Friday Facts #75 - False hopes
Posted: Fri Feb 27, 2015 9:22 pm
Better late than never: http://www.factorio.com/blog/post/fff-75
Also, maybe we could have a downsampled texturepack as well? I think less pixels could yield a nice effect as well.darci480 wrote:Keep up the good work guys
I like the left version off the engine better!
Btw, when are the high-def graphics comming?
Not quite. It does create a nice pixely effect, but you can clearly see that most items are not rendered at the same resolution at all. High definition x128 copper plates in a 12x pixel assembler is really ugly. Also, the inserter hands are rendered as diagonal pixels in low resolution.Drury wrote:You can lower texture res for pixely effect.
Today we learned that kovarex likes S&M.In the beginning of this week he went to see the doctor and actually got a kind of bondage for his left arm.
As it was discussed earlier, in factorio, the host system isn't really possible.kovibear wrote:I was excited when I saw mention of rewriting some of the network code and hoped it meant we might see a change to a host-based system, rather than the CRC/P2P method.. and was a bit disappointed to see it was just a refactoring of other parts.
Oh well.. hopefully the quirks with the chosen method will be ironed out with time. Other than that, the updates having been looking great.
Factorio is a pretty good parallel to actual coding.58MadMax wrote:Ironic... the players keep restarting factorio because we think we can redo our factories and optimize it just a little better next time. The development team decided the same thing with the code.
It IS addictive.
I don't know how it is for other games... but this is dumb. this is an obsolete concept, for a simple reason. Reaction time. when you press W, you want to move forward, you don't want to be sitting for half a second waiting for the confirm command to return to you, before you move forward (this is actually how it apears to function in factorio Multiplayer right now) What you have in most games is a degree of "client trust", your char is where your computer says it is, not where the server says it is, which is why in older games in a "laggy" game, charactors apear to teleport from position to position. this is caused by a low quallity connection. but this doesn't apply to factorio so...Drury wrote:When you press W in Quake, your PC does absolutely nothing to send your character forward
You forget, that 0.11 is not thought for that. The devs mentioned it several times. You can read it everywhere: Not made for that.bobingabout wrote: A more practical test for this problem, use a net speed limiting program, such as net limiter, to limit the speed of factorio to 6 Kilobytes a second. Similar end result. if you can't play the game over your LAN with a 6 kBps limit, fix it so you can.
This means, that you need to wait. 0.11 is playable over internet, even if that wasn't planned. That is a wonder, if you look at the current architecture.Working Multiplayer.
And if you read the newest blog entry in an observing manner, you'll get that the whole post is about why the release of 0.11.17 this week was merely "false hope" (see blog entry title) by the devs, and what the reasons are for a further delay of said versionbobingabout wrote:Before I start, a quick point. You've mentioned 0.11.17 quite a few times, talking as if it has been released. There is no 0.11.17 in the releases section of this forum.
Spring. You're kidding, right? From their homepage:bobingabout wrote:You having said that (Host-Server being the norm for everything, except stratagy that uses P2P), Spring (A game I earlier sugested you take a look at) is a server-host based multiplayer stratagy game system, that works flawlessly for massive quantities of units.
so the excuse that host-server isn't possible to do with factorio, is simply that, an excuse, because you don't want to do it.
So, the old system is kinda too slow and too laggy for your standards (see next quote), but you really wish that every piece of input should first go from client to a host, and then to every other client? And you would need to do that; clients sending input to other clients is in direct contradiction to the suggestion of host-based gameplay to begin with...bobingabout wrote:Now lets add the Host-Client relationship. What's changed? Firstly, you have an extra computer added to the eqasion, simulating everything, just as all the clients are, just as all the peers did in the previous scenario. The host MAY be a non-player instance of the game that other players can connect to, or MAY be one of the actual players (Which is actually as it is now, the player whom creates the internet game is the host, he is who the other players have to connect to, and when desyncs happen, this "Host" peer sends out the map, etc). What else has changed? When you press W, in a true Host-Client relationship, this information would first be relayed to the server, and then from the server to every client. this is not mandatory behaviour however, this W can just as easilly be transmitted to all users without the host relay.
Have you thought about how much information you have to receive if the whole simulation needs to be sent and updated on every client by a host in a constant fashion? Simulating that on your CPU isn't that hard (the determinism is), but sending all of those simulation results to every client would be a PRETTY hefty chunk of data every 1/60th of a second... Just sayin'. Imagine this: In an FPS, the host sends you updates about the xyz-coordinates of every player (let's say 10-50 other players), their keystrokes (shooting, jumping, skills, etc.), the same thing for NPCs, maybe the position of projectiles like rockets and such. There isn't "that" much more which needs to be send to you by the host.bobingabout wrote:One more important point on the traffic thing... Okay, you may assume people have good internet connections, in reality this is not the case, The reason why I can't play factorio multiplayer with my friend is internet, the internet connection is too slow. on almost every other game we play together, any issues are usually caused by the lack of processing power of one of our computers. Even the Spring engine I mentinoed earlier that has thousands of syncronised units, our lag and issues are caused by CPU and GPU deficciencies, not slow internet. Factorio can be quite a CPU hog, we should not be bottlenecked by a slow internet connection.