Window Draggers

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Blue
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Postby Blue » Mar 06, 2013 03:27

Austerim wrote:Happens to me on Reaver when I get rooted and Slam someone then they're out of range. The window dragging on this server is really getting out of hand. :x

I'm not so sure its window dragging at all. I understand that problem and it may be solved on server side.
It's done when it's done. Thanks for your patience.
Every bug gets fixed. Sooner or later.

"It is an inescapable law of nature that the amount of satisfaction one gains from achieving something
is related to how hard it is and easy things can only elicit a fleeting superficial sort of pleasure."


Blue says, "you used macro tools or macro keyboard"
Pala says, "i am disabled. and i have a mechanic left hand that can be programed. its hard to play woith one hand"

[Appeal] Bxxxxxxxx: "why is RA first aid cann man i stealth use and not unstealth cann man ra if man use unstealth ?????????"
BannedUser: "i was not using automate game action my hand was fall on keyboard during i was sleep .... i was completly fall on keyboard ..."

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Orihiime
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Postby Orihiime » Mar 06, 2013 05:37

Blue wrote:
Austerim wrote:Happens to me on Reaver when I get rooted and Slam someone then they're out of range. The window dragging on this server is really getting out of hand. :x

I'm not so sure its window dragging at all. I understand that problem and it may be solved on server side.

he was trolling. its normal its becuz when the guy move, the range hit is higher u said it urself. after slam the guy is stunned, not moving so range hit is reduced
2012:<@[Uth]Abydos> If we don't have SI by the end of the year, Im fairly certain I wont be a GM anymore :-p

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majky666
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Postby majky666 » Mar 06, 2013 08:36

[quote="TugaPowah"]So,

They discovered the window dragging... Will Uthgard let this happen?

Till we get an official answer I will post here all videos. Starting now:

Xfaniax

you also need ban messenger mobs at dragon,they allways "teleport" from me,when i start fight them :P
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Blue
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Postby Blue » Mar 06, 2013 12:17

Orihiime wrote:after slam the guy is stunned, not moving so range hit is reduced

Good analyzed. Anyway Uthgards stuns have the problem that you don't see immediate player stop.
It's done when it's done. Thanks for your patience.
Every bug gets fixed. Sooner or later.

"It is an inescapable law of nature that the amount of satisfaction one gains from achieving something
is related to how hard it is and easy things can only elicit a fleeting superficial sort of pleasure."


Blue says, "you used macro tools or macro keyboard"
Pala says, "i am disabled. and i have a mechanic left hand that can be programed. its hard to play woith one hand"

[Appeal] Bxxxxxxxx: "why is RA first aid cann man i stealth use and not unstealth cann man ra if man use unstealth ?????????"
BannedUser: "i was not using automate game action my hand was fall on keyboard during i was sleep .... i was completly fall on keyboard ..."

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Rector
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Postby Rector » Mar 06, 2013 12:45

Do the liveservers use a better mechanic?

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Blue
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Postby Blue » Mar 06, 2013 13:13

Rector wrote:Do the liveservers use a better mechanic?

From server perspective I could make the player immediately stop. But due to delay in network communication this means that the stunned player has to be set back to an older position which can look odd in his own client.

The problem explained (I use 200ms as ping delay in this example, can be worse or better):

1) Player A hits button for stun effect
2) Command is delivered to server (200ms)
3) Server sends to Player B to immediately stop movement (200ms)
4) Player B sends current position and that he is standing still (200ms)
5) Server sends Player B's position to all who can see Player B (200ms)

So if we assume that Player A and B have 200ms ping delay to Uthgard this results in heavily delayed stop of the movement of player B from player A's view of about 800ms after stun. There is no window dragging involved.

Since player A did not receive the stop from ther server yet, player B will still run forward into last direction until 5).

The old window dragging techique tried to increase the ping delays seen above.
It's done when it's done. Thanks for your patience.
Every bug gets fixed. Sooner or later.

"It is an inescapable law of nature that the amount of satisfaction one gains from achieving something
is related to how hard it is and easy things can only elicit a fleeting superficial sort of pleasure."


