Search found 77 matches

by etigah
Wed Mar 30, 2016 5:09 pm
Forum: Enhancements
Topic: Game Networking Improvement
Replies: 23
Views: 4203

Re: Game Networking Improvement

There are two possibilities
- Mark tank differently based on its current lag. The result is that bullet speed from the same tank can vary if there is a lag spike
- Fix the bullet speed for every tank based on long term average lag, ignoring any in-game lag variation
by etigah
Wed Mar 30, 2016 3:10 pm
Forum: Enhancements
Topic: Game Networking Improvement
Replies: 23
Views: 4203

Re: Game Networking Improvement

Exuro, yes, this is how it works. In reality the variation is not too great, as it fluctuates between 0% for very low lg and around 8% for very high lag (500ms combined)
by etigah
Wed Mar 30, 2016 2:09 am
Forum: Enhancements
Topic: Game Networking Improvement
Replies: 23
Views: 4203

Re: Game Networking Improvement

blast, I have read the documents you shared, but I have not found any thing that change my mind on the subject. The methods applied in these cases if taken to BZFlag will lead to either or both of: 1- Jerky movement on the client, as the server will often disagree with the client and the client has ...
by etigah
Mon Mar 28, 2016 12:51 pm
Forum: Enhancements
Topic: Game Networking Improvement
Replies: 23
Views: 4203

Re: Game Networking Improvement

I meant that death calc should continue to be done based on client side detection, having it any other way will adversely affect enjoyment of the game. BTW, I think that bullet speed increase is not very different from spawning a bullet in a more advanced position, the only difference being that in ...
by etigah
Mon Mar 28, 2016 4:18 am
Forum: Enhancements
Topic: Game Networking Improvement
Replies: 23
Views: 4203

Re: Game Networking Improvement

Constitution Consider we have players A,B and C , and they lag 100, 200, 300 respectively. When player A shoots, player B will see the bullet moving at 1.1 times normal speed, and player C will see it moving at 1.2 times normal speed. It does not depend on the position of any player, but only their ...
by etigah
Mon Mar 28, 2016 2:23 am
Forum: Enhancements
Topic: Game Networking Improvement
Replies: 23
Views: 4203

Re: Game Networking Improvement

The lag compensation method used in other games which you have described will not work for bzflag. And I think this is something all active players can agree on. Rewarding based on latency is rewarding players for where they are located, which I think is not the way to go. The solution should improv...
by etigah
Mon Mar 28, 2016 1:34 am
Forum: Enhancements
Topic: Game Networking Improvement
Replies: 23
Views: 4203

Game Networking Improvement

Hi, I have brought up the issue of handling lag before and suggested two ways to improve it. I am again bringing the issue up for more discussion, and suggesting a new solution. It is a three component solution, two of which are known since I made them before, and even created POC implementations fo...
by etigah
Tue Jan 12, 2016 3:33 pm
Forum: General Discussion
Topic: What was attractive about this game?
Replies: 54
Views: 15547

Re: What was attractive about this game?

The good
1- Open source.
2- Simple play yet very challenging against good players (GU/DUC specific.)

The bad
1- No mechanism to get a quick match going.
2- The graphics can get improved, while remaining simple.
by etigah
Tue Aug 25, 2015 8:41 am
Forum: GU League Discussion
Topic: Mouse
Replies: 6
Views: 2801

Re: Mouse

Logitech g700 5700 dpi and I play @900 dpi.

Would also add that I use acceleration of 1.42 and 0 pixel acc threshold.
by etigah
Sun May 10, 2015 8:29 am
Forum: Enhancements
Topic: Handling Lag
Replies: 4
Views: 1256

Re: Handling Lag

Created an in-game video to show it in action - https://vid.me/Lm8c
Emulated lag on two clients to show where bullets would appear over time on both.
Notice how the bullets hit the block nearly simultaneously although the initial shot event is delayed by over 1.5 sec on the 2nd client.
by etigah
Fri May 08, 2015 9:03 am
Forum: Enhancements
Topic: Handling Lag
Replies: 4
Views: 1256

Re: Handling Lag

There is a server up temporarily to test this functionality @ 192.241.121.197:5154 (titled: Public Hix - Lag Compensation)

A few players have tested it and the reception has been generally positive

Please do test it while the server is up. I will keep it running for a short time.
by etigah
Fri May 01, 2015 12:29 pm
Forum: Enhancements
Topic: Handling Lag
Replies: 4
Views: 1256

Re: Handling Lag

It is intended to be as simple to implement as possible, but with reasonable gain. The amount a tank can move in <500 ms is not as significant as the amount a bullet moves in the same period, so I opted to neglect it. I think the bullet is the only element that moves predictably, players can get use...
by etigah
Fri May 01, 2015 2:54 am
Forum: Enhancements
Topic: Handling Lag
Replies: 4
Views: 1256

