Shaman Posted March 7, 2006 Posted March 7, 2006 Hey ED. It looks that server is not sending scene damage to newly loaded clients! By scene damage I mean scene objects: buildings, airfield concrete - everything that is not placed in by a mission designer. What's the point of destroying runways, if the runways will be okey for the client if he just quits to payload editor and FLYs again? What's the point of destroing primary targets like buildings if they'll be untouched as soon you f.e. land, change your payload and fly to the target area again? I'm used to high quality multiplayer sessions that Forgotten Battles gives me. I just load in, and I see even my airbase in its current state! Still smoking craters. Wrecks of planes and buildings.. then I fly over the target areas and I see industries burning.. craters on railways and roads done by previous strike flights. The server does send the scene damage to the clients that are already flying in the game. Though just one QUIT/REFLY, and entire scene is virgin again. That's unacceptable. oh, version 1.12A 51PVO Founding member (DEC2007-) 100KIAP Founding member (DEC2018-) :: Shaman aka [100☭] Shamansky tail# 44 or 444 [sIGPIC][/sIGPIC] 100KIAP Regiment Early Warning & Control officer
Wretched Posted March 7, 2006 Posted March 7, 2006 I second that! There must be improvements made to the objects state in the world, to make them server dependent, not client-dependent. That goes to the issue described by shaman above. Also the issue with the damage-effects lifetime should be addressed. I quit using the gunpods in the Su-25 because of the HUGE fps drop caused by zillions of holes left in the ground. The holes that I don't see from above, but they're there, killing my fps. 2 passes on the column and I can only wish the 3rd pass to be smooth. Regards Wretch "NightHawk"..........AC#23 VVS-504 'Red Hammers' HyperLobby: <504>Nighthawk
GGTharos Posted March 7, 2006 Posted March 7, 2006 Stop and think for a moment. It's not a bad idea, but NOT until LOMAC has a server management interface. [sIGPIC][/sIGPIC] Reminder: SAM = Speed Bump :D I used to play flight sims like you, but then I took a slammer to the knee - Yoda
Shaman Posted March 7, 2006 Author Posted March 7, 2006 It's not a bad idea, but NOT until LOMAC has a server management interface. I can't agree with you. LockOn will very probably never have a truly dedicated server. So what's the point of waiting for it? Things have to be fixed - or rather brought to today game standards - with what we have already. I'm a gamer used to the quality known from other games/simulations and some knowledge how things work there. Post below is a result of my discussion with Wretched where he came up with few ideas. About decals. How come ED devs are capable of programming such hard stuff like pixel shaders and they haven't paid any attention to "decals" (scorched earth, holes, craters). What's harder to programm? Pixel shaders, or decals lifetime? How I'd like to be improved (actually it is current standard in most games, because their devs know that PCs have limited capabilities): 1. Decals must be divided into two groups: client dependent and server dependent (it's no case in singleplayer flight, then all are client depedent). 1.1. Bullet holes, shrapnel holes (from cluster bombs) should be client dependent. Their lifetime and number depends what level of effects (low-med-high) client has chosen in his graphics options. Bullet holes lifetime should be about 10-20-30 seconds and also limited in amount, let say 100-300-1000. 1.2. Bomb holes should be server dependent. Their lifetime and number depends what server effects options are. Let say 10min-30min-1h , 100-300-1000holes (low-med-high). 1.2.1. EXCEPTION: airbase concrete objects that means runways, taxiways, parkings. Any holes on concrete should have 1h life time, and these holes (decals) are also holding the damage state done to these concrete objects. So like it is now. Any A/C taxing over this decal will receive damage. 2. All scenes objects state: virgin/destroyed (so according 3d model is loaded) should be server dependent, number infinite, lifetime infinite. Take a note that decals lifetime and number limit will overally increase average FPS. GGTharos, littlee request at the end, please forward this discussion to ED devs. We will really appreciate it. 51PVO Founding member (DEC2007-) 100KIAP Founding member (DEC2018-) :: Shaman aka [100☭] Shamansky tail# 44 or 444 [sIGPIC][/sIGPIC] 100KIAP Regiment Early Warning & Control officer
