Game Development Community

Possible move credit bug

by Ian Omroth Hardingham · in Torque Game Engine · 12/13/2006 (3:37 pm) · 0 replies

Alright, here we go.

This bug is in Determinance, and Determinance is based off 1.3, which is of course quite old now, and I'm not entirely sure if this is still relevant.

I've been having problems with running out of move credit causing a player jump/glitch (writePacketData mismatch as the server doesn't have the credit to run all the client moves that the client has).

DT locks packetRateToServer *and* packetRateToClient at 32, although I'm not sure if that's related.

It's quite late here and I plan on fixing this tomorrow, but wanted to put a post up tonight to see if anyone has any input.

Turning off the move credit system solves the (immiediate) problem, but obviously I'd prefer to fix it more intelligently. The MaxMoveCount variable (which tops up the Move Credit) is set at 30 in gameConnection.h, which seems odd as there are 32 ticks (and therefore moves) a second and best I can tell that means there should be 32 move credits per second. Is there a reason for this?

When I try to increase MaxMoveCount Determinance gets stuck on joining the server (both running from the same executable, not a mismatch problem), and I haven't been able to find why that is either. It's supposed to be less than MaxMoveQueueSize but that's set well above at 45.

Any info on this is much appreciated, and I'll post further findings tomorrow.

Ian