[QUOTE=Robber;34035444]Isn't that what the Source engine has been doing for over 7 years now?[/QUOTE]
Source engine is just a hit trace though. BF has 'real bullets'.
[QUOTE=danharibo;34035297]What is wrong with have the Client do it's own prediction, but the server having the final say with regards to score keeping?[/QUOTE]
[QUOTE=raBBish;34035304]Or the sane option, server-side hit detection with client-side prediction?[/QUOTE]
That would be just like how BC2 does it. Which results in bullets not doing damage even though you are clearly hitting them.
[QUOTE=CampbellUK;34032529]I'm working on a Garry's Mod/Half-Life 2 Horror Map ,Under water
:D[/QUOTE]
You know this section is for programming
right
[QUOTE=Robber;34035444]Isn't that what the Source engine has been doing for over 7 years now?[/QUOTE]
Duke Nukem 3D started it 16 years ago...
[editline]3rd January 2012[/editline]
[QUOTE=high;34035488]That would be just like how BC2 does it. Which results in bullets not doing damage even though you are clearly hitting them.[/QUOTE]
That's probably just Dice. I can play any Source game fine with 200 ping (EU->US).
[QUOTE=raBBish;34035304]Or the sane option, server-side hit detection with client-side prediction?[/QUOTE]
Or do what source does, have the server keep snapshots of players positions and etc and use the players ping to have the server detect if its an actual hit
[QUOTE=high;34035488]Source engine is just a hit trace though. BF has 'real bullets'.[/QUOTE]
Didn't garry make a post about how the source engine does it a while back? If I remember correctly the engine saves everything every tick and then it does some time-travel stuff where it inserts player actions in earlier states and then recalculates the newer ones. That should fix the really bad exploits and would make client side prediction very accurate, even for physical bullets. It works for props in the Source engine after all.
[B]Edit:[/B] Basically what Map in a box said.
uh ninja..?
[B]edited:[/B]
oh god the automerge
I don't think any BF3 player wants to go back to the days of this shit. It was a fucking nightmare.
[url]http://www.youtube.com/watch?v=UNVm6rZDEeM#t=31s[/url]
Stuff like that happened all the time due to the server side hit detection.
[QUOTE=Map in a box;34035523]Or do what source does, have the server keep snapshots of players positions and etc and use the players ping to have the server detect if its an actual hit[/QUOTE]
I don't think that would exactly work for an engine like frostbite. Really this is the price you pay for realistic bullets.
[QUOTE=high;34035561]I don't think any BF3 player wants to go back to the days of this shit. It was a fucking nightmare.
[url]http://www.youtube.com/watch?v=UNVm6rZDEeM#t=31s[/url]
Stuff like that happened all the time due to the server side hit detection.[/QUOTE]
Are you completely ignoring every other game using client-side prediction? Battlefields' hit detection is just Dice either not using client-side prediction and/or Dice being shit at networking code.
[QUOTE=raBBish;34035592]Are you completely ignoring every other game using client-side prediction? Battlefields' hit detection is just Dice either not using client-side prediction and/or Dice being shit at networking code.[/QUOTE]
Does every other game have realistic bullets? I don't see any games which pull it off without using client side detection.
[QUOTE=high;34035561]I don't think that would exactly work for an engine like frostbite. Really this is the price you pay for realistic bullets.[/QUOTE]
Are the bullets actually physical or just simulated gravity/penetration with the normal raytraces?
^^^^^^ Red Orchestra, ARMA. Haven't played any other realistic games, but I have no idea of the hit detection they use.
[QUOTE=raBBish;34035592]Are you completely ignoring every other game using client-side prediction? Battlefields' hit detection is just Dice either not using client-side prediction and/or Dice being shit at networking code.[/QUOTE]
No I'm guessing it's more the realistic bullets model.
In the end if you add any server detection you end up with the issue of the client see bullets clearly hitting but the server rejecting them.
Really the issue is Dice making a shitty server browser. If it was easier to find good servers(with admins) then this exploit would not be an issue. Its not like this hack is exactly discrete.
[QUOTE=raBBish;34035642]Are the bullets actually physical or just simulated gravity/penetration with the normal raytraces?[/QUOTE]
From what I've noticed, when I fire a machinegun at a helicopter, the bullet hits when it's supposed to, where it's supposed to. That is, where the white flying bullet trace thingy currently is.
[QUOTE=raBBish;34035592]Are you completely ignoring every other game using client-side prediction? Battlefields' hit detection is just Dice either not using client-side prediction and/or Dice being shit at networking code.[/QUOTE]
I'm gonna put my money on them not hiring the right networking people, Battlefield seems laggy at around 70ms ping when every other game works fine up until about 150 (when you first notice the lag). You could also say they've acknowledged this problem by not including your own ping when you play.
[QUOTE=raBBish;34035642]Are the bullets actually physical or just simulated gravity/penetration with the normal raytraces?
^^^^^^ Red Orchestra, ARMA. Haven't played any other realistic games, but I have no idea of the hit detection they use.[/QUOTE]
ARMA isn't really comparable, even if it's very well simulated. The pace of ARMA and BF3 are COMPLETELY different.
