Author Topic: Devlog update (2012-11-19) Hit detection & net code fixes, plus better filenames  (Read 9156 times)

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Offline 14th_account

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Heyo!

This week I got to fix various hit detection issues. Most of them related to either piercing bullets or nades. Piercing bullets were also tweaked not to get direct damage penalties anymore, aside from their loss in speed. There was also an issue with nades being thrown in unexpected directions due to ongoing animations or actions.

As for the net code, there was an issue with the server sending out slightly incorrect aiming information to other clients - mainly a problem when fighting Minigun and chainsaw users. I also fixed the soldat.ini setting PacketRate_Adjusting=1 which was completely broken for clients. It's fine to use for 1.6.3 servers though. This setting will be activated by default on both clients and servers in the next version.

The timings when some packets were sent to the server was also tweaked to be less likely to send redundant information followed by relatively long periods without any. And I had aiming information sent out more frequently when using Minigun or chainsaw to hopefully make them more reliable. There was also a possible packet flooding issue when using MP5 or the flamer.

zakath figured out some tweaks to move more processing over to the GPU and synchronize some calculation precision between the client and server. He also fixed bug #202 by making demos always record everything. Screenshots and recorded demos were also given a new format for filenames - YYYY-MM-DD_HH-NN-SS_MAPNAME_TYPE.

E.g. 2012-11-19_12-09-59_ctf_Viet_endgame.bmp


Oh, and of course there's the usual code cleanup.
« Last Edit: November 19, 2012, 06:19:55 am by 14th_account »

Offline Bonecrusher

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Good job and hope to see more tweaks to be made to netcode.

Im chill like that

Offline Prodigyx

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Offline DutchFlame

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what netcodes getting fixed the fuck

holy shit release! good job

Offline Vucgy92

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Great Work !
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Offline mtk

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what netcodes getting fixed the fuck

holy shit release! good job
yeah gj keep going bros

Offline Furai

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Amazing!
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Offline themangokid2

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Good job!! :D

Offline Mittsu

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you guys are the heroes of soldat

that demo thing was definitely annoying, thanks for fixing!
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Offline L[0ne]R

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Fix for autodemos is a really nice bonus in addition to hitreg improvements. I used to record a lot of demos and had either unnecessarily long ones, or awfully short ones that didn't capture the moment I wanted to record. Once again, awesome job!
Would it be possible to change the duration of an autodemo? Also, any words on when we can check out a beta?
« Last Edit: November 19, 2012, 02:15:35 pm by L[0ne]R »

Offline 14th_account

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Auto-demos record everything. There's no duration to set. As for the beta it all depends on Shoozza finishing up the auto updater.

Offline Mittsu

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Auto-demos record everything. There's no duration to set.

so we're not able to set specific amount of time to record anymore, for example 2 minutes back?
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Offline 14th_account

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I thought I just answered that question. :P

Offline homerofgods

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Auto-demos record everything. There's no duration to set.

so we're not able to set specific amount of time to record anymore, for example 2 minutes back?
For movie-makers it might make things a bit harder, but it will be good for leagues and other stuff, so overall it's the right thing to do.
We might find other solutions for helping movie-makers in their work, such as a fast backwards feature.. well see. Right now I'm just so excited about the upcomming beta, it will be one hell of a version!

Offline Mittsu

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oh well, that sucks then, even previous option was better

say i want to record a teamkill that has just happend, i press F8 and it saves entire map play? I pity the admins that need to review those demos later (myself included...)
« Last Edit: November 19, 2012, 05:34:50 pm by Mittsu »
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Offline L[0ne]R

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I don't know how demos work, but if it's just a continuous stream of raw netcode - shouldn't it be possible to just take everything that has been recorded so far, cut out the last bit and save it? Or is there a lot more to it than that?

Offline Mighty

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Keep up the good work Dev-Team :) We really appreciate your fixes, updates, tweaks and all.
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Offline zakath

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oh well, that sucks then, even previous option was better

say i want to record a teamkill that has just happend, i press F8 and it saves entire map play? I pity the admins that need to review those demos later (myself included...)

You are aware of that it didnt actually record the last 2 minutes? it just recorded intervalls of 2 minutes so it wasnt a ringbuffer of 2 minutes.

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Offline Mittsu

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oh well, that sucks then, even previous option was better

say i want to record a teamkill that has just happend, i press F8 and it saves entire map play? I pity the admins that need to review those demos later (myself included...)

You are aware of that it didnt actually record the last 2 minutes? it just recorded intervalls of 2 minutes so it wasnt a ringbuffer of 2 minutes.

yes, but i was still sure the demo won't be longer than 2 minutes and it was usually past 10-30 seconds that i needed. The previous option was surely faulty sometimes but i prefer it over the current solution.

i'm guessing it isn't possible to have soldat record everything and by pressing F8 you save past X minutes back, without intervals? (X specified in soldat.ini)
« Last Edit: November 20, 2012, 04:13:06 am by Mittsu »
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Offline Fujifabric

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Good job! all those sync issues now fixed as shown in the past devlogs sure will make quite some difference.