Description | I find that if a script is duplicated clientside, using consoleplayernumber() to lock the script onto the local machine, clientside-prediction can possibly be emulated through the use of ACS. I've attempted this already in a pk3 I made for Zandronum, and after multiple tests run online with players with varying ping (from 50 ms to 200 ms), I find that any clientside commands passed to the server that affect the world will get turned down. I think this impedes Zandronum due to how useful creating clientside-prediction would be. Anything where the client sends input to the server (such as Cyberrunner on doom, or the thunderclaw, chargekick, wavebike or jump-cancel in MM8BDM) is heavily delayed for higher-latency clients (about 150 ms and up) to the point of not being able to see where they're going and making gameplay incredibly frustrating, or even impossible. I think implementing a way for scripters to create clientside-prediction in their ACS would really help when playing on a server and drastically improve online peformance on mods utilizing ACS. |