New Quest Events (Triggers)
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Stateful Server and Sync Position between Clients
The main content is quite accurate and covers almost everything that should be included, but in here what you sent has nothing to do with the topic. These checks are already being taken in real-time and distributed to clients on Metin2. Quote from the original content; "In rollback netcode, you're still sending input data back and forth. However, each input is sent along with a timestamp of when it was pressed." This is completely nonsense and irrelevant for the current logic of Metin2; just this change will not make any difference. The attacks, pushes, etc., are already being calculated and APPLIED first on the client side and then sent to the server, which then communicates back to the client to apply these changes to the target entity (even if the values are not correct). If you want to do this synchronously and correctly, all you need to do is send the action to the server without any prior action being taken on the sending client. The server should then validate the sanity of the received data, bypass ping corrections/lag checks with the handshake values, and if the data is correct, send an ACK packet to the sending client and also send the validated data to the target entity in the same logic as before, making the process synchronous. The rollback netcode logic mentioned in the link you sent is already partially implemented in Metin2. It recalculates the packet arrival time based on an average ping value but as static. If you think the content could be useful, you can simply modify it as shown below, but don't bother as it won't work for the reasons explained above. UserInterface/InstanceBase.cpp; m_nAverageNetworkGap = (m_nAverageNetworkGap * 70 + nNetworkGap * 30) / 100; kCmdNew.m_dwChkTime = dwCmdTime + m_nAverageNetworkGap; Better values for local env(or you can change as you want); kCmdNew.m_dwChkTime = m_dwBaseChkTime + (dwCmdTime - m_dwBaseCmdTime); -
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official Official Quest Renewal
Does anyone have an idea why it's not showing the number of quests? Syserr when i hover the left quest scroll icon: 0607 07:39:33420 :: Traceback (most recent call last): 0607 07:39:33420 :: File "uiWhisper.py", line 28, in ShowToolTip 0607 07:39:33420 :: AttributeError 0607 07:39:33420 :: : 0607 07:39:33420 :: 'NoneType' object has no attribute 'Show' 0607 07:39:33420 :: 0607 07:39:33453 :: Traceback (most recent call last): 0607 07:39:33453 :: File "uiWhisper.py", line 32, in HideToolTip 0607 07:39:33453 :: AttributeError 0607 07:39:33453 :: : 0607 07:39:33453 :: 'NoneType' object has no attribute 'Show' 0607 07:39:33453 :: -
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Stateful Server and Sync Position between Clients
If someone posts the files with the system implemented I can separate it and post it to everyone with a tutorial.- 1
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🏞️ 𝐌𝐚𝐩𝐝𝐞𝐬𝐢𝐠𝐧 𝐒𝐞𝐫𝐯𝐢𝐜𝐞
Excellent services from Cryptel! I would like to give Cryptel my highest recommendation. Its work, especially the maps, are of outstanding quality - fast, efficient and absolutely reliable. As a customer, I feel I am in good hands with Cryptel. The attention to detail and commitment to customer satisfaction is unparalleled. I will definitely recommend their services to others. Best regards, [SA]Daisuke- 1
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Stateful Server and Sync Position between Clients
The only update I can give, is this twitter thread of which I found a blog post about the client/client communication in games: [Hidden Content] -
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Inventory Trade
Hello, i have 4 inventory system, when i try to make a trade with another user, and my inventory 1 and 2 is full, we receive this message after we accepted the trade: This space is empty, and him Item divided, but if the inventory 1 or 2 have enought space, then everything is ok.
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