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EDWARD PLEASE

Aug 12th, 2013
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  1. <Xangi> Zipzanabananna is really the source of 90% of my frustration.
  2. * TheDarkArchon has quit (Quit: ChatZilla 0.9.90.1 [Firefox 22.0/20130618035212])
  3. * Catweasel (~MOS@c-24-22-195-68.hsd1.wa.comcast.net) has joined
  4. <Edward850> Well it's not like you have to make stuff for Zandro.
  5. <Chizuari> you can't have your multiplayer and mod for it too
  6. <Xangi> If I want people to enjoy it in multiplayer I do though.
  7. <Edward850> ZDoom doesn't have multiplayer? This is news to me.
  8. <Chizuari> it doesn't have stable multiplayer
  9. <Ryan_Cordell> Edward850, since I can only assume this might be Samsara or some other project, and Zand is a bit mo- heh since when?
  10. <Edward850> Zdoom doesn't have stable multiplayer? Then what the fuck have I been doing?
  11. <Edward850> Making it worse?
  12. <Ryan_Cordell> me and Hellser (note - slovenian and american) can run GSA for example pretty fine
  13. <Edward850> Oh right, forgot what TerminusEst13's project is. :P
  14. <XutaWoo> it doesn't have public multiplayer
  15. <Chizuari> there's no dependability on scalability - the more people, the worse it gets
  16. <Edward850> That's... kinda a non-issue.
  17. <Edward850> Wait... what?
  18. <XutaWoo> which isn't really a negative point, per se, but it can be for certain projects
  19. <Edward850> Chizuari. Zdoom only needs 300 bytes per node.
  20. <Ryan_Cordell> by public I guess he means "join in at any time"
  21. * qbasicer has quit (Ping timeout: 182 seconds)
  22. <XutaWoo> i doubt gvh would've gotten by on zdoom multiplayer
  23. <Edward850> Honestly, personal prefrence, I consider that a good thing. :P
  24. <Eric> never mind that it only supports 8 players to zandronum's...64? i think
  25. <Edward850> I'm a little surprised it does support 64 players, considering the player masks are only 32bit.
  26. <Edward850> Did it change them or something?
  27. <Chizuari> I'm not sure if that explains why an earlier test with a couple mods caused the master (that was I) to be be jumping all over the place while the slaves ran tolerably, I think it was
  28. <Edward850> No, that'
  29. <Edward850> Mods?
  30. <Chizuari> By the third map, one slave disconnected rather forcibly
  31. <Eric> everyone has to open ports to play zdoom, and it has a tendency to desync after one map in dm or ~3 in co-op
  32. <Chizuari> Vanguard and Russian Overkill
  33. <TerminusEst13> Ryan_Cordell: It's not for Samsara, actually! It's an entirely separate project.
  34. <Edward850> 300 bytes per node, Chizuari. 200 if they aren't doing anything. No more, no less.
  35. <Ryan_Cordell> Aah, good thing I included "or something else" :P
  36. <Chizuari> Actually, only I had to open a port because of the whole master-slave model
  37. <TerminusEst13> Heehh. :p
  38. <Chizuari> Weirdo. My internet isn't bad at all
  39. <Xangi> The issue with ZDoom MP is more that it's not as accessible to the non-initiated as Zandronum's is.
  40. <Eric> games have to be pre-arranged, and if one person drops for some reason the game has to be restarted
  41. <Edward850> There's your problem. The master slave code isn't really made for internet player. Peer-to-peer is vastly better for internet usage.
  42. <Edward850> Eric: Saved games.
  43. <Edward850> Any player can join a saved game.
  44. <Chizuari> And this doesn't cause a desync at least two maps in?
  45. <Edward850> It shouldn't?
  46. <Eric> which does zdoom use by default?
  47. <Chizuari> It's not dependable in the slightest.
  48. <Ryan_Cordell> Hmm
  49. <Edward850> Yes it is? Zdoom is a self simulated environment.
  50. <Edward850> It's MADE to do this.
  51. <Ryan_Cordell> peer to peer is honestly better?
  52. <Eric> because if it's peer-to-peer, it is most definitely not good for internet usage
  53. <Edward850> Latency wise, yes.
  54. <Ryan_Cordell> I wouldn't mind seeing a pros and cons list of m/s vs p2p.
  55. <Eric> i tried playing a game with three people, one not too far from me, and the other on the other side of the continent
  56. <Eric> the game was completely unplayable
  57. <Edward850> I'll do a write up. Too much info for the IRC.
  58. <Eric> and desynced seconds in
  59. <Ryan_Cordell> Ah.
  60. <Chizuari> I also have no idea how well the layer for handling UDP packets is written, though experiences have been less than acceptable
  61. <Eric> the third player had to disconnect and everything went back to normal
  62. <Edward850> Eric: Something you are doing wrong. Take a look: http://www.youtube.com/playlist?list=PLXq0buJ3S6vNYO37UoQKX6cu4pVo9dyFn
  63. <Eric> what am i doing wrong, then?
