Author Topic: Trees on kagoshima  (Read 964 times)

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Offline 7.[WD]Ragor

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Re: Trees on kagoshima
« Reply #15 on: June 23, 2011, 05:05:26 PM »
No the asteroids on DV are not synced between clients nor are the majority of the actual visual effects for environments on maps.. though all the things that are non synced are not gameplay impacting in any serious way. eg. it doesnt impact gameplay if player1 sees a meteor land next to him while player2 doesnt.. given the meteors are non physical visual effects only.. if the meteor were to be say, a type that did damage, it would be a different matter..

Fallen trees block your path though and thus have a slight impact on gameplay.

And not only that, they also block shots, at least visually on the client side.

Er... Wilson talked about asteroids and stuff of a pure graphical nature. Like vulcano erruptions on Inferno. Did he talk about tress?! Which have physics?  :-X

Offline Spooky

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Re: Trees on kagoshima
« Reply #16 on: June 23, 2011, 06:50:59 PM »
Did he talk about tress?!

Yes, he did ;)

When the whole tree breaks, it becomes a set of rigid bodies and how it falls will be calculated differently for each client.. so the trees wont fall the same way each time, and also how they fall for one client, doesnt nessecarily mean they fall the same for another client. Breakage is synced, when a tree breaks, it breaks for everybody, just falls slightly differently(this is to save network bandwidth.. having to transmit position, rotation values for each piece of broken tree/particle etc every frame to all clients would kill performance..)

After a tree breaks, it is not in sync with everybody anymore. The quote I used before was because of

though all the things that are non synced are not gameplay impacting in any serious way.

Breaking trees may not be impacting gameplay in a serious way, but they definitely do more so than the asteroids on DV (well, which can't impact the gameplay in any way anyway, unless you count the scares that people sometime get :D). Breaking trees are just immensly annoying sometimes. What I am getting at is, that they should not interact with the player anymore after they break, since they are not synced with everyone anyway.

Offline [CG]Anastasius Focht

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Re: Trees on kagoshima
« Reply #17 on: June 24, 2011, 02:15:20 AM »
Whats the story with the concrete barriers/walls on Jungle then?

ie: if i see a broken wall and have LOS to my target, is that always the case on the targets client ?

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Offline [MPB]OM_Sannyasi

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Re: Trees on kagoshima
« Reply #18 on: June 24, 2011, 02:31:31 AM »
any breakable object works this way

personally- i kinda liked getting stuck nonpysicalized trees but then I do like harsh unforgiving environments. Sure it sucks when it happens, but I like to think it's sorta realistic if the big ones can't break and would get you stuck (most trees on kagoshima). That's just personal opinion though, I'll make whatever major changes the lords of MW:LL want for a map.


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Offline Squibby

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Re: Trees on kagoshima
« Reply #19 on: July 12, 2011, 03:21:59 AM »
Not sure what you mean Sannyasi,

Sure it may be a fine and good to get stuck (as much as I hate those moments with a vengence) but the facet is, if the tree bits block weapons fire and hinder mech movement and the position of those bits are different on each client thats where we see an issue.

You'd have mech getting stuck on nothing and weapons stopping in mid air because on their client the tree happened to fall in a bastardly way.

Is this how it works? is this intentional?

I

Offline Bill

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Re: Trees on kagoshima
« Reply #20 on: July 12, 2011, 12:27:46 PM »
It's a shame that the engine can't handle a random aspect for the trees.

Meaning some may fapp uppa yo shit, whilst others are made of cottage cheese.


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Offline Brainwright

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Re: Trees on kagoshima
« Reply #21 on: July 12, 2011, 06:00:32 PM »
Here's a question : why would the exact position be different for each client?  Can't you break it, give it a general direction that all the clients can use, and let it play out from there?  Shouldn't it all be exactly the same?
Thanks for the view.

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Re: Trees on kagoshima
« Reply #22 on: July 12, 2011, 06:17:20 PM »
Here's a question : why would the exact position be different for each client?  Can't you break it, give it a general direction that all the clients can use, and let it play out from there?  Shouldn't it all be exactly the same?
There's generally some randomness in how physics in games work. Giving the trees a "hey bro, you broke from this direction" bit of info would probably help the whole situation where one mech gets stuck on a fallen tree then the guy behind him walks straight through it, but I doubt it's possible.

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Offline Aidan

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Re: Trees on kagoshima
« Reply #23 on: July 12, 2011, 06:18:09 PM »
Here's a question : why would the exact position be different for each client?  Can't you break it, give it a general direction that all the clients can use, and let it play out from there?  Shouldn't it all be exactly the same?

Yes they could all be the same but that would require more network traffic among server and attached cleints. This is more degrading on performance.



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