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Other => Closed Beta => FOnline:2238 Forum => Archives => Winter 2011/2012 => Topic started by: Savager on November 18, 2011, 02:59:32 pm
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I want to know if the "Moonwalk" bug is solved after wipe. I play the other day in the pvp battleground of 2155 and there is no moonwalk issues when u got shot (only whit rockets, but is minimal). So that bug can be fixed. Will be fixed here too?
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Moonwalk is caused by lag and it's individualized, am I right?
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Moonwalk is caused by lag and it's individualized, am I right?
Yup, i have it sometimes on 2155, and you don't have because your ping better.
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I have the same ping in both server, im from south america, so both servers are far away. 350 ping in the two servers.
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Yup, i have it sometimes on 2155, and you don't have because your ping better.
you mean Battleground?
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For me and like 20/25 more south american players, and some others +20/30 non-european players from USA/canada this bug is the most annoying ever to exist. I whould prefer not having any additional content and just the solve of the moonwalk bug. If i see in the next wipe a lot of new and shining things, and new battle mechanics bla bla bla, and the moonwalk bug still existing i/we probably change to play something else. Is very unfair cannot run from npc or approach to others players in pvp because the pull-to-the-back/moonwalk problem. I never can do any decent 1 hex burst or aproach to any good player whit hth or run when trapped from npcs because this bug.
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I've accepted the moonwalk bug as part of the engine and have learned to play around it. Now you try :)
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Its not. All the players close to the server dont have it. Its not fair, is a huge advantage.
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If they had more money. erm... alot more money. They could put servers in different locations. But this is free project so not gonna be solved, just learn to deal with it.
At least, this is the case afaik. Don't take my word for it.
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For me and like 20/25 more south american players, and some others +20/30 non-european players from USA/canada this bug is the most annoying ever to exist. I whould prefer not having any additional content and just the solve of the moonwalk bug. If i see in the next wipe a lot of new and shining things, and new battle mechanics bla bla bla, and the moonwalk bug still existing i/we probably change to play something else. Is very unfair cannot run from npc or approach to others players in pvp because the pull-to-the-back/moonwalk problem. I never can do any decent 1 hex burst or aproach to any good player whit hth or run when trapped from npcs because this bug.
Every non-european player are fated to FAIL as BigGunner, SG Burster and Unarmed.
They'll (europeans) sure see you first behind the door.
They'll sure be able to make you waste Actions Points without take shot.
And
Yes, they'll sure able to decide if you can go to exit grid or not.
Do like me: play as Sniper and only as Sniper. :-*
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Every non-european player are fated to FAIL as BigGunner, SG Burster and Unarmed.
They'll (europeans) sure see you first behind the door.
They'll sure be able to make you waste Actions Points without take shot.
And
Yes, they'll sure able to decide if you can go to exit grid or not.
Do like me: play as Sniper and only as Sniper. :-*
Or play as merc leader and put everything on auto KEEL. ;)
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I check every day this post to see if theres some answer from the devs but nothing yet :(. At least if they say "there is no solution" that will be better to me for not having false hope.
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I think the only solution is a very good dedicated internet link = much $$$
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I check every day this post to see if theres some answer from the devs but nothing yet :(. At least if they say "there is no solution" that will be better to me for not having false hope.
It has to do with latency (lag), if you're too far away from the server, which means that there's too many (and/or too slow) routers between you and our server located in France, you'll get "moonwalking".
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Just for the record, it doesn't seem to really be a matter of distance; as all the french players, I unfortunately sometimes do moonwalk too :(
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Moonwalk is due to the network protocol of the game using TCP as its transport layer.
It's flawed by design and can't be fixed.
see this if you want to know more: http://gafferongames.com/networking-for-game-programmers/udp-vs-tcp/ (http://gafferongames.com/networking-for-game-programmers/udp-vs-tcp/)
The key sentence of the article: "Using TCP is the worst possible mistake you can make when developing a networked game!"
Nothing more to add.
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So u where working about this connection thing devs?
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Moonwalk is due to the network protocol of the game using TCP as its transport layer.
It's flawed by design and can't be fixed.
see this if you want to know more: http://gafferongames.com/networking-for-game-programmers/udp-vs-tcp/ (http://gafferongames.com/networking-for-game-programmers/udp-vs-tcp/)
The key sentence of the article: "Using TCP is the worst possible mistake you can make when developing a networked game!"
Nothing more to add.
Besides can it be changed to something more stable?
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Moonwalk is due to the network protocol of the game using TCP as its transport layer.
