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Re: [palito-dev] 2003-09-14 observations
From: |
Michael Devey |
Subject: |
Re: [palito-dev] 2003-09-14 observations |
Date: |
Sat, 20 Sep 2003 10:28:50 +1000 |
User-agent: |
Mutt/1.5.4i |
On Fri, Sep 19, 2003 at 04:46:00PM -0300, address@hidden wrote:
> On Fri, Sep 19, 2003 at 04:57:09PM +1000, Michael Devey wrote:
> > unit arrives at destination and is actually at destination in server, but
> > occasionally display has them slowly creeping along. As soon as the unit
> > is given another order the position is correctly displayed (warp back to
> > where they should be)
>
> yes, there is a lot of incompletness around..
> the server stop sending unit updates when the unit is not moving.
> but at the last update the client received the unit had yet a tiny velocity..
>
> we're planning to code a check, on the client, for the time of the last
> update, and stop using the 'cached' velocity if older than, say, two seconds.
> or even to represent visually that the unit data is old (fading away..?)
>
> well, there is always a lot of things to be done, and in the last weeks
> (months?) it's slower then expected.. blame xkobo! :)
>
>
> barrett.
>
As imprecise as this fading away sounds it could be quite useful - I remember
modem quake3 when ppl would warp all over the place and that sweet rail shot
you thought you had predicted by the right margin was actually 30' off. Maybe
not much use to the units themselves but if we are going to have this priority
updates it could be a good visual reminder for players that lag is about.
Or for us that our priorities are all wrong :)
Anyway not going to pretend I know anything about prediction vectors etc.
myke
>
>
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