syst3mboot

Multiplayer NPCs like in single player

Recommended Posts

The reason zombies lag is that if a player is laggy, then any peds they are the element syncer for will also lag. The solution is to detect and kick high-latency players.

So every poor player that has a bad PC (like me) will be kicked from a server (s)he wants to play.

Share this post


Link to post

Correlation does not imply causation. A slow computer does not necessarily cause high latency. Latency depends primarily on one's internet connection.

Share this post


Link to post
Correlation does not imply causation. A slow computer does not necessarily cause high latency. Latency depends primarily on one's internet connection.

So 17 MB per second is not enough to avoid this game lag? o.O

1 GB RAM DDR SDRAM 163 MHz

Intel Pentium 4 2.8 GHz

NVidia Geforce 6200 AX 256 MB

Maybe is the RAM, or the processor. But something makes "zombies" resource lag :(

Edited by Guest

Share this post


Link to post

I'm saying, maybe it's time for people to re-evaluate their stance on quality vs quantity. Perhaps a 32-player slot server with a full-featured multiplayer gameplay experience, just like one R* would create, is better than the 100-450 player servers people are used to now. The only way a NPC system like this could exist and be playable is with a lower playercount.

And towncivillian - high-latency players that sync peds are the biggest, if not the only reason serverside peds lag.

Share this post


Link to post
Good AI is advanced stuff. If you don't think so, it's because you have exp.

I didn't say "good AI", I was talking about basic AI:

It's not like I'm going to teach beginners to make a ped which is challenging to play against :)
1 GB RAM DDR SDRAM 163 MHz

Intel Pentium 4 2.8 GHz

NVidia Geforce 6200 AX 256 MB

That's like my PC, except that I have ATI Radeon X1300/X1550 Series 256 MB and 512 MB RAM. Optimization is our friend :) Zombie gamemode has some things which could be done in a more efficient way. For example, it uses collision detection for pathfinding. In my opinion, using path nodes or navigation meshes with lookup tables can be faster if done properly :)

Share this post


Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Recently Browsing   0 members

    No registered users viewing this page.