Robin Posted June 22, 2009 Share Posted June 22, 2009 The system theory is fine, but it's not been put together very well. I'm just editing up the client-side to buffer the new position and only set it at a suitable time. Link to comment Share on other sites More sharing options...
damian666 Posted June 22, 2009 Share Posted June 22, 2009 ill wait :)Damian666 Link to comment Share on other sites More sharing options...
Robin Posted June 22, 2009 Share Posted June 22, 2009 Right, edited up the client.Try this, seems to work.Change the packet to this:``` If (casestring = "playernewxy") Then NewPosX = Val(parse(1)) NewPosY = Val(parse(2)) IsNewPos = True Exit Sub End If```Find:```Call CheckMovement```In gameloopAdd this above it:``` ' Check if X and Y is the same If Player(MyIndex).Moving > 0 Then If IsNewPos = True Then If Not GetPlayerX(MyIndex) = NewPosX Then SetPlayerX MyIndex, NewPosX If Not GetPlayerY(MyIndex) = NewPosY Then SetPlayerY MyIndex, NewPosY IsNewPos = False End If End If```Add these in modGlobals:```' Position bufferPublic NewPosX As LongPublic NewPosY As LongPublic IsNewPos As Boolean``` Link to comment Share on other sites More sharing options...
damian666 Posted June 22, 2009 Share Posted June 22, 2009 lolol, that seemed to help, untill i walked on a warppoint ^^it warped me to the new map, and then re-set the X and Y, placing me across that map :pDamian666 Link to comment Share on other sites More sharing options...
Robin Posted June 22, 2009 Share Posted June 22, 2009 Well, I'm nipping out for a cig. I know the problem, so I'll fix it once I'm back. Link to comment Share on other sites More sharing options...
damian666 Posted June 22, 2009 Share Posted June 22, 2009 cool :)Damian666 Link to comment Share on other sites More sharing options...
Tyr Posted June 22, 2009 Share Posted June 22, 2009 @Robin:> Eh, in that case I'll try it out.> > I can't see it being a problem in theory, but I'll have a look.Heh, and your telling me I didn't test it out ;)In theory this all looks very nice… thats why I made this myself... but it ended up the same.Thanks for making a new fix tho, i wouldn't have seen it in that way. Link to comment Share on other sites More sharing options...
Robin Posted June 22, 2009 Share Posted June 22, 2009 @Tyr:> Heh, and your telling me I didn't test it out ;)> In theory this all looks very nice… thats why I made this myself... but it ended up the same.> > Thanks for making a new fix tho, i wouldn't have seen it in that way.Yeah, sorry about that. I'm used to people posting before actually testing things out :x Link to comment Share on other sites More sharing options...
balliztik1 Posted June 22, 2009 Author Share Posted June 22, 2009 Well, I can't seem to get it to jump. Though, to be fair, I did do all my testing on a fairly new Alienware computer with high-speed internet as well.I'm going to try this on the laptop and observe. I might need a couple testers to connect to me. If you want to help with this, PM me and I'll give out server details.I'm surprised at how this is acting. The theory behind it seems rather simple, yet it just screws things up worse. Well, this is why I labeled it as experimental, I suppose. Link to comment Share on other sites More sharing options...
Robin Posted June 22, 2009 Share Posted June 22, 2009 @♪♫♪:> Well, I can't seem to get it to jump. Though, to be fair, I did do all my testing on a fairly new Alienware computer with high-speed internet as well.> > I'm going to try this on the laptop and observe. I might need a couple testers to connect to me. If you want to help with this, PM me and I'll give out server details.> > I'm surprised at how this is acting. The theory behind it seems rather simple, yet it just screws things up worse. Well, this is why I labeled it as experimental, I suppose.It's down to syncing, yet again. You're just assuming that by the time the packet is received, the player is moving in time.The way I posted buffers the change until the player gets to a suitable point, so it should remove the jerking. Link to comment Share on other sites More sharing options...
damian666 Posted June 22, 2009 Share Posted June 22, 2009 well, your way does work when you dont use warppoints robin, but when you do use them, it warps to new map, and then decides to set teh x and y right for the player.it warped me across a whole map ^^so, i think its needs still a little work :)Damian666 Link to comment Share on other sites More sharing options...
balliztik1 Posted June 23, 2009 Author Share Posted June 23, 2009 Adding warp support to Robin's doesn't sound like it'd be too hard. I think I need a fresh source, though. I've screwed mine all to hell. Link to comment Share on other sites More sharing options...
