Guest Clone137 Posted January 27, 2004 Report Posted January 27, 2004 I did some tests with another continuum client and noticed that when there was enough distance to a ship I only recieved every second bullet that was fired. Does the client stop checking those bullets less when there is distance or what causes it. The bullets finally didn't appear at all when the disntance was long enough (and the bullet alive time was enough long so it should have appeared) This problem doesn't exist with bombs. I would also want to know about random bullet damage. I guess it works so that your client counts the damage of the bullet when those bullets hit your ship. Or does the bullet damage include in the weapon packets? Sometimes it looks like bullets fired by person A always cause more damage that bullets fired by person B. I keep hearing the same thing from other players so maybe it isn't just me and my imagination. But if your client counts the bullet damage, then that should not be possible?
Yupa Posted January 27, 2004 Report Posted January 27, 2004 does this happen with Continuum039pr1 ? random is just that - random
Guest Clone137 Posted January 27, 2004 Report Posted January 27, 2004 yes, I know that might just be random damage so that other person always gets lucky. But when it keeps happening all the time you start to doubt if there is more to it. And I have noticed it with all the continuum versions. I have 0.38 now.
Yupa Posted January 27, 2004 Report Posted January 27, 2004 there might be more to it - the other person might be better than you use .39pr1 what's your ?lag readout?
Guest Clone137 Posted January 27, 2004 Report Posted January 27, 2004 yes, well I have low packetloss and ping. I was not talking about skills. But I should have not mentioned that problem cause I knew there would be some smart!@#$%^&* saying that it's just me being worse than the other guy. Well I never said I lose more than I should. In fact, I have seen myself eat bullets too much by some players, I see the bullets hit, they don't take much energy, someone else shoots same amount of bullets and I lose much more energy. Sometimes it keeps happening so often that it's strange. But enough about that, I mostly wanted to know about the other things, like does bullet damage go in packets or not. And whats the thing with long distance bullets disappearing.
Bargeld Posted January 27, 2004 Report Posted January 27, 2004 If you want to test for yourself.... try playing in chaos/league dueling sub-arenas. At the end of each fight, there is a readout of bullet damage dealt. The lost bullets thing you mentioned earlier.... the close to medium range dropped bullets. Thats just lag, total coincidence. BUT when you are FAR away, that's a valid scenario. In order to save bandwidth, the server only sends weapon packets to other players within a certain radius (defined in the zone settings.) If you are outside this radius, then you do not see those weapons. Ever. The best example I can give is this: Player A and Player B are fighting at A1... Player A lays a big fat minefield. Player C (B's teammate) has been chilling down at T20. C gets bored, and attaches to B in the middle of his fight with A. So A tries to be sneaky and mine-rep C into his minefield. On player A's screen, he reps C into and through the minefield and loudly exclaims, "WTF you cheater, you just ate a minefield with 5 mines!" Player B see's this too. Player C (because he was out of the weapon radius) never sees the minefield, and happily (not dead) replies "what are you talking about?" Same thing with bullets.
Guest Clone137 Posted January 27, 2004 Report Posted January 27, 2004 Ok, thanks. There seems to be the certain radius where the weapons appear. But when I tested it, there was also the radius (a little closer) where you saw every second bullet appear. And it was EXACTLY every second bullet (never more or less), when I went even closer I naturally saw all the bullets like I should. So it obviously it isn't so simple that if you are inside the radius you see all bullets, and when you are outside it you see none of those.
Bargeld Posted January 27, 2004 Report Posted January 27, 2004 It's you, entirely. That is not coded into the game mechanics.
Dr Brain Posted January 27, 2004 Report Posted January 27, 2004 Ok, thanks. There seems to be the certain radius where the weapons appear. But when I tested it, there was also the radius (a little closer) where you saw every second bullet appear. And it was EXACTLY every second bullet (never more or less), when I went even closer I naturally saw all the bullets like I should. So it obviously it isn't so simple that if you are inside the radius you see all bullets, and when you are outside it you see none of those.Server drops a percentage. I think there is a setting for how far the cutoff goes. There may not be one for bullets, but I know that it's there for bombs.
