Author Topic: "laggy" SRMs?  (Read 1375 times)

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Offline asqwasqw

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Re: "laggy" SRMs?
« Reply #30 on: February 18, 2011, 07:23:40 AM »
I too would like to know why SSRM's are server side.

Offline Nitro_R

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Re: "laggy" SRMs?
« Reply #31 on: February 19, 2011, 09:20:04 AM »
What's wrong with having all hit detection client-side?
It works well in other shooters.
But then I guess most FPS games have faster projectiles?

BF2BC2 has RPGs which are sorta slow, but it seems as they are not "laggy" as the SRMs.

Offline shyrkonflex

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Re: "laggy" SRMs?
« Reply #32 on: February 19, 2011, 12:03:33 PM »
They are first of all not Cryengine2, which is kinda wierd in MP coordination in general, and second of all not up to 40 missiles per salvo, which is quite a lot accumulated up to 2-3 guys on the server fiering their missiles at the same time on the server sometimes.
It's just not as "solid" in terms of MP netcode as for example Frostbite, thats why there are some problems with it the weapons.

Offline Deathbane

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Re: "laggy" SRMs?
« Reply #33 on: February 19, 2011, 02:57:40 PM »
I dont know the reason behind this decision explicitly, so dont quote me on the following;

I believe it was to test whether all missile weapons could be moved server side, to provide a more fairer game experience.

For example, if your firing your weapons the client and hit, the player will still be damaged even in reality, if due to lag, they were actually a good 100ms from that position in the actual game, as recorded on the server.

I believe that moving them over to the server side was therefore to see if the reliability of damage tracking could be improved.


"Arguing about battlemechs off the field of battle is like arguing as a spheroid, even if you win, you're still a freebirth!"

'It's too bad they don't have a "Report to Mother button", I bet you'd be slapping that one twenty-four-seven so she'd come dry your tears when your own idiocy leads you to failure in a game on the internet.' - dimachaerus

New idea- would I be able to use an external hard drive to add RAM and/or improve gigahertz?

Offline Planedev

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Re: "laggy" SRMs?
« Reply #34 on: February 21, 2011, 04:03:24 AM »
Lets say if that is true, then if and when all missles go server side, won't it make a missles no longer fly to their target (graphically) from teh client's POV. As it is it feels very disconnected when you fire SSRMs at enemies and althought you hear teh hit indicators go off, you do not see where and how the missles fly to the target. In 0.3.2 when it was client side, i tend to make minor adjustments so that the SSRMs will hit where I prefer them to hit, esp on fast targets, currently I am making it all guess work.

Also another issue might arise is that, I somethings dumb fire LRMs, if this was ever going server side, I would safely say taht it would be next to impossible to hit anything dumb firing LRMs.

Offline Frostiken

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Re: "laggy" SRMs?
« Reply #35 on: February 21, 2011, 04:23:27 AM »
I dont know the reason behind this decision explicitly, so dont quote me on the following;

I believe it was to test whether all missile weapons could be moved server side, to provide a more fairer game experience.

For example, if your firing your weapons the client and hit, the player will still be damaged even in reality, if due to lag, they were actually a good 100ms from that position in the actual game, as recorded on the server.

I believe that moving them over to the server side was therefore to see if the reliability of damage tracking could be improved.

This would make sense in an FPS game where you can have the bullshit 'corner kills', but MWLL isn't nearly as lethal as that that we need it.

Offline Deathbane

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Re: "laggy" SRMs?
« Reply #36 on: February 21, 2011, 05:21:30 PM »
Lets say if that is true, then if and when all missles go server side, won't it make a missles no longer fly to their target (graphically) from teh client's POV. As it is it feels very disconnected when you fire SSRMs at enemies and althought you hear teh hit indicators go off, you do not see where and how the missles fly to the target. In 0.3.2 when it was client side, i tend to make minor adjustments so that the SSRMs will hit where I prefer them to hit, esp on fast targets, currently I am making it all guess work.

Also another issue might arise is that, I somethings dumb fire LRMs, if this was ever going server side, I would safely say taht it would be next to impossible to hit anything dumb firing LRMs.

no, you should be still able to see them fire graphically. Thats why you have more issues the more clients are connected - the position of the graphical objects (srm missiles) has to be updated by the SERVER and told to your client where they are. Thats why they disappear in laggy servers - they usually still connect and damage, but you cant see them firing or weird things will happen to them.

Once again, just my observations, i only map for the project.


"Arguing about battlemechs off the field of battle is like arguing as a spheroid, even if you win, you're still a freebirth!"

'It's too bad they don't have a "Report to Mother button", I bet you'd be slapping that one twenty-four-seven so she'd come dry your tears when your own idiocy leads you to failure in a game on the internet.' - dimachaerus

New idea- would I be able to use an external hard drive to add RAM and/or improve gigahertz?