Handling Lag

http://jsfiddle.net/2kfnxLnz/ The link above is demonstration of the idea. If you look at it, the orange bullet is what the shooter sees, blue one is what the dodging player would see, while the purple one is speed adjusted to compensate for the lag. I think this is a reasonable compromise for a few...
by etigah
Sun Jun 08, 2014 2:59 am
Forum: Works In Progress
Topic: Cages training map
Replies: 1
Views: 2319

Cages training map

This is another training map that works in solo mode. Try it, send your opinions. The server should be started locally using a command like- bzfs -ms 3 -j +r -world cages.bzw _And_ the client should be started with a command such as- bzflag -solo 8 -team rogue mycallsign@127.0.0.1:5154 bzfi0004.jpg ...
by etigah
Tue Jun 11, 2013 9:52 pm
Forum: Works In Progress
Topic: Training maps
Replies: 1
Views: 1343

Training maps

I was toying with the world weapon object and made some maps that deploy it for single player practice. I will post these maps in one thread since they share the same theme. The first one is for corner rico dodging practice. Invisible enemies keep shooting ricochet sprays in 2s or 3s randomly within...
by etigah
Sun Jun 02, 2013 7:47 am
Forum: Map releases
Topic: Gauntlet
Replies: 7
Views: 2099

Re: Gauntlet

There is very little to show at this point to warrant a screenshot, but I posted it since someone showed interest in game chat :) . I intend to expand on the concept of automated shooters to make a map for dodging practice.
by etigah
Fri May 31, 2013 10:59 am
Forum: Map releases
Topic: Gauntlet
Replies: 7
Views: 2099

Re: Gauntlet

blast wrote:You need to specify a license that this map is released under.
Done.
by etigah
Fri May 31, 2013 2:49 am
Forum: Map releases
Topic: Gauntlet
Replies: 7
Views: 2099

Gauntlet

Here is a very simple map for the solo player. I used a helper script to generate it which I also wrote in Ruby, ask if interested.

License: Creative Commons Attribution-Share Alike 3.0

PS: I didnt see the "work in progress" section before posting, which I think would be more fitting for this post.
by etigah
Thu May 16, 2013 1:50 am
Forum: Enhancements
Topic: Autohunt laggy players
Replies: 21
Views: 4408

Re: Autohunt laggy players

So I made one more change. rather than blinking the tank as if hunted, just draw a circle around each tank that would represent the area the tank possibly is by adding local and remote lags and giving the circle a radius of the max distance the tank can move in this period. I find this to be very us...
by etigah
Tue May 14, 2013 10:10 pm
Forum: Enhancements
Topic: Autohunt laggy players
Replies: 21
Views: 4408

Re: Autohunt laggy players

To me, letting the client be authoritative is the best thing to do, so bzflag got this right. That's actually the worst way to handle multiplayer networking for a computer game. http://gafferongames.com/networking-for-game-programmers/what-every-programmer-needs-to-know-about-game-networking/ The q...
by etigah
Tue May 14, 2013 8:20 pm
Forum: Enhancements
Topic: Autohunt laggy players
Replies: 21
Views: 4408

Re: Autohunt laggy players

I've read up a bit on the subject. Apparently there really is no solution to the lag problem, but only good enough approximations that lead to making the game most playable. To me, letting the client be authoritative is the best thing to do, so bzflag got this right. All that can be done is either l...
by etigah
Mon May 13, 2013 3:56 pm
Forum: Enhancements
Topic: Autohunt laggy players
Replies: 21
Views: 4408

Re: Autohunt laggy players

The patch is rejected (no surprise there). Is there a rule against using such mods on public servers?
by etigah
Mon May 13, 2013 11:07 am
Forum: Enhancements
Topic: Autohunt laggy players
Replies: 21
Views: 4408

Re: Autohunt laggy players

Like Constitution said. We can already query lagstats, it is basically the same thing but goes one more step and actually makes the info useful. Surely no offense intended.
by etigah
Sun May 12, 2013 9:09 pm
Forum: Enhancements
Topic: Autohunt laggy players
Replies: 21
Views: 4408

Autohunt laggy players

They are loved by everyone, so why not keep them on watch? I made a few modifications (ugly hacks) to the code so that players with lag higher than a specified value are radar hunted, albeit with different color from normal hunt. Now, I don't know if this would be of interest to anyone else, is it o...
by etigah
Thu Mar 07, 2013 1:03 pm
Forum: GU League Discussion
Topic: A new matching variant for GU league
Replies: 93
Views: 18560

Re: A new matching variant for GU league

Any suggestion that involves calculating individual scores will probably disrupt the way the game is played severely, besides requiring a lot of coding I presume. I do hope though that any of the presented ideas so far would get implemented, my preference being the ones that require less changes.