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Re: Request of my TT colleagues [message #411154 is a reply to message #411117] |
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StealthEye
Messages: 2518 Registered: May 2006 Location: The Netherlands
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reborn wrote on Tue, 17 November 2009 15:05 |
StealthEye wrote on Tue, 17 November 2009 08:01 | This requires for client and serverside modifications. It's not going to be separated from TT.
The quick&dirty fix is indeed to make some big object (or an object far down in the ground), because then the coordinates being sent will allow lower (negative) values. If you make the map "high enough" it will fix the problem. Note that you will have to do the map changes on both server and client.
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I realise that the first thing you stated was that a client and server fix was needed for this. However, if all that is needed for a dirty fix is to have an object low down on the z-axis, then would an object created on the level loaded event on the server be sufficient?
I don't really understand what causes the problem, let alone the possible solution, just asking...
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Nope, it needs to be part of the map. Basically, what the game does when loading a map is determine its bounds. It sets the network encoders to these bounds. That allows a few bits or bytes to be saved for position updates.
Consider a level with bounds (-300, 300) (-300, 300) and (-10, 30) in the X Y and Z direction respectively. A position like (150, -300, 10) would be sent though the netcode like (.5, 0, .33), basically giving the positions on the axes relative to their bounds. This works perfectly for positions. However, for targeting, the game computes the target vector relative to the player's position. So if you shoot straight down this could be something like (0, 0, -20) (assuming you're 20m from the ground), not depending on the player's position. This target vector however, is sent though the same encoder, which means it is rounded to the level's bounds: (0, 0, -10). That's not necessarily the direction you wanted to shoot in.
If you understood what I tried to say, then it's clear that it can be solved by either changing the way things are sent (like TT does) or enlarging the map's bounds by placing an object low in the Z axis. The bounds are only computed for map meshes (I think) or at least only for things that are available at map load time when the bounds are determined, so there's no way to make that happen without clientside changes.
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Request of my TT colleagues
By: Spoony on Mon, 16 November 2009 10:24
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Re: Request of my TT colleagues
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Re: Request of my TT colleagues
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Re: Request of my TT colleagues
By: jonwil on Mon, 16 November 2009 14:26
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Re: Request of my TT colleagues
By: Omar007 on Mon, 16 November 2009 14:36
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Re: Request of my TT colleagues
By: liquidv2 on Mon, 16 November 2009 16:42
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Re: Request of my TT colleagues
By: TruYuri on Mon, 16 November 2009 16:43
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Re: Request of my TT colleagues
By: Goztow on Tue, 17 November 2009 01:07
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Re: Request of my TT colleagues
By: Dover on Mon, 16 November 2009 17:45
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Re: Request of my TT colleagues
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Re: Request of my TT colleagues
By: Spoony on Tue, 17 November 2009 06:05
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Re: Request of my TT colleagues
By: reborn on Tue, 17 November 2009 07:05
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Re: Request of my TT colleagues
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Re: Request of my TT colleagues
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Re: Request of my TT colleagues
By: Spoony on Tue, 17 November 2009 20:35
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Re: Request of my TT colleagues
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Re: Request of my TT colleagues
By: Spoony on Wed, 18 November 2009 10:55
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Re: Request of my TT colleagues
By: Spoony on Thu, 19 November 2009 01:00
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Re: Request of my TT colleagues
By: liquidv2 on Wed, 18 November 2009 18:58
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Re: Request of my TT colleagues
By: liquidv2 on Tue, 17 November 2009 20:44
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Re: Request of my TT colleagues
By: Goztow on Wed, 18 November 2009 01:19
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Re: Request of my TT colleagues
By: Goztow on Wed, 18 November 2009 07:57
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Re: Request of my TT colleagues
By: Goztow on Thu, 19 November 2009 00:28
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Re: Request of my TT colleagues
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