http://dl.dropbox.com/u/47355875/lol.wad
I'd like to know how this WAD performs in an actual netgame (coop or DM). This is a globally-loaded library; just run it in stock Doom/Doom 2.
Made with ZDoom r3322.
I'd seriously test this myself, but I need someone else on the internet to test it with, and apparently no one was interested when I was on IRC, so I'm posting it here. I'm interested in finding out how does it perform on games played over the internet.
For example, does the player movement lag horribly online?
EDIT: I realize diagonal movements don't work. The file was whipped up real quick in 2 minutes, and I'm too tired to fix it now.
Un-slippery player movement, netgame testing needed
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- wildweasel
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Re: Un-slippery player movement, netgame testing needed
Neat. Now if only it were easier to adjust the view and weapon bobbing to be less Doom-like, I'd ask you if I could use the finished version of this in a mod of my own. Unfortunately I've nobody to test it with.
Re: Un-slippery player movement, netgame testing needed
The thing that concerns me is that it uses a call to SetActorVelocity every tick to remove the sliding physics, and I don't know how this would perform over the internet.
- wildweasel
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Re: Un-slippery player movement, netgame testing needed
I suppose I should also ask, then, if it's intentional that the Run key does not work.
Re: Un-slippery player movement, netgame testing needed
As I said, WAD was hastily whipped up in 2 minutes last night because I was only interested in finding out how constant calls to SetActorVelocity would perform over the internet.
The WAD is in no way meant for production.
The WAD is in no way meant for production.
Re: Un-slippery player movement, netgame testing needed
It will appear a little dodgy in any playable games. As the latency with other players increases, the local movement area becomes bigger. This, of course, will never take into account any ACS scripts currently active (and those will always occur in the 'future' anyway). It doesn't matter however, because the moment it becomes annoying, you're already playing in a ludicrously high latency game anyway (ludicrously high for zdoom's primitive netcode, that is), and your position constantly snapping would be the least of your concerns.Nash wrote:The thing that concerns me is that it uses a call to SetActorVelocity every tick to remove the sliding physics, and I don't know how this would perform over the internet.
Re: Un-slippery player movement, netgame testing needed
Tested this with edward... conclusion: runs like shit on our 300ms-latency game. :D
I won't bother making this work for online play then.
I won't bother making this work for online play then.
- NeuralStunner
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Re: Un-slippery player movement, netgame testing needed
Pretty sure there was a feature suggestion floating around for customized Player acceleration/decelleration.