03/31/2004 10:35
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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. |
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by Pxtl
on 03/31/2004 10:44
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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 |
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by Pxtl
on 03/31/2004 10:45
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nt
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#2544: Re: thanks, Aard. |
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by Drakker_
on 03/31/2004 18:53, refers to #2542
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I like this idea.
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#2545: Re: thanks, Aard. |
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by Aardappel
on 03/31/2004 22:58, refers to #2542
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yeah, the fact that rockets don't explode properly on the target on other clients is a bit broken... one of those things you get with my weird client centric gameplay
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#2546: New Cube doesn't work in multiplayer mode |
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by lnxguy
on 04/03/2004 06:53
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Howdy,
Ever since I installed the December 2003 version of Cube, I'm getting no multiplayer action. The other players do not appear and there are multiple players with my username. I see a second image of my player and if I shoot him, I die.
What's up? What is the fix for this persistent problem?
LNXGUY
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#2547: Not your fault. |
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by Pxtl
on 04/03/2004 07:26
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It was a bad server release. DOn't join any servers that seem to have players but are listed as being in Co-op-edit. Only join servers that aren't in co-op edit.
The bugs with the bad buidl are:
server is stuck listing as co-op edit
server has false player count
player has double of himself chasing him.
Avoid these servers. Patched servers work fine.
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