I don't know what you are smoking, but I left the netgame after five minutes when we were still in Noxious Factory. Also, no need to call me "competent in his own right", I'm a pretty inexperienced player ;)stuff about me playing CTF in Nimbus Ruins yesterday
I have the impression that some of you guys don't read. There's no way this will be added to 2.1. The official netcode is much more accurate and stable than this one. It's just that with high latency, this allows you to play more easily and stand a chance against people with low latency or the host. But I don't think the official EXE should cater to users with bad connections at the cost of accuracy. This should stay an alternative.I'm soooo downloading now, and if I don't see this in 2.1... I'll nuke STJr. :P
If by "can't connect to the MS" you mean "it doesn't show any servers", that's normal. You can only join servers that run on this mod.Why cant I connect to the Master server at all? Even though you said it works fine.
This happened to someone after we switched from CTF to Match with him holding the flag before we switched.![]()
After changing from CTF to Match.. This is what happened.
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I also noticed a few issues, my friend Sky quickly changed to Tails and started to fly, but he appeared to be as a flying Super Sonic for a bit, as well as when switching from Match to CTF, everyone was flying as solid spectators for a bit, it was silly for sure :P Also when shooting someone, I saw them in their death state for a moment, and they didn't get hurt.
I don't know what you are smoking, but I left the netgame after five minutes when we were still in Noxious Factory. Also, no need to call me "competent in his own right", I'm a pretty inexperienced player ;)
But I admit your story sounds much more awesome this way :)
srb2cs.exe -dedicated -internetserver -room 33
Map is now "MAP80: LIME FOREST ZONE"
Time limit disabled
Levels will end after a team scores 5 points.
>cshost
Attempting to host on port 5030...
>cshost 5030
Player 1 has joined the game.
Unregistering this server to the master server...
I_ShutdownTcpDriver: shut down
signal_handler() error: segment violation
The thing is, SRB2's race mode is not interactive between players, so even when it breaks down and looks quirky, the fact that your opponent is teleporting a bit isn't an issue like it is in match.Race mode... I'm still a bit iffy about implementing this. Because SRB2 is indeed very fast, the player prediction will be hard to do - as anyone with control lag could tell, predicting where a player will be in 200 milliseconds isn't easy. If anyone's interested in seeing how it may look without it, though, there's always the -force parameter!
A question about this mod. Am I able to host a dedicated server? Every time I try to do so, it sigsevs me when someone joins.
The thing is, SRB2's race mode is not interactive between players, so even when it breaks down and looks quirky, the fact that your opponent is teleporting a bit isn't an issue like it is in match.
Is a player judgement necessary? Wouldn't the server announce who finished in order like it normally does? And what about the results screen? Or am I getting this wrong here?I'm afraid dedicated servers aren't supported yet - sorry. People are still getting the occasional sigsegv during gameplay, so I think it's best that the game be made more stable before support for dedicated servers is added.
That's true, but it's quite important that everyone knows who crossed the finish line first. This can be really hard to work out behind a ping of ~200 ms or more - in 200 ms, one could thok and appear several hundred fracunits away before anyone else notices it. I don't know... I haven't really experimented with Race mode yet.
In the meantime, many bug fixes are being done. Expect a new beta release soon!
but I don't understand why mismatchment is a factor in COOP
No, honestly, all you need to know is when each player finishes. You don't have to see them crossing the finish line as long as they can see themselves crossing it. Once they cross the finish line they'll send that time to the server, which in turn tells all the other players that that player has finished, start the runoff timer if it's the first player to finish, and then you compare the results at the end. Then the rest can just be the same as match's netcode (rings, monitors, some race maps have enemies).That's true, but it's quite important that everyone knows who crossed the finish line first. This can be really hard to work out behind a ping of ~200 ms or more - in 200 ms, one could thok and appear several hundred fracunits away before anyone else notices it. I don't know... I haven't really experimented with Race mode yet.
No, honestly, all you need to know is when each player finishes. You don't have to see them crossing the finish line as long as they can see themselves crossing it. Once they cross the finish line they'll send that time to the server, which in turn tells all the other players that that player has finished, start the runoff timer if it's the first player to finish, and then you compare the results at the end. Then the rest can just be the same as match's netcode (rings, monitors, some race maps have enemies).
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