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#71
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If your client is simulating the same thing the server is simulating, you can create the feeling of near instantaneous response times by having your client guess what is about to happen with a certain degree of confidence, then show the client that is what is happening, and then the server validates that was the correct thing to have happened. And if it's wrong, you essentially roll back what the client did to what actually happened. If you ever played Counter-Strike, for instance, it's rare but you have moments where you snipe someone with an AWP (1-shot kill sniper) and you see the blood, you see their character react as if they're dead, and then they kill you. Because client prediction showed what it thought should've happened, and its correct more than 99% of the time, but in that instance it isn't and gave you a false positive. Unity for instance essentially bakes this into their game engine, with tags basically where you can indicate what needs to be secret and only runnable by the server and what the client should try to simulate. IDK if this is exactly the answer, but, it's what people have been doing for ages. Most good websites do this as well, they just presume what button you're pressing worked because in reality it takes about half a second to confirm but you can feel half a second of delay, instead why not just presume it worked and move forward assuming it did because the overwhelming majority of the time it does, so that the end user feels zero disruption and instantaneous response time as far as they know. | |||
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#72
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I concede that it's a pretty safe bet if the magic numbers from the classic-era decompile matched up well with observed behavior on Live servers (maybe that's what nilbog meant by testing?), but the use of the decompile seems very hand-wavy in everything presented. | |||
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Last edited by Baugi; Today at 02:02 AM..
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#73
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It's one thing to do client-side prediction with server-side reconciliation for some features such as movement, collision or even bullet hits. In fact, it's been the standard in gaming netcode for the last 3 decades.
Spell interruption, however, does probably not fall into this category. I have a hard time believing that the mechanic was "client rolls the save, and if it fails, it interrupts the spell effects and displays a spell interruption message, but if the server rolls the same save and succeeds, the spell still goes through". After spell interruption, hybrids would start dishing out melee swings on the client, which would not be recorded on the server since from its point of view, the character is still casting. The EQ netcode is a hell of a clusterfuck. But I don't think they went as far as making it THIS messy. I'm not saying this is impossible, but we'd need more proof about the client reverse engineering. Proof that this is actually how it worked, and not just "the function was in the client, therefore it must be how it worked". - The code could be in the client but not actually used, dead or test code. - The code could be in the client and actually used, but not be the same as the one in the server - we don't know if this code was actually SHARED with the server. It all boils down to "do the admins want to nerf channeling on P99 or not, even if it would significantly and negatively impact most/all casting classes in order to make a few select ayatollahs happy?". | ||
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Last edited by plonkster; Today at 04:16 AM..
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#74
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I think one of the big things on a 'perfectly recreated spell casting system', even after this fix goes live, is looking at the push code. I know that little changes in your position can affect your spell casting, and can be mitigated to some degree by corner casting.
On P99 I feel mobs and PCs get pushed around like they are standing on ice. Push happened in era, but not to this degree. On current live (no idea if push code has changed), but I melee'd a frog in seb with a monk (non-twinked, no AAs) and it looked like only it's toe was on the ground, the tiniest push would put it in the river. Over the course of entire fight it didn't move a single pixel. I seem to recall Haynar built the push code on P99 based on smallest possible push value, but i'm very curious if EVERY melee swing should institute a push. Are double attacks ignored? primary swings only? I did a bug post prior where people in era were thinking only kick/bash/slam abilities instituted a push chance/value: https://www.project1999.com/forums/s...d.php?t=284728 Quote:
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__________________
Wedar - Level 60 Grandmaster (Retired)
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#75
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But where, oh where, could we possibly find someone like that? [You must be logged in to view images. Log in or Register.]
__________________
Loramin Frostseer <Anonymous>, Hetch<Anonymous>, Tecla <Kingdom>, ... Check out the "Where To Go For XP/For Treasure?" Guides Anyone can improve the wiki! If you are new to the Blue or Green servers, you can improve the wiki to earn a "welcome package" of platinum and/or gear! Send me a forum message for details. | |||
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#76
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#77
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In other words it wouldn't shock me if the channeling code existed alongside other relevant things they put into the client. Is it stale? Maybe, I would say with confidence that it's not arbitrary, it's not like they just wrote some channeling code in the client that they had no intention of using on their back end. So if anything, it would be stale, but that means it did work that way at some point. And, I think in cases like this, it would be more correct to put the onus on proving this isn't how it worked. Like, we know our existing channeling mechanics aren't classic the code was just yolo'd 20 years ago or whatever. | |||
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#78
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It is a big forum thread, for people to report evidence about bugs ... not speculate (without any evidential basis).
__________________
Loramin Frostseer <Anonymous>, Hetch<Anonymous>, Tecla <Kingdom>, ... Check out the "Where To Go For XP/For Treasure?" Guides Anyone can improve the wiki! If you are new to the Blue or Green servers, you can improve the wiki to earn a "welcome package" of platinum and/or gear! Send me a forum message for details. | |||
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#79
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If you're a chanter and you torch & haste your pet, you do it knowing VERY WELL that if charm breaks, it is basically trying to catch a falling knife especially on a 56+ mob, better have a wand of allure handy, an escape route or a CR contingency plan. I'm not sure anyone is meant to survive a mob that quads for 600 every second or so when you have 1.6k hp and 650ac.
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#80
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