Stop using the word jupe.
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Major Time Race issue that needs to be resolved before TWL starts
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Well this is pretty weird because the bot recieves reliable packets, meaning if the zone sees the flag as being owned the bot will recieve the packet as the flag being captured. But then again, maybe not.ZeUs!!> 48k - 44k
leroy> zeus, it's time base
ZeUs!!> yeah im old fashioned
Zerzera> can't hear you lappos, you have a 300ms delay
3:Uz> the only difference between a mexican and a texican is that they are on the side of the fence where the oil is.
[May 29 04:22] DOTSY: the internet is for porn
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Originally posted by StabwoundIt never used to be such a big issue before, because the server would still record the right number of points even if you lag died on the flag. But with these MatchBotR Time Race games, it is crucial that the bot knows exactly which team has the flag at ALL times.
So, TWLB can start with this issue as much as it has been the many seasons before.
The actual problem is not with the bot, but with the Continuum client (that's what I assume). Because the client changes flag-ownership based on two different factors:
1. When a player 'captures' the flag, he sends a 'Flag claimed' packet to the server, then the server broadcasts this packet to all other players in the arena. Also once every so many seconds (I think it's every 60 seconds) the server sends a flag update packet, telling what frequency is owning the flag. This is the correct way to determine flag ownership, and this is what the bot is listening to as well.
2. but there is another way. When player A sees player B run for the flag. But player B dies on his way to it, then the following might happen: player B dies right before he touches the flag, so player B won't be sending a Flag Claimed packet. But on the screen of player A he sees player B touch the flag anyway (because of the few hundreds ms lag). The continuum client assumes that player B touched the flag, and changes the color of the flag before actually receiving any flag claimed packet from the server.
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Originally posted by Mythrandir2. but there is another way. When player A sees player B run for the flag. But player B dies on his way to it, then the following might happen: player B dies right before he touches the flag, so player B won't be sending a Flag Claimed packet. But on the screen of player A he sees player B touch the flag anyway (because of the few hundreds ms lag). The continuum client assumes that player B touched the flag, and changes the color of the flag before actually receiving any flag claimed packet from the server.ZeUs!!> 48k - 44k
leroy> zeus, it's time base
ZeUs!!> yeah im old fashioned
Zerzera> can't hear you lappos, you have a 300ms delay
3:Uz> the only difference between a mexican and a texican is that they are on the side of the fence where the oil is.
[May 29 04:22] DOTSY: the internet is for porn
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Uhm.. it doesn´t make much difference now does it. It´s how Camisade lost to Disoblige in last TWL too. So no matter what game-format you use, it will have quite the same effect.
Only now some people are hyped over touching the flag so much they do stupid things.You ate some priest porridge
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Originally posted by ZerzeraUhm.. it doesn´t make much difference now does it. It´s how Camisade lost to Disoblige in last TWL too. So no matter what game-format you use, it will have quite the same effect.
Only now some people are hyped over touching the flag so much they do stupid things.
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