Physics in MP

Adrien C

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Quik question guys.

Will physics be included in MP ? Has Valve said anything on this subject ?
 
incredibly complicated physics. gabe said the server handles the big calculations while the client side handles the simpler calculations such as barrels falling over and such. gabe also stated you can "tag" on a map what is server side and what is client side calculated.
 
that is one of the source engines biggest strengths IMO
 
I forsee many a server crashes due to maps with insane physics... Should be fun though.
 
One Thing man only one thing i must say "It is just the same and it will R0kz0r" :)
 
StardogChampion said:
I forsee many a server crashes due to maps with insane physics... Should be fun though.

you underestimate valve sir. Lan should be perfect though :D
 
actually stardog yahn from valve is the main homie in charge of the netcode. he's made a netcode according to him and an email ive received about a year ago, that will be amazing, something we havent seen ever. apparently there can be 128 players (in a mod of course, hl2's mp is made for 64 players), and on that 128 player server you can have plenty of physical objects, both simple and complicated, and it will run without a hitch. also remember, theyve been working on this for almost 6 years now, yahn has perfected his netcode and is proud of it.
 
You can scale down to 1/32 and have near-perfect physics. After that it gets a little messed up. Although I wouldn't see a need for going below 1/4 scale for the majority of mods(that's about to size of BF1942 maps, 1 mile cubed)

*edit*
HL2's MP is made for 64 players, but can handle 128 players online. This means 256 players on LAN.
 
guinny said:
actually stardog yahn from valve is the main homie in charge of the netcode. he's made a netcode according to him and an email ive received about a year ago, that will be amazing, something we havent seen ever. apparently there can be 128 players (in a mod of course, hl2's mp is made for 64 players), and on that 128 player server you can have plenty of physical objects, both simple and complicated, and it will run without a hitch. also remember, theyve been working on this for almost 6 years now, yahn has perfected his netcode and is proud of it.

I heard someone here (I think it was Polykarbon) say that tests with the leak have been made with lots of buggy's in one area and the network code did very well.
 
PvtRyan said:
I heard someone here (I think it was Polykarbon) say that tests with the leak have been made with lots of buggy's in one area and the network code did very well.

That is correct.

I emailed Valve a while ago and they said they changed the netcode entirely! They said that the new netcode is better and actually it sends lesser data each time than the current HL1 netcode!
 
Since large things are serverside physics, would that include dead bodies? In UT2k4 servers don't register dead bodies, so ragdolls are 100% clientside(surprisingly they're different in some cases, which doesn't make sense at all)
 
2ltben said:
Since large things are serverside physics, would that include dead bodies? In UT2k4 servers don't register dead bodies, so ragdolls are 100% clientside(surprisingly they're different in some cases, which doesn't make sense at all)
It's not worked out by size but by what the mod team want for server or client side.

For example

A small 4 player online mod could if they wanted make all physics server side. While a large many player mod would choose to make only certain objects such as crates and drums server side, while everything else is client side. It's entirely up to the mod in question. You go through and just keep testing it until your sure you have the right balance. All you need to keep in mind is client side physics will be different for everyone. So were you to make all physics client side, you'd end up with a bit of a mess. If you made them all server side, the physics would be the same for everyone, but the server would have to send much more data to each player. Hence the balance a mod needs between the two methods. Mods aimed at smaller player numbers will get away with almost everything server side, while large number mods will have to be very strict on what is and isn't sever side.

You'll likely find over time that the better mods begin to use physics in a mature way, using them ONLY when needed and even then only server side if absolutely required as part of the game. On the other hand you'll also get plenty of bad mods that stick everything in that they can, just to show off. Those will be bad, very bad.
 
2ltben said:
Since large things are serverside physics, would that include dead bodies? In UT2k4 servers don't register dead bodies, so ragdolls are 100% clientside(surprisingly they're different in some cases, which doesn't make sense at all)
Ragdoll deaths will probably be clientside by default in HL2 multiplayer.
 
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