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#1 | |
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A certain someone, who is probably going to receive a medal in short order, provided us in 'fun with an experimental EXE that erases exactly one line of code in SRB2.
Result: the reliability of netgames has tripled, give or take. ![]() Rare footage of too many (real) people in this clown car of a game for the scoreboard to display ![]() Very nearly 32 nodes (players) in THZ2; supposedly even the MS was in disbelief and displayed it incorrectly ![]() Eggman doing his usual thing only to be greeted by a bigger angry mob than he's seen in years I didn't think to take any shots of them, but the special stages were um, sparkly, hilarious, and moved slow as dirt. Footage of this fine mess from Steel_Titanium: Match/CTF: https://www.youtube.com/watch?v=Jx6PsajAYbg https://www.youtube.com/watch?v=FLWCz0bKPV0 https://www.youtube.com/watch?v=AvVA_C-GxK4 Co-op: https://www.youtube.com/watch?v=Zw6JmbHp6HQ (32 players achieved here) https://www.youtube.com/watch?v=W4voZulqAl0 https://www.youtube.com/watch?v=DaBEgjH9GmE Unfortunately, we booted DSZ1 only for the game to cry uncle and grind to a halt. But for about 2-3 glorious maps, 32 players was achieved in a co-op SRB2 netgame with a minimum of synch failures, and the amount of lag you'd expect from that many people of varying internet connection strength trying to pile in. So you can, hopefully, consider this a taste of netgame capabilites to come in future SRB2 releases, though please don't try the above at home; after about 16 players or so the synch failures started consistently being annoying, even on the most stable maps. But it's a damn sight better than not being able to host more than 6. If you want this EXE, well er, let Alam explain it to you below. Only the server host needs this EXE, you can join without it.
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Last edited by Mr. Mystery; 01-08-2017 at 05:10 AM. |
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#2 | |
Pretty chill guy
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Sounds like it was a blast! I love SRB2's multiplayer, and this sort of stability is what the game has been needing for years!
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#3 | |
WOO! GO ME! YAHOO!
Administrator
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Well, to note, all pull request request have a build artifact(s) (AKA program or EXE) if it compiles cleanly so this set of changes in PR 151 that fixup the netcode will output this SDL2 build artifact (AKA EXE) as of commit 478da436606c0cd467db9cc8f89c02cb490ce29f
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"remember, hacking SRB2 is a good thing, cracking it's save games is not" - Alam and Logan Arias 3DS FC: 0473-7778-0919 Last edited by AlamGBC; 01-02-2017 at 06:10 AM. |
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#4 |
Blue Hedgehog Acceleration
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So this means it will have a chance to be implemented in the main game
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Friend Code 3DS : NNID Wii U: luigiboy6444 Smash and Pokemon ORAS, and Mario KArt |
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#5 |
Developer
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What you mean chance? It will be in 2.1.17.
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#6 |
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What was the problem that this one line of code caused?
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#7 |
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So the problem of synch fails on some maps wasn't solved yet ? Because i don't expect to ever see that amount (or higher than 8 Players) on a server, Btw does SRB2 have Client-side prediction, this would help to greatly decrease lag.
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Also known as "RTB" on Discord Last edited by RomioTheBadass; 01-02-2017 at 09:41 AM. |
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#8 |
The one and only!
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I guess 2017 is the year of some what better netcode. Fantastic work you-know-who on making my and others dreams come true(ish).
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Severely optimistic 😬😬 |
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#9 |
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This is just astonishing, to say the least. I was in the server, and have some stuff to show =S
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#10 |
scripting bee
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I tried to join the server when the tests were being run, but I was joining at the moment where everyone was getting dropped, desynched or breaking the ping limit on DSZ1.
It wouldn't let me join. But wow, a 32 player game looks really interesting from the screenshots and GIFs.
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It's Lua, not LUA It's "Lua scripts", not "luas" |
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#11 |
Semi-Retired Mapper
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Wait, so does this mean that 32 player netgames were literally impossible up to this point?
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I don't really check my PMs, the best way to get to me is to DM me on Discord: @Fres#3433 Last edited by Fres; 01-02-2017 at 11:32 PM. |
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#12 |
(σᴥσ)
Judge
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They are theoretically possible but impossible in practice since 2.1, because yeah have fun trying to get everyone to not synch out
Last edited by TehRealSalt; 01-02-2017 at 06:09 PM. |
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#13 | |
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There are a few stages that do not want to cooperate in this EXE and would rather sync fail like every few seconds. This is still being investigated.
If there isn't another fix between now and next vanilla release, you should make a point of avoiding: - Eggscalibur - Brak - Maybe DSZ1 depending on player count - Egg Satellite (we didn't last 10 seconds before it froze) - CTF: Silver Cascade, Radiant Caverns - Match: Infernal Cavern, Celestial Sanctuary - black cats - walking under ladders
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#14 | |
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Last edited by chaoloveicemdboy; 01-02-2017 at 07:50 PM. |
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#15 |
Community Noise Maker
Developer
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Well, it works a lot better, but I'm still getting massive control lag from any server I join, so I'm not as excited as I would be. Once we get the option to mask our control lag, I'll be happy.
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#16 | |
Left this community (2019).
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https://www.youtube.com/watch?v=wkPM4M6bnB4
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Trans rights are human rights. #fuckdysphoria |
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#17 |
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LJ Sonik's pull request got merged, and that means 2.1.17 is going to have better netcode.
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#18 |
Man of the Hour
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Well, i guess our netcode in the future will be better.
It would be amazing if massive lag was fixed. But not yet.
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Don't let what you cannot do interfere with what you can do - John Wooden |
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#19 |
The one and only!
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I had a crack at this new exe and it seems to be fine but as Cobalt stated, the only major issue is Clag for the players in a server.
I did manage to keep 10+ people and i was also astonished that more people kept joining, with out a hint of major synch issues. But i think it may be host based since i dont have the best host connection and ended up geting a 5(+?) Man synch.
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Severely optimistic 😬😬 |
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#20 |
What part of 'RETIRED' don't you understand?
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Fantastic news. I was very sad when it turned out 2.1 had broken netcode. It is a big part of SRB2.
Clag isn't going away. SRB2 is a twitch game, like Smash Bros., and I'm sure a lot of you are familiar with the Smash Bros. latency issues. Unlike other games, you can't accurately 'predict' a player's movement, and if the computer guesses wrong, you then have to rollback any interactions and results from those interactions that occurred. Not a simple task.
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