Kara Kurt wrote:
Does "dropped shots" exist for real though? Because... every time I hear that I imagine Kal'whiny'foxis shitting Zd's netcode.
Couldn't it just be packet loss or unstable ping?
I'm pretty sure ZDaemons dropped shot issue is due to internal code errors, it happens
way too frequently compared to packet loss. It seemed to get critically worse with 1.09 so I'm pretty sure it's a coding error on their part. It seems to be amplified by laggers, so I'm guessing ZD erroneously makes players unhittable when they're lagging due to a bug and the shots go right through. Then again, trying to play on ZD with >100 ping indicates there's likely more problems there.
Packet loss is a prime cause of dropped shots (since the shooting message never arrives) and unstable ping with ping unlagged causes it to be reconciled wrong. Can't solve the first one, but I hopefully solved the second. So if he's playing on 1.09 with an unstable connection and having a bad RNG day, it probably looks like the port is broken (and their netstats don't really tell too much).
Torr Samaho wrote:
Watermelon wrote:
When I return from a lot of RL stuff, I'd like to work on the netcode aspect of dropped shots, I know a way to handle them if a packet is lost along the way.
Would you mind sketching the idea behind this?
Other games (and doom ports as well) have a 32 bit field that tracks the last 32 gametic firing fields, so the server can see if a packet was lost or out of order along the way. It's not perfect, but I've never experienced any dropped shots unless my entire connection goes to hell in other games/ports. Plus it prevents weapons from going out of sync (as I never had any out of sync errors there as I do here). Maybe two birds with one stone hopefully? There are some problems we face because we have access to the states and durations, but I can hopefully bring this up next time in a meeting with some possible solutions to that.