FGS non Aug and Phantom.
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Re: FGS non Aug and Phantom.
+ 1 to those posts. Everything you guys are doing is highly appreciated, this is a more challenging issue and was unlikely to get solved in 24 hours, so I'd say if something isn't fixing everything, it doesn't matter, it shows people that others are on the case and dealing with it, a deterrence to newer players at least to not bother messing around.
Re: FGS non Aug and Phantom.
The main problem with my method is the bugs that come with it - ever notice the weird fast bursts of fire you can get in super low FPS? Those freeze ups set it off too, so does tabbing out and tabbing back into DX (I assume it tries to catch up when it unfreezes or something).
Poor's method seems to be the only way to stop this without screwing over lots of players for things like tabbing out XD
Poor's method seems to be the only way to stop this without screwing over lots of players for things like tabbing out XD
CDX - A huge Deus Ex Multiplayer patch
Cozmo_RPG (v1 & v2)
MPConversations - A great tool for creating co-op or rpg content. It will never be used.
Cozmo_RPG (v1 & v2)
MPConversations - A great tool for creating co-op or rpg content. It will never be used.
Re: FGS non Aug and Phantom.
How about this: Have the server monitor the client's gamespeed and adjust it slomo style to bring it back to normal. That way all the gamespeed issues are fixed in one go.
Re: FGS non Aug and Phantom.
Sounds like it would work, if you have something tangible to measure client speed by constantly, likewise it would have to adjust slomo dynamically. I would, however, also suggest giving a log message when the server does its adjustments, to inform the player that his client may be experiencing problems with consistency (which can subsequently be adjusted through the common tweaks -- fps caps and cpu fixes (core, throttling)).
Any idea how difficult or time-consuming it would be to try coding something like this? I think we won't know unless it is tried, and it certainly sounds easier than to re-code/replace MTL.
edit: fixed spelling mistake, lot into "log message"
Any idea how difficult or time-consuming it would be to try coding something like this? I think we won't know unless it is tried, and it certainly sounds easier than to re-code/replace MTL.
edit: fixed spelling mistake, lot into "log message"
Last edited by synthetic on 06 Feb 2013, 10:31, edited 1 time in total.
Re: FGS non Aug and Phantom.
It actually requires a hack. The obstacle for this method is that gamespeed can't be changed for clients individually because it's a replicated variable. The replication needs to be stopped in order for this to work. I'll try asking some bytecode experts and see what can be done.