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ForumsCog Forum → So I says to JK.exe and its netcode....
So I says to JK.exe and its netcode....
2003-02-12, 1:22 PM #1
YOU BLEEPING PIECE OF CRAP. %&#*(@!^$&*#@!(^%$&#*(!@^&$@(*!^%&#@!^&%#(!

Ok.... yea. So now that that's over with, tell me I'm not lagging things up by using verbs on players in a rapid pulse, such as SetThingLook, SetThingVel, ect ect.

I half think I am because JK is syncing whats going on with the players, like their look vectors every 0.001 seconds. I half thing I'm not because JK 'naturally' syncs it anyway, right? Wrong? Insane workaround?
-Hell Raiser
2003-02-12, 5:32 PM #2
Yes, those should be synched. Which means they are synched at JK's leasure. Which means if you jerk the player to the left and back to the right quickly on one computer, odds are, he wont appear to do that on another.
And when the moment is right, I'm gonna fly a kite.
2003-02-12, 11:37 PM #3
/me helps HR kick jk.exe
Team Battle.
2003-02-13, 12:16 AM #4
I'm very eager to see where you guys will go in the future. You know, we could create a fantastic game together. I for my part am studying computer science, and I'll try to get into the gaming inddustry. I'd like to see some of you guys around...one day. Just felt like saying this.

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"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)
"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)
2003-02-13, 12:35 AM #5
Me too, zag.
Cordially,
Lord Tiberius Grismath
1473 for '1337' posts.
2003-02-13, 3:06 AM #6
How about you guys making a VR game. You know, helmet, gloves, shoose, a booth and a compatible computer.

I have thought of making a game where there will be NO SMEGGING LIMITS! OK, maybe one little limit. Internet connections might go nuts and cause lag and computer might be too old to give you a reasonable frame rate. I just thought of making a game where you can select How many colors (2,4,16,256,TRUE(65536)), What rez on screen (320x200,320x240, to ,6400x4000,6400x4800), What rez in VR goggles, Make movies (Have a flying camera and you guys start acting, maybe even re-create Red Dwarf), Make levels almost as big as planets, Make RPG, Make cool levels (Not only for fighting in, maybe just for the sake that your having a party or you wish to perform at a VR concert or simply have lessons). And the best thing about it is that it will open ANY file format and know what it is. Weather it is a music file or picture file or simply an HTM(L) file. You can change player apearance easily with changing the color on his clothes or changing everything(Make him look like BOC, Kyle, Jerrec, Lister, Cat, Jean Luc Pickard, Data, Clark Kent, Lois Lane, etc). And texture is going to look and feel as real as you'd like it.
I know, BIG PROJECT. Aspecially as I don't know how to program 3D yet and I don't know a single thing about the different file formats!

/Edward
http://edward.leuf.org
[url="mailto:edward@leuf.org"]mailto:edward@leuf.org[/url]edward@leuf.org</A>
Edward's Cognative Hazards
2003-02-13, 4:19 AM #7
Hey, I kow some C++. So definitly count me in. Kick's JK.EXE A!!!

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The Sniper Missions. Current project, The Sniper Missions

The Magician Saber System.
Major projects working on:
SATNRT, JK Pistol Mod, Aliens TC, Firearms

Completed
Judgement Day (HLP), My level pack
2003-02-13, 11:42 AM #8
HR after playing with it I think jk only synces look and stuff like that when the player moves it... so doing it under a fast pulse causes more lag.

GRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR
Team Battle.
2003-02-13, 12:40 PM #9
Thats what I figured. [http://forums.massassi.net/html/frown.gif]

Is there a way to have JK.exe not sync a player?

Also, lets say I create a thing that has the same thing number on all computers. (template in the level) Its cog is set to run locally, however, will JK sync it's properties anyway? (position, speed, ect ect)
-Hell Raiser
2003-02-13, 11:25 PM #10
I doubt it... I thinks its only walkplayers.
Team Battle.
2003-02-16, 6:34 AM #11
Would using C/S COGs help? The laser pointer method specifically. One signal across the network to turn on the pulse, one to turn it off. I can't tell exactly what it is you're doing, so I'm not sure... What do you need change the look vectors for, and why so often (would .05 or .1 suffice?)?

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Bassoon, n. A brazen instrument into which a fool blows out his brains.
2003-02-16, 6:54 AM #12
Emon, you send a trigger every 0.05 seconds, and youll lag every 56k'er back to hell. Trigger suck bandwidth like ****.

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Createthingatpos(GBK, 0, '0 0 0', '0 0 0');
And when the moment is right, I'm gonna fly a kite.
2003-02-16, 6:25 PM #13
I know that, GBK, I misunderstood HR's post.

Let me get this straight; you want to know if rapidly sending look vectors is or isn't lagging up the game? I don't know how JK's netcode works, but it can't possibly be constantly sending things like look vectors 0.001 seconds, that would lag like hell on most connections. Even with narrowband you see players' views updated in real time. I'm not sure how it works, but it can't be something as crude as simply sending the vectors so quickly (even not as fast as 0.001 seconds).

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Bassoon, n. A brazen instrument into which a fool blows out his brains.
2003-02-16, 6:57 PM #14
Yea, I'm basically wondering if doing something to the player in a rapid pulse is forcing JK to update it, thus causing lag. It's odd. Maybe I've got one too many rapid pulses on the local side?

