Search found 6 matches
- Wed Sep 28, 2011 6:50 pm
- Forum: BloodsPilot Clients
- Topic: Propose better default settings (mainly keys)
- Replies: 2
- Views: 16083
Re: Propose better default settings (mainly keys)
If it is of interest to anyone i grab ball with '2' swap scale with '3' drop ball with '4' and warnings on 'F1' through 'F5'. But I only play bloods, not item maps.
- Wed Sep 28, 2011 6:48 pm
- Forum: BloodsPilot Clients
- Topic: Who implemented dirPrediction?
- Replies: 6
- Views: 22002
Re: Who implemented dirPrediction?
Also, bp client seems to dirpredict the hud function 'direction pointer', while NG does not. So on NG you see the3 direction pointer lagging behind ship turns, on BP you do not.
- Wed Sep 28, 2011 6:46 pm
- Forum: BloodsPilot Clients
- Topic: Who implemented dirPrediction?
- Replies: 6
- Views: 22002
Re: Who implemented dirPrediction?
Another important detail added in NG was the switch from relative mouse moves each packet to total moves IIRC. This, basically, eliminated the worst parts of network loss: losing bits of turns so you end up facing in an unexpected direction.
- Wed Sep 28, 2011 6:42 pm
- Forum: BloodsPilot Server
- Topic: Wall bug
- Replies: 1
- Views: 12627
Wall bug
Noticed this while ball running with slarti, our old friend the wall bug is back
- Wed Sep 28, 2011 6:35 pm
- Forum: BloodsPilot Server
- Topic: Example recording for wrong ball in intermediate frames
- Replies: 4
- Views: 15233
Re: Example recording for wrong ball in intermediate frames
I think it's actually impossible to fix this type of thing perfectly, since you don't actually know what the player will do the subsequent false frames before the real frame. You could guesstimate, but it will never be 100% reliable - it's simply not physically possible.
- Wed Sep 28, 2011 6:30 pm
- Forum: BloodsPilot Server
- Topic: Differences in thrust between old/fxi and ng servers
- Replies: 2
- Views: 13299
Re: Differences in thrust between old/fxi and ng servers
Exactly, the code was buggy (from a physics POV) and the low fps made the error quite noticeable. IIRC the motion of the first frame of thrust was exactly double what it should have been (simple math error), however the velocity was correct - so the error did no cumulate. Hence the addition of a con...