[MUD-Dev] Quake II has gone GPL

shren shren at io.com
Thu Mar 7 06:09:10 CET 2002


On 6 Mar 2002, T o F wrote:
> On Tue, 2002-03-05 at 18:16, Joshua Judson Rosen wrote: 

> But for example if the user asks to go on his right, then: 
 
>   - the client suppose he can do it, so go on the right 
 
>   - alert the server of its action 
 
>   - if it's ok, the server retains the new position, else it sets
>   the correct one and sends it to the client.
 
> I suppose I would do it this way... 

By and large, with modifications, I think everybody does it this
way.  Blizzard's Diablo II does, from all observations.  I once
wrote a guide to lag when playing Diablo II on battle.net, which you
can read to find out some of the flaws to this system:

  http://www.io.com/~shren/.lag.html

Most notably, the ever-famous snap-lag, where the client decides you
walked from X to Y, then shows the player walking from X to Y.  The
server decides, for whatever reason, that you can't walk from X to
Y, so sends you an override message telling you that you're still at
X.  From the player's view, they walk from X to Y then snap back to
X, which can be very confusing untill you realize that the server
thinks that there's something in the way.

If the server and the client can both handle pathfinding equally
well, then the system works very well.  But to do this, you have to
let the player avatar walk through any dynamic object - other
players and monsters, for instance.  Note that most FPS games let
you do this.  Subspace, one of the best multiplayer internet games
I've played, makes everything dynamic transparent except for
bullets, and by default has a pretty low rate of fire.  (The game
itself encourages you to fire conservatively, as firing lowers your
shields a little bit per shot.)

--
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