Guest Clone137 Posted January 27, 2004 Report Posted January 27, 2004 It's not me I tested it well enough to see that. I didn't see the bullets drop because of packetloss, because I was standing there close the ship and I saw every single bullet all the time for minutes. Then when I always go to the same certain distance - every second bullet only. I kept changing the distance back and forth, always the same effect in the certain distance. It's in the game Bargeld, believe me. Or try it yourself.
»CypherJF Posted January 27, 2004 Report Posted January 27, 2004 Which server? Cause it seems okay in the ones I play in...
Bargeld Posted January 27, 2004 Report Posted January 27, 2004 clone, no offense here, but I've been playing this game for almost 8 years straight now, and have seen each new version as it is released, as well as the major bugs that get found. If your testing was truly a "bug" in the game... 1) I would have noticed it a LONG time ago, and 2) someone else in the community would have noticed it a long time ago. Check your lag with a /*info in the same zone. At the same time, plz be aware that the statistics that the server reports for your lag are on a sample of about .01% of your total packets. It's an estimation, a sampled statistic, not your lag for every packet you send. Try this: in the zone where this occurs... have a sysop pm you with: /*lowbandwidth 1 It causes all packets to be resent (sent 2x) and see if that fixes your problem. (as you can see, there is already a command to address your problem, a command that is many years old) so this is not the first time this type of problem has happened, but it is not commonplace.
Maucaub Posted January 29, 2004 Report Posted January 29, 2004 I may as well chime in on this since it's been a little while since the last reply and it still appears as no one has clearly resolved this issue. Actually, this is not a bug, this is in fact part of the game. There are 2 different thresholds pertaining to the forwarding of weapon packets: one relative to your screen and one relative to radar. Case 1: Player on screenIn this case, all weapon packets are forwarded. This is not the whole picture, since there's a small buffer around your screen controlled by the Routing:CloseEnoughBulletAdjust and Routing:CloseEnoughBombAdjust settings in the server.cfg. In actuality, when a player is either on the screen or within the range of these buffers, all weapon packets will be forwarded. Case 2: Player very far away, not on radarBy argument of spatial proximity, player A sitting at A1 doesn't need to know much about what player B is doing over at T20, and vice versa. Hence, to minimize the required bandwidth, these weapon packets will not be forwarded. This is akin to the case already described earlier with the mines. Case 3: Player beyond screen buffer but still on radarIn this middle ground, player A still may not need to know every little detail about what player B is doing, but at the very least it has to know where player B is in order to display them on radar. On top of that, player A should at least be aware that player B is nearby and possibly hurling weapon projectiles and/or flying in the direction of player A. In order to get some of this info and throttle wasted bandwidth at the same time, it is possible to configure the server to only forward a percentage of the packets from player B to player A. The percentage is controlled by Routing:RadarFavor, and can vary from 100% to as little as 12.5% or below of the weapon packets that are forwarded to the player. I guess this is the appropriate place to also note that the size of the radar, and hence the size of this middle region, is controlled by the Radar:MapZoomFactor. Hence, all told, there is in fact a mid-range distance at which weapon packets can be partially dropped, depending on the exact configuration of the server. Hope this clears things up. -Maucaub
Dr Brain Posted January 29, 2004 Report Posted January 29, 2004 I may as well chime in on this since it's been a little while since the last reply and it still appears as no one has clearly resolved this issue. Actually, this is not a bug, this is in fact part of the game. There are 2 different thresholds pertaining to the forwarding of weapon packets: one relative to your screen and one relative to radar. Case 1: Player on screenIn this case, all weapon packets are forwarded. This is not the whole picture, since there's a small buffer around your screen controlled by the Routing:CloseEnoughBulletAdjust and Routing:CloseEnoughBombAdjust settings in the server.cfg. In actuality, when a player is either on the screen or within the range of these buffers, all weapon packets will be forwarded. Case 2: Player very