Re: 10 January Updates - improved packet handling
Posted: Fri Jan 11, 2019 1:38 am
shit
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No you aren't. Don't be so hard on yourself.Ross wrote:shit
First off, hi Rapsey my dude! Haven't talked to ya in a long whileRapsey wrote:There are only global tick cycles (not per player) and combat is always handled in these, that much has never changed. The changes here are about server responsiveness.Thoby wrote:Amazing, great work!
Does the combat work on a global tick cycle though? F.e. is it possible that the if you click the other player .3 seconds later than that player clicks you, your hits will always appear 0.3 seconds later than the opponents? Or is that handled in the .6 tick cycle? Most likely the second option, looking at staking for example, but just to be sure?
Simplified example: if you click to attack another player or NPC the server will immediately let you start attacking, so it doesn't feel laggy. But the whole combat processing, the server-side calculations of the hits, that happens in the global cycles. Your hit doesn't get calculated the moment your attack-click is received by the server. This only marks your account as "currently attacking player/NPC X" (instantly) and then in the next cycle the server will look at your position, weapon speed etc to determine if there should be a hit.
No and no, there is no PID and these changes don't affect that.Egolith wrote:Now onto my question adding on to this: I know in osrs there is PID that takes into effect the prioritization of registering a hit in correspondence with game ticks. I'm not sure if this question has been brought up, but is there a form of PID in pkh and if there is, does these changes in the response from the server have any modifications in PID?