Author Topic: Soldat Beta 1.5.1a  (Read 40528 times)

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Offline jrgp

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Re: Soldat Beta 1.5.1a
« Reply #160 on: November 19, 2009, 10:54:34 pm »
well, the lag is horrible in 1.5.1, it takes like 8 ruger to kill (yeah, even when your opponent is running straight forward and you straight backwards. and about 5-9 DE to kill, and a heck load of steyr.

the netcode fix increased eats by about 2-3 times. if you can't code a good udp based netcode, go back to tpc, or let somebody who knows how to actually code code it.

Soldat was coded with TCP? That's horrible there's a lot more overhead, you can't really make UDP more reliable since there are no acknowledgements. Still I think TCP would make the problem worse.

soldat, just like all network fast paced games such as fps' etc all use a combination of UDP and TCP. TCP for establishing connections, ingame chat, BE, and file transfer. UDP for the ingame movements and actions. 'netcode'

just using either TCP or UDP is impossible.
using only TCP or UDP is possible, UDP would be very unrelialbe, since it is. therefore TCP is used for the connecting. TCP in game would be possible, but since it's very slow, the pings would be very high, and may not work that well. however, using only TCP would almost be better than this current UDP based netcode.

Honestly, it depends on what you're doing. A multiplayer chess game should only be TCP. A game like soldat and fps' need to be a combination of TCP and UDP. Nothing is ever UDP since UDP is connectionless. You just send packets and the other node needs to know to expect them, hence the TCP connection to alert your presence.
There are other worlds than these

Offline EnEsCe

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Re: Soldat Beta 1.5.1a
« Reply #161 on: November 19, 2009, 11:11:58 pm »
Mk, derailed, end thread.

Offline jrgp

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Re: Soldat Beta 1.5.1a
« Reply #162 on: November 19, 2009, 11:18:00 pm »
There are other worlds than these