Jump to content

Netcode Road Map Cc - Explanation


4 replies to this topic

Poll: Were you satisfied by the.... (15 member(s) have cast votes)

Command chair Netcode roadmap post

  1. Not really, it doesn't address the most important part of the game HIT DETECTION (3 votes [20.00%])

    Percentage of vote: 20.00%

  2. No, used a lot vaguery and mentions no particular time point to expect improvements. (5 votes [33.33%])

    Percentage of vote: 33.33%

  3. Yes, I understand what is going on now (7 votes [46.67%])

    Percentage of vote: 46.67%

Vote Guests cannot vote

#1 Sifright

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,218 posts
  • LocationUnited Kingdom, High Wycombe

Posted 14 December 2012 - 02:26 PM

Quote

I for one found what Matthew said in Net Code Roadmap extremely helpful... and, as the OP's question has been answered and the Official thread on the issue has been linked, I'm going to go ahead and close this one down...

*click*


Well given that I obviously need to dedicate a thread to this because the forum mods here feel the need to close down any topic of conversation they feel is vaguely offtopic as quick as they can lets get this thread started.


So a quick question for those of you who have read the command chair post.

I feel that it seems to be mostly aimed at appeasing the crowd and stalling for time. The post doesn't seem to address the actual important issue and waffles on about collisions mostly with static meshes like trees and lamposts which no one actually cares about.

Hit detection seems be completely missing from the post, but they make sure to bring up collisions and knock downs.

The thing is light mechs will be incredibly fragile if hit detection is fixed.

Almost every one can keep their lasers directly on an enemy mech no matter the speed it goes. If hit detection were to be fixed light mechs as they are now would cease to be a problem.

#2 Team Leader

    Member

  • PipPipPipPipPipPipPipPipPip
  • 3,222 posts
  • LocationUrbanmech and Machine Gun Advocate

Posted 14 December 2012 - 02:28 PM

A mods personal opinion shouldnt be a deciding factor on a poll... I am not really upset about it but I suppose a more detailed explanation would be nice.

#3 Sifright

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,218 posts
  • LocationUnited Kingdom, High Wycombe

Posted 14 December 2012 - 02:35 PM

View PostTeam Leader, on 14 December 2012 - 02:28 PM, said:

A mods personal opinion shouldnt be a deciding factor on a poll... I am not really upset about it but I suppose a more detailed explanation would be nice.


Personally I was frustrated by the way it conflates a lot of separate issues as being part of the 'net code' when they are tangentially related, collisions and knockdown obviously has interactions with the net code in that positional data must be kept synchronized across the various clients and the server but it's also only a tiny bit of the issue, in that absolutely no parsing is going on behind the scenes to check if a shot would have hit if you adjust for the latency of the player involved.


The optimal solution would use a hybrid client/server side prediction system, where in simple terms the client tells the server "Hey I hit target X with damage Y on component Z at time T at map reference C,G,H" The server would then run a parse over it's own data to determine if that is possible given what the client is reporting and what has already happened in the past according to the server.

Coincidentally this is how pretty much every modern multiplayer game that deals with the issue solves the latency and hit detection issue.

#4 Chrithu

    Member

  • PipPipPipPipPipPipPipPip
  • Bad Company
  • 1,601 posts
  • LocationGermany

Posted 14 December 2012 - 03:21 PM

View PostSifright, on 14 December 2012 - 02:26 PM, said:

Well given that I obviously need to dedicate a thread to this because the forum mods here feel the need to close down any topic of conversation they feel is vaguely offtopic as quick as they can lets get this thread started.


So a quick question for those of you who have read the command chair post.

I feel that it seems to be mostly aimed at appeasing the crowd and stalling for time. The post doesn't seem to address the actual important issue and waffles on about collisions mostly with static meshes like trees and lamposts which no one actually cares about.

Hit detection seems be completely missing from the post, but they make sure to bring up collisions and knock downs.

The thing is light mechs will be incredibly fragile if hit detection is fixed.

Almost every one can keep their lasers directly on an enemy mech no matter the speed it goes. If hit detection were to be fixed light mechs as they are now would cease to be a problem.



Reread to confirm that the short version of it I will post now is in fact correct (actually he sais it in the fifth and sixth paragraph). This in short is what they are planning to do or are doing in that order, which totally makes sense when they want to rewwrite the system from the ground up:
  • Refactor basic Movement Netcode
  • Redo/add Rigid Body Collisions (Projectile hits mech, mech hits mech, mech hits environment)
  • Redo Weapon Firing Netcode (Which obviously would include Hit Detection)
  • Reimplement Mech Collisions and Knockdowns.

Edited by Jason Parker, 14 December 2012 - 03:22 PM.


#5 Elkarlo

    Member

  • PipPipPipPipPipPipPip
  • 911 posts
  • LocationGermany

Posted 14 December 2012 - 04:20 PM

From another Topic were i was complaining about the ECM messing up the Latency wildly
( and PGI already fixed most of this serverside wise)


View PostBryan Ekman, on 06 December 2012 - 07:42 AM, said:

Reading between the lines, you see a genuine issue. Something we are very aware of, sensitive to, and working hard to address on two fronts: regional servers, and better netcode.

I had a wonderful e-mail just two days ago from Neema. He's finished a bunch of major netcode improvements. They're going into test over the Xmas break, so provided they are in good shape, we'll see them in the game mid to late January (worst case). Unfortunately, this only addresses part of the issues with non-NA players. PGI/IGP are committed to offering regional servers, although timing is not finalized yet.

Hang tight, and we really appreciate your feedback.


Posted at the 6th of December.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users