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Old 05-14-2017, 07:46 AM
Ragain Ragain is offline
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Originally Posted by Squabbles123 [You must be logged in to view images. Log in or Register.]
I have been wondering if the "lag" in relation to server ticks and such while medding were influenced by our new age net connections, the server expects a delay that doesn't exist and it creates the "off-tick" effect we see.

EQ was designed for 56k dial-up modems after-all, it probably expects a delay from us thats longer than we actually need.

I know nothing about the code though, just a theory.

Pretty sure the off-tick thing is because the client launcher tick is different then the server tick.
  #2  
Old 05-15-2017, 04:58 PM
Kich867 Kich867 is offline
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Originally Posted by Ragain [You must be logged in to view images. Log in or Register.]
Pretty sure the off-tick thing is because the client launcher tick is different then the server tick.
I think the real question, from a programmer's perspective, is why does the client have a tick? The server corrects it, it'll always correct it, the client shouldn't ever try to simulate the server. It's also, I'm fairly sure, the reason why the notification of critical hit damage is way off.

I don't think I've ever seen the critical hit damage announced to the area VS seeing the white damage match up.
  #3  
Old 05-15-2017, 05:37 PM
loramin loramin is offline
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Originally Posted by Kich867 [You must be logged in to view images. Log in or Register.]
I think the real question, from a programmer's perspective, is why does the client have a tick? The server corrects it, it'll always correct it, the client shouldn't ever try to simulate the server.
Not sure exactly, but you have to remember that back in the day you couldn't rely on the server being there 100% of the time: connections sucked. Most likely the client has a tick so the player doesn't notice when the server is unreachable for a few seconds, and Verant just did a better job of keeping the two in sync so we never noticed that that was happening.
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  #4  
Old 05-16-2017, 02:08 AM
Izmael Izmael is offline
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Originally Posted by Kich867 [You must be logged in to view images. Log in or Register.]
I think the real question, from a programmer's perspective, is why does the client have a tick? The server corrects it, it'll always correct it, the client shouldn't ever try to simulate the server. It's also, I'm fairly sure, the reason why the notification of critical hit damage is way off.

I don't think I've ever seen the critical hit damage announced to the area VS seeing the white damage match up.
A lot of client-server games (such as EQ, Quake, WoW, etc...) have some amount of client prediction built in. That allows for a smoother game play from the client's perspective. The client guesses what the game state should be now, according to the information he received before and the server corrects it every once in a while, remaining the only authority all the while.

This used to be immensely more useful back when internet connections were slow and unreliable. You basically couldn't play any 3D game through the internet without good prediction built in the client.

I seem to remember that the few first versions of Quake 1 had no prediction. You could play a deathmatch through a LAN with little difficulties (by then standards), but it was entirely unplayable through anything slower than that.

You can see it, for example, when two characters run together on P99, the other character will not run very smoothly. He will warp around. That warp is when the server sends some information to the client which corrects whatever YOUR client had predicted given the other character's heading and run speed you've been notified of last.

It is possible that the mana tick mismatch between the client and the server is due to some prediction bug. The client knows the current mana regen rate of the character and works with it. When the character attempts to cast a spell, the game state is refreshed on the client and it gets the actual server-side mana amount of the character.

Maybe because Titanium is a very old client and EQEmu doesn't support its prediction as well as the more recent clients.
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