Make the clones/pickups server based

Post suggestions regarding RVGL.
User avatar
ciccio
Posts: 20
Joined: Thu Dec 28, 2017 9:43 am
Discord: #9011
Location: Italy

Make the clones/pickups server based

Unread post by ciccio » Mon Mar 11, 2019 11:30 pm

As title, the host should be responsible for clones (and normal items). Right now it could happen for someone to see a clone disappear (or stay in place even after someone else exploded on it), I think clones and pickups should behave based on what the host sees like zaps and bombs. This could help preventing this type of desync and avoid situations where multiple people explode on the same clone or multiple people take the same pickup.

EDIT BY MODERATION: Added "/pickups" to Thread subject.
Last edited by ciccio on Tue Mar 12, 2019 2:58 pm, edited 1 time in total.
Kert
Posts: 8
Joined: Sat Jan 19, 2019 4:50 pm

Re: Make the clones server based

Unread post by Kert » Tue Mar 12, 2019 2:45 pm

Perhaps you can rename the suggestion to include normal pickups too?
This is a pretty major flaw in current online code honestly
User avatar
ciccio
Posts: 20
Joined: Thu Dec 28, 2017 9:43 am
Discord: #9011
Location: Italy

Re: Make the clones/pickups server based

Unread post by ciccio » Tue Mar 12, 2019 3:08 pm

Turns out that clones/pickups host based would just be as bad as current ones. I'd like to change the suggestion to "make clients send live data about clones/pickups" so that everybody has synched clones and pickups to fix the current problem. Yes, I think it's worth the extra bandwidth cost, especially in centralized mode where there is generally more latency.
Post Reply