Search found 58 matches

by etigah
Tue May 14, 2013 10:10 pm
Forum: Enhancements
Topic: Autohunt laggy players
Replies: 21
Views: 4190

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: 4190

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: 4190

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: 4190

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: 4190

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: 17846

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.
by etigah
Tue Mar 05, 2013 8:41 am
Forum: GU League Discussion
Topic: A new matching variant for GU league
Replies: 93
Views: 17846

Re: A new matching variant for GU league

I have a proposal. Why not introduce a pseudo team to the league and lets call it, say, "Rogue" . All teamless players are automatically part of that team. Scoring can be like other normal matches, or the points for such matches can be of fixed value. The pros being 1- ease of forming a team quickly...
by etigah
Sat Mar 02, 2013 8:56 pm
Forum: GU League Discussion
Topic: A new matching variant for GU league
Replies: 93
Views: 17846

Re: A new matching variant for GU league

Hi, this is post #1 We need better funmatches I think , but the proposed idea will give us worse offis instead. A separate 2-5 teams fun league with more structurally stable team layout would work out better IMO Why not send a msg for all players to participate in such a league. Then let 2-5 chosen ...