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[img]https://i.imgur.com/mO4Y6oq.jpg/img] Hello! Merry impending Chrimble. On Tuesday we ran a pretty successful Community Megatest using our new MP networking system that Bitbaboon Steve has concocted for us. Users generally reported a much smoother experience in overall play, and had a lot of fun with the storms, snow and admin-created blood moons. This said, we did see a few potential issues around mega-hordes and vehicles that we need to investigate deeper so didnt want to inflict our Megatest settings as default ones on players over the Xmas break until were sure theyre the right ones. To this end well be running more Community Megatests in the near future, with different system settings and some handy network debug tools that Steve is currently coding into the system. We have, however, also released it into the public build todayin Build 40.43for server owners to play around with and have already heard some positive feedback. In essence, and with a video deliberately set to explain it best, it looks a bit like this: https://www.youtube.com/watch?v=bhm521K5gv8 In this video there are the two visible circles around the MP player, and then the mini-circles which appear around the zombies. Essentially: every time a circle appears around a zombie it means its getting a position update over the network from the server and then wired into your game. The clients zed placement signals are received and then the game knows where to show the zed. The essence of the system is that server operators can now adjust the circle of close dangerous zeds and the circle of distant no trouble zeds and the update times. This will cut down on the network traffic taken up by faraway zombies on your screen, and reduce strain on servers as a whole. [Please note that this vid is an example only and made to explain the system we havent judged what the best radius for these circles are yet and will be running a series of Community Megatests to help us judge what works best.] Sohere comes the science! In the vid the low priority (larger radius) dictates the zombies which are going to update on the update delta. So every x seconds they will get an update, and in the video you can see these as the pulses. [Its set purposefully long on the video to highlight it]. Meanwhile the high priority zombies get updated every server frame, and it will send out the closest Y zombies within the smaller circle around the player.
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