Fast pace cellshading flying action. Soar the skies as you take on the most vicious enemies above the ground. Experience an airborne adventure in an all new art style that will take you to something different and exciting. With the possibility to add just about anything you can imagine into the game, the sky it's not the limit. It's just the beginning.
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Hey times, can you do an experiment on the incubator branch? | Locked | |
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Jan 8 2015 Anchor | ||
Yesterday I played a 3 player death match where I seemingly got a bunch of direct hits on the other players but none of them did damage (Thier missiles completely destroyed my plane almost every time, of course.) Judging by which objects were teleporting around, I'm guessing missile behavior is handled on the client of the player who launched the missile. What I'm suggesting is that you make an incubator build where missiles are processed by the player they are targeting instead (if that makes sense). I believe this will be more accurate since the player who launches the missiles has no control after they are fired but the other player can use maneuvers to evade missiles or lead them around. Edit: this could also lead to inaccuracies concerning where in space the missile is launched but hopefully that can be fixed by general optimizations. Edited by: bornloser |
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Jan 8 2015 Anchor | |
Sounds like it's caused by lag. Or is it? -- anon wrote: 'anon' wrote: Now I shall use this 'Vector Thrust Threshold' to measure how awful your product is |
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Jan 8 2015 Anchor | ||
I think it is too. My suggested system should be a net benefit because the player who launched the missile can't control it after they fire it. |
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Jan 8 2015 Anchor | |
But if the missile is in control of the person firing, then wouldn't a hit on your side be a hit in the game? |
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Jan 8 2015 Anchor | ||
It counts as a hit on the HUD but doesn't do any damage, even when the other player wasn't even trying to evade. If the missile was "controlled" by the evading client the game could always send a "hit" message back to the player who fired it. |
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Jan 8 2015 Anchor | ||
@ bornloser, actually the net code already works they way you are asking. The player who has been locked has control over the missile and damage that it does. So if you fire a missile and see a hit, only is valid if the target was really hit on their side. |
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Jan 8 2015 Anchor | ||
I have reason to believe that most of them were direct hits due to the close range and the fact that my opponent wasn't maneuvering very much. In my last game with him I managed to kill him a bunch of times but then we added a third player and my missiles (only my missiles) stopped working properly. |
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