My main problem isn't JK Force Speed type warping/lag..... well it is, * 100. It's insane. Playing JK with PersonA and using Max Force speed is decently alright, hardly any warping at all. (maybe 0.01 - 0.1 jku of warping once in a while) This is all with a ping of about 180-200. Quite acceptable for a JK game.

We load up TDiR (obviously what I'm workin with [http://forums.massassi.net/html/tongue.gif]) and it's a bit fast like JK Force Speed, but the warping is insane. It's 1 or more JKUs at a time, and I swear I've got all the physics and attributes syncronized. Could it be too many things happening locally? [http://forums.massassi.net/html/confused.gif] Any ideas?

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-Hell Raiser
Remember kiddies, trial and error.
Without struggles there is no progress
DBZ: The Destruction is Real
-Hell Raiser
2003-02-17, 5:50 AM #15
I think it's because you're manually syncing look vectors and alike with such a crude method. JK surely doesn't update them with this method; it probably uses something more complex than can be done in COGs. I'm not sure how you could cut down on it other than reducing the amount of updates and trying to utilize C/S and local COGs more.

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Bassoon, n. A brazen instrument into which a fool blows out his brains.
2003-02-17, 2:56 PM #16
My Theory:

Jedi Knight does alot of 'predicting' about where projectiles and people are going to be. Maybe the formula JK uses to do this isn't very adaptable. I'd guess that moving at higher speeds and attempting to synchronize things like look vector more often than normal creates a situation were your predicted postion is very different from your actual postion. Hence the warp.




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- Wisdom is 99% experience, 1% knowledge. -
- Wisdom is 99% experience, 1% knowledge. -
2003-02-17, 6:03 PM #17
I think The_New_Guy's got it.

For normal projectiles, though, I'm not sure that there's any prediction (in that sense) involved. When you use FireProjectile(Param1...Param10); in a COG, you're calling a function somewhere in JK.exe's code called FireProjectile, and passing 10 parameters to it. If the netcode was written properly and efficiently, when that function is called, the netcode sends data to all the clients' games and telling that code to create the projectile in the world at the specified area + any prediction math. Well, that's how it might work in a good client-server environment, but since JK is P2P, it has that tendency to, you know, be crap.

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Bassoon, n. A brazen instrument into which a fool blows out his brains.
2003-02-17, 6:39 PM #18
After extensive MP testing (takes a while to co-ordinate it, sue me [http://forums.massassi.net/html/tongue.gif] ), it seems JK doesn't care how often you do whatever to the local player, it's going to update it at it's own pace. (no real lag from what the naked eye could tell) I'm pretty sure it also helps to use the cogflags 0x240 where ever feasable, like when setting the players lookvector over and over. (this is in a JK-esque setup, not crappy trigger cogs and static.jkl) Seems the more you make a mod like JK, the more it works better.

I only really have one major issue on the table, and it's quite disturbing. What in the world could cause a projectile to not get fired on other computers occasionally? It fires/gets created 95% of the time perfectly, no hitches. Then randomly, out of the blue, theres that one time where it didn't get created on the other computer(s). Again, same person, same <200ms ping. It's very odd, and doesn't occur enough to make me wanna pull my hair out, but it occurs enough to make me wonder wtf could cause it to happen so infrequently? It's just so random. [http://forums.massassi.net/html/confused.gif] And this is a FireProjectile() we're talkin about here. Yea the projectile is of type actor, but thats the only difference between it and a conc bullet.

Can anyone code in binary? [http://forums.massassi.net/html/tongue.gif]

(also, on a side note: if you ParseArg() surface drag and the like, you'll have to use SendTrigger to prevent warping. After getting things straightened out, in the same <200ms game, my opponent was zipping around at a constant 7.5 jku/s a second, with very minimal warping. This kinda makes me wonder if SetActorExtraSpeed() is synced over MP....)

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-Hell Raiser
Remember kiddies, trial and error.
Without struggles there is no progress
DBZ: The Destruction is Real

[This message has been edited by Hell Raiser (edited February 17, 2003).]
-Hell Raiser
2003-02-17, 6:43 PM #19
Quote:
<font face="Verdana, Arial" size="2">Originally posted by Hell Raiser:
After extensive MP testing (takes a while to co-ordinate it, sue me [http://forums.massassi.net/html/tongue.gif] ), it seems JK doesn't care how often you do whatever to the local player, it's going to update it at it's own pace. </font>


Quote:
<font face="Verdana, Arial" size="2">Originally posted by GBK:
Yes, those should be synched. Which means they are synched at JK's leasure. Which means if you jerk the player to the left and back to the right quickly on one computer, odds are, he wont appear to do that on another.</font>


I think I said that at the get-go. [http://forums.massassi.net/html/tongue.gif]

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Createthingatpos(GBK, 0, '0 0 0', '0 0 0');
And when the moment is right, I'm gonna fly a kite.
2003-02-17, 6:57 PM #20
You said 'should', which leaves a bit of uncertainty about. Now I know. [http://forums.massassi.net/html/wink.gif]

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-Hell Raiser
Remember kiddies, trial and error.
Without struggles there is no progress
DBZ: The Destruction is Real
-Hell Raiser

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