XVehicles (Network play) (VCTF, VMH for UT99)

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Deepu
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Re: XVehicles (Network play) (VCTF, VMH for UT99)

Post by Deepu » Tue Sep 27, 2022 10:11 pm

But still delayed vehicle's projectile fire 🔥

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Re: XVehicles (Network play) (VCTF, VMH for UT99)

Post by Buggie » Tue Sep 27, 2022 10:19 pm

Yes. It is hard make projectiles Lag Compensated.
Currently fire on server, so it suffer from ping.

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Re: XVehicles (Network play) (VCTF, VMH for UT99)

Post by Deepu » Wed Sep 28, 2022 3:17 am

:help:

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Re: XVehicles (Network play) (VCTF, VMH for UT99)

Post by Que » Wed Sep 28, 2022 4:13 am

Will need to be built into FNN and or UNN weapons for vehicles. Not sure this can be done .. perhaps VCTF needs its own NewNet.
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Re: XVehicles (Network play) (VCTF, VMH for UT99)

Post by Buggie » Wed Sep 28, 2022 4:41 am

I know few ways how make weapons LC. All of them not perfect. So for start I wanna find out what way use NewNet stuff, for decide it is fit or not.

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Re: XVehicles (Network play) (VCTF, VMH for UT99)

Post by Deepu » Wed Sep 28, 2022 7:13 am

Newnet uses dummy projectiles for firing, it just register the client fire. LC and Zp are not using dummy projectiles.

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Re: XVehicles (Network play) (VCTF, VMH for UT99)

Post by Buggie » Wed Sep 28, 2022 9:41 am

And what happen on server-side? Not enough register fire fact with location and spawn projectile on client.
On server must be some processing for that. Or it smoke and mirrors for client - real fire happens with same delay as before. And on client you see how you hit enemy, but on server - this not happen, so no damage.

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Re: XVehicles (Network play) (VCTF, VMH for UT99)

Post by Deepu » Wed Sep 28, 2022 9:59 am

Fire function of the weapon is firing a dummy projectile and client fire uses the damaging projectile so others can see a dummy non damaging projectile but the client fire damage will register with the server using BBPlayer replicated values.

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Re: XVehicles (Network play) (VCTF, VMH for UT99)

Post by Buggie » Wed Sep 28, 2022 10:54 am

Not really get what happen and where. On client you fire real projectile, register damage and send to server? On server just dummy projectile which replicate to other clients?

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Re: XVehicles (Network play) (VCTF, VMH for UT99)

Post by Deepu » Wed Sep 28, 2022 11:09 am

Buggie wrote:
Wed Sep 28, 2022 10:54 am
Not really get what happen and where. On client you fire real projectile, register damage and send to server? On server just dummy projectile which replicate to other clients?
Damaging projectile are not visible to the other client side, only the dummy projectile but client damage will register with the server by using BBPlayer.

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Re: XVehicles (Network play) (VCTF, VMH for UT99)

Post by Buggie » Wed Sep 28, 2022 5:10 pm

Play with ping 900:

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Re: XVehicles (Network play) (VCTF, VMH for UT99)

Post by Buggie » Fri Sep 30, 2022 5:01 pm

Demorec and demoplay:

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Re: XVehicles (Network play) (VCTF, VMH for UT99)

Post by Buggie » Sat Oct 08, 2022 10:43 am

v49

- Ignore warmup flags from UNN.
- Try fix fake flag on vehicle roof.
- Fix ignorance Manta by bots (Engine bug).
- Improved bots movement.
- Prevent shoot teammates by bots in some cases.
- Make noise from vehicle driver for avoid silent run.

Update in first post: viewtopic.php?f=34&t=14936

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Re: XVehicles (Network play) (VCTF, VMH for UT99)

Post by EvilGrins » Fri Oct 14, 2022 9:40 am

By the way, was it already known that if you have the flag and you jump in a manta you automatically drop the flag... and I just missed that?

That looks a little awkward, though likely not correctable.

Issue is with the model, not the mod.
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Re: XVehicles (Network play) (VCTF, VMH for UT99)

Post by Buggie » Fri Oct 14, 2022 10:20 am

Flag drop by design.

Any notes acceptable only for latest version.
Latest version use Manta closed hull, without any driver model inside.