[odamex-bug-reporter] [Bug 597] Random monster desyncs in online coop

  • From: odamex-bugtracker@xxxxxxxxxx
  • To: odamex-bug-reporter@xxxxxxxxxxxxx
  • Date: Wed, 07 Nov 2012 02:50:59 +0000

http://odamex.net/bugs/show_bug.cgi?id=597

Alexander Mayfield <alexmax2742@xxxxxxxxx> changed:

           What    |Removed                     |Added
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                 CC|                            |alexmax2742@xxxxxxxxx

--- Comment #5 from Alexander Mayfield <alexmax2742@xxxxxxxxx> 2012-11-07 
02:50:59 UTC ---
I have significantly improved monster sync in r3405.  The primary problem was
that monsters only got updates from the server every 10 tics, and this sporadic
updating also affected monster states, so you ran into weird issues like
fireballs firing without the firing animation.

I modified monsters to update every 7 tics (5 times a second), and also made
sure that changes in state were transmitted immediately.  The difference is
immense, and coop is now very playable.  There is a danger that packetloss
might result in anomalies like 'dead' monsters that are still alive to the
client, but that is a problem with how Odamex handles packetloss, and will fix
itself with Sean's netcode bringup.

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