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D1x ships vs rebirth ships

PostPosted: Mon Mar 10, 2014 4:28 pm
by bahamut
I've been seeing a lot of shots that in D1x would have been dodgable since they went under me by a hair, but that doesn't happen in rebirth; i was wondering why?

Re: D1x ships vs rebirth ships

PostPosted: Mon Mar 10, 2014 6:53 pm
by Drakona
If you mean vanilla Rebirth, that's probably the collision bug manifesting. If you mean Retro . . . I don't know, that shouldn't be happening -- take demos demonstrating the effect, and I'll do analysis to get to the bottom of it!

Re: D1x ships vs rebirth ships

PostPosted: Sun Mar 30, 2014 9:14 pm
by melvin
You know, I feel like I've seen this too. Could it just by the departure from p2p to c/s?

Re: D1x ships vs rebirth ships

PostPosted: Sun Mar 30, 2014 9:25 pm
by Drakona
That shouldn't affect collisions. The c/s architecture is just network architecture--all traffic flows through the host. The way they're processed and by who should mostly be unchanged, and at any rate, collisions are still client-side.

Re: D1x ships vs rebirth ships

PostPosted: Mon Mar 31, 2014 7:52 pm
by melvin
Good to know. I think some inaccurate tutorials about quake c/s vs descent p2p may have clouded my thinking.