vareul, on 01 February 2014 - 06:23 PM, said:
Whats the second half of the problem?
Im aware that noones trying to hide anything, thats not what im saying. Im just saying that, logs aside, im having a real issue.
Since you asked so nicely I'll do one better.
Since psyco is going into beta testing I'll put together a design document over the next few days based on some kind of a time line as to what was fixed and the reasons as to those fixes so thous going into the testing are up to speed that this is not just a change but something that has to be done.
I'll not be covering what will be tested as I know psyco has his own plans laid out and will explain rhyme and reasons as to these changes when he is ready.
For the record we don't hide anything, we only hold on to a few things until they become relevant.
DragonHeart, on 01 February 2014 - 11:51 PM, said:
@ Frankie
I verified the md5sum of all .pk3 files and they were all correct, so if it is corrupt, it's corrupt upstream.
Additionally, I looked through all .pk3 files to verify that the player models are only present in zUrT42_0013.pk3 and this is indeed the case, so asset duplication doesn't appear to be the problem, at least from an end-user perspective.
The way the connection works the client manages the visible side of content and the server manages all things relating to collision detection. In all cases the server is 100% right as to the outcome of a given event.
It does not go client > sever > client > hit
It goes client > server > question was there a hit?
The client will always see if there is a mismatch of some kind, yah know moving around a map with your butt on the ground, and is hard coded in on the server side that can not change based on what the client sees.
My recommendation at this time is to scrub your server clean and rebuild from scratch using only what is available from our down loader. If the problem persists contact me by PM, with your server info, as at that point it does become concerning as to the root of the problem and I'll see if I can get a few of the guys, and myself, and we will head over to see what we can see.
The bottom line all things being equal the results of all testing done has always backtracked to something wrong on the server side as we have tested under the worst conditions possible which is not to say a problem cannot appear that was not anticipated.
doing "stuff" with dead things.