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2012-02-23, 02:32 PM | [Ignore Me] #32 | |||
First Sergeant
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You don't want your kids to open their b'day/xmas gift early right? The best way to prevent that is to not let them know the present exists until you give it to them. Hope that clarifies further! |
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2012-02-23, 03:30 PM | [Ignore Me] #33 | |||
Captain
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What happens when you collide with enemy cloaker?
Both scenarios are pretty bad. They need to send you packets that there is some obstacle in the way. Or simply send you packets about cloaker, but dont draw him. You would have to crack the code to make them drawn, not simply change gama/texture like in ps1 when they was always drawn. |
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2012-02-23, 03:54 PM | [Ignore Me] #34 | |||
First Sergeant
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The not drawing method would certainly work too, but this is still open to potential abuse. If it exists in memory (i.e. you're client knows about it) then it can potentially be abused. I'd think we'd have bigger problems at that point however. I'd be interested to hear how they chose to overcome this. |
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2012-02-23, 04:03 PM | [Ignore Me] #35 | |||
__________________
***********************official bittervet********************* stand tall, fight bold, wear blue and gold! |
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2012-02-23, 05:25 PM | [Ignore Me] #36 | ||
Major
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I'm curious about how clipping and no-packet cloakers will work too, but I'm confident the devs will figure it out.
Maybe the first person to run into a cloaker knocks them out of the way with a staggering animation, and then they start sending packets for a second because they've moved. |
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2012-02-24, 01:51 AM | [Ignore Me] #38 | |||
Major
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Between 5 and 6 there exists ~200ms of delay where X runs through the position occupied by C. How do you deal with or prevent 2 clients thinking they occupy the same coordinates? |
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2012-02-24, 05:06 AM | [Ignore Me] #39 | |||
Staff Sergeant
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Sure, we could come up with radical ideas on how or what will happen, but we have no way of proving anything yet. I would assume, that once your very close to a cloaker, such as right before touching (or 200ms worth of movement distance, give or take a clipping allowance (or possibly a lot more room depending on how visible cloakers are at certain distances)) the cloaker would be slightly more visible than his previous "not at all". Which is enough to merit packets and prevent "I'm inside you bro *wink*". Or maybe they both just knock their heads together, and grunt, as they both fall to the floor. With X in his power armor going, WTF did I hit? And C on his back, holding his hands over his mouth, trying not to cry about his big boo-boo. (X and C get repelled from each other based on movement vectors and rapid deceleration with a possible *fall over* animation) And then X stands up and replaces all the air that C might have been trying to breath, with BULLETS! Last edited by Justaman; 2012-02-24 at 05:14 AM. |
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2012-02-24, 06:47 AM | [Ignore Me] #40 | ||
this is a thing, no dev will give any detailed information about.
because it hits the hackerprotection field, and the less info is known about anticheating, the better! the problem we see here is too obvious for the devs to not having worked it out. (if it really is any kind of problem at all) the pcgamer info was just to clarify, that cloaker-detection will not be a matter of screenadjustment anymore and that they have developed a whole new cloak mechanic.
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***********************official bittervet********************* stand tall, fight bold, wear blue and gold! |
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