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Post by YL on May 2, 2014 10:53:34 GMT 1
This may have been reported before, but if you and an other person stand on a moving platform, the other person seems to levitate on the air depending on his internet connection
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Deleted
Deleted Member
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Post by Deleted on May 2, 2014 11:07:58 GMT 1
I heard about this glitch. It appears on Plazma Burst 2.When you get on a elevator,your player just glitches through the door.
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Post by Daniel Everland on May 6, 2014 19:53:46 GMT 1
This isn't a bug, moving platforms simply aren't synced across clients. Nice find though!
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Post by Noble on May 6, 2014 21:57:32 GMT 1
This isn't a bug, moving platforms simply aren't synced across clients. Nice find though! :) Will this always be the case, or will we eventually see synced up platforms for all players?
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Post by Daniel Everland on May 6, 2014 22:18:53 GMT 1
I can't promise anything, but I think a safe bet is to say they won't get synced.
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Post by Jatsu on May 7, 2014 7:45:24 GMT 1
De Lirios linked me to this Brazilian interview with Michal. In fact, this is the interview that was publicized on one of BR's news posts (but I do have links to others)... Anyway, an interesting quote from the interview related to this subject is this: "Programmable", to me, implies logic... which further implies that it would probably be handled by the server and therefore synced across clients. But, by judging based on the average time new features get pushed out, I think it would be safer to say "moving platforms won't be synced in the near future". Even then, that comment is so generic, it could mean another year from now... Nonetheless, based on the quicker development on new-test and recent interest in bugs we might actually see the features promised in the interviews and old forums sooner than we expect. I suspect the new partnership with Spil Games has something to do with this, but I'm just throwing darts at a wall hoping they'll stick somewhere...
Personally, I've always wondered why moving platforms started at some initial position for all players on load - but never reset to their initial position when logic reset occurred, like at flag capture. It wouldn't fix the first round in a game, but if players stayed past that, then they would be indirectly synced this way... Edit: More thinking on it makes me wonder how difficult it would be to calculate a moving platform's position based on the length of its path, its speed, and the time elapsed since the session first started - basically s f = s 0 + v*t, s f would then get plugged into a modulus function with respect to path length that will give a remainder, and that's the current position of the platform. If the client could handle that calculation, all the server would have to send to the client is the moving platform's properties and the time of session one time. Then after game rounds end, just reset the moving platforms to some initial position like I described above. I could be wrong, I dunno, I'm not a programmer. D:
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