Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Unknown Target on August 02, 2006, 04:48:46 pm

Title: Netcode improvements?
Post by: Unknown Target on August 02, 2006, 04:48:46 pm
Is there any way the SCP can improve FS2's netcode so it's a little smoother and less laggy?
EDIT: Also, does in-game joining still work? Can it be made to work again? It'd be nice to have people able to pop into deathmatches whenever they wanted to.
Title: Re: Netcode improvements?
Post by: DaBrain on August 03, 2006, 02:58:17 am
Well, the FS2netD server had some problems handling the bandwith. taylor has worked on the code to reduce the bandwith usage.

I've no idea if this means any improvments for the players though...
Title: Re: Netcode improvements?
Post by: Kazan on August 04, 2006, 07:11:32 am
fs2netd isn't the problem with multiplayer though

and yes, we could do a lot of improvements to the netcode - for example there is a fix to the multiplayer ships.tbl size limit waiting in the wings for taylor to finish up his pilot and input upgrade - however every time we go to change something to make it better the Tom's Build people pitch a fit
Title: Re: Netcode improvements?
Post by: karajorma on August 04, 2006, 07:34:53 am
And if that isn't the problem then backwards compatibility is. Obviously we can't have the netcode change with every new CVS build so when we do change things it will have to be all at once. And there are some things that really need changing that will be hard to do without breaking the way multiplayer currently works.
Title: Re: Netcode improvements?
Post by: Taristin on August 04, 2006, 11:35:00 am
the Tom's Build people pitch a fit

:doubt:
Title: Re: Netcode improvements?
Post by: Kazan on August 04, 2006, 01:38:50 pm
the Tom's Build people pitch a fit

:doubt:

and my point is proven

forking just f*cks things up