02-22-2010, 05:07 PM
(This post was last modified: 02-22-2010, 05:14 PM by RKDmitriyev.)
Yes, it's like a catch-22. OFP AI is too stupid to think for itself, so to get that immersive feel the map-maker has to think for it using triggers, looping scripts etc. But too many of those cause massive desync and completely un-immerses the mission. :'(
Well, hopefully we missionmakers can find that perfect middle ground. That mission would have been so fun with 17 players if it weren't for 46&*()#^%907! desync.
@Marto: Why would the number of vehicles and explosions that can be viewed cause desync? Do the graphic effects have to be transmitted over the server? That seems incredibly wasteful to me. ??? Or maybe the problem is that seeing more stuff slows down people's computers, making them take more time to send critical data?
@MJ
Grip was suggesting a collection for a new server. Dunno if he was joking. 8)
@Anguis
I can only suppose that more higher pings will be more likely to cause desync. There's no way to change to update rate for a triggers, but scripts can be made to loop more slowly. That could help. Also, maybe make sure that looping scripts only run on server (that way, no one gets contradictory results that have to get synced).
Well, hopefully we missionmakers can find that perfect middle ground. That mission would have been so fun with 17 players if it weren't for 46&*()#^%907! desync.
@Marto: Why would the number of vehicles and explosions that can be viewed cause desync? Do the graphic effects have to be transmitted over the server? That seems incredibly wasteful to me. ??? Or maybe the problem is that seeing more stuff slows down people's computers, making them take more time to send critical data?
@MJ
Quote:I imagine that a newer/better server would help.
Grip was suggesting a collection for a new server. Dunno if he was joking. 8)
@Anguis
Quote:Is desynch related to ping times? Is there a way to design missions/use scripts and triggers that take into account the varied ping times of folks who might play any given mission?
I can only suppose that more higher pings will be more likely to cause desync. There's no way to change to update rate for a triggers, but scripts can be made to loop more slowly. That could help. Also, maybe make sure that looping scripts only run on server (that way, no one gets contradictory results that have to get synced).
R. Kurtz "Koortz" Dmitriyev
My methods have become "unsound."
My methods have become "unsound."