Braiton Posted June 23, 2009 Share Posted June 23, 2009 @Damian666:> well, your way does work when you dont use warppoints robin, but when you do use them, it warps to new map, and then decides to set teh x and y right for the player.> > it warped me across a whole map ^^> so, i think its needs still a little work :)> > Damian666I just tested Robin's and its working fine. Warps work fine, moving around doesnt make it jumpy, and it fixes the problem. Link to comment Share on other sites More sharing options...
damian666 Posted June 23, 2009 Share Posted June 23, 2009 well, it doesnt here…maybe it depends on where ya warp, because when i warp with teh warp commandall is well, but when i set a warp to go to a house or stuff, bam, it fucks it up.and i didnt say it made it jumpy :pDamian666 Link to comment Share on other sites More sharing options...
balliztik1 Posted June 23, 2009 Author Share Posted June 23, 2009 Hmm…try adding "IsNewPos = false" to the modClientTCP, where it has the packet for "checkformap". IDK how that will react, but it's worth a shot. Link to comment Share on other sites More sharing options...
damian666 Posted June 23, 2009 Share Posted June 23, 2009 eeerrrr… that string "checkformap" is not found in the clientTCP mate.so, what do ya mean? :PDamian666 Link to comment Share on other sites More sharing options...
damian666 Posted June 23, 2009 Share Posted June 23, 2009 aaaah, nevermind, i got it.i added it to modhandledata.when it gets a new map, it sets it to false now.this fixes the warps for me :)all is well now, player jumps 1 time after mapswitch, to re-set the position, after that, all is well.i like it ^^Damian666 Link to comment Share on other sites More sharing options...
balliztik1 Posted June 23, 2009 Author Share Posted June 23, 2009 Oops, yeah. modHandleData is what I meant. Link to comment Share on other sites More sharing options...
Robin Posted June 23, 2009 Share Posted June 23, 2009 Feel free to update your tutorial with my new system.walks off grumbling. Link to comment Share on other sites More sharing options...
damian666 Posted June 23, 2009 Share Posted June 23, 2009 lolol, you dont have to grumble. :pyou both worked it out for us, thanx guys ^^Damian666 Link to comment Share on other sites More sharing options...
varinyc Posted June 25, 2009 Share Posted June 25, 2009 I Tried this system, My client jerked back and forth a lot still. So did whoever else got on the server with the new client. Link to comment Share on other sites More sharing options...
Greendude120 Posted July 2, 2009 Share Posted July 2, 2009 Btw for those who fell onto this thing and want to try it, dont bother. Unlike what it says in the first post, this is NOT stable. Ive tryd it yesterday and the player movement becomes extremely screwed up.Im saying this because i know Aksel J wanted to put this in 2.8 and such and i hope he doesnt. I like the effort put into this and keep up the good work but fix the movements Link to comment Share on other sites More sharing options...
damian666 Posted July 2, 2009 Share Posted July 2, 2009 well… for me personally it works great, it doesnt hang anymore, sure, sometimes it jumps...but it beats hanging on mapswitch ^^Damian666 Link to comment Share on other sites More sharing options...
zidsal Posted July 2, 2009 Share Posted July 2, 2009 @Damian666:> well… for me personally it works great, it doesnt hang anymore, sure, sometimes it jumps...> > but it beats hanging on mapswitch ^^> > Damian666you don't notice the effect local host its only when your connecting to the server from another network that you get huge issues with jumping me and dan tried it. Link to comment Share on other sites More sharing options...
damian666 Posted July 2, 2009 Share Posted July 2, 2009 hmm… yeah that would explain it zidsal.also neon, what about posting what to do then?there are also noobs here ya knwo ^^Damian666 Link to comment Share on other sites More sharing options...
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