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#41
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| Markku S <mstrandm@_MOI_sirppi.helsinki.fi.invalid> bored us with: > On Wed, 14 Jul 2004 13:21:38 -0400,WTH wrote: >> C/D IS on the client side in multiplayer half-life. The half life >> server simply passes messages to clients (the original >> architecture.) Now, it does a few more things but C/D is not one of >> them. > > Nope, you got that wrong. Original architecture is from Quake I > engine, that HL was based on. Q1 has totally dumb client, HL just > adds some prediction, so that projectiles, enemies, doors etc. move > nicely even with some lag. But in the end, server still decides if > you really hit. So when the prediction goes wrong, you might have > perfect aim on your enemy's head but you miss because on the server > the enemy was not there. Crazy valve guys, what the hell do they know, I mean after talking with some of them at the GDC over the past couple years specifically about networking issues (I write network simulation code). Maybe you should visit and educate them on what they actually do. WTH |
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#42
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| On Wed, 14 Jul 2004 15:02:34 -0400,WTH wrote: > Crazy valve guys, what the hell do they know, I mean after talking with some > of them at the GDC over the past couple years specifically about networking > issues (I write network simulation code). Maybe you should visit and > educate them on what they actually do. Ok, maybe I shouldn't trust anything I read on the internet. What I saidabout quake, still stands. (in case I didn't misunderstand the source code too badly) Even a dumb client doesn't prevent cheating, nor make it hard. And no HL cheats that I know of, exploit collision detection. Instead they just aim and show stuff that player wouldn't normally see. |
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