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socialintercourse

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  1. Sex 101 RE: DeadOn's question: Here are the C++ routines relevant to your question. In order: 1. Set time diff %d --> %d (%d) ping:%d\n 2. PktSeedSync (%d) %x\n 3. TimerDiff: cur:%d reg:%d ave:%d ping:%d drift:%g determ:%g\n 4. SpdDet: %g %g %g %d %d %d %d\n When you die or kill, the determinant is based on factors: 1,2,4 (3 is needed to calculate 4). As you can see the algorithm is produced by the game client not the server, however, all communication is client->server, server->client &/or + server->client(2). Without giving too much away, there are approximately 2 sets of 10 byte strings (including padding) that are negotiated with the server for kills/deaths. But the critical client element you speak is the routine- GFX (Graphics) emulation and speed detection. The game since its creation v1.3x has been modded not rewritten, and as such you can update/streamline the standard kernel/winsock comms. to withstand an additional 0.09% average or actual enhancement to performance in a UDP server/client MMOG. So you are right, its a bug in so many words and can be made more efficient. Sex 101
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