Mythruna

General Category => General Discussion => Topic started by: Moonkey on February 29, 2012, 12:54:00 PM



Title: Object causes camera to break?
Post by: Moonkey on February 29, 2012, 12:54:00 PM
I'm taking a picture of my genetics lab but I also need to fly, well I made an object and flew myself in the air with it (carefully) And it didn't crash. New update caused camera to act better?


Title: Re: Object causes camera to break?
Post by: pspeed on February 29, 2012, 01:33:55 PM
I'm taking a picture of my genetics lab but I also need to fly, well I made an object and flew myself in the air with it (carefully) And it didn't crash. New update caused camera to act better?

Yeah, that's probably true.  The messaging that caused that issue has all been changed and may have fixed that problem.  I've seen a completely different one where objects that still exist sometimes disappear... but usually it's only for fast moving things from the physics engine (which is hobbling along using the old object movement for now).


Title: Re: Object causes camera to break?
Post by: Moonkey on February 29, 2012, 02:03:07 PM
Yea, I risked it all and decided to send the object flying around and move a bit faster when standing on it, no problem with it! The only problems I had was falling through it from the server not updating the object placement as fast as the client (Slightly slower on the server)


Title: Re: Object causes camera to break?
Post by: pspeed on March 01, 2012, 09:40:47 AM
Yea, I risked it all and decided to send the object flying around and move a bit faster when standing on it, no problem with it! The only problems I had was falling through it from the server not updating the object placement as fast as the client (Slightly slower on the server)

Movement is 100% done on the server.  The client says "I want this object here" and the server says "Ok, now this object is here."  Client doesn't update without server as there is no prediction for object movement.

More likely what you are seeing are little lag jumps where you receive a burst of movement messages, thus the object ends up moving faster than your character does for a second.  Same results: latency = falling. :)