Questions about netgame syncing and Lua scripting

Status
Not open for further replies.

fickleheart

ms reflec beat stan
2015 Contest Winner 2014 Contest Winner 2012 Contest Winner 2011 Contest Winner
So as anyone who's tried to play Space Chase in a netgame would know, I've been having a ton of problems getting that level to stay in sync in a netgame. The following are mostly questions for those developers that deal with the netcode, or Lua, or anyone who knows enough to answer them.

  • What does the game do to determine if it needs to resync? I'd like specifics; like, if player positions are checked then what's the margin of error? Basically, how could I brute-force the sync checks in Lua if players are currently all forced into a specific position and angle?
  • What all is sent in $$$.sav when a player joins/when the game resyncs? Are custom Lua variables tied to an object included in that, or am I going to need to handle it myself? If the latter is true, how would I go about that?
  • How does the NetVars hook work? It confuses me. I know it passes a function that can be called to network certain variables, but is it only called when a player joins, or is it involved in resyncing, or what?
Thanks for your time.
 
As far as I've heard (source: JTE himself), the NetVars hook may actually be completely broke right now, so eh. =S
 
Status
Not open for further replies.

Who is viewing this thread (Total: 0, Members: 0, Guests: 0)

Back
Top