• 𝔼𝕩𝕦𝕤𝕚𝕒@lemmy.world
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    24 hours ago

    Clients are given only what the server says to tell it, it’s part of why I think the system has not been implemented elsewhere. As soon as you add this type of spotting system to anything with faster movement it would create issues. No client has all the information and every action is getting server-checked as the game plays out. It creates a bit of a funny with this because a tree will fall over, and you know a player did it, but the client is not told anything other than “put this tree in XYZ orientation now”

    There are no mods to force it to show enemy positions or change the maps. No injection cheats. No wallhacks. No invincible god-mode, flight, or becoming unspottable or flying into/out of the map. No turning a single shot into a laser of damage, or unlimited magazine. No recoil cancel. No getting kicked from session like GTA or mod-menus.

    • sp3ctr4l@lemmy.dbzer0.com
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      5 hours ago

      Clients are given only what the server says to tell it…

      I mean, yes, but that’s either very obvious or near tautalogical.

      I’m asking what, specifically, does the server relay to the client, under what conditions, in what kind of process flow chain? The design of that chain is, largely, the netcode.

      As soon as you add this type of spotting system to anything with faster movement it would create issues.

      Generally this is true.

      But, there are many fps games that do this, as I was saying, on the backend level. The ones where you notice it exists are the ones that are not doing it well.

      Its why the vast majority of online multiplayer games are 16 total players or less, why Battlefield type games rarely ever actually get beyond 64 players on one map at a time.

      It creates a bit of a funny with this because a tree will fall over, and you know a player did it, but the client is not told anything other than “put this tree in XYZ orientation now”

      This kind of thing, in particular, is often due to physics being substantially or in some cases fully being handled client side, and then pushed to the server, where the server then basically either averages together what clients are saying about physics, or sometimes picks the first/fastest client physics first, etc.

      This can create nonsense desync issues where two people near the same say, exploding vehicle or building, see a totally different trajectory for crashing parts, where you can get smacked by something that didn’t render for you, because the server retroactively decided it did hit you, because your client’s rendering of the physics was ultimately rejected, after a lag.

      This is the main real reason why full destructibilty of environments basically does not exist in large multiplayer games… its usually a canned set of potentially destroyable objects… think of every potential physics object as almost another player, in terms of netcode load, and shit gets unmanageable fast, unless you have extremely clever game and netcode design.

      There are no mods to force it to show enemy positions or change the maps. No injection cheats. No wallhacks. No invincible god-mode, flight, or becoming unspottable or flying into/out of the map. No turning a single shot into a laser of damage, or unlimited magazine. No recoil cancel. No getting kicked from session like GTA or mod-menus.

      A quick websearch reveals this to be completely false, there are tons of hacks and cheat engines for WoT.