In ARMA if the bullet is 100ms behind it might not even actually matter, unless you're dealing with a very fast moving helicopter or a technical at full speed. As far as infantry combat goes bullets move so fast and people move comparatively so much slower that it probably doesn't really matter.
While in BF3 everyone is sprinting in at above-human speeds considering all their gear and shit. So it matters much more there.
[QUOTE=Jawalt;34035914]While in BF3 everyone is sprinting in at above-human speeds considering all their gear and shit. So it matters much more there.[/QUOTE]
I still consider BF3 relatively slow-paced. That might be because I've played a lot of Call of Duty earlier and those games are so fast-paced (and terrible) it hurts.
[QUOTE=esalaka;34035990]I still consider BF3 relatively slow-paced. That might be because I've played a lot of Call of Duty earlier and those games are so fast-paced (and terrible) it hurts.[/QUOTE]
Well that's not really the point, I meant from a technical standpoint a character is moving more in relation to the firing player's weapon in BF3 than ARMA by a mile.
I prefer shooting people from afar anyway :v:
Wow I was going for a function that made a radial gradient. But I fucked it up and it outputted this instead:
[img]http://dl.dropbox.com/u/5168131/grad.png[/img]
Looks pretty cool actually, though I have no idea how I ended up with that instead of a radial gradient :v:
[QUOTE=LuaStoned;34034153]Okey, so I was working on TF2 again over the past couple days.
Projectile Bot, CritHack and all the fancy stuff. Then I realized one thing: Waiting for Crits isn't cool!
Outcome:
[url]http://www.youtube.com/watch?v=NUx8OFW8nLg[/url]
I don't sell this whatsoever, don't complain! :v:
Ps: For those who don't know what they are watching: Constant Crits (aka. whenever I want them).[/QUOTE]
I like the music, what's the title?
[img]http://i.imgur.com/mkpij.png[/img]
Boolean expressions!
[img]http://i.imgur.com/irOFN.png[/img]
Procedures and return values!
(I wanted more than one thing to show for my 400th post :v:)
It also runs 3 or 4 times faster with the separate parser/interpreter than with the combined one :) I think I'll add differentiation next.
[QUOTE=r0b0tsquid;34036530]
It also runs 3 or 4 times faster with the separate parser/interpreter than with the combined one :) I think I'll add differentiation next.[/QUOTE]
See, while watching the progress of this application is still really cool, I have to say I am completely lost as to where you are with it these days.
I made the mistake of skipping a few WAYWO pages while I was really behind over Christmas, and the first post I see from you states that you've changed languages (woot). Since then, I have been unable to determine whether you're re-building functionality in C++ or adding [i]new[/i] functionality.
[QUOTE=synthiac;34036163]at least it's not as bad as crysis, the only game where you could tell the server who another player killed and get them banned for tking.[/QUOTE]
Or F.E.A.R.
[QUOTE=jonnopon3000;34036627]See, while watching the progress of this application is still really cool, I have to say I am completely lost as to where you are with it these days.
I made the mistake of skipping a few WAYWO pages while I was really behind over Christmas, and the first post I see from you states that you've changed languages (woot). Since then, I have been unable to determine whether you're re-building functionality in C++ or adding [i]new[/i] functionality.[/QUOTE]
I got to a point with the VB6 version where (sadly) the limitations of the language were holding the project back, so a few days ago I decided to ditch it and start again in C++. Since then I've been rebuilding the functionality of the original, until I reach the point where I can start adding [i]new[/i] stuff.
A couple days ago, I made an offhand comment about how I was throwing return values from procedures, and the response I got from these guys (along with some helpful tips :v:) lead to a major rethink of how the program was structured - hence the comments about the parser and interpreter. It's pretty much all there now, so hopefully new features will start coming in soon :)
I was reading some articles about being productive while being sad I'm not being productive while doing so. Then I decided to become productive! Outcome:
[img]http://www.1337upload.net/files/36Capture.PNG[/img]
Learning Qt4. This is all a draft and not yet functional. My productivity will probably be gone tomorrow so expect to never see this again.
[QUOTE=DeadKiller987;34037253]I was reading some articles about being productive while being sad I'm not being productive while doing so.[/QUOTE]
Is it just me or does this sentence use some sort of black voodoo magic to make any sort of meaning just bypass my brain entirely?
[QUOTE=DrLuke;34036454]I like the music, what's the title?[/QUOTE]
[url=http://www.beatport.com/release/kill-kill-kill/833512]Kill The Noise feat Emily Hudson - Dying (Brown & Gammon Remix)[/url]
[url=http://www.youtube.com/watch?v=tY7Xi3BUkRc]Brown & Gammon - Blow My Mind[/url]
Trying to maintain an asset compiler, map editor, animation editor, equipment manager, item manager, server and client is not fun :suicide:
[QUOTE=Chris220;34037298]Is it just me or does this sentence use some sort of black voodoo magic to make any sort of meaning just bypass my brain entirely?[/QUOTE]
(Original) "I was reading some articles about being productive while being sad I'm not being productive while doing so."
====>>>>====
(Translated) "I was reading some articles about being productive, and while I read them I was sad that I wasn't being productive while doing so."
Pretty sure that's the intended meaning. It did take a few times through though.
More like, "I was reading articles about 'Being productive while being sad'; I'm not being productive while reading the articles"
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