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View Full Version : horizontal mover shakiness


navboy
23rd Jan 2002, 10:32 PM
Okay, just playing with some possibilities here; things were looking cool until i checked it out in a LAN game. Below is a copy of what i posted to a coding forum, hoping someone here has maybe dealt with this b4... Nach? Sounds like something you may have experimented with before ?


Well i've got some movers that move long distances horizontally (Quake style) and i just checked them out in a LAN game and now i see that when i view the server's game's player from the client player when they're both on the mover and it's moving the server players shakes all over the place, like it's position is constantly getting set slightly differently, even though the player is not being told to move at all. This goes away as soon as the mover stops.

While it's at it's worst, the client can even get right up on the server player and cause it to move back, something you can ordinarily never do, and these quirks also go away once the mover's at rest again.

I looked the the few other custom maps i could think of with horizontal movers and they do the same thing. I looked at the tall elevator in DM-Conveyor and i can see it doing slightly there, but the trip is so short it never gets very noticeable, and the z-axis motion seems to be handled better than horizontal motion.

Does anybody know of a way to "fix" this, preferrably in the mover code? Is there some sort of workaround or rewrite ?

Can anybody think of a map, stock or custom, with horizontal movers that show players smoothly in netplay?

Nachimir
24th Jan 2002, 10:20 AM
Hmm, no, never dealt with this one. I do vaguely remember a really epic DM map for Unreal that used horizontal movers, but I never saw it on any servers.

Have you tried fiddling with the movers networking properties? I guess it involves the player code though, or maybe even something buried deeper. :-\

It sounds very like the lag warpzones make online as the player is repositioned, so the severity of it might be dependent on ping. I don't know though, since I don't know exactly what happens during replication between a game server and client.

navboy
24th Jan 2002, 11:34 AM
I think maybe you're right about the player code thing; i've looked through it all b4 and there's a ton of stuff that repositions players, but dang it was on a LAN with a ping of 10 ... I was hoping there was some magical combinations of mover params or something that people had figured out for horizontal movers to "trick" the engine out of all the unnecessary repositioning. argh. sonuvadambitch.