Features planned for 2.1 and 2.2 ?

Discuss the future of Warzone 2100 with us.
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Buginator
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Re: Features planned for 2.1 and 2.2 ?

Post by Buginator »

Kayiaxo wrote: A lot of answers have been asked but I haven't got a definitive answer on the support of 2.0.x
I don't see a need to support 2.0.x any longer than it needs to be.  I believe this is the same issue the older devs faced with trying to keep old revisions in sync to what is going on with the latest ones.  It can be done, but it requires tons more work, and with so few people actually working on this project, they should better spend their time on fixing things, than worry about older versions of the game.

2.1.x won't be that different it still is pretty much the same game with fewer bugs (hopefully).  In the case you don't like it, then as Devurandom said, someone can create a mod, or you can start updating the game yourself.

Also for the netcode/sync stability wouldn't it be better to make the game on each connected player run at a fixed speed and then lock that speed ?
Easier said than done.  The sync issue is only part of the problem though.  I guess we could add some heuristics, but this is a huge job, and even some commercial programs STILL suffer from sync issues, so there is no easy fix.
and it ends here.
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Rider
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Re: Features planned for 2.1 and 2.2 ?

Post by Rider »

You could try having the fastest player define something along the lines of 'game frames' and then have the other players' computers set their 'game framerate' based on how much slower they are. Then you could sync. information every so often based on these. (for example on gameframe 125000 this player had these units on these locations, if everyone else doesn't, adjust accordingly)

it probably isn't optimal though, I'm not an actual coder (do some occasionally, but it's mostly real low-level stuff, none of it with netcode) but it might be used as a routinal 'check' or somesuch...
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kage
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Re: Features planned for 2.1 and 2.2 ?

Post by kage »

that's hard to sync, since it's so variable. system timers are quite accurate for this -- you only need to keep track of the relative skew of each, and sync periodically (ideally having data updates in a *separate* thread from the renderer).