Search found 98 matches
- Mon Mar 28, 2016 4:18 am
- Forum: Enhancements
- Topic: Game Networking Improvement
- Replies: 23
- Views: 6571
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 ...
- Mon Mar 28, 2016 2:23 am
- Forum: Enhancements
- Topic: Game Networking Improvement
- Replies: 23
- Views: 6571
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...
- Mon Mar 28, 2016 1:34 am
- Forum: Enhancements
- Topic: Game Networking Improvement
- Replies: 23
- Views: 6571
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...
- Tue Jan 12, 2016 3:33 pm
- Forum: General Discussion
- Topic: What was attractive about this game?
- Replies: 54
- Views: 27144
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.
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.
- Tue Aug 25, 2015 8:41 am
- Forum: GU League Discussion
- Topic: Mouse
- Replies: 6
- Views: 6734
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.
Would also add that I use acceleration of 1.42 and 0 pixel acc threshold.
- Sun May 10, 2015 8:29 am
- Forum: Enhancements
- Topic: Handling Lag
- Replies: 4
- Views: 2033
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.
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.
- Fri May 08, 2015 9:03 am
- Forum: Enhancements
- Topic: Handling Lag
- Replies: 4
- Views: 2033
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.
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.
- Fri May 01, 2015 12:29 pm
- Forum: Enhancements
- Topic: Handling Lag
- Replies: 4
- Views: 2033
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...
- Fri May 01, 2015 2:54 am
- Forum: Enhancements
- Topic: Handling Lag
- Replies: 4
- Views: 2033
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...
- Sun Jun 08, 2014 2:59 am
- Forum: Works In Progress
- Topic: Cages training map
- Replies: 1
- Views: 4818
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 ...
- Tue Jun 11, 2013 9:52 pm
- Forum: Works In Progress
- Topic: Training maps
- Replies: 1
- Views: 2595
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...
- Sun Jun 02, 2013 7:47 am
- Forum: Map releases
- Topic: Gauntlet
- Replies: 7
- Views: 3512
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.
- Fri May 31, 2013 10:59 am
- Forum: Map releases
- Topic: Gauntlet
- Replies: 7
- Views: 3512
Re: Gauntlet
Done.blast wrote:You need to specify a license that this map is released under.
- Fri May 31, 2013 2:49 am
- Forum: Map releases
- Topic: Gauntlet
- Replies: 7
- Views: 3512
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 t...
- Thu May 16, 2013 1:50 am
- Forum: Enhancements
- Topic: Autohunt laggy players
- Replies: 21
- Views: 7730
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...
- Tue May 14, 2013 10:10 pm
- Forum: Enhancements
- Topic: Autohunt laggy players
- Replies: 21
- Views: 7730
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...
- Tue May 14, 2013 8:20 pm
- Forum: Enhancements
- Topic: Autohunt laggy players
- Replies: 21
- Views: 7730
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...
- Mon May 13, 2013 3:56 pm
- Forum: Enhancements
- Topic: Autohunt laggy players
- Replies: 21
- Views: 7730
Re: Autohunt laggy players
The patch is rejected (no surprise there). Is there a rule against using such mods on public servers?
- Mon May 13, 2013 11:07 am
- Forum: Enhancements
- Topic: Autohunt laggy players
- Replies: 21
- Views: 7730
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.
- Sun May 12, 2013 9:09 pm
- Forum: Enhancements
- Topic: Autohunt laggy players
- Replies: 21
- Views: 7730
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...
- Thu Mar 07, 2013 1:03 pm
- Forum: GU League Discussion
- Topic: A new matching variant for GU league
- Replies: 93
- Views: 34490
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.
- Tue Mar 05, 2013 8:41 am
- Forum: GU League Discussion
- Topic: A new matching variant for GU league
- Replies: 93
- Views: 34490
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 te...
- Sat Mar 02, 2013 8:56 pm
- Forum: GU League Discussion
- Topic: A new matching variant for GU league
- Replies: 93
- Views: 34490
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 ...