  64. <Ryan_Cordell> to be frank the only desync I got with ZDoom multiplayer was either via stupidity (wrong load order etc.) or via accidents (Hellser firing the Vindicator in Russian Overkill). XD
  65. <Edward850> Chizuari: You pulled that out of your ass. Zdoom uses reverse acknollage ment. It knows if a packet is missing.
  66. <Edward850> Ryan_Cordell: What the fuck? Show me Russian Overkill please.
  67. <Chizuari> Granted, it was a long time ago, much less then it was over LAN
  68. <Edward850> A weapon shouldn't desync a game, to put it simply.
  69. <Edward850> There is too much wrong with that statement. :P
  70. <Ryan_Cordell> I don't remember which map it was anymore, it was either the primary or altfire which then caused a desync - it didn't bother us, really! Got one hell of a laugh out of it.
  71. <Xangi> Shouldn't and doesn't are sometimes far apart
  72. <Ryan_Cordell> Otherwise it's actually pretty nice and playable.
  73. <Edward850> Hmm, can you give me a link to the mod?
  74. <Ryan_Cordell> Edward850, to be frank, be glad it's not EDuke32 multiplayer. :P
  75. <Chizuari> ZDoom multiplayer is frankly only reliable the less people you have in it
  76. <Eric> i've never had russian overkill desync when firing weapons
  77. <Ryan_Cordell> it was only something with the vindicator
  78. <Eric> only on map changes
  79. <Edward850> Chizuari:... I just explained this one to you.
  80. <Ryan_Cordell> Edward850, http://forum.zdoom.org/viewtopic.php?f=19&t=29915
  81. <Eric> Edward850: well, your explanation doesn't seem to fit what actually happens
  82. <Ryan_Cordell> now granted this play session was a good while ago
  83. <Edward850> Eric: Neither does yours.
  84. <Eric> two players is perfectly playable and smoother than zandronum
  85. <Eric> three players is totally unplayable
  86. <Ryan_Cordell> hmm
  87. <Eric> four players doesn't even work at all
  88. <Edward850> Then explain my 5 player Reelism?
  89. <Ryan_Cordell> I have to try out three players at some point actually.
  90. <Eric> granted, one of those four players has the worst internet ever
  91. <Ryan_Cordell> Hellser! We need to find another dood
  92. <Chizuari> I know you're trying to help, and while getting angry doesn't, there are incontrovertible facts here about ZDoom multiplayer
  93. * qbasicer (~qbasicer@198-84-219-216.cpe.teksavvy.com) has joined
  94. <Edward850> Chizuari: Difference is, I work on Zdoom's netcode. I know what it is doing.
  95. <Ryan_Cordell> to be frank, constantly picking on a project someone's been trying to improve without being that nice about it doesn't help his mood. :P
  96. <Edward850> Otherwise I wouldn't be posting patches like this. :P http://forum.zdoom.org/viewtopic.php?f=7&t=36327&p=687627&hilit=waiting#p687627
  97. <Chizuari> I will consider the fact that not a single desynchronization happened today an improvement over what I remember from a really long time ago
  98. <Edward850> Holy crap this mod is huge, Ryan_Cordell. :P
  99. <Chizuari> Just the one player disconnected was all, and he lives closer than the other I was playing with
  100. <Edward850> Distince doesn't affect synchronization. Only latency (and thus the active gametic).
  101. <Chizuari> Situation reversed itself at the beginning when the further person never received a go-time packet when everybody connected, but that was also a one-off
  102. <Chizuari> I just wish I wasn't jumping all over the place and having my shots go off after ten seconds whenever I'm the master. :(
  103. <Edward850> I do acknollage that the handshake needs improvment. I didn't write a lick of that code, however. :P
  104. <Edward850> Chizuari: -netmode 0
  105. <Eric> which mode is the default?
  106. <Eric> because i just use gzdoom -host x
  107. <Chizuari> That one, and I'm still not sure how well it will help if packets are dropped often
  108. <Edward850> Packet-server (auto selected when there is 3 players) has the combined latency of the two most latent players to the packet-host.
  109. <Edward850> Wireless connections basically require "-extratic".
  110. <Edward850> Eric: netmode is auto selected to 1 (packet-server) when then is 3 or more players.
  111. <Eric> see, i never even knew that parameter existed
  112. <Edward850> Really? It's in the wiki.
  113. <Xangi> To be fair, the wiki is rather huge
  114. <Eric> http://zdoom.org/wiki/Multiplayer it's not here
  115. <Ryan_Cordell> command line article?
  116. <Edward850> Ding ding ding.
  117. <Ryan_Cordell> for some reason doom connector keeps flashing to mind
  118. <Ryan_Cordell> i think i've seen a description of extratic there but I have no clue
  119. <Eric> okay, it's there
  120. <Edward850> Extratic sends duplicate packet info.
  121. <Edward850> Redundency, but wireless connections sorta need it.
  122. <Eric> however, i think if that parameter is "basically required" for wireless connections, it should probably be mentioned somewhere on the multiplayer article
  123. <Edward850> Not all wireless connections have the problem.
  124. <Eric> well, evidently, if i'm "doing something wrong", this must be it
  125. <Edward850> Just be people who like pushing it. (i.e sititng on the edge of the reception).
