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General Questions - Balling sets. Need help

Anonymous - Sun Nov 12, 2006 5:52 pm
Post subject: Balling sets. Need help
SendTime=100
Reward=-1
CapturePoints=-1
CatchMinimum=0
CatchPoints=0
WinBy=50

How do I make it win on 5 by 2 goals?
Cyan~Fire - Mon Nov 13, 2006 1:11 am
Post subject:
Soccer Settings on the wiki.

I'd say probably CatchMinimum=5 and WinBy=2.
Smong - Mon Nov 13, 2006 12:40 pm
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If you want to save on bandwidth you should increase SendTime, say to 500.
Bak - Mon Nov 13, 2006 2:26 pm
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It's a 16 byte packet. You'll be saving 160-32 bytes/sec = 128 bytes/sec = 0.125 KB/sec.
Smong - Mon Nov 13, 2006 6:18 pm
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The client also recalculates the ball's position, which depending on the contents of the packet can be expensive, so a lower frequency will also raise client responsiveness.
Mine GO BOOM - Mon Nov 13, 2006 8:35 pm
Post subject:
Smong wrote:
The client also recalculates the ball's position, which depending on the contents of the packet can be expensive, so a lower frequency will also raise client responsiveness.

Most packets from the server will either be the ball is on a specific player, or the ball was shot. The server does not calculate where the ball will end up, but instead just sends the same information (timestamp, x/y, speed) of when the ball was shot with a timestamp saying that this packet is new. The client checks to see if the data is new, and then recalculates everything. Otherwise, just leaves it to the internal physics to keep the ball doing what it needs as if it never got the packet.
Smong - Tue Nov 14, 2006 5:15 am
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Mine GO BOOM wrote:
The client checks to see if the data is new, and then recalculates everything.
I'm not sure about that. But you could partially test it by putting different ball settings on two ships, fire the ball in one, then switch ships and see if the ball suddenly jumps position.

It makes me wonder why is the ball data sent periodically instead of just when it changes and to entering players.
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