T3D1.01 - explosions render differently when connected to dedicated server - RESOLVED
by Guy Allard · in Torque 3D Professional · 12/19/2009 (8:41 am) · 14 replies
I've noticed that explosions render differently when running on a client connected to a dedicated server compared to the way they appear when run in a stand alone game.
To Illustrate:

Top left is stock T3D 1.01 full template stand alone
Top right is stock T3D 1.01 connected to a dedicated server
Bottom left is a custom project stand alone
Bottom right is a custom project connected to a dedicated server
Any ideas? Does anyone else notice this?
To Illustrate:

Top left is stock T3D 1.01 full template stand alone
Top right is stock T3D 1.01 connected to a dedicated server
Bottom left is a custom project stand alone
Bottom right is a custom project connected to a dedicated server
Any ideas? Does anyone else notice this?
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#2
12/20/2009 (12:37 am)
Online one kind of looks better *L*.
#3
12/20/2009 (6:31 am)
@Joshua: I was thinking the same! :) Glad I'm using dedicated. :)
#4
12/20/2009 (6:37 am)
Doesn't the particles on the right screens (the connected to dedicated server) are drawn with additive blending ?
#5
12/20/2009 (10:50 am)
Yeah, looks like a blend mode issue to me. Some render state being set or not reset when not running server code (ie. only client code) on a machine? Probably not though as there should be no rendering at all done on the server path.
#6
12/22/2009 (8:25 am)
This problem is also present in T3D 1.1A
#7
12/22/2009 (7:53 pm)
i have to agree the dedicated server explosions look way better :)
#8
The "pulse" light effect from the pistol weapon also seems to behave differently on a DS; in singleplayer, it will click between its pulse states, while on the DS it will correctly interpolate between them.
01/18/2010 (1:04 am)
There are a few other mystery issues on the DS, I'm working on collecting some useful data. One such issue is that the scripted weapon selection code from the FPS Example doesn't work on a DS, while it does on a listen server. Very strange, seems to be no clear reason. I'm not using that code in my project, but it may be a clue about what's different when running a DS. The "pulse" light effect from the pistol weapon also seems to behave differently on a DS; in singleplayer, it will click between its pulse states, while on the DS it will correctly interpolate between them.
#9
(particle blend style not transmitted over network)
Nicolas Buquet
www.buquet-net.com/cv/
01/18/2010 (5:34 am)
Isn't this problem related to this : www.torquepowered.com/community/forums/viewthread/109319(particle blend style not transmitted over network)
Nicolas Buquet
www.buquet-net.com/cv/
#10
I tried to replicate this problem, and didn't see any difference between the two effects. (On a DS and standalone they looked the same.) Although it did not look as bright as your screenshot
Is this still a problem in 1.1 Beta 2, or are there some other replication steps you could post so we can look into this issue?
08/18/2010 (7:37 pm)
Hopefully someone still checkin this thread out there!I tried to replicate this problem, and didn't see any difference between the two effects. (On a DS and standalone they looked the same.) Although it did not look as bright as your screenshot
Is this still a problem in 1.1 Beta 2, or are there some other replication steps you could post so we can look into this issue?
#11
08/19/2010 (6:52 pm)
This is still logged and active in the current system. It is under THREED-836.
#12
My account was never flagged as an associate like the rest of the Sickhead Torquedev team.
08/19/2010 (7:13 pm)
@David - I know, I'm the one THREED-836 is assigned to. I'm trying to replicate it on my box so Tom and I can look into the issue, but am having trouble getting the same results.My account was never flagged as an associate like the rest of the Sickhead Torquedev team.
#13
08/20/2010 (9:33 am)
This appears to now be fixed in 1.1 Beta 2.
#14
08/20/2010 (7:12 pm)
Awesome, I'll close the issue up then. Thanks!
Associate Tom Spilman
Sickhead Games
I'm baffled... no clue what that could be, but it looks like a pretty big bug to me.
THREED-836