Blockland Forums > General Discussion
Im sorry but I am getting tired of the engine limitations
Clone2:
--- Quote from: Altiris on April 23, 2013, 09:45:20 PM ---We can't have more than 20 stinking vehicles..this isn't a lot Badspot (this limits racing servers to only 20 players). Obviously, you're just some stupid noob. This limit can be changed.
We have handicapped vehicle and sometimes brick physics, baseplates/bricks stay floating in the air after the rest of the bricks supporting them have been fakekilled/blown up. As for vehicle physics...hell...everyone knows whats wrong with this, there's no point in trying to fortify your base/fort from incoming attackers because guess what, they can just a drive a car through it, nifty isnt it? You can also fly off into space like Team Rocket simply by hitting a brick a certain way. We know about the physics, but what do you expect in a SANDBOX game? Sandbox games are not designed to have the greatest physics in the world, there will always be glitches. No matter what Badspot does, the vehicle physics will never be perfect. Fixing bugs in games is not as easy as morons like you think.
We probably have the slowest moving projectiles in the entire gaming world, so much for making a fast paced FPS server when the game can't even keep up with your sensitivity or high DPI. It's a sandbox game, not a FPS.
We have a static shape limit too, apparently I can't add more than 6 static shapes in my elevator (Xalo's Elevator addon, is this a limit he set?). What the heck are you talking about? That has to do with the add-on, not the game.
Im not really sure about this one either but I remember a while ago there was some kind of limit that explosions could not be spawned on multiplayer servers or if they can there is a very limited amount as to how many can be (is this why the C4 uses the rocket launcher projectile rather than an actual explosion?). Again, the limit can be changed. And the C4 add-on uses the rocket launcher projectile because that's how it was made.
We have a Datablock limit (werent expecting this one were you?) You can reach the limit just by downloading the T+T Pack, Frog's Weaponry and then maybe a couple more add-ons or Music files. What did you expect, unlimited add-ons? If you load a server with too many add-ons, all you're going to do is crash it. That's why there's a limit; TO PREVENT THAT!
Transparency with bricks, you can't see the water texture when looking through a transparent brick. Can Badspot fix this? Almost certainly. Is it the biggest issue right now? No.
handicapped purple color spots on water. ?????????
--- End quote ---
Jeez, a game just has to be perfect with no bugs what so ever, doesn't it?
MrLoganator111:
I kinda agree with clone...
Greek2me:
The OP does have some good points.
It would be nice to have:
- vehicle physics fixed
- higher packet limit
- faster bullet speed
- The option to make builds collapse if they are not well enough supported
Altiris:
--- Quote from: Clone2 on April 24, 2013, 08:47:15 PM ---Jeez, a game just has to be perfect with no bugs what so ever, doesn't it?
--- End quote ---
Consdering the game has been released for about 6 years, most of the bugs should have been fixed already.
You're calling me an idiot because I am complaining about certain limits that can be raised, yet how come they haven't been raised by now? "Blockland is a sandbox game not an FPS", thats a pretty contradictory statement considering that your suppose to have complete or a lot of freedom as to what you can do in the game, you're saying I can't have a gun server because the game isn't marketed as a FPS game? Well then I guess I can't host a racing server either because this is a sandbox game and not a racing game (that's basically what you are implying, why didn't you say something like this for my first point of how we can only have 20 vehicles if that's youre way of thinking, all you did was agree with me and call me a new player).
Either actually contribute or just stop answering my annoyances with the game by "No duh" and "we'll OF COURSE"
computermix:
Slow projectiles can be fixed with raycasts, but it's sort of a halfassed solution.
What I've noticed: in a server with > 100 ping, there will be a delay between actual clicking->firing. This can be seen with the old school rifle. You can be aiming perfectly at the players (on your screen), click, but it will be delayed by 100ms regardless, and you will miss. It's like quake, you have to head your players by your ping. And that's no fun.
Here's what the source engine does to fix this problem:
When you fire, client sided prediction (for weapons) draws bullets instantly no matter what. It completely kills that unnatural feeling with that ugly 100 ms delay. But you may be thinking: when the server get's that packet indicating you're firing, it's going to trace the bullets late and just miss the player. Well there's also a fix for this, and it's called lag compensation.
Let's say you have 100ms lag, and 100ms interpolation period. The server, when it gets the firing packet, would "reverse" everyone's position based on that time (200ms). It would then trace the bullets then instead of with the current, real-time positions. If you feel like this is inefficient, well screw you, you go and google it yourself. Valve has all kinds of docs on this and how it works.
One more thing: how would the client render the fire of random things (cone spread, bullet spread)? Wouldn't the server and client have to have the same seed for random?
The sad answer is yes. This is a flaw in the networking code. The client must "send it's seed" to the server in order for the server to trace the same randomized bullet angles. Hackers have abused this method in many engines for no spread, unfortunately. But it's the only way for an efficient, good looking client prediction and realistic gameplay.
Blockland has none of these, so that's the reason there is no "no-spread" hacks/cheats, because random seeds are the current time in MS and theres no way to predict that efficiently.