Guest Posted September 25, 2003 Posted September 25, 2003 This maybe a long shot but worth saying: Why not have a prediction system for the movment of the passenger in the car, this could smooth out the ride, however ofc due to lag you would need some kind of correction system so if the client lost some packets the system could teleport them to correct location fast and then continue to predict. Such example of this is what Half-Life uses, but maybe much harder to implement due to the construct of GTA:VC/MTA. Also on a side note - engine noise for passengers, only a small thing and no major thing but still would be nice
Cray Posted September 25, 2003 Posted September 25, 2003 We have a basic implementation of this done, but it was turning out to cause more problems them fixes. We will once again visit it sometime in the future though, as their is quite a bit of potential here.
Cerbera Posted September 25, 2003 Posted September 25, 2003 From what I can tell, it sends the vehicle speed and rotation as well as it's position because you see it constantly chase the correct speed and rotation position. So if someone is doing a handbrake turn to the right with a car, you'll often see it spinning right but jerking left as the speed is outdated by the next packet, so the movement becomes jagged. If it JUST send position and angle, then the movement would just go round to the right in steps, but wouldn't rebound to the left as each new position was sent. Or so I'd expect...
Guest Posted September 25, 2003 Posted September 25, 2003 Passenger Support is GREAT ! But a little bit laggy! i know that this is nothing to do with the topic
xerox Posted September 25, 2003 Posted September 25, 2003 it has substantially improved since bump and myself were testing early versions of the passenger code with 0.1 players on public servers But it can only get better.
Ransom Posted September 26, 2003 Posted September 26, 2003 Hey at least it works. Thats all that REALLY matters right? So don't worry about it.
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