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sneakydudes

Found this article-on collision preventing

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I copied, and speed rushed it to 9 or so minutes into the article.

https://youtu.be/jo4unYGQGB0?t=9m33s

 

I found it good to let the server handle things like this, avoiding clients from running injectors and all sorts of extra materials.

 

What are your thoughts? Can steps be made in the future to avoid what we saw in .48?

 

Keep it civil please....

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well, for the few players in DayZ i think this allready applies to some scale, for example you can only vault when you have server connection

 

however, i highly doubt the guys on the video can make this possible at MMO-sized scale, i'd have to see it to believe that

 

the biggest problem i see is calculating the collisions of physical object with one another, and the correction if people try to do that,

 

if your server for example sees that two players run at each other and (without collision) would be inside of each other in the next server tick (giggety),

the server would have to correct their positions, if the server tick however is apart 100 ms, it can very well be that fast enough movement will break that servers simulation and let you pass through stuff

 

in eve online the tick is every two seconds, and there is almost no physics calculation being done besides velocity and a rough collision bubble around a ship, and even they struggle (with a normal server) with 200 people being on the same server, if anything bigger occurs, the server gets exchanged with a cluster of servers and time dilation kicks in, making the calculations easier

 

DayZ servers have to calculate Zombie AI, spawning of items, player stats, player visibility bubbles, eat/drink/all sorts of scripts, bullet penetration and bullets physically simulated

 

tl:dr no, i don't think this will be possible for DayZ

also it would be quite overkill, you could do all this jazz with a few sanity checks on player velocity calculated every 10 seconds by the server, and coordination sanity checks (is the player ten thousand feet above ground and not in a helicopter? yes? kick him)

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We already use many parts of this video in our games today. The problem is, how much more would it take to stop a player walking through a rock server side or simply flying across the map.

He may see it client side, but server side the player will be stuck in one spot. What does it take to finish this?

It could be important to have these features in all games Multiplayer. Would it take a team to reprogram this? or would it take a simple program to reduce the exploits.

So many simple things we see, could be stopped with coding changes.

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We already use many parts of this video in our games today. The problem is, how much more would it take to stop a player walking through a rock server side or simply flying across the map.

He may see it client side, but server side the player will be stuck in one spot. What does it take to finish this?

It could be important to have these features in all games Multiplayer. Would it take a team to reprogram this? or would it take a simple program to reduce the exploits.

So many simple things we see, could be stopped with coding changes.

 

NO, sorry, but you are talking BS here

 

the stuff shown in the video is everything but easy

i asked the people of the above video how many people they managed to get their server running with using this technology and they said 2000!!! that is seriously insane!

either they are the gods of netcode performance programming or they have servers from another planet,

or they overstated the amount of people they actually got this running with (don't see the reason they should though)

 

the servers DayZ usually runs on are servers that are in the price range of 50€ a monthif you want a decent one,

since people want to be able to host their own DayZ servers

 

if you would make Dayz player physics and collision simulated real-time on the server

for every player, servers that can run DayZ would become WAY to expensive for a normal person,

plus they would have to rewrite most of the DayZ net code and probably even alter the arma engine behind it even further than they allready did 

don't expect this to ever come to DayZ, it's overkill just to get rid of movement cheats, it's WAY to hard to program at this point

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Nothings bullshit about the future.

 

things can happen, a start of something changes the platforms we game on. Don't miss the point, its not what they have done, its what they suggested that is possible.

 

If we ignore the concepts behind these type of improvements, we reduce the loopholes of other potential issues. If games in general don't improve on coding structures or the bases of someone else s technology, we will still be playing when diablo had hacks.

 

I couldn't care less about some hippies sitting in the dark programming. But we all have suggested this back in the 90's about collision detection rules.

 

Whats failed now a days? Did we just hack and slash a fast buck, or did something else happen along the lines that to make a game with the basic's all get lost along the lines.

Not everything has to be done over night, its something others agree that has to happen.

 

I will ask you, do you personally believe that people get so fed up with cheats so much so, they log off and find other game types to play out of anger? Could 99% of those problems be solved with collision detection fixes.

 

How many log off with the bugs in mmo's out of anger? i bet 99% of those  could be fixed with improved collision detection fixes.

 

Example:

Lets put for example something simple, with the game we all enjoy, dayz.. If i have a horde of zombies all rushing through the walls of a building hitting you and killing you right away. Would you not be upset that that could have been fixed? Given that you spent hundred of hours prepping and building your character up.

 

Now we have 5000 forum members all complaining about the zombies going through the walls, rocks, and ground.... would the dev's not put time into the collision detection issues regarding this?

would BI not enforce a change in the base engine? of their structure if EA games has it already installed?

 

 

Out of argument sake, keeping it very civil of course. Lets say next year a new program helps determine critical flaws or fixes to the netcode, or helps determine flaws and or fixes to the normal map collision would BI not try to make something of their own, if it helps improve on their game line ups. Knowing that simply all the other gaming companies are pulling in 1000's of their customers towards their games out of the simple fact collision detection was repaired.

 

That's not a huge what if scenario.

 

Remember whats said today, was not the case over 20 years ago. Many of these features (not saying Collision exactly) where done as standard rules in the industry. Lately many of us old timers have mentioned these problems right away in past games. What did they fail to finish? Yes many hrs of line codes. Maybe they aren't teaching these new programmers how to handle these things.

 

Or could it simply be that the base gaming program has so many limits in it like UE4, that it would take an army to program new features like these guys suggest in the video.

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NO, sorry, but you are talking BS here

 

the stuff shown in the video is everything but easy

i asked the people of the above video how many people they managed to get their server running with using this technology and they said 2000!!! that is seriously insane!

either they are the gods of netcode performance programming or they have servers from another planet,

or they overstated the amount of people they actually got this running with (don't see the reason they should though)

 

the servers DayZ usually runs on are servers that are in the price range of 50€ a monthif you want a decent one,

since people want to be able to host their own DayZ servers

 

if you would make Dayz player physics and collision simulated real-time on the server

for every player, servers that can run DayZ would become WAY to expensive for a normal person,

plus they would have to rewrite most of the DayZ net code and probably even alter the arma engine behind it even further than they allready did 

don't expect this to ever come to DayZ, it's overkill just to get rid of movement cheats, it's WAY to hard to program at this point

At this time:

I wont put your post on the spot at all here, what you said is exactly correct. Could it cost the end user money more so then the game itself.

 

Would it be so overwhelming on the server to have so much hardware to run the simple AI... we all know from arma 3 how much our standard AI code, extra draws.. why Headless Client was done up.

 

Its not over kill to have a rock block you instead of going through it. If the server rejects it in 100 lines of code, it would be placed in right away.

Would this not also stop a cheat? Remember they did fix the bugs in dayz already for some of those normal exploits people did to hide in a wall, pop out and kill you. (fixed for the most part)

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