Wretched Posted March 7, 2006 Posted March 7, 2006 I say: Issue#1: Airfield damage should have rules similar to early warning radar. (EDIT: once killed it ceases operation; server-based) Issue#2: The decals lifetime should be limited/configurable. Doesn't seem like a 1000manhour task to me... @GGTharos: Your opinion on what makes this impossible? Regards Wretch "NightHawk"..........AC#23 VVS-504 'Red Hammers' HyperLobby: <504>Nighthawk
Shaman Posted March 7, 2006 Author Posted March 7, 2006 I say: Issue#1: Airfield damage should have rules similar to early warning radar. So when it is destroyed it doesn't work. And it is server side information. That's what you meant. Well I'd rather accept my point. That airfield's runways, taxiways, parkings should repair in time. That's why I chose that any bomb holes done to those should have lifetime of 1h (or make it 2h, whatever). 51PVO Founding member (DEC2007-) 100KIAP Founding member (DEC2018-) :: Shaman aka [100☭] Shamansky tail# 44 or 444 [sIGPIC][/sIGPIC] 100KIAP Regiment Early Warning & Control officer
Breakshot Posted March 8, 2006 Posted March 8, 2006 I completely agree! It just doesnt make sense to fly a long mission in MP where you strike & disable the enemy runway. Meanwhile you have someone reload the mission and take off right through a huge bomb crater only to shoot you down! Most multi player missions have no purpose, there is no goals, just people taking off and get shot only to rcvr immediatly. Therefore such strike missions are the only possible way to actually "achieve victory" but with this code atm its just not possible. The decals idea should definately be implemented, it would fix such bugs & it would definately save fps! Tim "Breakshot" Mytrofanov | C.O. of 51 ПВО / 100 КИАП Regiments | twitch.tv/51breakshot
Wretched Posted March 13, 2006 Posted March 13, 2006 Devs, When will this be addressed? I hate to be of a bother, but this thing just sits there waiting to be addressed. It's a bugger you know.. Looking forward to your prompt response. Kind regards, Nighthawk "NightHawk"..........AC#23 VVS-504 'Red Hammers' HyperLobby: <504>Nighthawk
504MrWolf Posted March 30, 2006 Posted March 30, 2006 This is in my opinion a very important feature that has been missed out, as the CO of the 504th bomberwing i constantly struggle to find a reason to spend months training new recruits to fly Lockon in a multiplayer enviroment !! Where is the point to all my time spent on this, where are the goals ? There is almost no point or goal for Air to Ground pilots, the tanks and ground units are dumb and line up to be shot with no self preservation. Things described in this thread such as items not staying killed if you join the mission after they have been killed. Please ED add something more than helocopters and new ways to die, give the Air to Ground community somthing to stay alive. Your next title "Tank busters" will end my SIM'ing life as i dont want to fly fully clickable PIT A-10 and F-16, even though they are 2 of my favourite planes!! Lockon is the perfect SIM for my lifestyle with just enough to learn, so i can justify spend a large portion of my private life to running a Bomber Wing !! I stick around now because i have given so much of my life to the promotion and learning of Lockon but we really need something to make the new guys stick around. For the large majority of players who dive on HL and blow stuff up then switch off Lockon is perfect, but i feel the multiplayer squads who advertise and promote your titles on a mass scale are losing half a game....so giving us something to use to create longertivity for Squadon players must be high on the order for Developers ? I know you dont ignore these threads but dont have time to add such features, but the Air to Ground community is relying on these sort of changes to make Lockon in to a classic title that will stillbe played in many years to come. Having a Ka50 is fun but not much fun if the tanks are a duck shoot and the bridge i blew up is still there when Shaman and Nighthawk takes off.......how do i keep my squadron pilots interested ? I lose them to il2 and Falcon4AF. Regards, Dave. www.VVS504.co.uk www.lockonskins.co.uk
MonnieRock Posted April 1, 2006 Posted April 1, 2006 MrWolf, Nicely said. Dual Core Poll Please Vote Rack Rig: Rosewill RSV-L4000 | Koolance ERM-3K3UC | Xeon E5-1680 v2 @ 4.9ghz w/EK Monoblock | Asus Rampage IV Black Edition | 64GB 2133mhz | SLI TitanXP w/ EK Waterblocks | 2x Samsung 970 EVO Plus 1TB | Seasonic 1000w Titanium | Windows 10 Pro 64bit | TM Warthog HOTAS w/40cm Extension | MFG Crosswind Rudders | Obutto R3volution | HP Reverb
Recommended Posts