  126. <Chizuari> I was too playing with extratic enabled today, and my connection to the router out is wireless, so bah
  127. <Edward850> Chizuari: You mentioned GZdoom before, correct?
  128. <Xangi> Perhaps someone should put a "Multiplayer problems? Check Here" section on the wiki in huge bolded letters
  129. <Edward850> Not yet. :P
  130. <Chizuari> Yeah, gzdoom-g1.8.1-175-gc88bf31
  131. <Edward850> Hmm, deffinantly a git build.
  132. <Edward850> I wonder if dynamic lights are still causing problems.
  133. <Edward850> I honestly don't know why Graf wrote them the way he does.
  134. <Chizuari> I just assumed it was the latest because Pillow linked me (too lazy to go grab it myself)
  135. <Chizuari> This is still a pretty good excuse to try GSA tomorrow.
  136. <Edward850> It latest enough, being a GIT build.
  137. <Edward850> The Dynamic light "fix" was pre GIT.
  138. <Ryan_Cordell> we haven't tested any of the newer versions lately though
  139. <Chizuari> As in bleeding edge fresh-off-the-griddle latest
  140. <Chizuari> Yeah, but it doesn't work with the latest stable so you guys are too far ahead
  141. <Ryan_Cordell> especially with the much newer stuff that's been added, and with Hellser now busy working on a different mod for fun
  142. <Ryan_Cordell> Chizuari, yeah, we always go for SVN
  143. <Ryan_Cordell> in fact, I have to add +NOFALLFORWARD at some point since Crash's incediary rifle always makes enemies charge you even faster aaaaaaaa
  144. <Ryan_Cordell> *incendiary
  145. <Xangi> I'm very anxious to get that Flag as well
  146. <Ryan_Cordell> I just haven't checked if GZD updated yet so *shrug!*
  147. * Chizuari is now known as Zekeachu|Inactive
  148. <Edward850> Ryan_Cordell: Peer-to-peer is faster but more comples network wise, as all nodes need to be able to contact eachother, otherwise the game will stall first/second tic (depending on who you are). Packet-server is slower but all connected nodes only need to feed one out stream to the packet host. Simpler to set up but internet latency is enough to make it neigh unplayable.
  149. <Edward850> *complex
  150. <Ryan_Cordell> Ahh.
  151. <Edward850> Peer-to-peer has one exception: 2 player games only need to have the handshake host contactable to work, due to router training.
  152. <Edward850> Infact, forcing packet-server for 2 player games is pointless. It won't do anything different and just results in wasting an extra byte.
  153. <Edward850> Per packet, that is.
  154. <Edward850> Also, Zdoom's netcode has the standard lockstep anomoly: Latency is reversed. The slowest player moves first, basically.
  155. <Ryan_Cordell> Hear that Hellser? No host advantage! XD
  156. * Valerie (~Valerie@183178037002.ctinets.com) has joined
  157. * meleemario has quit (Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/)
  158. <Edward850> Anyway, russian overkill downloaded. Lets see if it does anything stupid code wise.
  159. <Ryan_Cordell> I can imagine Crash is going to be a nightmare in DM if she connects with her Wavegun altfire..
  160. <Edward850> Just fyi: RNG calls means nothing to playsim sync, as they are part of it in the first place. Unless you are talking about Zandro. :P
  161. <Edward850> Wow. No calls to either GetCVAR or ScreenWidth/Height. That answers that question :P
  162. <Edward850> Second test: Play until it breaks. :P
  163. * Medicris (~Medicris@173.183.45.156) has joined
  164. <Hellser> I rap so hot.. I spit Yoga Fire!
  165. <Edward850> Ryan_Cordell: As expected, playsim survives Vindicator.
  166. <Edward850> So that's good news. I don't have to spend 5 hours fixing something. Fucking Timefreezesphere.
  167. <Ryan_Cordell> I ain't saying it was a constant thing, but it happened at that specific time with that specific weapon, so.. =P
  168. <Edward850> Something does seem to happen on map changes. I'm not sure what, why, how and why it's so god-damned uncommon.
  169. <Edward850> All I do know is that it breaks something that takes a few minutes to finally break the game state.<Edward850> I think one day I'm going to have to crank the gamestate checksum up to 11 and see what happens.
  170. <Ryan_Cordell> Hmm
  171. <Edward850> At the moment is just an SWORD (short) of player pos data + 4 RNG tables.
  172. <Edward850> I also wonder if it has anything to do with the demo sync bug that currently exists.
  173. <Ryan_Cordell> .. I'm really tempted to take this fscking important notice sticker off my laptop since it's so annoying right now. And it's only about ergonomic use.
  174. <Edward850> Important notice: Never remove this notice.
  175. <Ryan_Cordell> Hey Hellser?
  176. <Ryan_Cordell> http://www.pleated-jeans.com/wp-content/uploads/2013/07/tumblr_ml1ipxLOW21r868elo1_400.gif UWEEEEEEEEEEEEEEEHEEEHEEE [/Russian Overkill]
  177.  
  178. At this point it became uneventful
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