Author Topic: Falling damage lag(possible fix inside)  (Read 744 times)

Rahu

  • Traveller
  • *
  • Posts: 21
    • View Profile
Falling damage lag(possible fix inside)
« on: December 30, 2004, 07:16:26 am »
Currently there is almost a second of lag after you hit the ground before damage is applied. I assume this is because the server must send the damage recieved to the client. My solution for this is  that the damage is originally applied client-side and the server verifies it. This would work by the client applying damage as soon as a colision is detected and showing it in the GUI health bar. The server would act as normal and send the actual amage to the client, ast which point the client would replace the value it had calculated with the one recieved  by the server. The purpose of this server check is that people could modify their clients to calculate falling damage differently to survive higher jumps.

Feedback is appreciated.

DarkArchon

  • Traveller
  • *
  • Posts: 37
    • View Profile
(No subject)
« Reply #1 on: December 30, 2004, 08:18:02 am »
not bad idea but think what could happen if somebody changed the falling damage in his client manualy (i mea a cheater). That could make terrible errors. EG: A character dies on the serwer but the client is normal. The serwer switches the map for the player but the client isn\'t loading the new map. what would happen then ?? A disconnection, or worse - a server down. Or even if not it would make a bit of a mess on the serwer. Thats how i see it, but thats the problem for the devs :)

Rahu

  • Traveller
  • *
  • Posts: 21
    • View Profile
(No subject)
« Reply #2 on: December 30, 2004, 04:13:00 pm »
That\'s what the server check is for. The client dumps the health it thought it had, and replaces that with what the server sent to it, and if someone could cheat around that then they can also beat the current system which i think is just that without the client-side prediction.