I was playing at swampys trying to get a video of a bug I have been experiencing with the cvs client on 2.7 and older servers. I didnt get a video that, but instead got one of a wall bend. (video link in sig). [God]Owns said he got a screenshot of the bend.
I will update if I get a video of the bug I am experiencing (related to rubber).
Using CVS client on 2.6/2.7 servers -> bends, rips, &
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- Location: USA-CT
Thanks for the video/pictures.
Rips and wall bends are both indirect phenomena that occur on server and clients independently. When you do something rippy/bendy, all buggy clients and the server have a chance of showing a rip/bend.
Since the things you have to do to cause rips and bends are known ( driving close to the rim ), it is possible for the fixed server to protect the connected clients: it simply does not allow them all to get close to the rim. For the new client however, things are different. If we modify it so it does no longer get dangerously close to the rim, users of the new client would be at a disadvantage relative to users of the old client. I will add that option for philantropes, though
Nemo got pushed away from the wall by the server side code that tries to keep objects confined inside the rim wall bounds. That code assumes that the rim is convex, which it is not as soon as it gets bent. ( It's the same code that keeps players from driving far away of the arena when there is a small rip and they get through. It breaks down as soon as a whole side is missing. ) And since the bend was on the server and the new client listens to the server, the consequences are felt on the client.
How did Bob get out there? Was there a rip, too, or did he tunnel through the wall?
Rips and wall bends are both indirect phenomena that occur on server and clients independently. When you do something rippy/bendy, all buggy clients and the server have a chance of showing a rip/bend.
Since the things you have to do to cause rips and bends are known ( driving close to the rim ), it is possible for the fixed server to protect the connected clients: it simply does not allow them all to get close to the rim. For the new client however, things are different. If we modify it so it does no longer get dangerously close to the rim, users of the new client would be at a disadvantage relative to users of the old client. I will add that option for philantropes, though
Nemo got pushed away from the wall by the server side code that tries to keep objects confined inside the rim wall bounds. That code assumes that the rim is convex, which it is not as soon as it gets bent. ( It's the same code that keeps players from driving far away of the arena when there is a small rip and they get through. It breaks down as soon as a whole side is missing. ) And since the bend was on the server and the new client listens to the server, the consequences are felt on the client.
How did Bob get out there? Was there a rip, too, or did he tunnel through the wall?
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- Posts: 5
- Joined: Thu Feb 24, 2005 8:19 pm
- Location: USA-CT