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 Cortex Command Online Deathmatch - UPDATE - 12/19/10 
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Post Re: Cortex Command Online Deathmatch - UPDATE - 9/10/10
D:
What if I promise to not shoot my teammates in the face for propulsion?


Sat Sep 11, 2010 2:22 am
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Post Re: Cortex Command Online Deathmatch - UPDATE - 9/10/10
;-;
just link a timer to how long someone can stay still before getting kicked, and link the value to the amount of shots they've fired from that position. Also a little less recoil on the gun would be nice.


Sat Sep 11, 2010 2:24 am
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Post Re: Cortex Command Online Deathmatch - UPDATE - 9/10/10
Yeah baby.
If I wasn't quite so inebriated, I'd start up a server for them United Kingdom folks, and them European folks if they wanted in.


Sat Sep 11, 2010 2:34 am
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Post Re: Cortex Command Online Deathmatch - UPDATE - 9/10/10
Im generously hosting the server, so come by.

edit: Ip: 207.167.14.19


Last edited by dragonxp on Sat Sep 11, 2010 2:58 am, edited 1 time in total.



Sat Sep 11, 2010 2:44 am
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Post Re: Cortex Command Online Deathmatch - UPDATE - 9/10/10
dragonxp wrote:
Im generously hosting the server, so come by.

edit: Ip: 192.168.1.102

hey hey genius. You know thats your PCs IP, not your public one?


Sat Sep 11, 2010 2:54 am
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Post Re: Cortex Command Online Deathmatch - UPDATE - 9/10/10
Skiv wrote:
dragonxp wrote:
Im generously hosting the server, so come by.

edit: Ip: 192.168.1.102

hey hey genius. You know thats your PCs IP, not your public one?


I'm not a genius so yeah...


Sat Sep 11, 2010 2:56 am
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Post Re: Cortex Command Online Deathmatch - UPDATE - 9/10/10
http://www.whatismyip.org/


Sat Sep 11, 2010 2:57 am
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Post Re: Cortex Command Online Deathmatch - UPDATE - 9/10/10
Ip: 207.167.14.19 have at it.

edit: wow guys, eager people much?


Sat Sep 11, 2010 2:58 am
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Post Re: Cortex Command Online Deathmatch - UPDATE - 9/10/10
FYI guys if you see a robot randomly flying around by shooting its gun... it's probably me.


Sat Sep 11, 2010 3:04 am
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Post Re: Cortex Command Online Deathmatch - UPDATE - 9/10/10
Player 3 is a gentleman


Sat Sep 11, 2010 3:21 am
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Post Re: Cortex Command Online Deathmatch - UPDATE - 9/10/10
Before now, I never realized I could actually hate people in a country other than America. (Just kidding).
You people are the bane of this mod's existence. (True)

Alright, I've distilled it down to two main problems:
1. Particles are allowed past the tower lines. (Client side problem).
2. Laggy people are sending info in from minutes ago. (Server/Clientside problem).

Keeping particles from being allowed past the lines would keep douches from spawn camping.

Getting the server to send what time it is with the data transmissions would prevent old irrelevant
data from transferring through so you wouldn't be fighting someone from 10 minutes ago.

An alternative is to just kick people based on ping, but that wouldn't be fun, would it?


Sat Sep 11, 2010 3:22 am
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Post Re: Cortex Command Online Deathmatch - UPDATE - 9/10/10
Geti wrote:
Player 3 is a gentleman

Sorry?

edit: also what to do with this thread? http://forums.datarealms.com/viewtopic.php?f=4&t=10846&hilit=Online


Sat Sep 11, 2010 3:25 am
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Post Re: Cortex Command Online Deathmatch - UPDATE - 9/10/10
zalo wrote:
Getting the server to send what time it is with the data transmissions would prevent old irrelevant data from transferring through so you wouldn't be fighting someone from 10 minutes ago.
An alternative is to just kick people based on ping, but that wouldn't be fun, would it?
Don't do ping kicks. Timestamps would be nice. >2s should definitely be ignored. 1s is getting shaky.

Also a quick DoS vulnerability: multiple connections from the same IP could swamp your connection.


Sat Sep 11, 2010 3:37 am
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Post Re: Cortex Command Online Deathmatch - UPDATE - 9/10/10
...
That was awesome.


Sat Sep 11, 2010 3:49 am
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Post Re: Cortex Command Online Deathmatch - UPDATE - 9/10/10
Server going offline, It'll be back up in 14 hours from now.


Sat Sep 11, 2010 3:57 am
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