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R.I.P Rubberbanding

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Re: R.I.P Rubberbanding

Postby LASTofS » Fri Jul 13, 2012 1:58 am

It should be for both versions since rubberbanding is a pyspades issue.
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Re: R.I.P Rubberbanding

Postby matpow2 » Sat Jul 14, 2012 2:56 am

Just to clarify, rubberbanding is both a vanilla and pyspades issue. Rubberbanding happens when the client's position is off compared to the simulation on the server, and rubberbanding is an attempt to fix this desynchronization.
For 1.0, I've upped the network update rate a little and made the client progressively interpolate between its own simulation and the received world update if a desynchronization happens. No more sudden warps!

In casual terms, "dat lag be gone".
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Re: R.I.P Rubberbanding

Postby bman7 » Sat Jul 14, 2012 3:04 am

matpow2 wrote:Just to clarify, rubberbanding is both a vanilla and pyspades issue. Rubberbanding happens when the client's position is off compared to the simulation on the server, and rubberbanding is an attempt to fix this desynchronization.
For 1.0, I've upped the network update rate a little and made the client progressively interpolate between its own simulation and the received world update if a desynchronization happens. No more sudden warps!

In casual terms, "dat lag be gone".

My question is: Why not 0.76?
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Re: R.I.P Rubberbanding

Postby Fluttershy » Sat Jul 14, 2012 3:33 am

matpow2 wrote:In casual terms, "dat lag be gone".


In techie terms, "010001100110000101101110011101000110000101110011011101000110100101100011"
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Re: R.I.P Rubberbanding

Postby bman7 » Sat Jul 14, 2012 3:44 am

Fluttershy wrote:
matpow2 wrote:In casual terms, "dat lag be gone".


In techie terms, "010001100110000101101110011101000110000101110011011101000110100101100011"

I believe that would be "01100100 01100001 01110100 00100000 01101100 01100001 01100111 00100000 01100010 01100101 00100000 01100111 01101111 01101110 01100101". In hex, "64 61 74 20 6c 61 67 20 62 65 20 67 6f 6e 65", and in base64, "ZGF0IGxhZyBiZSBnb25l".
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Re: R.I.P Rubberbanding

Postby Fluttershy » Sat Jul 14, 2012 3:53 am

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I was typing my response in techie terms
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Re: R.I.P Rubberbanding

Postby Pvtrex » Sat Jul 14, 2012 3:19 pm

I was wondering what rubberbanding was when mat tweeted. I always hated rubberbanding.
You just gotta love that feeling when you're using a smg and you flank 3 rifle players huddle together in 1 spot.
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Re: R.I.P Rubberbanding

Postby HoboHob » Sat Jul 14, 2012 6:40 pm

bman7 wrote:
matpow2 wrote:Just to clarify, rubberbanding is both a vanilla and pyspades issue. Rubberbanding happens when the client's position is off compared to the simulation on the server, and rubberbanding is an attempt to fix this desynchronization.
For 1.0, I've upped the network update rate a little and made the client progressively interpolate between its own simulation and the received world update if a desynchronization happens. No more sudden warps!

In casual terms, "dat lag be gone".

My question is: Why not 0.76?

Bcause tey nede teh monayz.
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Re: R.I.P Rubberbanding

Postby MrMeow » Mon Jul 16, 2012 4:30 am

This is a sad day, Soon soldiers will get out of shape due to less effort in moving. :P
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Re: R.I.P Rubberbanding

Postby LASTofS » Wed Jul 18, 2012 2:25 am

matpow2 wrote:Just to clarify, rubberbanding is both a vanilla and pyspades issue. Rubberbanding happens when the client's position is off compared to the simulation on the server, and rubberbanding is an attempt to fix this desynchronization.
For 1.0, I've upped the network update rate a little and made the client progressively interpolate between its own simulation and the received world update if a desynchronization happens. No more sudden warps!

In casual terms, "dat lag be gone".

You may have been referring to my post, but I forgot the fact that know people still use vanilla. ;)

Galaxy wrote:Just a couple of questions; is this fix going to be for both the paid and free versions of 1.0, and is there a difference between 1.0 and the supposed 0.76?

(I was replying to his question above)
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Re: R.I.P Rubberbanding

Postby ei8htx » Wed Jul 18, 2012 4:43 am

You shouldn't have to pay for a bug fix for a game you paid for.

If you didn't pay for the game you shouldn't be complaining at all.
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Re: R.I.P Rubberbanding

Postby Bozo » Wed Jul 18, 2012 5:49 pm

I would really want to get rid of that.
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Re: R.I.P Rubberbanding

Postby nalyd8991 » Thu Jul 19, 2012 12:54 am

Aw man, rubberbanding saves my life every time I play hallway.
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Re: R.I.P Rubberbanding

Postby nimdahk » Thu Jul 19, 2012 3:06 am

nalyd8991 wrote:Aw man, rubberbanding saves my life every time I play hallway.

By preventing you from meeting anyone?
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Re: R.I.P Rubberbanding

Postby Froelich131 » Thu Jul 19, 2012 7:26 pm

That's great!
Regarding the .76c and .75c... I didn't notice any difference in lag. Except for the fact that the .76 server was ran off a home connection. (Ben's, to be exact)
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