Silentfood
02-19-2013, 09:50 PM
Hi.
After playing the nightly build and noticing similar issues in previous versions, I would like to report a few bugs.
Synchronization
Firstly there's a great issue with sync of players, when me and a friend are in a server with 50ms ping, we notice updates of our positions flawed and sometimes we twitch.
We spent at least a good 15 minutes roaming the wasteland, but something so minor came as such an inconvenience when we wanted to look at each other or watched ourselves twitch about the wasteland. It does work in some aspects, but the twitching can leave us wondering why someone is now behind us our not in an expected location.
Here's a video of a quick look at our game play, I also note that after a death animations break and I was unable to see my friend beat me to a pulp.
(may be currently uploading/rendering, give it 40 minutes ;))
https://www.youtube.com/watch?v=ygH71JubvOA
I can suggest movement prediction by sending a current movement vector and having the connected clients predict the position whilst it waits for the next x,y,z network packet. Another suggestion is making the difference between one point to another smooth, eg. drifting to the real location from its actual position. I can safely say that packet are not lost as the X,Y,Z positional data is combined into a single packet, so the room for error is massively reduced by two thirds.
Fighting
Sometimes when trying to fight another connected person, the person dealing the damage would crash after performing the strike. This was only happening to my friend, but stopped after we restarted the server and reconnected.
Interiors
Me and my friend were unable to enter interiors for fearing that we would lose visibility of each other. We would enter Vault 101 and only the first person to enter was able to see the other player, the person who entered last would be unable to see the player that was inside the interior. The problem then continued when exiting the interior to the wasteland and we would have to rejoin.
After playing the nightly build and noticing similar issues in previous versions, I would like to report a few bugs.
Synchronization
Firstly there's a great issue with sync of players, when me and a friend are in a server with 50ms ping, we notice updates of our positions flawed and sometimes we twitch.
We spent at least a good 15 minutes roaming the wasteland, but something so minor came as such an inconvenience when we wanted to look at each other or watched ourselves twitch about the wasteland. It does work in some aspects, but the twitching can leave us wondering why someone is now behind us our not in an expected location.
Here's a video of a quick look at our game play, I also note that after a death animations break and I was unable to see my friend beat me to a pulp.
(may be currently uploading/rendering, give it 40 minutes ;))
https://www.youtube.com/watch?v=ygH71JubvOA
I can suggest movement prediction by sending a current movement vector and having the connected clients predict the position whilst it waits for the next x,y,z network packet. Another suggestion is making the difference between one point to another smooth, eg. drifting to the real location from its actual position. I can safely say that packet are not lost as the X,Y,Z positional data is combined into a single packet, so the room for error is massively reduced by two thirds.
Fighting
Sometimes when trying to fight another connected person, the person dealing the damage would crash after performing the strike. This was only happening to my friend, but stopped after we restarted the server and reconnected.
Interiors
Me and my friend were unable to enter interiors for fearing that we would lose visibility of each other. We would enter Vault 101 and only the first person to enter was able to see the other player, the person who entered last would be unable to see the player that was inside the interior. The problem then continued when exiting the interior to the wasteland and we would have to rejoin.