Blue says, "you used macro tools or macro keyboard"
Pala says, "i am disabled. and i have a mechanic left hand that can be programed. its hard to play woith one hand"

[Appeal] Bxxxxxxxx: "why is RA first aid cann man i stealth use and not unstealth cann man ra if man use unstealth ?????????"
BannedUser: "i was not using automate game action my hand was fall on keyboard during i was sleep .... i was completly fall on keyboard ..."

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pythion
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Postby pythion » Mar 06, 2013 13:57

Rector wrote:Do the liveservers use a better mechanic?

I encourage you to run around in RvR for 5 minutes on live with a trial account.
What you would see is that the ghosting there is constant.
NPCs/players from clip ranges away ghosting at speed 6 and even when you're fighting, they rubberband just stopping to face.

Uthgards method for fixing this netcode error is far superior to any ive seen.
Bad computers and connections can be a messy cocktail.
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Barney
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Postby Barney » Mar 06, 2013 15:40

Blue wrote:1) Player A hits button for stun effect
2) Command is delivered to server (200ms)
3) Server sends to Player B to immediately stop movement (200ms)
4) Player B sends current position and that he is standing still (200ms)
5) Server sends Player B's position to all who can see Player B (200ms)


First of all, i wouldn't reset the position of the stunned player. As mentioned, that may feel very unnatural to if you get stunned and ported afterwards.

Just a thought: Does the Server keep the position of player's in memory? If so, send position of Player B two times

1) Player A hits button for stun effect
2) Command is delivered to server (200ms)
3a) Server sends to Player B to immediately stop movement (200ms) and
3b) Server sends Player B's actual position, marked as stopped, to all who can see Player B (200ms)

4) Player B sends current position and that he is standing still (200ms)
5) Server sends Player B's position to all who can see Player B (200ms)

Steps marked as 3a and 3b will run nearly simultaneously (Server doesn't have to wait for laggy response). So Player A get's a 'guessed' position and an updated position at step 5.

Sure this will not completely solve the problem, it's just i minor improvement. There will be still some warping, but it might reduce effect.

Odd thing i could image, if Player A has horrible lags, he might position to standing target and then the target will get repositioned. But honestly, if you encouter bad lags on your own machine, everything is warping and porting around. So nothing new here :wink:

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Blue
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Postby Blue » Mar 06, 2013 16:18

Without porting player B (the stunned one) in its own client this will result on another warp for all players seeing player B.

Player B will stop sooner (from others view), yes, but as soon as client of player B sends its position he will warp for all players again. Its not so easy to solve that without reseting player B's position in his client with what the server thinks is the stun position.

Maybe warping player B in its client is not that bad. Better than giving that player extra time to run around and change position when already stunned.
It's done when it's done. Thanks for your patience.
Every bug gets fixed. Sooner or later.

"It is an inescapable law of nature that the amount of satisfaction one gains from achieving something
is related to how hard it is and easy things can only elicit a fleeting superficial sort of pleasure."


Blue says, "you used macro tools or macro keyboard"
Pala says, "i am disabled. and i have a mechanic left hand that can be programed. its hard to play woith one hand"

[Appeal] Bxxxxxxxx: "why is RA first aid cann man i stealth use and not unstealth cann man ra if man use unstealth ?????????"
BannedUser: "i was not using automate game action my hand was fall on keyboard during i was sleep .... i was completly fall on keyboard ..."

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Barney
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Posts: 85
Joined: Mar 11, 2010 01:00
Location: Germany, Hessen

Postby Barney » Mar 06, 2013 17:01

Blue wrote:Player B will stop sooner (from others view), yes, but as soon as client of player B sends its position he will warp for all players again. Its not so easy to solve that without reseting player B's position in his client with what the server thinks is the stun position.


Yes, as mentioned above, just an idea/thought to reduce the warping. But i admit, it's still a mess.

For warping Player B: If it's not that much work to to implement, then just give it a try? Would be interesting how the 'look and feel' is like.

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