It's flawed by design and can't be fixed.
see this if you want to know more: http://gafferongames.com/networking-for-game-programmers/udp-vs-tcp/ (http://gafferongames.com/networking-for-game-programmers/udp-vs-tcp/)
The key sentence of the article: "Using TCP is the worst possible mistake you can make when developing a networked game!"
Nothing more to add.
That's just wrong.
Did you know WoW, EVE online, Guild Wars and many more use TCP/IP?
The only alternative to TCP is UDP, but devs would need to build a reliable layer on top of UDP and that's a pain, moreover when the bandwidth is used to its max more and more UDP datagrams will get lost (UDP pumps packets as fast as it can, no mater if it has 1 or 100 connections), that means more and more datagrams will have to be resend (and it's up to the software layer to decide what packets were lost, the network layer has no idea) the effect is that any amount of lag will cause a bigger amount of lag - so one player with a bad connection=lag for the whole server. TCP works differently - when there's a "traffic jam" at one end TCP will limit speed with that client - one client will have lag, but the rest will not notice. There's another little know flaw in UDP - hardware. Routers, when the traffic is high, will drop UPD packets in the first place.
I'm not saying UPD is bad for games, hell no! It's the best for fpp shooters and fast action games. I'm just saying TCP is a good and valid option for a mmo like fonline and if someone says it's a mistake to use TCP then he is the one mistaken.
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Fonline is not a fast action game? We must have been playing different games. Or u are doing turn based only.
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Or u are doing turn based only.
Got me there ;D
But fo is not that fast, especially with the moonwalk.
If you compare fonline with a fpp shooter, then the 'bitrate' of needed updates makes fo a slow action game. In fo a player position, location or state is quantized (finite, integer -he/she can only be at a given hex and nowhere in between, facing one of six fixed directions), all players move at a fixed rate (well two rate - walk or run), shots are calculated at the shooting frame so there is no need to update a projectiles position and test it for collisions. So if a step (a move from hex 1 to hex 2) takes 0.5sec then for movement you only need the server running at 2 frames per second. I'd be suprised if the fonline server run at more the 8-10fps. For a fpp-type game you need x,y, and z position and x,y, z rotation as a floating point to determine a players position and orientation (or a 4x4? matrix for quaternion), fpp game servers run at 16-20fps, but I wouldn't be surprised if some ran at the same rate as a client game (~60fps).
Anyway, it's getting offtopic, and I don't know enough to be saying how the fonline server works internally.
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UDP itself is useless, so to use it you have to build your own code on it, where TCP comes with pretty much everything ready. That's pretty much the only reason to use TCP in game, but much of the overhead from TCP you never need, because games almost never require all the packets to be delivered (like parts of movement can be left undelivered, because new data will overwrite them anyway) and usualy don't need to come in specific order.
Fonline is fine on TCP, but would still benefit from more specialized system built on UDP.
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but much of the overhead from TCP you never need, because games almost never require all the packets to be delivered (like parts of movement can be left undelivered, because new data will overwrite them anyway) and usualy don't need to come in specific order.
This is the problem. Fonline way to move players do need to have right order reception and new data do not overwrite undelivered one.
This together with slow sync rate (only on shoot or other action) lead to bug such as moonwalking.
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So u where working about this connection thing devs?
Or maybe you should get better internet connection ::)
It's not always side of server, can be also you connection.
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Or maybe you should ger better internet connection ::)
It's not always side of server, can be also you connection.
I have a good net connection. 200 ping. I still get moonwalk. Frequently.
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Some dev can answer this please? This bug can be solved or not?
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150 ping average here. Moonwalk alot as well.
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300 ping and im in Mexico :P but moonwalk only happens me when i receive a misile also i play when normally there is only 80-100 players online, hell but i can play full matches of BF3 without any problem with any european server while downloading
porno anything, so lame anyway.
Plus,devs didnt say anything about solve the problem ;D
A "we dont care" would be enough to kill our useless hope
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300 ping and im in Mexico :P but moonwalk only happens me when i receive a misile also i play when normally there is only 80-100 players online, hell but i can play full matches of BF3 without any problem with any european server while downloading porno anything, so lame anyway.
Plus,devs didnt say anything about solve the problem ;D
A "we dont care" would be enough to kill our useless hope
I get 180 ping and i live in Mexico too, but still i get the Moonwalk problem.
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Plus,devs didnt say anything about solve the problem ;D
A "we dont care" would be enough to kill our useless hope
Well, we can't. If it's an engine problem, it should be posted at the fonline.ru forum. Then cvet might see it earlier and will think about this.