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  #1  
Old 07-12-2003, 06:20 AM
Tseng Tseng is offline
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"HP Lag" and HP changes

Yes, that's right, I said "HP Lag".

I have fixed what caused HP lag, so you no longer have to deal with it.

I will also tone HP down from 33.3 HP / heart to 20 HP / heart.
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Old 07-12-2003, 11:11 AM
Spark910 Spark910 is offline
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How about the old system is just put back, that'll stop most lag <3
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Old 07-12-2003, 08:59 PM
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Quote:
Originally posted by Spark910
How about the old system is just put back, that'll stop most lag <3
How about not?
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Old 07-12-2003, 10:17 PM
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What was the problem? Just curious.
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Old 07-12-2003, 11:14 PM
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Quote:
Originally posted by tlf288
What was the problem? Just curious.
It directly resulted from the way the system was set up.
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Old 07-12-2003, 11:39 PM
tlf288 tlf288 is offline
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Care to ellaborate? I want to know so I can make sure not to desgin a system that way.
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Old 07-12-2003, 11:47 PM
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A clientside check if the player was hit in order to push them existed at the same time a serverside pushing of the player did; I removed the clientside one since if the player was not actually hurt, they shouldn't be pushed.
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Old 07-12-2003, 11:51 PM
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Ok, did it reduce lag a lot of just a little?
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Old 07-12-2003, 11:55 PM
Tseng Tseng is offline
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Quote:
Originally posted by tlf288
Ok, did it reduce lag a lot of just a little?
"HP Lag" appears to have been the clientside detecting the player was hit without them actually being hit, hence the quotes.
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Old 07-13-2003, 06:23 PM
Googi Googi is offline
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I think it was that if a player was lagging then they could register hits on people who appeared to be stationary, but were actually moving.
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Old 07-13-2003, 09:04 PM
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Quote:
Originally posted by Googi
I think it was that if a player was lagging then they could register hits on people who appeared to be stationary, but were actually moving.
Nope.
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Old 07-13-2003, 09:30 PM
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Quote:
Originally posted by Tseng
Nope.
Oh.

Was it that laggy players couldn't hit people than?
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Old 07-13-2003, 10:00 PM
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Quote:
Originally posted by Googi


Oh.

Was it that laggy players couldn't hit people than?
Not exactly that either; it was something along the lines of the individual player being hit's client thinking that they were hit, when they actually were not.
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