far away, not on radarBy argument of spatial proximity, player A sitting at A1 doesn't need to know much about what player B is doing over at T20, and vice versa. Hence, to minimize the required bandwidth, these weapon packets will not be forwarded. This is akin to the case already described earlier with the mines. Case 3: Player beyond screen buffer but still on radarIn this middle ground, player A still may not need to know every little detail about what player B is doing, but at the very least it has to know where player B is in order to display them on radar. On top of that, player A should at least be aware that player B is nearby and possibly hurling weapon projectiles and/or flying in the direction of player A. In order to get some of this info and throttle wasted bandwidth at the same time, it is possible to configure the server to only forward a percentage of the packets from player B to player A. The percentage is controlled by Routing:RadarFavor, and can vary from 100% to as little as 12.5% or below of the weapon packets that are forwarded to the player. I guess this is the appropriate place to also note that the size of the radar, and hence the size of this middle region, is controlled by the Radar:MapZoomFactor. Hence, all told, there is in fact a mid-range distance at which weapon packets can be partially dropped, depending on the exact configuration of the server. Hope this clears things up. -MaucaubBasicly what I said, just way more detail.
»SD>Big Posted March 15, 2004 Report Posted March 15, 2004 I may as well chime in on this since it's been a little while since the last reply and it still appears as no one has clearly resolved this issue. Actually, this is not a bug, this is in fact part of the game. There are 2 different thresholds pertaining to the forwarding of weapon packets: one relative to your screen and one relative to radar. Case 1: Player on screenIn this case, all weapon packets are forwarded. This is not the whole picture, since there's a small buffer around your screen controlled by the Routing:CloseEnoughBulletAdjust and Routing:CloseEnoughBombAdjust settings in the server.cfg. In actuality, when a player is either on the screen or within the range of these buffers, all weapon packets will be forwarded. Case 2: Player very far away, not on radarBy argument of spatial proximity, player A sitting at A1 doesn't need to know much about what player B is doing over at T20, and vice versa. Hence, to minimize the required bandwidth, these weapon packets will not be forwarded. This is akin to the case already described earlier with the mines. Case 3: Player beyond screen buffer but still on radarIn this middle ground, player A still may not need to know every little detail about what player B is doing, but at the very least it has to know where player B is in order to display them on radar. On top of that, player A should at least be aware that player B is nearby and possibly hurling weapon projectiles and/or flying in the direction of player A. In order to get some of this info and throttle wasted bandwidth at the same time, it is possible to configure the server to only forward a percentage of the packets from player B to player A. The percentage is controlled by Routing:RadarFavor, and can vary from 100% to as little as 12.5% or below of the weapon packets that are forwarded to the player. I guess this is the appropriate place to also note that the size of the radar, and hence the size of this middle region, is controlled by the Radar:MapZoomFactor. Hence, all told, there is in fact a mid-range distance at which weapon packets can be partially dropped, depending on the exact configuration of the server. Hope this clears things up. -Maucaubah! lord maucaub! maker of my favorite biller!
»ZiGNoTZaG Posted March 16, 2004 Report Posted March 16, 2004 well that fills my subspace knowledge quota for the day. heh i too have been around fer a good bit. and have notced this in gameplay. but always just !@#$%^&*ociated it with lag and whatnot. in which i wasnt far off when ss was fresh one must member that most other games around only supported like 16-32 players at the same time. fully loaded chaos was quite a specticle to witness. and one almost subconsiously allowed for these strange occurances. at least i have over time. nothing suprises me anymore, as i am sure is quite mutual among the long timers(eating, clouds of long range bombs that seem like they are hitting all over radar but are never even really seen by the nme). but i am now enlighetned as well. thnks
Smong Posted March 16, 2004 Report Posted March 16, 2004 If you use a lower resolution this won't appear to effect you as much.
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