T4MP (Turok 4 Multiplayer) is an modification to bring online play to Turok 4 Evolution for PC it's currently not any where near being actually useable for competitive or serious gameplay but it's getting there.
GNU Affero General Public License v3.0
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Eventually sync actual game-state for specific objects/weapons/players #28
Currently the way a lot of things are being handled is the remote client handles the simulation, I'd like to individually attempt to control some of the game-state elements and objects as it would make for a better experience overall.
An example of this is the weapon modifiers, I suspect that if someone is switching weapons in the same packet that they've also attempted to enable a weapon modifier things may go out of sync; I'd prefer to have this so that the actual state of the weapon being used is updated instead of triggering the modifier action itself this way the host and client always are guaranteed to see the exact same thing.
Other examples of this go hand in hand with #27 where weapons or addons for weapons the player has are not in-sync with the server and thus not in sync with the rest of the players, similarly this applies to #5 as well where pickups aren't synced between the two games.
An additional instance where I've seen issues here is when the spiked grenade lands, or a standard grenade lands they will end up in different places on each person's screen which has a significant impact on game play considering where the grenade could potentially explode.
Currently the way a lot of things are being handled is the remote client handles the simulation, I'd like to individually attempt to control some of the game-state elements and objects as it would make for a better experience overall.
An example of this is the weapon modifiers, I suspect that if someone is switching weapons in the same packet that they've also attempted to enable a weapon modifier things may go out of sync; I'd prefer to have this so that the actual state of the weapon being used is updated instead of triggering the modifier action itself this way the host and client always are guaranteed to see the exact same thing.
Other examples of this go hand in hand with #27 where weapons or addons for weapons the player has are not in-sync with the server and thus not in sync with the rest of the players, similarly this applies to #5 as well where pickups aren't synced between the two games.
An additional instance where I've seen issues here is when the spiked grenade lands, or a standard grenade lands they will end up in different places on each person's screen which has a significant impact on game play considering where the grenade could potentially explode.