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Server collision detection and hit verification.


Guest int3gr4

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Kent747 informed me that the servers currently dont have physics or collision detection. I guess my first suggestion for the next version would be adding that, and then possibly working towards serverside verification on kills or hits. It seems to me that the clients aren't sending enough packets to the server. I have this impression because even those LPB's with 20 pings still seem to teleport from place to place. I understand that it is much more difficult to do these things given that GTAVC was never meant to be a MP game. But, if serverside collision and hit detection were implimented along with clients sending more packets to the server the game could be stable. IMO those things would be most important and everything else having to do with gameplay such as hitboxes, weapons, knockdowns, teamplay, etc. should come afterwards.

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people with a ping of 20 can warp cause of

1) you have a bad connection with that person (some isp's have that)

2) you have a high ping

and [DUI]JIMMAYYY, make your sig smaller, it's too big O_o

The ping that is displayed is not from them to you, it is there ping to the server. You technically don't have a connection to any particular player because the data is routed through the server to you. It all depends on your connection to the server and their connection to the server.

The MTA Team definately will make things better as the work progresses; look how much better things such as aiming and driving have become now.

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To perform server side collision and hit detection, the server would be required to be aware of the world and the positions (and positions of the limbs) of the players and vehicles. This is not somthing that we're really able to do as it stands. You're welcome to try writing your own collision system using Vice City's map, but we've decided that its not somthing thats really practical as it stands.

eAi

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To perform server side collision and hit detection, the server would be required to be aware of the world and the positions (and positions of the limbs) of the players and vehicles. This is not somthing that we're really able to do as it stands. You're welcome to try writing your own collision system using Vice City's map, but we've decided that its not somthing thats really practical as it stands.

eAi

rofl. good luck.

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people with a ping of 20 can warp cause of

1) you have a bad connection with that person (some isp's have that)

2) you have a high ping

and [DUI]JIMMAYYY, make your sig smaller, it's too big O_o

The ping that is displayed is not from them to you, it is there ping to the server. You technically don't have a connection to any particular player because the data is routed through the server to you. It all depends on your connection to the server and their connection to the server.

The MTA Team definately will make things better as the work progresses; look how much better things such as aiming and driving have become now.

actually, you do have a connection from player to player, i remember playing with IJs and Aeron, we all had a low ping but IJs saw me and Aeron lagging (aeron and i have the same isp, IJs has a differnt one) while Aeron and i didn't see eachother lag, but we saw IJs lagging (IJs even had the lowest ping) so somehow there is a connection from player to player somewhere

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Hmm, if the servers currently aren't aware of positions of limbs then does this mean the hitbox is more or less just a huge square around a character? And as a reply to MadBoy, my ping in the server I play in is normally 20-30, other players with 20-30 pings move around very choppy. It just seems like more bytes/s of info might help clean movement and gameplay up some. I was just giving a suggestion, I know nothing about scripting in VC and I think you guys are doing a great job. Im not trying to criticize your work, just giving a suggestion.

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Hmm, if the servers currently aren't aware of positions of limbs then does this mean the hitbox is more or less just a huge square around a character? And as a reply to MadBoy, my ping in the server I play in is normally 20-30, other players with 20-30 pings move around very choppy. It just seems like more bytes/s of info might help clean movement and gameplay up some. I was just giving a suggestion, I know nothing about scripting in VC and I think you guys are doing a great job. Im not trying to criticize your work, just giving a suggestion.

your lying then

because MTA isnt choppy to me.

got 0.4.1?

lmao

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your lying then

because MTA isnt choppy to me.

got 0.4.1?

lmao

I did not lie, and I am not fond of being accused of lying. If you disagree with me thats great, but you can state your opinion without accusing another of lying. If it is only my client that has rather choppy character movements than you could have informed me of this in a different manner. However, I doubt that it is only my client with choppy movements of characters. Also, you should limit the amount of using the "lmao" phrase. You could be lying about laughing aloud to yourself, or maybe you are telling the truth and you really find the fact that the characters in MTA move choppy for me laughing aloud funny...

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Choppy movement could be because you're used to other games where the movement is super-smooth. I was experimenting over a LAN once, and I noticed that when the character side-steps slightly, he "jumps" on the other screen, but if I were to side-step further, the animation would then kick in.

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Choppy movement could be because you're used to other games where the movement is super-smooth. I was experimenting over a LAN once, and I noticed that when the character side-steps slightly, he "jumps" on the other screen, but if I were to side-step further, the animation would then kick in.

Yeah, your example is basically what I was suggesting be improved. I wasn't insinuating that the game is unplayable because of the character movements, I simply meant the movement may look better or be more accurately represented if the clients sent out more packets or bytes/s. I may be wrong though, it was only a suggestion.

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I remember them saying that they'd discovered a new method of reading / writing gamedata which made everything a lot smoother (and even showed some video clips where cars no longer "jumped" if you were a passenger). They said they'd try to include this for MTA 0.4, but as they didn't, I hope it's a feature in the new core.

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I remember them saying that they'd discovered a new method of reading / writing gamedata which made everything a lot smoother (and even showed some video clips where cars no longer "jumped" if you were a passenger). They said they'd try to include this for MTA 0.4, but as they didn't, I hope it's a feature in the new core.

john....where have you been?

if it hasnt been implemented, how is it in gangwars the cars dont skip around?

its perfectly fine to me

and it HAS been significantly improved.... (to me at least :? )

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