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Turning all explosion calculations client-sided?

Xtra · 10 · 2806

Xtra

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Is it possible to take entire jumping and make it basicaly... client-sided? Reducing if not removing entirely the effect ping has on jumping?


Melon

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i feel like the major downside with this is 100% chance of someone figuring how to fudge it since its client side


Peace

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catfoosh

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And also an incredibly hard project assuming it's even possible


fishy

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to do this you would also need to somehow make projectiles client side, which would open up room for much more fudging. in short, it most likely wont happen on tempus.


protist ?

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Isn't this essentially what the plugin AI may/may not be working on does?


fishy

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Isn't this essentially what the plugin AI may/may not be working on does?

in incredibly vague layman's terms, ai's plugin takes data from two servers, relays it to a central relay server, and routes it from there back to each server in order to simulate the players being on the same server in order to race without big ping issues.

this idea is to calculate projectiles/explosions clientside to completely eliminate ping, which probably isn't possible


nolem

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Isn't this essentially what the plugin AI may/may not be working on does?

in incredibly vague layman's terms, ai's plugin takes data from two servers, relays it to a central relay server, and routes it from there back to each server in order to simulate the players being on the same server in order to race without big ping issues.

this idea is to calculate projectiles/explosions clientside to completely eliminate ping, which probably isn't possible

What is possible is to have a bunch of listen servers hooked up together in this fashion. Issues with this are that it's easier to cheat runs (assuming something like this were to be used in a tempus setting) and rewriting network/interp code would be hard as shit.


John

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letting the client due what it wants is a possible security issue bc u can fudge everything sent to the server if the server has no checks in place

it's safer to let the server handle calculations because trusting itself is better than trusting a client


AI

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Isn't this essentially what the plugin AI may/may not be working on does?

in incredibly vague layman's terms, ai's plugin takes data from two servers, relays it to a central relay server, and routes it from there back to each server in order to simulate the players being on the same server in order to race without big ping issues.

this idea is to calculate projectiles/explosions clientside to completely eliminate ping, which probably isn't possible

What is possible is to have a bunch of listen servers hooked up together in this fashion. Issues with this are that it's easier to cheat runs (assuming something like this were to be used in a tempus setting) and rewriting network/interp code would be hard as shit.

The plugin is intended to be used on trusted online servers with proper admin oversight.

Running it locally indeed has a risk of tampering and cheating, so it's only recommended for private races that don't need a public scoreboard.  I have not tried running it on a local server, but I released the virtual machine in the Jump Server Starter Kit in anticipation of this use case.